![]() ![]() Some are devout Mordea-ites, some think the old Guardian is a real good egg, and some are subversives, worshipping the big chin but secretly wishing they could land a large club on it. You've got an assortment of beggars and mad people, salespeople and inn keepers, guards and servants, scholars and hermits, mages and necromancers. ![]() It's a microcosm, packed with a soap opera of classic rpg stereotypes and dramas. It's a nice place this Pagan.īordered on one side by a massive mountain range and on the other by the big sea, Tenebrae is the ideal starting set for an rpg. The wife's a blubbering wreck, the head tumbles off the jetty, and everyone goes home for tea. You arrive just in time to see one such criminal having his block lopped off, while Mordea, her seneschal, and the captain of the guard calmly wipe the splattered blood from their garments. In the kind of regime usually reserved for friends of the American Government, the Tempest (as she's affectionately termed) has been executing dissenters and rumour-mongers without ceremony. The Lady Mordea, a tart without a heart, rules Tenebrae with an iron fist. Demographically, it sports a neat autocratic monarchal government and a nice growing class system (poor folk live in the west, richer folk to the east). Medieval in looks and smell, it boasts impressive walls and magic lamp posts. Pagan, you learn, is a sprawling island realm, with big mushrooms instead of shrubs and large armadillos instead of cows. A quick bumming of facts from Devon, the kindly fisherman who rescued you from the ocean, soon reveals a few interesting details. ![]() You don't have a clue where you are or what's what. As the game begins, we see you (aka the Avatar) clambering to your feet on a rocky sea shore. ![]()
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