[center][h1]A Nation in Peril, the Queen's War[/h1][/center] [center][img]https://img.roleplayerguild.com/prod/users/70b7fca1-70e2-46ab-8e5a-cee01bf6b1b6.jpg[/img][/center] [center][h2]Introduction[/h2][/center] [i]In a far away land beyond the reaches of the modern mind is a land inhabited by loyal knights, wise wizards, and savage orcs. A land once torn asunder by a dragon, a dragon that was struck down by the combined forces of two groups of people who had finally had enough. Welcome to land of the Emerald Coast. A land named so for the sparkling green sea that wafts against the sandy shore. Beyond the coast is a land like any other inhabited mainly by men with the few interlopers from other races such as the reclusive dwarves of the nearby mountains or the less xenophobic elves that cautiously venture from their forest homes. Villages surrounded by farms fend off bandits, and wild beasts just like the few walled castles must defend against vile aristocracy seeking to maintain the economic gap between classes or at least improve their personal situation over everyone else’s. A mainly peaceful land with little knowledge of the doom looming in the distance or the potential harm lurking in the shadows. A land where the common man barely understands the danger encroaching across their borders. Farms burning. Villages fleeing. Refugees scurrying across the lands praying to their gods that they reach safe harbor before their run down by the same terrors that befell their homes.[/i] [Hider=History] [b]53rd year of Ivor’s Reign[/b] - A blood red wyrm, Tusamircil descends from the unknown lands of the north. A great wyrm six men high and more than two dozen as long with a wingspan even longer still. A fire breathing monster that wreaked havoc across the land. [b]1st year of the Wyrm[/b] - While it had taken five years, the lazy wyrm clumsily clamouring across the land by this time their entire region had been brought to near ruin. The forests were burned. The farmlands charred. Villages crumbled. And the mountains trembled as if ready to collapse with the even the calmest ocean breeze. The majority of man had been enslaved. Tusamircil had become a truly terrifying supreme overlord of the Emerald Coast. [b]31st year of the Wyrm[/b] - Alkin Enathrae discovers the amazing properties that are transferred through the use of various aspects of a wyrm’s body. In the initial instance, it was guano that transferred an arcane property to the typically not so magically inclined humans. The lucky gong farmer fell into a pile of dragon excrement while performing his typical duties. While some of it was wiped or cleaned away, removing everything before some of it was absorbed into the body was obviously impossible. [i]“At first I was just annoyed. I’m usually better than that. But after some time had passed my body began to tingle. I couldn’t figure out where it was coming from but I felt it all over. I felt woozy. I felt tired. It was like I had eaten some rotten meat. It put my on my knees. But as I clutched at my abdomen praying to vomit I found that with one quick dry heave my breath had made a stream of fire. Once, twice, thrice it happened against my will burning all that stood in its path. The smell was horrendous...but it was this event that began my experimentation into the influence of Tusamircil’s excrement and other discarded parts such as scales, nails, teeth, et cetera.”[/i] [u]- An Excerpt from the First Writings After the Rule of Man -[/u] [b]32nd year of the Wyrm[/b] - Led by Alkin Enathrae as well as Jeddite Winsela, a small group of humans made the expedition into Tusamircil’s lair to harvest remnants of the great wyrm’s self-grooming habits. Despite losing the life of a couple not-so-stealthy individuals, the mission was an overall success. The Enathrae family along with the Winsela, Haart, Dawn, Wrathmont, and Zolton families - begin to research the various influences and properties of the wyrm remnants they had gathered. [b]40th year of the Wyrm[/b] - Led by Alkin and Jeddite Winsela as well as dozens of others, hundreds and thousands of human slaves revolt against Tusamircil exploiting the small amount of knowledge they had obtained as well as the remnants from their expedition eight years earlier. However, the majority of people relied upon the range and siege weapons they had created in secret to damage the wyrm as Tusamircil tried to fight back. [b]1st year of Rebirth[/b] - After the defeat of the great wyrm Tusamircil, the families that led the revolt gathered together to rebuild the world of the Emerald Coast that the great Wyrm had destroyed. Farms were resown. Cities were rebuilt. Trees were planted. The remnants of the great Wyrm and the magic is had bestowed upon them to change the burnt, barren landscape left by Tusamircil into something much more beautiful and life sustaining. [b]14th year of Rebirth[/b] - While the people of the Emerald Coast had truly begun to flourish between hard work and the exploitation of the arcane arts, the families in change struggled to maintain a respectful order. While the people were not directly influenced by their struggles, the aristocracy fought regularly debating how to rule over their newly founded kingdom. Enathrae demanded a more peaceful and hands-off approach while Winsela had demanded a more militaristic view to keep people in line. In the end, it was decided that two nations would be found - Samancia in the north and Kastore in the south. [b]1st year of Division[/b] - Despite the mutual agreement for separation, there is tension between the two nations. However, things remain superficially peaceful. Many of the little people begin to express distaste for the opposite nation while the aristocracy of both sides try to work out an agreeable treaty to maintain peace, establish trade routes and other important issues regarding their nations. [b]9th year of Division[/b] - While the two nations flourished together as twin nations, it was not until nine years later that the aristocracy of the two had finally come to agreement in what was known as the Emerald Concordat. This particular document fully explained the roles and territories of the two nations without question. Both sides appeared agreeable with their treatment. [b]347th year of the Concordat[/b] - For centuries Samancia and Kastore co-existed peacefully, living by the rule of the Emerald Concordat. However, a small family from Kastore had felt slighted by one living under the rule of Samancia which generated a murder in the sovereign family ruling over Samancia. A border stand-off halted all trades negotiated by the Concordat as an investigation took place on both sides. [b]348th year of the Concordat[/b] - It was discovered and proven by the Kastorean militaristic government that it was in fact a family living under their rule that had planned and taken the life of the member of the sovereign family of Samancia. Because of this, the families name had been stricken from not only the writings of man but also the nations of the Emerald Coast. The entire family from the eldest member to the youngest was disposed off, the adults being publically executed while the children were regrettably slain through other means. Their remains were lost to the Red Desert and their belongings were forfeited to the royal family as a means of repayment. The Concordat remained in place. [b]678th year of the Concordat[/b] - Without provocation or warning, the Kastorean Empire crossed the border into Samancia and laid siege to the southernmost Samancian village of Colchester, subsequently pushing the Concordat aside and establishing open and treasonous war. [/Hider] [hider=Samancia versus Kastore] [center][img]https://img.roleplayerguild.com/prod/users/a60b1755-3efb-47e1-9ca9-9c2f2461600f.jpg[/img][/center] Born from the same land and of the same terrible fate centuries ago, Samancia and Kastore had grown to become to very different countries. While their population sizes differ slightly and the resources they exploit seem to compliment each other nicely the two grew apart in government demeanor as the centuries drew on. [center][img]https://img.roleplayerguild.com/prod/users/289a06e6-0c67-45eb-8ec3-e8aa7d3f2ba7.png[/img][/center] Samancia to the north finds solace in the most beautiful winter snow that blows down from the frightening spires and terrifying crags of the mountains to the north - the Spine of Tusamircil. Most people never find a sight more beautiful than the snow covered roofs of the city of Samancia in the shadows of the Moonlit Rise. But beneath that beautiful exterior is a strong formidable government that works much like a democratic monarchy. This is to suggest that while a royal family does exists in instances of inheriting power upon the death of one family member, a vote is still held to ensure that the incoming family member is adequate to serve. The Sovereign Government is split into three distincts cabinets. First was the House of Reeves. A person known as a Reeve is a member of the peasant class elected by the members of a given district to represent the people of that district in the major government of the sovereign state. Also, is the Guild of Merchants which comprises a number of the most influential merchants across all of the Emerald Coast from Kastore included. While much smaller in number than the House of Reeves, the power held by the Guild of Merchants is much more influential. However, they work in conjunction with the House of Reeves to come to decisions about the alterations the people ask of their government. Finally is the House of Knights. While the other two collections focus on internal affairs, the House of Knights maintain control over the relationship between Samancia and Kastore, which while the other houses may be consulted it truly comes down to the decisions of the House of Knights. In this situation, the House of Knights consists of the three Knight-Commanders, the Lord-Commander, the Queen (or King) with consultation from the Archmage when required (which is nearly always). The Samancian Military, uses six classes of military soldiers in its standard military which include archers, swordsmen, footmen (who fight with spears), axemen, cavalry (who typically act as scouts or shock troops), and monks (which practice the arcane arts). These groups are all led by a number of Knights with various titles reflecting their position above their particular class. Above these individuals are a quintet of individuals that rule over all of them as commanders of these particular knights and classes. Furthermore, when the need calls for it a writ of Conscription can be issued only by agreement of the House of Knights and ordered by the Queen herself under the power and control of the Lord-Commander. The Sovereign State of Samancia under the rule of Queen Arebell Viarmo actively seeks out and listens to the needs of its people as well as those who actively transact business within the nation’s borders to make adjustments accordingly. It is a state of the people, for the people made possible by the people who are enabled and empowered by those who rule them. [center][img]https://img.roleplayerguild.com/prod/users/94ef3c5a-e22c-4012-be3a-dfbf8a1da9e9.png[/img][/center] To the south is the militaristic empire of Kastore. Just as old and rustic as their twin to the north, Kastore has established a very different presence on the face of the Emerald Coast. Much warmer than the northern state, Kastore derives its warm climate from the southern winds driven from the Red Desert, accompanied by the occasional sandstorm. Although a smaller population, Kastore is a strong military force to be reckoned with. In fact, while Samancia has a strong military presence, Kastore spends a greater majority of their finances on funding their military to fend off the regular attacks of desert raiders, orcs, and other atrocities that are drive either from the red desert sands or from further down the southern coast. Kastore is under the control of a single Emperor who decides on his own discretion, with as much or as little discretion for the advice of others as he cares to observe. Emperor Archibald Kastore has been in the ruling position for more than four decades, grooming his son to take over after him. Typically, the Emperor consults one or two specific individuals that hold positions beneath him such as a scholar in the more mysterious aspects of the world and the leader of the Empire’s armed military. It is also not uncommon for the Emperor to take on any advisor when he sees fit to do so for any reason he deems necessary. As with typical Empires, the Emperor has supreme control. While in the beginning it had been few and far between when the Emperor would consult figures outside his castle walls, as the Emperor grows older he more often consults the people and their unofficial elected representatives to hear their concerns and attempt to understand their positions. At least, he had done so. However, over the last three years the castle gates or at least the throne room doors have remained closed for some time to all but the very closest to the Emperor. The Kastorean Empire’s military is lead by one central general, the current holder of the position is Ayden Winsela. At the bottom of the chain are three categories of fighters; axemen, spearmen, or archers. There are no conscripts in this southern Empire. Every able bodied man and woman are trained to fight in one way or another, with every able bodied man and woman (without child) called to war if necessary. Above these group of fighters with varied level of training are particularly experienced and terrifying individuals denoted as a “first” or a Sir typically on par if not superior to a knight of the Samancian army. Above these leaders would be the General who works alongside any scholars or other advisors that the Emperor sees fit. Currently, the Kastorean Empire has established two other advisors who act along side Captain Winsela. First is Allamah Jhared Xsi Xyron, a religious scholar that focuses on the arcane arts who few have any prior knowledge of. An outsider who is said to have derived from a city deep within the Red Desert the Emperor holds his influence far off-hand. Another is Chancellor Carecalmo Mastero. Even less is known about this individual. However, he is said to have ventured from the lands further south down the Emerald Coast. These two outsiders are often kept out of the prying eye of the public for fear of a xenophobic response. However, they have both only arrived in the last three years and bring their own experiences to the table. Unbeknownst to the general public for fear of a negative response Chancellor Mastero has brought both tribal fighters and enslaved savage orcs which has allowed the Kastore Empire to attack Samancia without invoking retaliation for the longest time as it was believed they were unrelated attacks. As for the Allamah, he has brought a select group of legionnaires that while small in number have mastered the art of fighting with both melee weapons and an infusion of arcane prowess which the Allamah specializes and perfects on a consistent basis. These outsiders have allowed the Kastorean Empire to exploit resources it otherwise would have shunned due to public appearances. [/Hider] [hider=The Arcane Arts] Magic on the Emerald Coast is relatively non-existent in the typical sense. Magic is not necessarily learned from books like the Wizards of Faerun or granted from special objects like in the Kingdom of Bale. Instead, Magic is gathered from a generations of breeding from the first original families to be influenced by the magical presence of wyrm remnants. People spend their entire lives digging in the dirty, scaling mountains, and searching the forest floors to find the remnants from the great wyrm that have survived the test of nearly seven centuries. As it were, after originally influenced by the wyrm remnants those families kept the secret very close at hand. As those families reproduced, and intermingled with other family lines the magical essence followed their bloodline. As the bloodline extended the essence both spread and weakened. However, as had been proven over time just the appearance of the essence within someone’s bloodline was enough to grant either a weak or powerful arcane presence. When a person is blessed or curses with the arcane presence it can manifest itself at any age or time. It can manifest in a plethora of ways. However, the arcane presence is tied entirely to the natural environment surrounding the caster. It would not be uncommon for a capable body to construct a wall of wood if expressing the power in the middle of a forest. Or to turn the solid ground into a thick sticky mud in the middle of a grassland. Elements such as wind and water can be manifested almost anywhere. In short, an arcane presence within an individual can be very tricky and difficult to understand. Once the arcane essence is exposed, it is capable to hone this power. Training may be sought out and at least in Samancia is willingly sought out by the state to be trained and exploited as the state seems necessary. Kastore on the other typically shuns those who express the arcane essence and often times those who do migrate to Samancia in attempts to train themselves. As it were, the power of the arcane essence is not without its troubles. As the power is exploited the skin often becomes withered and tattered. It often obtains what appear to be scars from burn or large cuts to accompany the wrinkled skin. It is not strange to see those who have exploited their power of the essence to be blind or lose other senses to any extent, lose their hair, or even have limbs become useless as if addled by advanced stages of leprosy. While exploiting the arcane essence is a knowledge that can be learned despite the lack of availability to everyone, it is still a bit of knowledge that is heavily shrouded in mystery. [/Hider] [hider=Commonality] Let us not be foolish. The commonality between worlds should be common sense. We don’t need five different words or designs for a shovel. An anvil will always be an anvil. Quite frankly, while pants may be made of different materials or in different designs they will still always be pants. So let us not consider a sword to be anything other than a sword or a rose to be anything other than a flower. More importantly, without further elaboration any statement made should be taken as written through the most straight-forward and simplistic understanding possible. This is merely to suggest that we not read more into things than are written. Further, a statement about the religions of the setting. The Emerald Islands holds no religion since the arrival of Tusamircil believe that deities must not exist given the arrival of this calamity from the sky. Instead, with the fall of the great wyrm have come to believe in the strength of men over all others. This is not to suggest that religions may come from other lands beyond the Emerald Coast but they regardless they will not be accepted by the people nor will any powers they generate be acknowledges. In this particular gathering, religion or piety will not be a factor. [/hider] [Hider=Player’s Role] Where do the player’s fit in? It is already established that Samancia is going to war with Kastore. Or at the very least they are going to push them back from their advancing invasion near Colchester. The Samancian Military is moving towards Alaspar from Kilmarnock with the objective of securing Sheffield before the Kastore military moves in to raze the city. Initial players will join the military force as it moves into Alaspar. They will join the group as conscripts. This means they may have little to no [b]formal[/b] combative training, even if mercenaries or thugs their prowess is most likely experience only. However, as battles ensue they will be able to move up the ranks should they choose to do so or they may even gather a following of their own. While the standard military force will be responsible for the majority of the combative force, the players will be given their own objectives to work together or move on their own to complete. Subsequently, they players will obtain better weapons, armor, items, or the favor of important individuals to achieve later tasks depending on their performance during the previous phase of the adventure. In the beginning, missions will most certainly be rather simple until the flow and feel of gameplay is experience and potentially mastered because a variety of facets will come into play (a list of which may be fashioned in the near future). However, if the thread is lucky enough to maintain momentum they will become more difficult with more steps involved to complete the task at hand. As the difficulty increases so will the reward. Furthermore, there is a particular completion point to this adventure so it isn’t open ended. Upon the completion of the thread the party may choose to disband or continue onward to the next phase of the “campaign” (for lack of a better term). [/hider] [Hider=Character Sheet] [i]*Please place your character information in an appropriately titled hider and include the following information…*[/i] [b]Name[/b] [b]Age[/b] [b]Height[/b] [b]Weight[/b] [b]Occupation[/b] [b]Physical Description[/b] [i](nothing too convoluted, pictures are acceptable if within the flavor of the thread)[/i] [b]Weapons, Armor, and other Equipment[/b] [b]Strengths[/b] [b]Weaknesses[/b] [/hider] [Hider=Guidelines] [list] [*]First and foremost, any rule previously enacted by the administration and moderation of the Roleplayer’s Guild is applicable to this thread. [*]Any and all disputes, collaborative efforts, and other issues in which resolution is required should not be discussed in the IC section of the thread but in the OOC section. Should discussions break down to a point where I need to step in, my decision will be final. [*]Further, any OOC comments made in the IC section of the thread [*]Posting will be on a first come, first serve basis. Players are entitled to post without limit in between my Dungeon Master posts. When I begin working on a new post I will reserve a spot in the thread. Any subsequent posts will have to be altered if made simultaneously. [*]When posts are made it is encouraged that players write as much as they desire. However, minimum posting requirements are the same expectations as dictated by the Roleplayer’s Guild rules. The preferred minimum being at least two paragraphs of reasonable length and description with grammar and spelling being of the utmost importance. [*]All characters should be posted in the character section of the thread and not the OOC. Each character must be approved by the GM or co-GM if applicable. You may create as many characters as you like. It would not be unheard of that a player character will die so having multiple characters may be preferred. Also, once an original player character is accepted, you may if you choose create a more details sheet for a pre-established character. Further if you’d like to add something to the background, history, a more defined area, et cetera of the Emerald Coast such creativity is included. However, such creativity must also be submitted in the character section of the forum for approval. [*]Please try your best to stick within the confines of the setting as constructed unless your alteration is approved. I don’t expect you to know the world as I see. However, I do expect a common sense approach. More importantly, I would expect from everyone, understanding that if I identify something as being against the background that the player will reasonable alter the post. [*]Finally, if you believe there is any important guideline, piece of character sheet information, setting background information, et cetera that I have missed and a player would like further explanation upon please feel free to ask so that I can elaborate upon the world or see the above excerpt regarding adding information to the background information. [/list] [/hider]