Friday, September 24, 2021

RPG Campaign Scenario Idea: To Where the Sun Rests

The other day, I remembered the Scottish band Goodbye Mr. Mackenzie, a group that should have been much, MUCH bigger than they were (but I digress)... and when listening to the song that bears their name, an idea for a fantasy adventure scenario came to mind. (The main requirements for making it work is that the game world must have actual gods and other supernatural beings, and it must not be govern by real-world physics and such.


This material is far broader than what's usually posted here at the blog. It is, literally, just an idea that popped into my head, but it's for an entire campaign. If just one person out sees this as a seed for something they can create, I consider it time well spent. (The idea isn't quite suitable for my current D&D campaign, but perhaps in some future one...)



TO WHERE THE SUN RESTS
An Adventure/Campaign Idea for Fantasy RPG Settings


The Beginning
The Player Characters (PCs) are traveling through a remote part of the world when they come upon a town that is completely devoid of any life. It looks like everyone packed up their belongings, loaded them onto wagons that headed in the direction of a massive mountain range that the sun descends behind to recharge every night before it flows through the underworld to rise into the sky again for its daily journey. The gods have commanded those mountains to be off-limits to mortals, and all the religions of the world hold to that commandment.
   Searching the town may allow the PCs to find a few overlooked gold pieces and other minor valuables, but everywhere they look confirms that the citizens packed up and left, seemingly voluntarily. The answer to why all citizens in unison decided to abandon a perfectly safe and sound and seemingly prosperous town seems as if it can only be learned from the people themselves.




The Middle
The PCs can easily track the townsfolk and catch up with them; they are traveling in a massive caravan, moving slowly toward the Forbidden Mountains. Men, women, children; peasants, craftsmen, nobles; all are traveling together, working together, moving their entire community across the plains to Where the Sun Rests.
   All of the town's respected leaders began having dreams and visions a year ago, the priests foremost among them. They where instructed to lead the community to the Forbidden Mountains where their grand destiny would be revealed. A few weeks later, all the citizens were having the same dreams, and so they united in a common cause, packed up all their belongings and followed what everyone agreed had to be messages from the gods.
   The PCs can choose to join the caravan--they will be asked and invited to do so because the townsfolk will welcome the added protection as they head toward the unknown. The PCs can also form advanced scouting parties and clear out threats ahead of the group of hundreds of non-combatants that need protecting.
   The journey to the Forbidden Mountains will take many months, if not years. How frequently something exciting happens along the way is up to the GM. Time can also just pass. Soon after joining the trek, however, the PCs begin to have the same dreams that are driving the NPCs--strange, hazy images of figures beckoning them and moving toward the Forbidden Mountains. Sometimes, whispering voices say that a new world and a new destiny await beyond the mountains where the sun rests. The PCs are informed that they are among the chosen few and that a great honor has been bestowed upon them.
   Any priests, clerics, or other PCs who communicate with divine beings on a regular basis get mixed messages. Some dreams and visions guide them toward the mountains, but others direct them to turn back and to attempt to encourage the townsfolk to do the same. They similarly get mixed messages if they use their "direct channel" to whatever entity they normally communicate with.




The End
The caravan reaches the Forbidden Mountains where they witness any manner of wondrous things. Things get more dangerous and fantastic as they (or maybe just a scouting party with the PCs) head up a pass. Eventually, they reach the place where the Sun Rests but any mortals who get too close are killed instantly by the heat and supernatural energies. Eventually, gods/avatars appear, alternatively urging the group to turn back or to move forward.
   Eventually, PCs and NPCs who have close relationships with divine or other supernatural entities are brought into the presence of such beings. Here, they learn that the world has a very good likelhood of being destroyed as a side effect of a massive battle that's unfolding on other planes, between gods and demons and super-powerful beings. The citizens of the town were chosen by some of the gods to be evacuated to another world so at least some of this one will live on, but other entities either want everyone to die, or want some of the mortals from this world to have a chance to defend it and possible save it.
   The PCs have one of two choices: They can either join with the townsfolk and be evacuated and, quite literally, explore new horizons; or they and a select few of the people from the town, can stay behind and try to prevent the destruction of the current world and thus possibly save billions of lives.

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I hope you at least found the preceding interesting enough a read to not feel like you wasted your time. Maybe I'll do a follow-up post with some NUELOW Games-style random story outline generators to flesh this out. I will have to see if anyone is interested in seeing more.

Meanwhile, here's the song that inspired the above. Enjoy!

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