Ascent (Campaign Seed)

From D&D Wiki

Jump to: navigation, search

In the Elder Days, the sun shone upon the mighty empires of the Dwarves and of the Elves. You yourself have seen the ruins of their glory. Their great halls which now lay in eternal darkness, haunted by greenskin and dwellers of the under-earth were once lit by roaring flames and rang with the merriment of mighty and accomplished warlord-smiths. The intricate and ethereal dwellings of the Fair Folk which are now overgrown with ivy and hidden from the eyes of our kind were once host to maneuvering nobles of impossible beauty and boundless charm.

Ah, but I see the look of wonder in your eye - you wish to know what it would have been like to live in those halcyon days when our wise Elders ruled the world, imagining it to be a golden age unlike this present era of strife and uncertainty. But you know only the present goodwill of the diminished Elder Races toward Humanity. In their summer, the Dwarves and the Elves ruled this world with a ruthless and indomitable will. They had yet to learn humility, and knew no reason for restraint.

It was only by Providence or wild fortune that our forefathers ever came to know freedom, for before we were kings building our nations, to be Human was to be a slave.

Geography[edit]

The continent of Cryld ("krild") is in the southern hemisphere of the world. Thus, the lands become colder as one travels further south. Though their respective empires hold dominion over many regions of the continent, in general terms the Dwarves hold the southernmost part of Cryld while the Elves dominate the primeval forests of the north.

The Undying Court[edit]

The Imperium is ruled by a being known as the Undying Emperor (Dwerrow: Dornardwar Mornmos). He was once a Dwarf, born of the high clans and deemed to have been a just and constructive member of society. The selection of the Emperor is usually made before that individual's death, since the method of appointing an Emperor requires necromancy to tether the deceased Dwarf's spirit to the Material Plane.

The Undying Emperor is a soul that has been embodied in a mithral golem through a variation of the Soul Bind spell. From beyond the grave, the Undying Emperor rules the Imperium literally with an iron fist. The reign of the Undying Emperor is invariably 900 years, after which point the magical tether which keeps the Dwarven soul within the golem's body fades, and the soul departs to its celestial fate. When the 900-year reign is nearly complete, the search for a successor begins.

The Undying Emperor is attended not only by his mortal Dwarven subjects, but also by similar beings known as Living Ancestors (Dwerrow: Dwarabat Telkhun). These are individuals who performed notable deeds in service of the Imperium in life and have been tethered to iron golems or stone golems so that they may continue to serve their people with their wisdom, ingenuity, and courage. Living Ancestors serve in numerous capacities, not only as advisers and guildmasters, but also as the Undying Emperor's honor guard, seeing to his safety from all enemies. They also make fearsome generals, juggernauts on the field of battle, though their worth is considered so great (as is the expense of making one) that they are kept from the battlefield except in times of most grave need.

Thralls[edit]

The lowest role in Dwarf society is that of the Thralls (Dwerrow: Dwarkar Karkelmordlar, literally "Clan Far Beneath Us"). This group includes all peoples that have been subjugated by the Undying Imperium and put to work for Dwarven purposes.

Thralls’ roles in society are recorded in their names. Thrall names are typically three or four syllables long. The first syllable represents caste, the second regards their bloodline, and the third records their generation. Suffixes may denote their gender. While many slaves will go by nicknames, their True Name is something of official record, and must always be given in state purposes.

The orderly Dwarves incorporate new species into the Imperium by placing them within a caste system and training them to serve the corporate body. Thralls are bred like animals, as the Dwarves attempt to breed ideal traits in each caste. Casual mating is frowned upon, though pairings may be requested.

The most highly-ranked caste is that of the Artisans. These are those Thralls whom the Dwarves believe may be best suited to build and create with their hands. They are treated as apprentices to Dwarf artisans, and while they are not eligible to progress into the apprentice-journeyman-master system of the Dwarf guilds, there have been Artisans who achieved some measure of historical note as faithful assistants to the great heroes of the Imperial chronicles. To be considered 'useful' is the highest praise an Artisan may hope for.

Beneath the Artisans, but still enjoying many of the same luxuries that they do are the Speakers. These Thralls are trained in the use of language, and act as representatives of the Thralls to their Dwarven superiors, and vice-versa. Theirs is the responsibility to carry messages, translate concepts into Low Dwerrow, and teach new Thralls the language and customs of their masters. They are trained to read and write in Battle-script, though they are forbidden to teach such skills to any outside their caste. Such a transgression may be punished by dismemberment of the hands or execution, the severity of the punishment depending upon the purposes for which literacy was being taught.

Warriors are those considered to be too untalented to be made into Artisans and too dull-minded to become Speakers. All that is needed to make a Warrior is to be able to put up a fight when confronted, as these Thralls are usually set to trivial guard work. Warriors largely act as peacekeepers in the Thrall dwelling warrens, breaking up fights and preventing after-labor-hours behavior from getting out of hand. When their Dwarf superiors aren't watching, Warriors have a tendency to organize into racketeering gangs, extracting what little of worth Thralls can get their hands on and making some kind of profit through barter. Woe to the Thrall that falls afoul of a Warrior gang without having ingratiated himself with any other gangs.

Laborers fill out the majority of the Thrall population. Not strong or aggressive enough to be made Warriors, Laborers are only considered good for menial work. These are the farmers, miners and construction workers who provide Imperial engineering projects with raw manpower. Where Warriors form into hierarchies based upon ferocity, ruthlessness and strength, Laborers most often organize along racial lines. While Thralls are technically forbidden from maintaining the customs and traditions of their native cultures, Laborers utilize subtle markings, signs and gestures to further identify themselves as part of a particular workcrew.

The most wretched of all Thralls are the caste known as the Disgraced. These are criminals who have committed grave enough transgressions to be condemned to the worst of labors - such as working in a salt mine or as a gong farmer (dealing with sewage disposal) - while yet being spared execution. Being put into this caste is considered a last chance to redeem oneself in the eyes of society, and to avoid a fiery obliteration in the Great Forge of the Universe after death.

While many Thralls live and labor in the settled countryside, tilling farms and felling timber, most of their produce is taken to the great underground cities of the Dwarves. A vast number of Thralls live in these cities, and many spend their entire lives never knowing the light of the sun. To work on one of these surface-world fiefs is considered somewhat of a luxury, and many work hard to earn the prestige that will allow them to be assigned to such a place.

The surest way to earn such prestige is to join the ranks of the Imperial slave armies. Not only will it ensure that a Thrall will travel the sunlit lands (as he marches to face the enemies of the Imperium), but it provides him a method by which he may transcend the social stigmas of his caste - to a degree. Those of the Artisan caste and the Speaker caste are given far more comfortable accommodations and better quality equipment than the majority of Warriors and Laborers. It goes without saying that the Disgraced never enjoy any sort of quality weapons, armament, or lodgings; even those Disgraced who manage to prove their worth and ascend to the higher ranks are always considered beneath others of the same rank but different caste.

The more battles one survives, the higher in rank one may ascend, from the lowly club-wielding Firsts through the mail-clad strategist Fifths.

Each soldier is tattooed with bars that signify his rank, usually on the shoulder, chest, and/or forehead. Thus, demotion is a very painful process, usually involving brands to mutilate the tattoo beyond recognition, or flaying, to remove it altogether.

The Dwarven Languages[edit]

There are two forms of the Dwarven language, Dwerrow.

High Dwerrow is the noble tongue of the Undying Imperium. It was created thousands of years ago by a clan of linguists with the intent of encapsulating every worthy concept that a Dwarf should know. It is used to compose chants and ballads, record history and express high sentiments.

Low Dwerrow is the language taught to Thralls. It is a simplified version of High Dwerrow, limited to a smaller range of concepts and expressions. It was specifically designed to limit the ability of Thralls to circulate subversive concepts; thus, it has no words for such ideas as "rebellion" or "freedom." When Thralls are taken into the Dwarven society, they are instructed that their native languages are to be forgotten in favor of Low Dwerrow. This attempt to sever all ties between Thralls and their native cultures is intended to reinforce identification with Imperial society. Those caught speaking any other language than Low Dwerrow are generally punished. While this is sometimes difficult to reinforce, it is a significant obstacle to oral tradition. Foreign languages typically die out since there is no legal way to record them.

The written form of High Dwerrow is inspired by the sacred runes used for enchantment and sanctification; it is not magical, but carries within its characters echoes of the runes of power which nonetheless inspire reverence in any Dwarf reading or inscribing them. This Runic Dwerrow is primarily used in engraving. Runic Dwerrow is complex enough that scribing it takes time; it would be considered sacrilege to write it on an unworthy material, something that might be thrown away like papyrus or hide. Carving it into wood is only allowed if the wood is being used for architectural purposes. The use of Runic Dwerrow is something that is of great interest to the priesthood. While all Dwarves are taught to read it, only the priests and the secular scribes they administer are instructed in carving it.

There is another written form of Dwerrow which is referred to as 'Battle-Script.' It was originally invented to be used by clan warriors as a sort of shorthand which could be quickly scribbled out on a scrap of parchment or strip of leather and carried by a messenger. It is a simpler script than Runic Dwerrow, intended to be fast and disposable. Battle-Script is phonetic, so it can be used to express either High or Low Dwerrow. When Thralls are taught to read at all, this is the script that they learn.

Arodeth Halaemil: The Elven Promise of Eternal Summer[edit]

Under construction. Arodeth Halaemil translates to "High Harmony's Promise of Eternal Summer." It is the phrase with which the Essyth - the Elven people - refer to their system of governance, though they themselves would never call it such. It refers to the concept that, so long as they continue to have a society in which the collective voice of the Essyth determines the course of action in any given situation, the Elves will continue to enjoy a life of prosperity and plenty - "eternal summer." The Elves do not have monarchs or rulers, but rather operate purely democratically, with each individual Elf's voice being counted, and the majority decision holding sway. This way, they believe, Elves will embrace harmony with each other, and what is best for the Essyth will be what is done in all situations. The Elves see this as a mark of their being the pinnacle of Creation; they believe that they are the only peoples in the world capable of existing without a monarch. What is best for the Essyth, the Essyth choose to do and enforce - this is their political conviction.

Many cases arise, however, when the majority chooses to do something that conflicts with the desires of the individual. In some cases, this has involved confiscating possessions, enforcing exile, and even removing children from their parents. Some have become outlaws, rebelling against a majority decision. When an individual Elf has committed crimes against his fellows that cannot be tolerated, most often some form of exile is the punishment. Elves innately dislike prematurely ending a life - even hunting is undertaken as a solemn activity - and thus find the thought of slaying other Elves completely abhorrent. However, some Elven punishments can be considered to be fates worse than death.

Elves are willful and independent-minded. They generally do not like the idea of submitting to any form of hierarchy. Thus, their society tends to take the form of groups of like-minded individuals banding together into factions, most often rallying around the most charismatic of their number. They create cliques which can be very difficult to gain entry to, and which end up controlling most everything of worth in Elven culture. Membership in these factions is fluid; entry and exit has much to do with social display and faux pas.

Philosophies[edit]

Schools of philosophy are one of the more prominent forms of faction. Elves band together with those of like mind, opposing those they think foolish or short-sighted. Public debates are a common form of entertainment for the more cerebrally-minded.

The Sisterhood of the Drow[edit]

The Drow are a society rather than a subrace at this point in time. The curse of enmity with the Sun has yet to be dealt. Instead the Drow are a political movement with a growing subculture that wants to supplant the current Elven democracy with a matriarchy under Llolth (who is masquerading as a more benevolent, but still quite chaotic, goddess).

Slaves[edit]

Elves enslave other races as surely as the Dwarves do, and for much the same reasons. Their preferred method of slavery is through the application of illusion and drugs.

Captives are psychologically broken before they can be considered for use as slaves. Elven herbalists are capable of concocting a bewildering variety of drugs from the plants and herbs of their domains, and many of these are highly addictive. Captives are first addicted to a drug that makes them feel good. Once their addiction is complete, they may be easily enticed to complete tasks with the knowledge that if they should refuse, their supply of the drug will be kept from them. What a denial of pleasure might not accomplish, the painful pangs of withdrawal will.

Slaves who perform their chosen duties well may be rewarded with different types of drugs which induce more intense feelings of euphoria. They may be treated to illusory delights in the Elven pleasure gardens. Especially attractive slaves may be chosen by individual Elves for personal uses. Slaves who rebel against their masters may find themselves subject to harrowing drug-induced experiences and time spent in nightmare pits. The Elves view this as far better than the sort of barbaric treatment Dwarven thralls may expect. The Elves do not threaten their slaves with violence; it is the slave that chooses to end his own life by refusing what the Elves offer them. And what do the Elves offer except bliss?

In those instances a slave's loyalty is in question, or when it is of the utmost importance that a slave carry out their task independent of supervision, magic can more effectively coerce them to obey. It is not uncommon to encounter slave-warriors who perform their duties in a haze of enchantment.

Half-Elves[edit]

It is expected, in Elf society, that lusts and desires will come and go. Amorous unions are frequent and passionate, and are often as quickly discarded as they were inflamed. Sometimes, an Elf may find themselves enamored of a slave. Most often, those few remarkable souls that are "discovered" by an Elven lover are kept around until the Elf grows tired of them, or until the relationship becomes socially awkward. While it is understood that wild flings may take many forms, long-term relationships are inevitably doomed, only inviting pain, and are thus frowned upon. Many prominent factions look down upon those who show too much fondness for Azairyth (Elven: Lightning People - "By the time one notices them, they are gone"), considering them aberrant and detrimental to the continued purity of the Essyth. But these unions often produce children before they are ended.

Having said that, there is a place for Half-Elves, children born of these amorous unions. Half-Elves are never given the full status of Elves - they are halfbreeds and weak-blooded inferiors, after all - but they are unlikely to be employed as slaves. There are numerous Half-Elven leaders of warbands because they have reason to try to prove their worth to their full-blooded elders.

Where some non-Dwarves may attain a position of non-slave status in Dwarf society, it is far rarer for non-Elves to do the same in Elf society.

To be written. Will detail the religions of the Dwarves, the Elves, and the indigenous religions of their slaves, as well as details about the mysterious Flame From Beyond The Stars.

The Balance of Order and Chaos[edit]

Every Dwarf recognizes himself as a part of something greater. His greatest fulfillment in life, he is taught, is to contribute significantly to the prosperity of his people and the endurance of their legacy.

Artifice is the most prestigious pursuit amongst Dwarves, but due to the necessities of maintaining a civilization - and the undeniable fact that some Dwarves are less apt to smithing or architecture than others - the definition of 'artifice' is broadened to include any effort which sustains the status quo and provides for future generations.

Dwarves recognize two primary elemental forces that move the Universe, Order and Chaos. From Chaos comes the energy and creativity that spawn new creations, but without Order, form cannot be maintained and all dissolves into anarchy and disarray. Without Chaos, Order cannot create anything new nor destroy anything to make way for more creations and the Universe becomes stagnant and sterile. Thus, it is the proper blend of these two forces that make the Universe and all life possible.

There is a third force that exists in Dwarven theology, that of Entropy. Entropy is decay, slow and inevitable; the mindless hunger that longs to devour all that exists and breathes. Entropy serves no master, builds nothing, and exists only to reduce the world to nothingness. When a Dwarf ceases to serve his people, when he is lazy or when he steals from another, he serves the power of Entropy and endangers the fate of the entire Universe. His actions may appear minor and inconsequential to the casual observer, but they may have unforeseen "cracks" that will ultimately lead to the weakening of the whole.

In practice, this philosophy suits the hard-working Dwarven temperament well, but many Thralls find it an exhausting ideal to live up to.

The Imperial Creed[edit]

Though the Dwarves themselves are not religious in the traditional way - they view such concepts as deity to be fanciful and irresponsible - they understand that many of the species which they enslave benefit by having a religious structure to inspire them. If 'gods' are the only means to inspire a sense of reverence in the limited imaginations of Thralls, the Architects reasoned, then an official state religion should exist to foster it. Therefore, the Architects constructed an Imperial Creed to which all Thralls are required by law to adhere. Not only do the Architects of the Creed administer the religious rites and rituals for the Thralls, but they also police their worship habits. Torture and hard(er) labor are the usual punishments for neglecting one's religious duties.

According to the Imperial Creed, there are two gods, the God of Order and the God of Chaos. Each of these deities are Dwarven spirits who have lived noble lives and upon their deaths ascended to be rewarded with their divine responsibility.

These Gods select Exemplars from among the Dwarven peoples to represent their interests in the mortal community. These Exemplars, in turn, select Dwarves to serve administrative and executive duties in their religious offices. Each Exemplar strives to live to the fullest extent the ethos that their god promotes. Thus, the Exemplar of Order is strict, unwavering, striving to remain the same from appointment to death; the responsibility of his office includes researching the Credal dogma to answer religious questions and recording historical events of significance to the Imperium. The Exemplar of Chaos is unpredictable, as close to a trickster as one may find in Dwarven society, and yet his actions are always meant to inspire understanding and constructive action. The responsibilities of his office include the destruction of corrupted structures (be they architectural, political or social), the creation of new dogma, and the punishment of religious crimes.

In general the priesthoods of the Exemplars serve as "political officers" in the Imperial bureaucracy. They serve to keep the Thralls in line, but also attempt to inspire piety amongst Dwarven citizens, reminding them of the nobility of their race and the cosmic importance of their daily choices and actions. Rumors abound amongst Dwarves that the offices of the Exemplars serve as informants for the Undying Emperor, but the priests deny such claims, saying that they tend only to the conscience.

Worlds Beyond Worlds[edit]

While the Dwarves are primarily concerned with the legacy they will leave behind for their descendants, there is a prominent school of thought in regards to the afterlife and what it holds for them individually.

This theory posits that those Dwarves who have died continue to watch over the living, not out of any form of parental pride but in order to judge their deeds and works. Upon death, a Dwarf's spirit travels to another world, a fabricated realm of surpassing beauty and complexity, created by Dwarven hands. This world is said to be a greater marvel than the world those of the flesh inhabit. The Dwarven spirit stands before a tribunal of the dead who decide whether the life he lived was constructive or wasteful.

Those who are deemed constructive are rewarded with new bodies that are stronger and more capable than those of the flesh. Then, they live a new life in these bodies, striving to build and create as they did in their former life. Upon death, they will be judged again by the denizens of a world more beautiful and even further removed from this one. The materials that will compose these new bodies is said to differ from world to world, each world allowing for a body of a "nobler" material. Thus, it is said that the Dwarves' next bodies will be composed of gold, the next of steel, the next of diamond, the next of mithral, and so on. However, many claim that these are symbolic distinctions at best, as the materials of the fabricated worlds will surpass anything that would be recognized by denizens of the world of flesh.

Those who are deemed wasteful are cast into the flames of the Great Forge of the Universe to serve as fuel for the forging of worlds.

Though this theory is debated amongst Dwarves and is not accepted as truth by many, it has been incorporated into the Imperial Creed. The Exemplars hint that their Gods have made mention of this eternal progression and encourage all peoples to remember it when they begin each day's labors. The official dogma states that non-Dwarves who prove themselves constructive before the ghostly tribunal will be rewarded; they will be allowed to be re-born into this world in the form of Dwarves.

The Undying Emperor and the Living Ancestors have not spoken authoritatively on this matter. All that is known is that they have not yet stood before any tribunal of the dead, since their spirits were tethered to this world before they could move on to the next. However, apocryphal sightings of the mythical azers have been interpreted to lend credence to this theory.

To be a Slave of the Dwarves[edit]

Slave-Intro-Illo-v5.jpg

You are dead. Everything you have known in your life may as well have burned in the Great Forge, where even the ashes are consumed. Whatever you were, whoever you were before you were brought here no longer exists. You are a Thrall. In Dwerrow, the language of the Dwarves, you will be known as Dwarkar Karkelmordlar. Learn it well, for your old language has no place in the Imperium. This welcome will be the last time you hear it spoken.

Psst. Don't look at me, just listen, and I'll set you right. There's things what don't get said by the Speakers about life as a Thrall. First of all, don't let any Dwarves hear you speaking your native tongue. But down in the Warrens, where we live, you'll hear all kinds of talk from all over the world.

Despair not. Yes, you are a slave. From here you will be expected to serve others. Yet your labors will not go unnoticed, and you may even be rewarded for your work, should what you produce prove noteworty. In the Undying Imperium, everyone works for the greater good. It is through your labor that fortresses will be built to watch the wild lands, level roads paved across rough terrain, clean water and the warmth of hearth-fires will be made available to even the lowliest of Thralls. Aye, you will work hard for your new masters, but your grandchildren will profit by the sweat of your brow, and venerate your name in honor.

You will receive a new name. This True Name will be writ down in the Imperial annals, and you must give it whenever you are asked. The first syllable of your name represents your caste. The second regards your bloodline. The third records your generation. The suffix, your gender. Forget your old name - you will no longer need it.

Most of us got nicknames we use among ourselves. You can call me Gabby. Cuz I like to talk, see? Came from a city, I did, so I'm used to quick speakin'. Hope you can keep up with me. Anyhow, some folk use their old names, some make up new ones, but most get names made for 'em. But if ever a Dwarf or a Speaker ask for your name, you tell 'em your True Name they gave you, unless you want a beating.

I spoke of your caste. We are no respecters of arbitrary titles or rankings given by virtue of birth. All are considered equal among you, though each has his role to play in the Imperium. It is your skills that will determine your place in society.

Those who can build and create with their hands, the Artisans, will be apprenticed to a Dwarf artisan. Serve your new master with dedication and you may learn something of true craftsmanship. Artisans are most highly-respected among Thralls. By the end of your days, if you have worked hard enough, you may even command some respect from Dwarves.

Artisans, they live the good life. Sure, they work all day long, but a lot of them get to sit down an' do what they do. Makin' necklaces isn't exactly back-breakin' work, eh? And Dwarf masters got a reputation to keep, so they don't want a bunch of bedraggled, flea-infested Thralls in their workshop. Artisans get nice clothes, good food, and they even get to sleep in their master's hall. Must be nice.

Next, you who have no craft, yet are skilled in the weavings of language will be named Speakers. You will act as representatives to your people, and convey news, commands, and requests between Dwarves and Thralls. You will carry messages, translate concepts into Low Dwerrow, and teach new Thralls the language and customs of your masters. You will be taught to read and to write, though this is a secret lore, and any caught instructing such things to others will be punished in such a way that you will no longer be fit to perform as a Speaker.

Speakers are pretty uppity, on the whole. They don't ever have to work, though they do have to run places sometimes. They get a lot of the same luxuries that Artisans get, because there's always stuff to be written down or communicated to another Dwarf, and there's always Thralls that gotta be given directions. Dwarves can't be bothered with a lot of that day-to-day nonsense. Always give a Speaker respect, 'cuz he can make your life a livin' hell, but don't never trust one. They'll sell you out for some dinner scraps from their master's table.

Those of you who cannot craft and are not of a literate mind, if you are strong and clever, and can put up a decent scrap, you may be named a Warrior. Warriors act as keepers of peace among Thralls, breaking up fights and maintaining order. Just and fair Warriors are respected members of their community, and by your righteousness you may earn honor for your family.

Yeah, 'righteousness' isn't a word I associate with Warriors. Most of 'em get assigned to trivial guard work, so some of them get to spoilin' for a good tussle. When the Dwarves aren't looking, Warriors are usually running protection rackets, extorting what they can get outta other Thralls. Just 'cuz we don't have money don't mean we haven't got anything of worth. Barter, my friend - that's how things're done down in the Warrens. Anyway, Warriors group up into gangs. After a while you'll get a feel for which gang is which. Be careful who you cross. Still, if there's ever somethin' you really need to get your hands on, ask a Warrior; there's a good chance he can get it for you or knows who to ask. Just be ready to pay through the nose for it.

The rest of you who have none of these traits will still serve the Imperium. As Laborers, you will farm, mine and build. There are many Imperial engineering projects which require great numbers of workers to complete, and every able hand put to good use brings the date of completion that much nearer. By your efforts will citizens be clothed, fed and housed.

Most of us are Laborers. The Dwarves reckon we're only good for menial stuff, and is there ever plenty of that to be done. Don't think that means us Laborers are pushovers, though. Remember how I said Warriors gang up? So do we. Only, where Warriors usually get into gangs based on how mean and tough they are, we usually line up by race. Not always, mind - some folk are more open to those what are different from them - but if you can't trust your own kind, who can you trust, right? We Thralls aren't technically supposed to keep up our old customs and traditions from before we were slaves, but it still happens, just on a much smaller scale, more secret. Keep your eyes open and you'll spot the markings, signs and gestures that we use to tell others what workcrew we're with.

If you commit a transgression against the Imperium, be prepared to suffer punishment. Yet the Emperor is merciful, and if your crime is not too great, you may be granted a final chance to redeem your name. You will be known as Disgraced, and you will labor to earn your redemption. No task will be beneath you, and you will be expected to do whatever is commanded of you, no matter how low or vile, to avoid a fiery obliteration in the Great Forge of the Universe.

As a Thrall, you will be brought to live in the great underground cities of the Imperium. You will behold wonders the likes of which your ancestors have never known. You will be assigned a new home within the lower tunnels and chambers of these cities, where you will benefit from the same marvels of engineering that the Dwarves enjoy. Food, drink, warmth and shelter will be provided for you by the benevolence of the Emperor. Show your gratefulness by working hard to maintain them. Yet many of you are accustomed to working under the sunlight, being exposed in the field to the capricious adversities of weather. The Dwarves are not indifferent to those Thralls who feel they require such surroundings, and so if you desire to dwell in the sunlit lands - and if you have labored hard enough to meet your masters' expectations - you may request such an assignment.

If prestige is what you seek, there is another option by which you may distinguish yourself. The Emperor always has need of soldiers to fill out the ranks of his vast armies. Some of you will recall how his forces swept through the meager defenses of your homes. You may recognize the distinctive armor of the Imperial soldiers, and remember how well they fought together, as one. If you are fit enough, you may be accepted into this service, no matter your caste. You will begin your service as a First, but through battle and victory, you may climb the ranks, proving yourself worthy of trust and responsibility, and be named a leader of troops.

Aye, the slave armies. That's where the foolhardy go, thinkin' they'll find a quick way to climb the ranks and earn a name for themselves. Sure, it's a quicker an' surer way of gettin' to see the sunlit lands again, but it's also a one-way ticket to an unmarked grave. When you become a First, they hand you a club and give you a kick on the rear, tellin' you to march. You'd be lucky if you get anything approximatin' armor. Assumin' you don't get yourself killed, the more battles you live through, the higher rank you get and so the better arms an' armor they'll give you. You get your rank tattooed on: bars on your shoulder, your chest, and maybe even your forehead. Gods help you if you get demoted. You can imagine what they do to take those bars off. A lotta Thralls join the slave armies, thinkin' it's gotta be better than life in the undercities, but you listen to old Gabby: slow and sure wins the race, eh?

Dungeon Master's Overview[edit]

Many D&D game worlds describe a period in their histories during which the civilizations of the Dwarves and the Elves were marvels to behold, a golden age of mighty magics and epic works of art. However, most of these settings are set centuries or even millennia after these ancient nations' decline, focusing instead on the political destinies of the younger races.

Ascent describes a world experiencing the apex of these mighty civilizations. The Dwarves and the Elves are rulers of the landscape, their sorceries and crafts affording them mastery over the other races. However, their reign is not a benevolent one. Irreconcilable differences have split the Dwarves and the Elves, and they wage war against each other, sparing no resource. However, having realized the potential that their long lives yields them, they have become fearful of their own mortality. Instead, they enslave the younger races to fight their wars on their behalf. In exchange, these slaves are granted the gifts of an elder civilization - education, protection, sponsorship. In their arrogance, the Elders see this as a fair trade.

Not everyone agrees with them. Murmurs are occasionally heard of rebellion. Whispers of a long forgotten god circulate amongst the slave population. Rumors are told that sometimes a slave will hear the voice of this god, guiding them toward some greater destiny. Few are those that dare to hope for liberation, and their masters squash such sentiment whenever they hear of it...but the rumors are always heard again.

Ascent is intended to be used in one of two ways. It can be used as presented here: a self-contained world detailed and designed for a new campaign. Alternatively, it can be used as a template for an already-existing game world. If your regular campaign setting features Elves and Dwarves whose civilizations have since declined or even been destroyed, you can easily apply these concepts to the landmasses and peoples of your own familiar world, allowing your players to roleplay in the misty reaches of your game-world's ancient past.

Themes[edit]

The name of this setting is Ascent because its primary theme is that of liberation, of being called to rise above mere slavery and reach for a great cause or noble goal, not only for one's own sake, but for an entire people. It was conceived to be about the plight of the slaves laboring and dying for their Dwarven or Elven masters, divinely chosen to inspire their people to rise up and become a nation of their own. What sort of faith does it require to defy overwhelming power?

Alternatively, players can assume the roles of the masters of this world, the Dwarves and Elves. In this case, the campaign will likely involve political maneuvering as the PCs try to build a power base for themselves, securing their lives and possessions against attack from political rivals and ensuring that their wills shape the future of their great civilizations. In this case, the most likely themes will be that of paranoia and pride. This is a nation which has peaked, and already signs of corruption and decay can be seen by those who are willing to recognize them for the weakness that they are. Who will protect the traditions that made the nation what it is, and who will take advantage of its growing cynicism for their own benefit? What will it take to forestall the collapse of the mightiest power the world has ever known?

Influences[edit]

The world of Ascent was first conceived of in 2002 as a group project to be entered into Wizards of the Coast's New Fantasy Setting Search contest (which was ultimately won by Eberron). The core concepts of a world dominated by Dwarves and Elves were agreed upon, but some of the contributors weren't happy with the idea that these elder races might not be so noble in their domination of the younger peoples. The group disbanded shortly thereafter, abandoning the project. Yet this core idea has stuck with me over the years, and I've tinkered with it from time to time, resulting in this latest version of the setting.

My primary influence in creating Ascent was The Complete Book of Dwarves for 2nd Edition Advanced Dungeons & Dragons. Even though the rules contained therein are outdated, I highly recommend this book for its non-mechanical information. Similarly, GAZ6 The Dwarves of Rockhome for the Mystara setting had enough useful materials on clans, language, and other details that I still draw inspiration from the concepts it presented. Sadly, while these books were available for a time as PDF downloads, as of April 2009 this is no longer the case.

Another influence which has been undeniable has been the movie "Gladiator." Imagine the German forest battle with Maximus commanding an army that includes not only humans but also Orcs, Hobgoblins, and other races and you'll get some idea of what I was imagining for Ascent. The anime movies "Windaria" (with its forest full of ghostly apparitions that frighten and confuse combatants) and Miyazaki's "Princess Mononoke" (with its Dire Beast-like 'forest spirits') also contributed significantly to my vision of how the Elves might fight their enemies.

Dungeon Masters and players running campaigns set in the world of Ascent will find WotC's Races of Stone and Races of the Wild to be of use. Third-party books on Dwarves and Elves, such as Advanced Race Codex: Dwarves and ARC: Elves from Green Ronin, The Quintessential Dwarf I and II and The Quintessential Elf I and II from Mongoose Publishing, and Heroes of High Favor: Dwarves and HoHF: Elves from Badaxe Games, could also be quite useful as the DM prefers and permits.


Back to Main PageCampaign Seeds

Home of user-generated,
homebrew pages!


Advertisements: