That said, I had some interesting and radical thoughts about this setting. In short, I'd like to set it a few years after a major revolution which has deposed the city's ruling Duke, as well as large parts of the nobility, and won independence for the Zagadur Peninsula from the mainland kingdom. Vive la republique!

Revolutions also mean an opening to all sorts of radical new ideas to be put to play, from mad scientists (Frankenstein!) to steampunk to particularly weird magic.
Inspiration will come not only from the French Revolution but also from other revolts and revolutions in history, from Dolcino's revolt through the Hussites and the German Peasant War to the English and American Revolutions to the Paris Commune. All of these mean a lot of ideas, plots, factions and conspiracy. Like the game deserves.
The New Faith will survive the Revolution, but sectarianism will intensify inside it, leading to secret religious wars conducted in the dark with cloaks and daggers, especially between the Forge (conservative) sect and the Anvil (reform) sect, both worshipping the same God, but sharply disagreeing on how to interpret the holy word.
The Revolution will also work well with the Stonehell megadungeon module; the Duke used to dump his opponents into Stonehell, and now that his reign is over, promises of gold and glory - as well as potential rescue missions - draw intrepid souls to it.
In short, a lot of chaos and infighting. And conspiracies. And much, much darker things emerging from the cracks of old society to haunt the new one.
What do you think about this? Will it work?
No comments:
Post a Comment