Era/Setting: Forgotten Realms-inspired Homebrewed World, Continent of Faerun. 1495, current standard calendar date.
Gamestyle: Political Intrigue, Criminal Underworld. Heavy RP, Heavy Story-focus, Heavy Narrative.
Tone/Flavor: Heavily mature. 21+
Starting Level: 5
Party size: Anywhere between 3-5 players
THIS WILL BE A NARRATIVE AND STORY-FOCUSED GAME, WITH HEAVY, HEAVY EMPHASIS ON ROLEPLAY. THIS WILL NOT BE A BALANCED GAME. >75% RP. WRITERS, ROLEPLAYERS, FORMER DMs STRONGLY PREFERRED. 20+ REQUIRED.
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Five years have ended since the end of the Great War between the Greater Tethyrian Empire and the Royal Amnic State. A conflagration that consumed the entirety of Faerun in a six year conflict consuming millions of lives, the Great War saw the industrialized nations of Faerun enter a total war with tanks, ships, rifles, machine guns, artillery, and airships as well as magic, alchemy, mages, and sorcery being used to exact total retribution on the enemy. The surprise Amnic invasion of Tethyr, unprovoked, pushed as far deep as the crowning jewel and capital of the Empire, Darromar itself. But through valiant efforts by the Imperial Armed Forces, the Tethyrians managed to push Amn back, out of Tethyr, into Amn, forcing a surrender of the Amnic state, however, rather than peace, a Cold War grips Faerun, though the Tethyrians celebrate their victory over the hated enemy.
The City of Myratma, known as the Coastal Jewel, the Darromar of the Sea, and the Shining Pearl, ranks among the largest and most populated, and wealthy, cities in all of the Empire however this oceanic beauty finds itself recently in troubled waters. In 1485, the city came under attack by the Amnic State Army, facing a brief but brutal occupation by the fanatic Amnic forces, subjugating the city's citizens. The city's criminal syndicates and battered citizenry, with Army support, mounted a successful resistance which drove the Amnic occupiers from the city, liberating it. Just over two years laters, refugees from the island nation of Oberon enacted a brief but devastating insurrection that necessitated an Imperial Army response.
Since the trials and tribulations beginning in 1485 with the Amnic occupation, Myratma has undergone trial after trial. Following the war's end, and the Insurrection, Myratma experienced an unprecedented economic and immigration boom driven by a combination of war refugee relocation, foreign immigration, and utilization of Myratma's immense industrial base to begin rebuilding the nation following the Great War. This has coincided with the introduction of a powerful and complex underworld, with criminal elements dominating the city's politics, jockeying with one another and with the Myratman Municipal Police Department and City government.
By June, 1495, the 11 year anniversary of the start of the Great War, the "Myratman Crisis" has reached extreme levels. The crime level has skyrocketed and gang conflicts have threatened to tear the proud city apart. With the situation fast deteriorating, the city begged Darromar for assistance, in which the Imperial Government created "Security Task Force Myratma", an army-sized formation of roughly 95,000 Imperial Army soldiers, approx. 10 or so divisions, to enact a sort of martial law in Myratma to preserve Imperial order in the city.
Myratma is rife with danger, yet equally rife with opportunity. For those who are adventurous, mercenary-minded, looking for trouble, looking for opportunity, or just looking to disappear, there is no better place to do so than the Shining Jewel of the Bormin Sea. Just beware the Madness In Myratma.
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Campaign Title: Madness in Myratma
Platform: Discord, Talespire, DNDBeyond
Time: Monday Evenings, 8pm EST
Era/Setting: Forgotten Realms-inspired Homebrewed World, Continent of Faerun. 1495, current standard calendar date.
Gamestyle: Political Intrigue, Criminal Underworld. Heavy RP, Heavy Story-focus, Heavy Narrative.
Tone/Flavor: Heavily mature. 21+
Starting Level: 5
Party size: Anywhere between 3-5 players
THIS WILL BE A NARRATIVE AND STORY-FOCUSED GAME, WITH HEAVY, HEAVY EMPHASIS ON ROLEPLAY. THIS WILL NOT BE A BALANCED GAME. >75% RP. WRITERS, ROLEPLAYERS, FORMER DMs STRONGLY PREFERRED. 20+ REQUIRED.
---
Five years have ended since the end of the Great War between the Greater Tethyrian Empire and the Royal Amnic State. A conflagration that consumed the entirety of Faerun in a six year conflict consuming millions of lives, the Great War saw the industrialized nations of Faerun enter a total war with tanks, ships, rifles, machine guns, artillery, and airships as well as magic, alchemy, mages, and sorcery being used to exact total retribution on the enemy. The surprise Amnic invasion of Tethyr, unprovoked, pushed as far deep as the crowning jewel and capital of the Empire, Darromar itself. But through valiant efforts by the Imperial Armed Forces, the Tethyrians managed to push Amn back, out of Tethyr, into Amn, forcing a surrender of the Amnic state, however, rather than peace, a Cold War grips Faerun, though the Tethyrians celebrate their victory over the hated enemy.
The City of Myratma, known as the Coastal Jewel, the Darromar of the Sea, and the Shining Pearl, ranks among the largest and most populated, and wealthy, cities in all of the Empire however this oceanic beauty finds itself recently in troubled waters. In 1485, the city came under attack by the Amnic State Army, facing a brief but brutal occupation by the fanatic Amnic forces, subjugating the city's citizens. The city's criminal syndicates and battered citizenry, with Army support, mounted a successful resistance which drove the Amnic occupiers from the city, liberating it. Just over two years laters, refugees from the island nation of Oberon enacted a brief but devastating insurrection that necessitated an Imperial Army response.
Since the trials and tribulations beginning in 1485 with the Amnic occupation, Myratma has undergone trial after trial. Following the war's end, and the Insurrection, Myratma experienced an unprecedented economic and immigration boom driven by a combination of war refugee relocation, foreign immigration, and utilization of Myratma's immense industrial base to begin rebuilding the nation following the Great War. This has coincided with the introduction of a powerful and complex underworld, with criminal elements dominating the city's politics, jockeying with one another and with the Myratman Municipal Police Department and City government.
By June, 1495, the 11 year anniversary of the start of the Great War, the "Myratman Crisis" has reached extreme levels. The crime level has skyrocketed and gang conflicts have threatened to tear the proud city apart. With the situation fast deteriorating, the city begged Darromar for assistance, in which the Imperial Government created "Security Task Force Myratma", an army-sized formation of roughly 95,000 Imperial Army soldiers, approx. 10 or so divisions, to enact a sort of martial law in Myratma to preserve Imperial order in the city.
Myratma is rife with danger, yet equally rife with opportunity. For those who are adventurous, mercenary-minded, looking for trouble, looking for opportunity, or just looking to disappear, there is no better place to do so than the Shining Jewel of the Bormin Sea. Just beware the Madness In Myratma.