Off-The-Cuff Campaign Ideas, Part 3
Surveyors: Ecealhstede is a god, but not a sapient or humanoid one. Ecealhstede is the Eternal City, the Home Before All, and the Foundation of Divinity. It is literally an eternal divinity in the form of a city, which has a center, and an outer wall, but no limit to how big it is, or how many denizens it can support. It is a mix of all architecture styles, all cultural influences, and all building types. It has a sea port, and a river port, and a desert caravan gate, and a forested merchant’s gate, and one long wall of nothing but sharpened stakes that keep out something living just beyond, in the eternally fog-shrouded bog beyond.
Ecealhstede has at least one door to every other city in existence, and it’s aqueducts, and sewers, and culverts, and roads, and alleys are similarly linked.
Many more creatures pass through Ecealhstede without noticing than ever realize they are within, and many more glimpse it briefly than spend any notable time within its walls, moats, barricades, and squares.
But Ecealhstede has chosen you, and your allies, to fulfill the role of surveyors. Because every settlement and structure everywhere is part of Ecealhstede, any threat to any of them can, in rare circumstances, become a threat to Ecealhstede. If a warehouse fire is going to spread through reality-spanning streets into the Eternal City’s thatched quarter, or siege engineers are going to breach a fortified wall that is harmonically linked to one of Ecealhstede’s walls, or if a flood is going to poor through dimensional cracks to flood Ecealhstede’s cisterns, the god-city draws you in to the base of operations it provides you and your allies, and then all doors out lead to the problem.
Of course, being a god’s champion, even one made of boulevards and bridges, has its advantages. With each threat to Ecealhstede you solve, your wealth, prestige, and personal power grow. Though there is also a god of ransacking, and soon you may draw ITS attention…
Brand New Season: Probably, no one should have exposed the Aelder Things to the concept of television. But they did, and now the Apocalypse Prevention Bureau (APB) has to come up with exciting entertainment for those nameless, formless entities to enjoy. You are an expert from a modern, technologically-advanced world. And you have been recruited for the Brand New Season.
The APB puts you in a group of diverse, often edgy allies. Then they send you to go deal with some specific moment, in some fantasy world. Those threats are always discrete, focused, and generally can be solved with properly applied violence. And they are always JUST within your ability to overcome them. You certainly CAN take guns instead of crossbows, and jeeps, and CB headsets… but if any of those things makes the adventure significantly easier, SOMETHING always comes along to even the odds.
And if you make it back, you get to rest, make some merchandizing deals, heal up, train… and then go back out for a new adventure that’s just a bit tougher than the last one.
Otherwise, it wouldn’t be entertaining enough…
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Posted on April 16, 2021, in Adventure Design, Adventure Sketch, Appendix O, Game Design, Microsetting and tagged gaming, Geekery, Off-the-Cuff, Worldbuilding. Bookmark the permalink. Leave a comment.