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  1. #1
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    Hello Everyone,

    I am currently running a Campaign based in the Birthright world with the 3ed conversion by Travis Doom. Thanks Travis if you are reading this. I am also using the Evil supplement from AEG for the players. I would like for them to be evil but only in the aspect that they will be able to play the politics game with the best of them. Not just stupid generic evil running around destroying villages for no reason and the like but able to really use their power without any restrictions. It is a fine line I know but that is what I am hoping for and they already know that is the kind of game I want to run.

    I know this is redundant here but just in case here is a little bit of history about the Birthright setting. Over 2 thousand years ago the gods came to the mortal plane to fight the Evil god Azari and his legion of Orogs, Goblins, Elves, and a race of humans called the Vos. The gods died on that battlefield and the creatures all around them absorbed the power of the gods themselves. Now two thousand years later and those families that inherited the blood of the gods are now rulers and great mages able to shape the fate of nations. Only people with the blood can rule because they have a special connection to the land.

    After the "god war" the champions of the individual gods ascended to the heavens to become the new gods except for a character called the Gorgon he stayed on the mortal plane. He was the greatest champion of the Dark god Azari and half brother to Haelyn and Roele. Haelyn the new god of Honor and valor inspired his brother to build an empire. Roele was Haelyn's full brother and had absorbed much of the same power that Haelyn had but not enough to ascend with the new gods. With the direction of his Powerful brother Roele conquered the whole continent of Cerillia (the setting) but his descendants took the power for granted. While trying to defeat the Gorgon the last of Roele's family was killed and the empire was left without an emperor and it fell apart.

    The Portion of the game world that I am running the game in is Brechtur. Specifically the games will be set in the Northern Basin state of Wierech. When the Anuireans started to conquer the lands of Cerillia the Brechts were one of the first nations to be targeted. The Anuireans held the lands until the death of the last of Roele's family line. Once he died the empire separated and the nation states reasserted their independence. Without a strong leader the empire of Roele fell and became a feuding group of lesser nation states.

    The Brechts while under the hand of the empire had become a prosperous collective of merchant kingdoms and with time have started to approach a truly capitalistic government. So when the empire fell they were already the monetary power of the continent. Brechts are unfortunately a divisive group of people and did not unite once the empire fell. Today the Brecht lands are a collection of independent kingdoms again without a single ruler to guide them. Hopefully this is where the players come into the scene. They will be the ones ruthless and powerful enough to unify the people under one rule for the betterment of all. (The lawful evil motto if ever I heard one.)

    Many years later a minor merchant family raised a son that had the talent for magic and he became a powerful necromancer. This Crypt Lord however grew up with a father that was bitter about what the Anuireans conquest and blamed the family's misfortunes on them. He blithely ignored his own shortcomings and instilled in his son a fierce pride bordering on fanaticism of being Brecht and an even deeper hatred of the Anuireans.

    About 12 years ago the Crypt Lord Was the Court Mage to the Countess of Talinie but his plans were mostly about revenge against the Anuireans. He got the idea that what sweeter irony it would be to use the discarded children of the nobility to unify his people and lead them to a new golden age. So after a decade of having others study the "habits' of the young noble men and the places that they frequented. The spies watched the women that they frequented as well and when the inevitable came to pass he was there to collect the childern and spirit them away.

    The reason the Crypt Lord doesn't do this himself is because he has come to the attention of the powerful political leaders of Anuirean nations and the big bad guy of the campaign is very interested in the doings of this particular person. The Gorgon is watching his movements. So he has to work though middlemen.

    With all that set up here is the basic plot as it stands now. The characters are the bastard children of blooded Anuirean Nobility kidnapped by a powerful Brecht Crypt Lord and now Lich. Their mothers have disappeared and the fathers don't seem to worried about what happened to their bastard children, well perhaps one or two actually do but they don't really count because no one knows where they are. The Crypt Lord is very powerful and very thorough about cleaning up trails. This character isn't really that involved with the campaign but he will much later in the game.

    The goal is for the characters to become the new leaders of a small nation and eventually form a new Brecht league. The campaign is so far very local politics orientated. There are some ongoing mysteries to add some spice to the game. There is a cult active in the campaign and it looks like one of the characters mother is involved in killing off a friend of the PC (The mother is actually a Succubus and one of her brothers is half fiend). The truth is very different though. I have the new Call of Cthuthlu book and will be using some of that for the some games.

    Right now I am running the characters though their adolescence. They started off the equivalent of being 12 years old and having to deal with the small town and getting to know the NPCs of the area. Each game session advances them a year in age until they are 18 years old. The small village for them is the major campaign setting but I want to get them into the court in order to start the real campaign. Unfortunatly they are from Common families and poor backgrounds. Their alignments are mostly goods and neutrals now but soon the village where they all grew up is going to be attacked by Gnolls and Destroyed. With all their loved ones either killed or taken as slaves to die torturous deaths in the Gnolls dens. I hope that will drive them over the edge to the dark side. They, hopefully, will come to the understanding that there is no safe or secure place that the weak can hide in and try to become the strongest that they can. In that strength they will become calloused to the suffering of others. Then their path to the dark side will be complete or so I hope. The Players already know that I want to run an Evil campaign and have planned for that kind of thing so that is undstood and most are all pumped about being the bad guys.

    The reason that the village will be destroyed so easily is the Count that rules the kingdom has centered the main force of his army on quelling a rebellious noble family. The count has sent a group of adventures into the village to keep it safe but has raised the taxes in order to pay them so the people of the village are torn between liking these people and hating the sorce of the raised taxes. The Adventurers will become a major thorn in the side of the Gnolls and bandits in the area and when they are away the Gnolls will attack the village en mass to show that anyone that helps the Adventures will suffer the same fate. Hopefully this will make the player hate this group of mostly good character. I want to set up the rivals early in the campaign.

    The old ruler of the lands died after the first game session and one of the three major noble families was blackmailed into supporting the old Baronets Lieutenant to become the new ruler of the area. Now in the two years that he has been on the throne he has stripped the paladin knight and his group of elite warriors of their law-holdings and installed his vassals as the law holders in the providence that the players are living in.

    I need something that will bring them to the attention of the court. Then once in court how to involve them in the plots of the nobles. Like I said I want them to encounter the court and gain positions of power in the court and be in place to play the political game and gain more power. "Power enough to take the throne and rule absolutely." (Sorry I went off on a power vacation there I am better now.)

    The players know this is going to be an Evil campaign and are working toward this goal with me. They are very excited as a matter of fact to play this new twist on the old system.

    My big question is how do I make intrigue based plots for evil characters to thrive in. Have any of you wanted to run an evil campaign and what adventures have you used or thought about using?

    The characters are:
    A young mage in training that wants to be a specialist in constructs.

    A young and charismatic bard she is looking to capture the hearts and minds of the Brecht people.

    A monk that has an otherworldly background as yet undetermined by me but I was thinking that he would possible be a Major Devil in disguise. He has even hidden the truth from himself in order to keep the secret safe. He could be a possible new vessel for the essence of Azari. But I would like to hear your suggestions.

    A Dwarven thief that has become a deputy to the local law. He was once a look out for a group of thieves but later he crossed them and caused one of their deaths. He is poor as dirt but he has great clan history and the heir to a treasure but first he will have to get it.

    Thanks in advance for any help.

    (edit note: I had to clean this up a bit. Proof reading helps
    :-D)
    A unemployed jester is nobody's foole.

  2. #2
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    Death_Jester,

    Perhaps if the group were to slay a minor awnsheghlien (such as the ones listed in the back of the Blood Enemies book) that would gain them the attention of the court?

    I suggest, (for your Intrigue ideas request) that your players encounter dueling factions of power, neither one "good" but both ambitious. Isn't there a brother/sister guild concern that is split between the siblings in Danigau? Perhaps agents of both factions approach the players with offers to see which side the PC's will support.

    If the PC's have earned the ear of the court (by performing some great deed perhaps, like slaying a minor awnsheghlien...) then their assistance could be vital in achieving a political goal for one of these factions. If such a goal involves betrayal, murder, or blackmail, so much the better for your evil group of players.

    ... perhaps your construct minded mage may be approached to create a body to replace one of the faction leaders... a body that has died from natural causes, much unlike the 'true' corpse it's replacing.

    Just some thoughts.

    (P.S. I'm watching you, Vosheimmer!) :)
    -Sincerely,
    Ross

  3. #3
    Site Moderator geeman's Avatar
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    At 05:23 AM 6/7/2002 +0200, Death_Jester wrote:

    >Over 2 thousand years ago the gods came to the mortal plane to fight the
    >Evil god Azari and his legion of Orogs, Goblins, Elves, and a race of
    >humans called the Vos.

    In the regular setting it`s more like 1,500 years. Unless you`re time
    jumping a few centuries, that is.

    >The goal is for the characters to become the new leaders of a small nation
    >and eventually form a new Brecht league. The twist is that they are Evil.
    >I am useing the AEG Evil book for a basis. The campaign is so far very
    >local politics orientated. With some mystries to boot. There is a cult
    >active in the campaign and it looks like one of the characters mother is
    >involved in killing off a friend of the PC(The mother is actually a
    >Succubus and one of her brothers is half fiend).

    You might want to reconsider making either of these folks
    infernal. Extra-planar issues become weird in BR with the issue of the
    Shadow World, and we`ve no real planar cosmology established. It`s largely
    assumed to be the "traditional" D&D one with the Inner and Outer planes,
    blah, blah, blah, but particularly in 3e there`s really no reason to assume
    that`s the true anymore. In any case, BR has the whole "gift of Azrai"
    issue in place of "traditional" fiends, so you might want to go with
    something more like that.

    >The Players already know that I want to run an Evil campaign and have
    >planned for that kind of thing so that is good and they are all pumped
    >about being the bad guys.

    It`s sometimes hard to come up with motivations for adventures in evil
    campaigns. Using the domain level of play, however, might make this a bit
    easier. It`s certainly an intriguing way to go. I haven`t really
    experimented with evil campaigns at the domain level, so I`d like to hear
    how this works out for you.

    >I need something that will bring them to the attention of the court. Then
    >once in court how to involve them in the plots of the nobles.

    Slaying a minor awnshegh (or ershegh) has already been mentioned, but I`d
    also like to suggest that you could take a look at the random events and
    have the PCs foil one of them rather than having the regent spend his own
    time and resources on it. They could also aid (at the adventure level) in
    one of his domain actions, or perform some espionage/sabotage activity
    against one of his rivals.

    >A young mage in training that wants to be a specialist in contructs.

    Establishing source holdings can be done very well using an adventure
    action in which the PC(s) must explore a particular magical area or wrest
    control of that area away from the inhabitant(s) that occupy it.

    >A young and charismatic Bard that is looking to caputre the hearts and
    >minds of the brecht people.

    Bards get undervalued in BR IMO. Their powers are often suited towards
    motivating and inspiring, which should be very valuable at the domain
    level. Consider having this

    >A monk with a otherworldly background as yet undertermined by me. But I
    >would like to hear your suggestions.

    Actually, I`ve many suggestions on this one... but none really appropriate
    to the BR list/message board. I`ve been fiddling around with a BR-Oriental
    Adventures setting as part of a whole revamp of the way 3e handles martial
    arts, which interacts with many other changes to the skill system. You
    probably don`t need all that if you`re going to run a single monk in a
    Western setting, but you might want to consider changing the class
    abilities of the monk around a bit to make the class more suitable to Cerilia.

    As far as adventure ideas are concerned, since you`re going with an evil
    campaign why not make this guy kind of a ninja type? His path to the court
    is by being a "fixer" on those occasions when the regent needs something
    done. You could consider class abilities (or prestige classes) based on that.

    >A dwarven thief that has become a deputy to the local law. Was once a look
    >out for a group of thives that he later crossed. He is poor as dirt but he
    >has great clan history and the heir to a treaasure but first he will have
    >to get it.

    Sounds like you`ve got this one pretty well covered.

    Aside from any of the particular for the above characters you might
    consider making one or more of them awnsheghlien. That`ll provide cause in
    addition to motivation for the PCs to "turn evil" during the campaign, and
    can be represented by the amount of their actual transformation.

    Hope that helps,
    Gary

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  4. #4
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    Greetings Ellendael Nightstalker,
    This last time I saw you was in Red Glade wasn't it. You seem spry and supriseingly active. :) I am glad that you have seen the post and replied to it. Considering that it was you that got me intersted in the whole Birthright setting by telling such wonderful stories it is an honor of sorts, so thanks for your ideas.
    Gary, you, I don't know personaly so don't feel that I haven't noticed your input though. I thank you for your ideas as well my friend. I have to say this is the most help I have gotten on any board that I have posted to. I was on the Wizards.com messageboard for a month without a single helpful post.

    Anyway back to the real subject at hand. Since I wrote the main post about the campaign some things have happened to the characters that have some bearing on the ongoing story arch.

    When i started the game I made a concisous decision to slow the progression of the players as much as possible in order to keep the game alive for as long as I could. Another big consideration was to tell very intimate character driven stories that would play more to the role-players then anything else. The players found out that the Bard's mother was in deed a sucubus and that her little borther was a half fiend. The lose of her family was felt very deeply by the character and she clung to her only remaining brother all the more because of it. The mother and the younger brother have disappeared without a trace.

    A little bit about the characters.
    Mirialden Ungardt is the daughter of a Rjurik wizard and a common woman that he was forced to marry because he disgraced her. At least this is what the player thinks and I am willing to let her keep right on until the day she finds out otherwise. The characters family was on a ship making their way to Brecthur when it was attacked by pirates. Her father died cursing the child that had forced him to leave his home lands. This left a pennyless mother to raise the child the best she would. When Miri was three she as out chasing butterflies while her mother was tending herd animals (her only marketable trade), when she discovered that her mother was nowhere to be found. A short time later she was found by a halfling family, the Greenbottles, that adopted her because the very young Miri couldn't pronouce her rather cumbersome name. After living with the Greenbottles for eight years she had forgotten that she ever had another family.

    (Now for a bit of back story. The woman that was supposed to be Miri's mother was a greedy golddigger that tricked the rather nieve youngest son into marrying her. Sortly afterward she was approached by some agents of the Crypt Lord with the offer to produce the young wizard's heir in exchange for raising the child. She agreeed and after going into hiding for a while she came back with a health baby girl that the wizard belived was his. His family of course disowned him and he was forced to take his wife and new baby girl with him in hopes of making his way in the world. After the death of the husband the woman forgot her promise with the Crypt Lord. Always a bad move. She was later sacrificed in order to bring her replacement the Succubus. The infernal crearure was placed in charge of finding the child and protecting her from the enemies of the Crypt Lord. During the next eight years she looked in vain and was trapped in the guise of the herdswoman in a small village. The mother, before she died was having an affaire with a prosperious merchent in the village and with him sired the half fiend younger borther of Miri. The older of the two younger brothers was the born to the mother and is fully human. After years of searching the Crypt Lord finally created a construct that would hunt all over and it has a stange affenity for the girl child. Eventually it found the girl and lead the succubus to her. So in very short order Miri's mother showed up to take the errent child home. Where she could keep an eye on her.)

    The Greenbottles were storytellers and song was very common in the house where Miri grew up. When she was old enough she went to a fair and entered a storytelling contest and of course she won. This is where the construted hawk found her and shortly after that her "mother" came to get her. Linzadara was her mother's name and she told young Miri all about the history of the family. (In other words everthing I wanted her to know about what was going on.)

    When Miri came home she was confronted with two brothers that she was put in charge of becuase Linzadara had to go make a living to support the childern. (A truly miserable life to live for this infernal creature but being bound as tightly as she was there was little choice about it. )

    I will post more on the other players in the future but for now I have to go.
    A unemployed jester is nobody's foole.

  5. #5
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    The young mage character is the most normal of the group. His background story has very few twists or turns in it other then being placed in the family and exchanged for the other child. The character's name is Reginald but eveyone calls him Regis. He is a quite bookish boy to begin with but is slowly working his way into becomming a mastermind.

    At birth a local healer woman and mid-wife had a vision of him brining death and destruction to all that he loved. She told the parents and much later the character overheard them discussion it. This has played out nicely since the village was destroyed and his family was lost during the exidous.

    His family was pretty well to do because they were loggers and be was the teamster for them. His favorite hobby was reading and dreaming of far away places.

    One day a magician can to town and took the boy aside to talk to him about what he wanted to do with his life. (The magician is in league with the Crypt Lord and knows about the childern.) He informed the young Regis that he had the blood of the gods running in his veins and had a great future ahead but only if he were to study with him. In short order they started lessions and now he is well on his way to becomming a true Wizard.

    The monk character has a bit more intersting history. He was "found" left alone on a hilltop near the village. The people that originally took him from the Crypt Lord abandoned him after the husband stated that the child was not his. How he knew is a story within itself and well be left for another day. The young child would have died except for a young tailor was happening by in time to save the child. One of the villagers detected something not natural about the child and began to activily oppose the young talior's attempts to raise the child.

    After settleing down in the area a local wizard became of the child and came to talk to him. Detecting that the boy had magical potential like he had never seen before the wizard took the boy as an apprentice. For a few years he fetched water and helped with experiments hoping for the day when his master would teach him the secrets of magic. Unfortunatly that day never came. A rival Wizard looking to take control of the sources of the area betrayed the cabel that the teacher was part of. She let it be known that she would be looking for any of the apprentices of the old teacher's.

    Finally after a few years of brow beating the tailor and whipping up the local villagers against him a the villager brought a mob to his door. The local villager had Demanded that the tailor and his "son" leave the village. During the resulting argument the tailors house caught on fire and was burnt to the ground. Everyone believed that the son was killed but he was partialy immune to the fire (for some strange reason bwahahaha).

    The monks trained the child that was very eager to learn to defend himself. They detected the darkness within him but instilled a deep sense of disapline in him hoping that his sense of duty would overcome his need for revenge. In a way it did but they only delayed the inevitable.

    When the characters ran into the sucubus she called him master in the Infernal tongue and he understood what she was saying. It was great to see him realize that he was able to speak the language and he tried to pull some information out of her but she is to canny to give away anything that could be used as leverage later.

    He came back to the village after being away for a while and no one recoginized him as the boy that died eariler.

    Then there is the Dwarven Rouge.

    Comes from the Mur-Kilad refugees that settled in the Durgen area just south of Wierech. His family is dirt poor but his father was a money lender that tried to hard to please his human customers. He did this by not charging them very low interst on any of the exchanges they made with him. He was also very generious with his money in the community. To make a long story short the dwarven rogue grew up poor as dirt and has never fogotten what hat was like.

    When he was much younger he got involved with a group of thives in the two giants tread area. While on a job he was caught by the local constibles and thrown into jail. He was the equivilent of being 9 in human years when that happened.

    While he was in jail he found out that his old gang had been caught in on job and one the leaders brother died. They of course blaimed him for not being there to keep an eye out for them. In the first game the brother showed up and to get revenge and was later killed by the Rogue. This is how the Dwarf got his bloodline.
    A unemployed jester is nobody's foole.

  6. #6
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    Recently some of the people that I first invited to come to the game decided they wanted to play. So I have intoduced some new elements to the game just last game.

    They are a Paladin of Kirech and a Priestess of Krisha. Since the players are new to the whole birthright setting I will have to make them aware of the problems of one knowing about the others faith. I see it like this the Priestess was sent to protect the paladin. The paladin has the blood of Azari and is one of the few scions that could collect the power of Azari and give birth to the new lord of shadows. I can only hope.
    These new characters are not abducted childern like the rest of the group.

    The Paladin is a female that was born in on a night when the shadow world was very close and her family disappeared. She was raised by a distant relative and since it was commonly know (at least within the family) that she had the blood of Azari the dedicated her to the Kirech. They hoped that by surrounding her with the influance of Kirech she would be less likly to become a demon or something.

    The other character is a priestess of Krishia that has followed her command to come to Wierech to find the paladin. She has come in order to watch and possible help shape the paladins future.

    As I said these are new characters and we havent seen to much of their personalities as of yet. I expect great things.
    A unemployed jester is nobody's foole.

  7. #7
    Site Moderator kgauck's Avatar
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    ----- Original Message -----
    From: <brnetboard@TUARHIEVEL.ORG>
    Sent: Sunday, June 09, 2002 2:32 PM

    > They are a Paladin of Kirech and a Priestess of Krisha. Since the
    > players are new to the whole birthright setting I will have to make
    > them aware of the problems of one knowing about the others faith.

    You have a good story which explains why the Priestess wants to make use of
    the Paladin of Kirech, but allow me to offer some subtle alterations that
    might avoid some trouble down the road. Unless you allow priests to conceal
    their patron - no displays of holy symbols, no exclamations of blessings or
    prayers, perhaps even so spells with verbal componants, meditation in
    secret, avoiding the use of granted powers, and related keeping you light
    under a bushel kinds of behaviors - its not going to be easy to keep their
    faith secret. There are only three faiths that normally have conventional
    paladins, and none of them known for getting along with the faith of
    Kriesha.

    What if this priestess was at least partially devoted to Belinik. As such,
    they could bond on the "I like to fight" issues. There has been talk on the
    list about how followers of Kirech might even be vulnerable to the
    temptations of Belinik.

    You`ll need to be prepared for what happens if 1) the Kirech paladin finds
    out about the Kirech priestess and ostracisizes or kills the enemy priest,
    or 2) is untempted to subtly alter his devotion from Kirech to Belinik, and
    the loss of granted powers will be a clue that this is happening.

    Perhaps his leader is already /really/ a priest of Belinik just mascarading
    as a priest of Kirech, and the charatcer is really devoted to Belinik under
    an assumed name.
    "Hi there, I`m a paladin of Kirech, Lord of Strife and Prince of Terror."
    You`d have to fiddle with the Paladin`s powers this way, though. That would
    explain what the Belinik and or Kriesha people know about him.

    What you want to avoid is the party splitting up.

    Kenneth Gauck
    kgauck@mchsi.com

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    Thank you for the information about the possible cross over worship of Belinik. Both the Paladin and the Priestess are new to the birthright setting. The priestess is played by a man and his only exposure to the world has been though the computer game. The paladin's player hasn't played since 2nd ed before the skills and powers came out so she is a little rusty.

    I had hoped to use the priestess as a spy/agent provoture deep with in the enemy territory. Since she was sent to convert this paladin by an agent of her god I would allow a special dispensation for her to cast spells covertly. At least until the paladin was swayed to the darkside. However putting Belinik/Kirech crossover does make it a little easier to get them together plausabily and then blur the lines between the two religions.

    I have a plan forming in my head about getting lost in the thick of combat and the joy of the kill taking control. There while the blood is pumping and the joy of being alive by pitting oneself aginst an enemy you could get swept away. When the fog of battle lifts from her eyes the enemy that was threatening her with sword is reveiled as a young child that was cowering behind a stick.

    Perhaps not but I would like to hear how you would get a paladin to willfully do something to lose their paladinhood. That would be an intersting story within itself.

    Thanks to all that have read and especially to those that have posted here keep the suggestions coming.

    Thanks Jester.
    A unemployed jester is nobody's foole.

  9. #9
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    Quoth Kenneth Gauck <kgauck@MCHSI.COM>

    >Perhaps [the paladin of Kirech`s] leader is already /really/ a priest of
    >Belinik just mascarading ss a priest of Kirech, and the charatcer is really
    >devoted to Belinik under an assumed name.
    >"Hi there, I`m a paladin of Kirech, Lord of Strife and Prince of
    >Terror."

    I don`t usually see Belinik as being subtle and manipulative. He strikes me
    as being like the Vos, blunt and in your face. This doesn`t mean their
    can`t be a few puppet masters in their ranks, however. So, perhaps the
    Kriesha connection explains that part of the story, since Kriesha is a more
    subtle, planning, and conniving diety. What strikes me as most interesting
    here is the idea that Azrai is involved.

    You don`t have to figure out how he is involved just now, and its probabaly
    better to remain flexible on that point for a while, but ultimatly you`ll
    need to figure out how Azrai is involved. Are B&K "resurecting" him? Is he
    directing B&K? Is he directing the followers of B&K without their direct
    involvment - if so, how will they react to his return? All of them have
    good story potential, but each will provide a different consistency when the
    players become powerful and capable of knowing the deep secrets of the
    campaign.

    Hieronymus Agricola
    wizard, alchemist, used Varsk dealer

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  10. #10
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    While checking out Travis Doom's conversion I saw nothing that suggested anything like a cross over between Belinik other then the fact that they both have war as part of their domains. I will try to work that angle anyway.

    As for the involvment of Azrai I am thinking like this. Azrai wasn't killed in the final battle but locked away from the world in a place like a sphere of anniliation only it is a prison plane. The place they send naughty little deities that try to take over the world and the like. The only connection he has to the materail world is his blood line in the various scions that populate world.

    In order to get out he will need someone with his blood essence to take his place on the other side of the prison. Since the Gorgon is busy scaring the heck out of the Anurians it will take someone else to do it. She is getting the patsy ready.

    If anyone is familiar with the Wierech setting they know that Darold Wolkern the High Priest of Sera's Perfect Symitry has neglected his duties in the area and since then the church of Krich's Thundarr has been gaining ground in the area.

    Well in my game the church of Sera has split into two seperate denominations one the origial church and a sect called Sera's Bounty. The truth behind the demise of Sera's perfekt symmtry is that a long time ago (in a galaxy far far away tm. patent pending ect regular disclamer stuff) the Maesians imprisoned a powerful Devil in the area. When the Gorgon summoned so much of the magical power of the area it weakened the prison. The ineraction between the anchient prison and the Gorgon's magical assault has caused the land to be cursed until such time as the land is cleansed. That will require an item found in the runined tower of Aldersburgh.

    A young farmer in the campaign area found the prison of the Devil and was presented with a chance to change his life for the better. All it cost him was the sacrifice of his wife. He took the offer. Since then he has been the head of the new chruch of Sera's bounty but only the priests know he has anything to do with it. They are pulling power from the Devil and are able to cast some miner spells in his name but not much.

    Anyway I want the players to confront the diabolist and after taking him down dismantling the order and that should leave the area open for the priestess of Krisha to establish a new church. She will of course be fighting the knights of Kirech for the lands.

    This is just some random thoughts but some of the background as well.
    A unemployed jester is nobody's foole.

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