War of Four Nations

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Summary[edit]

A game wiki using Peril Planet’s Freeform Universal. This Wiki page is for storage and journaling of game material for part three of The Serpent WarsWar of Four Nations campaign set in the Vilhon Reach area of the Forgotten Realms.

Map of the Vilhon Reach area found here. Wiki article on the Reach here.

Players[edit]

Sources[edit]

The campaign will draw upon very few setting sources, allowing for growth and the possibility to change canon. These include:

Options from the author’s own rules clarifications and enhancements are found here.

Old game materials to original campaign:

Player Characters[edit]

Anton de Mathesio[edit]

Background Trademark: Disgraced Amnian Noble (Code of Honour, Etiquette, Wanderer)

Physical/Mental Traits: Swift (Impulsive, Graceful, Ingenious, Dashing)

Affiliation: Glisena's Champion (Divided Heart, Signet Ring (the ring he gave Glisena as a token of his loyalty), Morganatic Pairing (Anton's an aristocrat, but one in exile, and hardly a suitable match for the daughter of one of the Reach's sovereign rulers)

Training/Abilities: Mystic Swordsman (Swashbuckling Swordsmanship, Swordseek, Charm of Opening, Counterspell), I've Dined with Kings

Gear:

  • Family Sabre (Master-Forged, Heirloom)
  • Home-made Spellbook (Rituals)
  • Emm (Spying)

Description. House de Mathesio was a rising mercantile house in Amn, owning interests in the shipping trade to Maztica as well as various forests and mines in the country’s interior. However, the scion of the family, Anton, was something of a disappointment to his hardheaded parents. From his earliest years, he was fascinated by stories of magic and enchantment –even though, in magic-fearing Amn, these cautionary stories inevitably ended in tragedy for any who dared to dabble in the forbidden arts.

Anton was always far too wild and restless to learn anything at all of bookkeeping. He had enough natural talent to make a capable swordsman, and his parents were considering sending him to the army on strength of that, when disaster struck. Anton, it was discovered, had been paying a local hedge-witch for lessons in magic and alchemy. The superstitious old woman knew little of the greater arts, and the authorities had more or less turned a blind eye to her practises, but a member of the nobility learning from her was a different matter. Anton’s parents planned to ruin themselves bribing the correct magistrates to allow their son to go free, but Anton had other ideas. He simply slipped away from the family castle one night, planning to make his way to lands further east, where he could finally study magic at will.

Anton is a charming but impractical individual. Besides his passion for magic, he has a generally romantic view of the world, a boundless passion for poetry, and various chivalrous impulses. The truth is that his qualities are not at all suited to the slow and steady study of magic and most potential mentors would reject him out of hand -but perhaps he'll find a way to learn all the same.

Drive. To learn magic and become a wizard.

Activated Powers: Swordseek, Mystra's Messenger, Charm of Opening

Hero Point Refresh. 2

Eben Turnstone[edit]

Background Trademark: Traveling Arrabarian Weaponsmith (Prized Skills; Military Contacts; Letter of Credit; Guild Member)

Physical/Mental Traits: Forceful (Mighty; Indefatigable; Commanding; Decisive)

Affiliation: Ordained Cleric of Gond (Medallion Ringlet Belt (the symbol of the authority/backing of the church of Gond); Holy Duties (preserve and spread the knowledge of invention and craftsmanship); Friend of the Common Folk)

Training/Abilities: Divine Craftsman (Inspired Skill; Craft Magic Arms and Armor; Make Whole; Repair Injury)

Gear:

  • Magical Smith's Hammer (Unbreakable; Ringing Impact; Protection from Evil)
  • Well-Traveled Design Journal (Designs from Many Lands; Symbol of Devotion)


Description. Like most places, Arrabar is not friendly to its bastard sons. Eben's mother - a beautiful though lowborn woman - 'apprenticed' (really, sold) him to an Arrabarian weaponsmith at the age of 7, after it became clear that his cavalry officer father would never claim him. Eben took to the trade, though, as a sea turtle takes to the Sea of Fallen Stars when it finds its way off the beach.

One day years later, a wandering cleric of Gond named Darvin saw Eben at work at the forge, and questioned Eben's master as to why the then 17-year-old had not been promoted to journeyman, despite his age and ability at the craft. Much hemming, hawing, and negotiating ensued, and then Eben was off with Darvin to both master his trade and learn the worship of the craftsman god.

Now, 20 years later, Eben is a Master Smith and Cleric of his god, dedicated to the notion that his church should be expanded to all those who would benefit from it, particularly those, like him, for whom the knowledge of the craftsman's arts can be a pathway to a better life.

Eben is tall, even for a Chondathian, and quite heavy with a smith's muscle. He typically keeps his head bald and face shaved - the better to prevent a hair fire from sparks. He rarely dons his clerical garb, preferring his smithy clothes and thick leather apron.

Drive. Expand the Church of Gond

FU Points/Refresh: 2

(Unlocked meta-tags are in bold.)

Rules[edit]

Here are the refinements for improved FU, and comments on particular dials:

Setting Stakes.

Just as described here. Analyze “No” before rolling to ensure a negative still pushes the narrative. If not, state the Beat the Odds question with a statement of what’s at stake. “Can Anton leap the chasm without falling?” rather than “Can Anton leap the chasm?”

Character Advancement & Experience Points.

See article. Below is a list of triggers. Triggers award XP. XP can be converted to FU points during play at a 1:1 ratio. At the end of a “session” (5 scenes or so), remaining FU points can be converted back to XP at 2:1.

  • Conflicts with drives producing complications
  • Significant character growth
  • Fulfilling a character drive
  • Fulfilling a significant scenario
  • Negative tag or trademark used to create a significant complication

The following triggers cover awards of FU points only:

  • Acting heroically despite overwhelming odds
  • Taking a hit (and automatically declaring a result of “No, and...” without rolling)
  • Defeating a notable villain

A new advance is triggered at the end of a session when spending 5 XP:

  • Add a new descriptor
  • Unlock a single meta-tag for a pre-existing trademark (if using trademarks)
  • A new item of gear
  • An additional drive
  • Some other significant new feature of the character

Additional Uses of FU Points.

The normal way, plus the following:

  • Power (momentarily unlock) a tag justified through story details in which a trademark has not yet been added
  • Switch an active piece of gear (if the PC has more than 2)

Trademarks & Tags.

Exactly as described here.

Starting Characters.

  • Begin with 2 FU points
  • Begin with Trademarks: Background, Physical/Mental Traits, Affiliations, Training/Abilities, 2 Gear
  • Begin with 1-4 tags attached to each trademark or gear
  • Unlock 2 tags

Faces & Places[edit]

Alborin Tovakh[edit]

You Haven't Yet Seen the Last of Me (Impending). Standing before the paladin, the wizard — nearly equal in height to Iraedra — smiled, his scarred face twisting hideously. "We meet again, servant of Mystra," he said in a low purr. "A small world, for sure. I must commend you on you ur resourcefulness, Lady Iraedra. But you are most assuredly too late..."

8 Advances

  • Pupil of Manshoon. Power Hungry, Duplicitous
  • Manic. Driven, Unstoppable
  • Dragon Cult Leader. Connections, [Minions], Dragon Allies
  • Maniacal Arch-Wizard. [Lightning], [Divination], [Necromancy], [Combat Spells], [Protective Spells], Teleportation
  • Staff of Wizardry (Gear). Power Talisman, Spell Absorption

Ansalde[edit]

2 Advances

  • Devotee of Silvanus. [Zealous], Piety, Visions
  • Arrogant. Intimidating, Deference
  • Emerald Enclave Enforcer. Connections, Diplomatic Rights
  • Druidic Warrior. Swordplay, Nature Spells, [Shapechange]
  • Well-Used Scimitar (Gear). Resilience, Threaten, Swordplay

Asem the Panther[edit]

4 Advances

"Within, one large man with short-cropped dark hair and beard had a rather rich fur-trimmed cape thrown over a shoulder. He knelt before one marker, laying a barbed arrow upon the stone. The man himself was bronzed, his opposite bare shoulder corded with muscle and crossed by numerous scars. Upon his face he wore an austere but charismatic mask of stony resolve. He was otherwise dressed in a functional tunic, laced sandals, a cingulum adorned with an assortment of golden coins or medals, and was belted with a short blade. Two men of similar but lesser mien attended the man, giving him almost reverent deference."

  • Veteran Pit Fighter. [Tactics], [Dirty Fighting], Charisma, Brawler
  • Athletic. Quick, Stunning Build, Enduring
  • Leader of Asem's Lions. [Respected], Wealthy
  • Force of Presence. Stern, [Commanding]

Ashenford Torinbow[edit]

  • Ex-Harper Balladeer. Eloquent, Well-Read, Performer, Observant
  • Winsome. Attractive
  • Enclave Inner Circle. Counsel, Wise, Politics

Baron Aldorn Thuragar “Foesmasher” of Sespech[edit]

I Shall Destroy the Region Until Glisena Is Avenged!. No-nonsense Aldorn resides from his citadel in Ormpetarr (recently renamed “Foesmasher Keep”), he has been the ruler of Sespech for the past seven years, following many other unpopular governors of Chondathan descent for centuries. Throwing off the yoke of the empire has made him both immensely popular and unpopular. His defiant rule has attracted representatives of many nations hoping to develop (or destroy) new trade agreements. Tensions with neighboring Chondath and rival, Hlondeth (The City of Serpents), has bred numerous internal complications within the guilds, between merchants, and in court. He still holds regular commons court at regular intervals, hearing the complaints of his locals with as much patience as he can muster.

He is tall and once a well-built warrior with the strength of an ox. Now, his duties and sedentary life have sapped much of his former strength. He is still, nonetheless, imposing and commanding, yet with long vision for the growth of a new separatist state still with some energy. He is dark-haired with a sharp chin, and even sharper eyes. His temper is fierce when roused.

4 Advances

  • Former Adventurer. [Bold], Headstrong
  • Imposing. Physical Strength, Intimidating, Center of Attention
  • Ruler of Sespech. [Leadership], Adored, Diplomat, Tactics
  • Fierce Warrior. Wrestling, [Melee], [Tough]

Baroness Glisena Thuragar of Sespech[edit]

I Must Send Aid To My Father at Any Cost. The beautiful eldest daughter of the Baron. Due to her mother having passed during childbirth to her youngest sibling, she carries the matriarchal title to the Thuragar house and is first to inherit the throne of Sespech. She was courted by Demetrio Extaminos of Hlondeth when it was discovered that Dmetrio had only beguiled her to use as a pawn in his schemes in the region. She has now bonded with Anton.

  • Baron's Daughter. Demure, Supportive, Head for Business
  • Independent. Willful
  • Marked by Dmetrio. Hunted, Dominated
  • Diplomat. Grace, Etiquette, Dancing

Blood Riders[edit]

No Business Is Too Unsavory — for the Right Price. Each of the weapons Anton examined bore the sigil of the crossed blades across a cloven shield...a symbol he had come across before. The Blood Riders were a rather notorious group that split from the Vilhon Mercenary Corps to take on rather unsavory business throughout the realms. They were known to get the job accomplished, and their loyalty was said to be worth their exorbitant price. As with many well-funded groups, they kept a master smith on their payroll to keep their gear properly maintained.

Braego Greenfellow[edit]

To Restore My Status. Braego Greenfellow was easy enough to spot. He sat on a bench a bit apart from a group of sailors. He wore the vestments of his order, albeit a stained and filthy discolored green and yellow robe. The man was older, with a wiry gray and black beard and dark eyes. Even now, not too late into the day, he was deep into his cups. He stared forlornly into his dented pewter tankard ignoring the uncouth banter of the mariners nearby.

  • Drunken Enclave Stooge. Cowed, Addiction

Brant Brajar[edit]

Captain Brant Brajar of the Sea Sprite sat at the worn table. He had the three painted dots upon his forehead that Turmishmen were accustomed to displaying signifying wealth, education, and magical ability, the highest rank among the three castes.

  • Turmish Merchant. Dealmaking
  • Savvy. Wise, Experienced
  • Sea Captain. Command, Sailing, Navigation

Cult of the Dragon[edit]

The Cult of the Dragon was masterminding a plot to topple the region's nations and create a southern rule of dragons. They also experimented with a new kind of dracolich -- one that would retain the powers of a dragon, but the mindless state of a animated undead. The plot was foiled and the cult scattered, but none disagree that the cult seeks to recover their lost Stone of Maerth from the Enclave.

Dmetrio Extaminos[edit]

Vengeance Will Be Mine! (Impending). The Extaminos heir was of medium height and build, dressed in dark leather and a shirt of ash gray scales, while a short black cape mantled his shoulders. A short blade with ornamental hilt hung from a gilded baldric at his side. He was not unhandsome, with cunning features and finely chiseled cheek bones. Dark, short-cropped hair came to a sharp widow's peak. But most alarmingly, as he came within closer view, the companions could see the reptilian slits of his pupils amid golden irises. He was of the ruling class of Hlondeth, famous among the realms for being serpent-blooded.

3 Advances

  • Yuan-ti Princeling. Noble Mien, Spoiled, Devious
  • Beguiling. Stylish, Personable
  • Mercenary Leader. [Minions], Respected
  • Psionic Swordsman. [Swordplay], Illusions, Domination, [Charm]
  • Ornamental Dueling Blade (Gear). Swordplay, Challenge

Elissa Tarixon, Queen of Ixinos[edit]

A large woman fitted with a headdress was seated atop a stone throne and was attended by several others. She was bronzed and had streaked salt and pepper long hair. Lines of experience about her shrewd eyes bespoke simultaneously of experience, savagery, and wisdom. She was also quite noticeably pregnant.

3 Advances

  • Amazon Champion. Dueling, Pit Fighting, Dirty Tricks, [Ferocity]
  • Massive. [Strong], Intimidating
  • Queen of Ixinos. [Minions], Title
  • Leadership. Charismatic, Respected, Tactics
  • Great Spear (Gear). Fighting, Throwing
  • Conditions. Pregnant

Emerald Enclave[edit]

Squelch the Brooding War. The Enclave has come in possession of the Stone of Maerth that was used by the cult for a fell ritual. The stone houses incredible power, and the Enclave, of course, wants to see something done about it. They have, as of yet, not come to a unified decision about what to do with it. They also eye the growing war between the Reach's nations. It is one of their mandates to see that no violence threatens nature.

Hlondeth[edit]

The City of Serpents — this yuan-ti ruled city-state is in full civil war when a failed coup attempt to remove his mother by prince Dmetrio ignites the area.

House of Silvanus[edit]

Located atop the Elder Spires, the stronghold of the druids sits in harmony with nature. This is an open structure of beauty with fountains and beautiful natural landscaping and the meeting place of the elders of the Enclave. Few outside the Enclave's immediate circle have seen this place.

Ilighôn[edit]

One of the two 'Eyes of Silvanus' at the mouth of the Vilhon. It is home both to the town of Sapra and the refuge of the Emerald Enclave. Important game aspects: The wilds if Ilighôn are full of terrible perils; foreboding watchfulness

Ixinos[edit]

The island of Ixinos is most known for its population of amazons. It is a community that savors its soli-tude from the rest of the Reach, only trading with select ships captained by females. The most renowned group from Ixinos is The She-Wolves. This mercenary band is composed of more than 250 strong women who seek out military excursions within the Reach and patrol the shores of Ixinos, securing it from any pirate excursions. It is ruled by Queen Elissa Tarixon.

Lady Shadowmoon Crystalembers[edit]

  • Enclave Head. [Prognosticator], [Wise]

Lord Woren[edit]

No Upstart Will Speak To Me Thusly! The slightly egomaniacal ruler of Nimpeth suffered a slight when he summoned Glisena and company to court when offering her 'aid'. The silver-haired wizard does not forget slights easily.

Nimpeth[edit]

The slave-trading wine-swilling city-state at the mouth of the Nagaflow is made the example by its angered neighbor, Sespech for Glisena's disappearance.

Revlaun Demplethwist[edit]

A Debt for Services Rendered. One was of ample girth and great mutton chops about his generous jowls and oiled midnight blue hair. He was marked by three painted dots on his forehead -- a man of learning and magic. He played at cards, peering at his companions (each with two dots) through snake-like half-closed eyelids. — The merchant lent the aid of Eddy Boneroller, who perished at the hands of paid thugs in helping to protect and provide passage to Glisena and company. For this, he may come calling upon the PCs for a 'favor'.

  • Mage-Merchant of Chondath. [Wealthy], Connected, Enchantment Spells
  • Machiavellian Mindset. Duplicitous, Dealmaker, Dealbreaker

Sapra[edit]

This small fishing and trading community is the only one on the island of Ilighôn allowed to exist. Over time, Sapra has been a haven for those men and women seeking to be free of the tyranny of wizards who abuse their magic. They fight a population issue, because Sapra cannot exceed its boundaries or impact on the area due to the druids' edict. This is making property values and lodging costs skyrocket.

Sespech[edit]

The home of Glisena, this nation enters a wanton war at its own peril as its leader risks all to avenge a daughter thought dead.

The Forest Witch[edit]

Messy Love Triangle (Current). The Forest Witch's origins are a mystery even to her. She can only remember being raised on the woods by an equally mysterious old hermit that taught her to respect nature and initiated her to the teachings of Eldath. What little experience she has had with the civilized world mainly comes through some rather unfortunate encounters with the Emerald Enclave Druids. Their ruthless ways is what made the Witch stick to her beloved forest and peacefully avoid mingling with other people. She's quite honestly a savage not knowning proper etiquette but also because of her uncanny animal-like grace. While her skill with the bow is spectacular she's one to talk first and shoot later in true keeping with Eldath's pacifist ways.

  • Wood Waif. Animalistic, Naive
  • Instinctual. Reflexes, Wary, Observant
  • Enclave Inductee.
  • Reclusive Druidess. Archery, Nature Spells, Augury
  • Bow of Yew (Gear). Archery

Thomas Flagcairn of Sapra[edit]

Between My Town and the Enclave. Mayor Flagcairn tries to see to problems of a growing town on Ilighôn and keeping the ever vigilant Enclave satisfied.

  • Part-Time Blacksmith.
  • Elected Elder of a Dangerously Burgeoning Town.

Zammar Zulkanzar[edit]

“A rather rotund wizardly-appearing man with a bald pate and dark mutton chops styled bristle waited with them. His shifting eyes studied each of the guests of the druids' moot with haughty indignation.” (First appearing in post #576)

Scene Journal[edit]

Prologue[edit]

Begins post #2.

  • Recap of previous campaign

Session 1[edit]

Booking Passage on the Sea Sprite[edit]

Begins post #3.

  • Anton & Glisena book a ship to Mimph
  • Ansalde is present to ensure that journey is no threat to peace
  • Glisena has a secret plan; gives valuable bracelet to sell

Open Sea[edit]

Begins post #7.

  • Glisena directs Captain Brajar to Ixinos, purported isle of savages
  • Upon ladnding, the two are approached by savages
  • Glisena reveals her plan to hire the She-Wolves of Ixinos to fight Chondath
  • The two are brought to the Queen

Queen Elissa and the Smith[edit]

Begins post #11

  • The pair meet the Queen of the She-Wolves, a mercenary band of amazons
  • Anton is taken to Eben's smithy and the two meet
  • They are summoned to a concluding council to learn that Glisena has secured the She-Wolves for battle
  • Eben's term of indenture has ended
  • The pair agrees to be off and keep an eye that the She-Wolves do not unleash wanton destruction

Arrival in Reth[edit]

Begins #27

  • Anton and Eben are to seek out Asem the Panther and gain intelligence of the brewing war in Reth
  • They visit the Warrior's Rest and learn that Asem is likely to be in Hero's Alley before attending the games
  • The immediately go to Hero's Alley and find Asem
  • There, Eben offers to make a worthy weapon for Asem in exchange for meeting Queen Elissa and honoring his debt
  • Asem is pleased and invites the pair to the games

The Games of Reth[edit]

Begins #47

  • Anton and Eben join Asem in the games and then accompany him to the Warrior's Rest
  • Anton gets drunk and Eben offends Asem; a great brawl breaks out
  • They fail to notice a mysterious watchful man
  • Asem leaves

Gond's Gift[edit]

Begins #56

  • Eben crafts a mighty sword
  • Anton notices the leering man
  • When confronted, the man probes with lots of questions
  • Anton demands to know who the man is, but he departs
  • Anton notices scales about the man's neck
  • He releases Emm after the man

Day of Accords[edit]

Begins #65

  • The two meet Asem coming out of the Temple of Tempus
  • Eben wastes no time offering the weapon; the deal is mended
  • Asem insists they go drinking again
  • Before arriving at a quaint cellar, Eben spies the lurker again
  • They call out for help and capture the man who Asem recognizes as Anael Suor, a snitch for Lord Eles Wianar of Arrabar
  • They try to question him, but discover he is compelled to silence from magic or other supernatural means
  • Anton tries to loosen his tongue with magic, but triggers Anael's compulsion, which kills him
  • Due to Eben's clout, the three extricate themselves from legal problems and leave

A Duel Between Ladies[edit]

Begins #89

  • The three arrive at the beach during night and find the Queen teaching swordplay to Glisena
  • Asem greets Elissa after a number of years
  • Asem learns the stakes and agrees to help
  • Anton and Eben are charged with getting intel in Iljak and then meeting the host outside of Mussum

Session 2[edit]

Welcome To Iljak[edit]

Begins #96

  • Anton and Eben arrive by ship to Iljak
  • The two split up
  • Eben visits his old flame, now with family. Jhessail's husband is a noted member of the watch; from them, he learns that even the guard of Iljak are summoned for war under Arrabar's banner
  • Meanwhile, Anton visits Little Drop of Poison, at which many sellswords gather; he meets Beldric Smalls, a minstrel, and Narios the Spellweaver, member of the Wasp Childer crew, who are Sespech sympathizers; recruiting them is easily done
  • The two meet up and debate as to their course, eventually deciding to take the crew and minstrel with them
  • Their meeting is to take place near the ruin of Mussum the next day, where Asem's ships should be landed

Iljak Gate by Night[edit]

Begins #127

  • With Beldric Smalls the Bard, Narios and the Wasp Childer recruited, they plan to exit the city unnoticed
  • Eben fast-talks their way through a busy nighttime gate

Waystop on the Emerald Way[edit]

Begins #129

  • The next day, the group comes upon a makeshift waystop and supply station replete with courtesans and brewers
  • The Wasp Childer opt for recreation, and Eben and Anton decide to get a drink
  • They happen to a press gang of Blood Riders harassing a brewer and his son
  • Eben intimidates the men to stand down, but one of the men vaguely recognizes Anton -- he was among the men that killed Eddy in Hlondath and bears a scar given him by Anton
  • Anton fast-talks, but it's only a matter of time before the wiry mercenary places the face and reports to Dmetrio

The Emptiness of Mussum[edit]

Begins #138

  • The group arrives at the ruin to find Asem's ships, but the city quiet
  • They descend to the harbor finding abandoned ships and no sign of Asem or the She-Wolves