A Light in the Darkness
Looking for one or two more players for a full campaign. Happy people and all experience levels welcome.
Please find the full campaign at https://alightinthedarknessbythomascourtney.wordpress.com/
“It’s always darkest before the dawn.”
“When hell freezes over.”
“The light shone in the darkness, and the darkness comprehended it not.”
Chapter 1: Introduction to the Campaign
The Ballad of Light and Darkness
Believed to be the last remaining oral piece of the Kasillian Age, the Ballad of Light and Darkness is said to be a song of the common people. Few material cultural works exist from that era, and the Age of Simplification destroyed most of what might have been left after the war. However, the Ballad of Light and Darkness became an oral tradition, one in which the Order of Flame, could not quite eradicate. Strangely, the Ballad does not describe the victory of the Lighted Folks as described in the Liberation Scroll, but rather a “Darkening” and the rise of Heroes to fight as was done in the past. For this reason, it is considered blasphemous unless performed in Celn tradition and in the proper military context. When heard, the metaphor of the Heroes and their “Path” has spurred numerous Celns onto battle. It is often played before a great conflict, and always sung after a tremendous victory.
When Gaians hide from Lighted Day
When Erebus , in Night, holds Sway
When those above are shown the way
To dark and deep, forgotten Ket.
When Heroes sleep, but rise once more
When Sages reveal our ancient Lore
When great Kings and Queens from distant shores
Awaken from their peaceful reign.
When silhouettes a Ring of Three
There will in time, come Darkening
When lands do swell from what does breed
Below, in chilled and frozen seed.
When the words of Kasille are unknown
Protecting those who rise to throne
When Heroes deeds will make it shown
The road to the Path of Light.
A Time for those to pay the price
Of man’s betrayal committed thrice
The Lords of Darkness wait to rise
Commanding hordes to battle.
Listen to the Sage’s verse
Not prophets speaking soothing words
To aid us All, a few must hurt
Make idols new; then ruin’s curse.
The Warrior shall be duty bound
His weapon rests upon the ground
His mortal wounds shall bring him down
And he will rise anew.
The Trickster’s tool provides the spark
Between the Sunlight and the Dark
His hooded visage is the mark
His time will come again.
Great Mother’s blood will play a part
Her enemies fear a noble heart.
To end the Dark, the Light will start
Her nature’s noble passage.
The Dying God is he who bleeds
In search of knowledge that he needs
For surely it is he who leaves
Upon the table scrolls of reeds.
The Hero’s Journey is complete
In tome and deed the past does meet
Those Heroes from a distant land
With knowledge lost once in defeat
The shape of destiny may be
And time not just a memory
Open eyes in Sunlight and you’ll see
The path of untold victory.
Hold true with those in righteous might
Beware the traitors of the Night
Seek flame upon the path to fight
The Enemy within the Light.
The Sacred Chant
“United Light, Mankind’s Might.
Darkened Flame, Mankind’s Shame.
For the Sake of All, We Cannot Fall
In our darkened hour, we take our power.”
Welcome to Cellinor! Known as “The Realm” to it’s citizenry, Cellinor is the Light in the Darkness of a world without a memory. A world that does not understand it’s own past, or for that matter understand it’s own future. It is a world that knows of a destruction so powerful that it nearly annihilated every civilized race, and yet left few records as to what occurred.
The Realm is growing, and bringing peace and prosperity to many and yet it is still deadly and mysterious. Outside of the Realm the lands are much worse; they can be savage and wild, brutal or beautiful, and they are chocked full of adventure and discovery. Ruins and ancient monuments protrude from hillsides, and it’s more common to stumble across something from the “Old Time” than not doing so. Even in the Known Realm itself where “civilization” is but a few generations young, the Old Time, the time before the End Days, manifests itself in ruin, brick and stone, recycled and built upon for modern use. The truth is, even commoners know that the New Age, the Celn Age, is not as sophisticated as that of the Old, the time of Kasille. Kasille is named after the few deciphered monoliths scattered amongst the world. The Kasillians were an empire of many races, prosperous and advanced, who either annihilated themselves, or came to some doom the like of which is hard to imagine. And yet, the evidence is all around but the clues are scattered and do not yet tell the tale. People search for lost knowledge and lost artifacts that can’t be made in current times. Magic and technology are the trade of those brave enough to search. And many do, for the risk is great but so is the reward. Others fear what is discovered may lead to a new doom. The mystery of what happened to these ancient civilizations remains a mystery. But that mystery is beginning to unravel to you!
What is known is that once there was an ancient and powerful civilization that was brought to ruin by an unknown cataclysm, the End Days. Too much time has passed, and the truth of what was before, and why it was destroyed has been filled with superstition, rumor and perhaps, exaggeration. That empire and its secrets have now been reclaimed by the primordial forces of nature and lost to the knowledge of men. The wilds are simply too savage a place to explore for these answers, unless you’re willing to risk your life and maybe more.
A hundred generations have passed since that time .and now a single Kingdom shines as a beacon of light for the land. The inhabitants of this kingdom love their king who has faithfully defended their borders and now ensures peace and prosperity for all citizens. This is not an easy task since the few major cities are built upon the ruins of ancient ones, and these are scattered in the wilderness adjacent to the resources large groups of people need to survive and to thrive. Only a lone highway, the King’s Highway, connects them as it meanders through still inhospitable and ruthless wilderness. Fiefdoms outside the major cities exist by means of a lord and a protective garrison. While most do quite well, it is not uncommon to hear of one that has been taken back by the evils of the Wilds. In many ways, the entirety of the Known World is a vast belt stretching from East to West. Above, lay the Forbidden Lands, below the Empire lie the Lands of Ice and Night. Even the bravest of explorers do not return from these lands. The mere mention of either is enough to send commoners into panic.
Unbeknownst to the common folk however, this kingdom is under dire threat from secret enemies within as well. The king’s loyal servants have been ordered to seek out brave souls who would aid the defense of the kingdom. Some in secret, and some in leadership roles. Others search for the knowledge of what led to the End Days, and to the meaning of the coming signs, which point to yet another unyielding end for the Lighted Folk, The Darkening!
Your heroes can help Lord Borindin, and the Celn Empire, or they can help themselves or other allies. Regardless of your motivations, the Darkening comes for all. For as they say in Celn lands “Every wick must reach it’s end”. Will you fight to keep the flame alive? Or will you prepare for the Darkness? Consider these adventure motivations carefully. You and your party will choose one to begin and change or keep your allegiances depending on your actions and decisions!