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Tears of Taija: Short List of Important Demons

Discuss Freedom City, Paragons, Wild Cards, or your own campaign settings here.

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Postby Unknown Soldier » Sat Aug 02, 2008 4:37 pm

lol. I like it.
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Postby MDSnowman » Sat Aug 02, 2008 4:44 pm

I know it's a bit random, but I really wanted to get that out.
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Postby Psistrike » Sat Aug 02, 2008 5:03 pm

All I can say is I hope the major, campaign ending quest for our characters will be the taking down of the Taija religion. Can't stand groups like that.
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Postby MDSnowman » Sat Aug 02, 2008 5:08 pm

Beleriphon wrote:Do you have a general theme MDS, because if you have some kind of thematic links for the setting then it makes it easier to give the whole shabang a name.

In general I think some of the themes are a world out of balance, a cycle broken (empires rising and falling), that diversity should be embraced, not fought.
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Postby MDSnowman » Sun Aug 03, 2008 7:18 pm

The 3rd Special Operations Legion is taking to the field... and one of their commanders is as deadly as they come!

Nora Engel
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Postby Daret Vox » Mon Aug 04, 2008 2:11 pm

Given your stated themes (which sound grand btw) I propose the following:

MDS's "Unstable Elements" or "Elements in Conflict"

I particularly like the first one as it can refer to the PCs based on the fact that they will be starting in a political prison. From the POV of the powers that be, these rabble rousers are unstable elements that threaten the stability of the society, unjust though it may be.

Your milage may vary.

DV
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Postby Psistrike » Tue Aug 05, 2008 9:00 pm

Just in case she gets missed in my own thread, here is the link to the earth controlling teenage girl with an attitude, Petra Wagner!

Petra Wagner
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Postby MDSnowman » Wed Aug 06, 2008 4:13 pm

Organizations: Part 7

Name: The Gainsborough Merchants Association

Nicknames: Merchant Princes, Coin Counters, GMA

Symbol: A balance with several representations of expensive items on one side, and a pile of gold on the other.

Structure: Competing Financial Consortiums

Description: The city of Gainsborough, on the far South Eastern portion of the Eastern Reaches borders the ocean and acts as gateway between the Land of Golden Sands and Darkon. As such it is the trade capital of the continent. In theory the city state is ruled by a Lord Governor, but in reality the Lord Governor is little better than the city’s social director. Real power lies with The Gainsborough Merchants Association. This collection of a dozen competing financial interests fights one another to make the biggest profit available. The Merchant Princes learned a long time ago that open conflict is bad for everyone’s business so they like to avoid it. Instead they usually attack one another politically and financially. They are, however, not above indirect violence. As a result the city has twelve Thieves’ Guilds, each loosely associated with a financial interest in the city and doing its dirty work. There is a certain amount of solidarity among the members of the GMA, as they ruthlessly team up to make sure any outside financial interest doesn’t exist within the city. Currently the most powerful interest in the city is the Greon family who control city politics with an iron grip, and are ruthlessly efficient in using their resources to their advantage.

Name: The Elemental Scions of Water

Nicknames: Water Masters, Water Witches, Ocean Lords

Symbol: A stylized wave

Structure: Loosely Knit Religious Order

Description: In the Bleak North, amongst the barbarian tribes, exists one of the few remaining groups of true Elemental Scions. These Elemental Scions worship water and have historically lived on the Southern shore of the Bleak North. However, ten years ago, The Ocean Prophet, the closest the order has to a leader, declared that the destruction of the other orders of Elemental Scions has put the world’s natural forces out of balance. This spurned an exodus as Elemental Scions of Water, generally Water Adepts, have begun searching Darkon, and other continents for adepts able to control the other three elements in hopes of forming new orders for each. The going has been slow, and their sole success has been The Kryn of Hurricane Islands taking to the worship of the air. Meanwhile the Elemental Scions of Earth, generally Dwarves, have abandoned their faith because of the corruption of their last generation of adepts, and the Elemental Scions of Fire vanished entirely from the Dragon Spine Mountains. The Elemental Scions of Water continue their quest knowing that an imbalance such as this could have dire consequences if left unchecked.

Name: The Convent of Shadows

Nicknames: Shadow Monks, Shadow Boxers

Symbol: A Pair of Black Arms, crossed over one another

Structure: Religious Order

Description: Before the dawn of the Merithian Empire humans were slaves to trolls. They toiled doing all manner of menial labor for them. They were an intrinsic part of troll society though they never knew it. When the mighty Krauser knew he would need to face the trolls he formed an idea. He took the greatest unarmed fighters that the human tribes at the time had and forced them to work together. Together these warriors devised a unified combat system that would make its masters as deadly as any armed combatant. They dubbed this method the Shadow Fist School, as it relied not on punches, but almost entirely on kicks to defeat a foe. With the basic system devised the creators broke apart and allowed themselves to be captured by trolls all over Darkon. The masters would then teach their skills to small groups of fellow slaves before escaping and allowing themselves to be caught elsewhere. By the time Krauser marched on the trolls’ cities he had thousands of trained warriors operating on the inside undermining their defenses. Legend holds that there were so many Shadow Boxers that Krauser crushed the trolls’ capital city with amazing ease. With the end of the war most of the former slaves set aside their skills and went about simple lives, others took their skills and became adventurers, and still others opened schools teaching their craft. Twelve hundred and fifty years later only one such school seems to have survived. Nestled in the Dragon Spine Mountains is a simple stone tower where several dozen women still train in the ancient Shadow Fist School. There’s has become something of a religious order, by their reckoning they are the shadow to Taija’s light and must move in the darkness to crush her foes.
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Postby MDSnowman » Wed Aug 06, 2008 4:16 pm

And don't forget Pandaman's Lady Vai
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Postby Psistrike » Wed Aug 06, 2008 4:25 pm

The Convent of Shadows sound like they use a style similar to savate or Thai Kickboxing. Too bad they are on the side of Taija.
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Postby MDSnowman » Wed Aug 06, 2008 6:16 pm

Organizations: A Special

Name: Cult of the Night Lord

Nicknames: Vampire Cult, The Red Tide, Mastraacht’s Brood

Symbol: A Black Sun on a Red Field

Structure: Secret Religious Order

Description:

Most assume that vampires are entirely adverse to the idea of religion, but this is not true. In reality vampires do have a god, The Night Lord. Legend has it that an uncommonly skilled Feyborne, a half-breed human and sidhe, mage was a researcher in the old imperial libraries. He discovered something he was not meant to find, exact stories vary widely. Some say he found the fundamental secret of the universe, while others claim he discovered a piece of knowledge that shattered his sanity. He ran from the libraries and into the wild.

According to legend this Feyborne reappeared a century later using the name of Mastraact the Night Lord, and he had become a vampire. Mastraact’s madness had seemed to pass and was replaced with an icy calm and a seething hatred for the world. Using his magic, and his vampiric powers he seized a sizable portion of what is now Southern Beleme for himself. Legends claim that Mastraact built himself a huge palace, a wash in blood with hundred of vampires serving him like slaves.

The Empire fought tooth and nail to try and reclaim the land taken by the Night Lord, but failed time and again when faced with his necromantic powers. Invariably any general sent to seize the Night Lord’s lands would become a vampire under the thrall of Mastraact.

Finally, after nearly three hundred years, a mysterious sorcereress took notice of this and assembled a group of adventurers to do what armies had failed to do. She acted as their guide as they sought a way to stop Mastraact. They finally infiltrated The Night Lord’s palace and slew him, ending his tyranny and scattering his undead slaves to the winds. Since that day vampires of all stripes have paid homage to the Night Lord. In their version of the story the Night Lord knew about the assassins coming to end his life and prepared a magical ritual that would allow him to reach true godhood when slain. In effect he used the adventurers as a tool to ascend to something more than a vampire.

Vampires everywhere pay homage to the Night Lord hoping such devotion will give them a fraction of the Night Lord’s power and cunning. The Night Lord is also worshipped by disaffected mortals who wish to become vampires themselves. To the church of Taija the Night Lord is seen as the closest thing the religion has to an adversarial figure to the goddess.
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Postby MDSnowman » Sat Aug 09, 2008 1:25 pm

Because you asked for it... Gaist the Ferocious
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Postby MDSnowman » Sat Aug 09, 2008 4:04 pm

I'm also starting to work on a map of Darkon, it's rough, and VERY small right now. But at least it's starting to take shape.
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Postby MDSnowman » Sat Aug 09, 2008 6:55 pm

Reason #1 why no one messes with the Hero Killers....

The Huntsman
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Postby Psistrike » Sat Aug 09, 2008 7:49 pm

MDSnowman wrote:Reason #1 why no one messes with the Hero Killers....

The Huntsman

You have just come up with one of the scariest villains with one of the scariest versions of a power I've ever seen. Keep this up and the campaign will start to take on a more horror movie tone to it. :?
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