The Walls of Brightblade Keep
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Originally created for the AuR game, this was the ancestral home of Adan Hellschwert. I've genericized it by leaving most of the names out, and adding the cliche demon-seal as a reason to have the castle.
Great submission. Very evocotive descriptions of its creation and purpose, the dedication of the people's very being into it's existance. Only critique would be that is would be almost too powerful to put into the same scene as the players. If this was to fall into the plot the pc's were in, what purpose could it serve either for or against them?
In the AuR game, before it fell into stasis, the 'worthy' heirs were scattered to the winds, and the viper of treason was rearing its head. The princeling PC that theoretically had the blood to activate the city was banished for fratricide (that he was truly guilty of), and the city was already under siege, by forces that included demons who might be able to breach the walls - led by one of the PC's brothers. Thus, the objective for the PCs was to: Deliver at least one of the family that the ancestral sword would accept as true enough to the heart of the keep. Doing so would involve collecting them from around the kingdom, including at least one imprisoned by enemy forces, while evading enemy forces, and at the same time, playing the game of politics well enough to keep the friendly lords from summarily executing the PC prince.
Something like this is not to just 'fall into' the hands of the PC - to enter the city would be the climax of the arc. Then the PC gets pinned behind the dilemma of taking the sword with him... or leaving it behind, each of which he has powerful motivations to do.
Also, PCs being usually dynamic, having a safe haven is not broken in itself. "I never leave my castle!" "OK, nothing happens."
A nice place. What if one of the castle owners ended up as an Urn Beast ?
I like it - it's an interesting "impenetrable fortress" that could be good as a major feature of a campaign world. I kind of agree with Agar in that it's a bit hard to imagine how the players would really interact with the castle. Your response to his comment is a great example, and sounds like a good plot arc, but I would have liked a few more plot hooks, I guess.
I'll agree mildly with the plot hooks comment, but I think this castle and it's story add significant depth to a world, even if the PCs never set eyes upon it's walls.
I like seeing part of AuR alive here. Man I miss that thread.
This is an excellent submission on its one - I do like supermassive castles!
I was REALLY looking forwards to rumbling Vorodon around in here.
... Holy moly, this is some hard-core stuff. That'd be good to put into the magitek setting I'm working on. Essentially, Earth is destroyed by nuclear war, and the survivors of the human population of Earth travel through a number of portals to invade what is, essentially, a fantasy world populated by the standard-issue races ( orcs, elves, humans, dwarves, etc.). After a long, horrifically bloody series of wars known as the Exodus Wars, the invading Coalition of Democratic Nations, and its rival organization, the Pan-Asian Alliance, have conquered great portions of the world, and have begun the process of bringing technology to the newly-ravaged world. However, huge portions of the globe are still left up for grabs, as some tech (mainly military) ends up in the hands of various third-world tyrants and monarchs, and a cold war begins between the CDN and PAA. In essence, a near-future Magitek setting.
They way I see it, this fortress is the capital of a human kingdom that is highly resistant to both of the main empires, and has been involved in an especially brutal war against the Coalition Marine Corps and its troops. Recently, though, the Marines have managed to push the enemy forces back into their fortress, and have laid siege to the fortress itself. However, a problem has come up- no matter how much ordnance the Marine artillery launches at the fortress walls, the walls simply will not fall. The Marine's mages have deduced that the walls have been heavily augmented with enchantments, and have decided that the only way to get into the fortress is to either take the walls by storm (which could lead to horrifying casualties), or to send elite teams of personnel into the crypts beneath the city to emerge on the inside, overwhelm the main gate, and let in the Marine infantry. However, while the mages knew of the 'enchantments' made to the walls, they did not know about how these enchantments were created- nor of the vengeful ghost army that could be called upon by the castle's lord.
Qeue the players being sent into the catacombs, wherein the game would turn into a survival-horror race to the gates while being pursued by nigh-unstoppable spirits in an attempt to see the mission through to completion and survive.