
hellacious huni |

I'm starting a new campaign set in a completely abandoned, dead plane and needed some ideas for monster, adventures, etc.
The main thing I wanted to know is if anyone thinks any of the adventures in recent Dungeon magazines could be converted to this setting.
Let me give a slight overwiew:
Couple hundred years ago bad guy says, "You know what? I'm going to kill every living thing on this world including myself and my gods. None of us deserve this place." He succeeds.
200 years later some planeswalkers discover a completely empty, desolate world. Silent cities, wild young forests regrowing from the destruction. And undead, lots of undead.
So adventures from all over begin filtering through portals, setting up frontier camps to reclaim all the lost treasures just waiting to be claimed. Lawlessness prevails and a settler mentality begins to take shape. This deadworld becomes a place of hopes and new beginnings for travelers looking to carve out a piece of land for themselves.
But overlooked by the planeswalkers and the adventurers alike is that there is still life hiding in the cracks of this place, and it wants its world back.
Any help you can give would be appreciated!

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Sounds like a great opportunity to bring in some of the odd-ball type races that can move in from other planes as colonizers... Githyanki, Kartori (sp? those guys that make the weapons and armor out of the resin they secrete), Nerra, Formians... all of these could be different groups moving into areas trying to establish foot-holds.
Having some odd variations on common animals might be nice as well. A neat source that I would recommend would be "After Man: A Zoology of the Future" by Dougal Dixon. Follows a speculative path on what evolution might do to our species if man vanished from the scene tomorrow... It takes common species like rats, advances them a few million years, and looks at what the spieces could look like. In this case, a wolf-like rodent called the falanx. You could use the stats for existing species, but the look would be more alien.

Big Jake |

You might be interested in Necromantic Lore, by Fantasy Flight Games. It has new undead that might be useful in your campaign. I'm particularly fond of the undead unicorns.
But, I don't know of any adventures off-hand that would help. There are several that deal with undead on the Downloads section on Wizards.com/dnd, but they assume that the land around the crypts and whatnot are still inhabited by normal people.

Marc Chin |

I'm starting a new campaign set in a completely abandoned, dead plane and needed some ideas for monster, adventures, etc.
The main thing I wanted to know is if anyone thinks any of the adventures in recent Dungeon magazines could be converted to this setting.
Let me give a slight overwiew:
Couple hundred years ago bad guy says, "You know what? I'm going to kill every living thing on this world including myself and my gods. None of us deserve this place." He succeeds.
200 years later some planeswalkers discover a completely empty, desolate world. Silent cities, wild young forests regrowing from the destruction. And undead, lots of undead.
So adventures from all over begin filtering through portals, setting up frontier camps to reclaim all the lost treasures just waiting to be claimed. Lawlessness prevails and a settler mentality begins to take shape. This deadworld becomes a place of hopes and new beginnings for travelers looking to carve out a piece of land for themselves.
But overlooked by the planeswalkers and the adventurers alike is that there is still life hiding in the cracks of this place, and it wants its world back.
Any help you can give would be appreciated!
Great idea, Hunni! A setting like this is wide open for any DM to put their personal stamp on in terms of populating it with all manner of wierd monsters and factions.
I would recommend the Book of Madness (covers abberations) and any alternative d20 monster tome to populate the world with oddball monsters, then subject the world to multiple invasions (Gith, Elementals, Priests, Outsiders - just about ANY plane-travelling capable race will want to claim the world as their own)...which will lead to a multitude of wars of dominance.
M

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then subject the world to multiple invasions... Elementals...which will lead to a multitude of wars of dominance.
I can see it now...
Earth elemental faction: "This earth is ours!"
Fire elemental faction: "No! It is ours to burn!"
Water elemental faction: "No! It is ours to flood!"
Air elemental faction: "No! It is ours to float over... We hate you all!"

ASEO |

I'd say grab an old Dark Sun map and use that if you haven't already mapped the whole thing out. I could see lots of incorpreal creatures, Perhaps a crashed Spell Jammer ship (there have been a couple of Dungeon adventures with these in them).
Perhapse use a Hex map to give the area a bit of weirdness. Are you looking at a would of Ash, sand and devistation, or a area just void of animal life, but with the reminants of the civilizations that once existed there...
Using some old Gamma World stuff might really add to the whole apocoliptic/mutated survivor feel.
ASEO out

hellacious huni |

Gamma world sounds like a real interesting idea, ASEO. And Marc, I love the idea of all these aberrations deciding this plane is ripe for their race. Maybe a beholder outbreak...who knows.
To answer your question ASEO, every type of environment is represented in this world, but everything living (including plant life) has died. So cities stand where they once were completely uninhabited (with treasure intact). The life that I cryptically alluded to come from rips in the aether that lead both to the plane of shadows and the negative energy plane. They were the first to claim dominance on this world but have yet to grow into true power houses. By the way, with all the negative energy floating around the undead have grown strong and onry.
One idea I am tossing around is not allowing any Arcane or Divine magic and making all my PCs pick classes from the new Incarnum book from WotC. Incarnum is dispersed life energy and what better place for that than a world filled with dead gods.

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I would also recommend d20 Apocalypse as a good resource with the settlers replacing survivors.
I can see where limiting Divine magic would be thematically appropriate - all the local gods are dead and the rest should at least have a hard time manifesting if not being cut off entirely.
The rationale for limiting Arcane magic would depend heavily on what the local source for it was. If it was inherently part of the world, it could be non-existant or fractured after the apocalypse - working in some places but not others (or working completely differently in different locations like Wild Magic). If Arcane magic came from a diety (or dieties) it would no longer work at all (the source being destroyed)unless a settler brought a new source of magic with them...
Hmm... Dark Sun, but fighting over magic sources instead of water. That could be very cool and way nasty - sort of like cut-throat space exploration.

dragonlvr |

I really like this idea. You could have mages running portals to this plane and charging travellers for admission, and I'd suggest lots of undead templates. I don't have my books at hand right now, but I know there are SEVERAL undead templates in many books. I'll post which books has what when I can.

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I had a similar idea that I've been working on. Instead of a big villain killing everyone off, mine was going to be a world devestated by a more (un)natural disaster, depending on your point of view.
In this world, something happened a thousand or so years ago that caused the moon to crack in half (anyone remember the Thundarr the Barbarian cartoon?). This unleashed global destruction, wiping out every major civilization and reducing any survivors to a state of very primitive barbarism (I'm talking neanderthal level). After centuries, they are just beginning to claw their way into a semblance of civilization. One twist, however, would be that certain races like dwarves, who were really good at engineering, would have made out better than everyone else and would be more advanced.
I've also recently altered the idea to include some Spelljamming (a favorite of mine), in that some space goers have settled onto a piece of the broken moon and built a small city. From that base, they travel down to the planet to mine for metals and gems, and log the forests. They have at least one colony city on the surface, and from there they interact with the barbarian survivors of the earlier disaster.
On an aside note, for your world, you may want to consider the fey as a source of both enemies and allies. Both the Seelie and Unseelie courts exist in the Plane of Faerie, but have links to the natural world. They could be treating the world as their own private wildlife reserve and hunting grounds.

hellacious huni |

I would also recommend d20 Apocalypse as a good resource with the settlers replacing survivors.
I can see where limiting Divine magic would be thematically appropriate - all the local gods are dead and the rest should at least have a hard time manifesting if not being cut off entirely.
The rationale for limiting Arcane magic would depend heavily on what the local source for it was. If it was inherently part of the world, it could be non-existant or fractured after the apocalypse - working in some places but not others (or working completely differently in different locations like Wild Magic). If Arcane magic came from a diety (or dieties) it would no longer work at all (the source being destroyed)unless a settler brought a new source of magic with them...
Hmm... Dark Sun, but fighting over magic sources instead of water. That could be very cool and way nasty - sort of like cut-throat space exploration.
Fighting over the magic sources...hmmm, that's a great idea. Now that magic is dead (or near dead) here everyone would be fighting over the last places where magic can manifest.
Dragonlvr, any help would be much appreciated and your idea of charging admission to gain entry into this plane is indeed in this campaign only in reverse. You see, the planeswalkers who originally set up these portals have grown rich and cruel off of all the settlers and adventurers coming through the portals that they now charge a steep fee to leave this plane. Cities have sprung up around these portals and now only the upper class have access to them. It is now only a dream for the lower classes to ever be able to leave deadworld.
Aberzombie: man-o-man, you and Spelljammer...you two should get a room. But, great ideas none-the-less, especially if some of the civilizations were advanced enough to leave the planet before the catastrophy, they may be arriving back now a la "Planet of the Apes" and after seeing everything dead going, "You did it! You really did it! Damn you!"

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Aberzombie wrote:anyone remember the Thundarr the Barbarian cartoon?With Ookla the Moc and Princess Ariel!
I used the Mocs as a race back in high school. Just basically a good-aligned race of bugbears.
And that goofy wizard with the two faces. One was his "nice" face, then that hat/helmet/visor would pivot, the head would turn around, and...bam...you suddenly had the "bad" face. I can't remember his name, but I do seem to recall that he met his demise while riding on the shoulder of an animated Statue of Liberty. What were the writers of that show smoking?

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Dragonlvr, any help would be much appreciated and your idea of charging admission to gain entry into this plane is indeed in this campaign only in reverse. You see, the planeswalkers who originally set up these portals have grown rich and cruel off of all the settlers and adventurers coming through the portals that they now charge a steep fee to leave this plane. Cities have sprung up around these portals and now only the upper class have access to them. It is now only a dream for the lower classes to ever be able to leave deadworld.
No reason why the gatekeepers wouldn't charge to travel both ways. Probably monetary/local currency to leave to the deadworld (gold rush mentality...ya gotta spend a little to get a lot), but to get back... that's where the price really picks up! Rare goods, items of art, science, or thaumaturgy not known on their homeworld, spell componants that can only be gleaned from dangerous beasts that still live on/in the deadworld. It could even be a unique item that the gatekeeper needs for a plot on or against the homeworld itself "You want to come home? Then you WILL find me the Obsidian Teardrop of Kallu-mata or you will join the bones of this dead realm!"
And Aberzombie's chronic Spelljamophilia aside :) it could be a really fun angle to have have some of the former inhabitants who managed to survive come back.

hellacious huni |

No reason why the gatekeepers wouldn't charge to travel both ways. Probably monetary/local currency to leave to the deadworld (gold rush mentality...ya gotta spend a little to get a lot), but to get back... that's where the price really picks up! Rare goods, items of art, science, or thaumaturgy not known on their homeworld, spell componants that can only be gleaned from dangerous beasts that still live on/in the deadworld. It could even be a unique item that the gatekeeper needs for a plot on or against the homeworld itself "You want to come home? Then you WILL find me the Obsidian Teardrop of Kallu-mata or you will join the bones of this dead realm!"And Aberzombie's chronic Spelljamophilia aside :) it could be a really fun angle to have have some of the former inhabitants who managed to survive come back.
"Then you WILL find me the Obsidian Teardrop..." I LOVE IT! Those bastard wizards, that's how they getcha! Instead of the theives stealing bread off the carts they would be trying to sneak past the gatekeepers and into the portals.
"What's this? A street rat?" Says a gatekeeper.
"I just want to get home to see me pa sir, please sir, let me go. I don't have any money to get home."
"Ah hah hah hah. No money? Well street rat I'll send you home! GORDY! Gordy, set the portal to the lower planes, I've gotta send someone home! Heh heh."
And as to the returning civilization, has anyone ever read "The Wheel of Time" series by Robert Jordan? They could be like the Seanchan, all uppity with an inflated sense of entitlement. Everybody would be all, "Who the hell are you?" And they'd be like, "We live here!"

battlerage |

Hell ya..I love the whole idea. Any chance you live in South Carolina and need some additional PCs Huni?
Alas I digress...As far as inhabitants, did you ever get into Ravenloft much? They had one of my favorite bad guy groups: Cannabilistic Kender. Very vile, nasty, heartless little bastards that looked almost identical to the fun loving pranksters of dragonlance. I can see a horde of these maniacal little barbarians streaming out of the mountain ranges to reek havoc on the newly established masses.
Rage

hellacious huni |

Hell ya..I love the whole idea. Any chance you live in South Carolina and need some additional PCs Huni?
Alas I digress...As far as inhabitants, did you ever get into Ravenloft much? They had one of my favorite bad guy groups: Cannabilistic Kender. Very vile, nasty, heartless little bastards that looked almost identical to the fun loving pranksters of dragonlance. I can see a horde of these maniacal little barbarians streaming out of the mountain ranges to reek havoc on the newly established masses.Rage
I would love to have you in the game Rage but I live in San Diego, CA. As for the Cannabilistic Kender, they probably wouldn't be natives of the dead plane because nothing survived the catastrophy, but if they somehow paid their way through a portal (or heck, took one over) then they would love the wide open spaces.

Chris Shadowens |

...As far as inhabitants, did you ever get into Ravenloft much? They had one of my favorite bad guy groups: Cannabilistic Kender. Very vile, nasty, heartless little bastards that looked almost identical to the fun loving pranksters of dragonlance.
...As for the Cannabilistic Kender, they probably wouldn't be natives of the dead plane because nothing survived the catastrophy, but if they somehow paid their way through a portal (or heck, took one over) then they would love the wide open spaces.
Didn't Dragon #300 have cannibal halflings (my copy is in storage right now)? In that sealed "Vile" section.
Man, Huni, I've gotta say I'm already a huge fan of your homebrewed realm. I dig the blown-out aspect of the world and I also think a peek into d20 Gamma World might be worth something. If anything'd survive the cataclysm you've described it'd be in there.
As to the Thundarr reference, does anybody remember the year the show's moon-rending happend? 1994. I remember telling people I was waiting to see if the prophecies would come true...though most people didn't remember the show when I'd try to explain my insanity. ;)
http://www.thundarr.com
- Chris Shadowens

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Didn't Dragon #300 have cannibal halflings (my copy is in storage right now)? In that sealed "Vile" section.
-----
As to the Thundarr reference, does anybody remember the year the show's moon-rending happend? 1994. I remember telling people I was waiting to see if the prophecies would come true...
- Chris Shadowens
Yes, you are correct...the Flesheater.
---
I believe it was shortly after Chairface Chippendale carved "CHA" in it with the Geissmann Lenses.

Saern |

Well, depending on the exact nature of the devastation and your preference for the race, Warforged! If the disaster only destroyed life, then constructs would have survived. The intelligent ones would have become dominant, especially since most competition would have been undead, which are weak vs. constructs (typically). Now, constructs could rule huge swaths of the world.

hellacious huni |

Well, depending on the exact nature of the devastation and your preference for the race, Warforged! If the disaster only destroyed life, then constructs would have survived. The intelligent ones would have become dominant, especially since most competition would have been undead, which are weak vs. constructs (typically). Now, constructs could rule huge swaths of the world.
I think that's a pretty kick butt idea, but I feel that even constructs would have been effected by the death of magic on this plane. Maybe they could be gowing haywire now, but I don't think they would have survived in any normal sense of the word.
A quick word on dieties before I give you a city from the dead plane setting: gods in my world were not exactly living beings nor were they constructs, they were called Diety Engines and they connected the arcane and divine magic users to the one true God. Those links were severed during the catastrophy when all the engines were obliterated.
Here is a city from the Dead Plane: Narthex, City of Eyes. It is a city that sits atop a rip in the aether that leads to the Shadow Plane. Most of its structure is actually comprised of the dead diety engine. Dark stone rises from the fields of newly grown low grass and Narthex's towers serve as a kind of sundial in these flats.
Narthex is dimly lit in the daytime from all the towering black brick that blanket dark alleys and even darker shops that sell strange and curious items. In the night the lanterns flicker low and the denizens of the city (if they are smart) retire until morning behind locked and barred doors.
There is no gate into Narthex, no paths or steps that lead to its heart. One must be accepted by those who run the City, the Arrens, and they will part the black brick like silk curtains for those they wish to enter or leave. This is a Portal City and the Arrens, dark cloaked, bird masked acolytes of the dead engine, control the life flow of Narthex completely. No one goes hungry in Narthex, if you are hungry the Arrens feed you. There is no crime in Narthex, if you commit an unlawful act the Arrens will find you. There is no sleep in Narthex, the Arrens will enter your slumber and steal what is most valuable to them, your dreams.
Some consider the City's architecture beautiful, with its massive arches and exquisitly crafted stained glass windows. But the most defining feature of Narthex is the monoliths. They are dark rectangular stones that stand on end and hover inches from the ground, dripping painted white eyes, watching from two sides. They slowly move along the streets and bridges, the crowds part before them and they can be seen in the sky, between the towers. Nobody knows what purpose they serve but neither does anyone question them, the Arrens allow them and that is all that matters.

Chris Shadowens |

Gavgoyle wrote:I believe it was shortly after Chairface Chippendale carved "CHA" in it with the Geissmann Lenses.SPOOOOOOOOOON!!!!
Ha ha! The Tick, yes, now I remember. I knew I knew the name (Chariface's) but I kept failing my WIS checks. Damned dice! ;)
- Chris Shadowens
(...Wishing the animated Tick series was on DVD, not just the live-action.)

magdalena thiriet |

Hum, interesting idea...of course, if we are having completely dead world that would also mean plants and bacteria...both of which would probably be transported with first explorers/settlers.
Now this has possibility of being truly nasty place where all kinds of perverse ideas could be brought in. Let us say that that big bad god (or group of gods) did create all kinds of evil curses which for one reason or another have lingered in the world even after their death. One of these was a curse which blocked all travel between this world and others but this has now recently been breached. Plenty of others are still around (which might drop in two months or in 2000 years...) and as these curses/enchantments are divine make no mortals can remove them...some of the more powerful gods possibly could but at the moment they are not interested.
Let us say, a desert which saps 2 points of constitution every night spent there and when you reach 0 con you become an undead. And then make your characters cross that desert. Being a nice GM, it of course is crossable in time...except for the undeads which of course are already roaming in the place (nice way of throwing some really strange things to players, like spectre beholders or zombie flumph).
There of course are plenty of interesting undeads around, some more mindless/societal than others. And plenty of raw material (see the earlier note of bacteria...nothing has decayed here...oh, now when you are at, imagine the stench and diseases which come when the decaying starts anew).
And probably a place of constructs as well which lives in certain indifference with their more numerous undead neighbors (their homeland might be less hostile to foreigners but they might still not take a nice view to newcomers...)
If this sounds like combining worst parts of Ravenloft, Dark Sun and Planescape you have pretty much arrived to what I have in mind :)

hellacious huni |

That's vicious Magdalena, you make me fear for my PC's! But lovely, lovely ideas. Escpecially the fact that the undead have been in stasis all this time until the first settlers show up. And how cool would it be to run into a city completely populated by nothing but intelligent undead and constructs. Rainbows and handholding I tell ya!
Zombie flumphs! Lol! That is something special, something to tell your grandkids about.
And as to the newly discovered undead rot: How about an adventure hook from an intelligent undead who finds herself suddenly decaying and needs the PCs to reinstall the cleansing curse that also prevents anyone from coming into the plane (probably unbeknownst to the PCs).
Speaking of Ravenloft, I see some of the Diety engines seeing the cleansing curse coming way back when (prophecies and all that jazz) so I'm positive a couple of them were smart enough to hide in time release Demi-planes of their making that are quite soon going to expire and dump them back into this empty plane.

magdalena thiriet |

Yup, creating a nasty place where even survival is a battle can be interesting (while still keeping it somewhat enjoyable to players...no instant-kill-no-save thingies :)).
This campaign would be rather cleric-centered, not only because of undeads but also such spells like create water, create food, purify food&water, remove disease...all which should be very useful. Barbarians or other survival-oriented characters who could cope on harsh environment would be useful too (not to mention the muscle). Rangers and druids would be a challenge to play in a world with little to no nature...(of course it could be a motivation of a druid to travel around, spreading seeds and trying to get them to grow...). Bards, of course, would be close to useless (Bardic knowledge in completely alien world? Diplomacy? Yeah right) and rogues too shouldn't be first choice...craft skills would be useful since there would be very few shops around.
Hmm, this does have a certain scifi feel in it...not to mention that first outposts and settlements would probably be a bit "wild west".

hellacious huni |

This campaign would be rather cleric-centered, not only because of undeads but also such spells like create water, create food, purify food&water, remove disease...all which should be very useful. Barbarians or other survival-oriented characters who could cope on harsh environment would be useful too (not to mention the muscle). Rangers and druids would be a challenge to play in a world with little to no nature...(of course it could be a motivation of a druid to travel around, spreading seeds and trying to get them to grow...). Bards, of course, would be close to useless (Bardic knowledge in completely alien world? Diplomacy? Yeah right) and rogues too shouldn't be first choice...craft skills would be useful since there would be very few shops around.Hmm, this does have a certain scifi feel in it...not to mention that first outposts and settlements would probably be a bit "wild west".
The only thing you have to remember is that Divine magic is either weak or completely useless in most areas of this plane due to the dead gods and/or lack of links to gods on other planes. So undead would be greatly feared and in some parts of the plane nigh unstoppable.
That is where the "gun witches" come in. Lead by the "3 Fates" Clotho, Lachesis, and Atropos, they are bringing the balance of life back to the old kingdoms, one moaning zombie at a time. They create bullets made from pieces of the dead gods and are one of the only groups on this plane having any sort of success in turning back the tide of undead. Clotho, the weaver, teaches the art of "spinning" - using bullets to create temporary channels to the positive energy plane, she is the eldest of the fates and most severe. Lachesis, the seamstress, teaches the art of "drawing lots" - using the anarchic nature of god bullets to create grandiose and powerful effects, she is sometimes called the "Alotter" and can be found tending to the wounded and telling stories of a time when the land was not filled with pain. Atropos, the inexorable, teaches the art of "cutting" - intense gun play that pushes the physical limits of the body to extract supernatural results, she is sometimes called the "Scissorhanded" and can be found in the heart of battle, never slowing or giving quarter, she is also the most passionate of the three and many join the Gun Witches because of her charisma.

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That is where the "gun witches" come in. Lead by the "3 Fates" Clotho, Lachesis, and Atropos, they are bringing the balance of life back to the old kingdoms, one moaning zombie at a time. They create bullets made from pieces of the dead gods and are one of the only groups on this plane having any sort of success in turning back the tide of undead. Clotho, the weaver, teaches the art of "spinning" - using bullets to create temporary channels to the positive energy plane, she is the eldest of the fates and most severe. Lachesis, the seamstress, teaches the art of "drawing lots" - using the anarchic nature of god bullets to create grandiose and powerful effects, she is sometimes called the "Alotter" and can be found tending to the wounded and telling stories of a time when the land was not filled with pain....
Righteous! I like the recasting of the Fates in "leaders of the resistance" roles. Do they count as god engines? Are they from the deadworld or recent emigrees? Will you also include the Furies?
I also like the idea that the dead god engines can be found and used or still manifest effects like the floating monoliths. (They're WAY creepy and cool by the way.) What happens if you create a construct out of dead god engine parts? Can the connection to the one god be re-established? (I'd actually recommend the answer be "No" or "Not until a whole lot else is fixed first". This could provide a long term goal for players and makes for one of the really unique aspects for this world.)

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Bards, of course, would be close to useless (Bardic knowledge in completely alien world? Diplomacy? Yeah right) and rogues too shouldn't be first choice...craft skills would be useful since there would be very few shops around.
I don't know, there could still be room for these character types...think Royal Explorer from the Song and Silence classbook.
Bardic Lore may not be immediately useful, but could be a great force for a developing story as a bard character learns the local language and starts peicing together what happend. Where arcane spell-slingers may need to keep more offensive/defensive spells at the ready, bards may be the first line in figuring out what certain artifacts are or how they fit into the past. They may work more from allegory, but that doesn't mean they can't contribute.
Also, a rogue is rarely a waste of space in a party. Sentient undead can still craft traps to help catch their meat, which rogues can detect more readily. They can still use magic items, help scout and listen and watch for danger, and with their broad range of skills open to them, they can adapt more quickly to the new environment.
That said, I would be signing up to play a druid in New York minute! The chance to start coaxing life back out of a dead world. Reminding nature what it was meant to be... That would be too hard to pass up!

hellacious huni |

Righteous! I like the recasting of the Fates in "leaders of the resistance" roles. Do they count as god engines? Are they from the deadworld or recent emigrees? Will you also include the Furies?I also like the idea that the dead god engines can be found and used or still manifest effects like the floating monoliths. (They're WAY creepy and cool by the way.) What happens if you create a construct out of dead god engine parts? Can the connection to the one god be re-established? (I'd actually recommend the answer be "No" or "Not until a whole lot else is fixed first". This could provide a long term goal for players and makes for one of the really unique aspects for this world.)
Sorry for the delay. They do not count as god engines, they are slightly different, almost like angels or demons if you will. They are half emigree half native (again think angels that were the original guardians but had to leave because of the curse). I may include the Furies.
The Diety Engines are all screwed up on this plane but that doesn't mean their power has left, quite the opposite. When a Diety Engine is destroyed it created a flux of energy likened to a nuclear bomb blast. The effects may not be felt physically but rest assured that on some level the magic of the place has grown extremely volatile because of the death. So making a golem of Diety Engine parts would probably end up as a terrible mistake as the the golem would be wild and tameless. In a sense the connection with a dead Diety Engine can be reastablished but never like it was before.
What is more likely than the reassembling of a dead engine is the transport of an alive engine to this plane. Which would probably be one of the Druids's first concerns as that life would have a hard time taking hold without any "mother nature" to guide it.