The Thunderers are a trio of daemonic brothers with seemingly elemental ties. Rarely summoned except to battle, the brothers manifest as broadly muscled behemoths with slick skin that turns unenchanted blades aside. Unlike the traditional image of the daemon, there is little to suggest brimstone, but still their presence reeks of wrongness, barely hidden by the aromatic smoke that typically issues from censers held by their servitors.
Their very presence in this world is marked by sudden stormy weather even from previously sunny and clear skies, while stored food and drink within thirteen miles of their presence is instantly spoiled.
Their great power as shock troops of the otherworld comes from their ground-shaking footsteps, which are prone to knock all enemies within thirty foot of them from their feet. The impact of their sharp-horned fists on armour is accompanied by the crash of thunder and often severely damages it. Within a half-dozen blows, it is not unknown for a fully protected knight to suddenly find his breastplate riven from top to bottom; with another blow heading rapidly for his now vulnerable torso.
Their time in our world on each summoning is fortunately limited to the length of time that the summoner spends in a ritual circle concentrating on the spell. It is typically therefore a primary goal of any commander who has found themselves facing these beasts to locate and disrupt the summoner's concentration.
Showing posts with label roleplay. Show all posts
Showing posts with label roleplay. Show all posts
Thursday, 27 March 2008
Dungeons and Dragons campaign briefing
The Known World sprawls from icy wastes to lush jungles, and has embraced the challenges of both magic and burgeoning technology for both weal and woe. The Known World is that of the light – largely above the ground and comprised of large enough numbers to form nations or sizeable proportions of states in their numbers. By no means does this mean that there are not divisions or wars between them however.
There are a number of major players in the arena of the Known World – the elven nation of Shammarhys is perhaps the oldest and deepest rooted civilisation, though this is disputed by the keen craftsmen of the dwarven nation Ghurramahk.
The humans – once a slave race of the departed Daelkyr – have spread and founded their own nations: Solangis, Freehold, Bellayne and Loyir being the greatest among them.
The halflings have their Hearthholds, and the gnomes maintain the nomadic lifestyle that allowed them to survive the destruction of their cavern realms.
Living among them all are reminders of the scars of war – half elves, half orcs and half ogres all experience varying degrees of acceptance or rejection, while the warforged struggle both to construct a society for themselves, and to decide what stance to take on the less advanced mechs and constructs from which they were formed.
As if there wasn’t enough to contend with, the goblinoid hordes have, for now, retreated to the wastes, but still they strike out, emboldened by new leaders. The forces of the Unknown World, the darkness below, are always looking for avenues of influence. Tales occasionally reach the ears of the civilised world of horrific aberrations as old as time lurking in the depths and deserted places of the world, waiting for their time to come again, while other creatures dream of blotting out the sun, and striding forth under dying skies to claim the world…
And then there are the dragons – ancient foes of the giants – and equally gifted in guile and power. These two foes play a long game across a fractured board, and who knows what may tip the balance…
There are a number of major players in the arena of the Known World – the elven nation of Shammarhys is perhaps the oldest and deepest rooted civilisation, though this is disputed by the keen craftsmen of the dwarven nation Ghurramahk.
The humans – once a slave race of the departed Daelkyr – have spread and founded their own nations: Solangis, Freehold, Bellayne and Loyir being the greatest among them.
The halflings have their Hearthholds, and the gnomes maintain the nomadic lifestyle that allowed them to survive the destruction of their cavern realms.
Living among them all are reminders of the scars of war – half elves, half orcs and half ogres all experience varying degrees of acceptance or rejection, while the warforged struggle both to construct a society for themselves, and to decide what stance to take on the less advanced mechs and constructs from which they were formed.
As if there wasn’t enough to contend with, the goblinoid hordes have, for now, retreated to the wastes, but still they strike out, emboldened by new leaders. The forces of the Unknown World, the darkness below, are always looking for avenues of influence. Tales occasionally reach the ears of the civilised world of horrific aberrations as old as time lurking in the depths and deserted places of the world, waiting for their time to come again, while other creatures dream of blotting out the sun, and striding forth under dying skies to claim the world…
And then there are the dragons – ancient foes of the giants – and equally gifted in guile and power. These two foes play a long game across a fractured board, and who knows what may tip the balance…
Labels:
briefing,
campaign,
custom games,
D20,
descriptive,
dungeons and dragons,
Eberron,
fantasy,
games,
roleplay,
steampunk
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