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The White Cloaks: Tales of Borr
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<blockquote data-quote="arwink" data-source="post: 4740633" data-attributes="member: 2292"><p><strong><p style="text-align: center">Notes for the Interested</p><p></strong> <ul> <li data-xf-list-type="ul">This is ostensibly the same world that I used in my last storyhour (left unfinished <a href="http://www.enworld.org/forum/story-hour/33285-copperheads-betrayal-strange-runes-burning-dead-oh-my-short-update-02-12-a.html" target="_blank">way back in 2005</a> after players relocated), though it's been advanced 500 years and I'm stealing stealing elements liberally from any source that seems interesting. </li> <li data-xf-list-type="ul">Heck, even the campaign hook is blatently stolen from Piratecat - the players are new recruits to the White Cloak Legion, an military force based on the French Foreign Legion that's primarily joined by the desperate, the deranged and the criminal. Although in my defence, I had introduced such an organisation in the dying days of the last campaign.</li> <li data-xf-list-type="ul">The System of choice is Pathfinder (Beta presently, but we'll upgrade) with some modifications made to cater to campaign history (kobolds as a viable player character race). Players are state and hit-point heavy to make up for numbers and the slow advancement rate we're working with.</li> <li data-xf-list-type="ul">Published products that are likely to show up somewhere along the line: Elements of the <em>Rise of the Runelords </em>& <em>Age of Worms </em>adventure paths, innumerable dungeon adventures, Monte Cook's <em>Dungeon-a-Day </em>mega-dungon, and possibly elements of <em>Return to the Temple of Elemental Evil</em> depending on which threads the players are most interested in following.</li> </ul><p></p><p><strong><p style="text-align: center">The Cast</p><p></strong></p><p><strong>Eirik Magnusson: </strong>A cleric of Eoster, goddes of the Dawn and New Beginnings, from the kingdom of Norne. Ostensibly a good man, prone to charity and fighting for the weak, but haunted by his past and seeking redemption.</p><p></p><p><strong>Lik: </strong>A kobold samurai (fighter) from the provinces of Drakken-Yi, a small kingdom of civilized kobolds known for its monks, samurai, and holy assassins. Lik left his homeland in disgrace and joined the Legion in the hopes of redeeming himself. Agile, accurate and hard to hit, but prone to doing lots of small hits rather than the big-damage smiting of other fighters.</p><p></p><p><strong>Ling Huo:</strong> A rogue from the Ironlands, a hard coastal region where small kingdoms cling to the sea and subsist on fish. Ling's of noble birth but his behaviour left his father with no choice - the young wastrel was forced to join the Legion or be disowned. Ling's good with thrown daggers and the starblade of his homeland. He's also collecting iron rings to mark his kills, in order to demonstrate his worth as a warrior. </p><p></p><p><strong>Vlad Kalamgrove: </strong>A lazy good-for-nothing from Norne whose life was transformed when he discovered he was a sorcere, courtesy of fire-elemental blood in his family line. Joined the Legion after his indescretions made life in Norne difficult; capable of spinning a good lie and a variety of magical attacks, but very fond of throwing bolts of fire at his enemies.</p><p></p><p style="text-align: center"><strong>The Player Handout</strong></p><p></p><p>Before they created characters, I gave the players a short campaign pitch and nine important things to know about the world. The pitch is included below; the nine important things I'll probably space out between updates rather than take up space here.</p><p><em></em></p><p><em>The last campaign in this setting focused on Borr as a fledgling colony of a decadent empire. This campaign shifts the focus a little – its five hundred years later, the magical curse that afflicted the continent in eternal winter has lifted, and the small colony has grown into a loose federation of kingdoms that have succeeded from the Empire. Rather than focusing on the fight for survival, the campaign looks at the cracks starting to form now that the war against the Empire no longer unifies the young nations. After nearly a hundred years of unity, the cracks are starting to form as individual nations flex their muscles and search for dominance.</em></p><p><em></em></p><p><em>This campaign takes place nearly five hundred years after the previous, and Borr has now become a tight Federation of nations that swear fealty to the High Kings of Borr (there are two – one is the High King of the actual country, and the other is High King of the Federations spiritual matters – kind of like a Pope*). The Federation consists of about forty-seven nations. </em></p><p></p><p>*credit where credit's due - this idea's stolen from Ptolus and adapted to the campaign history. Given that we were heading for a religious schism led by a cleric angling for noblehood, it seemed fairly logical.</p></blockquote><p></p>
[QUOTE="arwink, post: 4740633, member: 2292"] [B][CENTER]Notes for the Interested[/CENTER][/B] [LIST] [*]This is ostensibly the same world that I used in my last storyhour (left unfinished [URL="http://www.enworld.org/forum/story-hour/33285-copperheads-betrayal-strange-runes-burning-dead-oh-my-short-update-02-12-a.html"]way back in 2005[/URL] after players relocated), though it's been advanced 500 years and I'm stealing stealing elements liberally from any source that seems interesting. [*]Heck, even the campaign hook is blatently stolen from Piratecat - the players are new recruits to the White Cloak Legion, an military force based on the French Foreign Legion that's primarily joined by the desperate, the deranged and the criminal. Although in my defence, I had introduced such an organisation in the dying days of the last campaign. [*]The System of choice is Pathfinder (Beta presently, but we'll upgrade) with some modifications made to cater to campaign history (kobolds as a viable player character race). Players are state and hit-point heavy to make up for numbers and the slow advancement rate we're working with. [*]Published products that are likely to show up somewhere along the line: Elements of the [I]Rise of the Runelords [/I]& [I]Age of Worms [/I]adventure paths, innumerable dungeon adventures, Monte Cook's [I]Dungeon-a-Day [/I]mega-dungon, and possibly elements of [I]Return to the Temple of Elemental Evil[/I] depending on which threads the players are most interested in following. [/LIST] [B][CENTER]The Cast[/CENTER][/B] [B]Eirik Magnusson: [/B]A cleric of Eoster, goddes of the Dawn and New Beginnings, from the kingdom of Norne. Ostensibly a good man, prone to charity and fighting for the weak, but haunted by his past and seeking redemption. [B]Lik: [/B]A kobold samurai (fighter) from the provinces of Drakken-Yi, a small kingdom of civilized kobolds known for its monks, samurai, and holy assassins. Lik left his homeland in disgrace and joined the Legion in the hopes of redeeming himself. Agile, accurate and hard to hit, but prone to doing lots of small hits rather than the big-damage smiting of other fighters. [B]Ling Huo:[/B] A rogue from the Ironlands, a hard coastal region where small kingdoms cling to the sea and subsist on fish. Ling's of noble birth but his behaviour left his father with no choice - the young wastrel was forced to join the Legion or be disowned. Ling's good with thrown daggers and the starblade of his homeland. He's also collecting iron rings to mark his kills, in order to demonstrate his worth as a warrior. [B]Vlad Kalamgrove: [/B]A lazy good-for-nothing from Norne whose life was transformed when he discovered he was a sorcere, courtesy of fire-elemental blood in his family line. Joined the Legion after his indescretions made life in Norne difficult; capable of spinning a good lie and a variety of magical attacks, but very fond of throwing bolts of fire at his enemies. [Center][B]The Player Handout[/B][/center] Before they created characters, I gave the players a short campaign pitch and nine important things to know about the world. The pitch is included below; the nine important things I'll probably space out between updates rather than take up space here. [I] The last campaign in this setting focused on Borr as a fledgling colony of a decadent empire. This campaign shifts the focus a little – its five hundred years later, the magical curse that afflicted the continent in eternal winter has lifted, and the small colony has grown into a loose federation of kingdoms that have succeeded from the Empire. Rather than focusing on the fight for survival, the campaign looks at the cracks starting to form now that the war against the Empire no longer unifies the young nations. After nearly a hundred years of unity, the cracks are starting to form as individual nations flex their muscles and search for dominance. This campaign takes place nearly five hundred years after the previous, and Borr has now become a tight Federation of nations that swear fealty to the High Kings of Borr (there are two – one is the High King of the actual country, and the other is High King of the Federations spiritual matters – kind of like a Pope*). The Federation consists of about forty-seven nations. [/I] *credit where credit's due - this idea's stolen from Ptolus and adapted to the campaign history. Given that we were heading for a religious schism led by a cleric angling for noblehood, it seemed fairly logical. [/QUOTE]
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