In fact, even with Karrym and Drellis, I very often say "the sun" and never "the suns" or "the stars". So There won't be any problem for that I guess.
- A real problem could have been the lack of Drellis effect, but the scene takes place the first week of July during a would-be balanced phase.
- I already though about changing names of countries or languages ("-PC : Hey DM, you didn't told us the name of the empire we live in ! - DM : Uhhhh...).
- They could ask me in which year they live, but last time I played in Carrikos around 2500 C.C they didn't ask... Anyway, I will say their country have set its own calendar, and they live in the 470th year.
Please, tell me what else could be a clue for you to discover the truth.
The main issue of this adventure idea is that these events are very cool to describe, but not necessarily interesting to play. It's a kind of survival adventure, not at all what I want. I want to show the Assembly Hall, but there is nothing some PCs can do there. Mage-lords are extremely powerful and can solve every problem without help. So I imagined two things :
- a Traxx commando attack, shielded with the most potent traxxian anti-magic. A situation where quickly-reacting warriors can have a role, before mage-lords can understand and adapt to the situation (and kill the commado).
- a false adventure: to make it simple, their mage-lord master thinks there is a treator among the other mage-lords, who plots to overcome his own position. In fact it's only the pre-Sundering disturbances which destroy some of their cosmology spells. PCs are sent in the Assembly Hall to find the treator (they have clues he can be there at this very moment).
When they come back in Tosche, and when the Sundering happens, my goal is to make them think as long as possible it's "only" this treator assaulting their master mansion. Tower explosion, OK. First earthquake, OK because they don't know it is a continent-wide earthquake. Burning light, why not. End of magic, OK he can be very strong in metamagic. Dust clouds and storms, easy. 15 minutes long meteor shower, uuh ?. As the time goes on, it will appear more and more unlikely a single mage-lord (or even few of them) could or will destroy an entire region just for them. Few days later, after numerous replica, and a completely ruined city, a piece of cloudless sky will reveal the truth: two distinct stars in a giant shell of ejected gas. Angry mob will then assault the mage-lord mansion to kill him.
This is a quite psychologic adventure. Players will be gradually stripped from their power (all the magical weapons and tools which behave eratically), from their mission (this treator issue was nothing but thin air), from their confort (everything is destroyed around them, lot of dead friends/collegues) and finally from their loyalty or their live (without magic and greatly overnumbered, their only chance is to abandon their master ; it will be an individual decision and I don't know who (if any) will choose to do that).
I want them to FEEL how the sundering destroyed everything of the former world.
- A real problem could have been the lack of Drellis effect, but the scene takes place the first week of July during a would-be balanced phase.
- I already though about changing names of countries or languages ("-PC : Hey DM, you didn't told us the name of the empire we live in ! - DM : Uhhhh...).
- They could ask me in which year they live, but last time I played in Carrikos around 2500 C.C they didn't ask... Anyway, I will say their country have set its own calendar, and they live in the 470th year.
Please, tell me what else could be a clue for you to discover the truth.
The main issue of this adventure idea is that these events are very cool to describe, but not necessarily interesting to play. It's a kind of survival adventure, not at all what I want. I want to show the Assembly Hall, but there is nothing some PCs can do there. Mage-lords are extremely powerful and can solve every problem without help. So I imagined two things :
- a Traxx commando attack, shielded with the most potent traxxian anti-magic. A situation where quickly-reacting warriors can have a role, before mage-lords can understand and adapt to the situation (and kill the commado).
- a false adventure: to make it simple, their mage-lord master thinks there is a treator among the other mage-lords, who plots to overcome his own position. In fact it's only the pre-Sundering disturbances which destroy some of their cosmology spells. PCs are sent in the Assembly Hall to find the treator (they have clues he can be there at this very moment).
When they come back in Tosche, and when the Sundering happens, my goal is to make them think as long as possible it's "only" this treator assaulting their master mansion. Tower explosion, OK. First earthquake, OK because they don't know it is a continent-wide earthquake. Burning light, why not. End of magic, OK he can be very strong in metamagic. Dust clouds and storms, easy. 15 minutes long meteor shower, uuh ?. As the time goes on, it will appear more and more unlikely a single mage-lord (or even few of them) could or will destroy an entire region just for them. Few days later, after numerous replica, and a completely ruined city, a piece of cloudless sky will reveal the truth: two distinct stars in a giant shell of ejected gas. Angry mob will then assault the mage-lord mansion to kill him.
This is a quite psychologic adventure. Players will be gradually stripped from their power (all the magical weapons and tools which behave eratically), from their mission (this treator issue was nothing but thin air), from their confort (everything is destroyed around them, lot of dead friends/collegues) and finally from their loyalty or their live (without magic and greatly overnumbered, their only chance is to abandon their master ; it will be an individual decision and I don't know who (if any) will choose to do that).
I want them to FEEL how the sundering destroyed everything of the former world.