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Terrors of Zostra
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==Setting== Zostra (a randomly determined name) is a dark place of horror where rulers that have not been seen in generations hold folk in thralldom for their own pursuits of power. Demonic beings and the dead walk among the fearful men and women that inhabit this place of dread. ===Castes of Society=== *Craftsmen and laborers are not considered citizens *Cultists might be bottom rung. Regular humans messing with what they know not *Possessed cultists might be a step up. Like in Supernatural where things wear people like meatsuits. Humanish but tougher. *Actual twisted creatures made by the big bads, but poorly so. Leftover experiments, warped animals, etc *Successful experiments like Golems. *Same tier as Golems would maybe be Sorcerers. People who have found the/a path similar to the ones the big bads took long ago and are on their way to becoming like them. *Various levels of actual abominations more warped than sorcerers but not yet god ===Factions=== There are several nefarious factions that exist, including a prominent thieves' guild '''The Red Hand''' An eastern/oriental inspired cult trying to bring the darkness back to the world. Issue: '''''The Darkness Returns''''' '''Free People of the North''' A loose confederation of nomadic tribes that live in the Northern Wilds beyond Bar Kesh. They believe in freedom of choice and action, and that their way of life is rigorous but noble. Often harried by the cults, some young members of the tribes believe now is the time to stop running and fight. ===Fauna=== '''Dybbuk''' Unbound ancestral spirits that can control through possession, trickery, and in some cases, willingly enter a pact. Most often, these spirits seek relief from the Dry Lands. '''Void Hog''' (“Gorismoth”) '''Aspects.''' ''Massive Demonic Boar from the Other Side; Burning Hatred for Humanity; Power of the Name'' *Great at (+4): Running, charging, goring *Good at (+2): Causing fear, toughness, mental fortitude *Bad at (-2): Sneaking, communicating with mortals *Great Tusks. Once per scene, gain an extra free invocation when creating a Charge! or similar created aspect if there is enough room to get a running start. *Stress. 3 boxes, plus a mild and moderate consequence ===Magic=== Great works of magic are powered through rituals in tandem with sacrifice and agreements with the Uninvited and other fell spirits. Magic is at once subtle and powerful, its corrupting effects always changing its practitioners into twisted versions of their former selves. Fear and blood sacrifice power the mightiest sorceries, though lesser cantrips without the formation of pacts are known in hundreds of varieties. Whether through alchemical invention or true sorcery, created beings exist in the world. Golems are not unknown, as are clockwork automatons. ===Psionics=== A rare number have developed powerful non-magical mental abilities, including the power to move matter and affect the mind. ===Places=== '''Bar Kesh''' One of the northernmost of the old cities built as a bulwark against the barbarians. Castellan's road passes here, being the last road before the north claims any pathway. '''Northern Wilds''' Far beyond the reach where the old cities hold influence are endless swaths of raw wilderness, be they tundra, forest, or impassible mountains. Scattered throughout them are nomadic and primitive peoples.
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