Ballads of a Broken World

THE STORY SO FAR…

In Ballads of a Broken World, the players are members of The Emerald Guard, an organization aimed at protecting the floating continent of Tatteryon. From savage monsters to scheming villains, The Emerald Guard has been fighting back against these forces for ages, led by the greatest heroes of the land.

The Emerald Guard is always seeking new recruits. This is where your character comes in, a new recruit to the organization aiming to protect the good people of Tatteryon.

THE WATCHERS, WHITE WRAITH & SANGUINE AWAKENING

The main antagonists of the campaign are the Watchers and the White Wraith. The cult of the Watchers, easily recognized by their blue and gold robes, were trying to convince people to become awakened undead through the Sanguine Awakening in an effort to stop death, hunger and suffering. They promised that even in undeath, the converted would retain their free will, personalities and minds. They gain a wide, respectable following within the main city of Duskmire and the seat of power within the ruling council. That was until they descended with their undead army and destroyed Duskmire. The cult of the Watchers worship an entity called the “White Wraith” or the “White Lady” who promises them power in the new world order.

DESTRUCTION OF DUSKMIRE

The city of Duskmire was destroyed by an onslaught of undead called the “White Wave” along with the White Wraith and a Dracolich. The leadership of the Duskmire councim along with the leadership of The Emerald Guard are slaughtered in the wake of the White Wraith and the undead hoard. The White Wave and their Watcher commanders now control much of the south of the continent. Now a caravan of 17,000+ Duskmire refuges have fled the city after the attack.

PICKING UP THE PIECES

The Emerald Guard has been trying to gather resources and allies after the attack through diplomacy with other villages and towns as they make their way East of Duskmire, all while protecting and supplying the Duskmire refugee caravan.

BLACKTHORNE KEEP

A brave band of Emerald Guard gave their lives to trigger a massive radiant energy explosion that killed many of undead to give the fleeing caravan a chance to escape and to create a safe haven under an anti-undead magic shield at the ancient Blackthorne Keep. The caravan and other villages have sought refugee there, but what they discovered at the keep went much deeper.

THE RUINS OF THESIA

While securing Blackthorne Keep adventures discovered that there were ancient ruins that predated the breaking of the world. A highly advanced, technological civilization called Thesia. In the deep of the keep they found an automaton army and Information that points to a link between these ruins and ruins found underneath Duskmire. They also found a dark secret. A folly of a magical theocracy that went too far in their experiments and breached the Negative Energy Plane in search of power.

THE SEARCH FOR A NEW LEADER

With most of the Inner Circle of Champions of the Emerald Guard killed or missing, our adventures were given one last order – find Jacques Debonair.