Artra, the Overlord
None knows from where the powerful sorceress Artra comes. All that they know is she first came from the East, clad in golden armor and wielding terrible magics. The strange golden flowers that spread from her crystal citadels bear a cloying spell, one that transforms the lands and its inhabitants into her pawns.
She hunts this world, claiming temples and shrines, her minions seizing places of power for her own. Her purpose is a mystery, but there is no doubt.
She is a Threat to the World.
Playbook
- Look
- Glowing Eyes, Imposing Armor, Unassuming Figure, Menacing Aura
Agenda
- Create Opportunities To Do Good
- The world is filled with people who need the
help of the fellowship. Give them people to save. Give them a broken world and see how they fix it.
- Play To Find Out What Happens
- The world is constantly changing and you can
never truly know what happens next. Roll with it. Let the game evolve naturally. with everyone's input. Don't plan anything outside of what the Overlord is doing.
- Place Wonderful Things in Jeopardy
- To gain your power, you must take it from that which has power. Find the wonderful things in this world - the great dragons, the elven homelands, the dwarven treasures, the orcish hivemother, anything of great importance is in your sights. Put them in jeopardy, threaten to destroy or change them forever. And then follow through with it.