The political backstabbing campaign I'm currently running is drawing to a close. House Lachlann (the players) have "won" over their enemies and are "retiring" at the request of the King of Calastia. So, it's time for something new
. This time I’d like to tell a story about knights, honor, valor and faith. So, the working name for my new project is called Knight’s Quest.
Here’s the short of it:
I’m using D&D 3.5 and the Scarred Lands campaign setting. This will be a Good campaign and the party will be composed of ordinary people who have found knighthood through hardship, valor and friendship. They will be asked to help the society, which has allowed them to realize their own hopes and dreams: becoming knights of the various orders in Mithril: City of the Golem.
A bit of history:
The year is 158 After Victory and the Siege of Chains was lifted about a year ago. In 151 AV King Virduk began to mobilize his fleet down in the Blossoming Sea and also moving large amounts of troops (some 20000 all together) into a position, which would allow him to make a comparably fast sea-based assault on any major port on the continent of Ghelspad. He chose Mithril, the City of the Golem, as His target and set out to learn as much about the city’s defenses as possible. This proved to be a difficult task, and while planning the campaign back in Calastia progressed well there were some delays up North.
In 153 AV the Kingdom of Calastia took a slap on the face when one of the more powerful noble Houses living near the capitol of Calastia was attacked. House Lachlann lost two of its most powerful members and was forced into a defensive position that would almost lead to its destruction. However, through heroic, cunning and devious actions House Lachlann survived and began a rapid rise in power to strike back at the Evil that had nearly destroyed the House. King Virduk allowed the internal strife to continue until he had identified who had struck against House Lachlann. After about a year of investigations, plots and quite a lot of grief it was uncovered that a group of powerful Calastian nobles were attempting a coup. They were sick and tired of an old tyrant with no visible teeth. Certainly King Virduk had lived quite long enough on the throne, since he allowed himself to be controlled by an Albadian witch! It was time for a revolution and a change of internal and external politics. Calastia would become a republic!
In 154 AV the gathering of Nobles, who were actively opposing King Virduk’s campaign of expansion and invasion, made their final mistake, which lead to a few very bloody days in the Hegemony of Calastia. Agents of the so-called “Alliance” were rooted out of the Calastian Hegemony and burned at the stake right next to their Mormo worshipping benefactors. No longer would such infection affect the great nation of Calastia! House Lachlann was instrumental in identifying and catching most of the rebels, and the King’s own agents took care of the rest. Unfortunately this also proved the undoing of House Lachlann. King Virduk had allowed them to flourish and grow beyond proportion, which was necessary so they could strike against the Alliance, but now House Lachlann was growing too powerful and pretentious. So, King Virduk chose to “reward” House Lachlann by sending to the faraway continent of Termana where such capable, ruthless and talented young Nobles could flourish without hindrance. Naturally King Virduk had to remove some key-people from the service of the House Lachlann. This effectively crippled House Lachlann’s ability to create a kingdom of their own in Termana, for at least a decade or so. In the meanwhile King Virduk would be able to create more permanent solution, which he would use to control House Lachlann.
It still took a few years for King Virduk to mobilize his army and assault Mithril through the Blood Sea. Such a voyage would have been dangerous normally, but with enough bribes and sacrifices the Calastian navy did indeed succeed in placing Mithril under siege in 157 AV. So began the Siege of Chains. The siege only lasted for a year or so, due to the heroic efforts of the citizens of Mithril, the Vigils of Vesh and the Veshian Home guard. However during the first stages of the siege a horrible reality was revealed to all in Mithril: The Mithril Golem was reanimated and the defenders of Mithril cheered, because their God (Corean) was with them! However when the golem took its first step everyone could hear the horrible metal grinding its movement caused. After a few stumbling steps towards Harbor City (the lower part of Mithril) the Mithril Golem fell and crashed head-long into the wall between Temple City and Harbor City. This caused an instant outbreak of chaos, confusion and terror. The Calastian’s were more than happy to take advantage of the situation and the Siege of Chains began in earnest.
Although the siege was very bloody and cost countless lives on both sides the most horrible after-effects still linger in Temple City. Harbor City is being built with the help of friends and people are slowly returning to their normal lives. Merchants, craft masters, workers and such are returning to Mithril, but there is something missing, and although Temple City hasn’t announced anything it can be seen on the faces of everyone in Mithril. The Golem, around which this greatest of all free cities on the continent of Ghelspad, was built lies in ruins on the edge of Temple City and Harbor City. It is an undeniable testament to the reality that Corean the Champion no longer walks among the citizens of Mithril. Your average citizen might not have any idea about what this all means and what it portends to the future of Mithril, but one has only to walk into Temple City and look at the haggard and hopeless faces of the clerics of Corean. They know, deep in their souls, that something is horribly wrong. Their most powerful prayers are no longer answered, and although they can work on a day-to-day level they can no longer perform the great miracles that Corean has provided them up until now (game mechanically speaking: all clerics of Corean have lost the ability to cast spells above level 6, no matter what their level is. This includes any and all divine spells / spell-like abilities. Paladins have lost the ability to cast 4th level spells and also includes all divine spells / spell-like abilities). Now comes one of the most difficult times Mithril has ever faced: they must rebuild and fortify their defenses against other enemies that are all around them. This use up most of their resources, but at the same time they must solve the problem that is plaguing Temple City. Without a solution Mithril cannot stand against the tide of Evil that is forever pounding against its walls.
The campaign begins here:
A group of knights (maybe only 1 or 2 of the characters will actually be of the paladin core class) will be brought to Temple City and the dire situation will be explained to them. These knights were all in training in Mithril when the Siege of Chains commenced and they formed a well working party during the siege and have already withstood a great ordeal. (characters will be starting at level 4 and will most likely end the campaign between level 10 - 12). The campaign will be divided into three (the fourth story presents an optional ending) stories that will tell the tale of these newly named knights.
1st story: Relic Hunting
The party is charged with the task of traveling to the ruins of the northern protectorate, where it is rumored a powerful relic of Corean is buried. In the past a few adventuring parties have attempted trip and all have failed to recover the artifact. Some didn’t make it back at all, and it is assumed that they were captured and killed by orc tribes or the proud. Once the party has reached the northern protectorate they are return with the relic and hand it over to the Shining Council. The Shining Council will present the relic to the population of Mithril as proof that Corean hasn’t abandoned them and that better days lie ahead. With the population under control the Shining Council can start the slow work of covering up their own problems until a solution is uncovered. Obviously placing a religious relic in a visible place can do wonders to the spirit and moral of the free city, but it won’t protect anyone or make anyone’s life any easier.
2nd story: Rat Problem
The party receives their second task: getting rid of some of the danger that presently threatens Mithril. Slitheren (rat men) are crawling all over the place, and although these vermin can be handled at the moment their numbers are multiplying and the characters are desperately needed to root out their nest and destroy their queen before the hive(s) responsible for all problems in Harbor City grows too powerful. While solving this problem the characters will across some very disturbing information: the Penumbral Pentagon is working alongside the slitheren, after a fashion. The Pentagon uses these rats as tools to cause problems and chaos Mithril while they lure their insidious shadows into the Shining Council itself. At the end of the this story the characters realize that there must be at least one member of the Pentagon inside Harbor City, or else they couldn’t control the situation with such precision. It is up to the characters to decide how they will proceed, but the party will have to face off against the Penumbral Pentagon one way or another. Although they if they go and talk to the wrong people it is possible the Pentagon will find out they have been uncovered and will try to assassinate the characters before too much damage is done.
3rd story: Against the Penumbral Pentagon!
This is the highpoint of the story. The characters must defeat the agent(s) of the Penumbral Pentagon inside Mithril and drive them away from the city, so that it may flourish and regain its strength through faith, honor and virtue. If the characters fail to defeat the Pentagon it is quite possible Mithril will fall.
Campaign ends.
Optional ending: 4th story: What Future Holds
Having defeated the Penumbral Pentagon the characters may retire from the hectic life of being heroes, but those of the who have gained divine spell-casting abilities will notice that the earlier problem of Faith hasn’t lifted. The religious relic the party brought to Mithril earlier certainly eased the free city’s problems, but the problems never went away. As it is the clerics and paladins of Corean are still without their most powerful prayers. Should the characters investigate this matter more deeply they will find out that their problem leads to the Shining Council. The Council has been stained by the Penumbral Pentagon and their religious practices are slowly drifting away from those Corean gave to his followers long ago. Should but a few years pass the clerics and paladins could be stripped of most of their divine gifts. At this point the characters have some options, such as:
They can try and overthrow the current Shining Council, since they have lost their way from Corean’s teachings.
They can try and make the Shining Council see the error of their ways and hope the Council corrects its mistakes before it is too late and Corean turns his gaze forever away from Mithril.
They can pack up their stuff and live a good life elsewhere as celebrated heroes and wealthy men and women. Staying in Mithril might not be appealing after a few years.
Campaign ends.
So, what do you think? Inconsistencies? Flaws? Clearly unplayable? Good?

Here’s the short of it:
I’m using D&D 3.5 and the Scarred Lands campaign setting. This will be a Good campaign and the party will be composed of ordinary people who have found knighthood through hardship, valor and friendship. They will be asked to help the society, which has allowed them to realize their own hopes and dreams: becoming knights of the various orders in Mithril: City of the Golem.
A bit of history:
The year is 158 After Victory and the Siege of Chains was lifted about a year ago. In 151 AV King Virduk began to mobilize his fleet down in the Blossoming Sea and also moving large amounts of troops (some 20000 all together) into a position, which would allow him to make a comparably fast sea-based assault on any major port on the continent of Ghelspad. He chose Mithril, the City of the Golem, as His target and set out to learn as much about the city’s defenses as possible. This proved to be a difficult task, and while planning the campaign back in Calastia progressed well there were some delays up North.
In 153 AV the Kingdom of Calastia took a slap on the face when one of the more powerful noble Houses living near the capitol of Calastia was attacked. House Lachlann lost two of its most powerful members and was forced into a defensive position that would almost lead to its destruction. However, through heroic, cunning and devious actions House Lachlann survived and began a rapid rise in power to strike back at the Evil that had nearly destroyed the House. King Virduk allowed the internal strife to continue until he had identified who had struck against House Lachlann. After about a year of investigations, plots and quite a lot of grief it was uncovered that a group of powerful Calastian nobles were attempting a coup. They were sick and tired of an old tyrant with no visible teeth. Certainly King Virduk had lived quite long enough on the throne, since he allowed himself to be controlled by an Albadian witch! It was time for a revolution and a change of internal and external politics. Calastia would become a republic!
In 154 AV the gathering of Nobles, who were actively opposing King Virduk’s campaign of expansion and invasion, made their final mistake, which lead to a few very bloody days in the Hegemony of Calastia. Agents of the so-called “Alliance” were rooted out of the Calastian Hegemony and burned at the stake right next to their Mormo worshipping benefactors. No longer would such infection affect the great nation of Calastia! House Lachlann was instrumental in identifying and catching most of the rebels, and the King’s own agents took care of the rest. Unfortunately this also proved the undoing of House Lachlann. King Virduk had allowed them to flourish and grow beyond proportion, which was necessary so they could strike against the Alliance, but now House Lachlann was growing too powerful and pretentious. So, King Virduk chose to “reward” House Lachlann by sending to the faraway continent of Termana where such capable, ruthless and talented young Nobles could flourish without hindrance. Naturally King Virduk had to remove some key-people from the service of the House Lachlann. This effectively crippled House Lachlann’s ability to create a kingdom of their own in Termana, for at least a decade or so. In the meanwhile King Virduk would be able to create more permanent solution, which he would use to control House Lachlann.
It still took a few years for King Virduk to mobilize his army and assault Mithril through the Blood Sea. Such a voyage would have been dangerous normally, but with enough bribes and sacrifices the Calastian navy did indeed succeed in placing Mithril under siege in 157 AV. So began the Siege of Chains. The siege only lasted for a year or so, due to the heroic efforts of the citizens of Mithril, the Vigils of Vesh and the Veshian Home guard. However during the first stages of the siege a horrible reality was revealed to all in Mithril: The Mithril Golem was reanimated and the defenders of Mithril cheered, because their God (Corean) was with them! However when the golem took its first step everyone could hear the horrible metal grinding its movement caused. After a few stumbling steps towards Harbor City (the lower part of Mithril) the Mithril Golem fell and crashed head-long into the wall between Temple City and Harbor City. This caused an instant outbreak of chaos, confusion and terror. The Calastian’s were more than happy to take advantage of the situation and the Siege of Chains began in earnest.
Although the siege was very bloody and cost countless lives on both sides the most horrible after-effects still linger in Temple City. Harbor City is being built with the help of friends and people are slowly returning to their normal lives. Merchants, craft masters, workers and such are returning to Mithril, but there is something missing, and although Temple City hasn’t announced anything it can be seen on the faces of everyone in Mithril. The Golem, around which this greatest of all free cities on the continent of Ghelspad, was built lies in ruins on the edge of Temple City and Harbor City. It is an undeniable testament to the reality that Corean the Champion no longer walks among the citizens of Mithril. Your average citizen might not have any idea about what this all means and what it portends to the future of Mithril, but one has only to walk into Temple City and look at the haggard and hopeless faces of the clerics of Corean. They know, deep in their souls, that something is horribly wrong. Their most powerful prayers are no longer answered, and although they can work on a day-to-day level they can no longer perform the great miracles that Corean has provided them up until now (game mechanically speaking: all clerics of Corean have lost the ability to cast spells above level 6, no matter what their level is. This includes any and all divine spells / spell-like abilities. Paladins have lost the ability to cast 4th level spells and also includes all divine spells / spell-like abilities). Now comes one of the most difficult times Mithril has ever faced: they must rebuild and fortify their defenses against other enemies that are all around them. This use up most of their resources, but at the same time they must solve the problem that is plaguing Temple City. Without a solution Mithril cannot stand against the tide of Evil that is forever pounding against its walls.
The campaign begins here:
A group of knights (maybe only 1 or 2 of the characters will actually be of the paladin core class) will be brought to Temple City and the dire situation will be explained to them. These knights were all in training in Mithril when the Siege of Chains commenced and they formed a well working party during the siege and have already withstood a great ordeal. (characters will be starting at level 4 and will most likely end the campaign between level 10 - 12). The campaign will be divided into three (the fourth story presents an optional ending) stories that will tell the tale of these newly named knights.
1st story: Relic Hunting
The party is charged with the task of traveling to the ruins of the northern protectorate, where it is rumored a powerful relic of Corean is buried. In the past a few adventuring parties have attempted trip and all have failed to recover the artifact. Some didn’t make it back at all, and it is assumed that they were captured and killed by orc tribes or the proud. Once the party has reached the northern protectorate they are return with the relic and hand it over to the Shining Council. The Shining Council will present the relic to the population of Mithril as proof that Corean hasn’t abandoned them and that better days lie ahead. With the population under control the Shining Council can start the slow work of covering up their own problems until a solution is uncovered. Obviously placing a religious relic in a visible place can do wonders to the spirit and moral of the free city, but it won’t protect anyone or make anyone’s life any easier.
2nd story: Rat Problem
The party receives their second task: getting rid of some of the danger that presently threatens Mithril. Slitheren (rat men) are crawling all over the place, and although these vermin can be handled at the moment their numbers are multiplying and the characters are desperately needed to root out their nest and destroy their queen before the hive(s) responsible for all problems in Harbor City grows too powerful. While solving this problem the characters will across some very disturbing information: the Penumbral Pentagon is working alongside the slitheren, after a fashion. The Pentagon uses these rats as tools to cause problems and chaos Mithril while they lure their insidious shadows into the Shining Council itself. At the end of the this story the characters realize that there must be at least one member of the Pentagon inside Harbor City, or else they couldn’t control the situation with such precision. It is up to the characters to decide how they will proceed, but the party will have to face off against the Penumbral Pentagon one way or another. Although they if they go and talk to the wrong people it is possible the Pentagon will find out they have been uncovered and will try to assassinate the characters before too much damage is done.
3rd story: Against the Penumbral Pentagon!
This is the highpoint of the story. The characters must defeat the agent(s) of the Penumbral Pentagon inside Mithril and drive them away from the city, so that it may flourish and regain its strength through faith, honor and virtue. If the characters fail to defeat the Pentagon it is quite possible Mithril will fall.
Campaign ends.
Optional ending: 4th story: What Future Holds
Having defeated the Penumbral Pentagon the characters may retire from the hectic life of being heroes, but those of the who have gained divine spell-casting abilities will notice that the earlier problem of Faith hasn’t lifted. The religious relic the party brought to Mithril earlier certainly eased the free city’s problems, but the problems never went away. As it is the clerics and paladins of Corean are still without their most powerful prayers. Should the characters investigate this matter more deeply they will find out that their problem leads to the Shining Council. The Council has been stained by the Penumbral Pentagon and their religious practices are slowly drifting away from those Corean gave to his followers long ago. Should but a few years pass the clerics and paladins could be stripped of most of their divine gifts. At this point the characters have some options, such as:
They can try and overthrow the current Shining Council, since they have lost their way from Corean’s teachings.
They can try and make the Shining Council see the error of their ways and hope the Council corrects its mistakes before it is too late and Corean turns his gaze forever away from Mithril.
They can pack up their stuff and live a good life elsewhere as celebrated heroes and wealthy men and women. Staying in Mithril might not be appealing after a few years.
Campaign ends.
So, what do you think? Inconsistencies? Flaws? Clearly unplayable? Good?
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