Ave Nox, Ghost-fields Occupations
I am gonna be running a campaign soon based around the Feral Indie Studio megadungeon Ave Nox. I like starting campaigns at level 0 so I made a level 0 occupation table for the campaign.
Here's a few details about the peculiarity of the setting that I made up for the broader campaign world that are not like directly part of the module that I wanna talk about.
- Guns exist, but they are not mundane, every bullet has a demon trapped inside and the gun breaks the seal unleashing the demon inside. This is stolen from a really bad book I read as a teen called the incorruptible, I don't recommend it. The way gun's work is they ignore mundane armor but other wise do like normal amounts of damage. Guns are primarily made by elves.
- Elves are prone to warlockism due to their longer lives making arcane forces see it as more worth their while. Elven society is often broken up along the lines of patronage; blood elves come from a society that have sworn allegiance to the prime vampire, sea elves to the slumbering king of the depths.
- Dwarves have a clockwork thing going on, they have railroads and the like. The railroads are powered by hellfire and not by coal.
- I wanted to lean into the classic hobbit thing of isolated agrarian community, so I kind of took it in an Amish adjacent direction. Just very very very religious.
I mentioned the clockwork stuff but the tone of the dungeon was really leaning more towards the general age of sails/early industrial era that a lot of stuff does. It has been interesting to me to do a more magictech industrial thing because I don't typically do that.


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