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[Coldforged: Tabletop Campaign]2: Prophecies of Hope

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Ancient Gamer:
Ok. This will be the second prequel campaign to the "Dark War". The first prequel is "The Prophecies of Redemption"


--- Quote ---This time the perspective will be that of the humans of the Valdenoor Village in the western Cyllerean Mountains. Their lives have always been quiet, and the only real dangers have been wolves eating their sheep, lack of winter supplies and the avalanches common during spring.
 
Fate has a surprise in store for the sleepy village of Valdenoor, and when the ancestors deliver a dire warning through the dreams of the shaman, the villagers are deeply concerned. Several seasons pass and nothing happens, the warning is forgotten and life is tranquil. And then one winter, a handsome man pass through the village, his face angelic and his personality winning. He stays for a while, and is quickly accepted. He hunts with the men and they return with deer and moose, mountain bear and salmon. During the evenings, he tells stories of strange nations and even stranger beasts. The men admire him and the elder's daughter, Marian, falls in love.

After one night of burning passion, the stranger departs before dawn, leaving behind a heartbroken, pregnant girl of fifteen. As her belly grow, so does the rumours of war. The southern empire has invaded and their scouts are asking for directions to a village called Valdenoor.

When the campaign begins, Marian has just given birth. Her son is much like his father, with an unearthly beautiful face and silvery blue eyes. Marian and her baby are happy and her father very nearly forgets that she is not wed.
--- End quote ---


This campaign is about hope. It is about love. It is also about danger, flight and human growth. In this campaign the PCs will perform great heroics and feats of legend.
It will last longer than The Prophecies of Redemption and it will begin as "low to mid level" campaign.

The Characters:
(Purposely short in description, to leave room for player interaction)

Iraedus. The Mountain Shaman Apprentice
He is the son of the Mountain Shaman and the spiritual leader of the group. He is 25 years old and wise for his years. But the burden of leadership rests heavily upon his shoulders and jealousy gnaws from within(jealous of Maethir, the warleader of the group). He has also dreamt of the baby boy of Marion, and how he is in danger.

Maethir. Templar Knight of Fhalgharod?
Maethir is the black sheep of the village, a drunkard thrown out of the village in dishonour. One year ago he returned gloriously to the village, a Templar Knight of Fhalgharod. His clothes were stained with blood and his wounds grievous. He has since been elected guardian of the village and sits on the left side of the elder during village council. But he guards a dark secret, an awful truth that is threatening to destroy everything he has attained. He is 44 winters old.

Untha. Huntress of Valdenoor.
Untha is a young girl, 19 winters, and already a promising huntress. She is skilled with bow and spear and eager to prove her worth. But her family history is haunting her and she is judged by her lineage. This has made her vow to redeem herself in the eyes of the elder.

Misha. Holy Guardian of Fhalgharod
Misha is a young boy of 17 winters. He is the new Holy Guardian of Fhalgharod. He has been entrusted with the safety of the newborn as they begin their sojourn through the mountains. His vows of chastity will be put on test as his desire for Marion grows on the journey.

Juergen. Warrior
Juergen is a big man, by any standards. At 18 winters, he is the youngest champion the village has ever known. His pride is great and his arrogance even greater. He has no use of the old and weak. He already knows everything there is to know and he has come to know that age is weakness.

Note: This is the situation before the first scenario begins.

Ancient Gamer:
Objectives of this campaign:
-The baby boy must survive and be delivered to the elves in their sanctuary.
-The PCs will follow Marian and witness her despair. It is important that they sympathize with her plight and that they get doubts concerning the purity of the Sun God.
-The PCs will be confronted with several dangerous situations in which they have a chance to save the day. Their actions in these instances will be important later*.
-The PCs will hear of and encounter the Mercenary Captain Stefan Karro, a soldier who will earn both their respect and love. Stefan will, possibly alongside the PCs, become a hero of the people. Someone that will make the PCs breathe a little easier each time they meet him.
-The PCs will witness many, many omens and signs of things to come.
-They will get their first clues as to what is really going on.
-The PCs will fight alongside comrades, meet very nice and loveable people and get a reprieve from the dark atmosphere of the previous (and following) campaign.
-The PCs will grow up. (I aim to make this campaign run for the next couple of real life years and even more years in the setting)

*In this campaign I will use a table to keep track of the PCs actions. Every action, noble and ignoble, will count and have consequences partly in this campaign and primarily in the third. The action will be recorded  along with the location where it was performed, the number of witnesses and the groups that will take notice.

This campaign will determine which alliances might be available in the future and how well loved the PCs will be.

The following is a partial list of those factions that will be affected by the PCs actions(will be expanded):

Factions:
-The people of Silmaroth
-The people of the southern Empire
-The Caliph-Emperor of the Southern Empire
-The crown of Silmaroth
-The royal advisors of the High King of Silmaroth
-The mountain tribes of the Cyllereans
-The church of Fhalgharod (The sun god)
-The knights and church of Sil'Durhon (The imposter god)
-The Mherakian Knights (The god of War)
-The cabal of the Caarthian
-The sisters of Th'eresh
-The elves
-The dwarven clan of Khor-Urkhil
-The Holy Order (The Hexenjaegers)
-The sleeping wyrm of Asdarien Vale
-The Asdarien Coven
-Stefan Karro's Black Hawk Mercenary Company
-The K'Horune

Scrasamax:
Awesome AG. I dont think I will get two pages behind before following this thread. Plus i think that the concept of love and hope are much better than the normal bash and grab.  Keep it up.

CaptainPenguin:
Ditto.

Ancient Gamer:
In work...

Pre-mainsite release workshop

Intro:
Deep under the bowels of the earth dwell the K'Horune, the withered offspring of man and troll. For ages they have lived there, their hearts filled with an eternal rage, blaming their captors of old for their misfortune. Countless years ago they were banished for their wicked ways, the Priests of Fhalgharod sealing the entrance to their subterrenean pit with the Seven Holy Sigils of Sanctity, and fusing the doors shut with the soul-essence of five maidens, willingly sacrificed for the greater good.

Once again they stalk the earth, for mysteriously the sigils have been broken and the light sensitive half trolls now stalk in the dark corners of the Herschal Valley, a normally serene place nested in the northern part of the Cyllerean Mountains. Not only that, but the City of Dogs, Gethrensburg, is in the very heart of the valley and they are troubled enough as it is. They refuse to open the gates for vital reprovisioning and once again the adventurers are between a rock and a hard place.

Can the party survive the raids at dawn, or will the murderous beasts tear them limb from in their barbaric savagery? Furthermore, will they discover the irony in their predicament; how saviours sometimes turn out not to be quite what one would imagine?

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