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Last updated: Apr 30th '97
Subject: Campaign

THE DOMUS CAMPAIGN

The campaign is about growing in power, and about what you can do if you have a million years to do it. The campaign was started in autumn 1995 with four aims:

So far the campaign has not travelled very far. Only a few years has passed (game time) and the characters are slowly getting the hang of things.

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Background for characters

The player characters are all fateless. They entered Domus through a portal while they were chasing doctor J. MacGregor (aka the Fateless) with the intention of capturing and bringing him back to their own world. Dead or alive. In their own world the player characters were part of a revolutive assault force which attacked the MacGregor's keep to overthrough the local Euroamerican governement, of which MacGregor was the former figurehead. MacGregor, an evil genius (TM), flee the assault to Domus after starting the Doomsday machine (TM) - and taking the Escape Key (TM) with him. It is this key that the characters are after.

The home world of the characters is an alternate Earth in the 2050's. The technological level is just entering true cybertech and corporations rule the world.

The ultimate scenario hook for the player characters is the besting of the Great Fateless (Jamish MacGregor) and saving their own homeworld. Since this not exactly possible on the outset, the Fateless being far more powerful than they, and on the other side of the planet besides, the PCs must resort to other kinds of entertainments.

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Player characters

There are six player characters in the campaign. The players were allowed to create the characters using the system of their choice, after which they were converted to FUDGE. Two Rolemaster, two GURPS, one Aria and one freeform character were generated. The characters are:

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The story so far

The campaign started with the assault of the characters (amongst others) to the MacGregor keep in Scotland. Eventually the assault and hunt for MacGregor ended to a tightly secured room in the bottom floor of the combined keep/laboratory, where the assaulters found the activated Doomday machine (TM) and a Pentagram (TM). The characters were selected to follow MacGregor through the Pentagram (TM) and get the Key (TM) back.

Well, into the Pentagram (TM) they went and came through to the top of an open field. The characters started to look for their target and eventually managed to summon him (ie. trigger the wards he had set). They recognized him, tried to kill him and just when it seemed they were in for real trouble a strange looking guy attacks MacGregor and rescues them by sending them through a portal to ... somewhere.

The characters had been sent to Aloi woods in northern Neswa. After a couple of days an Aloi wise man came to look after them. He taught them to survive in the woods, a bit of his language and a few other things, after which the characters left for the coast and civilization.

After trekking in Aloi woods a few months the characters arrived to the Silver Valley, a former colony of the Baharian kingdoms. There in a border village a young captain took them under his protection. After a couple of months the group knew enough of the language to be able to tell where they had come from. Their story travelled eventually to the ears of an Immortal, Ajui, who took them secretly under his wing hoping to so gain both information and, eventually, powerful allies.

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