In the Funiss Empire of Shell Island, unrest among the eight houses of death has risen greatly in the past hundred years. Two of the once most powerful houses, that of Speed and Mockery, have nearly fallen, while the houses of War and Monsters has risen. This has led to the holy City of Catzar's urgent call to infiltrate these houses and bring all dangerous houses to their knees in the name of the holy ones above.
I'd like to say from the start that this world-build is mostly based on D&D mechanics, although there are many differences which will be covered once we begin the campaign. My writing skills need a little work, but I have an immense story built for this campaign and am hoping to find some committed players who are willing to ride out this story with me.
This story takes place on the giant island, Shell Island. There are 7 different states, which will all eventually be explored. Feel free to open the 'spoilers' below to learn more about them.
Olspry Province (The Beastlands):
Olspry Province is this world's equivalent of the unexplored wilderness. It is full of fairies, giants, and gnomes, as well as witches, dragons and unicorns.
Typical races found here include but are not limited to:
Aarakocra
Dragonborn
Mountain Dwarves
Wood Elves
Eladrin Elves
Air Genasi
Earth Genasi
Water Genasi
Goliaths
Half-Orcs
Variant Humans
Typical classes found here include but are not limited to:
Barbarians
Blood Hunters
Druids
Rangers
Warlocks
Catzar: (The Holy City)
The City of Catzar is this world's equivalent of the Vatican. It is full of priests and knights who serve the holy ones above. They are in a holy war with the Funiss Dynasty, and aim to protect the Olspry Province from conquest.
Typical races found here include but are not limited to:
Hill Dwarves
High Elves
Wood Elves
Rock Gnomes
Half-Elves
Half-Orcs
Lightfoot Halflings
Humans
Variant Aasimar
Typical classes found here include but are not limited to:
Artificers
Bards
Clerics
Fighters
Monks
Paladins
Rogues
Sorcerers
Wizards
The Funiss Dynasty:
The Funiss Dynasty is your typical comic book Samurai setting, with schools for martial arts and battles amongst each other for the takeover of the thrones. They value power above all else. They are at war with Catzar, and aim to take over the Olspry Province.
Typical races found here include but are not limited to:
Wood Elves
Earth Genasi
Fire Genasi
Deep Gnomes
Goliaths
Half-Orcs
Stout Halflings
Humans
Variant Humans
Tieflings
Typical classes found here include but are not limited to:
Barbarians
Bards
Blood Hunters
Fighters
Monks
Rogues
Sorcerers
Warlocks
Wizards
The Cedarinian Empire (The 'Pureblood' Empire):
The Cedarinian Empire is the 'racist' kingdom of this world. It is run by humans and genasi, who claim to be the 'purest' beings in their kingdom. They treat every other race like trash and claim that the whole island is theirs to command. They are openly hostile to all other states, except for the Outlands, and aim to take over the Olspry Province.
Typical races found here include but are not limited to:
Dragonborn
Hill Dwarves
High Elves
Wood Elves
Air Genasi
Earth Genasi
Fire Genasi
Water Genasi
Rock Gnomes
Half-Elves
Lightfoot Halflings
Stout Halflings
Humans
Variant Humans
Typical classes found here include but are not limited to:
Bards
Clerics
Druids
Fighters
Monks
Paladins
Rogues
Sorcerers
Wizards
The Pessinton Kingdom (The Underground Expedition):
The Pessinton Kingdom was once a part of the Funiss Dynasty and the Cedarinian Empire. It consists of massive mountains and deep caves, that reach all the way to the Gates of the Underworld. Dwarves mainly run this kingdom, as they were the once who revolted against their slaved mining for the Funiss Dynasty and Cedarinian Empire.
Typical races found here include but are not limited to:
Dragonborn
Mountain Dwarf
Eladrin Elf
Air Genasi
Earth Genasi
Fire Genasi
Water Genasi
Deep Gnomes
Goliaths
Half-Orcs
Stout Halflings
Tieflings
Typical classes found here include but are not limited to:
Barbarians
Fighters
Monks
Paladins
Rogues
Sorcerers
Warlocks
Wizards
The Outreaches (Farmlands):
The Outreaches are lands full of small towns that farm and supply food to the other kingdoms. They are also the state's wall against attacks from the Olspry Province's many dangers. For this reason, no kingdom wishes to claim ownership of this land, until the Olspry Province has been fully explored and conquered.
Typical races found here include but are not limited to:
Hill Dwarves
Wood Elves
Air Genasi
Rock Gnomes
Half-Elves
Half-Orcs
Lightfoot Halflings
Humans
Variant Aasimar
Typical classes found here include but are not limited to:
Clerics
Druids
Fighters
Monks
Paladins
Rogues
The Mixed-Lands (The Lands of Peace):
The Mixed-Lands is a place for all of the races and outcasts from the other kingdoms, who were kicked out due to their strength, race, or crimes. They have become a merchant kingdom, and have no line of kings or queens, but they tend to be run by High Elves and Variant Humans. Contrary to their kingdom's nickname, the land is full of violence and criminals.
Typical races found here include but are not limited to:
Dragonborn
High Elves
Wood Elves
Air Genasi
Earth Genasi
Fire Genasi
Water Genasi
Rock Gnomes
Goliaths
Half-Orcs
Stout Halflings
Variant Humans
Tieflings
Variant Aasimar
Typical classes found here include but are not limited to:
Barbarians
Bards
Blood Hunters
Clerics
Druids
Fighters
Monks
Rangers
Rogues
Warlocks
Wizards
If you have read this far, I thank you very much for your commitment to reading the whole thing. Please include the word conquest in your text so I know you've read this far. Thank you!
We will start on Level 1 with XP.
Multi-classing will be allowed.
Stats will be standard array.
Starting equipment only.
And finally, go ahead and provide as long of a background as you want. I appreciate deep thought on a character, and I'll read the whole thing.
I look forward to running this campaign to any who wish to join!
Quick question on format/scheduling....do u plan this to b a scheduled session in which we post live (and if so, do u have an estimate on day/time)? Or will it b post as each of us has time throughout the week with a minimum number of posts/week to b considered active?
Backstory: Thunderkvack (or just Thunder) was/ Is a member of his towns Guard (depending on you, what makes more sense). He doesn’t have a family, he’s about 26, and he was born in his parents old age, so they’ve passed away. He’s looking into religious thing, trying to decide a path for his life.
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Name: Hidden Quill (Hidden) of the Lush Storm Clan
Class: Monk
Race: Tabaxi
Backstory: Hidden Quill of the Lush Storm Clan (called Hiidden for short) grew up in the village of his clan. During his general training lessons that all children recieved together, his mentor's teachings opened his mind to new possibilities in a field of study, leading to him becoming a cloistered scholar. These studies led him further to seek instruction to gain a deeper understanding of existence and his place in the world, thus he became a monk. He continues adventuring to continue this study.
During his adventures, Hidden made an enemy of an adventurer, through no fault of his own. The adventurer, NN male human fighter named Kamau Akinyemi, did not like Hidden speaking so openly of his views in the tavern one nite and asked him to quiet down. Things quickly escalated into a fight outside the tavern, which Hidden won, letting Kamau live, which unfortunately made Kamau even more angry.
Race/Class: Kobold Ranger (probably heading into Drakewarden)
Background: Vex used to live high up in the mountains with his tribe among the ruins that time forgot. He is sure it had a names at one point in time but now it is just the lair of his master, Egaxi, a rather large Brass Dragon. He was tasked with traveling his masters kingdom in search of any trespassers and dealing with them or reporting back to Egaxi an letting her take care of them herself. When one of his trips took him to the farthest corner of her "Kingdom" he returned to his home only to find a smoking ruin and nothing was left of his tribe or Egaxi. There was signs of a magical fight but nothing was left and he was alone. He was only able to take with him one stone "egg" that Egaxi kept in a hidden alcove. So he took the "egg" and fled in case whatever destroyed his world came back. He wandered the land and eventually came to the Holy City of Catzar's and heard they were looking for infiltrators. Vex was not all that pleased to be in the city but maybe these powerful individuals might have information on what happened to his tribe, so he figured he would give it a try. If it did not please him, he woudl just leave and go on his own once more, always seeking information on what might have happened to his tribe and his master, Egaxi.
Name: Assan Tarriq Class: Swashbuckler rogue (with a warlock dip for a familiar for RP fun~) Background: Assan was a young boy when he ran away from his father and their desert stronghold in the Outreaches determined to find his own life when he fell in with a charismatic old Preacher. This Preacher turned out to have connections away from the area and towards the sea and Shell Island. Over the next few years, as Assan grew up, he fell in love with the sea, so different from the sand and grit he was from, but also grew to have a love of adventure. No longer considering himself a member of any specific land, he's become a member of a crew of, less than savory, sailors, as they move around the island, interacting here and there with people from all of the lands; some more successfully than others. He's now found himself ashore for the time being in <starting city>, looking to get a lay of the land, hoping to make some new connections with whom he can go back to the ship, and his captain.
He has no memory of his former crew or purpose but is slowly transcribing his water damaged spellbook as he levels up. He is looking to find his original builder. He understands he is purpose built to serve and will help anyone in any way.
Appearance:
Mel/Dex VII is a small brass-colored automaton with a spherical head on which he can illuminate a variety of nautical or star maps. At his core is a glowing, magical astrolabe that rotates around a central glowing yellow crystal. On his back are the words Mel/Dex VIII. His feet appear to be designed to screw into something, perhaps a fixture at the bridge of a ship. He appears to be purpose-built for navigation and safety (including fire suppression).
Hello all. I love the posts so far, but I would just like to clarify something.
This world is comprised of two islands, Shell Island and a secret Island we'll get into. This one island is almost the size of Australia, so it's practically a continent.
Backstory: Theron Pyllae was always a skilled warrior, with a natural aptitude for the art of combat. As a young man, he joined a well-known mercenary group known as the Iron Blades, where he found a mentor in the old and skilled warrior, Aric Stormfist. Under Aric's tutelage, Theron became a master of the polearm, able to wield the long weapon with grace and precision. During his time with the Iron Blades, Theron traveled across Shell Island, fighting in battles and protecting those in need. However, as he grew older, Theron began to yearn for a more stable life. He left the mercenaries and joined the militia of Catzar, where he used his skills to defend the city from threats both internal and external. One day, Theron received news that his old mentor and friend Aric had been framed for high treason in the Cedarinian Empire. Determined to clear his mentor's name, Theron now accepts every dirty job which can help him gather money, supplies and reputation for this very hard task. Theron won't rest until he has proven his mentor's innocence and bring him home and later find the one who framed him.
Morgan Diamondhammer was born by his mother and father in the midst of a raging wildfire. Although his mother and father quickly perished, Morgan, against all odds, was rescued by a pack of wolves. The wolves taught him their ways, as he learned to fight, and survive in the wilderness. Eventually, a tribe of barbarians took him in. They taught him how to fight, and he learned quickly. Eventually, a sense of wanderlust grew within him, and he grew bored even while traveling with his tribe. He decided to leave them to discover civilization and become an adventurer.
fun fact: my fav paladin subclass is oath of conquest.
I would love to join, if you are still taking people to play! I have a character ready to play, and I have played dnd for 3 years. I really enjoy character interactions and tactical planning, though I really hope you reach out to me!
Merad was born in The Mixed Lands to a Human Man and Orc Woman who loved each other despite the differences of their peoples. Realizing safety would not be guaranteed, they departed in secret for the Holy City where race was not known to be a cause for fear. They found work through service in the temples within the city and the boy Merad grew surrounded by the faithful, learning discipline and temperance.
Merad was accepted as an acolyte in the Temple of [life deity] and served the commoners in daily rites and medicine. His dedication and faith was noticed by the temple superiors to go beyond the call of an Acolyte and Priest. He was recommended to the Order of Clerics and began his training just before adulthood.
Merad's parents stayed healthy and became a happy part of the Holy City without problem during his adolescence. However, during the early years of his cleric training, a heaviness came over Merad's parents. His father's age began to catch up with him and his father's sight departed. Merad knew his father had been involved with rough and violent men in his younger days before meeting his mother, and now a worrisome demeanor surfaced on the man. Merad's mother remained the fiery, compassionate woman she had always been, but she received word from her tribe that her presence would be required once more at the untimely death of her father and mother. Family and honor bound, she readies herself to leave just as Merad finishes his initiation into the Cleric Order.
Merad finds himself a newly ordained Cleric, with an ailing father and a journeying mother. He can't help but be concerned. But, his parents have left him with a charge: to serve and to heal, to bring honor to the Holy City that has been so good to their family.
With rumors of conquest spreading among the nations, Merad readies his armor and faith.
In the Funiss Empire of Shell Island, unrest among the eight houses of death has risen greatly in the past hundred years. Two of the once most powerful houses, that of Speed and Mockery, have nearly fallen, while the houses of War and Monsters has risen. This has led to the holy City of Catzar's urgent call to infiltrate these houses and bring all dangerous houses to their knees in the name of the holy ones above.
I'd like to say from the start that this world-build is mostly based on D&D mechanics, although there are many differences which will be covered once we begin the campaign. My writing skills need a little work, but I have an immense story built for this campaign and am hoping to find some committed players who are willing to ride out this story with me.
This story takes place on the giant island, Shell Island. There are 7 different states, which will all eventually be explored. Feel free to open the 'spoilers' below to learn more about them.
Olspry Province (The Beastlands):
Olspry Province is this world's equivalent of the unexplored wilderness. It is full of fairies, giants, and gnomes, as well as witches, dragons and unicorns.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
Catzar: (The Holy City)
The City of Catzar is this world's equivalent of the Vatican. It is full of priests and knights who serve the holy ones above. They are in a holy war with the Funiss Dynasty, and aim to protect the Olspry Province from conquest.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
The Funiss Dynasty:
The Funiss Dynasty is your typical comic book Samurai setting, with schools for martial arts and battles amongst each other for the takeover of the thrones. They value power above all else. They are at war with Catzar, and aim to take over the Olspry Province.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
The Cedarinian Empire (The 'Pureblood' Empire):
The Cedarinian Empire is the 'racist' kingdom of this world. It is run by humans and genasi, who claim to be the 'purest' beings in their kingdom. They treat every other race like trash and claim that the whole island is theirs to command. They are openly hostile to all other states, except for the Outlands, and aim to take over the Olspry Province.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
The Pessinton Kingdom (The Underground Expedition):
The Pessinton Kingdom was once a part of the Funiss Dynasty and the Cedarinian Empire. It consists of massive mountains and deep caves, that reach all the way to the Gates of the Underworld. Dwarves mainly run this kingdom, as they were the once who revolted against their slaved mining for the Funiss Dynasty and Cedarinian Empire.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
The Outreaches (Farmlands):
The Outreaches are lands full of small towns that farm and supply food to the other kingdoms. They are also the state's wall against attacks from the Olspry Province's many dangers. For this reason, no kingdom wishes to claim ownership of this land, until the Olspry Province has been fully explored and conquered.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
The Mixed-Lands (The Lands of Peace):
The Mixed-Lands is a place for all of the races and outcasts from the other kingdoms, who were kicked out due to their strength, race, or crimes. They have become a merchant kingdom, and have no line of kings or queens, but they tend to be run by High Elves and Variant Humans. Contrary to their kingdom's nickname, the land is full of violence and criminals.
Typical races found here include but are not limited to:
Typical classes found here include but are not limited to:
If you have read this far, I thank you very much for your commitment to reading the whole thing. Please include the word conquest in your text so I know you've read this far. Thank you!
We will start on Level 1 with XP.
Multi-classing will be allowed.
Stats will be standard array.
Starting equipment only.
And finally, go ahead and provide as long of a background as you want. I appreciate deep thought on a character, and I'll read the whole thing.
I look forward to running this campaign to any who wish to join!
-Archie
Quick question on format/scheduling....do u plan this to b a scheduled session in which we post live (and if so, do u have an estimate on day/time)? Or will it b post as each of us has time throughout the week with a minimum number of posts/week to b considered active?
It will most likely whenever you're able. But if everyone wants to do a scheduled time. That works too. Depends on the players.
-Archie
Name: Thunderkvack
Class: Paladin
Race: Human
Backstory: Thunderkvack (or just Thunder) was/ Is a member of his towns Guard (depending on you, what makes more sense). He doesn’t have a family, he’s about 26, and he was born in his parents old age, so they’ve passed away. He’s looking into religious thing, trying to decide a path for his life.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
https://ddb.ac/characters/90964635/cPyyqG
Name: Hidden Quill (Hidden) of the Lush Storm Clan
Class: Monk
Race: Tabaxi
Backstory: Hidden Quill of the Lush Storm Clan (called Hiidden for short) grew up in the village of his clan. During his general training lessons that all children recieved together, his mentor's teachings opened his mind to new possibilities in a field of study, leading to him becoming a cloistered scholar. These studies led him further to seek instruction to gain a deeper understanding of existence and his place in the world, thus he became a monk. He continues adventuring to continue this study.
During his adventures, Hidden made an enemy of an adventurer, through no fault of his own. The adventurer, NN male human fighter named Kamau Akinyemi, did not like Hidden speaking so openly of his views in the tavern one nite and asked him to quiet down. Things quickly escalated into a fight outside the tavern, which Hidden won, letting Kamau live, which unfortunately made Kamau even more angry.
Ability scores: 14 13 12 14 12 14(Totally glanced over some of the "creation" rules to get to the spoiler text and missed the "standard array" part, made the change.)
Looking forward to some "conquest".
Name: Vex - https://www.dndbeyond.com/characters/90978426/khcv0W
Race/Class: Kobold Ranger (probably heading into Drakewarden)
Background: Vex used to live high up in the mountains with his tribe among the ruins that time forgot. He is sure it had a names at one point in time but now it is just the lair of his master, Egaxi, a rather large Brass Dragon. He was tasked with traveling his masters kingdom in search of any trespassers and dealing with them or reporting back to Egaxi an letting her take care of them herself. When one of his trips took him to the farthest corner of her "Kingdom" he returned to his home only to find a smoking ruin and nothing was left of his tribe or Egaxi. There was signs of a magical fight but nothing was left and he was alone. He was only able to take with him one stone "egg" that Egaxi kept in a hidden alcove. So he took the "egg" and fled in case whatever destroyed his world came back. He wandered the land and eventually came to the Holy City of Catzar's and heard they were looking for infiltrators. Vex was not all that pleased to be in the city but maybe these powerful individuals might have information on what happened to his tribe, so he figured he would give it a try. If it did not please him, he woudl just leave and go on his own once more, always seeking information on what might have happened to his tribe and his master, Egaxi.
Name: Assan Tarriq
Class: Swashbuckler rogue (with a warlock dip for a familiar for RP fun~)
Background: Assan was a young boy when he ran away from his father and their desert stronghold in the Outreaches determined to find his own life when he fell in with a charismatic old Preacher. This Preacher turned out to have connections away from the area and towards the sea and Shell Island. Over the next few years, as Assan grew up, he fell in love with the sea, so different from the sand and grit he was from, but also grew to have a love of adventure. No longer considering himself a member of any specific land, he's become a member of a crew of, less than savory, sailors, as they move around the island, interacting here and there with people from all of the lands; some more successfully than others. He's now found himself ashore for the time being in <starting city>, looking to get a lay of the land, hoping to make some new connections with whom he can go back to the ship, and his captain.
edit: sheet here: https://www.dndbeyond.com/characters/9591534
PbP 🎲: Tyekanik; Moneo Noree; Korba Muris; & occasional DM:
Mel/Dex VIII, a navigational autognome wizard (Abjuration) found shipwrecked on the shore.
https://www.dndbeyond.com/characters/91011073
He has no memory of his former crew or purpose but is slowly transcribing his water damaged spellbook as he levels up. He is looking to find his original builder. He understands he is purpose built to serve and will help anyone in any way.
Appearance:
Mel/Dex VII is a small brass-colored automaton with a spherical head on which he can illuminate a variety of nautical or star maps. At his core is a glowing, magical astrolabe that rotates around a central glowing yellow crystal. On his back are the words Mel/Dex VIII. His feet appear to be designed to screw into something, perhaps a fixture at the bridge of a ship. He appears to be purpose-built for navigation and safety (including fire suppression).
Hello all. I love the posts so far, but I would just like to clarify something.
This world is comprised of two islands, Shell Island and a secret Island we'll get into. This one island is almost the size of Australia, so it's practically a continent.
-Archie
Sounds great! How many players are you looking to have? What platform will we use? Discord chat?
Play-By-Post, 5-6 players
-Archie
Interested in this game, here's my character proposal:
Name: Theron Pyllae
Race: Variant Human
Class: Fighter
Backstory: Theron Pyllae was always a skilled warrior, with a natural aptitude for the art of combat. As a young man, he joined a well-known mercenary group known as the Iron Blades, where he found a mentor in the old and skilled warrior, Aric Stormfist. Under Aric's tutelage, Theron became a master of the polearm, able to wield the long weapon with grace and precision. During his time with the Iron Blades, Theron traveled across Shell Island, fighting in battles and protecting those in need. However, as he grew older, Theron began to yearn for a more stable life. He left the mercenaries and joined the militia of Catzar, where he used his skills to defend the city from threats both internal and external. One day, Theron received news that his old mentor and friend Aric had been framed for high treason in the Cedarinian Empire. Determined to clear his mentor's name, Theron now accepts every dirty job which can help him gather money, supplies and reputation for this very hard task. Theron won't rest until he has proven his mentor's innocence and bring him home and later find the one who framed him.
Player:
Snikkit Sparks - Gnome Artificier (Alchemist) 3 | Stranger Things: Hunt for the Thessalhydra
Theron Pyllae - Variant Human Fighter 1 | Shell Island
Riwakan Thioscale - Dragonborn Fighter (Battle Master) 5 | Adventures in the Sands: Lost Tomb of Meneptah (Group 2)
DM:
Derailed Dreams - Panic on the Zakhara Express
Morgran Diamondhammer
Race: Mountain Dwarf
Class: Barbarian
Background: Outlander
Backstory:
Morgan Diamondhammer was born by his mother and father in the midst of a raging wildfire. Although his mother and father quickly perished, Morgan, against all odds, was rescued by a pack of wolves. The wolves taught him their ways, as he learned to fight, and survive in the wilderness. Eventually, a tribe of barbarians took him in. They taught him how to fight, and he learned quickly. Eventually, a sense of wanderlust grew within him, and he grew bored even while traveling with his tribe. He decided to leave them to discover civilization and become an adventurer.
fun fact: my fav paladin subclass is oath of conquest.
DMing:
The Cataclysm Stadium
Rise of the White Mask
Optimization Guides:
Literally Too Angry to Die - A Guide to Optimizing a Barbarian.
Question, what side of this attempt of conquest will the party be on? This will factor my character creation/backstory.
Osborne Goodluck | Level 1 | Halfling | Sorcerer (Wild Magic) | Waterdeep: Dragon Heist
Would love to join if the recruiting is still going on!
I would love to join, if you are still taking people to play! I have a character ready to play, and I have played dnd for 3 years. I really enjoy character interactions and tactical planning, though I really hope you reach out to me!
The original idea is to help the City of Catzar, but it is a total possibility to fight for the Funiss. It's really up to the players.
To All: Recruiting will close Wednesday.
-Archie
Do you mind posting your character?
-Archie
Edit: added link to character sheet
2nd edit: changed domain from light to life
Hello! Looking forward to (hopefully) playing with y'all! Please let me present Merad, Half-Orc Life Cleric of Catzar.
Background: Acolyte
Merad was born in The Mixed Lands to a Human Man and Orc Woman who loved each other despite the differences of their peoples. Realizing safety would not be guaranteed, they departed in secret for the Holy City where race was not known to be a cause for fear. They found work through service in the temples within the city and the boy Merad grew surrounded by the faithful, learning discipline and temperance.
Merad was accepted as an acolyte in the Temple of [life deity] and served the commoners in daily rites and medicine. His dedication and faith was noticed by the temple superiors to go beyond the call of an Acolyte and Priest. He was recommended to the Order of Clerics and began his training just before adulthood.
Merad's parents stayed healthy and became a happy part of the Holy City without problem during his adolescence. However, during the early years of his cleric training, a heaviness came over Merad's parents. His father's age began to catch up with him and his father's sight departed. Merad knew his father had been involved with rough and violent men in his younger days before meeting his mother, and now a worrisome demeanor surfaced on the man. Merad's mother remained the fiery, compassionate woman she had always been, but she received word from her tribe that her presence would be required once more at the untimely death of her father and mother. Family and honor bound, she readies herself to leave just as Merad finishes his initiation into the Cleric Order.
Merad finds himself a newly ordained Cleric, with an ailing father and a journeying mother. He can't help but be concerned. But, his parents have left him with a charge: to serve and to heal, to bring honor to the Holy City that has been so good to their family.
With rumors of conquest spreading among the nations, Merad readies his armor and faith.