Campaign Storyline

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Campaign Storyline

Postby Mr_Praetorian » Sun Mar 18, 2007 4:11 am

Of Blood and Steel
An original Eberron Campaign by Charles Geckle

Twenty-five years have passed since the Last War, and the majority of the nations of Khorvaire teeter on the brink of civil disorder and total economic failure. The last 2 decades have seen times of strife that rival those of even the War, and that now threaten to bring down society altogether. There are many theories in circulation over as to how the world has been pulled into this state of turmoil, but by far the greatest of them puts the responsibility of King Kaius of Karnnath, and Queen Aurala of Aundair.

The events that would lead to this state of near continental downfall began in the fall of the 5th year after the war, in Thaliost. Thaliost had been a territory of Aundair that was lost to Thrane as per the Treaty of Thronehold. Though their had been arguments as to the rights of the territory, Thrane has presumed that the treaty would seal the end of such petty quarrels, and they were right, for a time.

Then, in the final eaves of the year 1003 YK, all hell broke loose in the streets of both the city of Thaliost and the nearby countryside. Annexed Aundairians and insurgents alike arose in one of the greatest upheavals of the age. Within a matter of hours, Thaliost was little more than a blood-drenched war zone. The Paladin Guards, restricted by their code of honor, were slowly being worn down by the rebels willing to do whatever it took to bring them down. The city seemed lost, as did the peace that the proponents of the treaty fought so hard to maintain. For even as Thaliost burned, Thrane began to mobilize for war. The First Treaty of Thronehold was broken in the first month of 1004th year.

What followed would henceforth be known as the Seven Year Slaughter, or, the long, bloody siege of Thaliost that lasted for seven, grueling years before peace was finally re-declared. Over the course of these long years, the people of Khorvaire relived the horrors of the Last War, as Thaliost was passed off between Thrane and Aundair. Karnnath and Breland kept their distance, and maintained what diplomacy they could, whilst building up additional military forces of their own, of course.

The people of Khorvaire seemed convinced that the Seven Year Slaughter would last yet another lifetime, but, thankfully, Thrane, suffering from a massive deficits and a disheartened public, threw in the towel in 1011th, calling end to the havoc. During the signing of the Second Treaty of Thronehold, the entirety of Thaliostan territory was given back to Aundair, and was a sizeable portion of land that actually belonged to Thrane, but was populated by Aundarian troops. Queen Aurala was ready to step out the door triumphantly when the signing was interrupted by King Kaius, who insisted that Aundair pay reparations to Thrane for all the damage that had been done. Aurala was outraged, it had been a just war, and that just as she had rightfully won it, Thrane and rightfully lost it. Kaius countered by pointed out that a just war, acts of terrorism do not make, and that Aurala had clearly began the conflict and, therein, directly violated the Treaty. The other members agreed with Kaius, and Aundair was forced to pay for the war that it had created.

The next four years were relatively quiet, Khorvaire (for the most part) continued to prosper, and all seemed fine. Things were, however, not fine. Aundair, finally began to suffer economically from the war it fought with Thrane. If not for the reparations, Aundair would have been am agricultural superpower, but the loss of money to Thrane (which, alongside of the money from Aundair was giving it, was also receiving grants from Breland) seemed to stem Aundair’s attempt to rise back to power. Kaius had predicted this, Aurala knew it, and it burned within her. If Kaius had kept his troublesome mouth shit, the others would simply have walked away from the Treaty as it was. So, Aurala used this. Over the course of those four years, she launched a pro-industrial propaganda campaign based on the idea of eventually paying back the favor to Karnnath. Though the campaign saw great progress over those four years, Aurala did not live to see the fifth. She died in the spring of 1016 YK, and was replaced by her extremely nationalistic niece, Corusca.

Initially, her advisors saw in her the intuition and clear-headedness that had made Aurala such a “great” ruler, unfortunately, they misjudged. Corusca was brainwashed, drunk on the pride that her aunt had drowned the nation with. Eventually, her advisors realized this, but by then it was too late to replace her, for she had the throne by then. Goaded by their queen, Aundairian citizens began to commit crimes against visitors from other nations, eventually causing a mass exodus of every non-Aundairian pure-blood (those born and raised within the country) from the country. Queen Corusca called the exodus “The Righteous Cleansing.” With no internal barriers before her, Corusca began to work on her master plan to bring all under the rule of Aundair.

The other nations were not blind, however, they saw what was happening and collectively called for Aundair to halt its increasing military-industrial complex. Queen Corusca responded by formally withdrawing Aundair from the Treaty of Thronehold (and thusly severing the reparation payments), and then forming an allegiance with the Kindom of Sarlona. Threatened and outraged by such brash actions, the nations of Breland, the Mror Holds, Karnnath, Thrane, and Zilargo formed what was known as the Thronehold Compact. Unfortunately, the unity that the Compact represented was severely reduced when King Borranel of Breland died in the late summer of 1017 YK. Additionally, Harruc, king of Daargun was originally supposed to be in the Compact as well, but he was assassinated less than a month later. Acting on the state of chaos within Breland, as Borranel’s son attempted to reign in his country, Corusca took the initiative by allying with K’ortaskar, the new Lord of the Daargun nation, the Daughters of Sora Kell, and even a few of the Lazarr Princes.

The next few years saw a time of almost total economic stagnation. Trade between the various nations came to a near stand still, and almost all production was dedicated to the build up of the “war that could break out at any moment.” Yet, for all the economic problems in the world, the people of Khorvaire were allowed to enjoy a three-year reprieve from any kind of warfare or political strife that had plagued them in years earlier. The peace did not last forever though.

In the mid spring of the year 1020 YK, a Sarlonian scout ship sailed a little too far into Karnnathi waters, and the war began anew. Initially, the Second Khorvairian War began as series of naval clashes between Karnnath and Sarlona, but is quickly set of a chain reaction that eventually engulfed the continent in a state of chaos. Following the naval battles, Aundair invaded Thrane, Karnnath invaded Aundair, Daargun invaded Zilargo, the Lhazaar princes began harassing the Karnnathi coastline, Droamm invaded Breland, and it so continued.

Now, five years after the beginning of the war, Khorvaire has fallen in chaos. Thrane has begun to crumble under the pressure of the war, Karnnath, following several internal crises has been to reduced to warring city-states, Breland, though able to fight of Droamm is now in a stalemate with Sarlonian forces over many of its southern territories, including Sharn, which has been divided in two; its ally, Zilargo, sharing a similar predicament with its war against the Daargun nation. The Mror Holds withdrew from the compact early on, fearing that it would weaken the strength of the state by sending its armies away while enemies were so near. Aundair, meanwhile, sits above and away from the havoc, prospering from boost of production and bathing in its own pool of patriotic over-glorfication. According to Queen Corusca, all is going according to plan.


So, where do the warforged fit into this puzzle of woes and wars? In a location known as Poin’defex Underground Facility beneath the city of Daskaran. This massive sub-terrain factory sports forge fires that are in almost constant swing: ever does the smoke flow from stacks of Daskaran. The factories below the city are necessary in the absolute, for they are the reason Thrane is able to continue fighting. But who works in the factories all day and all night? Surely any group of humans would be worked to death to create the amount of output that Poin’defex creates.

They would, because humans do not work in the underground factories, enslaved warforged do. It was decided by internal collaborators, a few years before the war even started, that warforged indentured servants could fulfill yet even more important tasks for ”their” country. So, laws were passed, and bills were signed that funneled more and more warforged into the factory. By the time that the Seond War was in full swing, Thrane was outright kidnapping warforged so that they could be sent there. All of this, of course, has been done without the knowledge of the Silver Flame Hierarchy, for surely the Keeper would never endorse such fowl practices.

Whatever the reason, your character has been sent to work in the Poin’defex Underground Facility until he/she/it “earns” his/her/its freedom, or is worked to death. The conditions are terrible, the captors are utterly cruel and merciless, and recently, some of your friends have begun to disappear. Will you work until your body fails, or will you fight?

A very important aspect of warforged life in the facility is the warship of Onatar, God of forge and fire. The warforged branch of the faith stems from a theory that Onatar grants warforged souls that are made of from the essence of the souls of warriors who died in battle: When a true warrior dies with a weapon in his hand, Onatar takes a portion of that soul and grants it to a warforged.

The facility is approximately seven years-old, but the faith of Onatar did not arrive until about four years-ago, with the arrival of Symbol (Cleric (Onatar) 9). Symbol, aside for being credited with the establishment of the Shrine of Onatar, he is the only scrap caste without ill regard.

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On the Nature of the Warforged Soul

Postby Mr_Praetorian » Sun Apr 01, 2007 4:03 am


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How your character fits into the story.

Postby Mr_Praetorian » Tue Apr 03, 2007 4:32 am

Obviously, you're all playing warforged (or variants of therein), and you're all warforged who, by means detainment, trickery, or kidnapping, are now being worked to death (if you want to call it that) in the Poin'defex Underground Facility.

The big question that may define your characters actions after the main sequence (when I stop railroading you), is how long you have been in the facility. It may not seem like such a big deal, but a great division rests amongst the 'forged of Poin'defex. The longer you've been there, the more respect you'll be held with. You'll also have access to the special features for long time members, castes. Keep in mind, however, that there division amongst the castes as well:

Redbacks are generally held in higher respect, because most of them have been in Poin'defex for a long time, some since the begining. The charred scarring on there plating are as to medals granted to soldiers: representitive of the will and endurance to keep going.
Roleplaying Application: You've probably been here a long time, since the charring takes a while to develop. The community obviously repects you a great deal, and respect almost certainly turns allegance...

Next on the list are the Metalmaws, or those who can fix and repair. It doesn't matter how long you've been at the facility, once you earn the name of Metalmaw, you are recognized as an immediate asset to the community. Injuries are incurred daily, and there's usually not enough healing to go around.
Roleplaying Application: You're a fixer and a tinker, so what do you do when your given off time in the scrap yard? Are fixing your allies, or are you perhaps building certain tools?

Brutes, unlike the other castes, have been taken by the administration, and given upgrades to make them unusually strong. This above average strength, however, is not granted to the smart ones, who could then use it. thus, the vast majority of brutes are dull-witted, and uncharismatic.
Roleplaying Application: Your not very smart, but you are very, very strong. When the fighting breaks out, will yuou head the call of war once again? Or are you a loner at heart, and simply wish to be free of groups in general?

Sitting smack-dab in the middle of the food chain are the tunnelers: the 'forged allocated to either expeditious message delivery, or the fixing of the big problems in tiny compartments.
Roleplaying Application: You're quick in both pace and, most likely, wit. You're nature also, no doubt, make you an excellent spy. How will you decide to use your assets when the die is cast?

Second to last are the Pages, the scriviners of Poin-defex. Through the use of the supreme intellect and focused minds, thay are able to organize data at speeds that would scare most other creatures, which doesn't exactly help with relations to the other 'forged. When a wounded page is thrown into the scrap yard, he has to carry himself to the local artificer.
Roleplaying Application: When the rebellion kiks into full swing, you may find yourself having problems picking a side. Certainly the humans have inhumaely placed you in this horrid facility where they beat you for making simple computation errors, but have your warforged "allies" been any better? Alternatively, you may have been spending your time in the scrap yard using that supreme intellect for other kinds of thinking, such as collaboration and planning, for something...

At the bottom of the line, are the Scraps. Your fellow warforged think that most of your kind are totally useless. It's a good day when a trio of brutes don't check you into each other for sport. Even some of the new ones are more popular than you.
Roleplaying application: Do you suck it up, and pray to Onatar that things will get better? Perhaps you try to help with the "collaboration" and planning? Or maybe, you're an insider for the adminnistration in exchange for an earlier release?

Of course, then there is the option of playing a new arrival to the facility. Perceptions by the other 'Forged will be mixed: some will be jaded and bitter because you got spend a bit more time being free; others will be sympathetic, remembering that you're all in it together; and some will be considering you as a potential ally to "collaborate" with.
Rolepalying Application: You're new, fresh, and unspoiled by the horrid existence of the facility. Your unconquored will allows you to look at things from different angles. What your character think? Does he still think that he really will be free after a few years of working? Or has he come to accept the terrible reality of it all?
Last edited by Mr_Praetorian on Thu May 03, 2007 8:19 pm, edited 2 times in total.

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The Party

Postby Mr_Praetorian » Thu Apr 12, 2007 4:26 am

Obviously your characters are going to meet and form a group at some point during the adventure. But what you have to decide is how long your charactere have known each other prior to the rebellion. From this, there is a very important point I have to make:



I know that I goad you all towards this during class selection, but I thought I would just point this out.

I would suggest discussing who knew whom in the Party Discussion Thread.

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The Lord of Blades

Postby Mr_Praetorian » Thu May 03, 2007 5:36 am


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Poin'defex Facility

Postby Mr_Praetorian » Sun May 06, 2007 1:56 am

Poin'defex Facility
Small Town
Population 5500: (65% Warforged, 20%Human, 10% shifter, 5% Constructs, 5% other))
Important Figures: Administator of Operations: Tenedora Vasarata (Female Human Artificer/Noble)
Chief of A Block: Sergeant Duran Vorisco (Male Human Fighter)
Guard Captain: Sergant Gerard Talivosa (Male Half-Elf Paladin of Tyranny)
Mage Captain: Severus the Vile (Male Elf Wizard 12)
Enforcer Brigade Captain: Gorast Ironbreaker (Male Shifter Barbarian/Fighter)
Elite Guard Captain: Sandralis Novi (Male Elf Fighter/Knight of Thrane*)
Intimidation Specialists: Yrania Shadowstep (Illusionist/Shadowspinner) and Xerylia the Cruelhanded (Sorcerer/Dreadwitch)

Symbol ((Scrap) N Neuter Warforged Cleric (Onatar) 10 Contemplative 3)
Earth ((Scrap) NG Female Personalitied Warfored Druid 7/Landforged Walker 4)
Creation ( Scrap) NG Female Personalitied Warforged Healer 7/Reforged 3)
Fullblade ((Brute) LE Male Personalitied Warforged Fighter 8/Warforged Juggernaut 2/Exotic Weapon Master 3)
Xerxes (Page) LE Male Personalited Warforged Psion 6/Psion Uncarnate 7)
Ratchet ((Tunneler) CN Male Personalitied Warforged Scout Artificer 7/
Rogue 5)
Gem ((Metalmaw) CN Female Personality Warforged Artificer 12)
Prism ((Scrap) CG Male Personalitied Warforge Duskblade 7/Spellcarved Soldier 4)
Justice ((Redback) CG Female Personalitied Warforged Paladin 8/Sacred Exorcist of the Silver Flame 8)
*Modified Knight of Thay

Population by Purpose:
Endentured Workforce: 3,345
Factory Guards: 1850*
Clerical Staff (Accountants/Paralegals/Interns/etc...): 245
Other: 60
*Not counting the Elite Guard.

Factions Amongst the 'Forged:
Faction: Church of Onatar
Facion Aligment: Any
Leader: Symbol
Location: North East
Following: 1283
Castes: All
Bonus Gear: Oils and Wands of Repair
Description: The Church of Onatar is the largest and most influencial faction in the Poin-defex facility; with over a thousand in its following. Their leader, Symbol, is a prophetic warforged who preaches that their patron, Onatar, will grant them the strength to overcome the opressors, and will emerge some day as the chosen race on Khorvaire. He also teaches the theory that warforged souls are of the essence of fallen heros of battle, and that when they are created, Onatar himself takes essence from the greatest warriors and fuses them together.
Politics: Symbol, for all his fanaticism, isn't a fool. He realizes that in order to lead his people to their chosen destiny, he'll need to get out of the factory first. To this end, he works hard to create an alliance between all the groups, and to make that alliance last as long as possible. Among his strongest allies are Fullblade, whom he believes is close to converting to the faith, and Firebolt (LN Warfored Warmage 8), one of the high council members of the Iron Magi. Though he sees none of the other leaders as particular rivals or enemies, he views Xerxes with great suspicion, ad a hint of fear.

Faction: Lord of Blades
Faction Alignment: Any Evil
Leader: Fullblade
Located: Central East
Following: 771
Castes: All but Scraps
Bonus Gear: Actual Weapons
Description: Where there are warforged, there is going to be reference to the Lord of Blades. Fullblade, a favored of the Lord of Blades, and one of the smartest brutes around, leads the branch of Lord of Blades' followers at Poin'defex. Unlike many of his compatriots, Fullblade is not stupid, nor is he unintuitive. Rather he is a master strategist and quite a diplomat. He normally has both an answer and a contingency plan for everything. It is probably for this reason that his faction is the most well organized, well trained, and well maintained of all the others. He keeps his 'forged in a constant routine. When they're not working in blast furnaces or mining, they're in his section of the junkyard training, training, training.
Politics: Fullblade, for all his intellect, is obscenely arrogant and cruel hearted. Despite the variety of tactical finesse the scrap caste could offer his forces, he chooses to discriminate against the entire group. At meetings between faction leaders, he often openly voices his discontent for the Scraps Alliance; calling them a barrage of hateful things. For this reason, there is no love between him the Scraps Alliance. The open hatefullness of the scraps also pushe him away from Church of the Sovereign Host, who, seeking a unification, react negatively towards his remarks. Despite the discontent his words cause, Symbol continues to work closely with him; partially due to the fact the Fullblade has tricked him into thinking he's a borderline convert. His status is also good with some of the more bigoted members of Iron Magi, and, strangely enough, he seems to be tightening his bonds of fellowship with Xerxes.

Faction: Church of the Sovereign Host
Faction Alignment: Any non-evil
Leader: Justice
Location: Central West
Following: 436*
*(24 of the members, including Justice herself, actually follow the Silver Flame, but do to the hatred directed towards all things Thranian, they prefer to keep their faith a secret).
Castes: All
Bonus Gear: Buffs on request
Description: Rankig in at the fourth strongest group is the Church of the Sovereign Host. Warforged paladins, clerics, and favored souls populate this strongly good faction. Justice, a warforged paladin of great skill and spirituality leads the faction, and is reputed to be the strongest warforged in the facility. It is said that her faction has existed since the beginning, and that she has seen factions rise and fall, but that despite the hardships, her faction has remained. She uses this fact to rally weary, and hearten tired.
It is important to note, however, that Justice does not worship the Host, but that she actually a follower of the Silver Flame. Normally, it would be odd for a paladin to be to so quiet about her faith, but given the situation, it has become a dire neccessity. There used to be more followers of the Silver Flame amongst endured workers, but after a series of brutal murders carried out against their following, Justice (who became the leader of the sect after their leader was slain) decided it was time to go into hiding. Thus, for the last 4 years, Justice has lived with the burning truth that she lies about her faith every day. Se only hope that she doen't grow to be ashamed of it.
Politics: Though their plight is that of unification, the CoSH has had extreme difficulty: Justice is not one for discrimination, and thus refuses to work with Fullblade (despite the fact she knows he'll be needed in order to break out), and the fanaticism that Symbol pushes his people towards makes her uneasy, as such blind devotion has lead far too many off the path of righteousness. Her true allies are Prism of Scraps Alliance, and Beam (LG Warforged Scout Warmage 6/Holy Scourge 3) of the Iron Magi. She outright refuses to even go near Xerxes, who she views as a vile manipulator.

Faction: The Iron Magi
Faction Alignment: Any
Leader: Council (10 most powerful casters)
Located: Central South
Following: 100
Castes: Pages only (except in extremely rare circumstances)
Bonus Gear: Scrolls, and Spellvials.
Description: Located in Central South of the scrapyard is the territory of the Iron Magi, the self-styled elite arcanists of the endentured warforged. The Iron Magi have not only a reputation for arrogance and elitism towards the other groups, but they are also highly selective of their membership. As it stands there are exactly 100 members in the Faction. Membership acceptance or denial is determined by a grueling set of challenges that the 'forged must be passed, or be laughed right into the Scrap's Alliance.
Politics: The politics of the Iron Magi are exceeding complex, because each member of the high council seems to hold a radically different opinion from the next. Some of the more influencial members are detailed below:
Council Leader Superior (LN MP Warforged Wizard 13/Archmage 1): The extremely intelligent and ever pragmatic leader of the Iron Magi holds the opinion that it is neccessary to escape as quickly as possible, but realizes that it is inevitable, and, therefore, allows the other council members to squabble over the minute details. What he's concerned about is what happens after the rebellion. Personally, he wouldn't mind establishing a warforged city state, with him as ruler, of course.
Xen (N Neuter Warforged Shujenga (Water) 4/Sorcerer 4/Mystic Theurge 4): This particularly strange minded warforged rarely speaks at council meetings, instead acting as a moderator when logical disputes arrise. In reality, he believes that the warforged should remain in Poin'defex untill they are rightfully freed by outside forces. He also is one of the few council members who refuses to participate in the stigmatization of the scraps. In fact, it is rumored that he keeps n close contact with Earth and Creation.
Beam (LG Warforged Scout Warmage 6/Holy Scourge 3): As one of the few non-neutral members of the council, Beam must be careful as to not express his religion in their dialogues, or he may be thrown out; the council has no room for fanaticism. Beam acts (or at least tries to act) as the moral compass for the group, but other members often find him to young and idealistic to understand the bigger picture. In the long run, Beam seeks an alliance with the Scraps Alliance and the Church of the Sovereign Host.
Firebolt (LN Warfored Warmage 8): Firebolt is a passionate devotee of Onatar, but, unlike Beam, hides it uncannily well. As far as the other members are concerned she is a selfish, power-hungry mage. Firebolt appears to want one thing, more glory for herself. She is also one of the more bigoted members of the council. She has openly aligned herself with Fullblade.

Faction: Scraps Alliance
Faction Alignment: Any
Leader: Prism
Located: North West
Following: 456
Castes: Scraps and Outcasts from other groups only.
Bonus Gear: ?
Description: To many, those labled as scraps should be treated just as their name implies, as waste. The daily life for the average scrap used to be being pushed around, beated down, and, occasionaly, ripped apart for parts by the other caste. One of the older factions, the Iron Tooth, a faction of artificers that was active during the first two years of facility operations, used to kidnapp scraps, rip them apart, and perform strange experiments on them.
However, it is said that you can only push a given group of beings only so far. The first quarter of the thrid year of operations saw the arrival of a trio of particularly cunning and bold warforged: Creation, Earth, and Prism. They came to the factory and saw the cruelty that was befalling the scraps caste, and decided it was time for a change. So, they gathered the strongest members of the scraps caste and staged an attack against the Iron Tooth. the severity and unexpectedness of the attack left the Iron Tooth defenseless, and they were quickly forced to surrender, and cease their actions. The Iron Tooth disbanded, and life of the Scraps has been slightly better ever since. After the fall of the Iron Tooth, the Scrap Alliance was formed.
To say that the members of the Scraps Alliance are useless would be folly, for amongst their ranks are are some of the most bright, creative, and unique warforged in all of Khorvaire. Among their more exotic members are Hex a warforged hexblade from Karrnath, and Lightning a mysterious 'forged with the ability to channel the power of the djinn, from a city state known as Atlantica, which is in open oposition to the Sarlonians.
Politics: Technically, Prism is recognized by other factions as the leader of the Scraps Alliance, but in truth he acts as the representative for the faction, because he is the most normal of the leaders. Creation is a reforged, and believes that all warfoged should become more in touch with their biological selves, and Earth constantly rattles on about becoming one with nature (sometimes to the point that even Prism can't stand). In the end, Prism became the representative for a single reason: he's the only one who can talk without causing mindlock.
The politics of the scraps alliance are dictated by the conditions of their lives. While other groups wish to be free'd so they can pursue their own ambitions, the Scraps Alliance pushes for a revolt because they wish to put this hellish existance far behind them. Prism has strong ties to the Host following and Beam of the Iron Magi. He dislikes Fullblade just as much as Fullblade dislikes him, and he bears a horrible grudge against Symbol, whos prophetic "brainwashing" caused the membership in the Scraps Alliance half, and, at one point, nearly collapse.

Faction: Quorum of the Mind
Faction Alignment: Any non-good
Leader: Xerxes
Located: ?
Following: 36
Castes: Pages
Bonus Gear: Psionic Equipement: (A Dorje storing the manifesters favorite first or second level power).
Description: Sitting high above the petty squabbles of the other warforged in an enclave only their members can find, resides Xerxes, and his compliment of warforged psionicists.
Politics: Their motives and goals are as obscure as there leader himself.
Last edited by Mr_Praetorian on Tue Jun 05, 2007 3:42 pm, edited 17 times in total.

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Postby Mr_Praetorian » Wed May 09, 2007 4:27 am



During the signing of the Treaty of Thronehold, one of the conditions was that all warforged creation would henceforth cease, allowing the warforged population to remain stagnant; and so it was: After the war, all known warforged creation forges were shut down and scrapped. Thus, for the next decade, it seemed as though the consdition held

Then, somewhere during the year 1009 YK, amidst the slaughter of the a war born anew, the Karnnath Census Bureau in Korth noticed something odd: Based off of reports from all around the Khorvaire, the warforged population had apparently doubled in size. By the time Thrane gave in, the population had tripled. Stanger yet, there were warforged walking around claming never to have heard of the Last War.

Where were all these warforged coming from? Well, obiously, the warforged weren't reproducing. Obviously, there were still creation forges active, and in use. Also, warforged bodies were beginning to disapear from the mists of Mournland.

Based on interviews and interrogations, the Karnnath Census Bureau has determined that active creation forges are located in the following places:

Atlantica (City state in Southern Sarlona) (4)
Aundair: 20+ (Modern)
Breland: 10 (Advanced)
Cyre (Mournland): 3-5 (?)
Karnaath: 6 (Modern)
Lazarr Principalities: Unknown (Various)
Mror Holds: 10 (Modern)
Sarlona: 100's (Primitive)
Thrane: 0
Zilargo: 2 (Advanced)

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Postby Mr_Praetorian » Sat May 12, 2007 4:23 am



Above Ground:
Floor 1: Lobby, minor associates offices, and garage with elevator shaft.
The first floor of Poin'defex appears to be some sort of hyrbrid cross between an old warehouse and a brokerage. Here, all the financial and numerical data is processed by some of the smartest mathemtical minds in Thrane.

Floor 2: Intermediate Associates Offices.
The second floor is home to the offices of members of the the staff that perform more important tasks, such a factory maintainance, and security. The offices of the Captain of the Guard, the Mage Captain, and Block Chiefs are on this floor.

Floor 3: Administrative Offices
The top floor in home to the offices of the Administrator, the Captain of the Elite Guard, and the Inimidation Specialists.

Below Ground:
Basement 1: Statistical Evaluation and Guard/Enforcer Barracks.
The first basement level holds the offices where the pages spend hours (even days) processing the various statistics. Warforged who may be useful as pages are pulled out of the new arrivals group and sent to a testing room: those who pass are given page status and sent right ot work, those who fail are pushed on to the next ride down. Also on this level are the guard and enforcer barracks; strategically placed as though to serve a as a buffer between a rebellion and the surface.

Basement 2: Manafacturing
This level is a cluster of assembly lines and factories. Here, the Metal Maws caste are sent to make the tools of war for Thranian soldiers. At this point, warforged with skills in artifice are pulled from the line-up. This level also houses the tunnelers, who wait in a secure location till they are called into service.

Basement 3: Smelting
A blast ofextremely hot air rushes in as the elevator doors open up to floor 3, where the smelting lanes and blast furnaces run in continuum. Warforged showing the most resilience are pulled and put to work with the other redbacks.

Basement 4: Scrapyard and Mining
When the elevator reaches its final stop, the remaining warforged are pushed off into a cloud of smog and thick black smoke. Those who are exceptionally strong are taken to the mines, which are located to the East. Everyone else receives a 30ft drop into the scrapyard.

Timeline of Important Events:
Eyre 1016YK: Poin'defex opens, with roughly 400 humanoid and warforged workers.
Vult 1016YK: Poin'defex finishes the year with over 1500 workers.
Olarune 1017YK: Theocrats pass bill that allows Thrane to force Warforged from other countries to be placed into endentured service in light of the impending conflict.
Nymm 1017YK: Poin'defex is officially declared a factory of war; the administration is handed over to Tenedora Vasarata, a person whom the Theocracy knew would keep things running.
Rhaan 1017YK: Fearing war could break out at any minute, all non-living construct workers are pulled and drafted into the Thranian Commonwealth Army. This reduces the facility's workforce by 2000, down to 700.
Aryth 1017YK: To ease the burden of the facility, Theocrats order one half (500) of Thranes elite warforged paladins, the Silver Vessels, out of military service and into the factory's workforce.
Eyre 1018YK: The Sarlonian ship Dagger, sails into Karrnathi territory, Karrnath returns by sinking it, and the war begins.
Barrakas 1018YK: The remaining Silver Vessels are committed to the factory.
Sypheros 1018YK: The Silver Vessels protest their ill treatement by striking. Two weeks into the strike Thranian Theocrats release them, reducing the workforce by 1000, down to 1078.
Olarune 1019YK: Administrator Vasarata (with permission from Thrane Theocracy) contracts the Red Talons, a mercenary company that usually operates out of Droamm, to patrol the Thranian border for non-Thranian military warforged.
Rhaan 1019YK: Raids have succesffuly increase the number of endentured warforged by 800.
Therendor 1020YK: The facility, know working at its 4000 member capacity, suffers its first rebellion. Unfortunately, the warforged are unorganized and the hierarchy is too weak hold them together. A combined Thranian military and facility security force puts down the rebellion in less than a day. When the dust settles over 1000 warforged are "dead," and an additional 300 are "scrapped" for being guilty of collaboration. The bodies of the dead are melted down, in the blast furnaces.
Eyre 1020YK: As a result of the first rebellions failure, caste divisions begin to form; stemming from the different caste members blaming each other.
Lharvion 1021YK: Administrator Vasarata, fearing that another rebellion is inevitable, asks the Thranian Theocracy for aid. They respond by ordering the creation of a special elite guard consisting of about 1500 of Thrane's finest.
Aryth 1020YK: The words of Cord, a warforged bard spark the second rebellion. The rebellion is put down in a matter of hours, but Vasarata begins to realize that she will never be able to fully control those who have tasted freemdom, without help.
Vult 1020YK: Vasarata contracts two fear specialists to create a claok of terror to keep the warforged in line.
Zarantyr 1023YK: Though the cloak of terror has kept the warforged of Poin'defex in line for a solid two years now, cuts to security staff has reduced the strength of the buffer from the surface, and rumors further persist that the facility's elite guard may soon be called into active duty.

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Postby Mr_Praetorian » Sun May 20, 2007 2:39 am



Aundair: Queen Corusca had successfully turned her country into an economic powerhouse, and her people into pridefull elitists. Due to her policies, Aundair now enjoys an amount fo wealth and security that has been unknown since the days of Galifar.
Since the war began anew (and, before, according to some), Aundair has been making surgical strikes into Thranian territory. This coupled with a series of devistating military victories, and a lack of presure from the Karrns has left the border-country Thrane with a severely cripled military, a disheartened people, and -altogether- a country on the verge of collapse.
Though it cannot be said that Aundair is completely without troubles: Recently guerilla warriors have been making sneak attacks on the border forts and other military intallations. The reason for these attacks is as yet unknown.

Breland: Breland had left the last war with a reputation of an unsurpassable military-industrial complex. With help from their gnomish allies in Zilargo, they were able to out produce every other fighting force during the last war.
That, however, was a different time, and a different king. For all the charisma the son of the Great Bear posses, he but a pup in comparison. Though Breland was prepared for war with both Aundair and Droaam, what they did not expect was for the Riedran's to suddenly blockade their major ports, and proceed to surge in thousands of forces within a few hours. Within a matter of days, the Brelish military found themselves being crushed by an attack from both East and South.
Now, the state of Brealnd has greatly deteriorated, and while the people still hold strong, it is clear that if a clear victory is not had soon, the heart of the people may soon break. Sharn, the City of Towers has been cut in half by war, and twice has King Ajer had to declare martial law to stifle ritos in the streets of Wroat.

Darguun: For a long time Darguun had the upper hand against the gnomes they were attacking: Not only were able to march in Zilargo almost unoposed, but they took the capital in less than a month. Regrettably for them, the gnomes had allies that the even the wisest of seers could not have foreseen. Less than a day after they had taken the capital, Zilargos elite guard arose from the cities underground tunnels and, with the help of countless elementals, effectively cleansed their presence from the area. Though today Darguun still holds over 50% percent of the country (taken mostly with the aid of Riedra), they have held off any major pushes since that day (roughly four years ago).

Droaam: In the early stages of the conflict, it looked as though Droaam was going to be a major thorn in Brelands side. Unfortunately, the daughters of Sora Kell underestimated the difficulties is rallying and maintaining an army of montrous and bestial humanoids. Three years into the war, half the gnoll forces left the army as a part of a pilgrimage to the Eldeen Reaches, and, to make matters worse, after territroy has been gained in Breland, the various warlords couldn't decide how to divide the lands. The constant squabbling and infighting alowed the Brelish to easily drive out the Droaamish forces with little difficutly.

Eldeen Reaches: Not much activity has been centerred in the Reaches for the last two decades. They spent much of the time after the "Last" War trying to unite the inhabitants, and finding a way to replace the dreadful lack of Gate Keepers. With those two problems -mostly- out of the way, the Reaches have been in a relatively peaceful state, despite the chaos and bloodshed.
This state of peace ended a few months ago, when the Oaken Council appraently authorized the staging of several attacks on Aundairian military installations. The council has refused to explain their actions, insisting that "Aundair know's damned well how they managed to call the fury of nature down upon themselves."

Karrnath: The war-torn country known as Karrnath has suffered greatly over the last 120 years or so. The "Last War" saw the rise of the Blood of Vol, the use of undead troops to supplement the living, and, in the most recent conflict, a splintering of the country.
The responsibility fot the collapse of the country of owed to Regent Prince Cornelius, the Grand-Nephew of Kaius I. Roughly two years into the conflict, Kaius III officially abdicated the thrown, and granted it to Cornelius. If this didn't shock the warlords, then Cornelius' first order, the purging of the City of the Dead in Atur. Unfortunately, Cornelius had underestimated how prevelent the Blood of Vol was, and his action gave a few power-hungry lords the excuse they needed to declare the sovereignty and break from Karrnath. May deals and assasinations later, Karrnath lies broken into six seperate city-states: Korth (seat of the crown), Karrlakton (recently: loyal to the crown), Rekkenmark (loyal to the crown), Atur (independent), Irontown (independant), Vurgenslye (independant).

Mror Holds:

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Postby Mr_Praetorian » Sun May 27, 2007 7:14 am


:!: The Scrap-Yard is approximately 1.5 by 1.5 miles wide, and is in the lower left corner of Level Four. The feft and lower sides of the 'yard end with a wall of solid rock and dirt. The upper and right sides of blocked off by a wall of of reenforced adamantine railing that has a constant stream of electricity running through it. The wall is about 50ft tall.
:!: The Scarp-yard itself is thirty feat lower than the primary walking space in the Level. Thus the 30ft drop.
:!: The only way into the Scrap-Yard is a single openning in the wall, which is protected by two solid adamantine Gates (30'ft per door), and a pethora of armed guards.
:!: There is a protective field that surround the entirety of the facility. It blocks out: Teleportation magic of all kinds, and arcane divination.
:!: Stone Meld and similar effects are negated by a groupd of Earth elementals that seem to patrol the earth outside of the facility.
:!: Due to the amount of dust and soot in the air, sight in the scrap-yard has been reduced to 60ft.


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