Grey
Dialectical Hermeticist
In the third and final year of the War, Imperus decreed that a sepulchre-city was to be built on the plains before the city, large enough to inter five thousand dead. When her daughters, the Witch-Queen and Goddess of War, finally fell, and Imperus bent the Infernal Houses before Throne, not one sarcophagus was left empty, nor a single name unrecorded.
Engraved above the great leaden doors of that cyclopean mausoleum are the words:
LOOK UPON MY WORKS, YE MIGHTY
THIS IS THE COST
The true meaning remains occult.
- Giacomo Isley, The Authorized History of Throne, Hulbrad Publishing, YD290
The War is ended. Already, the seers have declared this to be the first Year of Dominion. The sorcerous pits at Galen's Face have fallen dark, their unspeakable denizens crawling into the night. Kari's host lies shattered and bloody on the fields of Throne, a feast for ghouls. The Great Houses Infernal are stripped to a shadow of their former selves, a blood-debt between devas so high as to be beyond payment without extinguishing their divine spark.
An age is ended, and an age begun.
Imperus, King of Kings, has bidden you last Scions of an Infernal House to attend zher at the Ashen Palace. A pilgrimage into the lair of the Dragon, to squabble for your share of the treasure. Imperus lies upon a hoard of nations, and by the blood of the gods that flows in your veins, you will reign again.
-------------------------------------------------
What's all this, then?
A Crucible: Darkening Skies campaign, with a twist.
I have no idea what you're talking about.
Okay, start here - but don't panic! You don't have to read the whole thing; just the parts about the Infernal Houses, really, and as much else as catches your eye.
Okay, that's the setting - now what?
Now I want, oh, five people to agree on an Infernal House. Then I want those five people to make characters to fit that House, work out their relationships to each other, and get ready to play. See if you can all get different characters under the same theme.
And then...?
Then you play out the aftermath of the War of Three Dragons, starting with a visit to Imperus' court to set the scene. Squabble, bicker, backstab, and seek to elevate yourself or your House to greatness.
But what if we team up?
You live longer. It's a big, mean, wild fantasy world out there. Cabals of Magi drunk on newfound power, Vampires accustomed to unchallenged rule, inscrutable Trolls from the frozen north, ageless and enigmatic Crantiré may all prove your undoing. You must find allies, uncover plots against family and fortune, and abide by those edicts Imperus would have the Inquisition enforce with god-slaying weapons.
The Infernal Houses
Lezek, The House of Sun's Height. Virtue: Beauty. Vice: Pride
Hulbrad, The House of Apocalypse. Virtue: Patience. Vice: Sloth.
Olimak, The House of Trials. Virtue: Vengeance. Vice: Wrath.
Dellebron, The House of Abyssal Nadir. Virtue: Vigilance. Vice: Envy.
Lybar, The House of Sacred Flesh. Virtue: Discipline. Vice: Lust
Yrva, The House of World's Bone. Virtue: Control. Vice: Greed.
Archetypes of Value
The General, the commander of armies, the sword at dawn.
The Spymaster, the supreme diplomat, the knife in the dark.
The Master of Coin, the hidden hand, the voice in shadow.
The Lorekeeper, the unraveler of mysteries, the eye of wisdom.
The Architect, the builder of wonders, the hand which feeds.
The Adversary, the song unsilenced, the word that must be spoken.
Vital
A strong, personal, driving motivation for your character.
Optional
A situation, face, or location idea. Have some fun defining part of the world, but don't expect it all to be taken without necessary editing.
Engraved above the great leaden doors of that cyclopean mausoleum are the words:
LOOK UPON MY WORKS, YE MIGHTY
THIS IS THE COST
The true meaning remains occult.
- Giacomo Isley, The Authorized History of Throne, Hulbrad Publishing, YD290
The War is ended. Already, the seers have declared this to be the first Year of Dominion. The sorcerous pits at Galen's Face have fallen dark, their unspeakable denizens crawling into the night. Kari's host lies shattered and bloody on the fields of Throne, a feast for ghouls. The Great Houses Infernal are stripped to a shadow of their former selves, a blood-debt between devas so high as to be beyond payment without extinguishing their divine spark.
An age is ended, and an age begun.
Imperus, King of Kings, has bidden you last Scions of an Infernal House to attend zher at the Ashen Palace. A pilgrimage into the lair of the Dragon, to squabble for your share of the treasure. Imperus lies upon a hoard of nations, and by the blood of the gods that flows in your veins, you will reign again.
-------------------------------------------------
What's all this, then?
A Crucible: Darkening Skies campaign, with a twist.
I have no idea what you're talking about.
Okay, start here - but don't panic! You don't have to read the whole thing; just the parts about the Infernal Houses, really, and as much else as catches your eye.
Okay, that's the setting - now what?
Now I want, oh, five people to agree on an Infernal House. Then I want those five people to make characters to fit that House, work out their relationships to each other, and get ready to play. See if you can all get different characters under the same theme.
And then...?
Then you play out the aftermath of the War of Three Dragons, starting with a visit to Imperus' court to set the scene. Squabble, bicker, backstab, and seek to elevate yourself or your House to greatness.
But what if we team up?
You live longer. It's a big, mean, wild fantasy world out there. Cabals of Magi drunk on newfound power, Vampires accustomed to unchallenged rule, inscrutable Trolls from the frozen north, ageless and enigmatic Crantiré may all prove your undoing. You must find allies, uncover plots against family and fortune, and abide by those edicts Imperus would have the Inquisition enforce with god-slaying weapons.
The Infernal Houses
Lezek, The House of Sun's Height. Virtue: Beauty. Vice: Pride
Hulbrad, The House of Apocalypse. Virtue: Patience. Vice: Sloth.
Olimak, The House of Trials. Virtue: Vengeance. Vice: Wrath.
Dellebron, The House of Abyssal Nadir. Virtue: Vigilance. Vice: Envy.
Lybar, The House of Sacred Flesh. Virtue: Discipline. Vice: Lust
Yrva, The House of World's Bone. Virtue: Control. Vice: Greed.
Archetypes of Value
The General, the commander of armies, the sword at dawn.
The Spymaster, the supreme diplomat, the knife in the dark.
The Master of Coin, the hidden hand, the voice in shadow.
The Lorekeeper, the unraveler of mysteries, the eye of wisdom.
The Architect, the builder of wonders, the hand which feeds.
The Adversary, the song unsilenced, the word that must be spoken.
Vital
A strong, personal, driving motivation for your character.
Optional
A situation, face, or location idea. Have some fun defining part of the world, but don't expect it all to be taken without necessary editing.