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Of Espionage and Embassies: Task of the Kobolds - Updated 19th, 25th & 30th Oct
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<blockquote data-quote="PieAndDragon" data-source="post: 3799674" data-attributes="member: 18108"><p>This campaign is D&D, set in my homebrew. The characters are starting at 3rd level and a variety of races and classes are available to them.</p><p></p><p>It is set in the same world as one of my previous Story Hours, <a href="http://www.enworld.org/showthread.php?t=151082" target="_blank">Legend of the Monkey Mage</a>, although about 20 years later.</p><p></p><p><span style="font-size: 12px"><strong>Background</strong></span></p><p></p><p>In Mejan, the factions among the Great Families constantly manoeuvre and vie for power on the Great Council. The Party for War seeks to expand the Empire of Five and looks hungrily at the divided but rich Sohalian Kingdoms. Using its influence and alliance with the Blue Wheel Party, it has managed to gain one of its number the position of Ambassador to the Sohalian Kingdoms. The salamander Mahidol of the Changon is a cousin of the Emperor and is high in the favour of the Party for War and his own Great Family.</p><p></p><p>Mahidol is tasked with organising an Embassy which will pave the way for the invasion of Sohal. He has carefully chosen a combination of guards and advisors from the Great Families and Elemental Knighthoods, alongside experienced mercenaries and hirelings from the Sohalian Kingdoms. Ever careful of spies from the Three Giant Alliance and the Party of Five, rivals of the Party for War, he has personally taken an interest in each member of his diplomatic undertaking.</p><p></p><p>Now the Embassy has landed in the islands of Southguard, let in by the greed of the Sohalese lord who rules there. With them travel a small number of Mejannish troops, tasked with building a secretive base of operations from which larger expeditions can begin. While the armies of the Great Families prepare, Mahidol and his Embassy look to the nearby cities of the Sohalian Kingdoms.</p><p></p><p>It is their task to seek allies, find military secrets, sow disorder, remove key figures and prepare the way for the might of the Empire of Five. For members of the Embassy, there are many opportunities to rise in power, leading to wealth, glory and titles in service to the Empire of Five. But they must be wary, for spies and enemy factions will seek to thwart them at every turn.</p><p></p><p><span style="font-size: 12px"><strong>Starting Cast of PCs</strong></span></p><p></p><p><strong>Artur Nightjewel</strong>, human male from Mejan and the Sohalian Kingdoms, Bard 1 / Human Paragon 2</p><p><strong>Changon Kwanjai</strong>, <a href="http://www.enworld.org/showthread.php?t=147341" target="_blank">salamander</a> male from Mejan, True Diviner 3</p><p><strong>Grekov</strong>, goblin male from the Deeps, World Shaman 3</p><p><strong>Kwengjai Praxian</strong>, <a href="http://www.enworld.org/showthread.php?t=147341" target="_blank">salamander</a> male from Mejan, Beguiler 3</p><p><strong>Murgunstrumn</strong>, siv male from the Empire of Sardleg, Rogue 3</p><p><strong>Zahrul the Petulant</strong>, tain male of the Forest Tribes, Hexblade 2 / Champion of Aether 1</p><p><strong>Morisaki</strong>, human male from Mejan, Ranger 1 / Cleric of Axmoyo 2</p><p></p><p><span style="font-size: 12px"><strong>Glossary of World Terms</strong></span></p><p></p><p><strong>Cycuri:</strong> A race of hairless, aquatic humanoids with a mystical third eye blessed by Lord Moon. They suffer from many mutations and many grow up to 10 ft tall in their lifespan. They are an ambitious and adaptable race, with a preference for night-time and a respect for personal power and personal freedom. It is said they were originally a dying race of aquatic cyclops from another world who undertook a spirit journey, taking over the bodies of other humanoids to re-spawn themselves.</p><p></p><p><strong>Empire of Sardleg:</strong> Ruled over by the last remaining earth giant, the power of this realm is based on the wealth mined by its predominantly human slaves. Siv worship Sardleg as the Lord of the Green Claw, creator of their race.</p><p></p><p><strong>Forest Fey:</strong> The seelie fey, known for their playful tricks. They live in the Forest Realm and can enter the mortal world though mystical places such as dryad trees, mushroom rings and nymph pools. They include dryads, forest sidhe, nymphs, satyrs and thorns.</p><p></p><p><strong>Immortals:</strong> Mortals who have ascended into the planes. They can grant spells to clerics and favours to mortals, but they gain no direct benefit from having followers and cannot influence things such as the winds or sun as the gods once could</p><p></p><p><strong>Last Banishing:</strong> Event several decades ago when the gods and their followers were banished from the world and the Immortals given some of their powers instead.</p><p></p><p><strong>Mejan: </strong> Also, known as the Empire of Five, this nation revolves around the five elements of Air, Earth, Fire, Water and Void. Great Families vie with each other for glory and power, while elemental knighthoods protect the Emperor, and reaver Tongs work from the shadows as assassins and spies. Humans, salamanders, naiads and pech are all native to this land.</p><p></p><p><strong>Moej:</strong> Reptilian humanoids with an affinity for dragons and a draconic ancestry. They were once normal humanoids who have undergone an arcane ritual to transform themselves into one of this race. Adapted from Arcana Unearthed</p><p></p><p><strong>Naiads:</strong> Elemental fey with many traits of the Elemental Plane of Water. Described in more detail <a href="http://www.enworld.org/showthread.php?t=147341" target="_blank">here</a></p><p></p><p><strong>Night Fey:</strong> The unseelie fey, known for their vicious streaks and dark sense of humour. They live in the Night Realm and can enter the mortal world though mystical places such as redcap rings, dark caves and troll bridges. They include harpies, iron trolls, kenku, night sidhe, redcaps and skulks.</p><p></p><p><strong>the Pack:</strong> A group of spirits who guide the northern tribes known as the Beastclans. Many of the Pack have an associated beastclan and any clansmen who do not belong to one of these tribes is looked after by Dog. They are lead by Raven and include Crocodile, Elk, Hawk, Horse, Hydra and Tiger among others.</p><p></p><p><strong>Pech:</strong> Elemental fey with many traits of the Elemental Plane of Earth. Described in more detail <a href="http://www.enworld.org/showthread.php?t=147341" target="_blank">here</a></p><p></p><p><strong>Reavers:</strong> A race descended from spirit folk and dragons, innately powerful in magic and rulers of the waves of the Bitter Ocean. They have a very short life span, and lead active lives to compensate for this.</p><p></p><p><strong>Redroad Trading Coster:</strong> Merchant trading house which operates across the Sohalian Kingdoms, supported by the RedRoad and RedKeep noble families. In the past it has been associated with many criminal organisations, but appears to have severed ties with these groups in the last decade.</p><p></p><p><strong>Salamanders:</strong> Elemental fey with many traits of the Elemental Plane of Fire. Described in more detail <a href="http://www.enworld.org/showthread.php?t=147341" target="_blank">here</a></p><p></p><p><strong>Siv:</strong> Frog-headed humanoids who are at home in marshes and swamps. Calculating and elitist, many seek to dominate others in the name of the Lord of the Green Claw, reputed to be the creator of their race. Many train as monks, with the elite becoming oathsworn and assassins. Adapted from Monsters of Faerun</p><p></p><p><strong>Sohalian Kingdoms:</strong> Once united as Sohal under the Regent, this land is now a collection of city states, duchies and petty kingdoms. Its large tracts of wilderness are home to the forest fey and the night fey.</p><p></p><p><strong>Tain:</strong> A tall, proud warrior race who once ruled a mighty empire spanning much of the northern lands. Now they are an accursed race, forced to wander for all their days by the night fey.</p></blockquote><p></p>
[QUOTE="PieAndDragon, post: 3799674, member: 18108"] This campaign is D&D, set in my homebrew. The characters are starting at 3rd level and a variety of races and classes are available to them. It is set in the same world as one of my previous Story Hours, [url=http://www.enworld.org/showthread.php?t=151082]Legend of the Monkey Mage[/url], although about 20 years later. [SIZE=3][B]Background[/B][/SIZE] In Mejan, the factions among the Great Families constantly manoeuvre and vie for power on the Great Council. The Party for War seeks to expand the Empire of Five and looks hungrily at the divided but rich Sohalian Kingdoms. Using its influence and alliance with the Blue Wheel Party, it has managed to gain one of its number the position of Ambassador to the Sohalian Kingdoms. The salamander Mahidol of the Changon is a cousin of the Emperor and is high in the favour of the Party for War and his own Great Family. Mahidol is tasked with organising an Embassy which will pave the way for the invasion of Sohal. He has carefully chosen a combination of guards and advisors from the Great Families and Elemental Knighthoods, alongside experienced mercenaries and hirelings from the Sohalian Kingdoms. Ever careful of spies from the Three Giant Alliance and the Party of Five, rivals of the Party for War, he has personally taken an interest in each member of his diplomatic undertaking. Now the Embassy has landed in the islands of Southguard, let in by the greed of the Sohalese lord who rules there. With them travel a small number of Mejannish troops, tasked with building a secretive base of operations from which larger expeditions can begin. While the armies of the Great Families prepare, Mahidol and his Embassy look to the nearby cities of the Sohalian Kingdoms. It is their task to seek allies, find military secrets, sow disorder, remove key figures and prepare the way for the might of the Empire of Five. For members of the Embassy, there are many opportunities to rise in power, leading to wealth, glory and titles in service to the Empire of Five. But they must be wary, for spies and enemy factions will seek to thwart them at every turn. [SIZE=3][B]Starting Cast of PCs[/B][/SIZE] [B]Artur Nightjewel[/B], human male from Mejan and the Sohalian Kingdoms, Bard 1 / Human Paragon 2 [B]Changon Kwanjai[/B], [URL=http://www.enworld.org/showthread.php?t=147341]salamander[/URL] male from Mejan, True Diviner 3 [B]Grekov[/B], goblin male from the Deeps, World Shaman 3 [B]Kwengjai Praxian[/B], [URL=http://www.enworld.org/showthread.php?t=147341]salamander[/URL] male from Mejan, Beguiler 3 [B]Murgunstrumn[/B], siv male from the Empire of Sardleg, Rogue 3 [B]Zahrul the Petulant[/B], tain male of the Forest Tribes, Hexblade 2 / Champion of Aether 1 [B]Morisaki[/B], human male from Mejan, Ranger 1 / Cleric of Axmoyo 2 [SIZE=3][B]Glossary of World Terms[/B][/SIZE] [B]Cycuri:[/B] A race of hairless, aquatic humanoids with a mystical third eye blessed by Lord Moon. They suffer from many mutations and many grow up to 10 ft tall in their lifespan. They are an ambitious and adaptable race, with a preference for night-time and a respect for personal power and personal freedom. It is said they were originally a dying race of aquatic cyclops from another world who undertook a spirit journey, taking over the bodies of other humanoids to re-spawn themselves. [B]Empire of Sardleg:[/B] Ruled over by the last remaining earth giant, the power of this realm is based on the wealth mined by its predominantly human slaves. Siv worship Sardleg as the Lord of the Green Claw, creator of their race. [B]Forest Fey:[/B] The seelie fey, known for their playful tricks. They live in the Forest Realm and can enter the mortal world though mystical places such as dryad trees, mushroom rings and nymph pools. They include dryads, forest sidhe, nymphs, satyrs and thorns. [B]Immortals:[/B] Mortals who have ascended into the planes. They can grant spells to clerics and favours to mortals, but they gain no direct benefit from having followers and cannot influence things such as the winds or sun as the gods once could [B]Last Banishing:[/B] Event several decades ago when the gods and their followers were banished from the world and the Immortals given some of their powers instead. [B]Mejan: [/B] Also, known as the Empire of Five, this nation revolves around the five elements of Air, Earth, Fire, Water and Void. Great Families vie with each other for glory and power, while elemental knighthoods protect the Emperor, and reaver Tongs work from the shadows as assassins and spies. Humans, salamanders, naiads and pech are all native to this land. [B]Moej:[/B] Reptilian humanoids with an affinity for dragons and a draconic ancestry. They were once normal humanoids who have undergone an arcane ritual to transform themselves into one of this race. Adapted from Arcana Unearthed [B]Naiads:[/B] Elemental fey with many traits of the Elemental Plane of Water. Described in more detail [URL=http://www.enworld.org/showthread.php?t=147341]here[/URL] [B]Night Fey:[/B] The unseelie fey, known for their vicious streaks and dark sense of humour. They live in the Night Realm and can enter the mortal world though mystical places such as redcap rings, dark caves and troll bridges. They include harpies, iron trolls, kenku, night sidhe, redcaps and skulks. [B]the Pack:[/B] A group of spirits who guide the northern tribes known as the Beastclans. Many of the Pack have an associated beastclan and any clansmen who do not belong to one of these tribes is looked after by Dog. They are lead by Raven and include Crocodile, Elk, Hawk, Horse, Hydra and Tiger among others. [B]Pech:[/B] Elemental fey with many traits of the Elemental Plane of Earth. Described in more detail [URL=http://www.enworld.org/showthread.php?t=147341]here[/URL] [B]Reavers:[/B] A race descended from spirit folk and dragons, innately powerful in magic and rulers of the waves of the Bitter Ocean. They have a very short life span, and lead active lives to compensate for this. [B]Redroad Trading Coster:[/B] Merchant trading house which operates across the Sohalian Kingdoms, supported by the RedRoad and RedKeep noble families. In the past it has been associated with many criminal organisations, but appears to have severed ties with these groups in the last decade. [B]Salamanders:[/B] Elemental fey with many traits of the Elemental Plane of Fire. Described in more detail [URL=http://www.enworld.org/showthread.php?t=147341]here[/URL] [B]Siv:[/B] Frog-headed humanoids who are at home in marshes and swamps. Calculating and elitist, many seek to dominate others in the name of the Lord of the Green Claw, reputed to be the creator of their race. Many train as monks, with the elite becoming oathsworn and assassins. Adapted from Monsters of Faerun [B]Sohalian Kingdoms:[/B] Once united as Sohal under the Regent, this land is now a collection of city states, duchies and petty kingdoms. Its large tracts of wilderness are home to the forest fey and the night fey. [B]Tain:[/B] A tall, proud warrior race who once ruled a mighty empire spanning much of the northern lands. Now they are an accursed race, forced to wander for all their days by the night fey. [/QUOTE]
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