shadow_archmagi
2011-08-10, 06:33 PM
I understand that we all make mistakes, so stop and read my username for a second and make sure you're not my players. Okay? Good? Great.
So, in last year's campaign, the game revolved around a city with four ruling houses, which my players renamed Red, Blue, Green, and Yellow after their fashion sense.
The Reds were wealthy nobles who ran the assassin's guild and had control of the alchemy industry. They also did most of the funding for magical research.
The Blues controlled the church, and also maintained the adventurer's guild.
The King was a Green, and his group was primarily concerned with the common man, particularly unskilled labor.
The Yellows were the official military arm of the city, serving as policemen and soldiers as needed.
At the end of last year's campaign, the players died to defend the city from an orc invasion. I plan to set this year's game (2? 10? 40?) years in the future, after they've been invaded by the Black Legion, a hobgoblin empire from the eastern continent. The game will begin with the player's resurrection by one of the rebel factions, and revolve around trying to overthrow their oppressors. My goal is to have each faction still in play, but significantly different, and the players can meander between them as needed, and ultimately they'll need to complete at least two questlines in order for a successful revolution. Each faction should also have a weakness that can result in them being a bigger threat than an ally.
New Blues: The Church has been forced underground, and become a cult. The New Blues have rejected their gods for a focus on pure spirituality, and specialize in psionics. PITFALL: Cult has been infiltrated by mind flayers. If PCs are not careful, they could end up fighting an army of psychic mind-slaves
New Greens: The old king was killed during the invasion, and now a small band of rebels is supporting the rightful heir's return. They've already got the heir, but he is irritating and not particularly regal. They intend to rectify this by finding the Elixir of Competence (working title) so as to create a leader capable of leading them to freedom. PITFALL: ???
New Reds: With major organizations outlawed, the elite have banded together as a secret society. This secret society is focused around transhumanism; they experiment with vamprisim, lycanthopy, and symbiotes. PITFALL: They're dealing with dangerous forces; if PCs are not careful, they could end up fighting an army of inhuman creatures with more templates than fingers.
New Yellows: ???? This is where I need help.
MISC INFORMATION:
The elves were savages who ended up siding with the orcs, viewing them as more natural. Post-Legion, they've been completely (almost?) eradicated, with their major forests burned.
The dwarves are pretty stereotypical, and lost most of their warriors in the initial invasion. The survivors have retreated deep underground, and the slow war against them is occupying most of the Legion's attention.
The Black Legion consists primarily of hobgoblins, with a mind flayer cult acting as the power behind the throne, with voidminds (http://www.realmshelps.net/monsters/templates/voidmind.shtml) occupying most important positions. They're fantastically well armed, with most foot soldiers carrying Wands of Scorching Ray and +2 armor. They came to the continent via giant battle airships. They've built a giant tower in the center of the city for the purpose of maintaining and refueling these airships (There is also a smaller one near the halfway point in the ocean, which was built via treaty with the Sauhagin).
So, help filling in the blanks? Quest ideas? NPC ideas?
So, in last year's campaign, the game revolved around a city with four ruling houses, which my players renamed Red, Blue, Green, and Yellow after their fashion sense.
The Reds were wealthy nobles who ran the assassin's guild and had control of the alchemy industry. They also did most of the funding for magical research.
The Blues controlled the church, and also maintained the adventurer's guild.
The King was a Green, and his group was primarily concerned with the common man, particularly unskilled labor.
The Yellows were the official military arm of the city, serving as policemen and soldiers as needed.
At the end of last year's campaign, the players died to defend the city from an orc invasion. I plan to set this year's game (2? 10? 40?) years in the future, after they've been invaded by the Black Legion, a hobgoblin empire from the eastern continent. The game will begin with the player's resurrection by one of the rebel factions, and revolve around trying to overthrow their oppressors. My goal is to have each faction still in play, but significantly different, and the players can meander between them as needed, and ultimately they'll need to complete at least two questlines in order for a successful revolution. Each faction should also have a weakness that can result in them being a bigger threat than an ally.
New Blues: The Church has been forced underground, and become a cult. The New Blues have rejected their gods for a focus on pure spirituality, and specialize in psionics. PITFALL: Cult has been infiltrated by mind flayers. If PCs are not careful, they could end up fighting an army of psychic mind-slaves
New Greens: The old king was killed during the invasion, and now a small band of rebels is supporting the rightful heir's return. They've already got the heir, but he is irritating and not particularly regal. They intend to rectify this by finding the Elixir of Competence (working title) so as to create a leader capable of leading them to freedom. PITFALL: ???
New Reds: With major organizations outlawed, the elite have banded together as a secret society. This secret society is focused around transhumanism; they experiment with vamprisim, lycanthopy, and symbiotes. PITFALL: They're dealing with dangerous forces; if PCs are not careful, they could end up fighting an army of inhuman creatures with more templates than fingers.
New Yellows: ???? This is where I need help.
MISC INFORMATION:
The elves were savages who ended up siding with the orcs, viewing them as more natural. Post-Legion, they've been completely (almost?) eradicated, with their major forests burned.
The dwarves are pretty stereotypical, and lost most of their warriors in the initial invasion. The survivors have retreated deep underground, and the slow war against them is occupying most of the Legion's attention.
The Black Legion consists primarily of hobgoblins, with a mind flayer cult acting as the power behind the throne, with voidminds (http://www.realmshelps.net/monsters/templates/voidmind.shtml) occupying most important positions. They're fantastically well armed, with most foot soldiers carrying Wands of Scorching Ray and +2 armor. They came to the continent via giant battle airships. They've built a giant tower in the center of the city for the purpose of maintaining and refueling these airships (There is also a smaller one near the halfway point in the ocean, which was built via treaty with the Sauhagin).
So, help filling in the blanks? Quest ideas? NPC ideas?