NERO: New York Suggested Plot Skeleton for Ashbury Campaign John Finnegan Introduction: This proposal is an overview of a suggested Plotline for Nero New York. This plotline assumes that A) The setting ofthe game will take place in Ashbury B) That the current rule system used by Nero will be utilized and C) that play will begin at about first level. The organization of this proposal will be structured at follows 1) Plot Synopsis for each plot scenario 2)Special Nonplayer Character Descriptions and their motives 3) the Ramifications of each scenario in an OOG context.) Within this proposal are three distinct scenarios. The first scenario is the main theme of game plot and therefore has several subplots (which will only be BRIEFLY touched upon in this paper - further discussion of these plotlines can be explored in the near future) included its description. The other plotlines are less developed and are strictly complimentary to the first. On a personal note Mike, I appreciate your looking at this proposal and hope that if you decide to use it you will allow me to run a weekend and might consider me for a permanent position you Plot Committee in the near future. Plot Scenario One: Out of the Ashes, Ashbury's recovery from Cataclysm Plot Synopsis: The state of Ashbury prior to the first weekend is idyllic. The Duchy is prosperous and secure. Despite the growing tension of a possible war between Evendar and Ravenholt (occurring on Ashburian soil), the general state of the populous is calm and content (as it has been for many years.) This ends shortly after the arrival of an organized and ingenious group of Necromancers into the Duchy. This group, called (tentatively) the Red Enclave, are a group of dissidents who have fled from the City-State of Jhivante (a place of great evil and foulness.) They have chosen Ashbury because they view it as weak and potentially perfect site for a new center of chaotic supremacy on Tyrra. For months they have slowly been placing operatives in places of power and been formulating a hideous display of their power, in hopes that they can force the Ducal government to its knees and bend to their will (as Sutherland did in the past.) The vehicle of their domination of Ashbury is a necromantic plague (Tentatively called the Red Death, Chaos Plague, etc.) that by the end of the first weekend will claim the permanent Death of nearly one third of the populous of Ashbury (Note: This does necessarily not mean Player Characters, but the behind the scenes citizens of Ashbury.) The plague will be countered by the forces of good (several life elementals) who upon being convinced to help - will help to check the plague and help Ashbury regroup and combat this dire threat (the Red Enclave.) The Red Enclave will introduce the Plague to Ashbury via the Vampiric Wererat, who calls himself Kathraxus Lord of Rats. The Rat Lord and several other rodent lycanthropes will possess the ability to infect their victims with the plague. Once and individual is infected then they will become contagious and unless the cure is discovered within one hour they will die. Unfortunately the lord of rats has a huge entourage (horde?) of giant rats who carry NORMAL disease (which can be resisted) so that it will appear that the rats are not actually the cause of the plague. The life elementals will appear and offer help the Duchy, provided that the citizens can prove they deserve it. (They do not want to help an already evil place like Sutherland or Ravenholt.) After undergoing a series of tests, the elementals will detail a cure and how to stop the treat of Kathraxus. In between weekends the chapter will learn that thousands have died - causing drastic problems in the once peaceful Duchy. The once peaceful Duchy of Ashbury will become a land of death and despair - its woes attracting the attention of its people and fortune hunters from the entire kingdom. In addition to defending itself from the pressure of its strong competitors (Niman, Rotaria, Volta, Quentari, and Ravenholt) with the OOG demise of a the noble population and the army - valuable positions of political power will be offered to those who are shown to be worthy. In a very short time, the quiet little Duchy of Ashbury will become a dangerous and very exciting place... Subplots: Trellhiem in revolt: With the weakening of the Duchy the Trolls of Trellhiem - angered at their treatment and their status within society will revolt. This commonplace and usually uneventful occurrence will become extremely frightening and widespread to people of Ashbury. Trolls will actually gain ground and threaten the Duchy from within... The rising of a Troll King will occur and the war with them will escalate until their eventual defeat in a bloody war at the end of the first year. The Troll King could become an important NPC character as he will seek to actually negotiate with the Duchess and attempt to gain rights for his people. The roleplaying and debate value of whether a troll is a person will rage throughout the Ashbury campaign's lifetime - as pockets of angry trolls would still torment hapless citizens. The Migration of Monsters: With the border forces barely adequate, large amounts of Goblins, Lizardmen, and other unfriendly humanoids will pour into Ashbury from Niman, Volta, and Ravenholt. Monsters will set up lairs and slowly regain power in the Duchy as the initial sedentary nature of the populous and the weakness of the army allow them weaker pickings then in the northern Duchies (principalities.) The rising power of the Red Enclave will cause an increase in the spontaneous generation of lesser undead such as skeletons, zombies, ghouls, etc. The increase of necromantic energy in Ashbury will cause mutations and all sorts of strange Phenomenon (The Brood? Chaos rifts?) The increase of monsters in the Duchy will make traveling in the countryside more hazardous, but the Duchy will still possess the means to keep most monsters out of the larger population centers. Encroachment: Neighboring Duchies will begin to infringe upon the borders of Ashbury. Amoral governments, such as Rotaria and Niman will seek to acquire estates and towns from the border causing immense political intrigue within the capital. Agents and emissaries will be constantly inundating the Duchess with offers to "HELP" secure the Duchy's borders, when in actuality they will begin to occupy selected portions of Ashbury's possessions. Ashbury will gain support from Evendar, declaring the validity of its possessions, but Niman and Rotaria will refuse to cooperate. Thus assassinations might become more commonplace, and peace among the civilized gentry a thing of the past. The Rise of the Red Enclave: With the partial success of their plague, the Red Enclave will begin its agenda to take over the Duchy of Ashbury. They will begin acquiring ritual components to increase their power (attempting to turn their numbers into powerful undead creatures - Liches, Vampires, Deathknights, etc.) The Red Enclave will try to capture high level nobles in order to "convert" them under their control - changing them into undead. They will also try to terrorize the populous in order to soften them up for their ascension. The Enclave will chose one Barony to control (perhaps Norden) and will build and immense compound - eventually which will be the sight of a huge adventure (a combination of Sakalid/Brood) in which the heros of Ashbury can attempt to end their evil forever... Non Player Character Description and Motive Summary: Red Enclave: Ichorax(Sycorax) the Undying: A Greater Vampire (THE BAD GUY\GAL) and former member of the Jhivante Senate. (S)he fled after a failed attempt to concentrate enough power to become sole tyrant of this boiling sore on the face if Tyrra. (S)he gathered his\her household and servants and fled half the world away to begin to muster his\her evil armies to control the weak and pitiful Duchy of Ashbury. (S)he is the mastermind behind the Red Death and intends to profit on the new supply of fresh bodies and the problems that will arise from the chaos the plague has created. (S)he seeks to become ruler of the Duchy, and increase the power of his\her servants by making them into greater undead- therefore in addition to infiltrating Ashbury with his minions (S)he will be constantly searching for components to increase her\his power base. Friar Folsom: Ichorax's right hand is VERY insane. At night he dons a mask and becomes the terrible necromancer CREEPSHOW. A biata by ritual, Folsom uses his mind to warp and twist those around him. Ichorax places Folsom within the Healer's Guild, in hope of gaining access to components and knowledge of his/her enemies. Other personalities can be added to the Red Enclave as Plot sees fit. I personally would suggest that *ALL* greater undead be a direct result of this group of Necromancers. NPC necromancers of a significant level should be affiliated with this group and will drop hints and give up information about this group and their whereabouts if captured and put under interrogation. Players should be allowed to establish ties to this Non-player group, but would only be considered as a valuable asset to be used (but not likely indispensable.) Any PC who gained political power (and was a necromancer) would likely be "invited" into Sycorax's inner circle (initiation is a bite on the neck... Hee Hee Heh) Encroachment: Ambassador Martin "The Dag" Trives: A rotarian ducal emissary (read assassin) who has been instructed to look out for Rotarian interests. martin will seek to encourage the Duchess to appease his superiors by giving up lands to Rotarian - Martin will attempt to lure citizens into his pocket with flowing money and empty promises. He is the epitome of a Rotarian - suave, debonair, and extremely lethal. He of course has been instructed to eliminate those who seek to strengthen Ashbury by any means... Governor Corilar Masticore: This man holds the honorary title of Lord in Niman, but supervises a small community in Ashbury on the Niman border. Known for his dower personality and extreme fits of violence - Corilar administers all Niman citizens and their assets in Ashbury. He also supervises the hunting and recapturing of escaped slaves. The settlement that he governs is a den of vipers and slime. Considered to be the foulest pit in Ashbury, it is rumored that Corilar only smiles when he rides within sight of it as he returns from diplomatic missions in Ashbury. Masticore seems to have a unsubtle heavy handed political style, but in fact he clandestinely runs the most profitable Slaver Guild in Niman and is rumored to frequently sentence criminals to deportment to Niman. Corilar Masticore is a power warrior and has basically ruled in the stead of the lord of because the residents like the nobleproof atmosphere. No noble in the last thirty years has taken direct control of the holding, for to do so might invite reprisals from the inhabitants of the ville. Most nobles look the other way because of the prosperous trading of illegal goods that most often line their apathetic pockets. Game Ramifications of Plot Scenario: The plague plot is a source for the current campaign in Ashbury. It places the game in a setting that is "plagued" with problems but is in essence good. The hope is to never make the players see the Duchy of Ashbury as an evil place, but rather a fallen society that they are helping to rebuild. The plague plot has many facets to its implementation. The first OBJECTIVE is to solidly bang the player over the head with the premise that NECROMANCY IS BAD! No longer will good characters argue passionlessly that "necromancy is evil because it harms the earth..." Every player in game will see the damage first hand, and most players can roleplay or write in that they might have had relatives that died, etc. The plague is also an excellent reason for why their are open noble slots available... because they're all dead. The starting of the chapter at first level is due to the sedentary nature of the population - with the introduction of the plague and the increased monster activity people will have to begin to cultivate fighting skills in order to survive. Naturally with everything so exciting, thrill seekers would descend upon Ashbury in droves. Using the old revolt of the Trolls gimmick will be a familiar and comforting reminder to the LAIRE players, but it will be used with a twist - for now the roleplaying debate over the place of trolls in the new Ashbury will be up for Grabs. The troll king (who is as smart as a human) is dedicated to the advancement of his race (his is not evil and power hungry) will breath new life into an old Plot Theme. The plague of course is an excellent explanation for the severity of the Troll uprising.... The plague serves as a foundation for a controlled influx of monsters and mischief. The political intrigue of two Duchies actively attempting to gain power will take the place of having an evil Barony - allowing evil players to in affect support Rotaria or Niman rather than gain direct political power and threaten game balance. Evil players will want to stay as commoners because of the likelihood that they can gain noble titles in the "disputed" (this of course will be a cultivated and ultimately false assumption) lands in exchange for their support. The Red Enclave offers enormous possibilities as it provides the game for the logical introduction of greater undead and rampaging necromancers. These of course will be minimal for the initial weekends, but as player numbers increase and their levels advance the Enclave can "stumble" upon a cache of Necromantic components. Therefore all necromancers have goals: they are looking for components, they are removing dangerous enemies, they are terrorizing the populous... etc. These concepts are not new, but they are now at least reasonable. The necromancers should be given to only the most competent players - and they should be allowed to personalize them so that players will recognize reoccurring characters (Brother Tim! Get im!) Players will also been given hints through these characters, and can interact with them for their own evil deeds. Lesser undead can be either sent out with the Red Enclave members, set to guard a particular important cache of items, or can be spontaneously generated because of the vast necromantic energies that are being used in the area. By concentrating all Non-player Necromancers under the banner of the Red Enclave the campaign will have a focused enemy on which to concentrate that is NOT a noble. This will allow for the characters to work together instead of developing a rivalry based upon "Do I support the evil baron or the good baron?" Plot Scenario Two: Raider from Niman Plot Synopsis: Slavery has always been a touchy issue in Ashbury due to its close proximity to the Duchy of Niman. While relations formally have remained stable, the only reason that Niman doesn't flagrantly violate the peace is because of the strength of the Ashburian armies. Unfortunately in the months that follow the plague, Ashbury's defenses aren't quite what they used to be... The Nimani view the average Ashburian as potential chattel, and they are especially intrigued with the notion of the troll population being brought under the Niman banner. In general the Duchy of Niman would very much like to see the barony of Trellhiem fall beneath their banner, for they would have at their disposal and excellent source of slaves. Unfortunately the concept of facing a war with Ashbury and the rest of Evendar simply makes this unfeasible. Therefore the Nimani have settled for subsidizing Slavers - to obtain trolls, lower humanoids, and even a few humans if possible. Slavery is illegal in Ashbury, but the moving of Slaves through Ashbury is not restrained. The Slavers usually take slaves from Ashburian countryside, and then forge documents that claim that they are merely moving slavers for a holder across the Ashburian countryside. With the chaos that follows the plague, slavers will have a field day because no one is exactly sure who survived the holocaust. With the easy pickings following the plague, Niman raiders will attempt to capture Ashburian citizens (Players) during the weekend and attempt to return with them to Niman. There are several possibilities to how to use this plotline... 1) Run a non-stop module with many NPC's that will actually be a camp in the middle of the woods. A slave auction can be held, captured PC's can be dragged there to await rescue from their friends. 2) Player's relatives (the one's mentioned in player histories) can be captured and ransomed. Characters have to find the whereabouts of their relatives and track down the slavers. 3) Player's who are not rescued can be REMOVED from play for a long duration (1-4 months) and a special module can be run for a group of captured players in which they can try to escape from Niman. The players will begin with nothing and part of the camp can be converted into a Niman town - allowing the players to search for supplies, weapons, and try to outwit their captors. This module concept could be rerun several times a year, allowing players to develop their characters and encourage roleplaying against slavery... Several NPC's will be placed in the module who will actually help the PC's try to escape. Non-Player Characters Description and Motivations Summary: Governor Corilar Masticore: See Previous Description Several Slaver groups should be developed to flesh out this plotline, some groups can be designed to particularly become the rival or nemesis of noble teams and other groups as needed. Groups can also be developed to be Troll hunters (causing friction between the Ashburians and the Trolls, Kidnappers (who seek for ransom rather than to sell people into slavery), Slavers, etc. Game Ramifications of Plot Scenario: The stressed Activity of the Niman slavers is to give players and institution besides Necromancers to hate. As everyone will be particularly to Slavers at the beginning of the campaign, a deep rooted in-game disgust for Slavery will develop. With their ire directed towards Niman, good roleplaying foundations can be laid in many of the characters in the chapter. Emphasis on Human NPC's that are evil can be introduced as some form of Slavers. In this way the campaign will not be filled with directionless "timebombs" who explode at a moments notice. Certain players can be targeted each weekend and plot threads can be fine tuned to the committee's tastes. The hand of Niman should be used as much as possible, and the advancement of Niman's Agenda on Trellhiem should be used to keep the nobles on their toes - as Assassins, etc. will be directed their way to keep the nobles united and evil on the outside rather than on the inside. Plot Scenario Three: The Darklords of the Ffolk Plot Synopsis: With the plague striking the heart of the Ash Forest, the elves suffered as much as their human neighbors. Unfortunately the Dark Powers that have long been kept in check by the powers of Elven magics have once again began to expand at an alarming rate. In particular several rifts have reopened from the lands of the Ffolk and the Fae have begun to flood into the world. In particular many evil and creatures once suspected extinct have begun to reappear from the depths of the forest. Herds of Unicorns have been seen grazing on the edge of the forest, and dryads have been charming hapless villagers. The elves marvel and appear to be very happy with many of the creatures that have reappeared in the Ash forest, but they have only spoken little about a particular malevolence in a place the elves refer to only as The Wold. With the reappearance of the Ffolk in the Ash Forest, many of their rulers have returned to express their influence expands with their people immigration. The Baroness of the Ash Forest herself has be told that those of her race are also to bow to the will of the Ffolklords. There seems to be some conflict on the rise between the Fairies and the elves within the forest itself. Even more nefarious is that many younger elves have chosen to follow these Ffolklords, swearing fealty to them and gaining strange powers. These elves have become unsympathetic and hostile towards the rest of Ashbury and demand immediate withdrawal from the Duchy as a barony. Incidents and conflicts between the humans who live in the forest, and these separatists are on the rise. The Baroness is at great odds trying to keep her people unified. Those Ffolklords who are actually causing the problems are in fact a group of DarkFfolk, those of the Fae world who are naturally evil. These beings are attempting to take over the Ash Forest, and eventually hope to expand the forest to an enormous size. Unfortunately the forces of good among the Ffolk are either pledged not to interfere with or are ignorant of their Brethren's actions. The players will have to explore and discover the evil behind the Darklords of the Ffolk and defeat them before it is too late. Perhaps the answer itself lies beyond the rifts of The Wold itself! Non-Player Character Descriptions and Motives: Lord Bruin: The lord of the Pooka's is a huge grizzly bear, with a gruff exterior but a friendly heart. He is naturally suspicious of the 'normals' but is investigating the disturbances on Tyrra. He will attempt to help the players but they will first have to win his trust by recovering an artifact that has been lost in Ashbury. (Perhaps it is the items the Life Elementals gave to the players to end the plague) Lady Banea Bloodrose: A Sucubus, Lady Bloodrose is a woman of endless evil, she is mate of the Nightmist and daughter of the Queen of the DarkFfolk. She delights mayhem and killing her lovers. She and her mate seek to dominate and destroy the current order within the Ash Forest, so that they can shut the rifts forever and cut themselves off from the other Ffolk. Lord Taletemac Nightmist: Initially appearing as a normal Dro male, Lord Nightmist possesses a pair of black ravenswings in the center of his back. He always wears a blue-black crown. Lord Nightmist controls all of the Ffolk currently in the Ashforest. He is merely the agent of the Dark Queen (a dragon) who is trying to prepare the Ashforest for the coming of the Darkqueen. is a powerful Celestial Mage with ninth level ritual. The mate of Banea, he seeks only to please his mother in law - and prevent the good lords of the Ffolk from preventing her arrival on Tyrra. Game Ramifications of Plot Scenario: The Ffolk are unknown variable for players, each Ffolk will be separately created and placed only upon plot's need. The Ffolk will add a heavy fantasy element to the game, allowing the palmers to encounter fairy tale creatures. These alien characters will vastly enhance roleplaying, and the Ash forest can be the site of strange and bizarre adventures. The darkFfolk will of course only be an auxiliary plot, for if they are used too much they will become common and boring. The use of the Ffolk will make players wonder and can be eventually a plot that can be used when the current plotline is becoming too tense and played out. The DarkFfolk plot is a sort of cushion for the main plot. Adding a magical and mysterious level to the game will delight and perplex the players.