Article 13 (Campaign)

Post/Author/DateTimePost
#1

Sarlax

Sep 29, 2009 1:17:02

I'll soon be launching a new Eberron campaign and thought it couldn't hurt to shamelessly harvest the boards for ideas. Here's the premise:


During the negotations which produced the Treaty of Thronehold, there were numerous attempts by warmongering parties to disrupt the diplomacy and resume the war. Representatives from all nations knew that their countries could not continue fighting without destroying themselves. In time, they would all be done in by overextension, attrition, diminished resources, or another Mourning. For this reason, the diplomats present resolved to create an international force, based in Thronehold and made up of agents from all nations, to put down warmongering forces before they could reignite the war.


It was soon clear that the very creation of such an institution might embolden those who sought to continue warfare and perhaps turn the people against their sovereigns; few who had fought and bled for their country would be ready to see its power subordinated to a new group. So said those opposed to this plan, in any case.


In the end, the kings and queens of the old and new nations agreed, but only pledged enough support to create to a small, secret force, subject to their review. Some leaders genuinely hope for permanent peace - while others might have agreeed only to buy time for their own country to regain its war footing.


A thirteenth article to the Treaty of Thronehold was drafted but shown only to heads of state, their most important advisors, and select members of the Dragonmarked Houses. One treaty was made public, but another treaty, with all thirteen articles signed by the leaders of nations, was kept secret in Thronehold itself.


The players are, of course, members of one of these secret teams. Drawn from various backgrounds, they need only have one thing in common: a desire to stop the Next War. While they need not conceal their identities, they must hide the true purpose of their adventures, for the publicity of Article 13 may be enough to reignite war in time.


So! Any cool ideas for adventures to run in this campaign? I'm all ears.

#2

skrapsan

Sep 29, 2009 14:55:21

the most obvious one:


someone steals the "true" treaty. Think national treasure, stealing the declaration style maybe.

#3

Magicstar1

Oct 02, 2009 18:50:21

Cool idea. Might use it in my campaign where the players at the start wanted a campaign focussing on restoring the Kingdom of Galifar. This "13" might make a nice protagonist or antoganist.

#4

onusbone

Oct 08, 2009 14:15:24

Great Idea! I like that Article "13" is hidden: very in-line with the Eberron numerology.


 


- One country is preparing to break the treaty and declare war. PCs must stop this attempt without alerting the other nations, creating a believable transfer of power from the warmonger to a more peaceful replacement, and all without revealing their true nature. F'r'instance, Lhesh Haruuc bites the big one, and his replacement is the bellicose Kech Sharaat, and the PCs must take his government out and replace them with the relatively peaceable Kech Volaar, without making the hobgoblins feel like they are sitting at the kids table.


- Another Article 13 group goes Rogue, allys with another clandestine group (Emerald Claw, Swords of Liberty, Gatekeepers, etc.) for reasons unknown, but not necessarily evil. Must be dealt with.


- A scholar states he knows what the Mourning was, and how it can be replicated, and he intends to go public with the idea, thinking that a M.A.D. scenario is the safest alternative. The PCs patron disagrees.


- An international incident capable of restarting the war occurs, and the PCs must hide the truth. IE, a noble is assassinated, and the PCs need to protect the identity of the true culprit.

#5

Sarlax

Oct 08, 2009 15:19:04

Thanks for the replies! The first session was last week. It was a flashback set during the negotiations just after King Boranel had offered Argonth as a neutral safe spot, inspired by notes in The Forge of War. Next week's will involve the tracking of a war criminal that no nation can admit to have employed.

#6

soyim

Oct 08, 2009 17:23:14

Love the idea: it indirectly reminds of Warren Ellis's Crooked Little Vein, in which there is a "True Constitution of the United States." 


A few ideas:


1) As was pointed out earlier: someone steals the "True" Treaty of Thronehold- in this case its the Aurum- informed by a traitor within "Article 13" and having employed a series of agents- including some linked to House Tarkannen. However when the Aberrant Marked Assassin's realize what they have- and what it could mean to rallying people to their cause- they refuse to give it to their initial employer. The PC's find themselves in the middle of this- tasked to regain the true Treaty (or destroy it); while dodging Merc's and Agents of the Aurum- including Dragonmarked Agents who have been duped- while simultaneously fighting against the mad power of the Abberrant Marks and the growing rabble being secretly initiated to the "Truth". Grey Scale abound as the Poor Underclass supporting the "Truth" are just as dangerous to the PC's as the Greedy and Manipulative Upperclass. 


2) A faction within the Trust is working with Aundair to push Breland and Droaam into open war through a series of faked assaults: magically prepared illusions: and "orders and reports" from various Brel's arriving by sending stone; its up to the PC's to discover who within Zilargo is actually on their side and sending out the "truth", in a country where misinformation is the name of the game. 


3) Hell has frozen over as Karnnathi and Thrane forces agree to work together to take out a Chaos Fleet Raiding Party; but fail. Now what was originally a small raiding party includes corrupted divine powers and necrotic weaponry- and its sailing on Thronehold. The Masters of Article 13 must break their own oaths and gather up a combined military force to hold off the Demonic Raiders: but can these disparate armies work together long enough to save the former Capital or will old grudges reassert themselves? And what happens after the threat is defeated?