MirrorsOfWyld
When i ran the first episode of this game i gave my players extra bonus points at character creation, and lots of experience during the game(like when they succeeded in sneaking past the wall or pulled a sick stunt or whatever) and very few at the end, and though they haven't really had a chance to spend their experience yet, that opportunity is rapidly approaching. I tried to give out more experience than usual to speed their character growth so that i can introduce harder enemies and more enemies and to make the game a little more fun,and i did try and keep the experience balanced among the players so no one gets too far ahead. Keep this in mind if your going to run this game and not give lots of experience
I've divided this campaign into chapters, so that hopefully it will fit within a single gaming session. There are a few things about setting that you should know before you run this game.
Temple Rules
There are various ancient fountains around creation, all created by the same people, and all created for the same reason. These fountains were a gift to the citizens of creation, from a well loved Solar couple, an Eclipse and a Twilight. Through the use of great sorceries and great diplomacy the Solar couple, created the fountains and bound each one to a powerful Unformed fairfolk, to guard over them and to protect their function always. The fountains are the entry and exit points of a world much like creation, where time and distance had very little meaning, allowing a person to journey from one end of creation to another in very little time. In addition to preserving the fountains, the Fey were obliged to offer a boon to any traveler that was willing. Each Fey would offer a single boon aligned with their passion, allowing them to cater to the needs of the diverse population of creation. Gaps in the bargain struck with the fairfolk as well as the difficulty of preserving the fountain in troubled times, gave birth to great fortresses around the fountains created by the workers of the fey. Here are the basic rules that the temples counstruction had to abide by.
A clear path to the fountain must be maintained at all times.
The fountains safety must be preserved at all costs.
Offer a boon to any who come to travel through the fountain.
As the societies of creation fell into decadence, and through the great wars that followed, all citizens of creation were deemed dangerous to the fountains, and the fey felt obligated to protect their new homes, hiding themselves, and the fountains, from the world.
Rules of the Mirror World
The mirror world is an independant wyld pocket. Great effort was put towards keeping it that way and so it is impossible to teleport to the mirror world or to get there through manipulating any other source of wyld energy. The temples protect the mirror world from other fey as much as anyone else
The mirror world keeps the same form as creation, although only very stable constructs are apparent in the mirror world, so tents and any ramshackle building that might fall apart any day do not show up. Anything constructed in the mirror world is not represented in creation.
The weather is uniformly pleasant throughout all the mirror world and fruit and vegetables are plentiful,always ripe, and sometimes magical.
There is no sky or stars or sun, although night and day do mirror creation. 10 yards above the tallest point of creation is the set ceiling height of the mirror world and after that it is pure wyld.
The oceans are much cleaner and safer than those in creation, and the water is like air in some areas.
Unless populated the mirror cities will be lacking furniture and many other things.
Half Gravity, 2x leaping distances, carrying capacity and range for archery or thrown attacks.
If you know where you need to go travel is very fast(no mechanics GM decides how much faster), if you do not know where you need to go travel takes the regular amount of time.
Mirrors created in Creation exist in both worlds, and when looking at one of these mirrors in the Mirror World you can see through it into that part of creation. These windows into creation are present in the exact same location of their counterparts in Creation, and cannot be destroyed in the Mirror World. So if a person in Creation is walking around with a mirror in his pocket, a copy of that mirror is floating around in the Mirror World allowing all to see the inside of that persons pocket. Note that these windows can be dangerous if people start moving them around in creation especially if they are broken or sharp(beware a legion armed with signalling mirrors). If an area is warded against any form of magical scrying the mirror appears in the same location but only serves as a reflective surface.
Like any Wyld, parts of the mirror world can be manipulated by those of strong enough will. However, it is next to impossible to effect great changes to the world(i.e.; return gravity to normal, remove the travelling magic, create a giant deadly ice storm that spans all of the world)
Setting
I havent really changed any of the setting for this campaign but if I do I'll post it here.
MirrorsOfWyld/Chapter1 I'm not finished posting it yet, sorry :(
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