Darkness Rising

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Setting

This is a mid/high-fantasy campaign with elements of horror.

It is two years after the conclusion of the Ur campaign. Kojax occupies his time hunting for evil in the Plains of Ur with a small squad of Wolves, leaving the governance of Talathees to Brad and the elected civilian Talathesian Council.

It is a time of peace and prosperity along nearly the entire south coast of Kara-Tur, and in the fall of '09, as another rich harvest of grains is being wheeled into Talathesian granaries, ambassadors from several faraway lands have convened at Brad's invitation to discuss topics of mutual economic interest and security.

Intro

The foreign dignitaries include:

Each is accompanied by an entourage of bodyguards, negotiators, tacticians, priests, servants, stylists, publicists, and other unspecified "assistants" to ensure their respective leader's interests are looked after.

You are part of one such entourage.

Seven days into the proceedings, which take place on the third floor of the recently rebuilt grand white marble halls of the administrative buildings of downtown Talathees, Brad makes an urgent announcement:

Hear ye, my distinguished friends. I bear this message with a heavy heart. In a short time,
a disaster will befall my fair city, and likely yours as well. My sages tell me an ocean wave
of great proportions will soon strike our shores, and I trust this warning. We have begun to
plan for its arrival; there is no time to move 15,000 souls to high ground.

I ask that you and your people remain in these upper meeting halls; do not attempt to return to
your lodging or your ships. There is no time, and me and my staff trust that this Talathesian
marble and our Talathesian architects will keep us safe.

The room breaks out in distinguished chaos, with murmurings of treachery and debates among the tacticians and bodyguards of whether to take violent action, or flee.

Minutes later, the wave hits, and the deep thundering of its arrival draws the assembled dignitaries and their councilors to the open-air windows on the south side of the hall. Several great wooden docks of Talathees are upended and splintered like kindling, many boats flipped over and crushed against the fortified seawalls, and millions of gallons of seawater plummets over the stone defenses and gush through the streets of the city, bowling crowds over like beetles in a river.

Scores of people and livestock drown, winter stores are ruined by the seawater, and half of all the Talthesian navy ships are destroyed. A gray-bearded man called Saul wades through the flood, pulling injured children out of the debris-littered water.

Late that evening, as the immediate effects of the crisis are ascertained and addressed, Brad and all the visiting leaders convene in a private meeting. The leaders emerge shaken, ashen-faced, but resolute.

Each leader then convenes their entourage to explain what must be done:

The tsunami was not a natural phenomenon. A ship must sail south towards the source of the great wave and prevent a recurrence. Aishani will provide a swift man-o-war vessel and crew, Brad will provide a small squad of Wolves, and each leader will send a representative along if desired.

You are those representatives.

Character Creation

This is likely to be treacherous journey, and so the leaders probably won't select their concubines or stylists for this mission.

Non-humans (except for elves representing Elven Lands) need to take a 10-point unusual background and develop a story that explains their position of trust and influence. Non-human races include elf, dwarf, goblin, orc, ogre, and halfbreeds thereof.

Since you are serving the interests of a political/religious/military regime, be sure to select appropriate traits like: Patron, Duty, Sense of Duty, Status, Military Rank, Police Powers, etc.

250 point max
80 points in advantages
60 points in disadvantages
15 max attribute

Check with the GM about any cinematic or supernatural traits. Some will be accepted.

Characters

What Happened

Departure

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