Hey, fellas! Since we're approaching the end of Delving Too Deep, I figure it's time to start finding out what everyone would like to do next. I've come up with three main campaign ideas that I'd like to give a whirl - I'm up for any of these, so just let me know what your favorite is.
Please reply and discuss in addition to voting! It's much more helpful for me to actually hear everyone's thoughts.
Which of the following campaign ideas would you like to see me do next, after Delving Too Deep is finished? Your choices are as follows. I'll include at least a little info on each...
This campaign centers on an urban werewolf pack living in Krisa, a famous Achaean Heartland, home to the oracle called the Pythia. Long has your existence gone unnoticed, as you maintain peaceful ways of life and have even made allies with some important figures in the town. But now, the Pythia has had an unusual vision: that the city will be devoured by wolves. As if to prove this true, a string of murders has drawn too much unwanted attention - murders that seem to be committed by your own kind, yet no one in the closely-knit pack will admit responsibility. To make matters yet worse, some Venatori have arrived in the city to investigate. Without revealing your true nature or betraying the existence of your pack, you must work together to find the truth and reclaim your peaceful way of life.
This campaign would allow for werewolves of any race (human, elf, dwarf), but humans are preferable. I may allow some odder races (I'm still debating this), but details of that would be included in the sign-up topic itself, and the majority of players will still be werewolves.
This campaign would primarily by mystery and intrigue, with increasing threat levels depending on player actions, since their existence is tenuous.
Veteran Venator Caiden Voros returns to the Venatori for the first time in months, only to find something is different... Venatori are disappearing. Six Venatori are now unaccounted for, not returning from hunts, but their contracts were fulfilled. Some suspect monsters, others suspect assassins or some other form of conspiracy. A shroud lays over Castle Greywatch, and even the Venatori are starting to mistrust each other - and Caiden, having been missing for so long, is far from exempt as a suspect. The Empire has not sent aid, as the Venatori are meant to take care of issues exactly like this one - and, after all, are they not a bit outdated? If the Order fails to address its own problems and get to the bottom of what is happening to their brethren, the Venatori Order could collapse - and be lost forever.
This campaign would allow for all the standard races (men, elves, dwarves). However, playing as any kind of "disguised" monster would, essentially, be suicide, as you're surrounded by professional monster hunters. Doesn't mean you can't try it, but you're likely to get killed.
This campaign would primarily be mystery and intrigue.
Imperial Southwestern Wilds Campaign
Set at a huge mansion not far from the Southwestern Wilds, the players take up the role of Imperial knights, legionaries, and possibly even Venatori sent to investigate the strange murder of some influential Imperial nobles... as locals claim reports of beastfolk, but never have they struck this far beyond the Imperial forts on the border of the Wilds. Depending on what is found, it could result in a catastrophic strike against the beastfolk by the noble's descendants, which would - no doubt - result in terrible losses on both sides. Will you try to mediate between the men and the monsters, take part in the bloodbath, or find the truth and let it speak for itself?
This campaign would allow only for human players who are part of the Empire in some fashion or another.
This campaign would primarily be horror and mystery, with some adventure.