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Offline Jinx

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[DEs] Unser fertiges World Truths Workbook
« am: 28.02.2020 | 15:33 »
THE OLD WORLD

The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships.
However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing
overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found
the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.

Quest Starter: A settlement is stricken by disease. Though this sickness bears some similarities to the Old World plague, it
doesn’t kill its victims. Instead, it changes them. How does this disease manifest? Why do you swear to seek out a cure?



IRON

The imposing hills and mountains of the Ironlands are rich in iron ore. Most prized of all is the star-forged black iron.

Quest Starter: The caravan, bound for the distant southlands, left the mining settlement last season but never arrived at its destination. It carried a bounty of black iron. Why is finding this lost caravan so important to you?



LEGACIES

Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.

Quest starter: Miners uncovered an underground ruin. Thereafter, the people of the settlement are haunted by strange dreams. The ruins call to them, they say. Several have disappeared in that dark, ancient place—including someone important to you.



COMMUNITIES

We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.

Quest Starter: A decades-long feud between two circles has flared into open conflict. What is the cause of this dispute? Do you join in the fight, or swear to put a stop to it?



LEADERS

Numerous clan-chiefs rule over petty domains. Most are intent on becoming the one true king.
Their quabbles will be our undoing.

Quest Starter: You secretly possess one-half of the True Crown, an Old World relic. Centuries ago, this crown was broken in two when an assassin’s axe split the head of the supreme ruler. You are descended from that lineage. Who gave you this relic?
Will you find the other half of the broken crown and attempt to unite the clans under your rule? Or, do you see another use for it?



DEFENSE

The wardens are our soldiers, guards, and militia. They serve their communities by standing sentry, patrolling surrounding lands, and organizing defenses in times of crisis. Most have strong ties to their Community. Others, called free wardens, are wandering mercenaries who hire on to serve a community or protect caravans.

Quest Starter: You come upon a dying warden. She tells you of an important mission, and charges you with its completion.
“Swear to me,” she says, reaching out with a bloodied hand to give you an object crucial to the quest. What is it?



MYSTICISM

Some still find comfort in the old ways. They call on mystics to divine the fortune of their newborn, or ask them to perform rituals to invoke a bountiful harvest. Others act out of fear against those who they suspect of having power. However, most folk believe true magic—if it ever existed—is lost to us now.

Quest Starter: Someone close to you is accused of cursing a settlement, causing fields to go fallow and cattle to become sick. What is the evidence of this? Will you defend this person and uncover the true cause of the settlement’s troubles?


Magic is rare and dangerous, but those few who wield the power are truly gifted.

Quest Starter: You have heard stories of someone who wields true power. They live in an isolated settlement far away. Who told you of this mystic? Are they feared or respected? Why do you swear to seek them out?



RELIGION

The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.

Quest Starter: An Ironlander is determined to make a pilgrimage into dangerous lands. What holy place do they seek? Why do you swear to aid them on this journey? Who seeks to stop them and why?


Our gods are many. They make themselves known through manifestations and miracles. Some say they even secretly walk among us. The priests convey the will of the gods and hold sway over many communities.

Quest Starter: You bear the mark of a god. What is it? The priests declare this as a sign you are chosen to fulfill a destiny. Do you accept this fate, and swear to see it through, or are you determined to see it undone? What force opposes you?



FIRSTBORN

The firstborn have passed into legend. Some say the remnants of the old tribes still dwell in deep forests or high mountains. Most believe they were never anything more than myth.

Quest Starter: Someone obsessed with the firstborn wants to find evidence of their existence. This will require an expedition into the far reaches of the Ironlands. What is your role in this mission?



BEASTS

Beasts of all sorts roam the Ironlands. They dwell primarily in the reaches, but range into the settled lands to hunt. There, they often prey on cattle, but attacks on travelers, caravans, or even settlements are not uncommon.

Quest Starter: Professional slayers earn their keep by killing beasts. This particular slayer, famed throughout the Ironlands for her numerous kills, has gone missing on a hunt. Did she finally meet her match, or is something more nefarious at play. What is your connection to her?



HORRORS

We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.

Quest Starter: You bear the scars of an attack by a horror. What was it? Are those scars physical, emotional, or both? How do you seek to make yourself whole again?


EDIT Blechpirat: Betreff angepasst.
« Letzte Änderung: 2.03.2020 | 10:37 von Blechpirat »
Die Jugend will, dass man ihr befiehlt, damit sie die Möglichkeit hat, nicht zu gehorchen.