Angaros
05-04-2005, 04:47 AM
So, I've come here to get some help on getting my campaign on track. I might have begun in the worst possible way since I didn't enlist the help of may players at all when creating the campaign and I still haven't filled them in on the specs. This will change though. I planned on having this discussion next time we game, but it turns out that information will be revealed to the characters next session that will probably be more fun to hear in-game and that really helps in understanding the campaign goal, it's enemies and what's at stake. The campaign has several problems and I'll describe them below.
First though, I'd like to present the campaign setup. The setting used is HârnWorld. I've made some modifications in the setting most notably concerning the religions, but the world still looks more or less the same, at least on the surface. Some background information: Several millennia ago the dwarves established themselves on the island of Hârn (think Britain) and built two mountain cities -- Kiraz and Azadmere. For a long time they lived in peace with the elves of Evael and groups of Jarinese humans. Some 2000 years ago, barbarian tribes from the mainland pushed westward seeking new game and better land and came upon Hârn. This migration soon boiled into a conflict with the elves, dwarves and jarin on one side and the lythian tribes on the other. The elder races tried settling things peacefully, but a war was inevitable. In 683 BT (Before Tuzyn, it is now 721 Tuzyn Reckoning) the Battle of Sorrows was fought where the elder races made their last stand against the barbarians. Led by the elven king Daelda, the elders' host fought well despite being horrendously outnumbered and it seemed they would win the battle. But the Lythian chieftains had an ace up their sleeve for they had bargained with the dark priests of Naveh (evil god 1) and summoned a demon to fight for them. The deamon slew countless enemies before encountering Daelda. The two were an even match and the wounded eachother heavily. At the end of the day, Daelda managed to fell the demon, but suffered a mortal wound himself. Even though the demon's body was dead, his spirit managed to flee banishment by possessing the mortally wounded elven king. As the elven priests tended to their liege they discovered what has happened and pronounced their king dead without telling their people exactly what had happened. A tomb was prepared but not in Evael but the tower of ancients at the fortress of Bejist. The tower is a remnant from a lost civilization and in it Daelda was laid and it's doors magically sealed. When the demon fell the Lythian forces routed knowing that nothing could save them now.
Despite the war being won, the new king of the elves, Aranath, decided to retreat to the forest of Shava and abdicate from the throne of Hârn. The dwarves and Jarin became furious but the elves would not change their decision and left the dwarves and jarin alone to fight against the ever increasing Lythian tribes. While the battle had given the dwarves some time to breathe, it did not take long before the incursions begun again. This time the dwarves could do little but retreat to their mountain strongholds and let the lands fall into the hands of the invaders.
Centuries later, around 120 TR, a great mage called Lothrim the Foulspawner ruled most of Hârn. He had seized his domain by violence using a new breed of soldiers: the gargun (orcs). Whether he had created the gargun himself or lured them there from another world is unknown but their existence on Hârn is attributed to him. Lothrim was obsessed with the Penultimate Tome, a book said to contain the secrets of the ancients (those of the lost civilization). The book was reputedly held by the king of Kiraz (the dwarven city) and so Lothrim went on a war to find it. Through clever tactics he managed to wreck havoc on Kiraz and slay every woman and child in the settlement (it had been left relatively unguarded with the dwarven host being occupied elsewhere) furious that he could not find the Tome. At the shores of Lake Benath, where Lothrim had made camp while arranging for his ships to carry him east to his home, is where the dwarven host caught up with him. They exacted their revenge by burying Lothrim alive and slaying his entire army. Lothrim's chief summoner got away though and vowed to take revenge on the dwarves. When he stumbled on ancient documents in the city of Tashal at the temple of Naveh, a plan was formed. After years of research he made it to Bejist and managed not only to contact, but also to strike a deal with the demon interred with the elven king -- Azadmere in flames in exchange for the demon's freedom (I'm guessing there were perks for the demon involved, like the blood of virgins and stuff). The summoner returned to Tashal where he began his quest but died before he could make good on his word.
Many years later (again) a priest of the temple of naveh found the summoner's remains and his journal. The priest, Ryiku was the only priest at the temple to give any credit to the accounts in the journal. He travelled to Bejist and with the help of the Summoner's journal found the sealed tomb. He also came in contact with the demon who still bound by his oath managed to get Ryiku to take the summoner's place. Over the years, Ryiku has assembled a cult to aid him in this worthy quest. The cult has also affected the minds of the native tribes living on the heath and in the surrounding woodlands making them worship "The Walker on the Heath" -- a terrible and mighty god. Ryiku needs to find a set of keys that can open the doors to the tomb/tower where the demon rests. If freed, the demon will make good on his oath and slay every dwarf in Azadmere.
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In short...
Campaign goal: stop the demon Aedlad from destroying Azadmere. This can be done in several ways (preventing his release, banishing him, persuading him to break his oath).
Major enemies: The Cult of Aedlad the Imprisoned. The Pagaelin tribes who serve the cult. Possibly the sorcress Gwadira*.
* G is an outsider. She wants to pick up where Lothrim left and seeks his journal now in the hands of the cult. So while she's a naughty old crone, she could be a valuable ally in fighting the cult. The PCs have encountered her underlings and killed them and now she's made them promise to find her journal in return for their lives being spared. I wish I had had the DoW rules when this was done...
---
Enough background. What's the PCs part in this then? Well one of them is a native of the dwarven realm of Azadmere so he'd be inclined to save his homeland and the people he love. The other two? Well that's problem #1. Since the players didn't know enough about the campaign they couldn't make characters fitting the goal. This has also led to problems #2 and #3. This is that one character died and the player made a new character, also without knowing the goals (I know, my fault, kick me in the groin) and the third player never got satisfied with his current character and wants to switch. That's fine by me. I don't want him to play a character he isn't comfortable with, but somewhere deep inside I suspect he's not happy with his current character because of the conditions under which it was made.
The characters are currently in Azadmere seeking information. They are in a good bargaining position since they know the location of the grave an old dwarven hero (that the dwarves want to bring "home"), they have his masterpiece (he was a smith) and three of his books. Here they might learn a lot of they play their cards right. Most of what I described to you above in fact. I want them to get this info in character so I can have a re-burning session with them afterwards. Previously they've hunted a bunch of letters written by the mage Genin in which he speaks of the keys. Genin claimed to know the location of at least one of them. The letters slipped past the characters and fell into the hands of the cult. Later, while guarding a caravan, they were attacked by a Pagaelin warband and learned that there was a connection between the cult and the Pagaelin tribesmen.
So what are your thoughts? Is this salvageable? My main concern is bringing the characters of two players into the campaign in a way that they feel a close connection to it's goal.
First though, I'd like to present the campaign setup. The setting used is HârnWorld. I've made some modifications in the setting most notably concerning the religions, but the world still looks more or less the same, at least on the surface. Some background information: Several millennia ago the dwarves established themselves on the island of Hârn (think Britain) and built two mountain cities -- Kiraz and Azadmere. For a long time they lived in peace with the elves of Evael and groups of Jarinese humans. Some 2000 years ago, barbarian tribes from the mainland pushed westward seeking new game and better land and came upon Hârn. This migration soon boiled into a conflict with the elves, dwarves and jarin on one side and the lythian tribes on the other. The elder races tried settling things peacefully, but a war was inevitable. In 683 BT (Before Tuzyn, it is now 721 Tuzyn Reckoning) the Battle of Sorrows was fought where the elder races made their last stand against the barbarians. Led by the elven king Daelda, the elders' host fought well despite being horrendously outnumbered and it seemed they would win the battle. But the Lythian chieftains had an ace up their sleeve for they had bargained with the dark priests of Naveh (evil god 1) and summoned a demon to fight for them. The deamon slew countless enemies before encountering Daelda. The two were an even match and the wounded eachother heavily. At the end of the day, Daelda managed to fell the demon, but suffered a mortal wound himself. Even though the demon's body was dead, his spirit managed to flee banishment by possessing the mortally wounded elven king. As the elven priests tended to their liege they discovered what has happened and pronounced their king dead without telling their people exactly what had happened. A tomb was prepared but not in Evael but the tower of ancients at the fortress of Bejist. The tower is a remnant from a lost civilization and in it Daelda was laid and it's doors magically sealed. When the demon fell the Lythian forces routed knowing that nothing could save them now.
Despite the war being won, the new king of the elves, Aranath, decided to retreat to the forest of Shava and abdicate from the throne of Hârn. The dwarves and Jarin became furious but the elves would not change their decision and left the dwarves and jarin alone to fight against the ever increasing Lythian tribes. While the battle had given the dwarves some time to breathe, it did not take long before the incursions begun again. This time the dwarves could do little but retreat to their mountain strongholds and let the lands fall into the hands of the invaders.
Centuries later, around 120 TR, a great mage called Lothrim the Foulspawner ruled most of Hârn. He had seized his domain by violence using a new breed of soldiers: the gargun (orcs). Whether he had created the gargun himself or lured them there from another world is unknown but their existence on Hârn is attributed to him. Lothrim was obsessed with the Penultimate Tome, a book said to contain the secrets of the ancients (those of the lost civilization). The book was reputedly held by the king of Kiraz (the dwarven city) and so Lothrim went on a war to find it. Through clever tactics he managed to wreck havoc on Kiraz and slay every woman and child in the settlement (it had been left relatively unguarded with the dwarven host being occupied elsewhere) furious that he could not find the Tome. At the shores of Lake Benath, where Lothrim had made camp while arranging for his ships to carry him east to his home, is where the dwarven host caught up with him. They exacted their revenge by burying Lothrim alive and slaying his entire army. Lothrim's chief summoner got away though and vowed to take revenge on the dwarves. When he stumbled on ancient documents in the city of Tashal at the temple of Naveh, a plan was formed. After years of research he made it to Bejist and managed not only to contact, but also to strike a deal with the demon interred with the elven king -- Azadmere in flames in exchange for the demon's freedom (I'm guessing there were perks for the demon involved, like the blood of virgins and stuff). The summoner returned to Tashal where he began his quest but died before he could make good on his word.
Many years later (again) a priest of the temple of naveh found the summoner's remains and his journal. The priest, Ryiku was the only priest at the temple to give any credit to the accounts in the journal. He travelled to Bejist and with the help of the Summoner's journal found the sealed tomb. He also came in contact with the demon who still bound by his oath managed to get Ryiku to take the summoner's place. Over the years, Ryiku has assembled a cult to aid him in this worthy quest. The cult has also affected the minds of the native tribes living on the heath and in the surrounding woodlands making them worship "The Walker on the Heath" -- a terrible and mighty god. Ryiku needs to find a set of keys that can open the doors to the tomb/tower where the demon rests. If freed, the demon will make good on his oath and slay every dwarf in Azadmere.
---
In short...
Campaign goal: stop the demon Aedlad from destroying Azadmere. This can be done in several ways (preventing his release, banishing him, persuading him to break his oath).
Major enemies: The Cult of Aedlad the Imprisoned. The Pagaelin tribes who serve the cult. Possibly the sorcress Gwadira*.
* G is an outsider. She wants to pick up where Lothrim left and seeks his journal now in the hands of the cult. So while she's a naughty old crone, she could be a valuable ally in fighting the cult. The PCs have encountered her underlings and killed them and now she's made them promise to find her journal in return for their lives being spared. I wish I had had the DoW rules when this was done...
---
Enough background. What's the PCs part in this then? Well one of them is a native of the dwarven realm of Azadmere so he'd be inclined to save his homeland and the people he love. The other two? Well that's problem #1. Since the players didn't know enough about the campaign they couldn't make characters fitting the goal. This has also led to problems #2 and #3. This is that one character died and the player made a new character, also without knowing the goals (I know, my fault, kick me in the groin) and the third player never got satisfied with his current character and wants to switch. That's fine by me. I don't want him to play a character he isn't comfortable with, but somewhere deep inside I suspect he's not happy with his current character because of the conditions under which it was made.
The characters are currently in Azadmere seeking information. They are in a good bargaining position since they know the location of the grave an old dwarven hero (that the dwarves want to bring "home"), they have his masterpiece (he was a smith) and three of his books. Here they might learn a lot of they play their cards right. Most of what I described to you above in fact. I want them to get this info in character so I can have a re-burning session with them afterwards. Previously they've hunted a bunch of letters written by the mage Genin in which he speaks of the keys. Genin claimed to know the location of at least one of them. The letters slipped past the characters and fell into the hands of the cult. Later, while guarding a caravan, they were attacked by a Pagaelin warband and learned that there was a connection between the cult and the Pagaelin tribesmen.
So what are your thoughts? Is this salvageable? My main concern is bringing the characters of two players into the campaign in a way that they feel a close connection to it's goal.