Way of the Wicked

The Kingdom of Talingarde (pronounced Talon-guard) is perhaps the noblest, most virtuous and peaceful nation yet founded. The royalty of this dominion has rescued a dispirited people from the brink of despair and darkness. They dealt with their enemies honorably and their allies faithfully. Talingarde is a paragon of the age, a bright shining city upon a hill. Ruled by King Markadian V called the Brave of House Darius. He has only one heir - the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. Yet the nation faces now it's greatest test; that test is YOU! You are from Talengarde, you have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them. It is your ambition to do nothing less than destroy Talingarde utterly.

Guilty!  You are a lawbreaker - the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken. You won't be at Branderscar Prison for long; Branderscar is only a holding pen. In three days - justice comes. In three days - everything ends...  What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only... No. No one has ever escaped from Branderscar Prison. This is where your story ends.  

GM Thoughts

I've always thought the notion of an evil campaign would be enjoyable. Things can get out of hand quickly though if chaos is chosen over lawfulness so each player will be restricted from playing chaotic characters and must be aligned evil.  


No rest for the wicked

Critical difference between heroes and villains is that good can afford to be passive whilst evil cannot.  To be evil is to do evil acts.

The trouble with minions

A common problem with playing masterminds is over-reliance on minions.  Why play a game if you aren't the one playing?!?

Us against the world

Inter-party conflict may be affordable in good campaigns as the party will naturally re-align itself.  Out of character squabbles and petty backstabbing tear evil organizations apart quickly.

PG-13 villainy

Graphic descriptions of torture aren't something to dwell on.  The players aren't evil, they are merely role-playing a scene and may easily offend unknowingly. 

On a mission from god

Evil is banal.  The senseless pursuit of evil has no sympathy.


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