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February 2, 2011 / jadettman

Alduin's Guard

I keep meaning to talk more about my 4E D&D game but my organization is a bit of a mess, especially since it is almost entirely in my head.

When I started out with the idea for the game, I started from the primary premise of all of my games: the PCs are heroes. That doesn’t mean that they always do the right thing, will always succeed, or know what is going on. They will, however, try to do what is right and what is good. They have a big job that few people have the strength, skill, or determination to do. They have all three.

While D&D talks about heroes in the rulebooks, that is not a prerequisite. There is nothing stopping people from playing villains, mercenaries, or nameless killing machines. There is nothing in the rules that cares how a character behaves once created.

For my D&D games, I want heroes. Villains, and sellswords need not apply. I’m not expecting you to be perfect but I do expect you to try to be a hero.

So, that’s where the Alduin Guard comes in. The Alduin Guard are the elite. They are the best of the best and they are recruited to keep the kingdom safe from the monsters and madmen that prey on the populace. They were originally called Alduin’s Guard after an ancient king’s adviser who petitioned his friend for their creation. Seeing the wisdom of it, the king agreed and named the Guard after their chief architect. Over time, Alduin’s Guard became just The Alduin Guard.


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