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Paka
02-26-2004, 05:47 AM
Once upon a time the Cerebril was patrolled by great wolves. It was the wolves who kept the human's dead from wandering and nipped their heels, driving the herds of the dead towards their final judgement. But now the wolves hunt the living and pay the dead no heed. It falls to the immortal Elves to patrol the woods.

Once upon a time there was an era when humans could just walk to the land of the dead. It was quite a journey and took a particularly driven man or woman, usually moved by what they thought was love. That is all changed now. Their kingdom of the dead is closed, the way barred by Elf and Dwarf, stars and stone, song and steel.

Once upon a time the humans had their own land, a garden where death could not touch them. They recklessly destroyed their paradise. Now the garden in the west is where the human's dead go to meet their judgement. Their spirits venture through the Cerebril Forest. Elves sing softly to the spirits, guiding them through the wood.

Dwarves keep the gates to the dead closed and weigh sins, judging the dead. The twin mountains, Wisdom and Judgement lie on either side of the gates, making sure ghosts do not attempt to escape their fates.

The Elves held dominion under the stars and the Dwarves held dominion under the earth. But now they must take up wardership. Humans cannot be trusted with their dead.

Once upon a time a man ventured into the land of the dead. He wasn't looking for his beloved or his father nor mother. He only wanted to set his eyes on the kingdoms beyond life for himself. This curious man walked the kingdoms of the dead until his skin shrivelled and his eyes rotted out. Only twin points of light were in his skull, shining twin relics of his curiousity, of his drive to learn about whatever lies beyond the horizon. He returned to his home calling himself Liche and brought with him many hungry spirit thanes that battled on his behalf.

It took all of man and Dwarf and Elf to stop him. Sin and Stone and Star all took the field together and drove the dead westward.

Liche is sealed beyond the Dwarves' gates. His minions are hunted in the Cerebril so that they might not find their way to human lands and drink mortal blood or whisper alluring words to an ambitious witch or warlock.

In the war with the Liche it fell to some Elves to hold the dead at bay while the Dwarves built their gate. These Elves were twisted into Orcs by their duty and though still immortal, their beauty was replaced with ferocious ugliness and their grace with hatred. Orcs often raid from the lands of the dead, their very bodies now poison to those that live.

The first human empires are being built now that their dead are mostly imprisoned to the west. Besides the occasional shade, fetch and hungry ghost, the humans' kingdoms are free of the dead. The Elves have powerful magics and know wonderful wood lore to keep the forest patrolled. The Dwarves make wondrous weapons and are steadfast in their mountains that keep the dead from the living.

But the Elves, century after century of watching, are saddened by humanity's state. The Dwarves are becoming more and more pre-occupied with their gems, gold and mithril and the gate now shakes and creaks when the wind howls along with ghosts and banshees.

For the first time in history, humanity is growing strong and soon they will attempt to alleviate their allies of the responsibilities that should belong to humans alone. Kings and Queens of man want to oversee their own afterlife, procure their own judgement and put their own spirits to rest.

luke
02-26-2004, 10:02 AM
Ok. That's cool.

Where does Ladymist fit in? What do the characters do in this setting?

-L

Paka
02-26-2004, 10:40 AM
Ok. That's cool.

Where does Ladymist fit in? What do the characters do in this setting?

-L

Ladymist isn't in this setting.

The characters attempt to sneak past the Elves and the Dwarves to the Western lands as humans. They see to their responsibilities concerning the dead with the Dwarves and Elves. They go after a disciple of the Liche who has wandered west as both.

luke
02-26-2004, 10:45 AM
Ok. (Sorry about the confusion).

Sounds good.

Is this setting you plan to use for BW (as opposed to the Ladymist background for your character)?

-L

Paka
02-26-2004, 04:51 PM
Ok. (Sorry about the confusion).

Sounds good.

Is this setting you plan to use for BW (as opposed to the Ladymist background for your character)?

-L

No, don't worry about it. I just re-read the Elves chapter and wrote this out. It might be the setting I use...not sure.

Thanks for reading.

Paka
02-26-2004, 09:35 PM
I like the idea of magic lands bordering mundane lands, not other planes or magical gates but the lands of the dead or Faery and such being reachable by boat or by foot. I think magics of different kinds would work better pending on which direction you were travelling, making compass points and direction a magical element.

luke
02-27-2004, 01:12 AM
Yes, I agree. Hell should be a place. It makes it so much more fun!

And I think Don/Eruditus would agree with you (very much). He's running a campaign where the gods sit above the human lands in an impassable mountain range. Of course it's the players' eventual goal to get up/through those mountains!

-L

Paka
02-27-2004, 02:51 PM
I'm also thinking of using other Genesis folk for use as dieties:

The Creator - as..ya know, the Creator

the Serpent - temptation, getting people to do what they want to but can't quite manage on their own.

the Tree of Knowledge - wisdom and things that Man Was Not Meant to Know

Cain - murder, sacrifice, immortality

Abel - victims, brotherhood, tilling the land

Adam and Eve - coupling, childbearing, naming shit

Lilith - magic, outcasts

that angel who guarded Eden with a flame sword?

Any other Genesis characters you can think of? My Bible isn't handy right now.

luke
02-27-2004, 03:31 PM
Pre-Garden, the Serpent's the symbol of wisdom and health.

-L

Paka
02-27-2004, 03:55 PM
Pre-Garden, the Serpent's the symbol of wisdom and health.

-L

Nice touch.

Paka
02-28-2004, 11:18 AM
I'm thinking that the other directions will hold other supernatural places.

To the north is a cold, icy hell.

To the east is an Arcadian Faery type joint.

South...any ideas for the south?

Kublai
03-01-2004, 12:42 PM
A desert hell? heaven/ellysian fields?

Paka
03-01-2004, 03:18 PM
A desert hell? heaven/ellysian fields?

No, the desert is the desimated remnants of Heaven. Nice.

Thanks.

Kaare Berg
03-02-2004, 02:37 AM
west, oblivion, the place reserved for those who chose other paths (sorcery), as one approaches all colour fade, and the world turns more and more bland until one walks across a grey dusty plain?

Ash zombies, tainted men and women, howling ghosts unable to wlak back always dragged toards nothingness....

home of dead gods?

Paka
03-10-2004, 03:34 AM
I'm thinking about this setting and what dragons could mean.

Perhaps they were creatures who Man didn't name in Eden, they named themselves or named by the Creator himself.

Perhaps they could be related to the Serpent? Perhaps spawn of the Serpent, guardians and tempters with forbidden wisdom.

Paka
03-11-2004, 05:37 PM
When the gate to keep out the dead was first being built, the Dwarves had two keeps just on the border of the Cerebril. The Elves were uneasy with that many Dwarvish walls but the builders swore mighty oaths that they would not stay in these keeps for as long as the gate was being built and that the building would take no longer than five decades.

It took five decades and five years but after that, the Dwarves evacuated their keeps, where their quarried granite was chiselled into squares and their iron tempered into steel. They dismantled their forges and left the keeps, abandoned them to the vines and moss of the Cerebril.

The keeps, Questing and Testimony and now lay dormant, hearthfires cold. No Dwarven songs can be heard within its halls but the wolves howl in the distance.

The Lords and Ladies of the humans have purchased the land and the keeps of Questing and Testimony. To the Dwarves they paid in jewels and gold. None know what they paid the Elves, who are known to disdain money and such.

The aquisition of these keeps is humanity's first step towards shepherding their own dead. They say in centuries to come, they want to take over the Elves and the Dwarves, who now see to it that their dead do not become restless and plague the living. None are sure what their plans are for the Orcs.

The Game:

The game will center around one of these keeps and the subtle and not so subtle power struggles that will go on there. There is an Elven citadel a week's journey to the west and a human fort a week's journey to the east. The other keep is quite a journey away.

The players can be:

Humans - sent to the keep as a vassal in order to see to the working of the keep or as a Lord in order to begin learning the Lore of the Dead in hopes of future generations of humans might see their own off to the netherworld.

Dwarves - sent to the keep to light the hearthfires for the humans and make sure nothing of value was left behind by accident. An ambassador to this young race is an important position. Someone has to make sure the keeps aren't brought down, lest the masons be shamed.

Elves - sent to the keep to show the young humans the dangers of the Cerebril and make sure they aren't looking to push their dominion into the Elven territory.

Orc - sent to the keep to hunt a wayward runaway spirit or to represent the Orcish interests in the human's push west.