The three evil nations are the Deverenians, the Elves, and the Nothrog. The two good nations are the Free Kingdoms and the Dwarves.
The Empire of Deverenia presents the culture who once dominated the land, and intends to do so again. The great Empire of Deverenia is the home to dark nobility, mighty knights, and powerful wizards. In Deverenia, power is not everything, it is the only thing.
The Dwarves are one of the few noble races in the Accordlands. The Dwarves, long removed from the Accordlands, have emerged from the World Below in need of aid to fight the demonic Abyssals, but find only resistance and new enemies in the World Above.
The Elves are the Accordlands most evil race. The tragic Elves, doomed to live only a few short decades, have turned to the dark art of necromancy in an attempt to extend their lives. And death to any who would stand against their arts.
The Free Kingdoms are ragtag humans who are battered on all sides by the other races of the Accord. Content to live their lives in peace, the humans find themselves trapped between the ambitions of the Elves, Deverenians, and Nothrog. Should the Free Kingdoms fail to unite, one of the last rays of light in Larisnar will be lost forever.
The Nothrog are the results of centuries of selective breeding among the orcs, ogres, trolls, and goblins. Their bloodlust and savagery is matched only by their keen intellect and tactical superiority. While they may seem barbaric, their main goal is to impose order on the Accordlands. An order where all answer to the Nothrog.
Campaign Background
Immediately after the 100-year geas on the elves ended, elven armies marched from the forests of Myreth destroying the city of Cornith in a single day. This brought the Free Kingdoms and the Elves to the brink of war. Somehow these age-old enemies have negotiated a peace agreement, and representatives of the major nations of the Accordlands have gathered in Ghostwood, a holdover from the earliest days of war between the Elves and Andover, to witness the historic event.Ghostwood overflows with diplomats, soldiers, servants, and hangers-on, as well as uninvited guests. Some tag along to see what all the fuss is about. While some want to mingle with the rich and powerful. Some know that this historic gathering provides an unequaled opportunity for sowing chaos.
Character Development
Here are a list of reason your non-dwarf characters would be in Ghostwood:- Assigned to guard an attending dignitary.
- Hired to guard the keep during the special event.
- Asked to spy on other factions.
- A rogue attracted to a gathering of wealthy individuals.
- Working on a business opportunity, hoping to steal some material to those attending the signing.
Party Backgrounds
Here are a list of possible backgrounds for the party. Every party member must meet the requirements.Wizards Guild
Requirements: At least one level in any of the following classes: Artificer, Bard, Dragonfire Adept, Duskblade, Sorcerer, Warmage, Wizard.
Background: You are students of the oldest wizard school in the Accordlands, Arak Spire. This was to be your final year of study at the Spire. This all changed when the Elves came. When the Elves laid siege to Corinth the acting Chatelain of the Spire, Gaston Bonhomme, led a group a fellow wizards in erecting a magical barrier to protect the Spire. While the barrier remains in place the Spire is invulnerable to all magical attacks, and allows no one to enter or exit its boundaries by any means, magical or non magical, unless the Chatelain wills their entry. The barrier requires constant maintaining from all the Wizards of the Spire and they can do little else to help with the War. The Wizards of the Spire were relieved when news of the peace agreement reached the Spire. It was decided that it would be to risky to send any of the Wizards that are responsible in maintaining the barrier to Ghostwood. Wanting to be represented at the peace talks the Chatelain has asked the graduating students to attend the peace talks as representatives of Cornith and the Wizard Guild.
Benefits: A wand with a market price(spell level * caster level * 750 gp) of 4500gp or less and membership into the Wizards' Guild.
Dwarven Expedition
Requirements: Dwarf
Background: The War with the Abyssals goes badly. The High Vicar, Gnorrow Yaw, requested that he lead an expedition to the surface to seek help from the other races of the Accord. With the recent deaths of his family and seeing that his people will need help with the war king Xod agreed. A great host of 7,000 dwarves assembled north of Goldenaxe. In addition to Gnorrow Yaw they were led by the famed general Zeal, known for his unwavering hatred for the Abyssals, and the former City Lord of Steelguard, Doricen. On the way to the surface a massive cave-in split the expedition. You are in a small group of thirty dwarves split off from the main group. With no apparent way to regroup with the main expedition your group pushed on to the surface. After many months you reached the surface.
Benefits: +3000gp starting gold and a +1 dwarven weapon.
Game Mechanics
Characters start out at level 4 with 2000gp. For stats, use a 32 point buy system as per the DMG. For hit points, take the maximum at first level and the average(see MM page 297) for every level above first.Classes, feats, prestige classes, and spells outside of the PHB and DMG are allowed. Anything from the newer books (Tome of Battle, Complete Mage, Complete Scoundral, etc...) needs my approval first.
Characters may use any of the following rule variants:
- Actions Points
- Craft Points
- Alternative class features
- Racial substitution levels
Races
Since this campaign focuses on the two good factions the races to choose from are limited to the following:- Centaur (use the monster class in Races of the Wild)
- Dwarf
- Human
- Lycanthrope
No comments:
Post a Comment