I like the combo of idyllic surroundings and the ghoul threat in this piece. I'm a bit torn over what score to give this, though, deciding b/w a 3.5 and a 4. Once I decide, will come back and give an actual vote. Go to Comment
I think this sub is a quality one in terms of both completeness and write-up. Why I have a struggle over the score is that all the way up until the last paragraph, I'm inclined to give this sub a 3.5 but the last section I definitely like and think should be graded a 4.
For me, 3.5 is a score I reserve for subs being of better overall quality than the average 'solid' benchmark sub whereas for me a 4 is clearly above the average. In this instance, I think why I think this way is that I like how your wrote up your version of an idyllic place with hidden threat and yet, this version still doesn't distinguish itself from other potential versions of this idea in a way that makes it entirely refreshing. Having said that, though, I also feel like that in the sections I said I would give 3.5, I can find snippets that is clearly deserving of a higher score than just 3.5. For example, I quite like the starting blockquote on how the common people re-interpret the Sundering as a divine-created event and it's quite close to a 4 to me.
I'm afraid that my comment isn't really useful in helpful you to identify what you could possibly improve on. This seems more like me rambling on about what I liked more and what I liked less about various bits of this sub. Anyway, at least now I've vaguely pinpointed key areas that give rise to the score conflict. Go to Comment
I like this quite a lot. To me, it kinda feels like what living in a Minecraft world would be like, with the render distance set to "short". A campaign based around stitching the sundered worlds back together would be really interesting. I can imagine the moral dilemma would be similar to Star Trek's Prime Directive, since these people would probably not be ready to face hundreds of other peoples with divergent cultures and climes.
If this world was rejoined with the others, would the ghouls disappear? Go to Comment
I find that feedback very helpful. I'm not as worried about the vote as I am curious about what you thought worked vs what could be improved. To me a vote means that it was at least interesting enough to finish reading (I consider it a personal win if the reader didn't fall asleep while working through it ;). Detailed feedback, OTOH, helps me improve my writing overall. So thank you for that. Go to Comment
Part of my master plan is to create adventures to go with each of these realms and flesh out the full campaign. For Brocschtal I will really get into the makeup of the locals.They are a stodgy, intolerant bunch and will most certainly fight any attempts to patch up their world. They have 3,000 years of belief in the rest of the world falling to divine wrath. No way would they let their most precious religious icon be used to do *anything* to their small realm. Scras's suggestion about superstition will really come in handy there. What could solidify superstitious beliefs faster than death that comes without warning or predictable pattern?
Of course, if the PCs were to find a way to completely rid them of their ghoul problem... some of them might just be open to new ideas.
And the comparison with the Prime Directive brings up a good point. Will the PCs be making the world a better place by repairing it? Best to keep them ignorant of the consequences until they've already begun the process. (Cue evil GM laughter) Go to Comment
The scenario you propose is one way that things could have gone down and would have made more sense from a survival standpoint. In this case, though, it all boils down to belief. They believed that the gods spared them for being a certain way and so they will continue on that way regardless of the hardships they face. In fact they pride themselves on being simple farmers and a stoic people. They don't burn the bodies for the same reason they don't move the graveyards: "The gods will know something is up if we move the graves too far from the village. The priests ordained long ago that the dead can't find their rest if they lay too far from their living kin. Best to keep things as they are." In addition, "They are not completely mindless and have learned to thwart every locked gate and barred door." The ghouls find ways through every barrier. The nights are completely dark and the people can only burn so many fires for light.
When the rest of the world was ripped away and in their terror the people of Brocschtal decided to respond by blaming the gods, they set the tone for their society. Rather let a few perish here and there than risk everyone else in a cataclysm. What made the gods decide to let them live? Could they know? So they keep to their traditions and continue to fear the dark.
As far as putting up with the killings, collectively they feel that it really isn't *that bad*. Every so often a few people from one village out of many is taken. The rest of the time they have plenty of food, a pleasant climate, and strong communities with hardly any crime. And they do try to fight the ghouls by hunting them and through the use of various (ineffective) herbs and rituals.
People can get used to quite a lot and sometimes make very irrational choices. Women stay with abusive husbands rather than break the sacred bond of marriage. People die from cancer that could have been cured with modern medicine. I have a morbid fascination with this phenomemon and have witnessed it in action in many ways. I see this society as a natural offshoot of that way of thinking. Go to Comment
I think that this region would work well in a big sandbox sort of game. Players can just sort of blunder into the middle of things and run about wreaking havoc and having all sorts of effects on the outcome of the war. Or get involved on either side. Perhaps the most impressive result would be to achieve some form of reconciliation, but that might not be sp great for the rest of the world. I agree with Muro that it works well in it's simplicity.
I especially like the inclusion of characters of note, which really helps to show how complex this could potentially be made.
My one complaint is that, since you've included the divination and exotic mount free texts, I would have liked to see more detail on those two subjects. Go to Comment
I like this for its clean, straightforward simplicity. A nice one-shot game, yet with additional avenues to explore (the rest of the Snake People's magic hoard for example). If I use this, I would change the orcs and amazons to something else, but thats just personal preference.
I enjoyed reading this thank you for writing it. It reads like the liner to video game or the summary of some late night movie, and in short it is great lead in for a game with a lot of flexible pieces you could spin into multiple plots.
More of a plot really than a society. Go to Comment