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Dark forces swirl around Vangen. The city of thieves now becomes entwined in a mad plan to change its very nature. It is the year 701 AR when zealotry seeds itself within Vangen. Now it is up to you and your party to navigate through this Angelic Noir. | Dark forces swirl around Vangen. The city of thieves now becomes entwined in a mad plan to change its very nature. It is the year 701 AR when zealotry seeds itself within Vangen. Now it is up to you and your party to navigate through this Angelic Noir. | ||
== [[Bedlam]] == | == [[Bedlam (campaign)|Bedlam]] == | ||
The moon which hangs above the Rings of Meropis is home to the Ard Magos. This powerful organization’s mission is to hunt creatures of Sin, low magic, devils, and other threats that plague the Rings. | The moon which hangs above the Rings of Meropis is home to the Ard Magos. This powerful organization’s mission is to hunt creatures of Sin, low magic, devils, and other threats that plague the Rings. | ||
Revision as of 08:56, 3 February 2025
Crimson Storm
Amongst the endless sun a civilization was born. Under the guiding hand of Vorov, this nation has grown into an international trading powerhouse. Yet, something begins to stir.
In the North, Hamlets and Villages have been found destroyed. Their houses razed, valuables gone, and no bodies left to hint at what caused the vast wave of destruction. However the powers that be suspect an old evil, once thought dead, is returning once again. They speak about it in hushed rooms, scared that their words might bring about their own doom.
But alas, our story starts somewhere different. We start with a group of travelers making their way North to the capital city of Karjakin. The people in this protected caravan vary widely. Some seek a new life in the city while others hunt for answers to long lost questions. This caravan was put together by Alexsandr Slavokin, member of the Oric Magestov (governmental oric), for the express purpose of quick and safe travel to the capital from Ramiborg.
Things have taken a turn for the worse. Over fifty soldiers set out from Ramiborg along with three dozen civilians and travelers. Now, only twenty-three people remain. Wraiths began trailing the group soon after they left Khaningrad. They come in the night, snatching three or four people, before retreating into the darkness. Now, scouts have reported that more Wraiths have begun to surround the caravan. It appears like the next night will be the caravan’s last…
They Will Not Grow Old
Something creeps out of the shadows. Foretold in the stars, felt in the swaying of the ancient forests, and murmured amongst the creatures of Sin, the next Dorcha Arex is coming. The Master of Divination for the city of Beacon, Calypso Amic, after a year of prayer and scholarship has begun to sound the alarm. That great evil returns once more.
Wasting no time, Kasper Grayfall has sent out a call for aid. Before the Dorcha Arex can reach full strength the people of Ramesh wish to kill them and save their people from tremendous struggle. Representatives began arriving in the summer of 701 AR. Now as the autumnal equinox approaches, the ritual is about to begin.
Right before the beginning of the ritual, a party of heroes who are personal friends of King Grayfall and the royal family arrive. Two years prior they aided the royal family and prevented a grand disaster. Now though they have come to witness this great task that has joined together a continent.
Those in attendance have all taken a solemn vow to stop the rise of the Dorcha Arex. From Zell to Breoa, it is acknowledged that Ramesh is not prepared for another Dorcha. Political turmoil has weakened the four great nations. If ever there was a time for Sin’s forces to rise and destroy civilization, now would be it.
Within the minds of every member in attendance rings the same promise: they will not grow old.
Angelic Noir
There is not a more corrupt city than Vangen on the continent of Ramesh. The favored home of raiders, thieves, and other cutthroats, the city survives on crime. Life spans are short and the time it takes to be robbed much shorter. Those of evil hearts will find that they are right at home within the crumbling walls of the city.
Still, the deaths of three angels, their bodies discarded all over the city, is alarming. It is perhaps more alarming that the previous three detective companies that got assigned to this case have all gone missing. Only fools or the truly desperate would take up such a case.
Your detective company is truly that desperate. In its short two years of existence, you have been hired on a total of three cases. You have solved them all but now the gold is beginning to run out. Without another case in sight, Jarl Skorr Beris’ offer is one you cannot afford to pass up. With the next morning bringing your meeting with Skorr in a musty dive bar in one of the “better” parts of town, your company hurdles toward a danger you could have never predicted.
Dark forces swirl around Vangen. The city of thieves now becomes entwined in a mad plan to change its very nature. It is the year 701 AR when zealotry seeds itself within Vangen. Now it is up to you and your party to navigate through this Angelic Noir.
Bedlam
The moon which hangs above the Rings of Meropis is home to the Ard Magos. This powerful organization’s mission is to hunt creatures of Sin, low magic, devils, and other threats that plague the Rings.
Within the Ard Magos, it is the Vaskers who carry out most operations on the Rings. It is their job to specifically locate, secure, and sometimes eliminate the targets of the Magos.
But something strange is brewing on the Prime Ring. A grand conspiracy has begun to emerge. The Ard Magos are still not sure what exactly is going on, but even the Material God Magion is concerned. Chaos is rising. Without answers soon, the Rings risk a descent into bedlam.
The Proeliad
The Czar of Kovorov finally went too far. In the years following the rise of Radovan Raze and the Crimson Storm, life in Kovorov grew difficult. Gorlov the Unbreaking sent his army to crush the insurrection in Ramiborg in the summer of 704 AR. The battle was bloody but at the end of the day, Ramiborg raised the white flag and rejoined the nation.
Through the years, Kovorov built itself back into a formidable military force. Spurred by fear and anger, the nation’s people swore they would never be attacked that way again. However, this fear mongering created yet more fear.
The Tiefling Tribes in the Northern Reaches found their request for self governance rejected. Gorlov tolerated envoys and emissaries from the tribes, allowing them a greater presence in the nation, but refused their ultimate goal. The tieflings asked for a charter to build their own city in the far north. Gorlov rejected their request. They asked for a permanent fort to protect them against undead and creatures that preyed upon them during the polar night. Gorlov rejects this too. Eventually the tieflings raised a meager coalition and began building their own nation at a place called Wyark’s Fang. The great mountain would be home to the new tiefling city of Horn. Gorlov rejected this as well by sending an army of two-thousand Kovorovian soldiers. They burnt the city to the ground, scattered the tieflings, and issued a final warning: Kovorov would never be fractured again.
That warning was issued in 707 AR. For years afterward, relations with tieflings and the people of Ramiborg only soured. There was growing discontent within the nation as the health of Gorlov the Unbreaking began to fail. Even holy emissaries of Vorov, like Saint Veragaul, departed from the nation.
Sensing this weakness, guard outposts and industrial centers were attacked. The Kovorovian government blamed tieflings, Ramiborg secessionists, and leftover members of Radovan’s Dracul. The tieflings denied any involvement by simply saying that they hadn’t the motivation anymore to attack these places. There was nothing that could be done for them in Kovorov. However, Vorov demanded action from his old Czar. They did not want a repeat of the Crimson Storm incident.
Gorlov identified that magic was the problem in the nation. Kovorov had grown weak due to the presence of crazed magic users who spread the inherent corruption that magic provided. In 714 AR, the Czar issued the Sorcerer Accords which outlawed the use of any primordial or low magic within Kovorov while requiring users of high magic to be registered. Users of primordial and low magic would be incarcerated due to the danger they posed. Since many were natural users of these types of magics, it was thought that almost fifteen percent of Kovorov’s population would see the inside of a jail cell.
A festival was held on the 67th of Breocht to celebrate the purification of Kovorov. This would be known as the Carnival of Knives. As the celebrations drew to an end, the legendary figure Ivan Belski flanked by Helmuth von Graz and a strange Gith known as The Hunter entered the banquet hall.
Ivan called upon Gorlov to cease the Sorcerer Accords and grant independence to the tieflings. For the final time, Gorlov refused peace. After this, Ivan challenged the great warrior to a duel. When asked why he would give this challenge, Ivan’s answer was simple.
“I shall not stand idle.” It was the last thing Ivan Belski, founder of the Oric Mendakin, said before he drove his blade into the heart of Kovorov's Czar. Despite Gorlov’s age he was still blessed by Vorov and thought to be unbeatable. Stories about what happened next vary. However, all of them end with Ivan Belski slaying Gorlov with a single swing of his sword.
After this the assassins made their escape out of the city. They took every tiefling and elf they could find with them as Karjakin descended into chaos. Immediately, the leaders of the Orics sent riders after them but they were stopped as the largest Zamoro storm in a generation fell upon Karjakin. Somehow Ivan and the others were able to escape through the storm.
By the first days of summer, Ivan and his party of followers, numbering about four-thousand, had arrived at Dalekingrad. A series of near misses and close calls followed them the entire way. With the blessing of the city’s Material God, Zorya, the group made their way inside the walls. It was not long before Kovorov learned of their whereabouts.
On the first day of spring in 714 AR, Vorov had named a new Czar. This new Czar, after securing control of their nation, created a strike force to follow Ivan. It was not long before more than four-hundred Kovorovian troops, led by Saint Byaz, stood arrayed outside the walls of Dalekingrad. They gave the city five days to capitulate. If they did not, on the sixth day, the Kovorovians would storm Dalekingrad.
At midnight on the third day, Ivan Belski called a meeting with the Material Goddess of Dalekingrad and many high ranking officials of the city. What was said in this meeting is unknown to all but those who attended.
The next morning, at daybreak, the strike force saw the gates of Dalekingrad open and a small procession advanced a few paces beyond the city. In the early morning light, a flag of black and gold flew above the walls of Dalekingrad. Ivan Belski was crowned Kaiser of Dalekingrad. The Material God of the city, Zorya, bent the knee before the awestruck Kovorovians and the eyes of the world. Nobody could understand how such a thing occurred. The new Kaiser entered the city’s walls once again.
It has been a week since this event shocked the world. The Kovorovian strike force has remained outside the gates of Dalekingrad as the Czar has sent an additional two-hundred soldiers and Saint Martha as reinforcements. The already outnumbered defenders of Dalekingrad nervously await their Kaiser’s next move.
But in this time of great turmoil, Ivan Belski called for you…
You have been called into the Kaiser's new meeting hall to hear the homily that will alter the course of history. In attendance stand witnesses to something new. Belski shall not stand idle. The world is about to change as the chorus sings of the wrath of Ivan. The Proeliad begins...
Ascendant Garden
For the first time in generations, Estelle’s will finds the ears of a select few. On the Primordial Ring lies the town of Lourdes. The people of the town have been abandoned by their Archfey, cut off from the outside world, and hounded by dark forces. Why would anybody want to visit?
For the first time in generations, Estelle, Archfey of the Sacred Garden, has called from beyond. Her cry is one for herself but also a desperate plea to help the noble people of Lourdes. The town needs heroes.
Upon arrival, you will be uncovering the twisting history of Lourdes, how the town rose, fell, and spiraled out of control. Then, with eyes turned toward hope and daggers pointed at your back, the mission begins to find Estelle and the Ascendant Garden.
Lament of the Nyx
From beyond the Pallid Desert comes a warning. It’s a warning latent in the stands. A warning that speaks in fickle words, fleeting glances, and wrought iron deceit. The time for peace is over as the Nyx have chosen to strike.
For those of you who are natives of Kar-Thonis, this is the worst possible time for war. You are all members of the Kar-Thonis government who wait for their sickly pharaoh to die. In this time of flux, you are chosen to help steady the nation. Cissaya, the twin-souled goddess of Kar-Thonis, requires aid in learning why the Nyx are attacking, what the strange happenings around the Sea of Screams mean, and how the rival nation of Qis will seek to exploit this weakness.
In this campaign, you deal with threats from all sides. War, conspiracy, and titanous powers loom large across the Dark Ring. Can you save Kar-Thonis before it’s too late? Or will the nation and all their people be consumed by the Lament of the Nyx?
Solandis
Althara the Impure and her horde of abominations sweep across the Primordial Ring as her impending horde threatens to consume all in its path. Not long ago, a Brigade led by six Archfey assembled in the city of Tpres. Their goal was to defeat Althara and drive the ancient evil back to whence she came. But it was a trap…
Three Archfey were taken by Althara’s corruption known as the Van Rome virus. It twisted their bodies and darkened their hearts. These Archfey, known as the Blossomed, have become Althara’s generals. Their power now strikes against the world they once called home. Tpres fell to the Blossomed and the Brigade was broken.
Now, the surviving three Archfey flee from the disaster. The Brigade, outnumbered and outgun, seeks to make it to the fortress of Widowstone Keep. There the Archfey claim lies the secret to their salvation. But Althara’s hordes do not rest. They threaten to overtake the Brigade and bury the soldiers in hordes of monsters that were once people. Even the Ring itself is being altered by Althara’s vile magic.
Once the Brigade sought victory against Althara. Now all they can hope for is to run, regroup, and endure.
The Grim Covenant
Recent months have seen the levels of stress and anxiety rise sharply across the continent of Ramesh. Between the multiple wars, rising of an aether eater, civil unrest, and more, many are finding it hard to continue with their lives. This has caused the Lune Lodge and Resort to receive additional funding from the government of Zell.
The Lodge is a place specifically designed to be a wellness retreat for aether souls. Here, powerful individuals can find a place tailored to their needs. They can rest, relax, and get some much needed treatment. The governments of the continent view this location as serving an important need. Aether souls who are not properly monitored could be dangerous.
All of you have traveled from outside the Gortal province of Zell to where the Lune Lodge is located. It is situated near an isolated chaparral at the base of an ancient mountain range. Despite being halfway between Havell and Gressus, this area seems to nevertheless be flourishing. As you were making your way into the region, locals talked about a massive increase in immigration to the area due to a shift in “governmental ideology.”
You just left the small town of Capanorri at the base of the foothills and hiked to the Lune Lodge and Resort. The year is 715 AR and it is the 15th of Knewidi. Now your journey to wellness begins…
Cirque du Monstre
The sounds of revelry drift through the dark, cold forest, drawing wayward travelers toward the blood-red spires of The Revelia. Wonder and fun await those lucky enough to be chosen by the one and only Vacher for a lifetime of laughter and delight...
But underneath the sparkling lights and the gleaming facade is a sinister underbelly of corruption and horror. The Revelia is the realm of Vache, a creative and sinister mastermind masquerading as a jovial Ringleader, and home to the Cirque du Monstre which operates out of the Revelia’s grounds. The Cirque du Monstre serves only Vacher’s wicked sense of humor, and those who don’t partake in the fun quickly discover the Ringleader’s fury.
Travelers may think they discover The Revelia accidentally or with a stroke of luck. Others may feel compelled to visit as if drawn by an unseen force. All who visit do so through Vacher’s influence or with his full knowledge, as none may enter his realm without first being marked by Jovial Freak of Dérangé. However, some arrive aware of his nature and ruse—including hunters who will stop at nothing to dispatch Vacher and destroy his carnival. Maybe they were ordered by another power or perhaps Vacher stole one of their loved ones. It does not truly matter. The sinister Ringleader enjoys a challenge and lures the best and brightest to his circus. Many have tried and failed to escape. Most of those Vacher draws in join him in the end, willingly or not.
You are a traveler who has found their way into Revelia’s grounds along with a group of other uninitiated guests. The year is 776 AR and it is the 1st of Lionnir. The summer winds are just beginning to blow through the Cirque du Monstre as the Revelia enters its “busy season.” Your struggle against the Cirque du Monstre and the horrors within begins now…
Tattercoat Knights
In the sky-bound world, the very firmament itself has been thrown into chaos. The clouds no longer drift peacefully. The sun's light flickers like a candle in the wind, and the moon hides behind veils of mist. The balance has shifted, and it seems the world itself is unraveling bit by bit.
You are one of the few who have fallen into this enchanted fairytale land. Now, you must navigate the shifting realms of the sky-bound world, where castles float on clouds, great candy fields extend as far as the eye can see, and ancient beings guard secrets long forgotten.
It is now up to you, the Tattercoat Knights, whose coming was foretold long ago, to save this enchanted world. Will you rise to the challenge and help mend the broken pieces of this world?
You are a traveler who was walking through the woods with your coat when suddenly you began to fall upward. The year is 777 AR and it is the 1st of Lionnir. As your world turns upside down it is time for you to enter the sky-bound world…
Endless
The world has changed since the days of the Vitality War. It has been almost sixty-three years since the climatic clash between the High Gods and Titans nearly sundered the Cosmic Stack. Since that moment, an unprecedented age of innovation has begun.
Magna rails begin to criss-cross the Rings allowing for rapid travel without the use of magic. Under the guidance of Corania, new miracles of artifice began to warp the daily life of the population. Great factories that produce power based on limited red spiral reactions (LRSRs) spread energy across the land. While the technology is still young, the Rings hope to soon be powered by these factories. At least, those who still believe in the power after the Catastrophe of Xorgaddon.
Religion is also stronger than ever. With the return of the Titans, the four-tiered structure (High Gods, Titans, Material Gods, Saints) has brought about an era of unparalleled stability and peace. While some call this the Era of Innovation, others call it the Pax Titania for this reason.
Yet, all is not well. The consequences of the Vitality War were graver than ever imagined. Creatures from beyond the Cosmic Stack heard the gargantuan struggle from the primeval dark…Demons have arrived on the Cosmic Stack. Their seemingly endless numbers creep from the Ravenous Abyss as they seek to consume all sentient life.
Under the leadership of Klaus ru Farox, an organization called the Ashen Veil has risen from the darkness to combat the demon threat. Their powers are becoming legendary across the Rings as they do battle against the overwhelming threat of the Abyss. Their words vincere anima mea (win my soul) hold a double meaning. For the Veil, it reminds them that their warrior’s spirit will carry them through any darkness. For the demons, it is a challenge. Any land, life, or even blade of grass must be earned. The Ashen Veil ensures the cost is higher than most demons can pay…
You are a new recruit who has joined the Ashen Veil after a recruit swept through your home. Now you begin your journey as part of the Ashen Veil. The year is 777 AR and it is the 1st of Asra. Your struggle against the Ravenous Abyss begins now…