She couldn’t sleep, not after what happened tonight. In the moment, she couldn’t take the time to truly process what had happened to Catherina. Instead, she was at Mafrea’s side the instant he pulled away from what remained of the Netherseer and walked with him through the portal.
At that moment, there was nothing any of them could do. They had a mission and they had to continue to pursue what needed to be done.
They left the obsidian statue of Catherina behind in that Temple and Rosette had wrangled people together to assign them their respective missions: they had people to hunt and gather information about. The Redressers and Midnighters needed to focus on something -- and she gave that to them.
Afterwards, she looked for Mafrea but the Mage had made himself scarce. Their aetherlink was silent. She could find him if she hunted him...she could call over the linkshell; but she recognized his need for a moment alone and for privacy when she saw. She refrained from disturbing him for the time being...there was always tomorrow.
She paced the halls, restless and unable to focus on any one thing. Reports, her harpischord, reading and research...her mind was too busy. She couldn’t focus.
Rosette left the House, wandering the Beds and her feet took her down to the water. She stripped to her chemise and dove into the chilly water, swimming until it no longer felt cold and her arms burned. She pulled herself up onto one of the large rocks in the center, looking to the sky as she breathed in the night air, uncaring of the goosebumps that dappled her skin from the cold. She closed her eyes, falling into a mindset of reflection...and sending a soft prayer to the Twelve on Catherina’s behalf.
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...for you to be gone...and I know it is only temporary. Or so I must tell my heart and the others. Am I lying to them? Have you made me a liar?
I only slept for a few hours and woke to write a statement that physically hurt to pen. A truth where you sacrificed yourself for us all. And I can not grieve you. There is no time.I can no longer hide in your shadow or enforce your words. They must be mine now.
This day will be like all the others to follow. Without you and your guidance. The sadness is crippling and your familiar remains with me, a pain in his heart I cannot heal. I need to see to the others now, leaving behind your desk with its guardian in place. Today is the beginning of the steps needed to get back to you.
This is mostly just brainstorming right now but the campaign I'm focusing on right now is going to have to deal a lot with the shadowfell and the underdark. Mostly where the two meet in the shadow dark. The party has discovered a point where the shadowfell and the world have been forcibly merged together in a portal like fashion. Here is where the under dark part comes in the area was being overseen by a paladin of loth and a drow cult. The party is all new to d&d so they don't understand why this would be unusual, as loth doesn't really have as much to do with the shadowfell and death as orcus and the raven queen do. I'm thinking that loth and orcus have formed an uneasy allience with each other to overthrow the raven queen. Loth being the goddess of treachery will betray orcus once the raven queen falls and assume dominion over death. This will lead to a full scale undead apocalypse with the drow coming up from the underdark to wreak havoc as well. Imagine full scale undead armies made of liches deformed by loyalty to loth and taking on spider like aspects. Aspects of loth heading legions. Drow enslaving everything they can get their hands on. The gods that are good are a lot more distant, a few paladins and monasteries and such but for the most part the gods are not as powerful. Obviously as loth gains more power the gods will attempt to do something, mostly choosing champions and stuff at the beginning.
So I'm reading through the D&D players handbook and making little notes on character and narrative ideas as they strike me. Today out of nowhere I just banged out an entire potential campaign setting.
I don't have a lot of experience with D&D: I've played in one functional game that got off the ground, and many many other failed ones. I don't think I'm ever going to DM my own campaign, at least not for a good long while. So I figured I'd post the notes I took here as a creative exercise, free for anyone to use or adapt from as they see fit. It goes without saying that I am would be a novice DM, so I know there's plenty of work to do yet. I'd love to hear coments or know if anyone actually might incorperate it into their own play.
Humans are the self-described young race. Their lifespan is significantly less than most other races. This campaign emphasizes those differences with a new world colinization metaphor.
Human beings plan to settle on a new continent after a brief history of trade with all the other traditional, native d&d races already living there. The other D&D races already exist in the human homelands (and so they aren't strange to them), although populations (of say Elves and dwarves) should be distinct between the two different continents (sub-races? Mingling may exist, but there is a majority subrace for each species on a continent).
Men have found their way to these lands before, only in small numbers, sometimes going largely unnoticed (living quiet, law abiding lives, sometimes even distinguishing themselves in a variety of trades and as adventurers; some may welcome a larger man presence as it means more and cheaper goods, as opposed to costly importation costs).
More notable though are the occasions where they break laws and act terrible (slavery? Not every man nation across the ocean does it; raiding barbarians?). As a result, man prejudice is widespread in the new land, but the exact number and degree of their crimes isn't well known and subject to gossip. Some of it may be nothing more than rumor. Some peoples may have indifferent or even positive opinions about man, depending on their experiences, or lack thereof.
Now, humans have arranged to purchase a vast stretch of land from the dwarves for a huge sum of money, upsetting relations with other races. Their aim is colonization, for the sake of establishing a permanent presence on a new continent and a lasting nation.
The land has a history: it is the spoils of a long finished war between dwarves and elves, where the elves diplomatically placed the dwarves as "stewards" of the land as part of a peace treaty to end the war (The elves lost). Its not mineral rich (and so the dwarves did not mine it), but the elves regard it as being rich with the power of nature. It is largely undeveloped. Of note is the ancient forest on the land, which the elves demanded remain untouched as a condition for initially giving the land to the dwarves. Some few elves may even live in the forest, though they have no claim to it. And the Dwarves were content to let them squat, for the land had no riches for them, and doing so was percieved as an act of good will, and served to bring the two races together.
The elves originally lost their war with the dwarves when they underestimated them, both as warriors and as a civilization. It was the first major conflict between the two races. With rumors of the land purchase going forward, there is talk that the elves will wage war again, both to retake the land and protect the forest, as well as to protest the formation of a new nation of men on their lands, or any lands they share. They believe they will be ready should it come to a second conflict.
This only adds tension to the situation when the dwarves attempt to back out of the deal while mankind insists they honor their agreement, threatening war from across the sea. The dwarves of course will not (and can not) return most of the money/gold/goods they have already been given as compensation for the land. (Despite the dwarves percieved betrayal of men, there is still tension brewing with the elves, who percieve their behavior dishonorable, and cannot abide their carelessly selling away the lands they were entrusted with, which stood as a symbol of peace and cooperation following the war for generations)
The campaign setting let's players manage relations between three classic factions: men, elves, dwarves., while potentially letting them have an impact at a major event in the history of the land. Since there are other, hypothetical lands beyond the sea, whatever route players try to take shouldn't matter since no race is really in danger of going extinct. Subsequent campaigns in the same world are possible, and could extend beyond the sea to other lands if players choose.