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Humanity's Last Stand
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==Campaign Setup== Basing itself a bit on the aforementioned [[Furry|Jay Naylor]] [[RAGE|comic that made /tg/ apoplectic for several minutes]], the campaign takes place in a war-torn kingdom - the largest one on the central continent the game takes place on - where the forces of Humanity have been at war with their neighbors, the [[Elves]] in the next kingdom over, for over a decade. With the King of the country doing an impression of [[Sigmar]] and leading his troops on the battlefield, the Queen was left to manage the day-to-day affairs of the country, but dark things have been brewing. The Wolven, a race of [[Furry|humanoid wolf-creatures]] with a tribal structure, have been harrying the fringes of this land for ages, striking from the forests and generally posing nothing more than a mild inconvenience. In time, however, they've become a far larger threat; using special potions and magic, [[/d/|they've found ways to entrance female humans, quickly (and extensively) altering their bodies to make them not only wholly subservient to the wolves, but to make it so they breed further Wolves atop this]]. [[Chaos|Several villages have recently fallen]], and the Capital itself has been thoroughly infiltrated by the Wolves themselves, the [[PROMOTIONS|queen likewise corrupted in the process]]. With the armies of man pressed by the threat of the Elves and unable to provide more than basic military defense against the ongoing Wolf Incursions, it [[Grimdark|seems like humanity has little hope for survival]]... ...Enter the party. Taking the role of adventurers, pirates, criminals, retired war heroes, mercenaries, civilians, and more, the party has emerged finding their homeland in chaos, and little standing to stop the Wolves - little, that is, except the party themselves. Unwilling to allow humanity to go quietly - or alone - the party begins to deal with the threat on a small level - starting with a low-level incursion at a border town - before slowly beginning to uncover the real extent of the threat and moving to counter it. Exactly how it flows is dependent on [[Gamemaster|DM]]; [[User Talk:Jaimas|this asshole]] recommended handling it by implementing a basic mission tree with different potential routes to go on dependent upon what the group accomplished. This led to the party organizing a civilian resistance, bringing proof of the Queen's corruption to the King and forcing a (temporary) peace with the Elves, and culminated with the party burning down the entire forest with the bulk of the Wolves' forces with it. Other variants on the campaign involved a more-political approach, finding ways to infiltrate the Wolves' numbers (I.E. using Druids) and assassinating their leaders, or a more [[Call of Cthulhu]]-esque game where the party learns the horrifying full level of what the Wolves [[Rape|actually intend for humanity]], and must fight a foe mighty beyond their reckoning and with formidable power, waging a personal crusade that may never be acknowledged, but yet may still save humanity as a whole. Yet another canny fa/tg/uy made a Savage Worlds campaign that began with the players escaping a concentration camp of sorts and leading a glorious revolt against the Anthros' rule. [[Dark Heresy]] variants focused on the various races of the [[Warhammer 40,000|41st Millennium]] encountering a furry race subjugating humanity (and other races) writ large and temporarily declaring a truce, forcing races that would normally drown one another in Bolter fire to put aside their differences - and temporarily put trust in one another - whilst they perform an anti-furry [[Exterminatus]]. There's a ''lot'' of potential here, in other words.
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