New DnD Campaign (WIP)

a thread by Vahruun started on 2188-12-25 00:15:31 last post on 2189-01-06 20:36:13


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Vahruun It's "Universal" Motor Works, people, not "Ultimate".
So there's this idea I have for a DnD campaign that really makes me wish I was capable of GMing. I'm not, so I'm just going to post the idea here for anyone who wishes to take up the mantle. Please note that this is inspired in part by Alex's Kislameet campaign. The premise?

Fantastic Racial Integration



Here's the rundown: 250 years ago, an orcish tribe has made camp within about 10 miles of a human kingdom. Nobody knows who "fired the first shot" since they found each other, but the fact is they started a war that has remained locked in nearly perfect stalemate since then. The cadre of authority on both sides each insists that it was the other that started it, and no one has bothered to investigate and been heard from again. The current generations of both don't even know why they're fighting, other than because it's something they've always been doing. In the interim, factions of other races have thrown in their lot with the side you'd expect them to according to DnD traditions (elves, dwarves, halflings, etc on the human side; drow, goblins, kobolds, etc on the orc side). Of these and the original brawlers, some want the war to continue indefinitely, some want it to end decisively in their side's favor, some just want it to end, and some want to exploit it for their own benefit.

The party is, of course, trying to take things in a direction that nearly all of the above consider absolutely ludicrous. They and their allies (favorable NPCs) and their superiors (quest givers) are playing an extremely dangerous game of diplomacy and intrigue. The goal? A united kingdom forged of the two populaces blended together without the hate of their ancestors controlling them. This is, as is to be expected, quite possibly the hardest fight there is, because you have to think about all the ramifications of who you kill, and how. And more importantly, how the public thinks one of your enemies has been killed, and why. Ideally, you wouldn't be killing anybody since this is a diplomatic objective. Then again, ideally, two kingdoms would not have been at war for two and a half centuries.

Anyway, if the players decide to make a multiracial party, they can only meet and associate either in secret or at the lodge until/unless they manage to end the war. From then on, they can be a little less discreet, but please remember that discrimination has long outlasted outright violence.

Their guild will have a meeting hall in a lodge located in the large grove stretching between the two settlements that has inexplicably never been cut down. Nature magic is suspected. Said lodge has only occasionally been found by authorities of either city (who either want to destroy it or are under orders to do so), and never when they have the man/firepower to do anything about it, or in the same place twice. Arcane magic is suspected. Supporters of the cause get special emblems they must keep on their person if they ever want to find the lodge, and if the person is ever caught, they invariably walk into an ambush. Divine magic is suspected.

Some standards regarding chosen races and classes:

Races


Humans and Orcs:



These are your bread and butter races. There's nothing really special about them other than the fact that they're the ones who are the most tired of the war, and are the best at selling the idea of peace (provided they have any skill at selling anything). It is uncommon for any among them to have thought much farther than that point, however.

Elves and Drow:


NPC: These are your intelligent, manipulative extremists. On both sides. The biggest difference between the two is that the latter makes no effort to hide their view of their own allies as inferior.

PC: You are either a rebel against your house or a spy for them, and obviously you'd be hiding either of these traits. Sorry for the limitation, but that's what extremism does.

(more to come as I sort things out or other people fill in the gaps for me)

Classes


Paladin:


NPC: These people form the Royal/Imperial Guard. They are all dedicated either to their faction's war god or to eliminating the neighboring threat, whether by attacking the other city or defending it from attacks. There are a few gems among them, but generally it's best to not try to negotiate with them until/unless the Integration has made enough progress to reach the upper echelons of authority, or the players have done something phenomenal. Exceptions are made if they have your guild's emblem.

PC: This class is only available in multi-class, since in order to have joined the movement, your character will have to have at some point given up their dedication to the war and from that point until they were accepted, learned how to survive without any of the support normally afforded followers of their career paths. Luckily, the PC Paladins aren't the first of their kind to try taking their devotion in a new direction, and they can swear their oaths before the ones residing in the guild lodge. Whether they choose to do this before or during the campaign is up to the player.

Cleric:


NPC: These guys enjoy a nice cushy role as the most trusted advisers of the throne and shepherds of the people. The ones on the human side make obscene amounts of money in donations and have little to nothing to pay in taxes. Those on the orcish side are also filthy rich, because they are awarded all offerings to their god that wouldn't actually be useful in a battle (the "savage race" war god is more pragmatic than the "civil race" one). Both sides love the paradigm being exactly where it is because their religious leaders have at least as much power as their respective state leaders. As with the Paladins, it is best to not try to negotiate with the ones in the cities until/unless they have no choice but to accept the superiority of your position. Or unless they have the guild's emblem.

PC: As with the Paladins, you are an outcast from your Order, however, multi-classing is not necessarily required. This is because unlike the Paladins, who have to have their pledges formally witnessed, Clerics need only wait for a response from whichever god they take up once they have surrendered the dogma of their war god. Which can take a week, tops.

Skilled classes (Rogue, Bard, Adventurer's Handbook classes) are the favorites for this campaign. Things will go much more smoothly for them, whereas the clerical classes will have it much harder. Intelligence, wit, and skill with speech/PR will get you much further than power and brute force. That is not to say the latter are not necessary, as the party and their guild will most certainly have to defend themselves, but one of the objectives is to end a war without completely destroying either side.

That's all I have so far. Please comment, critique, and or provide suggestions if you will.

Smile! You're in a UMW.
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Puzzle-Box Logician An idea is valid no matter its source.
Aww! This would have been the perfect campaign for the changeling spymaster I have rolled up (well, still a rogue for now...). Sounds like an interesting campaign; if it ends up happening, good luck with it!

((OoC: Avatar now in color thanks to the ever awesome Neila!))

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