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A CAMPAIGN HISTORY USING STARWARS
CY 890
You are in a Republic spanning thousands of petty Baronies and Guild holds. While each of the Baronies has a seat in the Senate in the great Capitol (Lets call ours Cabidos), the Guild only has influence through Trade between the Baronies. The Forum is a hotbed of Politics and whatnot who cannot even be trusted to carry out their jobs without profiting from/twisting the outcome of events to their own faction’s advantage. Thus the Chancellor of the Republic Seeks a Neutral Arbiter to handle the negotiations between the Guild and Navaar.
All you need know is that you are a junior Priest in the Church of the Republic (which stays out of politics) and that your master has been dispatched by the Church to investigate the current situation in the Barony of Navaar which is under a trade blockade by the Merchant Guild. Apparently Navaar is offended by the monopoly on trade that the Guild represents. Basically the Trade Guild employs an army of metal golems to move Trade-goods; something that offends the Baroness of Navaar who sees an advantage to doing away with the middle men and conducting Estate v. Estate commerce.
Anyway as a junior assistant to a real Cleric of the Church (one who can cast detect lie), you escort him to the meeting...
FACTIONS: The Church of the Republic – for a long time this monastic church has stood for neutrality and justice in the Republic with little to no interest in the Politics of the Republic. However this is changing.
The Trade Guild – As a merger of the Banking Guild, Commerce Guild, and an assortment of Labour Guilds, they have become a major power with little Political representation other than through those Barons they influence.
THE ART OF NEGOTIATION
You reach the Blockade. The situation has obviously deteriorated since the last report. The Blockade is showing signs of Working but this is not some neutral arbitration. Your high ranking cleric master suggests that he is here to end the guild embargo in the Barony’s favour rather than to oversee negotiations as an impartial observer on behalf of the Chancellor and the Republic. This is validated when the Baroness smugly suggests that this is the case and that the Guild is to be forced to concede its monopoly on Trade.
The Guild members present realize this fact that the Church Representative is here to push through a settlement in favour of the Navaar and conclude that the Church is just another faction in this matter. It begins an invasion using its golems as troops and sets about eliminating the Church Arbiter, and the riverboat crew which transported him and his assistant to the meeting. The meeting never happened. The Neutral Arbiter has not arrived. In a way this is truth because there is nothing neutral about the Arbiter or his intentions. The Church of the Republic has become a political player.
Escaping Assassination by the Guild-master, the Church Arbiter, and assistant must make their way into the Barony of Navaar and its Castle by stowing away on a landing barge filled with Golems.
The Arbiter and Assistant make contact with a kobold of the Wood who offers them shelter in the secret Kobold city in a flooded cavern beneath the palace. They eventually are able to sneak in to the Castle of Navaar via a tunnel from the flooded Cavern that exits in a Well in an outer Garden. From there they can sneak into the now over-run castle and rescue Royal Hostages.
Escaping on a Royal Yacht, The Arbiter, assistant, and Queen-in-Exile along with a Double, retinue, and a loyal Ship’s Captain flee Navaar and are forced to make for a Freeport outside the Republic across the lake which the Barony backs against. Across the large lake is the Badlands.
A CONVERGANCE OF PATHS
The Yacht makes land fall down the coast from the Freeport so as not to draw attention. They have taken some damage and need a new Mast if they are to make it back into the Republic and on to Cabidos. They can get a new mast but lack funds. Currency is worthless here as trade is Barter. They must wager what they have in a chariot Race through the badlands (where contestants are attacked by nomad raiders). The young hero they must wager their destiny on is currently a child slave to a merchant who has that ships mast they need. Along with the Mast, they buy the boy and he becomes property of the church.
As they prepare to depart in their repaired Yacht, a Cleric of an unknown church cleric attacks the Church Arbiter.
LANDFALL IN CABIDOS
The yacht makes landfall at the docks in Cabidos. The Queen-in-Exile is met by the Senator for Navaar and departs to put her case in the Senate, and the Clerics of the Church go off to report to the Church of the Republic’s council of Patriarchs. Concluding the Senate corrupt and the Chancellor is incompetent; the Reagent-in-Exile is manipulated by her Senate representative (Senator Palatine) into removing the chancellor from office. Senator Palatine is quickly elected Chancellor of the Republic as the Queen returns to Navaar to raise an army in revolt.
THE NAVAAR REVOLT
The Church of the Republic dispatch representatives to serve as bodyguard for the Queen of Navarr as she perpetrates her uprising with the Aide of Kobolds. In the Castle of Navaar, the Church Arbiter encounters the same Assassin (now determined to be a cleric of some evil Church Faction thought extinct). The Guild Master is captured, and the blockade is broken with the Aide of the Kobolds.
INVESTIGATIONS
The Church investigates the assassin and decided that he was indeed a member of the evil church thought exterminated long ago. They conclude that the articles of Faith in the dark church simply cannot be self taught and must have been instructed by an Elder. Somewhere out there is a major cleric of the dark faith.
CY902
It has been twelve years since the death of Church of the Republic Arbiter Kanelis at the hands of a Cleric of that Evil Church Faction thought forgotten to the Past.
THE DEATH OF DIPLOMACY
The Queen of Navaar now attends the Senate regularly as a direct representative. Her Yacht is attacked (destroyed by some explosion after putting in at the docks) and her decoy killed. This is the beginning of a number of Assassination attempts to be made on the Queen of Navaar’s life.
A second attempt is made when two giant centipede are slipped through the window of her Apartment while she sleeps.
Her Security is led to the Assassin (a doppelganger) who is in turn assassinated by her employer.
The Queen of Navaar prepares to return to the Safety of the Barony of Navaar.
SECRETS OF THE PAST
Investigating the Poison used by the other Assassin employed to kill the Assassin sent to kill the Queen of Navaar, The Church finds that its own Archives have been tampered with and its maps, so detailed, that they included every isolated farm and village of all the Empire has been doctored. A drift-port once located on the map in an isolated bay has been erased. More importantly the wizards there are known to be involved in the creation of Specialized Flesh Golems who are all perfect duplicates of Humans rather than the remains of body parts assembled into a mismatched creature. They are living Golems.
A PATH DIVIDED
One Priest of the Church of the Republic is sent to Navaar with the Queen to function as her bodyguard while another is sent to the Forgotten Drift Port to investigate what is happening there.
DISCOVERY AT THE DRIFT PORT
The Wizards are creating an army based on a single template – a mercenary. They have been busy at this task for the last ten years. It is revealed that the request for this army was begun by a Priest of the Church of the Republic who died about ten years ago.
The Individual being used for the Template is revealed to be the Assassin who employed and killed the Assassin sent to eliminate the Queen of Navaar.
A PRIEST’S DESCENT
The Cleric sent to serve as a Queens Bodyguard begins to fall for his charge. She decides to abandon the idyllic paradise of Navaar and divert to the distant Freeport where she first met this young cleric as a slave.
THE OTHER ARMY
The mercenary flees to a hidden Port giving haven to the Trade guild who is constructing an army of Iron Golems there for the Rebel states of the Republic.
The Priest of the Republic follows and on his discovery of this new threat sends a carrier pigeon to deliver a message requesting assistance moments before he is captured.
A PRIEST’S FALL
In the Freeport, our Priest and his Charge learn that his mother has been purchased by a farmer who married her, and since has been lost to Raiders. Outraged and furious the young cleric hunts them down and kills the raiders to the last child and returns with the corpse of his mother. He burries her corpse just as a carrier pigeon arrives with a message that he must relay to Cabidos.
A CRY FOR HELP IS HEARD
With the Message relayed, Queen Navaar departs with her bodyguard with a plan to Aid the Priest of the Church of the Republic who has encountered an Army of iron Golems on a distant world giving shelter to the Guild.
She and her companion are soon captured, tortured and reunited with their lost companion and thrown in a fight pit with an assortment of large creatures. The other members of the Church of the Republic soon arrive with an army drawn from the ranks of the Flesh Golems created in the Drift Port. They are led by several Patriarchs of the Church.
THE REBELS FLEE
Count Duran (once a Cleric of the Church of the Republic) is found to be directing the efforts of the Guilds in this Rebellion against the Republic. He and many of the Rebel leaders escape during the raid on the Port.
This is only the beginning of the Golem Wars as the army of Flesh Golems are placed under the Control of the Chancellor and he is granted a military authority by the Senate.
A FORBIDDEN THING
The Queen of Navaar weds her Priest bodyguard in secret.
CY905
SURPRISE ATTACK
The Republic battles a fleet deployed by rebel States off Cabidos. During the conflict the Chancellor of the Republic is abducted. Young Clerics of the Republic board the rebel flagship and return the Chancellor to Cabidos.
THE CHANCELLOR’S PRESENCE
The Chancellor appoints a Junior Cleric who rescued him from the Rebels to the Patriarch Council of the Church to function as his representative to the Church.
THE REBELS ARE AT MOHAM
With increasing numbers of its Patriarchs out of the Capital, leading the army if the Republic against the Rebel states, A Senior Cleric is dispatched to investigate rumours that the Rebels are hold up near Moham (a merchant port on the edge of the Desert). A battle begins between Rebel and republic Golems for control of Moham.
A COUP IN CABIDOS?
The young cleric in the service of the Patriarch discovers that the Chancellor is in fact an Evil High Priest of the Evil Church they have been searching for. Alerting the remaining Patriarch, a battle between the Chancellor and the Patriarch begins. With the Apparent death of the Patriarch of the Church of the Republic, The Chancellor informs the Senate that priests of the church of the republic have attempted to overthrow the Republic and orders the Army to eliminate the Clerics of the Church.
BETRAYAL
All across the Republic, Clerics of the Republic are assassinated by their own Golem Army at the instruction of the Chancellor. Few Escape.
In Cabidos the junior cleric attached to the Chancellor surrenders to the Will of the Chancellor and Converts to his Faith.
The Chancellor orders him to slaughter the Young Trainee priests remaining in the Church Temple.
MISSION TO THE MINES OF DUR
The Chancellor’s Representative and new Cleric is dispatched to the Mines of Dur to eliminate the surviving leaders of the Rebel faction. He slaughters them on arrival.
COLLISION AT DUR
A Surviving Cleric of the Church follows the Chancellor’s young cleric to the mines of Dur and confronts him in a terrible battle to the Death. The chancellor finds the dying and broken form of his Cleric and binds the soul of his junior cleric into an Iron Golem for his own Survival.
SURVIVING THE NEW ORDER
The Chancellor declares himself Emperor.
With so few clerics left, the remaining Clerics of the Church of the Republic go into hiding beyond the edges of the Republic.
...And there you have it. The First three Star Wars films converted to an idea for a D&D campaign setting.
The Emperor takes Royal Hostages to keep the various Baronies in line, and begins work on a weapon of mass Destruction – The DOOMWHEEL a giant Wheel/moving Fortress which he will be able to roll over Castles and towns that resist him while the few Priests of the Church of the Republic go into hiding relying on a new Rebellion to throw the Emperor and his Golem-Bound Priest down.