Wednesday, June 16, 2010

Repo: The Forged Campaign (Updated 6-16-10)



Game Terms:


Spirits: Wills of an unknown orgin without hosts, they can occasional latch onto Unbound spells and use them to influence the world.


Unbound (Magic): Arcane magic that is freely cast, coming right from the caster; the magic of warlocks and sorcerers. Thought to be anywhere from irresponsible to evil.


Bound (Magic): Arcane magic that is strictly controlled, bound to artifact or specific ritual; the magic of Artificers, Alchemy, Rituals, Splices and Swordmages.


Splices: Forge Co.'s main product. They replace people's limbs and organs for a large fee that the person may put on a “payment plan” for. The splices can be anything from cosmetic changes to making you dramatically more powerful. Failure to make payments may entitle Forge Co to claim a repossession and send their Mercenaries the Repo-men to collect their property from your body (which is legal.)


Zydrate: The act of getting Splices is painful. Zydrate is a powerful painkiller that is especially useful for nullifying the pain related to acquiring splices. It can also very addictive if overused.


Last War: “The war to end all wars” started 45 years ago and ended 17 years ago against the Sorcerer-Kings. This was a major turning point in the history which marked the start of the Warforged, the start of Forge Co, as well as the start of classifying magic as bound or unbound.


The Silver Flame: The world has no moon. Instead there is The Silver Flame, the closest thing the world has to a god. An ever brightly glowing silver flame high in the sky, it illuminates a bit more then a full moon would, casting every night in a silver twilight. It is still there during the day, but the sun does drown it out then. It is pure Divine energy and the source of all Divine power in the world.


Setting Summery:


The company of Forge Co. had its humble beginnings crafting artificial limbs for veterans of the Last War. It grew rapidly as it started to introducing limbs and organs (later called “Splices”) for nobles and adventurers to just replace their existing ones. Years later, under pressure from the growing influence of Forge Co. The allied Kingdoms have agreed to allow Forge Co to Reposes their property in case if someone does not pay their dues.


A note on Splices:


As an Adventurer having splices will be a very useful. They can grant you addition powers, action points, or even a bonus to your stats. The type you have and the amount you have will determine how much Zydrate you require to get through the pain (which will have an in game affect.) It will also determine how much you owe Forge Co. It IS going to be risky to take Splices, especially if you rack up a large debt. Playing without splices however, will mean your character will be a little less effective on the battle field.


Races/Classes


Divine: Divine magic is very strained. The gods have left the word, disgusted by the Sorcerer-Kings's attempt to take over the heavens. They retreated from the world, but in their wake left The Silver Flame. There is no code of conduct enforced by the Flame itself. Many religions still prey to the old gods, but just as many prey to the Silver Flame itself, seeing it notas a conduit to the divine, but the true divine itself.

Cleric - Paladin - Avenger – Invoker - Runepriest


Martial Classes: Nothing changed.

Fighter – Ranger – Rogue - Warlord


Unbound Magic:

Sorcerer: You draw your power the same way that the Sorcerer-Kings did, focusing on raw power and having a wide range of ability's, but little control over spirits who may influence them. Non-hybrid Sorcerer's gain an extra At Will power of their choice, but are vulnerable to spirits. All Spell Sources are legal, but Chaos is by far the most common, where Dragon is the most rare.

Bard: Bards are the most controlled of the Unbound magics, gaining some acceptance even by people who otherwise loath and fear unbound magic. They intertwine their spells with rhythm and harmony, which works as a light binding against the spirits. They are still considered unbound however because they do not NEED to do this to their spells in order for them to work. If a Bard is distracted and makes a mistake while casting a spell, there is a chance a spirit can slip in. Alternatively, some bards can even use their music to call spirits towards their spells.


Warlock: You do not concern yourself with the idea of spirits overtaking your spells. You in fact invite them too. All Warlock spells call upon spirits into them, preventing other spirits from taking hold. Most of the pacts function as normal except where noted:

Fey: Warlocks with the Fey pact are very rare as the world's connection with the Fey is slipping further and further away. As a Fey Pact Warlock the entity that empowers you has you try to reconnect the two worlds.

Vestige: The most noteworthy Vestiges in this world are the remains of the Sorcerer-Kings. If you open yourself up to listen to the voices of the Vestiges, they will make sure you hear theirs over any other.


Bound Magic:

Artificers: Forge Co. is primarily made up of Artificers. An artificer adventurer may or may not have a connection to the company.


Swordmage: Trained as bodyguards for Forge Co. If you are a sword mage you either are or were a Forge Co Employee.


Wizard: Wizards go through rigorous training through a very early age to be able to properly control their spells. The close binding of their spells prevents maleficent spirits from claiming them for power.




Primal: Cut off from the usual primal power that they tap into, the primal classes do what they do best: adapt. They instead have an amazing control over the Spirits that try to turn arcane magic it it's whim. They would have been thrown out and cast aside as unbound magic users, if not for their ability to subdue the spirits was key in eliminating the Sorcerer-Kings.

In game effect: It is hard to manifest the greater primal powers: It costs a healing surge in order to use a daily attack (not utility) Primal Attacks are however especially effective against Spirts


Barbarian – Druid -Shaman -Warden -Seeker


Psionic: Psionic powers have just started showing up in the world, some attribute it to an odd side effect of Zydrate. While it is true that most people who have these talents either use Zydrate or are decedents of the first people who had some. Nothing conclusive has been proven.

Ardent – Monk -Psion


Races


Dragonborn

On the front lines of the last war and suffered the greatest losses. Many are bitter that no one acknowledges their sacrifices enough to satisfy them. They tend to be the outspoken against Unbound Magic


Dwarf

The Dwarfs have a rich and powerful empire: trading in the Metal and ore used for Forge Co's inventions.

Eladrin - Gnome

Connection to the Fey has all but disappeared, the few Fey on this side struggle in the strange world. Many of them either try to find a way home, or fall into depression.


Elf

Herders and farmers, They live in the little bit of agriculture to be found. Because there is little traditional food sources they have expanded both their vegetation and livestock.


Half Elf - Half Orc - Shifter

They fit right at home either amoung humans or amoung elfs. Humans often mistake them for other humans with Forge Co enhanced parts (which are very popular.)


Halfling

Halflings don't have a land of their own, but they run a postal service and thus are treated fairly well where ever they go.


Human

Humans are still the most numerous race, with the same amount of flaws and virtues as before.


Tiefling

A new race, formed by the Sorcerer-Kings as servants, using magic on Humans to warp their minds and flesh. Ultimately they turned against their masters, but they are still still looked upon with suspicion. They and the Kalashtar concider themselves cousins.


Kalashtar

A new race, formed by the Sorcerer-Kings, by binding a spirit to a human as a form of punishment. Unlike the Tieflings they are often seen with pity, as two souls intertwined without means to seperate them. In truth: the human and Spirit side of the Kalashtar fall in love with one and other and form a bond that they see as beautyful. They pity humans do not experience this for themselves. They have since discovered a way to reproduce, binding a willing spirit and a human together. When A Kalashtar speaks telepathically, it is it's spirit side talking.


Deva

No Deva have been reincarnated since The Silver Flame was formed, leading the few surviving members of the race extremely concerned.


Goliath

This race is filled with proud traditionalists, they speak out and reject Forge Co





Minotaur

Bred as livestock for slaughter by the elves. Most give into the maddness of the beast; few care if they are intelligent or not as long as they feed the masses.


Wilden

Bred as vegetation by the elves. Their bodies are almost like very large potatoes. Few care if they are intelligent or not as long as they feed the masses. Can not benefit from Splices.


War Forged

Originally manufactured by Forge Co. during the war, they now act as living advertisements, they themselves can not benefit from Splices as they are concidered to be made up entirely by Splice Techology. They start off with 10 more points to buy stats, each one is literally own Forge Co. despite having free will.


Genasi - Shard Mind

Occasionally Spirits bind themselves to enough spells and arcane power to gain a humaniod form, this results in either a Genasi, or a Shard Mind, depending if the spells it mostly collected were elemental in nature or not. They both have the “Spirit” Trait


Drow – Githzerai

Are not races that fit the theme of this campaign, if you really want to play one, talk to your DM about making a special exception.

Repo: The Forged Campaign



Game Terms:


Spirits: Wills without hosts, they can occasional latch onto Unbound spells and use them to influence the world.


Unbound (Magic): Arcane magic that is freely cast, coming right from the caster; the magic of warlocks and sorcerers. Thought to be anywhere from irresponsible to evil.


Bound (Magic): Arcane magic that is strictly controlled, bound to artifact or specific ritual; the magic of Artificers, Alchemy, Rituals, Splices and Swordmages.


Splices: Forge Co.'s main product. They replace people's limbs and organs for a large fee that the person may put on a “payment plan” for. The splices can be anything from cosmetic changes to making you dramatically more powerful. Failure to make payments may entitle Forge Co to claim a repossession and send their Mercenaries the Repo-men to collect their property from your body (which is legal.)


Zydrate: The act of getting Splices is painful. Zydrate is a powerful painkiller that is especially useful for nullifying the pain related to acquiring splices. It can also very addictive if overused.


Last War: “The war to end all wars” started 45 years ago and ended 17 years ago against the Sorcerer-Kings. This was a major turning point in the history which marked the start of the Warforged, the start of Forge Co, as well as the start of classifying magic as bound or unbound.


The Silver Flame: The world has no moon. Instead there is The Silver Flame, the closest thing the world has to a god. An ever brightly glowing silver flame high in the sky, it illuminates a bit more then a full moon would, casting every night in a silver twilight. It is still there during the day, but the sun does drown it out then. It is pure Divine energy and the source of all Divine power in the world.


Setting Summery:


The company of Forge Co. had its humble beginnings crafting artificial limbs for veterans of the Last War. It grew rapidly as it started to introducing limbs and organs (later called “Splices”) for nobles and adventurers to just replace their existing ones. Years later, under pressure from the growing influence of Forge Co. The allied Kingdoms have agreed to allow Forge Co to Reposes their property in case if someone does not pay their dues.


A note on Splices:


As an Adventurer having splices will be a very useful. They can grant you addition powers, action points, or even a bonus to your stats. The type you have and the amount you have will determine how much Zydrate you require to get through the pain (which will have an in game affect.) It will also determine how much you owe Forge Co. It IS going to be risky to take Splices, especially if you rack up a large debt. Playing without splices however, will mean your character will be a little less effective on the battle field.


Races/Classes


Divine: Divine magic is very strained. The gods have left the word, disgusted by the Sorcerer-Kings's attempt to take over the heavens. They retreated from the world, but in their wake left The Silver Flame. There is no code of conduct enforced by the Flame itself. Many religions still prey to the old gods, but just as many prey to the Silver Flame itself, seeing it notas a conduit to the divine, but the true divine itself.

Cleric - Paladin - Avenger – Invoker - Runepriest


Martial Classes: Nothing changed.

Fighter – Ranger – Rogue - Warlord


Unbound Magic:

Sorcerer: You draw your power the same way that the Sorcerer-Kings did, focusing on raw power and having a wide range of ability's, but little control over spirits who may influence them. Non-hybrid Sorcerer's gain an extra At Will power of their choice, but are vulnerable to spirits. All Spell Sources are legal, but Chaos is by far the most common, where Dragon is the most rare.

Warlock: You do not concern yourself with the idea of spirits overtaking your spells. You in fact invite them too. All Warlock spells call upon spirits into them, preventing other spirits from taking hold. Most of the pacts function as normal except where noted:

Fey: Warlocks with the Fey pact are very rare as the world's connection with the Fey is slipping further and further away. As a Fey Pact Warlock the entity that empowers you has you try to reconnect the two worlds.

Vestige: The most noteworthy Vestiges in this world are the remains of the Sorcerer-Kings. If you open yourself up to listen to the voices of the Vestiges, they will make sure you hear theirs over any other.


Bound Magic:

Artificers: Forge Co. is primarily made up of Artificers. An artificer adventurer may or may not have a connection to the company.


Swordmage: Trained as bodyguards for Forge Co. If you are a sword mage you either are or were a Forge Co Employee.


Wizard: Wizards go through rigorous training through a very early age to be able to properly control their spells. The close binding of their spells prevents maleficent spirits from claiming them for power.


Primal - still in debate:

Barbarian

Druid

Shaman

Warden

Seeker


Psionic – still in debate

Ardent

Monk

Psion




Sunday, April 25, 2010

The first year of Queen Malachite Beryl, the fifth day of the Raven Queen

A child has entered my Queen's domain, I did not know why at first but then the tragedy was explained to me. Oh Kari, I swear to you that I shall watch over her. I can only hope that Sirius knows not what he did. Malachite's betrayal goes unknown to my allies for now, but she has sent some of her best soldiers after them... to approach them as friends, and then to slay them. If it is their time then I shall welcome them with open arms to my Queen's Kingdom, seat them at the largest table of the largest hall for a grand meal, before they go off to their own deitys domain. If it is their attacker's time... then I celebrate their choice to worship no god, for that means it is up to my queen to decide their fate, and she has already promised me a chance to show my... disapproval.

Wednesday, April 21, 2010

The first year of Queen Malachite Beryl, the third day of The Raven Queen

My allies had brought my body back to my home village, giving me a funeral very respect worthy. Beck, the one my Queen spared during the battle that slayed me, has become devoted to my Queen. I'm glad to see my Queen's mercy not wasted. While they were traveling back however, tragedy has been taken place in Negus capital.

Beryl has begun an aggressive campaign against it's neighboring kingdoms. Daily the souls of guards, advisers, and royalty enter my Queen's domain; courtesy of the Shaokin assassins that stayed with her.

The world of the living should not hold so much interest to me, truly while I was alive it didn't mean nearly as much to me. It is... a distraction from my duties in my Queen's court. Yet I am not the only one distracted. There are old and powerful souls here that have served my queen for centuries longer then I have, and they too are looking back upon the mortal plane. It does feel like there is a storm coming and this is just the begining.

Saturday, April 17, 2010

The first year of Queen Malachite Beryl, the twenty forth day of Corellon.

My living allies, they do not understand. This was no accident, no rage brought on by her first "shadow shift" as the Shaokin call it. This was matricide. My queen whispers to me, tells me that the fallen lady shall not leave the land of the living. That she remains to watch over her daughter. Ever the loving mother despite what was done to her. Normally my queen would not be so interested in this, but she senses how much more death this will lead too. Although her kingdom will swell with subjects, she seems distraught over it; as much as she gets distraught over anything. Still it is not my place to guess the motives of my queen, she has given me a place to serve her. What more could one of her faithful ask for?

-Fermata, humble servant of the Raven Queen.

Sunday, April 4, 2010

From Silvanna to Negas

For a moment, Gorien felt like he should have taken some time to gather his things for the long trip back to Negas. This thought quickly passed once he realized that he has just about everything he owns with him already. He used to have a home, full of things. Keepsakes, trinkets, knickknacks. But that was a long time ago, or at least it felt like it to the road-weary knight. Back when he had things, and a home to keep them in. Now, all he carries with him are the necessities. Weapons. Armor. Rations. No matter how light he travels, though, he still feels as if he carries the weight of the world on his shoulders, and it shows in his posture. Back when he was just a simple sheriff, he'd ride with his head held high and shoulders square, proud to be a keeper of the peace; but keeping the peace between a couple of farmers is a much different thing than keeping the peace between empires.

He rode side by side with the quiet Derek Beryl, Prince of Negas. They were a lot alike in that moment. They said very little to each other, not because there was nothing to say, but instead because they knew that talking wouldn't make their troubles any easier. Gorien, the so-called Hero of Three Kingdoms, was just banished from Silvanna, and not even the most gifted seers in the world could tell exactly what was on Dereks' mind, but even a fool could tell that it was a heavy load. Behind them marched the Negas army. They had just fought a war not two days ago, though it was difficult to say who had won and who had lost.

"Tell me, Sir Gorien," Derek started, "why did you not take the short road with your friends? If you'd taken the portal with them, you'd be back in Negas already."

Gorien shivered a little at the mention of portals. "I figured after all this excitement, I could use a nice, slow ride to ease my mind. Besides, we don't get along so well. Me and portals, that is. Make me sort of queasy." His gelding, Bucephalus, whinneyed in agreement.

"Portal sickness? You?" Derek shook his head and chuckled. "Will wonders never cease."

Gorien sighed and patted the horse's neck. "I guess in a way, this is where I belong. Not Silvanna. Not Negas. Just me, Bucey here, and the long, lonesome road. It's the closest thing to hone I got left."

Derek looked at him sternly. "I heard what you said in the throneroom. You may think you had little choice in the matter, but in hard fact, you chose to return to Negas. This was your decision, do not forget that."

Gorien grumbled something unintelligible, and Bucephalus snorted.

After a few more leagues, they approached a small town on the outskirts of Silvanna. A handful of ragged-looking villagers stood in the road, brandishing their farm tools as if they were prepared for war. Gorien sighed again. "Derek, let me handle this."

Derek simply nodded. "As you wish." He held his hand up, signaling the army behind him to halt.

Gorien rode up to the group and stepped down from his horse. Before he could open his mouth, he was greeted brashly by the leader of the group. "Negas isn't welcome here. I'm afraid I can't let you pass." He was short, squat, and full of bravado. The ruffians behind him seemed to feed off of his feigned bravery.

"Now look here, neighbor" Gorien explained, "we don't want no trouble. Yea, we're from Negas, and all we want to do is go back there. So, if y'all'll just let us through, we'll be out of here in no time at all."

The leader crossed his arms and huffed, and even from 10 feet away, Gorien could smell the liquor on his breath. "Maybe you didn't hear me, old man, but I'm not going to let a single one of you set foot in MY town, so why don't you just turn around and find some other road."

Gorien approached the drunk slowly. "The road to Negas is long enough as it is without takin' any unnecessary detours. Like I already told you, all we want to do is pass on throug. I think I can speak for all of 'em when I say we've had enough fightin' to last us a lifetime, so why don't you kindly step aside and just let us pass."

"For the last time, it's not going to happen, old man."

By now, Gorien was nearly nose to nose with the leader, and from the stench coming off him, Gorien remembers why he gave up drinking. "And for the last time, I'd really appreciate it if you'd simply step down and let us by."

"Step down? I'll KNOCK you down!"

The drunk took one hard swing at the knight, but Gorien saw it coming before he even clenched his fist. In one smooth motion, Gorien evaded the swing, punched him in the face with his left hand, spun around and drew his double-bladed sword with his right. Continuing to spin, Gorien swung the sword around with a practiced flourish, landing a solid blow to the drunk's rubs with the flat of one of the blades. Gorien stepped back into a defensive stance as the drunk charged. The knight sidestepped and knocked him in the back of the head with his sword's grip, sending him diving face-first into the dirt. He did not get up.

Gorien put the sword back on its holder on the back of his armor and turned back towards the rabble. "So like I said, I don't want no trouble, and all we're gonna do is pass on through. That is, unless anyone else's got high hopes of teachin' this 'old man' a lesson."

The crowd looked at Gorien, then at eachother, before quickly dispersing. Gorien climbed back on Bucephalus's back and waved a signal back to Derek. Soon, the troops were in motion again. Nobody gave them a second glance as they calmly rode through the town.

Wednesday, March 31, 2010

The Road from Unoisque



The path between Unoisque and the temple was just as Gorien remembered if not a bit more overgrown. The winkled old map stretched out between his hands; he noted the next landmark on it and put it back into his satchel. Just one of the keepsakes that reminded him of Gerrard. That name made him look over his shoulder at the strange tall woman that rode next to him. He was a mite fuzzy about the details, but it seemed like she was old friends with Gerrard too. Of course, she also seemed to be friends with strange invisible little people that lived on her shoulder so he had to take her connection to Gerrard with a grain of salt.
"Are we there yet," piped up one of the twins. Gorien wasn't sure which one, nor did he care to much about it either. He just made a mental note to give Lloyd a nice hard smack next time he sees the jerk that stuck him with those two.
It was Master Fury that spoke up to answer the question, "Not yet, but it is not much further." The twin didn't respond except to move the stick so that the grape that was tied to it moved closer to the donkey that the twins road. The donkey remained uninterested in the grape. The young woman that rode next to Fury was happy about the news at least.
"Oh good. I was afraid our dear General had got us lost again." She glanced back at Gorien.
"No ma'am. We are in my old backyard so you don't your pretty little head, Ginelle . I'll make sure we avoid all the big scary mud puddles so you won't get yer pretty dress all ruined like," Gorien answered without bothering to look.
"Oh I've never had a problem getting dirty before..." Genelle replied as she leaned in towards her verbal sparing partner a bit lewdly, the large ruby necklace spilling out of her dress. Inara, the Cleric of the goddess, turned her head and blushed a bit at Genelle's display. She was new to the group, and her appointment had been rather unexpected, but she had a duty and would be here with them despite their... oddities.
"You think the town will be alright now?" Inara voiced up politely.
"Well I reckon good ole Smilie will be able to keep those boys in line, especially that there Fetter prick." Well this one time he...

It was Master Fury that first reacted to the sound of the loud snapping cacophony first. As the only one on foot, he rushed forward as a large trunk of a tree came hurtling towards the group. Focusing all of his Ki into two knuckles, his body in perfect harmony and form, he struck forward and shattered the dead tree.

After shielding their collective eyes from the rain of splinters. The team looked up to see 3 ettins charging towards them. Giant human shaped monsters, each with two ugly faces on their two misshapen heads, they wasted no time with threats.


Ahavat raised her hand and spoke in that a haunting musical that the rest of them heard before, as her blank white eyes stared intensely at one of the charging foes, who all of sudden stopped moving and turned an even more pasty color. Ginelle stared down another one who stopped along side his friend and started swinging at him instead. The third continued to charge and took a swing at Fury, who was able to side step away from the blow and using the creature's momentum, sent him stumbling forward towards the others. Bucephalus reared up, lashing out and striking one of its faces with his hoofs. With his horse keeping the beast's attention, Gorien drew his greatsword and brought it down on the other head in one fluid motion.
The two heads of the Ettin that attacked his friend were arguring about who's fault it was when the twins charged him. This was Gorien's first time actually seeing them in action and was curious if they would prove worth the lose of his precious sanity. The red one, struck out at the Ettin, attacking again and again until he was a blur of motion. The ettin tried to strike back at red blur, but the blue one was his shield. While the red attacked with reckless abandonment; the blue parried and countered every time the ettin tried to fend off the reds assaults. Gorien smiled to himself slightly. "Well, Lloyd... alright..." he said quietly.

It was a short time later that the ettins had all fallen. Gorien scanned his fellow adventures. Inara had taken out a small statue of the goddess and moved a bit away from the rest of the party. She set it down and knelled in front of it, whispering in what Gorien assumed to be some prayer, maybe to help him stop his wicked ways. The tall purple lady was just watching her, talking to herself all creepy-like. Fury was congratulating the twins on a job well done. Genelle was wiping some dirt off her dress when she walked over to him.
"So, you'll keep my dress from being clean... hm?" she asked him with an overly exaggerated hrumph.

Gorien struck out his finger and poked the gem that she was wearing. "That there is a worlds worth of trouble in woman form, Jerik. I hope you know what your doing."
The gem seemed to shine a bit as the voice of their fallen friend entered their minds from the ruby. "Oh yes I know, but she can do with this amazing thing with her..."
Gorien took his finger off the ruby, severing the mental connection. "All alright, I don't wanna know... besides folks... we are here." The turned to where he was pointing...

To be continued on game night 4/7/10