Central Theme of North Revealed – Madness

CHRONICLE > The North Revealed is a Living World campaign set in The Northern Hearthlands of the [Fantasy] Steel Realms. The Heartland Spark has re-shaped the realm and new opportunity beckons the brave and bold to the north. Brought together by circumstance, bound by camaraderie, finding fortune in the conflict of the northlands…

Madness is the GM’s initial theme for the northern campaignCentral Theme of Madness in The North Revealed

Madness in the North

Regardless of avenue of approach, the overriding goal of ‘Madness in the North’ is to end the chaos and madness and restore the stability of its lands and peoples. This assumes the PCs have a general group and personal ethic that will drive this in one of the following ways:

  1. Bring Order – Crush the chaos – find the sources of madness and make an example of them, leaving no trace or capability to those who are found wielding them and let the power and stability return on its own
  2. Impose Will – Supplant the forces of chaos and madness with the PCs. Make alliances to ensure the acquisition of lands and titles and impose law through power.
  3. Match the Power – Bring death and destruction to those behind the instability in the north and dissolve all bonds of power – ending lineages, institutions, and alliances – to make way for new opportunities

LEAVING THE OLD BEHIND

CHARACTER DRIVEN, NOT STORY

Madness of Zoras

The madness of Zoras (the lich lord finally put to rest) has confused the presence of undeath in many cases. It has had a serious effect on the perpetual war being waged by the lich lords. They are unable to finely control their minions in many cases, a recklessness in their attacks leads to tactical blunders. On the other hand, when one ‘dies’, it unleashes a force that tears them apart and parts continue on in their offenses, and lets loose a infestation that is finding its way into their bodies – an accelerated putrescence – what was held in check by undeath triggers rapidly, exploding.

It Impacts: Skeleton, zombie, ghoul, wight

Effects: INT save or attack random target each round

Death’s Grasp: When a ghoul, zombie or skeleton dies, 2 Crawling claw, it gives Wounds on any major hit as well.

Gibbering Skull: When a Zombie or Ghoul dies, Armored Skull will lunge, flying at 40′ + charm person (gibberish if fail save)

Infestation Stream: When a ghoul dies, an Infestgration springs forth.

Lords of Revenge: Mummies rise – embalmed leaders once laid to permanent rest.

Lich Lord Response

The creation of Ghouls has been accelerated since they are more powerful. The fields of blood have the Lich Lords presence on a daily basis now. They are draining their own death magic to make what would normally be zombies into wild, feral ghouls barely under their control. They are called the “Eyeless Ones”. These ghouls are forced to the front lines, requiring the Lich Lords attention to prevent them from attacking those around them. Then they are unleashed. Their preference will be to attack the living no matter what, but will attack their own if they sense no life nearby. This is preventing the Lich Lords from any machinations outside of holding the front lines for now.

Witness Report: