The Heldannic Order - Vaults of Pandius
The Heldannic Order - Vaults of Pandius
The Heldannic Order - Vaults of Pandius
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ADVENTURES<br />
Rakastan Conflict: Skirmishes<br />
become increasingly common with the<br />
Rakasta <strong>of</strong> Myoshima. A decision is<br />
made to land an advance team on the<br />
invisible moon to scout out the current<br />
military situation.<br />
Simbasta at Vanya’s Rest: On the<br />
continent <strong>of</strong> Davania, the leonid<br />
humanoids known as the Simbasta mount<br />
a campaign to take the Citadel and Star.<br />
<strong>The</strong> Sturmkondor Mutiny: Following<br />
the battle for Vanya’s Rest, Dalgaard<br />
Gustavsson leads indentured soldiers to<br />
capture the warbird Sturmkondor. It is<br />
refitted by Glantrians, and Dalgaard’s<br />
band becomes the Wolves <strong>of</strong> Heldann.<br />
Wulf’s Quest: To redeem their honor,<br />
the Grand Master and his champions are<br />
charged with destroying or defeating the<br />
crimson dragon, Pyre, a great foe on the<br />
Savage Coast region far to west.<br />
Rakastan/Dragon Invasion: Wulf’s<br />
Quest has drawn a response from the<br />
dragons <strong>of</strong> the Wyrmsteeth, while the<br />
Rakastas prepare an invasion <strong>of</strong> the<br />
<strong>Order</strong>s various holdings, culminating in a<br />
double assault against Freiburg by both<br />
dragons and rakasta. Will the Knights<br />
fall, or will it be their finest hour?<br />
Thanatos Conspiracy<br />
<strong>The</strong> soul <strong>of</strong> the <strong>Order</strong> is at risk as the<br />
macabre death-worship spreads, and<br />
Nithian legacies spread out into the world<br />
<strong>of</strong> man once more. Among the keys to<br />
this mini-campaign, the characters must<br />
investigate bizarre magical or ritual<br />
occurrences, witness the turning <strong>of</strong> friend<br />
against friend, and stop an assassination<br />
attempt on the Grand Master. If desired,<br />
this theme can be expanded for an “X-<br />
Files” <strong>of</strong> the <strong>Heldannic</strong> <strong>Order</strong> type <strong>of</strong><br />
campaign.<br />
<strong>The</strong> Schism<br />
After the past ordeals <strong>of</strong> the Knights,<br />
many feel that reform is greatly needed,<br />
but this is not universal. It is particularly<br />
unwelcome by the Church in Thyatis.<br />
Later to be known as the Schismatic<br />
Charter, the document <strong>of</strong>fered by the<br />
Star-influenced members recommends<br />
recentering focus on an order-driven<br />
philosophy with minimal reference to<br />
Vanya. <strong>The</strong> Grand Master orders a quest<br />
for the lost Ledeia’s Papers (ultimately<br />
leading to the formation <strong>of</strong> the<br />
Pathfinders). Fearful <strong>of</strong> the growing<br />
power <strong>of</strong> a break-away <strong>Order</strong>, the Church<br />
plots a simultaneous assassination against<br />
the Knightly leadership.<br />
War <strong>of</strong> the Worlds<br />
In this mini-campaign, the characters<br />
are assigned to warbirds that confront the<br />
Myoshiman rakastas and the Alphatians<br />
in the Hollow World pre- and post-<br />
Wrath. Further they struggle with the<br />
Milenian Empire and Oostdok’s<br />
rebellion.<br />
Heim Sweet Heim (1-5)<br />
<strong>The</strong> characters begin as native<br />
Heldanners in a hamlet just outside <strong>of</strong> the<br />
Knights’ reach. <strong>The</strong>ir world slowly falls<br />
apart as the <strong>Order</strong> intrudes and the<br />
characters are sent on to an outlaw life.<br />
Blood Feud: <strong>The</strong> characters are a rural<br />
people, fighting with the land to raise<br />
crops and herding livestock. Arguments<br />
with neighboring farmers arise over<br />
grazing rights and stealing sheep. A<br />
blood feud quickly ensues, while the true<br />
culprit – a skuggarbaldur – runs wild in<br />
the hills.<br />
Cat in the Hat: Many died as a result<br />
<strong>of</strong> the feud and the skuggarbaldur. A<br />
wise woman is carted into the hamlet to<br />
bring renewal, but she lets lose a sk<strong>of</strong>fín<br />
who sits upon the graves <strong>of</strong> those who<br />
died.<br />
Outlaw Nation: <strong>The</strong> price <strong>of</strong> the blood<br />
feud is not so easily paid. Survivors <strong>of</strong><br />
the other party or their kin call down the<br />
Knights to the hamlet. <strong>The</strong>se Knights<br />
embody the worst that the <strong>Order</strong> has, and<br />
they push the characters into actions that<br />
leave them outlaws to the <strong>Order</strong> and to<br />
their own people.<br />
Dragon’s Roost: <strong>The</strong> outlaws have<br />
taken to hiding in the coastal mountains<br />
<strong>of</strong> Hymirsheim. One <strong>of</strong> the seasonally<br />
roosting dragons snags someone <strong>of</strong><br />
significance (either to the party or to a<br />
local hamlet)<br />
Garald the Blue: While making their<br />
way along the coast, the party is<br />
kidnapped by Garald the Blue. <strong>The</strong>y<br />
must survive his wrestling pits and then<br />
escape the isle to return to the freedom <strong>of</strong><br />
43<br />
Heldann.<br />
Rebellion<br />
<strong>The</strong> former outlaws have made strong<br />
allies with the partisan forces <strong>of</strong> the<br />
Altenwald. <strong>The</strong> time has come for<br />
rebellion against the hated Knights, with<br />
the characters at the fore. Adventures<br />
include: infiltration <strong>of</strong> the <strong>Order</strong> for<br />
espionage and sabotage, escaping the Star<br />
Chamber (if charged with heresy),<br />
protecting the unnerving Haldis heir,<br />
recruiting Alphatian mercenaries, and<br />
finally taking the fight to the Knights.<br />
Way <strong>of</strong> the Wizards<br />
<strong>The</strong> native Heldanners have won their<br />
independence and thrown out the<br />
Knights, but much <strong>of</strong> the success is owed<br />
to Alphatian aid. In payment, Heldann is<br />
to be a kingdom <strong>of</strong> the Empire. Will<br />
Fredek supplicate to the throne <strong>of</strong><br />
Sundsvall, or will the wizards find<br />
another figurehead? And how does<br />
Glantri react to the presence <strong>of</strong> its rivals<br />
upon its doorstep? Against this<br />
backdrop, the characters will be<br />
instrumental in leading the Freeholds into<br />
a golden age – or the damnable anarchy<br />
or tyranny <strong>of</strong> the past.<br />
Ethengars<br />
As the Heldanners struggled for their<br />
freedom and new future, the horsemen <strong>of</strong><br />
the steppes watched and waited. Now the<br />
Great Khan has summoned his hordes to<br />
battle against their weakened, ancient foe.<br />
<strong>The</strong> struggle can play out as per the Great<br />
War, or it can expand into a larger<br />
conflict that ends with a conflagration<br />
that pulls in many surrounding nations.<br />
Relics Quest<br />
It is a time for healing in Heldann. Years<br />
<strong>of</strong> wars have scarred the land, and<br />
religious struggles between the <strong>Order</strong> and<br />
the Northmen-kin have drained the souls<br />
<strong>of</strong> both people. A vision from Frigg<br />
leads the party into a quest for relics <strong>of</strong><br />
the polymathic Lokena, a native <strong>of</strong><br />
Heldann. <strong>The</strong>se items are scattered from<br />
Glantri to Frosthaven, and perhaps into<br />
the Nine Worlds beyond.