Post on 19-Mar-2020
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Darksiders Factions and Courts
The Destroyer’s Kingdom
POWER 4 (1d12)
COHESION
4
FEATURES
Hell’s capital on Earth. Legions of Demons, Abyssal entities
and Undead are at the Destroyer’s command. At its core
stands The Black Throne, an almost impenetrable fortress and
a magical siphon used to empower the forces of Hell.
PROBLEMS
Constant guerrilla attacks by the surviving forces of heaven
(4). Constant internecine warfare between, and within, all
subordinate Demon factions (2). Increasing hostility with
Kingdom of the Dead (1)
TROUBLE 7
INTEREST
Hell (12), The Chosen and their Armies - Tiamat, the Griever,
the Stygian, Silitha and Straga (12 each), The Hellguard on
Earth (6), Samael’s Host (6), Samael’s Prison, the Scalded
Gallow (6)
DOMINION
12
GOAL
Hunt down the surviving Hellguard
Wormfood Village (“I wanted to call it
Arrakis, but Bill over there wouldn’t be
having with any of that nerd shit!”)
POWER
1 (1d6)
COHESION
1
FEATURES
The people have faith in their leaders' wisdom, There is a
Chronomancer guild which is obedient to the elders, Their
home is reputed to be untakeable.
PROBLEMS
Idealistic reformers are tearing down vital institutions (1),
Technical expertise is jealously guarded by its keepers (2),
The army is so disorganized that it's near-useless (2)
TROUBLE
5
INTEREST
Ash Worms (3), Stygian Camp demons (2)
DOMINION
0
GOAL
Train a more effective army
Hell’s Outpost, Shadow’s Edge (the
present, post-apocalypse)
POWER 1 (1d6)
COHESION
1
FEATURES
The Mad Queen Lilith holds court here in Samael’s absence.
She knows many secrets and has the ear of many influential
entities across creation. Even in a decayed state the Black
Stone remains a formidable fortress with defences across time
and space. If one can manipulate time it is still possible to seek
an audience with Samael.
PROBLEMS Lilith is powerful, capricious and insane (2). Without
Samael’s strong will to hold it in place, Shadow’s Edge will
continue to crumble and will eventually be destroyed as it is
dragged into the Abyss (2).
TROUBLE
4
INTEREST
Samael (1), The Destroyer (1), The Nephilim (1)
DOMINION
0
GOAL
Solve the Problem of the Realm’s destruction, at least
partially.
Shadow’s Edge (the past, pre-
apocalypse)
POWER 2 (1d8)
COHESION 2
FEATURES The infamous demon Samael’s seat of power and one of the
foremost outposts of Hell. Home to a legion of Samael’s elite
guard and terrifyingly powerful relics, the Black Stone is an
exceptional fortress.
PROBLEMS Samael has many powerful rivals who constantly seek his
downfall (including, possibly, The Dark Prince himself) (3).
Shadow’s Edge is held in place entirely by Samael’s will –
should any calamity befall him it will immediately begin to
crumble away (1)
TROUBLE 4
INTEREST Hell (8), Lost Light (1), Other Demon factions (2)
DOMINION 8
GOAL Whatever Samael wants (suggestion: Enact a Change to create
a Feature that looks harmless, but will be used for self-
aggrandizing ends.)
Heaven’s Outpost, Lostlight
POWER 2 (1d8)
COHESION 2
FEATURES The Scriptorium is home to Angels with knowledge of all
creation, past, present and future. Lostlight’s leader, Archon
Lucien, was entrusted with powerful relics including scrying
pools, portals to other realms and one of the keys to the Well
of Souls.
PROBLEMS Lostlight’s defenders are brave, but surprisingly few in
number (1). Since the apocalypse Archon Lucien has become
increasingly withdrawn and secretive (1). It is extremely
difficult to reach the Ivory Citadel and its librarian citizens are
uncooperative and ill-tempered (2)
TROUBLE 4
INTEREST Heaven (8), The Destroyer and His Armies (4), The White
City (3)
DOMINION 8
GOAL Build the maximum possible Interest in the Destroyer's
Kingdom.
The Kingdom of the Dead
POWER 5 (1d20)
COHESION 5
FEATURES The Lord of Bones rules from a mighty, mobile citadel, the
Eternal Throne. Almost all living things will eventually arrive
in the Kingdom of the Dead. Its inhabitants are almost all
immortal undead of some sort. The Well of Souls, a powerful
source of knowledge and magic, can be most easily accessed
here.
PROBLEMS The Apocalypse and mass extinction of the human race has
caused an overwhelming amount of souls to arrive (4). The
Lord of Bones is a cruel and distant ruler who cares very little
about his subjects welfare (3). There is much unrest among the
Tomb Lords and other Dead Courtiers (3). Something is
wrong with the Well of Souls (2). The Chancellor is a devious
schemer who does much of the day to day ruling (1). Horrible
monsters infest the lower levels of the Kingdom (1)
TROUBLE 14
Court of the Dead Lords
POWER STRUCTURE Figurehead
TYPE Aristocratic
COURT MOOD Decaying, hidebound by rigidly enforced protocols.
MAJOR ACTORS and their POWER SOURCE The Lord of Bones (powerful magic, de jure overlord of the
Kingdom of the Dead)
The Chancellor (de facto overlord of the Kingdom of the
dead)
Lord Phariseer (his own Tomb and an army of loyal
Mummies)
The Judicator (his own tomb and above reproach in role as a
judge of lost souls)
Lord Basileus (mighty warrior with powerful allies)
CONFLICTS - Basileus believes that the threat of Corruption needs to be
addressed. The Lord of Bones (through the Chancellor)
dismisses the threat. Judicator and Phariseer are neutral, but
increasingly concerned about their Lord’s rule.
- The Judicator has received disturbing reports from the City
of the Dead regarding the Well of Souls. The Chancellor
dismisses all such claims.
MINOR ACTORS The Old One merchant Ostegoth, an infrequent visitor.
Draven the Blademaster, reluctant champion.
CONSEQUENCES OF COURT’S
DESTRUCTION? Civil War would immediately break out.
At least one much worse replacement is waiting (Argul, the
Deposed King and its forces).
Heaven and Hell might seek to “restore order” themselves and
invade.
DEFENCES Seclusion and defenses of the Eternal Throne.
Tiamat’s Demesne
POWER 3 (1d10)
COHESION 3
FEATURES Tiamat’s kingdom is unreachable by land thanks to impassable
canyons and boiling lava. Tiamat is one of the Destroyer’s
Chosen and very active in defending her realm. The Twilight
Cathedral serves as a capital, hatchery, larder and prison. Her
jailer is a monstrous undead abomination.
PROBLEMS Tiamat is considered the weakest of the Destroyer’s Chosen
(2); ongoing rivalry with Silitha’s Brood (2); Few angels
would be stopped by her Kingdom’s natural defences (1).
TROUBLE 5
INTEREST The Destroyer (10), Straga and The Black Throne (4),
Earthbound Hellguard (3), The Griever (2), Silitha and the
Iron Canopy (1).
DOMINION 10
GOAL Inflict a military defeat on a troublesome rival, doing at least
one point of Coherence or Problem damage.
The Griever's Hive
POWER 2 (1d8)
COHESION 2
FEATURES The Griever is a huge, nigh-invincible creature and one of the
Destroyer’s Chosen. Its very presence encourages verdant
growth and mutates flora and fauna into monstrous forms. It
dwells in abandoned underground tunnels and in what was
once a great central park. Its spawn swarm in vast clouds.
PROBLEMS The Griever is barely sapient and highly aggressive (1). Its
mutant spawn are individually weak (1). The Old One named
Ulthane thwarts all attempts to expand its territory (2).
TROUBLE 4
INTEREST The Destroyer (8), Ulthane (4), Hellguard on Earth (2)
DOMINION 8
GOAL Expand the faction's reach, either by annexing unclaimed land
as an Improbable change or seizing Ulthane.
Ashland Worms
POWER 2 (1d8)
COHESION 2
FEATURES Monstrous worm-like creatures living in and around the
Ashlands. It is rumoured that a titanic Ashworm named the
Stygian is one of the Destroyer’s Chosen and the father of all
the others.
PROBLEMS Individual Ashworms behave more like aggressive animals
than a functional army (1). Demons frequently capture and
imprison Ashworms to fight in gladiatorial pits (2).
TROUBLE 3
INTEREST The Destroyer (4), Stygian Camp demons (4)
DOMINION 4
GOAL Enact a Change in order to spread beyond the Ashlands.
Silitha’s Brood
POWER 3 (1d10)
COHESION 3
FEATURES Silitha is the most intelligent of the Destroyer’s Chosen.
Silitha’s demesne, the Iron Canopy, is home to numberless
spider-spawn and very hard for outsiders to reach. Silitha and
her brood know many secrets. Outsiders stand out very easily
and will be captured quickly, to await a fate worse than death.
PROBLEMS Ongoing rivalry with Tiamat and her Dusk Bats (2); Silitha is
fiercely independent and relies heavily on her Brood rather
than accept the help of other agents of Hell (1); Most
broodlings are physically weak and easily defeated in single
combat (1)
TROUBLE 4
INTEREST The Destroyer (10), Samael’s Prison, the Scalded Gallow (5),
Straga and The Black Throne (4), Earthbound Hellguard (3),
The Griever (2), The Stygian (2), Tiamat and the Twilight
Cathedral (1), Ulthane (1)
DOMINION 10
GOAL Increase the Problems of a rival by at least one point using
non-overt Features to do it.
Straga / Legions of Black Throne
POWER 3 (1d10)
COHESION 3
FEATURES The Black Throne is home to the Destroyer’s Legions.
Powerful Demon magic obscures its entrance. The Black
Throne is directly linked to the Well of Souls and the
Destroyer’s Chosen, Straga. The Black Throne and Straga are
one, and, unless powerful magic is used, Straga knows all that
transpires within its walls. Straga is the mightiest of the
Destroyer’s Chosen.
PROBLEMS Straga is bound to the Black Throne and cannot bear to leave
it for very long (3). The Black Throne and Straga are one;
injuries to one affect the other, and if Straga dies the spire will
collapse (2).
TROUBLE 5
INTEREST The Destroyer (10), The Chosen - Tiamat, the Griever, the
Stygian and Silitha (8 each), The Hellguard on Earth (5),
DOMINION 10
GOAL Enact a Change solely to glorify Straga, one that’s totally
useless as a feature.
Uriel’s Hellguard
POWER 3 (1d10)
COHESION 3
FEATURES The Military forces of Heaven who are trapped on Earth
following the Apocalypse. Originally led by the Archangel
Abbadon, they now follow his former lieutenant, Uriel, with
unshakable determination. They are elite warriors with highly
advanced weapons and armour. Uriel seeks vengeance against
the Horseman, War, who she blames for Abbadon’s death.
PROBLEMS They are vastly outnumbered (2). They have lost irreplaceable
relics and warriors (1). They are exiled from the White City
for their part in prematurely starting the Apocalypse (1).
Abbadon’s loss and their collective failure in the End War
weigh heavily on them (1)
TROUBLE 5
INTEREST Heaven (10, The Destroyer’s Kingdom (5), The Chosen of the
Destroyer (3 each), The Charred Council (1), Ulthane, The
Black Hammer (1)
DOMINION 10
Samael’s Gaolers
POWER 1 (1d6)
COHESION 1
FEATURES A small, elite group of Demons led by the Phantom General.
They are charged with guarding The Scalding Gallow and
ensuring that the Demon prince Samael does not escape.
PROBLEMS Samael’s still has a few followers who periodically try to help
him escape (1). Entities seeking Samael’s advice, favour, or
death occasionally try to free him (1)
TROUBLE 2
INTEREST The Destroyer’s Kingdom (6), Tiamat’s Demesne (3), Silitha’s
Brood (3), Samael’s Host (2)
DOMINION 6