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 Background and Fate Notes for Wolves at the Door
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Fate
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USA
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Posted - 10/11/2007 :  11:48:12 PM  Show Profile  Visit Fate's Homepage  Send Fate a Yahoo! Message Send Fate a Private Message
Greetings everyone,

The following is the background/ setting for the game. Once everyone has completed characters I will start Act 1 Scene 1.

This adventure was created as an introductory scenario for New Gods of Mankind. Written by Darrell Hardy, Edited by Jennifer Schoonover and Caias Ward. Inspired and produced by divine will and Richard Leon.

Player Background:

“Wolves at the Door” is set in and around the Croesus region in the western portion of the Raanon continent. The adventure specifically centers on the northern part of the region, where the players’ tribe makes its home near the forest of Feth.

Across the plains of Croesus, tall grasses ripple and nod in the wind. The land is fertile and inviting, with warm summers, mild winters, and a long growing season that human farmers can’t pass up. Several human tribes call Croesus home. Some are nomads, who herd goats, sheep, and the cow-like megidons. These nomads drive their animals from one watering hole to the next, never staying too long lest their livestock graze the ground bare, leaving nothing for next year. Others are farmers, who raise crops where the prairie grass once grew, and keep livestock in pens. Small human villages dot the region. Villages usually build up around fresh water regions and the paths where the nomads and farmers intersect.

North of Croesus is the forest of Feth. The humans of Croesus know the forest to be full of wood nymphs and wild beasts. Some tribes venture into the forest to hunt wild game, but never very far, and never at night.

Southeast of the players’ tribe is a rocky desert region at the base of the Sssnoth Mountains. The desert and mountains are home to vicious Salamanders, who maintain a population of human slaves. Salamander scouts are not an uncommon sight in northeastern Croesus, and are often followed by raiding parties looking to replenish their supply of human slaves. The nomads of Croesus take the appearance of Salamander scout as an omen that it’s time to move on; villagers and farmers don’t have that luxury, so they maintain their vigilance and an armed militia. If they see a scout, they are to kill him before he can report to his masters.

Due east of the players’ tribe is the human Dirce tribe, named for their local goddess. The Dircians are spread out around their central village of Panarae. The village sits at the crossroads of several nomad paths and is known for its trading posts. The nomads bring rare and exotic foods, animals, and crafts from across Croesus, even as far away as Baathun.

The goddess Dirce is older than the PCs, but her tribe is merely surviving, not thriving. Though her domain is the “safety of home,” her tribe has actually been slowly shrinking over the past century due to Salamander raids and her people moving further west in search of safety. Dirce is kind and supportive, and friendly towards the PCs. She believes that if humans are to flourish in Croesus, their gods must put aside petty rivalries and work together for a common defense.

To the west and directly south of the PCs’ tribe, the plains roll on towards the horizon with no other gods to speak of. There are human tribes, but many have no gods, or pay only the lightest lip service to whatever god they have last encountered. Without gods, these tribes are small and without much potential for future development. They are more concerned with surviving the next Salamander raid than finding gods to call their own.

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