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To Find a King (updated 06/26)
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<blockquote data-quote="Mortepierre" data-source="post: 1842981" data-attributes="member: 9765"><p>As a long time lurker of these boards, I felt inspired to start my own SH after reading the excellent work of authors such as Blackdirge, Orichalcum, or Seravin. I’ll be very happy indeed if I can consider myself their equal one day.</p><p></p><p>This campaign knew its first incarnation in 1988, back in the days of AD&D 1E, and was based mainly on two modules: <em>To Kill a Kraken</em> by Scott Bennie (from <strong>I13 Adventure Pack</strong>) and <em>C4 To Find a King</em> by Bob Blake, as well as one accessory: <em>GAZ1 The Grand Duchy of Karameikos</em> by Aaron Allston.</p><p></p><p>Ever since the “death” of 1E, I have been working on updating and expanding the original material to turn it into a full campaign setting. The 2E proved useful in this regard but not as much as I hoped it would and, for a time, I left the campaign aside to try my hands at other settings.</p><p></p><p>Then, in 2002, I acquired 2 accessories that sent me back running to my stack of notes: <strong>The Book of the Righteous</strong> (from Green Ronin) and the <strong>Monsternomicon</strong> (from Privateer Press).</p><p></p><p>The first in particular is a godsend when you are desperately trying to come up with a pantheon that doesn’t feel like an ersatz of something too widely known *cough* FR *cough*</p><p></p><p>Anyway, the new campaign began in 2003 and has been going on ever since (with a switch to 3.5E as soon as it came out). I feel I now have enough backlogs to write about it, hopefully regularly.</p><p></p><p>Readers will no doubt recognize names, monsters, items, etc.. borrowed from other settings. That’s because I like to pluck elements (new spells especially) that catch my fancy and “retrofit” them into my campaign. In this regard, I consider myself as having a debt toward Brian Moseley for his intriguing campaign setting (<strong>World of Roil</strong>).</p><p></p><p>We play with several house rules, some of which have a significant impact compared to “standard” 3.5E. Here are the most important:</p><p></p><p>For starter, druids and sorcerers are reviled. The former because of the war they waged on the kingdom centuries ago, the latter because their powers are viewed (by a majority) as proof of draconic or fiendish blood (except for elves whose sorcery is considered to be a legacy from their fey ancestors).</p><p></p><p>Wizards are rare, if only because the minimum score to cast spells is 2 pts higher than in the core rules (in other words, you need 13 in Int to cast 1st level spells). Moreover, at higher level, they all have to abide by the Arcane Covenant which forbids them from interfering with “what doesn’t concern them” (although no one beyond the wizard community seems to know exactly what <em>that</em> means).</p><p></p><p>Clerics don’t have access to the full array of divine spells. They are restricted to spells from a limited list that all deities have in common. Beyond that, they <em>only</em> have access to spells from their god’s domains (<em>all</em> of them, contrarily to the core rules), though they are still limited to the special powers of 2 domains. The main consequence is that few clerics can pray for Cure spells (given they aren't on the "limited" list). As such, the demand for lay healers (= specialists of the Heal skill) is quite high.</p><p></p><p>What’s more, the different cults now have to contend with the Great Church for worshippers. The latter is the result of a relatively recent philosophical trend that advocates the veneration of the whole pantheon rather than of each deity individually.</p><p></p><p>People not familiar with the <strong>The Book of the Righteous</strong> need to know this is a world whose deities (the “Pantheon of the Tree”) are <em>all</em> strongly aligned against Evil. At best, they are Lawful Good, and at worst Chaotic Neutral. Here, the enemy of all that is Good is personified by the forces of the Abyss, Gehenna, and Hell, with a special emphasis on the Deceiver. Fallen member of the pantheon, the latter is now the absolute ruler of Hell and forever seeks to bend all to his will. As he is associated with fire, that element has gained an evil connotation, except when used by the clergy of gentle Anwyn, goddess of the hearth.</p><p></p><p>Finally, the paladin is replaced by the holy warrior, a class whose special powers depend on the deity worshipped (in game terms, the paladin becomes the holy warrior of the Great Church) and whose alignment can vary between LG, NG, and CG (depending on the god).</p><p></p><p>A thread has been started in the <a href="http://www.enworld.org/forum/showthread.php?t=106418" target="_blank">Rogues Gallery</a> to detail both the PC and the NPC they will face.</p><p></p><p>Numerical markers in the text are linked to explanatory notes that can be found at the end of a post.</p><p></p><p><strong>SPOILER ALERT</strong>: I use published adventures in my campaign. Some old, some more recent. Reading this thread might spoil your surprise if you go through them later as a player. Moreover, one of the cults detailed in <strong>The Book of the Righteous</strong> has a big secret DM might not want their players to know. That secret plays an integral part in my campaign and, as such, will be slowly revealed in this story hour. Consider yourselves warned!</p></blockquote><p></p>
[QUOTE="Mortepierre, post: 1842981, member: 9765"] As a long time lurker of these boards, I felt inspired to start my own SH after reading the excellent work of authors such as Blackdirge, Orichalcum, or Seravin. I’ll be very happy indeed if I can consider myself their equal one day. This campaign knew its first incarnation in 1988, back in the days of AD&D 1E, and was based mainly on two modules: [I]To Kill a Kraken[/I] by Scott Bennie (from [B]I13 Adventure Pack[/B]) and [I]C4 To Find a King[/I] by Bob Blake, as well as one accessory: [I]GAZ1 The Grand Duchy of Karameikos[/I] by Aaron Allston. Ever since the “death” of 1E, I have been working on updating and expanding the original material to turn it into a full campaign setting. The 2E proved useful in this regard but not as much as I hoped it would and, for a time, I left the campaign aside to try my hands at other settings. Then, in 2002, I acquired 2 accessories that sent me back running to my stack of notes: [B]The Book of the Righteous[/B] (from Green Ronin) and the [B]Monsternomicon[/B] (from Privateer Press). The first in particular is a godsend when you are desperately trying to come up with a pantheon that doesn’t feel like an ersatz of something too widely known *cough* FR *cough* Anyway, the new campaign began in 2003 and has been going on ever since (with a switch to 3.5E as soon as it came out). I feel I now have enough backlogs to write about it, hopefully regularly. Readers will no doubt recognize names, monsters, items, etc.. borrowed from other settings. That’s because I like to pluck elements (new spells especially) that catch my fancy and “retrofit” them into my campaign. In this regard, I consider myself as having a debt toward Brian Moseley for his intriguing campaign setting ([B]World of Roil[/B]). We play with several house rules, some of which have a significant impact compared to “standard” 3.5E. Here are the most important: For starter, druids and sorcerers are reviled. The former because of the war they waged on the kingdom centuries ago, the latter because their powers are viewed (by a majority) as proof of draconic or fiendish blood (except for elves whose sorcery is considered to be a legacy from their fey ancestors). Wizards are rare, if only because the minimum score to cast spells is 2 pts higher than in the core rules (in other words, you need 13 in Int to cast 1st level spells). Moreover, at higher level, they all have to abide by the Arcane Covenant which forbids them from interfering with “what doesn’t concern them” (although no one beyond the wizard community seems to know exactly what [I]that[/I] means). Clerics don’t have access to the full array of divine spells. They are restricted to spells from a limited list that all deities have in common. Beyond that, they [I]only[/I] have access to spells from their god’s domains ([I]all[/I] of them, contrarily to the core rules), though they are still limited to the special powers of 2 domains. The main consequence is that few clerics can pray for Cure spells (given they aren't on the "limited" list). As such, the demand for lay healers (= specialists of the Heal skill) is quite high. What’s more, the different cults now have to contend with the Great Church for worshippers. The latter is the result of a relatively recent philosophical trend that advocates the veneration of the whole pantheon rather than of each deity individually. People not familiar with the [B]The Book of the Righteous[/B] need to know this is a world whose deities (the “Pantheon of the Tree”) are [I]all[/I] strongly aligned against Evil. At best, they are Lawful Good, and at worst Chaotic Neutral. Here, the enemy of all that is Good is personified by the forces of the Abyss, Gehenna, and Hell, with a special emphasis on the Deceiver. Fallen member of the pantheon, the latter is now the absolute ruler of Hell and forever seeks to bend all to his will. As he is associated with fire, that element has gained an evil connotation, except when used by the clergy of gentle Anwyn, goddess of the hearth. Finally, the paladin is replaced by the holy warrior, a class whose special powers depend on the deity worshipped (in game terms, the paladin becomes the holy warrior of the Great Church) and whose alignment can vary between LG, NG, and CG (depending on the god). A thread has been started in the [URL=http://www.enworld.org/forum/showthread.php?t=106418]Rogues Gallery[/URL] to detail both the PC and the NPC they will face. Numerical markers in the text are linked to explanatory notes that can be found at the end of a post. [B]SPOILER ALERT[/B]: I use published adventures in my campaign. Some old, some more recent. Reading this thread might spoil your surprise if you go through them later as a player. Moreover, one of the cults detailed in [B]The Book of the Righteous[/B] has a big secret DM might not want their players to know. That secret plays an integral part in my campaign and, as such, will be slowly revealed in this story hour. Consider yourselves warned! [/QUOTE]
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