I have just picked up Blue Rose, which does an excellent job of adapting 'romantic fantasy' tropes to the D20 system. I confess that I don't like all of it, but what I do like is easily ported to standard D&D, leaving what I don't like behind. And it makes me think about a campaign:
The mysterious death of the Queen's Own and her Companion while returning from a diplomatic visit to King Tremaine of Hardorn has imperiled the Alliance created during the Mage Storms. Although the Herald's body was found, unmarked in the deep snows, the sensitive papers she was carrying have disappeared, provoking nobles of the Valdemarian Court to accuse Tremaine himself of manufacturing the death with sorcery. Meanwhile, Iftel is once again withdrawing into its own borders, resisting attempts to cement its relationship with the Alliance, and challenges to Solaris' reign in Karse are rising, particularly among the military and Gift-fearing populance as more foreign people and trade begin to enter the mountainous region. To make matters just a little more complicated, the new border settlements of northern tribes and k'Valdemar Vale are at the center of increasing resistance from Valdemar's citizens, who worry about foreign influences and goods damaging their own quality of life.
And, of course, with the spell protecting Valdemar from the Mage-Gifted finally gone, the Heralds are finding their resources are strained dealing with rising numbers of unscrupulous hedge wizards and blood sorcerers, eager to use their wiles on the magic-poor citizens of the country...
The mysterious death of the Queen's Own and her Companion while returning from a diplomatic visit to King Tremaine of Hardorn has imperiled the Alliance created during the Mage Storms. Although the Herald's body was found, unmarked in the deep snows, the sensitive papers she was carrying have disappeared, provoking nobles of the Valdemarian Court to accuse Tremaine himself of manufacturing the death with sorcery. Meanwhile, Iftel is once again withdrawing into its own borders, resisting attempts to cement its relationship with the Alliance, and challenges to Solaris' reign in Karse are rising, particularly among the military and Gift-fearing populance as more foreign people and trade begin to enter the mountainous region. To make matters just a little more complicated, the new border settlements of northern tribes and k'Valdemar Vale are at the center of increasing resistance from Valdemar's citizens, who worry about foreign influences and goods damaging their own quality of life.
And, of course, with the spell protecting Valdemar from the Mage-Gifted finally gone, the Heralds are finding their resources are strained dealing with rising numbers of unscrupulous hedge wizards and blood sorcerers, eager to use their wiles on the magic-poor citizens of the country...
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Because you're right that it's a good world for RP. The tough part is that Heralds don't travel in "adventuring parties" really, so it's tough to make a party of Heralds.
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The perfect set-up for a campaign: In a gesture of goodwill, the Alliance has dispatched teams of its members to Hardorn, with the support of Tremaine, to help the citizens get back on their feet, try and undo the worst of the damage that Ancar dealt to the land and its people, fight changebeasts, and keep an eye on Tremaine and his people in case anything...unpleasant happens. It's a setup which can justify almost /any/ combination of characters, include action and political hijinks, and be fun to play.
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