Xaelvaen
Stuck in the 90s
Borrowed Souls
This is a campaign I ran a few years ago using Warhammer Fantasy Roleplay (1st edition).
The player characters are seemingly everyday heroes in a world rife with corruption, evil, and the widely-accepted belief that good, and the light, is dead. Whether they are in it for money, to do the right thing, to prove the world wrong in its doubt that the light is still alive, or any other ambition, they come upon vaults sealed ages ago by the dark powers that be. These vaults, forgotten in design and location even to those that made them, contained texts that described a great battle a thousand years prior in which an army of hope and justice battled against the now-rulers of the world, and the good guys lost.
This information, of course, is only the first step as throughout the campaign, still a string of seemingly random, unconnected modules at this point, takes them to another phase of discovery, where they start wielding abilities that they had no clue as to their origins. A scoundrel, backstabber assassin, after having been shot by a bolt through a murder hole, might find his hand clutching at the wound, and powerful warm magic flowing through, sealing his wound. The mercenary fighter discovers that, with a desperate swing of his greatsword, it engulfs in flame and erupts against two foes instead of one.
As they begin to master these newfound powers, they later discover the truth: they are the reincarnations of the original champions who failed in their battle against the tyrants, bringing great conflict in the ambiguous or selfish characters, and great hope and determination in the already goodly ones. They seek to find out exactly what went wrong, and what they can do this time to ensure the battle goes in their favor.
EDIT: Not quite a sentence, I know. I'll see if I can summarize heh. "Heroes, secretly wielding the souls of their former selves as weapons, set out to destroy a long-standing evil that defeated their goodly armies a thousand years prior."
This is a campaign I ran a few years ago using Warhammer Fantasy Roleplay (1st edition).
The player characters are seemingly everyday heroes in a world rife with corruption, evil, and the widely-accepted belief that good, and the light, is dead. Whether they are in it for money, to do the right thing, to prove the world wrong in its doubt that the light is still alive, or any other ambition, they come upon vaults sealed ages ago by the dark powers that be. These vaults, forgotten in design and location even to those that made them, contained texts that described a great battle a thousand years prior in which an army of hope and justice battled against the now-rulers of the world, and the good guys lost.
This information, of course, is only the first step as throughout the campaign, still a string of seemingly random, unconnected modules at this point, takes them to another phase of discovery, where they start wielding abilities that they had no clue as to their origins. A scoundrel, backstabber assassin, after having been shot by a bolt through a murder hole, might find his hand clutching at the wound, and powerful warm magic flowing through, sealing his wound. The mercenary fighter discovers that, with a desperate swing of his greatsword, it engulfs in flame and erupts against two foes instead of one.
As they begin to master these newfound powers, they later discover the truth: they are the reincarnations of the original champions who failed in their battle against the tyrants, bringing great conflict in the ambiguous or selfish characters, and great hope and determination in the already goodly ones. They seek to find out exactly what went wrong, and what they can do this time to ensure the battle goes in their favor.
EDIT: Not quite a sentence, I know. I'll see if I can summarize heh. "Heroes, secretly wielding the souls of their former selves as weapons, set out to destroy a long-standing evil that defeated their goodly armies a thousand years prior."
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