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Published: 2012-09-29 01:46:59 +0000 UTC; Views: 1050; Favourites: 3; Downloads: 8
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Description
Gift of the Star Traveler's CampaignSession Prompt:
On the continent of Falidien, tensions grow between the hated and anagonistic Kialdan Empire, and people of the nations it once tried to invade. the vengeful Blackhand Organization seeks to make the Kialdan's pay for their crimes, regardless of the catastrophe another war could cause. However, there is more going on than just old wounds being opened, as the Blackhands are seeking out any edge they could get against the Kialdans, and are seeking to find ancient weapons and technology within the ruins of the mysterious Star Travelers, whose ruins dot almost every area in Falidien. They seek a weapon of great power to destroy Kiladan, but fail to realize that they will end up destroying much more than just their hated enemies.
Who will save Falidien from destruction and from its own hatred?
Basic descriptions of Falidien
Elswind: While predominantly human, Elsewind has become a melting pot of different races, especially for the nomadic Goliaths, who have been forced to flee their homeland of Kialdan due to persecution from the human Kialdans. Elswind saw the worst of the Kiladan’s “Great March,” half of its country occupied and suffered under Kialdan rule. The war is still an open wound, many unsatisfied with the ceasefire agreements, wishing for Kialdan to be punished severely for their crimes, but at the same time recognizes the military threat Kialdan still poses if war were to continue. The Blackhand Organization (a ruthless Anti-Kiladan milita) is predominantly positioned in Elswind, and is slowly gaining support.
Baunheim: Homeland of the Dwarves, and also the Halflings and Gnomes. The Dwarves are the most predominant of the races, and are staunch allies of Elswind. The Dwarves and Gnomes are avid explorers, often sending many exploring parties to places such as the Badlands and the Wilds to find lost ruins and treasures.
Kialdan Empire: A large nation of almost nothing but dark skinned humans (due to said dark skinned human’s either wiping out or forcing nonhuman races of Kialdan out of the country). Kialdan is very totalitarian in culture. Their way of life is filled with racism, misogyny, and a hatred for magic. 5 years before the campaign’s setting, The Kialdan Empire set out on a “Grand March” to cleanse Faldien of magic and nonhumans, and instilling their repressive culture on all nonbelievers. They overtook a chunk of Elswind, and forced their twisted beliefs on its denizens. Nonhumans and mages were slaughtered, women and children were sold into slavery, and all those who opposed their “Great Truth” were punished severely. After the allied nations forced them into a ceasefire, they returned the occupied lands. However, many people who suffered under the Kialdan’s occupation were enraged that the Kialdans were apparently getting away with their rape and genocide, which sparked the formation of the Blackhand Organization. The Kialdan’s on the other hand are still itching for an excuse to resume their “Grand March,” something the Blackhand Organization could cause.
Detras: The third country in the Allied Nations alongside Elswind and Baunheim. It is the most moderate of the three, the other two itching to pay Kialdan back for the war, despite the ceasefire. Detras is the religious beacon of the continent, housing many orders of Paladins, such as The Bahamut Order (which are supporting to invade Kiladan to punish them for their actions), the Pelor Order (must more moderate and seek peace over war), and many others.
Kaleel: Homeland to the predominant and greedy Rakshasa. They did not participate in the War with Kialdan, arrogantly beliving they could take the Kialdans on their own, if they were foolish enough to attack them. Kaleel is not an ally of any country in Faliden, but many fear becoming an enemy of it. The Rakshasa are always in a cold war with Detras, due to their Paladin-heavy army. The Rakshasa are always attempting to send spies into the other nations, hoping to find secrets or plans that could further their nations goals, though thankfully much in-fighting and power struggles within Kaleel’s government leaves them too preoccupied to seriously enact any serious acts against other nations, save for the Elves and other creatures in the Wilds, whose land they wish to obtain.
The Badlands: A once thriving nation that fell in ancient times due to massive in-fighting and civil war. It is now a savage and lawless land, where the most predominant species are tribes of Gnolls and Ogres, who constantly fight for control of land and the ruins of towns, castles, and manors. A number of Drarven exploring parties brave this savage land in hopes of finding treasure and artifacts.
Dragonfall: The isolated, icy mountains of Dragonfall house the people who claimed to be the ancestors of the fallen kingdom that once was the Badlands. Legend has it that the ancestors who fled the chaos of their kingdom’s fall traveled north, and witnessed a dragon falling from the sky, wounded from a battle. Instead of slaughtering the wounded creature, they helped it, and for their kindness, the Dragon showed them to the haven where his fellow kin lived in isolation. Together they formed the land that would become Dragonfall, where the displaced humans worked with the Dragons to remake their cultures. Due to both the dragon’s history with other humans, and their new human compatriots remembering the civil war, Dragonfall’s citizens are very isolated and are wary of the rest of Falidien, preferring to keep to themselves in their natural impenetrable fortress that is Dragonfall’s mountains.
The Wilds: The untamed homeland of the Elves, Eladrin, and many other Elven and Fey creatures. They are isolated and indifferent to the rest of the world, only caring about protecting their woodlands from other creatures, such as the Rakshasa, who are always seeking to covet their untamed land. They allow most Dwarven Expeditions into their lands, as long as they respect the woods and do not seek to colonize it, though some of the more militant tribes will kill any “invaders” on site. There are many Star Traveler ruins unchecked and unexplored in the Wilds, many of the tribes seeing them as dangerous and cursed places.
Juron: The island nation of the Orcs. They were once the greatest threat to Falidien, but a century ago their army was decimated by a group of heroes who rallied the nations into unity. Since then they’ve made a jump to a much more civil if tense culture, expanding to the other nations to learn of their former enemies, and to show they are no longer the mindless warmongers they were. However, many sects in Juron seek to return to the old ways, and to remain untainted” by other races and nations.
The Forsaken Island: A mysterious and deadly country that little if nothing is known about. The only things that are certain are the massive Monolith that those who sailing close to it can see in the distance, and the fact that any army of expedition that went to explore the mysterious land went missing, or for one or two survivors to return stark raving mad. It is the most feared and dangerous area in Falidien.
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This is my session prompt and world description for my upcoming DnD Campaign