ErisAcolyte-Chaos jester
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A campain I have been wanting to do for some time is one linked to the conceptial maguffin of the staff of time. Basically, the party end up going through a dungeon, face a villan(who is an evil Magic user that uses a staff to control time). they defeat the villan and... they end up sending themselves back in time to prehistoric golorian. the staff can take them back, but it needs time to charge up the power for another time jump. Because the party kind of duffed it up during the battle, the time jumps can only take them a random amount of time into the future.
during their journey, they encounter various time periods where the general understanding and mechanics of the game are altered(for example, the first time period "the Age before Gods", has very limited divine magic, since the majority of the gods do not exist in this time periods. they can gain divine power by encouraging faith into the people of this time period into their god, though this will affect the world later.)
the timeperiods i have at the moment are as follows.
1. The Age Before Gods-prehistoric golorian, where gods are more concepts, and 'divine beings' are normally creatures that have gained their power through the beleifs of people.
2.The 6 kingdom periods(or the Empires of the jinn)-Genies and outsiders invade and conquer large portions of Golorian, the primative humans and other races are forced into slavery or are merely subjects to these beings. This is a period of great magic, and vast technological expansion. the era ends with the great uprising, where humans and the other races banish the outsiders or seal them away in vessels, forceing them into serving those that release them.
ErisAcolyte-Chaos jester
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The campaign I'm thinking of doing is more of a sandbox of adventures, with some time-travel plot high jinks. The deep past offers a lot of opertunities for the players to mess with the timeline of events, and can cause some differences in their future. Take the buisness of the Cheliex(?) empire. The general consensus is that it is evil, in many ways. If the players mess around in the past, they might prevent it from existing, or making it good. This of course will have a knock on effect, like if the nation that is currently a 'was powerful but is now weak from decadence' suddenly gets its act together and never became crippled, then the inner sea becomes a very different place.
The 6 kingdoms period is quite a fun idea, and a good way to throw in some odd encounters with arabian nights style forces, or creatures from Hindu, Shinto, or Chinese mythology. The first thing I bet will happen is they try to get the time staff back after losing it to something(a passing roc, a war party of djinn coming back from another glorious victory, theives looking for valuable artifacts to sell or horde). Within the next few adventures, they are working towards locating it and getting it back before it gets used, leaving you stranded in the past. This is easier said than done, considering the power that djinns possess. The tech level is not to the point of firearms (unless they are introduced to the djinn), but does include a good number of weapons. The time is that when most should be using Bronze Age tech, but thanks to the 'knowledge and power of the mighty djinn', iron and other advanced materials exist and are used.
The time when Numenera got hit with that giant ship could be pretty fun. call it 'impact at Numenera' and have more robots and tech around. The reason for the numenara impact was the players, and if they succeed in preventing the crash, the face of Golorian changes forever, as 'alien space science' is introduced to the world, as is also the dangerous possible invasion that might come with it. Though the time staff has some uses. It can do several things, like age things to dust, restore things to their past state, do bubble time stops, and the time travel thing, but not to any events on the same day. The ship crash can be survived with a really small time jump-to 3days into the future.