Who Should I Ally With In Heroes of Green Hollow?
In our 5e adventure, Heroes of Green Hollow, you play a protector of the titular village, Green Hollow.
A peaceful and prosperous place with a unique culture, Green Hollow is not only a wonderful place to live, but largely indepdent. However, this slice of heaven quickly finds itself in the crosshairs of an enormous mercenary army.
With no standing militia of your own, you know the villages has little hope of winning alone. You'll need to depend on others to help you win! This fun quiz will help you decide what faction might be best for you (and your party of course)
You need people to fight for you. What quality matters most when choosing your would-be protectors?
What type of fighting force do you think is best suited to protect Green Hollow?
How would you want your forces to handle the enemy after they've been beaten?
A more philosophical question? Where do you think true strength lies?
What are you willing to sacrifice for this army of yours.
The Azure Marches
The Azure Marches are the keepers of the status quo. They believe in progress - but slowly and cautiously. Cooperation - but with fair compensaiton. Making things better is important but maintaining order and stability is just as important.
You don't want to ally strange bedfellows who you'll have to face as soon as the enemy is slain. You need someone you can depend on. Someone who will help you rebuild whatever you may lose.
More than that, The Azure Marches are the devil you know. They speak your language. They celebrate your holidays. You may have even grown up there. There's a lot not to like about The Azure Marches. But liking is not necessary for trust. And you can trust the Marches to do what they've always done - keep everything running smoothly.
The Stoneflowers
The Stoneflowers are the original inhabitants of your home, Green Hollow. They have been repeatedly oppressed and disenfranchised by powers like the Azure Marches. A scrappy people, they've fought, bled, and survived on the fringes for ages.Perhaps they are the best fit to help you protect Green Hollow.
Help will not come easy or free. There's bad blood between their people and yours. Their ways are foreign, sometimes utterly opposed to the powers that be. And mayhaps there's something just a teensy bit foolhardy about arming your former enemies and letting them occupy your lands.
But perhaps the risk is worth something greater. By banding together against a common foe, there is a chance to set right what once went wrong To mend and end a bloody past of conflict. If this alliance works, it could lead to an age of harmony. If not, t'll just be one more verse in a song of hate, pain, and retaliation.
The Split-tongues
You are not naive or blind to history. Help always comes at a cost. People don't change. Weaknesses is exploited. And old enemies will not become sweeter in the face of a new one. Besides- if diplomacy and compromise could win the day, you wouldn't be in this situation. Instead, you're fighting a war.
That means you need people who can fight. And people who when the fighting is done, will get the hell out of your hair. The Split-tongues are such an organization. They will not quail at the sight of the blood they spill to protect you. They will spill it, collect their coin, and see themselves out.
And that's just the thing. It's just business. Not a cowardly government taking you back in for profit after they abandoned you. Not warmongers playing at peace to get their foot in the door. As criminals, the Split-tongues know the value of a fair trade. They will not make you change your life to gain their help. After all, the customer is always right.
Go It Alone
The Azure Marches abandoned Green Hollow to their fate. Only to now demand money for what should be their responsibility.
Peace should be made with the Stoneflowers, but not under duress. It should be done when both sides can approach as civil equals, not armed to the teeth in the wake of a war.
The Split-tongues are opportunists and criminals. They prey on the weak. They'll take a pinky today for an arm tomorrow.
One cannot control the world. But one can and should always control one's fate. You shouldn't have to give up your independence, your prosperity, your peace, in order to save those very same things.
If you must fight, fight your way and pay your own cost. Better to die free, than to have your descendants know you sold their future to live another day.