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Kaare Berg
01-15-2004, 09:23 AM
BW got my creative juices flowing, and here as a teaser (and a subtle intrest probe) is the handout I gave to my players some time before we began character generation.

So here for your enjoyment is my Campaign Primer:

Burning Wheel: Campaign Primer

Dark times:
It has been three ages since the Dark Disciple was cast down and the trollkin driven deep into the wilderness. And with time wounds have healed, scars have vanished and old stories once told proudly, forgotten. The Eight Virtues neglected, their shrines now in ruins and the kingdoms that once followed them have strayed from their paths. The warding stones are overgrown and the words of the avatar are no longer heeded.
Among the race of man there is no longer unity, only a fragile peace held by the ailing High King. The dwarves have barred their gates and retreated into their holds to face their doom alone.
And in the deepest glades and forests the elves, everliving, lament the passing of light and await the encroaching darkness.

Evil grows in the lonely places of the world.

The shadow is stirring.

A storm is coming.

A quiet place, as told by Kyle the Younger

Let me tell you of Laranne.

Laranne is the type of place where no one comes of their own free will. It is a place for those who wish to forget and those who wish to be forgotten. Here beyond the edge of wilderness they can loose themselves in hard work or beneath the trees of the seemingly endless forests.
No man comes here seeking an easy life, nor are men drawn here for glory. And those few that are most often die alone in an unamed valley somewhere in the Whitewall. Their ghosts howling on the northern wind.
Yet when too many secrets gather in one place it becomes heavy in the tapestry of fate. And as the star and the moon turn so does the world and events from far away would soon bring war to Laranne. The time of storms hearlding the end of the third age was about to begin and it would be a long time before this land would see peace again.

Characters and the setting:

Life is not easy in Laranne, but it is quiet and uncomplicated. It is as much a place of refuge as a place to hide.
Times are about to change though, but as of the last few years (or for that sake the entire life) of the character has been quiet. Laranne has its own rythm.
When developing your character this is important to remember.
Another aspect of Laranne that is important when it comes to character generation is that Laranne and the county of Shiring matters to your characters ( no it will not burn during the first session ). Times will get busy enough for your characters and they will need a place to call home.

To facilitate this there is a list of Npcs seen by me, Like Baron Stodgen and Abbot Phillip, but there will be room for Npcs envisioned by you the players as well. This will all be a part of the character generation session.

The races of Mirannia
As you might have deduced there are three races that have fought on the side of the Light over the past ages. There have off course been those who have fought on the side of the Shadow, and at times they have been numerous. But all in all these are the civilized races that walk the lands of Miranna; the race of Man, the proud and noble Dwarves and the elusive Elves. Standing against them are those who have fallen to the darkness and the evil Trollkin.

Your beginning characters can either be of the race of Man, or one of the northern dwarves. If you are one of the blond haired dwarves of the North, then your character will have to be some sort of Outcast, as the Call to the Holds have been sounded and the Great Gates have been shut. You need to find out why your character chose not to return to his home, and why he stays in Laranne along with the only other dwarf, Master Brewer Thorgen.

Forgive the bad syntax!

Do you want more?

Kublai
01-15-2004, 10:33 AM
Take this as a compliment when I say I heard the voice of Cate Blanchett narrating the primer! :D

More!

luke
01-15-2004, 04:36 PM
cool beans, you Tolkien-phile!

How about writing up some "cultural" traits for those born in Laranne?

What three things would describe the inhabitants of these lands?

For example, in our world people from the Niraih are Stubborn, Superstitious and Industrious, whereas in the Jagged Lands the people are Tough, Loyal and Determined.

what do you think?

Kaare Berg
01-19-2004, 02:37 AM
Sorry for the break. I was just over in London getting decidedly unprofessional on the company account. Now, still hung over I'll post some more.
I am working on the trolls, the help you've given Lxndr is working wonders. I'll post them here.



How about writing up some "cultural" traits for those born in Laranne?

Great idea, will keep me thinking in the car today.

Here, just to keep your intrest is handout number two:

HISTORY OF THE WORLD, AS NARRATED BY KYLE THE YOUNGER

BEFORE THE FIRST AGE

Much is lost of this dark time, when the race of man were slaves of the Shadow, both food and prey to his minions. Then, inspired by the One the Druids led man in a revolt and this Great Exodus signalled the beginning of the first age.

THE FIRST AGE

Crossing the Trackless Sea man came to the land of the Shadow’s ancient enemies Miranna, home to the Elves and the Dwarves. Welcomed as long lost friends, the Elves granted Man land to build eight great cities, and guided by the Druids the race of Man prospered. From their new allies Man was taught of the One, and his worship spread as trade between the Three Races grew. The peace was not to last.
Pursuing the Free Men, the Dark Disciple lead a host of Trollkin and evil men to the shores of Miranna. The town of Jehlom was sacked and burned as Shadow fell upon the unsuspecting Free People. The war fared badly for the forces of Light. Elf, Dwarf, and Man fell side by side trying to turn the tide but their hope grew ever dim.
Yet at the darkest hour hope rose from the ashes. Eight champions, led by Magnus the Pious, came forward, rallying the forces of Good they faced the Dark Disciple at Laegcelin, the Green Fields south of Miranna. There the dark Disciple was cast down and his forces broken.
From this war the Second Age was born.


THE SECOND AGE

Peace did not come quickly after the Battle of Laegcelin. Hordes of Trollkin and armies of evil men still roamed the land waging war on the lands of Free People.
Forefront in this struggle were the Eight Champions and the people soon called out for their recognition and leadership. The Druids stepped down and annointed the Champions kings over the townships. Each King in turn swore fealty to Magnus the Pious, Magnus Calad Tegi as he is called by the Elves. Magnus the Light Bringer. Who became the High King of Miranna.
The elves, having lost too much in the war retreated deep into the forests, where they they would spend most of the Second Age coming to terms with their grief. Filling the forest with heartbreaking laments and eulegies.
The Dwarves, strong allies of Man, prospered greatly from trade with Man and the three Dwarven Kingdoms became wealthy indeed. The two races swore solem pacts of friendship and drove the forces of Shadow deep into the wilds.
The Druids dwindled in number and much of their lore was forgotten. It was only inYew that they were still numerous and their council was often sought by the High King and the Kings. It was in this time the laws of Man were codified, holding no man above the law. It was Adalthein, the ruler of Yew who got the other Kings to sign this charter, and he has since been known as the Father of Justice.
As time passed so did the knowledge from lessons hard learned and unoticed, evil grew again.
Among the Druids a young man by the name of Broona rose to prominence, much admired for his wise council and thirst for knowledge. Yet Broona’s thirst knew no bounds and he sought knowledge best long forgotten. In secrecy he traveled to Umedlehron, the last stronghold of evil and the rumoured resting place of the Dark Disciple.
In its dark caves and corridors a change came over Broona, twisted by the dark secrets he learned he embraced Shadow, becoming the enemy of all that is good on Miranna. Knowing well the greed of Dwarf and Man he commanded the forces of evil to wage a secret war on the reclusive elves.
For a long time his spies kept the news of the Elves’ plight from reaching the lands of Man and Dwarf. And late was the hour when the elves finally got the news to their allies and friends. But only the Dwarf Holds mustered, Man had forgotten his debts of friendship and honour.
At this time a man, whose name has become lost even to the songs of the Elves, recieved a vision from the One. He sat out to rally the spirit of Man, and through word and deed he taught the Eight Virtues; Valour, Honour, Compassion, Justice, Humility, Spirituality, Honesty and Sacrifice.
This man became known as the Avatar and beside the High King he led man to the rescue of the Elves. But the help came late and many a magical glade had fallen to Shadow’s tainted touch. In the mountains smoke rose from fallen holds, for in secret Broona had released his greates triumph and greatest failure. The Dragons, ancient enemies of the Dwarves, awoken from age-long slumber, these creatures were terrifying engines of destruction and malice, but in the end they proved too willfull to be enslaved.
Just as man began to turn the tide of this war, Broona launched his attack on the Kingdoms.
Broken by a war nearly lost, neither the Dwarves or the Elves came to Man’s side as the desperate battle was joined. Only then did the full extent of Broona’s betrayal becom apparent.
The Lycaeum, the repostory of the Druid’s wisdom was sacked and burned and over half the Druids were killed by assasins and treachery. Unable to stem the tide of darkness, their power broken, the Druids approached the Avatar and convinced him that the only chance of victory lay at assulting the fortress island of Umedlehron. The High King, though doubtful, accepted the Avatar’s plan and a great armada sets sail towards the island. Hoping to end Broona’s reign.
But the Kings despaired, for they had given much of their forces to what they belived to be a fools errand. Broona sensed this hesitation and pushed his attack, beliving the walls of Umedlehron to impenetrable.
The Kings were right to fear Umedlehron, for while they stove of the frenzied forces of evil the aramda futilly pounded itself against the fortress walls of Umedlehron. Turning his face to the One the Avatar cried out for help and his call was heeded.
From the depths a silver serpent rose, breaking the black walls of Umedlehron, setting the fortress aflame. Shaking the very foundations upon which it was built.
The Avatar sailed into the breach and as both soldiers and druids battled the horrors of the fortress, he sought out the Mad Druid. The two clashed at the heart of Umedlehron where the Avatar ended the rule of Broona.
With his evil gone the armies of darkness routed and the forces of Good carried the day. Yet it was a victory bitter sweet, in his battle against the Mad Druid the Avatar was mortally wounded, even the healing skills of the Druids could not heal him. The Avatar sets sail alone, guarded by the silver serpent he sailed out to sea, never to be seen again. Thus ending the Second Age.

THE THIRD AGE:
Never again would there be the same friendship between the Three Races. Their trust has become broken, and this would be Broona’s legacy. The Druids were no more. Those that survived the Battle of Umedlehron soon became divided. Some forsaking magic, relying on wisdom and meditation. Becoming the Druids of Yew, again a source of wisdom and justice for the lands. Others sought to reclaim what was lost when the Lycaeum burned. Eventually growing to become the Order of Mages. Rebuilding the Lycaeum on the shores of Molnglaw using Honesty as a shield against the treachery of Broona. A few druids, the true Druids, kept to the old way, but they soon passed from memory. Wandering deep into the forests.
Overnight stone shrines appeared in the different Kingdoms, and each King swore to aspire to his country’s virtue. People would pilgrimmage to the shrines, to meditate upon the virtues, and slowly the rebuilding would begin. The surviving trollkin were driven deep into the wilderness too few to threaten the Kingdoms again.
After a time prosperity returned. People grew more and more prosperous and they became lax. The Virtues were soon followed in name only, for the memory of man is short. And no kingdom was worse than Dranna.
Dranna was the land of Humility, but its people became pridefull. So great was their pride that their King claimed lordship over the sea. But the sea was not to be lorded over and it rose to swallow Dranna. The island was sundered, and sunk. Its humbled people now live as simple sheperds and fishermen on the green islands that once where Dranna. No king sits on the Sheperd Throne in the town of New Dranna, its line long lost beneath the waves.
The virtues again rose to prominence, this time not out of piety, but fear. Yet time and memory passed and they were soon neglected again. Their shrines overgrowing. Bickering and feuding became common among former friends. Only ancient oaths of fealthy prevented outright war between the Kingdoms as the Third Age drew to a close.

THE END OF THE THIRD AGE

The elves now few and dying are lost in their own laments. Hiding and dreaming of long lost days they gradually leave the lands of Miranna. Called to escape to a better place. Some still live here, clinging to memories, but they all belive time of the elves is over.
The dwarves were once again trading with man, trying to rebuild their holds. Their greed strong yet their people were weak. Dragons had taken vengance on their ancient enemies, destroying the lines of the Great Kings, dividing the once united people. But now the Thind Gûrhir watch with alarm as the world again passes into shadow, and for the first time in generations the Dwarves are united. Fearing they will not survive another war they have sounded the Call to the Hold and shut their gates. Not trusting man and not sharing the grief of the Elves.

As the shadow deepens Man is alone and unaware.

Kaare Berg
01-20-2004, 05:37 AM
I'll be trying some of the ideas from my last discussion at the Forge this weekend. However since my group is temporarly reduced to two, we will be trying something new.

Tying into the two characters backstory and motivations (the terms character and player motivation mean the same in my group, this discussion is here; http://www.indie-rpgs.com/viewtopic.php?t=9255 in case you want to futher explore this) we will be exploring a tragic chapter in Miranna's history. The trick is that the two characters will have the history narrated to them, and they will be playing the principal antagonists themselves.

So to give you all a head start here is the piece of history that will be explored:

The Roadwardens, the Knights of the Road.

Founded towwards the end of the second age, to patrol the increasingly dangerous roads of Miranna, the Knights of the Road grew wealthy on gifts and land granted them by grateful merchants. But they were also fevrent defenders of all travelers, be they poor or rich. It became an honour to serve in the order, and its memebership grew.
During the war, many of its members gave their lives defending the long caravans of refugees and the order was much loved. And in the years at the beginning of the second age, they were said to embody all of the virtues extolled by the Avatar. Rumor would even have it that the Avatar had founded the order, but to this the order never answered. Some claim it was their humility while wicked tounges would say that they kept their silences because the belief was more beneficial.
Yet time would wear on the order and as the virtues were forgotten, so would the honour of the Roadwardens be tarnished. As the roads grew safer and the Trollkin driven futher into the wilderness the need for the Knights would lessen and so would their coffers. No more would young squires petition to join, and no more would the people readily give shelter to the proud knights. Then the order had grown lethargic and content.
One hundred and fifty years ago the Orders headquaters, the massive Wardenkeep, fell. From Shadow came a Wightlord and at his heels a hungry horde of Trollkin and evil men. With sorcery and treachery they fell upon the unsuspecting Lords of the Road, and without a siege they took Wardenkeep, killing all within its walls.
The Order rose in all its fury and laid siege to the castle they had called their home. But there was little help from the kingdoms who had grown jealous of the Orders wealth, so the protectors of the weak fought alone.
For three years the Knights of the Road bled dry trying to take their home back. Many a knight died performing deeds to be sung, but as the enemies they slew would rise again to fight on, kept alive by foul sorceries. Yet the knights would not give up. However time proved to be their undoing. Their coffers emptied, their numbers dwindled and their spirits broken, they lifted the siege and withdrew.
Many a survivor withdrew from the order and the few that remained were sore pressed to resume their duties. So their numbers dwindled futher and now their chapterhouses stand mostly empty, their hearth fires and ideals kept only by a few aging caretakers, who dream bitterly of the glorious days of the past.

Will keep you all posted

Kaare Berg
02-12-2004, 02:57 AM
Its been a while, so here's something to tie in with the trolls I am working on in the Monster Burner. Here is the Torognaergon, lament of the Trolls.

Back before the First Age, man was slave to Shadow. Serving him in the Seregdõr, the lands across the Trackless Sea. Here they where first among his servants, standing above trolls of all kind.
The trolls although first born and numerous lacked the strength of will and the depth of threachery that the Shadow craved. The shadow created man, and from their ranks rose the Blood Lords and their kin, upsurping the rightfull place of the trolls.
A terrible war was fought and the trolls became bound to the Blood Lords and became their slaves. Even the weak and timid humans were more loved by the Shadow than them.
The rulers of man. the Blood Lords, would lead legions of trolls against each other in a perpetual civil war for the amusement of their dark lord. But they would also use their troll armies to keep their human subjects in line. Respecting only the strength of the Blood Lords and their kin the trolls took much pleasure in tormenting the weaker humans. Whose status they were jealous off.
Then the druids led most of Man in revolt and fled across the Trackless Sea. A host of trollkin and bloodkin would follow the Dark Disciple across the sea and to Miranna, where they would descend upon the refugees with much hatred.
They were defeated, the Dark Disciple cast down and the trollkin scattered to the winds. In the wilderness, far from the shelter of the shadow the trollkin's hatred for Man festered and grew. The memory of their subjugation and defeat scars on their souls.
As the Ages passed they would rise and fall, time and time again. The weak being mercilessly culled in the heat of battle. Soon different types of trolls would appear, from the small and vicious Wood Trolls to the sly and magical Dark Trolls, whose strength and viles were to cause much grief and pain for man, elf and dwarf.
So it stands at the End of the Third Age, that the trolls are no longer less than man, but numerous and strong. Biding their time in the wilderness until the call to the Final War is sounded and they will claim Miranna for themselves and they will become the masters.