The Grand Hall is bathed in a deep red glow as Tala's sunlight is filtered through the massive carved ruby that makes the Hall's ceiling. More people fill the Hall than ever before in its history, so much that many have to stand upon the staircase leading from the entrance to the central platform. House Lense's own faithful are in attendance, but six other of the Great Houses of Men make up the bulk of the crowd. At the center of the spectacle is the Red Star, Lady of the Eternal Vigil, Dragonlord of Lense, and self-proclaimed Queen of Muindor and Thilia — Saera Lense.
Behind her is the massive hulk of an ancient gold dragon, nearly filling half of the Hall all on its own. The molten gold of her scales reflect crimson light of the hall, casting molted patterns on the floor and walls around her.
"By Fire and Blood, We Rise!"
The Queen's voice echoes throughout the Hall. The rest of her House answers back:
"Rise, Rise, Rise, from the Ashes of the Garden!"
The Great Houses of Men tremble at the coronation of a new queen, the first of her kind: a Dragonlord.
Ruthless and severe, Aulus Decius ascends as High Imperator in the ancient city of Alnarach, seat of the Empire of the First Gift.
As conflict brews between the two rising powers, the Tyrants of Old stir beyond the Veil; the God-King Malikhor wakes.
In the Fathomless Epoch, a civilization of Elves and Dwarves labor to build a great tower of marble to reach into the heavens. The God-King Malikhor, leader of the Elder Gods destroys the tower and ends their civilization, binding the survivors to slavery as punishment for their perceived pride.
At the end of the Fathomless Epoch, Shæl, the goddess of Hearth and Civilization stole the Fire of Knowledge on behalf of Humanity. For this, she earned the ire of Malikhor and was killed. The Silver Gods of the Thetikon waged a vengeful battle against the Elder Gods after Shæl's murder, their blows sundering the world of Tala.
In the Age of Gods, the mortal races of Tala hid in fear after the fall of the Elder Gods and the horrors of the Sundering. To comfort them and coax them back out into the sun, the God Milil descended to Tala, sitting on the lowest branches of the World Tree while he sang and played his oud.
The Treesong
Miravar the elf was the first to venture forth. He sat at Milil's feet and listened across the first spring. When the first flowers blossomed in the World Tree's branches, Milil gave Miravar a harp and taught him to sing. Next the human Hawa ventured to share the shade of the tree with them. She listened to their music across the first summer. When the first fruit of the World Tree ripened, Milil gave her a flute and taught her to play. After they had played together a day and a night, the dwarf Urgin came up from the cave in which he had hid after the Sundering. Quietly he began to clap his hands and stamp his feet with their song. He kept his quiet rhythm for all of the first autumn. When the leaves of the World Tree turned gold, Milil gave Urgin a drum and taught him to mark time with divine precision.
Next came the goddess Pherein to teach the arts of healing. Gond came after, bringing with him the mechanical arts and smithing. Serena, goddess of Spring and Idamate, goddess of Autumn, taught the mortals how to cultivate fields and orchards. Azuth guided the five dreamers through the veil between planes, granting them the knowledge and command of magic. Tyr and Lira descend to Tala last to give laws to the increasingly chaotic mortal races.
After their gifts have been bestowed the Silver Gods leave Tala and take their places among the stars. The mortal races are left a paradise in the Garden, in the Valley of Tir Drochain.
A century later, believing the humans' and dwarves' impetuousness and obstinacy to be deleterious to their way of life, the elves depart the valley for lands unknown.
In the Age of Tribes, the first recorded death of mortal at hands of another since the Fathomless Epoch takes place. Khan, son of Mellik murders of Belior, son of Rio over possession of a precious stone: the Caelstone. After banishing Mellik and his kin from the Garden, Rio bade the Hakam the dwarf, greatest smith of Tir Drochain to make of the Caelstone mighty weapons that would be heirlooms to his family, to be etched with vows of vengeance and carried by his descendants for as long as mountains stood.
The Arms of the Caelstone
Hakam first crafted a blade as sharp as a razor and named it Sorrow, for the sorrow of a parent who has lost a child. Upon it he etched in the Gods' Tongue the oath, "Be there no more tears in innocents' eyes."
Hakam crafted then an axe that could cleave an oak to its heartwood in a single blow. He called it Anger and upon it he etched the oath, "Let no fire's light die while darkness hides the guilty."
With the piece of the Caelstone that Khan had used to strike Belior dead, blood and grime still upon it, Hakam made next a great hammer whose blows sounded as thunder, and he named it Justice. On its face, he carved the oath, "I will smash the world to see my vengeance done."
Hakam took the last piece of green stone and, instead of a weapon , he beat the metal to a perfect, flat disc, for such was his skill. So smooth was this craftwork that it held a reflection as a looking glass. Hakam called the mirror Mercy, and etched at its edge the words, "Flow like blood into the heart of him who is like you."
At the end of the Age of Tribes, the walls of the Great Garden begin to crumble and acrimony spreads over its peoples, clans and families depart, first in a trickle, then a flood, out into the wider world.
During the Age of Priests, the mortal races gather in gleaming cities built around opulent temples. Two and a half millennia into this Age sees the beginning of the Dark Years, as a great army arises in the name of God-King Malikhor. The opening decade of the Dark Years culminates with the burning of the great city and the extinguishing of Shæl's flame.
The Sacking of Alnarach
Under the command of a demon named Ulfior, the host descends upon the great city of Alnarach blocking all roads and erecting terrible siege machines outside the gates of the city. As the first months of the siege elapse, the raiders and pillagers that had roved over the coastal lands around the Hyperion and Sun Seas over the past ten years gradually stream in to join Ulfior and await the fall of the city.
After eight years devastating the surrounding country and being held off by Alnarach's dwindling defenders, the dark attackers breach the gates, setting the city to the torch, carrying its people into slavery, looting its treasures, and erecting idols there to the Elder Gods. Alnarach's knights disperse in defeat, returning home to shore up their own houses' defenses.
In the final days of the Dark Years, when Ulfior, the demon warrior and champion of Malikhor, surrounds the last surviving humans and dwarves at a narrow peninsula in the north, the half-elf hero Oridur leaps across the sea to come to their aid. After a three-day battle, Oridur cuts down Ulfior and disperses his demon host.
The Dark Years
Even the Imperial scholars at the Azuthean Academy are not quite certain how many years passed between the informal end of the Age of Priests, marked by the assassination of King Cassius X and the extinguishing of the Eternal Flame, and the beginning of the Third, when the half-elf hero Oridur slew Mailkhor's champion at the place now called Oridur's Bridge, and led his band of refugees to Alnarach to relight the flame. Many early records of this time were lost, and before long, there were none left to keep reliable records. Conflicting are the reports from those who fled and passed on their fearful stories to their children.
The present Age, the Age of Kings. At the site of the ancient city of Alnarach, which then lay in ruins, Oridur crowns Decius the first ruler of the Empire of the First Gift. Together, they bring Shæl's Fire back to the Place of the Eternal Flame.
989 years later, Queen Saera Lense ascends as Dragonlord, proclaiming herself Queen of Muindor and Thilia. In Alnarach, Aulus Decius takes the throne of the Empire of the First Gift.
By the time of the Dark Years, the Elves of Anorion had settled Mirunwe, separated from the rest of the continent by a narrow strait. During the campaign of the demon Ulfior, the Elves of Mirunwe held Mariner's Strait against his host -- and the fleeing human and dwarven refugees. Even to this day, the Elves are reclusive, content to let the "ill-tempered" races of Anorion run amok on the mainland while they cultivate the forests of Mirunwe.
The Realms of Dwarves
The Dwarves maintain two major realms: the Sovereignty of the High Halls, and the Kodrim Union. The Sovereignty sits within the Æsalon Moutnains, and is a loose pact of Dwarven holds and the surrounding mountain lands whose economies they anchor. Its dominant holds are three mountain castles: Gromm's Forge, Hammergate, and Altan Tayag.
The Kodrim Union rests underneath Gond's Mountains, rarely interacting with the surface world.
The Realms of Men
Humanity's civilization is spread far across the Anornion. At the end of the Dark Years, the half-elf hero Oridur led a host of pilgrimages from the northern peninsula of Diadem Bay all the way to the far south of Eridolia. Along the way, many pilgrims left the host to resettle lost lands.
The Northern Realms lie in a hooked crescent along the eastern and southern shores of the Great Sea, between the coast and the line of mountains extending from the Green Serpent range in the north, southward through the Kyer, then west along the Æsalon to Mariner's Strait.
Muindor is a great region in central Anorion. It is bounded by the Æsalon Mountains in the north, the Leviathan Mountains in the east, and by the Gorgas Hills and Inner Seas on the south and west. The region is home to many towns, villages, and estates that, since the beginning of the Age of Kings, have formed the demesne of several stable and prosperous kingdoms and lordships.
Thilia is a region in central Anorion that lies south across the Inner Seas from Muindor. It is bounded in the east by the Leviathan Mountains, on the south by Gond's Mountains and on the west by the sea.
These three realms and the surrounding islands are split into a multitude of feudal lands ruled by the 20 Great Houses of Men.
The Empire of the First Gift In the far south of Anorion is Eridolia, the land of everlasting Summer. It is here that the Empire of the First Gift lays it claims. Often known simply as The Empire, is a sovereign geopolitical entity spanning the southern half of Eridolia and much of the region known as the Sunder. It was founded in the first century of the Age of Kings when the hero Oridur, having guided his host of pilgrims from Mirenia to Lightbringer Bay, crowned the first emperor, Decius, at the ruined city of Alnarach, which was rebuilt and became the Empire's capital.
The Great Houses of Men Pledged for Queen Saera House Reichern House Edhelest House Andalere House Arx House Gadar House Etmark
Pledged for the Empire of the First Gift House Brevir House Fessia House Zekaret
Uncommitted House Aranesse House Mirenia House Aravasta House Seoryn House Marais House Tharalessa House Albion House Novarra House Marne House Asaig
By Royal Decree of Her Grace Saera Lense, the Red Star, Dragonlord of Lense, Lady of the Eternal Vigil, and Queen of Muindor and Thilia
The Grand Hall of House Lense, resplendent under the ruby light of Heart of Ember, has borne witness to a monumental and historic coronation. The ascension of Saera Lense as Queen marks a new dawn for the realms of Men. It promises an era of unparalleled strength, unity, and prosperity, backed by the full might of the power of Dragons.
In the name of Fire and Blood, the House of Lense seeks to rise from the ashes of the old world, forging a path of greatness for all who pledge loyalty to the Red Star. Still however, there is dissent within the Great Houses of Men. Uncertainty. Your Queen calls upon you for aid in this endeavor.
Your esteemed presence and skills are henceforth requested to assist in the unification of the Great Houses. Your mission is one of diplomacy, and if necessary, strength. The task ahead requires not just the might of warriors, but the wisdom of sages, and the cunning of strategists. Each House must be approached with tact and an understanding of their unique histories and needs.
You are to gather at Dragon's Tooth, where Her Grace and Her advisors will brief you on the specifics of your task. Prepare yourselves for a journey that will take you across the diverse and storied places of our realm, from the verdant valleys of Thilia to the lands of the First Kingdoms of Men.
You do not have to completely build out a character as an application for this game. You can apply by simply telling me what kind of character you would like to play. What kind of story you want to imprint on this world. Give me their motivations and ambitions, or their fears. Whatever you find appropriate.
If you are the type that just loves character creation however, here is the format we will use:
Choose from one of the five randomly rolled arrays below to build your character
This story will take place among the Realms of Men - as player character races I recommend you choose between human, variant, custom lineage, half-elf, or dwarf. The Elves of Mirunwe care very little for the Great Houses, and find the ascension of Queen Saera threatening enough to make overtures to the Empire of the First Gift. An elf is playable in this campaign, but doing so will require your character to be an outsider among their own people. Another alternative race is the dragonborn, who hail from the distant land of Thymanter, on the other side of the Phostheon Desert. They are a rare sight to see in the Realms of Men and Dwarves. Most will go their entire lives without ever seeing one.
Your background should tie you to House Lense in someway, or directly to Queen Saera herself. You can be a childhood friend, a relative, a noble among the six Great Houses that have already declared for her, or some other connection of your own design. This can be worked out with the DM if you have questions.
Your character will begin at 3rd level. Multi-classing is allowed. This is a game that will rely heavily on role-playing. There will be combat, but this will not be a typical dungeon delving adventure.
Wow. What an incredible display of imagination. Just wow.
I have a character I have not yet played but would like to. Here is the Forgotten Realms, 1st-level version:
(Variant Human Fighter) Nadur al Abdourabih is the son of a Caspian Sheikh, next in line for political power. He bristled under the (im)moral rigors of his training and upbringing however – both he and his sister Fatima. The pair stole away to Baldur's Gate, seeking adventure while living without regard for expenses. Fatima fell in first with the Zhentarim, and soon enough Nadur, too, found escape and thrills joining the criminal faction in its enterprises, while effectively solving the siblings' little cashflow problem. Nadur has begun to question the depths of darkness inhabited by the Zhentarim, however, and tension has grown between him and Fatima, unknown to the faction at large. It remains to be seen where his long-term allegiances will fall.
For your campaign, I could see the situation having progressed from bad to worse, until, perhaps, an enemy great house now knows of Nadur's past. Meanwhile, he has been forced to adopt a more mature attitude, likely by his father, who perhaps at the last minute swooped in to save Nadur and his house from political catastrophe. Nadur now sees the error of his ways, and attempts to rise to the current occasion. But he's harried by the dark past which refuses to let go, and torn between a desire for independence from tradition and the fealty and debt of honor he owes his own house.
1. Jaw dropping to see all the effort put into this. 2. In terms of what I'd be considering playing, I always enjoy the idea of a charismatic character that is a bit shy or nervous until they are pushed to break out of their shell. Internally, they are terrified from the weight of the world on their shoulders, of being seen as a failure and one who really can't do anything. Deep down, though, the character wants to find peace and make a difference in the world for the better. As for why they might answer the queen's call, I feel like it would need to be a rather trusting or close relationship. Something very personal that actually drives the PC to accept the letter from Queen Saera and actually go out into the world to see what they can do to help bring about peace. If I was to put a build idea down, I'm half tempted to do a multiclass involving a Draconic Sorcerer, but I'd rather discuss it in DMs if I am accepted in.
Honestly, kudos on the world building. It really helps set the tone for the players. I’d be really interested in being part of it. What would be your required posting frequency?
As far as characters, I have a few ideas in mind. However, I was thinking more of martial type with strong loyalties toward his masters. Perhaps he’s a bodyguard in training for House Lense. However, perhaps the things he’ll see or do during over the course of his mission will put those loyalties to the test.
I’d be glad to have a chance to discuss it further with you. If not chosen, then happy gaming to the lucky players!
Okay, not sure what is allowed, but I am hoping some mystery will be okay:
A descendant of Hakam, Hordral Fireforge grew up in Gromm's Forge following in the family's greatest skill, smithing. He works alongside his father and brothers in the family's forge and is tasked to travel to the lands of the of Men to aid in the Queen's call to unite the Great Houses of Men. He is an artificer who is excited to see what other artificers are doing in their workshops. He believes that anything worth doing is worth doing right. He likes to talk at length about his profession. He works hard to be the best there is at my craft, but does not travel outside the Forge much. The workshop where Hordral learned his trade is the most important place in the world to him, the family forge. Unfortunately he’ll do anything to get his hands on something rare or priceless. Hordral is looking forward to meeting the Great Houses of Men, the Queen, and other races.
Out of interest I'm likely to want to play a cleric of Moradin...what is the name of the lord of the forge in your pantheon, or is it still Moradin?
The closest analog in this world would be Gond. The Church of the Silver Gods, also known simply as the Faith or more formally, as the Thetichumenate, is the dominant religion in the south and west of Anorion. With the lighting of the holy flame at Alnarach, the several surviving priesthoods and clerical orders of the Thetikon or Silver Gods united under a single episcopate, led by the Archbishop of Alnarach, also known as the Primarch.
Honestly, kudos on the world building. It really helps set the tone for the players. I’d be really interested in being part of it. What would be your required posting frequency?
Eh, something low key. It's play-by-post. Every day or so. If we have to wait two days that's no big deal.
As an aside, I've accepted two players from DM's so far. A paladin, a noble son of House Reichern. And a warlock, details tbd. Both characters have a close personal familiarity with Saera to connect to the hook of the campaign. So it seems this may be the path we're taking...Close friends/confidantes to the Queen being called to aid her in uniting the Realms of Men.
I can't edit the main post, but here is a little more info on Saera.
Saera Lense None expected the shy, timid girl that played in gardens of Dragon's Tooth to one day declare herself Queen of all Muindor and Thilia. As she entered her teenage years, it became clear that the primary family of House Lense would not produce another heir - and so she was named. When the time came, she would take over her father's (Lord Holter) position at the head of the Great House.
That however, is not how things came to pass. Illness ripped through the royal house, claiming the lives of her father and mother. Still not yet of age, her ambitious uncle Tiberius usurped her claim to power. Loyalists to Holter Lense were dealt with, and young Saera herself was chased out of the castle by her own cousin. She was not seen for ten years.
When she returned, it was on the back Sedris, an ancient gold dragon. Her traitorous uncle was burned to ash by dragon fire, and she reclaimed her throne. Gone was the timid girl of her youth. In her place stood a woman worthy of commanding the respect of dragons, and worthy to be called Queen of all Men.
If something is more needed in the martial realm, another option that comes to mind is an Astral Self Monk idea. Someone who may have known of the Queen in her youth back when she was shy and timid, with him being likewise. However, after her disappearance, he fell into a bit of a despair, searching for his internal self. Thus, he found himself in a similar monastery, where he went about discovering his inner being. The character could also be a representative or emissary from the monastery, coming to claim allegiance to the queen or pledge to her protection. Fears and ambitions would probably be about losing themselves again, fearing that history might repeat itself, while also feeling a bit challenged by seeing how Saera had grown over the last 10 years, while he is still a bit behind on such things.
I'd like to submit Alynor Uanqarim, half elf servant within the chroniclers office of house Gadar, present to record the coronation and elected to answer for unification of the houses, chronicle the events and assist as able. I pledge my quill, body and mind to the service of Her Grace Saera Lends in the name of house Gadar, by fire and blood.
"Again! try not to be so slow this time." the dwarf snarled.
"But Uncle Geo, I'm tired and my feet hurt..." the girl gave her instructor a puppy dog look.
"Pain is what tells you, you not dead!' Again!" following the command with a resigned sigh, Sasha began the dance routine from the beginning. Geovani tapped his staff in a familiar beat watching his student carefully.
His beard hides his smile as the queen's niece performs the piece almost perfectly. Thank the stars the queen took him in when he was down on his luck and accepted him into her house heedless of his shady background. He has since proven to be an able dance instructor and while he often seems rough, he has the softest warm spot in his heart for this family.
Geovani Romero, family dance instructor (Rogue/Fighter/Monk)
Mercy closed the Queen's invitation with methodic care. With hateful, teary eyes behind the porcelain mask and shaking eager hands under the black of her leather gloves, she took a long, deep breath. Within moments, in silence, the tears stopped; The hands stood still. She had to be professional.
She remembered when House Lense found her at death's door, bleeding in the dirt with a dagger craved between her ribs many years ago, set up to die in the middle of nowhere, alone and forgotten. They took her in - a drow - and she never understood why.
Understanding was never necessary.
Being well-educated among Men, although never belonging, she knew best how not to draw attention to herself. When the usurper Tiberius rose to power through violence, the ever-loyal and grateful Mercy was amongst the would-be-queen's helpers in the true heir's escape. She opted to stay behind and mislead the pursuers while a young Saera Lense fled.
Lost and alone once more, Mercy swore an oath - she would stay and observe, stalk and learn, hoping that she would see her Queen's return to take what is rightfully Hers. She remembered not what was her name before Mercy - the name given to her by Saera Lense herself when she was recovering from the dagger to the chest.
Remembering such a thing was never necessary.
What is necessary is to serve - To serve is to live; To live is to serve.
Hey. This sounds fantastic. I want to apply with this character. The idea is that she is, mechanically, an elf drow - a Rogue (Assassin) with at least 1 level in Cleric (Knowledge). She would be a young adult when House Lense found her dying alone somewhere. She remembers nothing from her past before being found with a silvery dagger in her chest, and she convinces herself she doesn't care for it. She doesn't know why they took her in - maybe it was for her being an exotic figure for display, or mere... Mercy - a name given to her by a very young Saera Lense, initially by play, but sticking in the end. On the outside, Mercy is quiet, observant, stoic, serious, and skilled. She knows she is an outsider no matter where she goes - except, perhaps, at the side of her Queen. She has become blindly devoted to the true lineage of House Lense and desires nothing more than to see her Queen's plans come to fruition. On the inside, this blind devotion distracts her from her curiosity about who she is and where she comes from. Sometimes she feels this conflict brewing within herself, but to her, she is a readily expendable lifeform in comparison to the divine that is her Queen.
I believe I have my party chosen. I've reached out to the players in question. Thanks for your interest everyone. If it turns out I need more players, I'll re-open the thread!
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The Grand Hall is bathed in a deep red glow as Tala's sunlight is filtered through the massive carved ruby that makes the Hall's ceiling. More people fill the Hall than ever before in its history, so much that many have to stand upon the staircase leading from the entrance to the central platform. House Lense's own faithful are in attendance, but six other of the Great Houses of Men make up the bulk of the crowd. At the center of the spectacle is the Red Star, Lady of the Eternal Vigil, Dragonlord of Lense, and self-proclaimed Queen of Muindor and Thilia — Saera Lense.
Behind her is the massive hulk of an ancient gold dragon, nearly filling half of the Hall all on its own. The molten gold of her scales reflect crimson light of the hall, casting molted patterns on the floor and walls around her.
"By Fire and Blood, We Rise!"
The Queen's voice echoes throughout the Hall. The rest of her House answers back:
"Rise, Rise, Rise, from the Ashes of the Garden!"
The Great Houses of Men tremble at the coronation of a new queen, the first of her kind: a Dragonlord.
Ruthless and severe, Aulus Decius ascends as High Imperator in the ancient city of Alnarach, seat of the Empire of the First Gift.
As conflict brews between the two rising powers, the Tyrants of Old stir beyond the Veil; the God-King Malikhor wakes.
In the Fathomless Epoch, a civilization of Elves and Dwarves labor to build a great tower of marble to reach into the heavens. The God-King Malikhor, leader of the Elder Gods destroys the tower and ends their civilization, binding the survivors to slavery as punishment for their perceived pride.
At the end of the Fathomless Epoch, Shæl, the goddess of Hearth and Civilization stole the Fire of Knowledge on behalf of Humanity. For this, she earned the ire of Malikhor and was killed. The Silver Gods of the Thetikon waged a vengeful battle against the Elder Gods after Shæl's murder, their blows sundering the world of Tala.
In the Age of Gods, the mortal races of Tala hid in fear after the fall of the Elder Gods and the horrors of the Sundering. To comfort them and coax them back out into the sun, the God Milil descended to Tala, sitting on the lowest branches of the World Tree while he sang and played his oud.
The Treesong
Miravar the elf was the first to venture forth. He sat at Milil's feet and listened across the first spring. When the first flowers blossomed in the World Tree's branches, Milil gave Miravar a harp and taught him to sing. Next the human Hawa ventured to share the shade of the tree with them. She listened to their music across the first summer. When the first fruit of the World Tree ripened, Milil gave her a flute and taught her to play. After they had played together a day and a night, the dwarf Urgin came up from the cave in which he had hid after the Sundering. Quietly he began to clap his hands and stamp his feet with their song. He kept his quiet rhythm for all of the first autumn. When the leaves of the World Tree turned gold, Milil gave Urgin a drum and taught him to mark time with divine precision.
Next came the goddess Pherein to teach the arts of healing. Gond came after, bringing with him the mechanical arts and smithing. Serena, goddess of Spring and Idamate, goddess of Autumn, taught the mortals how to cultivate fields and orchards. Azuth guided the five dreamers through the veil between planes, granting them the knowledge and command of magic. Tyr and Lira descend to Tala last to give laws to the increasingly chaotic mortal races.
After their gifts have been bestowed the Silver Gods leave Tala and take their places among the stars. The mortal races are left a paradise in the Garden, in the Valley of Tir Drochain.
A century later, believing the humans' and dwarves' impetuousness and obstinacy to be deleterious to their way of life, the elves depart the valley for lands unknown.
In the Age of Tribes, the first recorded death of mortal at hands of another since the Fathomless Epoch takes place. Khan, son of Mellik murders of Belior, son of Rio over possession of a precious stone: the Caelstone. After banishing Mellik and his kin from the Garden, Rio bade the Hakam the dwarf, greatest smith of Tir Drochain to make of the Caelstone mighty weapons that would be heirlooms to his family, to be etched with vows of vengeance and carried by his descendants for as long as mountains stood.
The Arms of the Caelstone
Hakam first crafted a blade as sharp as a razor and named it Sorrow, for the sorrow of a parent who has lost a child. Upon it he etched in the Gods' Tongue the oath, "Be there no more tears in innocents' eyes."
Hakam crafted then an axe that could cleave an oak to its heartwood in a single blow. He called it Anger and upon it he etched the oath, "Let no fire's light die while darkness hides the guilty."
With the piece of the Caelstone that Khan had used to strike Belior dead, blood and grime still upon it, Hakam made next a great hammer whose blows sounded as thunder, and he named it Justice. On its face, he carved the oath, "I will smash the world to see my vengeance done."
Hakam took the last piece of green stone and, instead of a weapon , he beat the metal to a perfect, flat disc, for such was his skill. So smooth was this craftwork that it held a reflection as a looking glass. Hakam called the mirror Mercy, and etched at its edge the words, "Flow like blood into the heart of him who is like you."
At the end of the Age of Tribes, the walls of the Great Garden begin to crumble and acrimony spreads over its peoples, clans and families depart, first in a trickle, then a flood, out into the wider world.
During the Age of Priests, the mortal races gather in gleaming cities built around opulent temples. Two and a half millennia into this Age sees the beginning of the Dark Years, as a great army arises in the name of God-King Malikhor. The opening decade of the Dark Years culminates with the burning of the great city and the extinguishing of Shæl's flame.
The Sacking of Alnarach
Under the command of a demon named Ulfior, the host descends upon the great city of Alnarach blocking all roads and erecting terrible siege machines outside the gates of the city. As the first months of the siege elapse, the raiders and pillagers that had roved over the coastal lands around the Hyperion and Sun Seas over the past ten years gradually stream in to join Ulfior and await the fall of the city.
After eight years devastating the surrounding country and being held off by Alnarach's dwindling defenders, the dark attackers breach the gates, setting the city to the torch, carrying its people into slavery, looting its treasures, and erecting idols there to the Elder Gods. Alnarach's knights disperse in defeat, returning home to shore up their own houses' defenses.
In the final days of the Dark Years, when Ulfior, the demon warrior and champion of Malikhor, surrounds the last surviving humans and dwarves at a narrow peninsula in the north, the half-elf hero Oridur leaps across the sea to come to their aid. After a three-day battle, Oridur cuts down Ulfior and disperses his demon host.
The Dark Years
Even the Imperial scholars at the Azuthean Academy are not quite certain how many years passed between the informal end of the Age of Priests, marked by the assassination of King Cassius X and the extinguishing of the Eternal Flame, and the beginning of the Third, when the half-elf hero Oridur slew Mailkhor's champion at the place now called Oridur's Bridge, and led his band of refugees to Alnarach to relight the flame. Many early records of this time were lost, and before long, there were none left to keep reliable records. Conflicting are the reports from those who fled and passed on their fearful stories to their children.
The present Age, the Age of Kings. At the site of the ancient city of Alnarach, which then lay in ruins, Oridur crowns Decius the first ruler of the Empire of the First Gift. Together, they bring Shæl's Fire back to the Place of the Eternal Flame.
989 years later, Queen Saera Lense ascends as Dragonlord, proclaiming herself Queen of Muindor and Thilia. In Alnarach, Aulus Decius takes the throne of the Empire of the First Gift.
The Continent of Anorion
The Realms of Elves
By the time of the Dark Years, the Elves of Anorion had settled Mirunwe, separated from the rest of the continent by a narrow strait. During the campaign of the demon Ulfior, the Elves of Mirunwe held Mariner's Strait against his host -- and the fleeing human and dwarven refugees. Even to this day, the Elves are reclusive, content to let the "ill-tempered" races of Anorion run amok on the mainland while they cultivate the forests of Mirunwe.
The Realms of Dwarves
The Dwarves maintain two major realms: the Sovereignty of the High Halls, and the Kodrim Union. The Sovereignty sits within the Æsalon Moutnains, and is a loose pact of Dwarven holds and the surrounding mountain lands whose economies they anchor. Its dominant holds are three mountain castles: Gromm's Forge, Hammergate, and Altan Tayag.
The Kodrim Union rests underneath Gond's Mountains, rarely interacting with the surface world.
The Realms of Men
Humanity's civilization is spread far across the Anornion. At the end of the Dark Years, the half-elf hero Oridur led a host of pilgrimages from the northern peninsula of Diadem Bay all the way to the far south of Eridolia. Along the way, many pilgrims left the host to resettle lost lands.
The Northern Realms lie in a hooked crescent along the eastern and southern shores of the Great Sea, between the coast and the line of mountains extending from the Green Serpent range in the north, southward through the Kyer, then west along the Æsalon to Mariner's Strait.
Muindor is a great region in central Anorion. It is bounded by the Æsalon Mountains in the north, the Leviathan Mountains in the east, and by the Gorgas Hills and Inner Seas on the south and west. The region is home to many towns, villages, and estates that, since the beginning of the Age of Kings, have formed the demesne of several stable and prosperous kingdoms and lordships.
Thilia is a region in central Anorion that lies south across the Inner Seas from Muindor. It is bounded in the east by the Leviathan Mountains, on the south by Gond's Mountains and on the west by the sea.
These three realms and the surrounding islands are split into a multitude of feudal lands ruled by the 20 Great Houses of Men.
The Empire of the First Gift
In the far south of Anorion is Eridolia, the land of everlasting Summer. It is here that the Empire of the First Gift lays it claims. Often known simply as The Empire, is a sovereign geopolitical entity spanning the southern half of Eridolia and much of the region known as the Sunder. It was founded in the first century of the Age of Kings when the hero Oridur, having guided his host of pilgrims from Mirenia to Lightbringer Bay, crowned the first emperor, Decius, at the ruined city of Alnarach, which was rebuilt and became the Empire's capital.
The Great Houses of Men
Pledged for Queen Saera
House Reichern
House Edhelest
House Andalere
House Arx
House Gadar
House Etmark
Pledged for the Empire of the First Gift
House Brevir
House Fessia
House Zekaret
Uncommitted
House Aranesse
House Mirenia
House Aravasta
House Seoryn
House Marais
House Tharalessa
House Albion
House Novarra
House Marne
House Asaig
By Royal Decree of Her Grace Saera Lense, the Red Star, Dragonlord of Lense, Lady of the Eternal Vigil, and Queen of Muindor and Thilia
The Grand Hall of House Lense, resplendent under the ruby light of Heart of Ember, has borne witness to a monumental and historic coronation. The ascension of Saera Lense as Queen marks a new dawn for the realms of Men. It promises an era of unparalleled strength, unity, and prosperity, backed by the full might of the power of Dragons.
In the name of Fire and Blood, the House of Lense seeks to rise from the ashes of the old world, forging a path of greatness for all who pledge loyalty to the Red Star. Still however, there is dissent within the Great Houses of Men. Uncertainty. Your Queen calls upon you for aid in this endeavor.
Your esteemed presence and skills are henceforth requested to assist in the unification of the Great Houses. Your mission is one of diplomacy, and if necessary, strength. The task ahead requires not just the might of warriors, but the wisdom of sages, and the cunning of strategists. Each House must be approached with tact and an understanding of their unique histories and needs.
You are to gather at Dragon's Tooth, where Her Grace and Her advisors will brief you on the specifics of your task. Prepare yourselves for a journey that will take you across the diverse and storied places of our realm, from the verdant valleys of Thilia to the lands of the First Kingdoms of Men.
You do not have to completely build out a character as an application for this game. You can apply by simply telling me what kind of character you would like to play. What kind of story you want to imprint on this world. Give me their motivations and ambitions, or their fears. Whatever you find appropriate.
If you are the type that just loves character creation however, here is the format we will use:
Choose from one of the five randomly rolled arrays below to build your character
Ability scores: 14 11 15 16 15 10
Ability scores: 12 15 14 13 10 16
Ability scores: 14 16 12 15 16 11
Ability scores: 16 17 16 11 11 13
Ability scores: 13 13 9 13 17 12
This story will take place among the Realms of Men - as player character races I recommend you choose between human, variant, custom lineage, half-elf, or dwarf. The Elves of Mirunwe care very little for the Great Houses, and find the ascension of Queen Saera threatening enough to make overtures to the Empire of the First Gift. An elf is playable in this campaign, but doing so will require your character to be an outsider among their own people. Another alternative race is the dragonborn, who hail from the distant land of Thymanter, on the other side of the Phostheon Desert. They are a rare sight to see in the Realms of Men and Dwarves. Most will go their entire lives without ever seeing one.
Your background should tie you to House Lense in someway, or directly to Queen Saera herself. You can be a childhood friend, a relative, a noble among the six Great Houses that have already declared for her, or some other connection of your own design. This can be worked out with the DM if you have questions.
Your character will begin at 3rd level. Multi-classing is allowed. This is a game that will rely heavily on role-playing. There will be combat, but this will not be a typical dungeon delving adventure.
Wow. What an incredible display of imagination. Just wow.
I have a character I have not yet played but would like to. Here is the Forgotten Realms, 1st-level version:
For your campaign, I could see the situation having progressed from bad to worse, until, perhaps, an enemy great house now knows of Nadur's past. Meanwhile, he has been forced to adopt a more mature attitude, likely by his father, who perhaps at the last minute swooped in to save Nadur and his house from political catastrophe. Nadur now sees the error of his ways, and attempts to rise to the current occasion. But he's harried by the dark past which refuses to let go, and torn between a desire for independence from tradition and the fealty and debt of honor he owes his own house.
DM for Candlekeep Mysteries // Dev Hornd in Curious Critters // Eclipse Faraway in Gallows Dancer
1. Jaw dropping to see all the effort put into this.
2. In terms of what I'd be considering playing, I always enjoy the idea of a charismatic character that is a bit shy or nervous until they are pushed to break out of their shell. Internally, they are terrified from the weight of the world on their shoulders, of being seen as a failure and one who really can't do anything. Deep down, though, the character wants to find peace and make a difference in the world for the better. As for why they might answer the queen's call, I feel like it would need to be a rather trusting or close relationship. Something very personal that actually drives the PC to accept the letter from Queen Saera and actually go out into the world to see what they can do to help bring about peace. If I was to put a build idea down, I'm half tempted to do a multiclass involving a Draconic Sorcerer, but I'd rather discuss it in DMs if I am accepted in.
Out of interest I'm likely to want to play a cleric of Moradin...what is the name of the lord of the forge in your pantheon, or is it still Moradin?
Honestly, kudos on the world building. It really helps set the tone for the players. I’d be really interested in being part of it. What would be your required posting frequency?
As far as characters, I have a few ideas in mind. However, I was thinking more of martial type with strong loyalties toward his masters. Perhaps he’s a bodyguard in training for House Lense. However, perhaps the things he’ll see or do during over the course of his mission will put those loyalties to the test.
I’d be glad to have a chance to discuss it further with you. If not chosen, then happy gaming to the lucky players!
I am so excited about this!
Okay, not sure what is allowed, but I am hoping some mystery will be okay:
A descendant of Hakam, Hordral Fireforge grew up in Gromm's Forge following in the family's greatest skill, smithing. He works alongside his father and brothers in the family's forge and is tasked to travel to the lands of the of Men to aid in the Queen's call to unite the Great Houses of Men. He is an artificer who is excited to see what other artificers are doing in their workshops. He believes that anything worth doing is worth doing right. He likes to talk at length about his profession. He works hard to be the best there is at my craft, but does not travel outside the Forge much. The workshop where Hordral learned his trade is the most important place in the world to him, the family forge. Unfortunately he’ll do anything to get his hands on something rare or priceless. Hordral is looking forward to meeting the Great Houses of Men, the Queen, and other races.
The closest analog in this world would be Gond. The Church of the Silver Gods, also known simply as the Faith or more formally, as the Thetichumenate, is the dominant religion in the south and west of Anorion. With the lighting of the holy flame at Alnarach, the several surviving priesthoods and clerical orders of the Thetikon or Silver Gods united under a single episcopate, led by the Archbishop of Alnarach, also known as the Primarch.
Eh, something low key. It's play-by-post. Every day or so. If we have to wait two days that's no big deal.
As an aside, I've accepted two players from DM's so far. A paladin, a noble son of House Reichern. And a warlock, details tbd. Both characters have a close personal familiarity with Saera to connect to the hook of the campaign. So it seems this may be the path we're taking...Close friends/confidantes to the Queen being called to aid her in uniting the Realms of Men.
I can't edit the main post, but here is a little more info on Saera.
Saera Lense
None expected the shy, timid girl that played in gardens of Dragon's Tooth to one day declare herself Queen of all Muindor and Thilia. As she entered her teenage years, it became clear that the primary family of House Lense would not produce another heir - and so she was named. When the time came, she would take over her father's (Lord Holter) position at the head of the Great House.
That however, is not how things came to pass. Illness ripped through the royal house, claiming the lives of her father and mother. Still not yet of age, her ambitious uncle Tiberius usurped her claim to power. Loyalists to Holter Lense were dealt with, and young Saera herself was chased out of the castle by her own cousin. She was not seen for ten years.
When she returned, it was on the back Sedris, an ancient gold dragon. Her traitorous uncle was burned to ash by dragon fire, and she reclaimed her throne. Gone was the timid girl of her youth. In her place stood a woman worthy of commanding the respect of dragons, and worthy to be called Queen of all Men.
If something is more needed in the martial realm, another option that comes to mind is an Astral Self Monk idea. Someone who may have known of the Queen in her youth back when she was shy and timid, with him being likewise. However, after her disappearance, he fell into a bit of a despair, searching for his internal self. Thus, he found himself in a similar monastery, where he went about discovering his inner being. The character could also be a representative or emissary from the monastery, coming to claim allegiance to the queen or pledge to her protection. Fears and ambitions would probably be about losing themselves again, fearing that history might repeat itself, while also feeling a bit challenged by seeing how Saera had grown over the last 10 years, while he is still a bit behind on such things.
Holy hells, this looks fantastic. Placeholder.
“I will take responsibility for what I have done. [...] If must fall, I will rise each time a better man.” ― Brandon Sanderson, Oathbringer.
Firstly, wow this reads amazingly.
I'd like to submit Alynor Uanqarim, half elf servant within the chroniclers office of house Gadar, present to record the coronation and elected to answer for unification of the houses, chronicle the events and assist as able. I pledge my quill, body and mind to the service of Her Grace Saera Lends in the name of house Gadar, by fire and blood.
Half elf bard character
Very intriguing!
"Again! try not to be so slow this time." the dwarf snarled.
"But Uncle Geo, I'm tired and my feet hurt..." the girl gave her instructor a puppy dog look.
"Pain is what tells you, you not dead!' Again!" following the command with a resigned sigh, Sasha began the dance routine from the beginning. Geovani tapped his staff in a familiar beat watching his student carefully.
His beard hides his smile as the queen's niece performs the piece almost perfectly. Thank the stars the queen took him in when he was down on his luck and accepted him into her house heedless of his shady background. He has since proven to be an able dance instructor and while he often seems rough, he has the softest warm spot in his heart for this family.
Geovani Romero, family dance instructor (Rogue/Fighter/Monk)
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Mercy closed the Queen's invitation with methodic care. With hateful, teary eyes behind the porcelain mask and shaking eager hands under the black of her leather gloves, she took a long, deep breath. Within moments, in silence, the tears stopped; The hands stood still. She had to be professional.
She remembered when House Lense found her at death's door, bleeding in the dirt with a dagger craved between her ribs many years ago, set up to die in the middle of nowhere, alone and forgotten. They took her in - a drow - and she never understood why.
Understanding was never necessary.
Being well-educated among Men, although never belonging, she knew best how not to draw attention to herself. When the usurper Tiberius rose to power through violence, the ever-loyal and grateful Mercy was amongst the would-be-queen's helpers in the true heir's escape. She opted to stay behind and mislead the pursuers while a young Saera Lense fled.
Lost and alone once more, Mercy swore an oath - she would stay and observe, stalk and learn, hoping that she would see her Queen's return to take what is rightfully Hers. She remembered not what was her name before Mercy - the name given to her by Saera Lense herself when she was recovering from the dagger to the chest.
Remembering such a thing was never necessary.
What is necessary is to serve - To serve is to live; To live is to serve.
Hey. This sounds fantastic. I want to apply with this character. The idea is that she is, mechanically, an elf drow - a Rogue (Assassin) with at least 1 level in Cleric (Knowledge). She would be a young adult when House Lense found her dying alone somewhere. She remembers nothing from her past before being found with a silvery dagger in her chest, and she convinces herself she doesn't care for it. She doesn't know why they took her in - maybe it was for her being an exotic figure for display, or mere... Mercy - a name given to her by a very young Saera Lense, initially by play, but sticking in the end. On the outside, Mercy is quiet, observant, stoic, serious, and skilled. She knows she is an outsider no matter where she goes - except, perhaps, at the side of her Queen. She has become blindly devoted to the true lineage of House Lense and desires nothing more than to see her Queen's plans come to fruition. On the inside, this blind devotion distracts her from her curiosity about who she is and where she comes from. Sometimes she feels this conflict brewing within herself, but to her, she is a readily expendable lifeform in comparison to the divine that is her Queen.
Sent you a DM. Chaerater may wind up as half-elf instead of human.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Also, just for clarification, are you wanting submissions as a DM or in here? Just to make sure I've gone about stuff correctly?
I believe I have my party chosen. I've reached out to the players in question. Thanks for your interest everyone. If it turns out I need more players, I'll re-open the thread!