Greenscale Curse
Stoneheart Abu Sani has sent out a decree, gathering those brave, strong, foolish, or curious enough to search for a way to kill the Greenscales. This small force has gathered inside their capital of Lerville and in the next few hours they will set off. However word is that this secret has not stayed such, and now both the Steelwind government and Blaittoriiz the Blade of Sickness are mustering forces themselves. Will the heroes have enough time and wits to solve this problem or will they all perish in the Divine-forsaken places underneath the Greenscale Curse?
As the world order ruled by the grand imperium of the Dwarven Empire collapsed so to did its ability to withstand the encroachments of the other societies which were suppressed by them. Now the Tei’teran Nomads and the Rolling Waste Tribes push farther and farther towards the bastion of Dwarven power that is the Quinn Mountains. There are those who have benefitted from this lack of centralized power however, the independent places which shirk control from far away elites. Now tribal leaders and locals with ambition natures have taken it upon themselves to take up arms and make their presence known, which the fractured states are unable to counter.
The most notable of these new power centers is growing next to the Lake Julip, where the nature magic inherent to these western cultures is blossoming under the tutelage of a master Druid known only as “The Old Master”. Things are not as they seem however, a student of the Master has rejected their altruistic teachings and instead nurtures the Deathblooms to maintain their own control. They reject the power of others while the Master allows for influence to flow from all the different cultures that surround them. At least until the drakes came.
Now while the Druids are taught great magics which resist the power of poisons and diseases the more mundane peoples around them are not so lucky. Instead in just a few instances of these drakes showing up, dozens of villages were wiped from the map as the stinking green smoke which emanates from the drakes consumes the lungs of those caught. Now it is up to these independent rulers to combine in a moment of weakness to fight off the drakes, but can the power hungry amongst them withstand the temptation for a knife in the back? It’ll depend on the adventurers as they arrive into this mess.
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Campaign Begins: Character Ideas (For those who need inspiration)
The Anxious Guard - this human character served somewhere nearby for experience but low pay, having been run out from Delta City for their lack of humility after insulting a rich noble, though this character would counter that nobility doesn’t deserve any respect. Now with limited options and their guard contract running out they need a good influx of cash and with their defensive Warden abilities plus their connections to the Abu Sani they have been invited into the elite adventuring group
The Convict - This ferocious character was imprisoned for many years in an Abu Sani prison cell, being released only to kill certain targets that the leaders felt deserved it, using their ferocious Berserker violence. The deal being each one extending their life for another year. Their monstrous infernal horns above their goblinoid ears have made them a pariah in most circles, reducing their chance at release to absolute zero. However now the leaders are feeling desperate, and should this character return with a weapon or a dragon’s head they will be released. Now if only they could get this magic rune with a deadly spell off their back
The Wildman - This river goblin character is a member of the Burros Tribe and part of the regular groups that travel out to seek employment within the armies of the states to the south, their expert knowledge of mounts and archery exceeding the normal and with little to stop them they are almost mandatory in most wars in this region. This includes the coming fight against the hated Greenscales and this character knows how to drain money from the government while killing its enemies
The Loyalist Vassal - This character is loyal to Abu Sani as they are also and Abu Sani member and beholden to the old status quo, whether that is because their grandfather had power before the Imperial Collapse or they believe that someone in the main branch of the Abu Sani can reform the old ways, especially as their branch house has retrained the old magics, their Blood Draining swords a secret of this family
The Wandering Songsword - This Character is a great singer and duelist who has traveled under the advice of their fellow Swamp Goblin courtier to gather great stories of the Dragons and return to their home. They’ve found a place within the elite adventurers of the wild regions around the Lifestream for this purpose and are anticipating the greatest story of their generation to arrive soon
The Grove’s Journeyman - This Character has completed the Trials of Poison from within the Deathcap Grove and has been sent as a guide for the exhibition, with their exploring skills residing in the knowledge of both the Draconic poisons and the areas around the Lake along with their angelic heritage changing their human form into an Aasimar, guiding their way. Their only task is to return alive after finding the item, the Grove is intent on retaining their good relations with the Abu Sani and not lose another member before the Deathbloom make their move
The Rogue Mage - The Paijaka regularly train those that they believe will accept and learn their ways but this Air Genasi character instead took that training and left with a tome for contacting another realm. Now with this stolen artefact and their excellent training the court of magi are on the hunt and only either governmental support or even more powerful magic will be able to protect them. Now whether their Occult knowledge and fiery prowess will keep them alive long enough to succeed is still in the air
The Avenging Purifier - This character hails from the original Draconian Kingdom under the Green Death and exhibits the trademark green scales and strong body of a worshipper from that region. They have been sent here after the trio killed one of Arizziian’s emissaries, one of their own Kin, Velguthraavix, this Character’s Baron. Now they seek vengeance under the sanction of the Abu Sani exhibition and will utilize their War-Priest powers to do so
The Double Agent - this Halfling character was a poor member of society with little prospects in the legal world. To make themselves a life or to escape a problem they joined the elite team of the Steelwind Imperialis’ spy ring as an exbendable member but rose through the ranks. But now there’s only one more way to make their way any further up, to enter the Court of the Abu Sani and take this dragon killing weapon for their own government
The Elite Imperialist - A member of the Imperial Guard is one of the only people in the world who has access to a functioning Dragonpowder Weapon, its explosive shots striking down enemies with ease. This Character is a member of one of the noble houses that had Orc heritage within it, and as such wears their traditional garb with pride over their well-made Imperial Uniform. This Character serves at the request of the Emperor and may have their orders above the Abu Sani’s to return with this secret item
The Factions of the Edge
The 5 Main Factions
The Imperial Remnants - Riding along the Lifestream opposite of the Steelwind Imperialis, the Abu Sani Imperialis are a faction loyal to the reformed empire and instill a strong sense of control and demand the areas around them rejoin the fold, even as they themselves begin to lose control over their subjects. However in moments of crisis the new Emperor does find the occasion to send powerful forces to hold onto this pivotal region. Now the only question is whether the Regions taken by the Greenscales are considered pivotal? And how many troops would a tyrant send to die for a chunk of power?
Greenscales - Though these 3 Drakes are lesser than their parent, the Green Death Arizziian, their demands over the wealth of the region have been enforced with clouds of similar green smoke and terror. They quickly took over a strong tribe from the Wastes and have been making their base at the northernmost tip of St.Seani Lake, expanding in all directions. This trio is made of the brothers Sirilaxx, Blaittoriiz, and Anyalutaurus, with S handling the tribes to their north while B manages west of the Lifestream and A handles the east. They stand firm in their ability to demand from the lesser peoples after taking control of the Northern Region and have been uninterested in the seats of power held by their lessers. They only wish to see diplomats with gifts and submission, though there are stories of their Draconic children moving towards long since abandoned regions searching for a powerful object which may yet prove a great danger.
The Imperial Breakaways - The Steelwind Imperialis was once part of the Dwarven Empire, but as it was reformed the lack of economic options forced their hand and instead they refused this new order. Now they are led by those with great power and little security, a terrible mix for the sorry lower classes held beneath their laws. Now they seek out opportunities for themselves, and with the resources gained from their burgeoning trade it’s time for their hands to be forced and their quotas to be met
Samuel the Baron of Collections - Just North of St.Saeni Lake there is a growing settlement known as Collecton, a place where the nomads of the steppe and the wild desert peoples of the Wastes have come to found a hybrid-culture of gift giving where even the loweliest groups form deadly bands of warrior who seek the loot of the people below to gain power within this growing state. They have huge groups of raiders in the prior years and now have only stopped forming the most powerful of raids after the Drakes
The Groves - These opposing groups have long since held the power in the regions between the agricultural civilizations to the South and nomadic groups to the North but 10 years ago when a student split off from the neutral teaching of the Deathcap Grove to establish their own grove with followers and a manual on un-natural magics they drew a hard line which neither Groves could break and no other society wants to stick their head between. Now the Deathcap Grove has settled into a simple mercantile lifestyle with the precious alchemical ingredients being sold south under the Tutelage of Old Toya. Their Disciples on the other hand have closed off the Grove and murmurs have been emerging of black tendrils reaching out to passerby.
Minor Factions
The Savashan League - This Independent Company hailing from the city of Bessetown has made money expanding their control of access into the northern Lifestream and their ability to counter the ships of their enemies and control this with the great fortress they’ve built on Stream-Breaker Island at the mouth of the Lifestream. Castle Telinyo has large stocks of supplies, soldiers, and sailors along with ship killing ballistae that maintain this monopoly over trade, which the states around them have started to chaff at
Petty King Arduuf “Rebel Heart” Abu Zari - A distant relation of the old Dwarven Emperor, this Petty King controls the outlet of the Lifestream and his ships are what settle most disagreements within this territory, though most other people would love to see them gone. Instead he takes these disagreements as disrespect and has made the bold move to regularly shirk his duties as a recognized petty king of the Reformed Imperium and many think he means to break away as soon as possible
Chief Chabarito and the Burros Tribe - This group has been one of the tribes that were dispersed by Sirilaxx a couple years ago and coalesced into an anti-drake group. The other nearby tribes had fallen into submission by the drakes. Sirilaxx and his minions have committed to using these tribes only to transport dragonborn and kobolds who have broken from Arizzian in exchange for stolen goods from the Grand Dragon’s territory. They have since been hampered by the Burros tribe and an insurgency has been taken up between these tribes