The nemesis: the Lord of Greysteel.
The lord of Greysteel is lawful evil, and a Mage. He is in fact a Necromancer and arranged the attack on his family that elevated him to rulership. The Humanoids that attacked and killed his parents and siblings were no fools and they, with the help of the Temple of Elemental Evil, captured one his siblings and secreted him to the temple to be held as a hostage. The Temple has been blackmailing the Lord.
The Lord has not taken well to the blackmail, but he does not know where they are holding his sister, who is a Paladin. He thinks it is in a neighbouring kingdom, a lawful neutral state with many civilized Orcs. In any case he feels that this kingdom is most deserving for conquest anyways. Convenient that orcs have such a bad name in Jarda. His bounty on humanoids is to stir conflicts up between the two nations.
The Temple Faction has only started blackmailing the Lord in the last ten years. The lord has a number of projects on the go. The conquest of the Orc nation is one. The second is the search for immortality— and he is close on this, he has performed many of the rituals necessary to complete his induction as a Litch. Third on his list to to uncover a great and powerful artifact that he discovered in part when he was a young Mage. He has the hilt and the tip of an extremely powerful artifact sword. He is not sure exactly how large the final product is, but he believes it is a larger version of a two-handed sword. The blade is bright gold and very heavy, but he suspects that when it is assembled that it can be fully attuned to and will be feather light. Just the hilt is assembled, but with that has given him some great powers, including improved Invisibility, teleportation and illusionary projections. When it is fully assembled he believes he will be as strong as a god.
The players will find some of these pieces when ever they complete adventures. First when they get them someone will make an offer to purchase the sword fragment, but the buyer will appear to be a little too eager to get it. Then there shall be break ins and assassins. The Lord will then contact the players and ask what all this disruption is all about? If they tell him, the lord will attempt to broker a solution, he will offer to hold the fragments for the Players until they need them. After a serious threat and damage to the town, he will insist that they surrender them.
As the players begin to bring in more and more humanoid ears and collect more bounties they will attract the attention of the constabulary. After they bring in 100gp of bounties, they will get recognized and toasted in the Taverns. When they hit 200gp, a Sargent will buy the group a round. By the time they have got 100gp/ player they will be greeted by name as they enter Greysteel and by patrols. And invited to eat with the Captain of the Forces. When they hit the 1000gp range the Characters will be given rank in the army, honorary members, but with salutes. Ranks, 1, 2, 3 and 4.
The characters, when they recover contraband from smugglers and pirates they will get a similar reaction as the bounty hunting line. 1000gp recovered, toasts, 2000gp they will get a round purchased for them, etcetera. However, they will be snubbed too. Every ten smuggler/pirate killed will result in an act of vandalism or petty violence, "you killed my daddy." Ranks 1, 2, 3, and 4
If the characters lawfully pay their taxes when they bring in loot they will will get folk hero status as great adventurers. Ranks, 1-4.
If the characters are good about bringing in bounties and smugglers they will be given more leeway about paying tax on their gains. Heroes after all are given a little benefit of doubt . . .. Ranks add partially. Highest rank + next highest rank -1 + next rank -2 = Yx10% of tax that can be avoided without penalty. PLAY by the rules of the Lord and you will get benefits. If they give up the artifact pieces they will get a free rank in every area.
When the players get stronger, the Lord will enact one of his plans and use his mastery over the artifact to cause his army to attack the town of the player's biggest interest, he will make it appear as if they are attacking Orcs, and the villagers that the army is Orcs, either way refugees will talk about the attack on the village and how it was unprovoked and the Nation of Orcs must be destroyed. If his sister has been freed at this point he may choose that as the time to begin.
When the attack has occurred he will seek adventurers to lead the attack on the nation of marauding Orcs. If the players do this they should see that it is the evil of the Lord causing the disruptions.
Introduction:
Those of you who were born to this little Dukedom know the history of the area well. Over one hundred years ago the Holy Kingdom of Jarda, at the height of its power, was threatened by a cult of evil men. The cult performed many assassinations on the nobility before the cult was traced to its source, a Temple of Elemental Evil. The might of the Kingdom fell upon the Temple and destroyed it utterly— or as near to completely as they could manage. The King vowed that never should the kingdom be threatened again by such a force and empowered his Cousin, the Duke of Greysteel to settle the region with loyal soldiers of the realm, a reward for good service. It was hoped that if good people lived in the temple's shadow, it could never rise again. For two generations the town of Greysteel grew from its inspirational beginnings to a small Duchy with five small villages, Hommlet, Sunnydale, Nulb, Saltmarsh and Orlane. Things were not always pleasant, time was not always favourable, but overall life is good here. Few remember a time when the taxman from Jarda was last seen, but the old timers say that is was near fifty years ago. There is little news from the outside world here, so the reasons for the abandonment are still a popular topic of discussion, second after the retellings of the attack on the Second Duke's retinue, which was wiped out to a man, leaving only the youngest son soul heir, back in the Keep. It was common knowledge that he was left back because he was gravely ill, but some claim in the darkest hours of the night after the ale has flown freely, that he was not infact ill, but the mastermind of betrayal…. Whatever the case the time of his rule has been one of strength and order. Taxes have been laid, an army was raised and, fortifications built; the nation is strong and hearty. The bounty on Humanoids is new, just in the past couple of years and every year their are tales of smugglers caught and hung for display, one in every village at least.
Adventures that my be played herein: N1, N2; T1-4; U1-3