So: The Rest of All Possible Worlds has several locales, and several magical disputes. But what would a group of assorted ne'er-do-wells do in this world?
Where are the Adventures?
The continent of Calliste is settled. Any wars of religion are over and done: cabinet warfare is the order of the day. Street violence is present, but has not led to civic breakdown. There may be isolated regions or dense forests, but this is not Warhammer Fantasy: the teeming herds of Beastmen do not lurk in the backwoods. There is no such thing as Skaven.
However, the pursuit of magical knowledge (and fame, and money) will lead people into danger. Tracking ley lines is a theoretically simple idea, but there are those that object to outsiders - especially outsiders with theodolites. Travel beyond Calliste is fraught with peril: not everywhere speaks Common, and not every continent is so free of monsters. But there are unknown magical doctrines to be uncovered, mystical artefacts to retrieve (by fair means or foul...), studies to be made. Adventures like Quelong and Hot Springs Island suggest themselves for the proven adventurer.
Some 'dungeons' might remain in Calliste - Horatione tombs complexes, perhaps, or the vaults of the older magical colleges. But there are fewer liches in the barrow mounds of Glengallow than you might imagine.
Further, there is the possibility of magic opening up new prospects for adventurers. Portals are known to the mages of Calliste, and there are those who are very excited about the possibilties they offer.
Thus, a sort of trajectory for an adventuring party suggests itself.
A Trajectory
An assortment of mages, rogues, pathfinders, pietists, &c are gathered to support a ley line survey in a province of (say) Pavaisse. They defuse local tensions, see off a few spectres and plot a course through the wilderness. Having thus bonded, they rent a house together when they return to Purlitz.
Trading on their reputation (and in need of money), they sign onto an expedition to the distant Alamgir Empire - there to investigate and learn about a form of Illusion magic practiced by the local mage-caste. In this they will have the support of a Pavaisse magical institution and the local factor of the Pavaisse-Orient Trading Company.
We will presume them to have conducted themselves with the necessary blend of grace and strength in order to triumph - and make a certain amount of money. Their reputation increases, via a blend of patronage, wealth, experience and a short burst of niche fame. They start getting invited to the right parties: those mages among them are asked to take positions on the magical questions of the day. They invest in resources of their own: a library, a bank account with suitably generous terms, access to the better sort of suppliers. They take a formal name: let us suggest 'The Crucible Society' - for they have been tested under pressure and under fire.
Then a Minister of the Crown retains them for auxiliary support in the Campaigning season. Scrying, scouting and sabotage leads them to intelligence pertaining to the movements of the Tsymricane Western Corps. In the right circles, approval or grudging admiration grows. When an armistice is declared, they return to Purlitz.
It is in Purlitz that they learn of a site in the Bronzemount Free State which seems to be a nexus of ley lines. Other magical institutions would like to investigate it - which may have very different ideas about the future of Callistan magic (or, indeed, of certain polities within Calliste). Accordingly, the Crucible Society sees an opportunity. They can raise money of their own, speak to the correct patrons and appeal to the certain Arch-Mages - all to outfit an expedition to the Free State, to fame, fortune, power and progress.
This is the trajectory I conjure for TRoAPW. Steps are taken from 'Service' to 'Independence' to 'Influence' to 'Establishment'. 'Comrades' to 'Club' to 'Institute'. Prospects increase, but security does not. Eventually, there may be the chance to opt out entirely - to retire from active research and prepare the new generation, to withdraw to the country, to take a noble title, to go into politics - or to step off: 'Tis not too late to seek a newer world....among The Rest of All Possible Worlds.
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