Theme

Task: Define the Themes of the World of Naeja Campaign World
Goal: Have a listing of particular thematic designs unique to the World of Naeja
Start Date: 11/14/2010
End Date:

Working Draft:

The World of Naeja has six major thematic overtones that define it:

1) Destiny and Prophecy

Destiny and Prophecy are two driving forces that steer the course of events in the World of Naeja.
In the World of Naeja a persons fate is set for them at the point of creation. Everyone has a fate, but some are also granted a Destiny. These destinies can be forseen by Prophets (who are also a playable class). Destiny can direct ones path, but free will can alter that destiny, though it is rare. Prophecy is only a prediction of how that destiny will unfold. Not all prophecies are fulfilled nor are all destinies. Fate, though, can only be altered by the direct intervention of a deity upon the mortal world.

In the World of Naeja players may find that their characters have a destiny or are intertwined into the destiny of others. The GM's storylines may revolve around these prophecies. The GMs may introduced powerful Prophets as guides to the player charactes, or a player may even choose to play a Prophet.

Some prophecies are "set" while others are "mutable".
Set prophecies are those that the characters can articipate in, but can't really change the outcome of (else there would have to be multiple versions of the campaign world). Storylines will be devised around set prophecies that allow players to be the heroes of these adventures without preventing the prophecy from being fulfilled.
Mutable prophecies are those that can be altered without changing the campaign world material to be later published. Storylines will be devised around mutable prophecies that allow the players to influence the outcomes, either partially or completely. The greater story-arc of the campaign world won't be altered, but it may change the way a particular campaign is run by the Game Master.

While prophecy and destiny are excellent tools for running a campaign in the World of Naeja, the GM is not required to use them. The GM may choose to simply leave them as interesting oddities that his own players will never have to deal with.

There are Seven Great Prophecies that revolve around the beginning and end of the Age of Darkness. Some have been fulfilled but not all. Omar the Red is a Sorcerer who is also a Sage of these prophecies. He has compiled them and offers some interpretation.

There are also many other lesser prophecies that the GM has control over. These prophecies may be part of a greater prophecy, but don't have to be.
Destiny is a result of choices, and it is possible (through bad or good choices) to change the outcome of any destiny, and thus the prophecy that predicts it.
Fate is the end of a mortal's life and generally is not easy to prohecize and nearly impossible to change.

2) The Stars and Astrology

The Sun, Moons, Planets, Constellations, and even a comet, are all seen in the sky. They follow particular courses, and they are predictable to the most educated and intelligent of astronomers. Astrology is real, is made an aspect of every character (through a birth sign) and this influences their life. Magic is linked to the stars and planets, and their relationships to each other, alignments and convergences, allow for spells to be cast in ways that far exceed the normal limitations of magic in the game. The gods use the stars as well, their divine constellations influence the power of their priests.

The Movement of the Stars, Spheres and other celestial bodies are as a great clock measuring the transition of the ages. Their alignments foretell the occurance of great events. The greatest event, the Rise of The Titans, is foretold to occur on the moment of the next Great Conjunction. Though this isn't prophecy, it is a means of predicting when great events will occur, and prophecy often sites particular celestial alignments.

3) The Gods and Titans

In the World of Naeja, gods exist and give their divine power to their priests. There are many priests, and even faithful worshipers have a small gift of divine power. This is seen by the populace as unquestionable proof of their existence and so the influence of the divine upon the mortal world is far greater than anything known in any historic period of earth. There is no doubt in the existence of these beings, though there may be doubt in their intentions or true power level. Thus, the faithless are few, and most kingdoms are devout supporters of a particular pantheon. What more, the mortal populace are the tools by which the gods battle one another, and thus the player characters and other mortals are often the pawns in a holy war. There is a reason the Gods are battling one another. Thousands of years ago the Titans walked the earth and battled the Gods. They are destined to return again upon the next Great Conjunction. When this occurs the Gods will have to battle the Titans to maintain their dominion of the world. However, the Titans have had children that have lived on. They are the Lesser Titans, Giant Lords, and the Giants. Thus the Gods need their own armies to face these foes. Mortal worshipers will be called upon to battle the mortal giants. Some prophecies even fortell that the dead will be brought back to life to serve their deities in this great war. Thus, the more mortal worshipers a god has, the greater force that god will bear to stand against their ancient foes.

4) The Path of Divinity

When the Rise of the Titans occurs, there will be Lesser Titans and Giant Lords of incredible power that no mortal could defeat. It will require heroes of great metal to fell these foes, and they must not be simple mortal heroes. Thus, the gods have begun selecting a few amongst their worshipers who they will grant divine power to serve them as quasi-deities and demi-gods in the coming war. Many have already been chosen, though they may not realize their purpose yet. Many have yet to ascend to their divine throne. The Player Characters thus can strive to attain greatness and in doing so hope to gain the favor of one of these deities and be rewarded divine power. The World of Naeja is designed to allow the potential for Player Characters to become quasi-deities and demi-gods. The GM will be offered the tools and knowledge to accomplish this, though it should be a rare occurance. If played out to the ultimate conclusion of this campaign, the greatest player characters will be called upon to wage war in the final adventures. At the end of this great war, the world will have changed, but what will come after is yet unknown. For, no prophecies fortell that future.

5) High Adventure

The World of Naeja is defined by high adventure, which is to say that through the effects of destiny, prophecy, the movements of the stars, the influence of the gods, the storytelling ability of the Game Master, and the choices of the players; Player Characters may in-fact rise to prominence within the campaign through adventures that span the scope of world. They may, in the end, battle unique monsters, become kings and queens, go down in legends, or even become gods themselves (well demi-gods).

The GM should allow the future to be shaped by the actions of the heroes. There are limits to what the GM can do, though, and still be able to keep in line with the published world material. The World of Naeja Campaign Setting is designed to leave enough space to allow a GM to decide the results of particular events. What more, the line of Pre-Planned adventures being produced will allow the GM and Players to participate in the greater storyline and come to a finale that involves their own characters without fear that a later edition or module will fill in those blanks. The heroes of one event will simply be called "the heroes", and nothing more.

Finally, where the Player Characters don't succeed it isn't always assumed that someone else does. An adventure may end in every player characters' death, but the storyline doesn't assume that someone else came back and finished the job. Instead the campaign will leave those results vague. Thus, though the World of Naeja is designed as a singular campaign world, each rendition run by each GM will be unique. However, characters from any such "parallel campaign" would be able to participate in the next great storyline.

6) Rise of the Titans Adventure Path

The greater theme of the entire campaign world is focused on "the Rise of the Titans". It is intended that through High Adventure, players will have characters who attain greatness and hopefully, a few will attain the favor of the gods and be prepared for the final challenge of the Age, to battle the Titans and their minions. This will be the one truly world-altering event. So long as characters have followed sanctioned Pathfinder Society character evolution, those particular characters will be eligible to participate in the Rise of the Titans Adventure Path. This series of adventures will allow new and existing characters to participate in the war, but will also allow those who have earned the greatest ranking a chance to play in a final series of adventures at a gaming convention that will define the ultimate conclusion of this Age. Those characters who survive will be featured in the New Age source material published following this event.

But, how long away is that? Over a 150 years! We anticipate that this will take 15 years of real world time to produce the Adventure Path scenarios that will lead to this event.

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