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Campaign: After a 300 year long war, the two warring nations, Altos and Sumerina, along with

the dozens of city-states across the continent of Valta, enter into a ceasefire. During the war millions died, and only due to the peaceful intervention of the Order of Light did the fighting end. Now, the two crushed, war-torn nations (and the smaller ones around them) are trying their best to recover. The world needs heroes to restore faith and hope to those who have had their whole world shattered by war. The PCs are those heroes. Possible Enemies: Black Hand of *Secret+ AKA, Black Hand Terrorist group of religious fanatics who worship a legendary elder god of insanity and death. These people are devoted to horrific actions against civilians and innocents, and their preferred methods of attack are those that spawn intense psychological damage. Commonwealth of Tsaria Three independent countries under the rule of Tsar Hector. Lawful evil lawful neutral, militant, and totalitarian. The people generally love their country in the same way that Russians and Chinese communists love their country, and they support it even with its evil methods. Secovatos Similar to Illuminati. Working through multiple corrupt politicians to form a New World Order, under the power of a group of wizards of varying alignments and agendas. In actuality, this group might not even exist, but might rather be a fictional group that the PCs can debunk, relieving the populace. Hackslash bandits A group of marauders under the lead of Hammer, a legendary brigand. They are massive in number, and the continents militaries are almost solely devoted to fighting brigands, especially these brigands. Cult of Vecna Cult devoted to death and magic, and the presence of kidnappings and ceremonial killings can be largely devoted to them. Spiders A well-known clan of vampires that have vast wealth, noble bloodlines, and in some cases political status. They get their name from the spider because they suck the life out of their prey, and can remain hidden for years in dark and secluded buildings, waiting for all who remember them to die out before they descend on their prey yet again. It is rumored that this group has shrunk to a small size, and that a group of determined hunters can take them out once and for all.

Order of Light groups Groups that are associated with the Order of Light. The Order of Light is an ancient organization devoted to peace, protection, freedom, and all things good. They stated out small and remained small for 600 years, until efforts by Order members helped negotiate peace for the Three Hundred Year War, causing thousands to join its ranks in some form or another. Those associated with the Order range from guards to scribes, soldiers to historians, lawyers to engineers, teachers to farmers, and even winemakers to doctors. The Order spreads charity and knowledge to those who need it, acting as a medieval U.N., giving away food, medicine, knowledge, shelter, and other needed materials as well as physical manpower for purposes of building or fighting.

The Order is increasingly popular group not only because of its charity work, but because working within it provides members: A minimum wage of a gold piece a day, with some members receiving thousands of gold pieces a year. A keep for all knighted men and women (usually given around level 6, starting with roughly 100 serfs and peasants; the keep and its surrounding town are upgraded by the Order as levels progress and gain more people as they learn of the characters fame and honor). Health Care. Free basic foods. Time off. Free equipment (only as needed). Tax cuts. Access to secure areas and special facilities. Legal help. Free education for yourself and your children. Retirement (at age 70). Bonus perks associated with working for the Order (gifts and respect, mostly).

Each member of the Order has to go through a Basic Training, regardless of their chosen profession. It normally lasts two months, but it is paid (2 gp a day). The training isnt very rigorous, and it mostly is comprised of geographical information, legal information, ethical debates, study of magic, a 1-mile armored march each day, basic weapons training (Point that end away from you.), an optional advanced weapons training, an optional reading advancement class, medical training, and basic people skills. Soldiers are to take an advanced combat class and law enforcement members are to take a separate advanced combat class and a advanced legal course. Both are two weeks and a day (fortnight). Other members enter classes specifically for their occupation.

As a result of all this training, each member is at least a level two, and they can read scrolls, cast all level 0 spells, and soldiers and law enforcers are given martial and simple weapons, armor, and shield proficiencies. Other members are proficient in all simple weapons, light armor, and shields. All members are given equipment needed for their jobs at the end of training.

Peacekeepers These men and women are respected rangers who work for the Order of Light, acting as peacekeepers (hence the name) and international police. They do not enforce local laws, but rather enforce laws against harming society and humanity, and all local guards are required to assist them or face arrest, while leaders who refuse to assist them are removed from the Treaty of Peace.

Peacekeepers will actively protect those who need protection, and are allowed to go to great lengths to do so. Peacekeepers are allowed to commit vigilante killings if they present evidence to leaders of the Order of Light proving that the killing would be just, and if they agree. However, it is still illegal in many (but not all) countries, and the Order can do little to help a captured peacekeeper. Peacekeepers are normally skilled in archery, bladed weapons, and firearms (something rare for militaries and almost unheard of in law enforcement). They prefer to wear light or medium armor, as it provides protection without hindering their ability to travel long distances; they also wear the colors of the order (forest green, dark blue, and white), wearing green hoods and dark clothes, while using small amounts of white and blue. They rarely will speak unless a situation requires it, preferring to use their appearances as a deterrent instead. This isnt a personal practice, but rather one required by the Order and in some places by law: it makes sure that nobody can be harassed by the peacekeepers. Peacekeepers as a class are rangers, but Favored Enemies are replaced with Authority that only extends to level 10. At level one, the peacekeeper can make arrests and kill those who resist arrest or who are a danger to others. He can also request help from local authorities, who may provide information, help during an operation, or lend up to 10 guards or soldiers. At level 5, the character can use his rank to summon a vigilante squad without approval from local authorities. The squad consists of up to 10 commoners or low-level warriors, and all who are involved are immune to local law associated with forming a posse. In order to do this, a Diplomacy or Intimidation check must be made, with an extraordinarily supportive crowd getting a +8, while an extraordinarily unsupportive group getting a -8. It can last up to a week, and it will refuse to help in actions unrelated to the initial cause. At level 10, a band of soldiers or guerrilla fighters can join if a large force is threatening them or others. These men will do as they are told and are all comprised of level 2 and 3 warriors. They will last as long as fighting related to them continues. The DM is to adjudicate the use of this ability, and he can provide more or less men depending on the circumstances. Instead of Endurance, the character gains the ability to Condemn a character once a day. It is a touch attack (spell-like) that forces the victim to realize the atrocities he has committed through the eyes of his own victims, experiencing their pain and suffering (DC: Peacekeeper lvl + Wisdom + d20). They will become unable to move for 1d8 rounds, and they will move one alignment towards neutral good. This ability may not work against hardcore enemies for more than a few days. In order to revert back, the creature makes a DC equal to the original DC +1 for each day that has gone by since. The peacekeeper may choose at level 4 to have either a familiar or an animal companion. Instead of Wild Empathy, the peacekeeper has Empathy, which may be used on animals at a -4 or magical beasts at -6, but may be used against hostile people who are at least equal to your level. They must not be fighting you already nor looking to attack you before you got there (i.e., an assassin). This gives them a +4 Diplomacy against people who meet those requirements and neutral and positive people.

Order Crusader These are holy paladins (and sometimes clerics) who have been given a rank of knighthood within the Order, who are tasked with killing devils, demons, and sometimes undead. They all hold status in a church (can be of any church that isnt evil), and they gain membership as soldiers in the Order military. They gain a brigade of soldiers at knighthood (usually level 6), who can be sent out to defend areas (that request defense) or to assist armies in combat maneuvers that are approved by the Order. The Crusader arm of the Order is strong, with many mages being assigned to design scrolls and magic devices for them. Crusaders are required to be a paladin or cleric within a church. They are specialized in two-handed weapons of any sort, ranging from war hammers to claymores. Heavy armor is always preferred, and many crusaders have spells cast upon them that makes sleeping and performing common duties while in armor comfortable for them. Shields are rarely used, and are seen as a cowardly tool by many crusaders. Sneaking is a dishonorable thing to crusaders, who think that fair fighting and military formation fighting are the only way to engage an enemy (though this should not be intended to mean that they are unprepared to evade foes and fight less-than-honorable enemies). Crusaders are just like paladins, except They do not have detect evil, but they do have detect devil, detect demon, and detect undead. They also have Turn Demon, and Turn Devil. They do not have remove disease, but they have Inspire, which gives a +1 moral bonus to all allied attack rolls within 30ft. They gain 100 soldiers (read above).

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