Khorvaire Special Protectorate [Archive] - Wizards Community

Post/Author/DateTimePost
jesterjeff

02-04-06, 08:48 PM
we all know the history of the last days of the final war, the signing of the treaties and so on...
but there was a second treaty signed on that day. This " Shadow Treaty" had one purpose; to fund a covert organization dedicated to insuring the lasting nature of the peace. The Khorvaire Special Protectorate draws it's staff from all of the 5 nations, all operatives are dedicated to the lasting peace above even their own national allegiances.
The Khorvaire Special Protectorate is seperated into 6 sections:
Section 1 is Operations, responcible only to the leaders of the five nations operations organizes and manages the KSP- Ran currently by an elderly noble referred to only as "M" in the common script.
Section 2 is Archives, keeping documentation on all intel. viewed as relivant to KSP operations.
Section 3 is Shop, staffed by skilled artificers and powerful magi, provides alll equipment used by KSP.
Section 4 is Intelligence, ordered to gather information and observe all subjects but unauthorized to take any action.
Section 5 is Field, agents trained in counter espionage and other active endevours. All players in my game will be Field agents.
Section 6 is unnamed, legendary in KSP, agents of Section 6 are culled from all other sections, report only To "M", and take extreme actions...I.E. trained and covert assassins.

My campaign is simple I plan to run my players through the bond books and movies...

LeChiffre-mysterious nobleman who lives in his exclusive casino on an island in the Mror Holds. He is the Figure, and funds and funnels coin, artifacts and staff to various criminal, terrorist, and cult organizations. Operations send the fledgling team from Section 5 to infiltrate the casino and beat him in the highest of high stakes games of chance. The Figure is untouchable, but if his money is lost- his cliants will remove him, hindering their activities. plus, the moneys won will be a valuable addition to KSP funding coffers.

Dr. No- Cyran refugee and general, organizing an military/scientific expedition to enter the mournlands for humanitarian efforts for possible survivors. in actuality is organizing a force capable of dominating the mournlands and using it as the base for a New Cyran Nation.

Auric Goldfinger- dwarven transmuter with a plan to make eberron's gold poisonous and thus shatter international trade, leaving his vast holding's in silver mines even more profitable.

Ernst Stavro Blofeld- Changeling head of a vast espionage organization; Wraith, aim's global domination through fear and knowledge.

Emilio Largo- Blofield's chief naval officer and head of extortion operations. Plots to salvage a sunken Draconic engine of destruction.

Colonel Rosa Klebb- abandons Breland army to join Wraith, plots kidnapping of "M".

Buonapart Ignace Gallia- head of vast criminal empire- smuggles rare drugs and stolen gold to ruin the economies of Khorvaire.

Viktor Lavrentievich Zokas a.k.a Renard, the Anarchist- rogue assassin and anarchist; sells services to the Lords of Dust, plots random assassinations, destruction of military instillations, and an attempt to release the bound elementals.

The Spangled Mob a.k.a. Jack and Seraffimo Spang- gnome twins who organize various criminal enterprises.

Mr. Wint and Mr. Kidd- the personal assassins and bodyguards of Jack and Seraffimo Spang.

Colonel Sun- Assimar paladin of the Silver Flame. plots take over of the church and Thrane as a prelude to a fullscale war upon the Demon Wastes.

Count Konrad von Glöda- vampiric Gnoll, plots takeover of Droaam and invasion of Draguun.

Francisco Scaramanga- Assassin extrordinare. hired to eliminate the heroes after a few of their successful adventures.

Sir Hugo Drax- hobgoblin artificer, organizing a coven of goblinoid druids and clerics to sterilize the other races via curses and viral agents, insuring a proper Goblinoid world within a generation.

Max Zorin- Elven Blackguard of the cult of the dragon below, a plan to selectively destroy dragonmarks by both a complex ritual and his hostages, a dragon of each of the 'breeds'.

Alec Trevelyan- a former hero, has made a pact with various Quori; build their 'Gate of the sleeping eye' and he will be given rule over the races of eberron, under their guidance of course.

Sir Gustav Graves- constructs an experimental airship and flies high into the night sky, harvests massive amounts of dragonshards, then constructs weapons of great power in order to rule the world. poses as a simple businessman noble.



so what ya think?
ChaoticGood

02-08-06, 12:34 AM
I think you've got the "incredibly dangerous yet utterly absurd" side of pulp nailed right on the head! This is just cheesy enough to be fun as all get out. :)

Also, I love the name "Khorvaire Special Protectorate." It sounds so... right... for Eberron. I'm going to have to find somethingto use it for in my own game.
Rechan

02-08-06, 04:52 AM
The only name on the list I recognize is Goldfinger, Blofeld, No, and Graves.
Dex

02-08-06, 06:03 AM
Don't forget that Scaramanca uses gold-plated crossbow bolts and has a hand crossbow assembled from an everlasting wand of Ray of Flame (as frost but fire), a quill and a deathstick box ;)
Cooked_Auto

02-08-06, 08:13 AM
Why did I suddenly get the urge to play Spycraft? :P

Anyway, looks real nice.
I definatley have to try to implement it in my game. Would be rather neat to try.
Thwyvylyn

02-08-06, 09:05 AM
Why do I suddenly have the urge to watch all of the James Bond movies? :P
DarkWarriorKarg

02-08-06, 09:36 AM
Do they have a special strike team known as Team Galifar? Whose newest member is a bard with perform (Acting)?

Their special duty is to protect the world from the evil forces of the madwoman empress of her own isolated country... Vol.

<Airship lands in the middle of a market square somewhere in Karrnath>

"Fear not, citizens. Team Galifar is here to save you from those Emerald Claw terrorists. You have nothing to fear from us. Please remain calm."

<Pulls out scroll of Oppenheimer's Thermonuclear Resolution to use on shack where 2 Emerald claw goons are hiding>
MarkB

02-08-06, 11:48 AM
Nice concept. The basic idea of a trans-Khorvairan special intelligence group is one I was going to use for my as-yet-unused X-COM campaign (in this case, X-KOM, the eXtranational Khorvairan Oversight Militia).

I think I'd be more tempted to put a Bond pastiche in a specific nation - the slightly overdone patriotism of the Bond movies is more suited to an organisation dedicated to a specific nation, and it allows for easier adaptation of some Bond plots. My first instinct would be to use Aundair - it's culturally appropriate. Still, the extranational organisation allows you a lot more flexibility in PC backgrounds and origin.
talion09

02-08-06, 12:06 PM
... Still, the extranational organisation allows you a lot more flexibility in PC backgrounds and origin.

If its the flexibility in backgrounds that is an issue, another alternative might be to make the organization a secret outgrowth of the DM houses. Afterall, the War might of been good for business over all, but Lyrandar and Orien don't want Aundair to be the next one hit with the Mourning, etc

PS: And I'm intrigued by MarkB's idea of an Xcom campaign... from your brief mention, I assume that the organization is geared towards any non-Khorvaire native creatures?
MarkB

02-08-06, 05:55 PM
PS: And I'm intrigued by MarkB's idea of an Xcom campaign... from your brief mention, I assume that the organization is geared towards any non-Khorvaire native creatures?
The basic idea was squad-based covert ops missions versus aberration-crewed airships launched from the depths of Khyber. I even included a colony of Formians captured by Daelkyr and forced to build their ships and weapons, to add that "insectile alien" look. I'd link to the original thread to avoid cluttering this one, but I can't find it.
jesterjeff

03-09-06, 04:07 PM
bump