Campaign 8

Below is a timeline of events with campaigns I want to run in bold, in-depth description's for each follow after.

  • 12264
    • Campaign: Land of Exilis begins
    • Ashlem War begins
  • 12270 The Ashlem War
  • 12285
    • Ashlem War ends
    • Race outlaw in Mor-Thir begins
  • 12286
    • Campaign: Promised Archipelago
    • Campaign: Land of Exilis ends
  • 12335
    • Campaign: Rise of Narkul
    • Campaign: Greyhawk Rebellion
    • Campaign: The Queen's Monsters
    • Race outlaw in Mor-Thir ends
  • 12337 Ascension of Narkul
  • 12345 MCDM content/Player driven
  • 12335
    • Campaign: City of Cinders
  • 12363 The Brightshore Curse
  • 12431 Cthrion's Reign

Depending on the players and their experience and preferences, the level 1 campaigns can be started at level 3.

Demonic invasion
Setting: Ashlem Rise, 12270 | Level: 5 | Length: Medium
Politics: Low | Roleplay: Medium | Combat: High
War between the Kingdom of Covania and the Crown of Oxtrad has been dragging on for six years so far, fighting for control of the resource rich Ashlem Rise, a once beautiful mountain range dividing the two nations. A recent skirmish has broken out in a narrow pass, you are facing down your enemy when suddenly the sky grows dark. Red lighting cracks overhead. Blinding flashes. Smell of sulfur. Screams ringing in your ears. After brief adjustment, you find yourself in an unfamiliar landscape surrounded by demonic and devilish figures. Time to fight like Hell.

Notes: All races permitted, No Artificer class, guns, or other advandced technology. You can originate from either nation or can be someone else caught in the middle.

Save the World
Setting: Greyhawk/Reton - 12337 | Level: 12 | Length: Long
Politics: Low | Roleplay: High | Combat: High
During early 12335 a group of adventures discovered an artifact known as the Hand of Narkul, and a plan by the Cult of Narkul to bring about his return from a nearly 1,600 year banishment. The group failed to stop the return of Lich King Narkul, the group reformed themselves into the Fellowship of the Alicorn, lead by Ironhide, a Gnome Paladin to the Goddess Ulaa, the Fellowship discovered Dyndryd’s lair, Narkul’s closest ally. After a devastating encounter killing Ironhide and resurrected as an undead servant, Delta pledged her services to Narkul in exchange for sparing the remaining members of the Fellowship. Many of the Fellowship split and went their own ways, with only Drusilia, Ray, and the Alicorn Audax returning to the Sage Heleste to continue the fight.

It is now Seedmoot 12337. First month of the year, Spring is reviving the lush green landscapes of Greyhawk, 14 months after declaring its independence from Reton. Politics between the Greyhawk Republic and the Reton Empire backed by the larger Royal Conglomerate are still tense as both sides patrol the borders slowing trade and travel between the nations but are slowly easing.

After the actions and exile of Blinding Spear a powerful group, only Tieflings remain outlawed within nations under the Conglomerate’s rule, however the damage had already been done, despite being pardoned Dragonborn, Changlings, and Aasimar are still seen as a lesser race among most of the population of the Royal Conglomerate.

Heleste has made contact with Alucard, the last known holder of the Hand of Narkul, which was attached to Sovereign when she and the hand were last seen. Sovereign is or was Narkul’s right hand1) woman and leader of the Cult of Narkul. Heleste and Lord Thomas Rollo of the Greyhawk Republic have struck a deal with the Reton Empire to allow the Fellowship to travel into Reton to investigate and stop Narkul, despite much protest by the Empire this freedom of travel also includes any Tieflings who are a member of the Fellowship.

Our story begins with the Fellowship entering Mulburg on a cool and cloudy morning one day ahead of the planned meeting with Alucard.

Notes: Tieflings outlawed, Dragonborn, Changlings, and Aasimar are looked down on. Technology is advancing greatly, Artificer class and gun are rare but becoming uncommon.

Player driven
Setting: Covania, 12345 | Level: 1 | Length: Long
Politics: Depends | Roleplay: Depends | Combat: Depends
Strongholds, Followers, Kingdoms, Warfare, Guilds, Companies! Lead your own vast army or mercenary company or a humble guild, you name it! Many features will come from MCDM content such as Strongholds&Followers, Kingdoms&Warfare, and Arcadia magazine. The story will be mainly driven by players, tell me what you want to achieve whether it be forming your own nation, running a mercenary company for gold, glory, or both or run a guild of arcane for research, a band of thieves, or running an adventurer's league.

Notes: 10 years after Narkul and Greyhawk Rebellion. All races & classes permitted. Tiefling still outlawed.

Undead Curses
Setting: Perditsula, 12363 | Level: 1 | Length: Short
Politics: Medium | Roleplay: Medium | Combat: High
Whether born here or came from Mor-Thir, I welcome you to Perditsula. A land ruled by nature, shadowed in magic, with ancient history buried within. Civilisation struggles to maintain a foothold in the untamed lands. Where guilds hold more power than any nation. The original colony ships arrived to the three islands of Perditsula 37 years ago but tribal communities have been around much longer. Many guilds, businesses, and peoples seek to hire adventures, mercenaries, and other professionals to aid in their strifes and goals.

A powerful arcane guild 'The Preservation Coalition' has put out a call to their members and the public, before the Bightshore Incident they were known as 'The Order'. The incident was caused by radical members of The Order only half a year ago, since then the guild underwent large changes to vet out members that were partially involved while members that lead the incident are missing. The Brightshore Incident was a massive arcane blast originating deep underground that killed every person, animal, and plant within a day's journey from the city, however 1 hour later all became undead. Everyone retained their memories, abilities, personalities, etc. but are starting to rot away both physically and mentally, some faster than others. The clock to save everyone effected and right the wrongs has begun and is not slowing down.

Notes: All races & classes. You can be one of the undead, there are no flaws or boons for being such in the beginning.

Dragons & Dragons
Setting: Ostrov, 12431 | Level: 1 | Length: Unknown
Politics: Low | Roleplay: Medium | Combat: Medium
Over the last decade Dragons have been intruding on the towns within Uthasil, while others say that it is civilisation that is intruding on numerous Dragon territories, and as such has forced Dragons to take residence in each other's territories. This has reached a boiling point where Metallic and Chromatic Dragons have begun a war with towns caught in the middle. Rumours have stirred of sightings of a rare third kind of Dragon, Gemstone. Local forces have petitioned the people to aid in the resolution of the Dragon War before it is to late.

A Brass Dragon, Ivnarth. Has landed in the town square, demanding to speak with any who will listen. Guards are immediately called and an intense stand off begins. Do you drive off the menace or listen to it's demands?

Notes: All races & classes.

Technical page

  • c8/summary.txt
  • Last modified: 13 days ago
  • by Kyle