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The Ashlem War: Moranon's Gate

Campaign 8

Setting: Ashlem Rise, 12270 | Level: 5 | Length: Short
Politics: Low | Roleplay: Medium | Combat: High
War between the Kingdom of Covania and the Crown of Oxtrad has been dragging on for six years, 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.

Campaign 8
Real name Ashlem War: Moranon's Gate Ascension of Narkul The Brightshore Curse
sam   
kyledot   
lukejett   
Count:300

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: Short
Politics: Low | Roleplay: Medium | Combat: High
War between the Kingdom of Covania and the Crown of Oxtrad has been dragging on for six years, 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.


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.


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