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=Adventuring in the Endless Wilds= There is much to do in the world of the Endless Wilds. There is the main struggle of Civilization against the encroaching Wilds. There is also the fight within, claiming order over a growing, contained populace. There are factions and businesses which have a corrupt influence on society to tend with. Then there's the difficult day-to-day life of the various people protecting the Capitals and the settlements. The possibilities are many! '''Infiltration of the Druids''': Beginning in a Capital, the campaign begins with the destruction of a Mana-Siphon by Druids. After the player characters fight off the vanguard of the Wild attack and have escaped by convenient Airship, describe the city’s destruction and corruption by the Wild. At the end of the campaign, the players can return to the ruined megacity and face the Wild Gods responsible. '''Hired Muscle''': Hunters are valued for their survival abilities, which can lead them to be hired in the case of escorting a VIP (a leader of one of the cities) or a particularly important item (usually experimental Manatech or an artifact recovered from the Wilds) through the dangerous Wilds between one city and the next. '''Touched by a God''': Upon a usual expedition into a nearby Dungeon, the group of PCs come across an artifact that is extremely out of place with its surroundings, even given the mish-mash of cultures and time periods the buried Dungeons tend to be within the churning Wilds. If a character touches it, he momentarily becomes aware of one of the Gods’ consciousness. Insanity and Druidism is possible, though the contact would be more of a plot device more than anything else. '''Send Them a Message''': The characters are rookie Hunters, who on a regular scouting mission are stopped by a God of The Wilds. It demands that the city that they hail from give up half it’s land or be destroyed. They are forced to get into contact with the city’s leader(s) in a vague amount of time. Stealth, shenanigans, and diplomacy ensue as they try to climb their way up the social ladder, sneak into the city’s legislatures, so forth and so on. '''The Great Divide''': The characters are sent to investigate a frontier settlement that has stopped responding to messages. They find the town has divided along racial lines - elf vs. dwarf vs. human - and have to somehow resolve the conflict before the town destroys itself (bonus points if druids are the ones sowing the seeds of discord. Double bonus points if all the PCs are different races.) '''Business on the Side''': The characters are shocked when they discover one of their Hunter superiors is engaging in corrupt business, and has been selling massive amounts of Mana-enriched meat to ignorant buyers. It’s up to them to expose him and track down every shipment before it’s released to the public. '''A New Life''': The characters are accused of being Druids. Forced out of their homes, they must face the harsh roads and find their framers (or begin life anew in a frontier settlement, only to have their past accusations haunt them.) '''The Threat to Osenvar''': The Downward Spiral has been tracked since soon after the Bloom, the chasm bring dragged through the continent slowly like a knife through butter (hence the assumption that a Core may be behind its behavior). And many of the current readings on its movement is leading researchers to believe that it is headed straight for Second Osenvar. It is up to the characters to figure out a way to either get the populace out of the way, or to actually stop the Downward Spiral's advance. '''Mana-Surge''': An unexpected surge in Mana from an unknown origin suddenly blows up the majority of the Mana-Siphons in a Capital. If the Hunters work quickly they can find the parts needed to assemble enough of them. But if they dally... '''The Sevenfold Provings''': The characters have arrived at the city of Aarn to better their credentials as Hunters. After some lessons, they have to go through the Sevenfold Provings. Can they make it through them and what exactly do they entail? '''Proud Consortium Employees''': Players are either Magineers working for the Consortium or Hunters hired to protect them as they head out to a secluded settlement to repair their mana-siphon. This could start a campaign, with the players working for the Consortium and gradually uncovering their grander plan. Eventually, they could take control of the company and use its resources against the Cores. Experimental, mana-powered tanks, anyone? '''Taking It to the Source''': The Aarn summons the players to set out against one of the nearby Cores; he has been feeding misinformation to the emissaries of the Wilds and knows that the Core will be relatively unguarded in the near future. Their success or failure could decide the future of Aarn... '''The Way Out''': During what seemed to be a routine Dungeon run to grab some resources within it, the characters are led from one of the underground shifts to one of the many halls of the dreaded Mezcotal. All of them can hear a voice in their heads, each voice beckoning its owner into a different direction of the labyrinth to find the way out. They are all told that their particular voice is the correct one and the others cannot be trusted (one of them actually IS correct, but they don’t need to know that). Will they work together to find out which one is right, or will they perish as they drift apart to the whims of the multi-faceted Presence within?
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