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Leewei
2012-07-29, 11:38 PM
Here's a campaign / world idea I've had knocking around in my head inspired in part by one of the planes connected to Lolth's Demonweb in the classic AD&D Q1 module, Queen of the Demonweb Pits, as well as the World's Biggest Dungeon.

The campaign will be a 4e D&D, with nearly any conceivable character, starting perhaps at level 1. Standard gods; it is noteworthy that the Widow is not Lolth, nor one of her servants; She is a primordial based fairly directly on Ungoliant from the works of Tolkien.

Background
The Widow is ancient. She has spun her silk since all was merely elemental chaos. She is enormously powerful, and is cunning as well, perhaps enough to speak, should she ever have such a bizarre urge.

And yet, She is also quite simple after her way. She only knows hunger, mating, and her webs. And still, despite these simple needs, She is terrifying. Such is her might and subtlety that she has grown enormous, devouring giants, dragons, gods and primordials alike. It is only one's insignificance that keeps one alive. For a spider will be quickly moved to devour a wayward cricket, but yet will pay no heed to a mote.

Ah, but her children, small as they are compared to her, are entirely different in this way. Her get stalk her home for any small thing they might eat, including each other. Her progeny are indifferent in their dalliances, as in their diet. They mate with each other, and with other, stranger beings, often devouring the unfortunate romantic partner afterward.

Worst of all, once in her web, it is nigh impossible to leave. The Widow and her children have seen to it that not even the souls of their victims might leave her tangle. Arriving is a different matter. All manner of victims find their way here, falling in here, banished there, perhaps even drawn in apocalyptically with the rest of their world. The Widow is ever ravenous. It is known that she has drawn in no fewer than four entire realms, feasting on the mighty while leaving what would not be worth her efforts to her children.

The Laws
The Widow's domain is a reflection of it's creator. Any who would survive here must learn the laws, lest they become fodder for her children.

The Law of Hunger
In this place, light is ever dim, and there is no soil to speak of. Odd fungus does grow here and there, but it is rare. Feeders in turn attract larger creatures which in turn prey upon them. Food is everything here. Water perhaps only slightly less important as it readily condenses on the many strands in this dank demiplane. The Widow is ever hungry, and so it seems must be her 'guests'. Even magic cannot conjure sustenance here. To survive here, you must hunt, or else be able to trade with those who do.

The Law of Mating
The Widow and her children have much of the spider in them, however they are made of more malleable stuff in some ways. These horrors sometimes take a victim in such a way that they produce something much like a hybrid. Driders, you say? Yes, there are driders here as well. Petitioners of Lolth seeking alliances here. They seem to have a way to enter and leave, but it is death to go into the area they control. Those abominations spawned by her children are perhaps related to Lolth's special ones, however they have innumerable forms, some of which are entirely unique.

The Law of the Tangle
The fibers that weave around, through, and beyond this place are as strong as they are unseen. Still, they certainly exist, and they resonate with powerful magics, especially communication and teleportation magics. Beware using anything of the sort beyond the most simple tricks. It isn't unheard of for the Widow herself to take notice of these things.

Husks
The Widow, as previously mentioned, has devoured pantheons, on rare occasions drawing entire worlds into her web. The detritus of these tragedies litters her lair like dessicated exoskeletons in a familiar mundane cobweb. Buildings, landscape, rarely a coccooned tree or the like -- rumor has it there's a clockwork city here, its living inhabitants long since devoured. One of the more interesting Husks is the Mate -- a long-dead suitor or the Widow, so massive that colonies of other creatures now dwell within it.