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Saisei wrote:I've also hinted at vampires in my game that the players inadvertently created during the Amber Rage quest.

Andferne wrote:Saisei wrote:I've also hinted at vampires in my game that the players inadvertently created during the Amber Rage quest.
If you wouldn't mind I would like to see your expanded take on this. The events that lead up to this, and your set up for the Vampires.


Balgin Stondraeg wrote:
You know there is a single "vampire" in Ferelden. Anyone who's done the black marsh quest line in Awakening should know what I mean. There's an area tainted by a bloodmage and the clues uncovered in the investigation bear all the hallmarks of a vampire storyline. It's left vague as to wether she has actualy achieved such a state but then a vampire doesn't need to literaly suck blood and a blood mage draining people's life forces to fuel it's prolonged existence is practicaly the same thing regardless of the method. And it's being all the more human only serves to make it nastier.
Andferne wrote:
If you wouldn't mind I would like to see your expanded take on this. The events that lead up to this, and your set up for the Vampires.

Saisei wrote:My plan next is for people they've met and helped to start turning up dead with little messages for them scrawled in blood. I want them to be continuously unnerved and feel like they're being hunted and unable to figure out what is happening.
I have a couple of ideas for the big reveal that it was their fault, that they created this thing and caused numerous deaths, but I've nothing solid yet.

Guardian of the Peak wrote:Alright so I'm kind of new to this forum but I'm a big time fan of Dragon Age, both the video games and the RPG, and have been with the universe since Origin's release. In short, Hi!!
Okay on to the topic. We all know Thedas and the DA universe for what it is, a dark fantasy world of magic, gods, demons, politics, and lots of blood. Now that's all well and good but sometimes things just need a bit of a change of pace or setting. As such, I'm wondering what changes my fellow game masters out there have done game wise to spice things up. Things like new weapon styles or groups, races, towns- things like that. I for one have done a few minor things so far but intend on taking things in, not a ridiculous direction, but a bit out there. Can't wait to hear from you guys.

Zapp wrote:My campaign could be said to take place in a "skyrimmed" Ferelden: a primitive Ferelden "many generations ago". These viking*/saxon proto-Fereldans worship the Futhark, a pantheon of seven dark gods: Dumat, Zazikel, Toth, Andoral, Urthemiel, Razikale, and Lusacan (the names might ring a bell) Blights are an unknown concept, but Darkspawn aren't. Dwarves have yet to make their true presence known, but Elves are already oppressed...
The "behind the scenes truth" however is to free me the GM from existing CRPG lore.
*) Can't have a campaign without helmets with horns pointing downward



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