Hey there,
I currently play in four games, all of which I have the honour and pleasure to be the GM of:
1. CAMPAIGN: The Wyndingham DiariesBeyond the Supernatural!!! The campaign/adventure has started recently and is my first play by post game (it is great fun, though, already!). The game is set in the 1930s, started November 1932, and the current stage is San Francisco, but the party will “visit” several locations all over the globe. The flair of the game – well, that is what I hope to achieve – is a mix of nitty-gritty dark series (Maltese Falcon, The Big Sleep, etc.), Indiana Jones style adventure, and, of course, an (un)godly dose of - ancient to modern - old fashioned horror. You are welcome to stop by and look at
our game on The Deific NMI's Storm Watch board.
2. CAMPAIGN: The West AblazeFantasy. The campaign started in 1996 and first played in the Hrudolfingan realm of Escar, a carolingan type kingdom. There are a total of 8 players split into 2 groups.
Recently, in 2007, I switched my campaign focus completely to a realm in the west, Hygôr, and everyone started with new characters. My world is medieval and low in magic, flair-wise it is (classic!) sword and sorcery as in the Conan books mixed with earth-history 7th-11th century.
Hygôr, realm of the west, is in trouble, although that is putting it midly. The backdrop of this campaign is basically a very old and traditional “celtic”/”anglo-saxon” society that has been stable and adaptable enough to survive for 3000 years. Even the “Romans” ruled basically only "passing through" (stayed only for about 300 years) and left good roads but did not change the culture. Geographically, these “anglo-saxons” are not living on an island but in a country much like France, only about 4 times as large. The realm has has been attacked by a huge swarm of goblinoids. The goblinoids have conquered the whole southern half of the realm. About 90% of the whole nobility of the north has been killed in the defense of the south. The south is completely gone, most people there landed in goblinoud bellies or are slaves there now. There are small streams of refuges even now and roving bands of marauders/bandits (ex-soldiers, very much like/after the 1618-1648 30-years war in Europe) plague the country. The realm is not lawless, but so huge that control is reduced to the settlements, travelling is dangerous. The realm was saved by “Vikings” and “Normans” who are now in the process of a “friendly take-over”; many towns, rural areas, cities, etc. do no longer have adequate protection (lord gone, feudal protection gone) and rulership due to the death of so many of the former lords that the “new guys” can get in pretty easily. There is a lot of fraction between the old and the new, but at least for now the realm is safe from the goblinoids.
a. ADVENTURE: The Lay of Beorn & AthelwulfThis is an adventure that started in winter 2007 and it revolves around two PCs, namely the huscarl Beorn and the aetheling Aethelwulf.
(N.B.: I know, "aetheling" is a term for princes of royal blood and normally earls are not necessarily that. In Hygôr however, all Eorls are considered of the true/noble/high/royal blood as the High King of Hygôr is an nothing but an Eorl elected by the assembly of eorls for his lifetime only, although in practice with good politics a king can do a lot to ensure that his son becomes the next elected king. As the history of Hygôr has seen 3000 winters every single eorl family has seen a reigning king from its midst. This also shapes their outlook on things, each behaves and essentially is, if not in name, a king in his domain.)Well, Aethelwulf is the son of such an Eorl (~ “earl”). Aethelwulf is a wizard and not too shabby as a fighter (as most nobles he uses a bastard sword). He is hunted by assassins and mercenaries sent by a “Norman” lord to get the young man out of the way so that the Eorldom becomes vacant after the death (which will, that is the “Normans” plan, happen as well asap) of the great lord, his father, the Eorl. Aethelwulf is unprepared for this as he was only way back in the line, but his brothers fell in the war. He is currently on a research adventure and wants to find dragon bones, which will get very interesting because dragons may die but they never leave completely in my world, their soul can and will take physical presence even after death.
Beorn is a simple Huscarl and blessed by a God with “dreams”. He cannot control that but that God sometimes warns him, sometimes lets him experience things as if he were there. Beorn was on many missions so far. The greatest was maybe where he found his lord, whom he had believed to have fallen in the goblinoid war. Beorn was instrumental in saving the lord. Interestingly, he did that via (for him) a dream sent by said god which was very real for the lord. Essentially, I allowed the player to take over the lord NPC without ever telling that to the player but making it so that he thought it is himself in a dream. I would need to write much, much longer to explain that in depth, but it was one of the very best adventures I have ever had the great honour to be a part of. We played about 2 years on that discovery and I am very proud that the player, who is anything but dumb or inexperienced, never got any wiser until the last moment. It was very epic! Now, Beorn is working to restore his lord to his fief, which in the meantime has been taken over by “Vikings”, in the meantime fending off goblinoids coming down the mountains in hunting/raiding parties. He will also have to tangle with evil; there is an NPC magician who calls himself “The Voice of Darkness” (the Darkness is one of the references to the ultimate evil god in my setting) and is one of the main people behind the goblinoid’s swarming and there are Minotaurs (not the whimsy ones, the Palladium ones!).
b. ADVENTURE: Hark’s Rest (Heretics of Tarantia)This is a spin-off of “The Lay of Beorn & Aethelwulf. Herein a party of three tries to get a deceased party member “raised”. This started about 12 months ago. It is anything but easy because to “resurrect” the dead is a miracle that will only be granted by a God if (a) the person is worthy (which is a purely whimsical God/DM decision) and (b) the God gets something for it that he deems is enough (souls, his aims perpetuated, etc.; as a rule a very dangerous quest). Here the quest is basically the adventure “Heroes of Tarantia” of the Conan RPG – again, one of the rare buy-them adventures I really, really like very well, it is extremely well done although it required some work to adapt to my world and backdrop. Yet, I like the tone as I am a big Conan (REH books) fan. It is basically the story of demon worshippers having infiltrated really high ranks of “THE church” and now doing really evil stuff and trying to blame it on “Minority church” which discomfits the rulership of the city because it may cause civil unrest, maybe even (local) civil war/ spreading (?) revolt as the city is flooded with refugees who are worshipper of the [enter Minority church of your liking].
c. The adventures of Kane Barsalyn: (currently "Shades of Grey")This is an adventure I started about 15 months ago. The adventure we play currently is one of the few “ready to play” modules I really like, Shades of Grey (
also published, with slight changes, under the name “Web of the Widow” for Hârnworld). The adventure was a free download from Auran. The theme is detective work (murder happened, the party tries to find the murderer), mystery (not all is as it seems, there is a conspiracy and dark designs), intrigue (there are many factions in the city where the game is set) and very cool villains and a couple of “good” guys (see title shades of grey
). The campaign as such is about an evil-hunting warlike Palladin and his company of heroes (well, three others) who is back from the goblinoid war / border defense for a "holiday" until called back by his Komtur (aka commander) and doing several things for his father, who interesstingly is very powerful, extremely chauvinistic bully and lout (he is also modelled after the fantastic character "Gregor Clegane", aka "the mountain that rides", in George R R Martins Song of Ice and Fire). The Palladin's company are the PCs who are a "Viking", a female Wizard and an executioner/thief as well as a couple of NPC soldiers. The NPCs are currently trying to rebuild the small fief (a village) of the Palladin. There, a wonderful NPC scoundrel of a sergeant, very "practically" minded, is a sweet pain ... for our noble Palladin.
Cheers
Hendrik