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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.

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