Autumn Wind | History

Flowing through the realm is River Artorius, the lifeblood of three vast human kingdoms whom have fortified castle-provinces surrounding it.

 

In the west, the Galacian Dynasty. In the east, the Shiriko Empire, and finally in the south the Haladryan Monarchy.

 

 

Until several years ago the three kingdoms had been locked in a bloody battle for resources, farming lands, and claims over the river itself. With the recent discovery of magic from those whom traveled beyond the Atrium - where the river's mouth is believed to be located - a truce finally silenced generations of conflict.

 

Six months ago, the Haladryan Monarchy, and presumably the other kingdoms as well, called upon the vast majority of their able-bodied populace and marched to the Atrium. This has left the peasantry and community leaders to live relatively peaceful, albeit sometimes lonely, lives.

 

Our adventure takes place south of the Haladryan Kingdom, where King Darius, confidant of the heroes whom stayed behind for one reason or another, has summoned them to a location far from the safety of his walls. Though camps and towns dot the forests and reaches beyond castle-cities of their homelands, few can endure the harsh climate, vicious wildlife, and occassional bandit gangs that infest the untamed wilds.

 

 

The Three Kingdoms

 

Haladrya Monarchy

 

Splintered from Galacia in the early years of civil war that mark recorded history due to a fued between royal family members. The resulting loss of infrastructure and civil support ensured Haladrya was at a technological disadvantage from their ancestral homeland, but strong support from upperclass and military leaders at the time lead nonetheless allowed them to set up an enduring fortress in the temperate climate of the south riverbend.

 

Haladrya is a monarchy with King Darius being the current ruler. He has one son and two daughters. Under Darius' rule, the kingdom retook several small strongholds from the Shiriko and managed to secure a wetlands farming operation north of the castle walls, before a peace treaty was signed.

 

Haladrya is united by a strong faith in God and their emblem is a claymore's hilt in the shape of a cross. Haladrya's faith believes that humility, honor, tradition and community are the pillars to achieving and maintaining a meaningful life. Strong emphasis is placed on military service, either as a soldier or as an aid in some form. Mandatory training as a squire begins for both men and women at the age of 10 and concludes, usually, at 26. Although service in the Church is not a requirement, most soldiers will at least rub shoulders with it due to the prominent presence of alchemists and doctors that dwell within its ranks. Those believed to be paticularly pious or gifted squires may be considered for training as a holy warrior, or a Paladin, though sometimes soldiers leave service and return to it under the Church's guidence later in life anyways.

 

Galacian Dynasty

 

Regarded to be the oldest of the three kingdoms, at least in terms of political structure. When the dynasty fragmented due to a fued in the royal family centuries ago and lead to the formation of the Haladryan Monarchy, the Dynasty lost many of its military ranks and suffered repeated defeats to the rebelling faction. This lead to a lasting military doctrine that places more emphasis on machines and technology over the abilities of individual soldiers, though many of Galacian's ranks are said to be fitted with extremely capable men and women fearsome strong when equipped with their province's strange firearms and armor.

 

Galacia's hundred-meter walls are lined with rails that guide steam-powered trains back and fourth through the inner structure of the province, providing both civilian and military individuals with speedy locomotion. Galacia places particular value in its education system to which it owes its prosperity despite being situated within a highland that often sees harsh and long-lasting winters, and it is said that the Kingdom's first University geared towards magic study is being built behind its walls.

 

Military service isn't obligated in the country, unlike Haladrya, but all young men and women are processed through its extensive education system and learn the basics of medicine, agriculture, and operation of steam-powered machines and weapons for self defense. Many of them eventually become either researchers or engineers that support the army rather than soldiers themselves, though the few that eventually take up arms become known as Patriots.

 

Galacia is ruled by Gerod Farthistand, second of his name.

 

Shiriko Empire

 

Little is known about the origins of the Shiriko given their unwillingness to exchange information with outsiders, even after the peace treaty was signed. They live in a harsher, more arid climate than Haladrya, but still suffer from bitter winters like Galacia. As a result their fortifications are built to withstand extensive hostile conditions moreso than sieges, as few opponents have been able to hold their ground against the changing seasons in their territory.

 

With their elaborate asian-styled architecture and love of fine cloths and tapestry, Shiriko are seen by outsiders as a mysterious and beautiful people whom place an emphasis on art. They treat the art of combat and the art of display as one, and most of their soldiers are skilled in calligography and dance. They often stage profound performances and theater for their scattered cities in the loosely connected plataeus that comprise their province, and all young Shirikans are believed to make pilgrimages across the cities, joining with the performance crews and lending their budding talents, at least once before undertaking mandatory military service training.

 

In spite of all the flair and color, however, almost nothing is known about the actual political structure or individuals controlling Shiriko. All that is known is handed down through whispers and carefully conducted spy operations. Some believe that Shiriko's current ruler, Oda Nobunaga, is a demon. Others believe that he died decades ago and a body double is currently ruling in his stead during the turmulius times. Whatever the case may be, the legendary craftsmanship of Shiriko's steel remains ever a threat to anyone whom crosses blades with them in the battlefields of their choosing - particularly close-quarters and in small scale operations, where their realm-famous Samurai excel.

 

 

Legendary Inheritance - Beastkin

 

Should you choose to take on the Legendary Inheritance that enables a race other than human, you may choose a beast race or a dragonborn. Beast races would largely be based on Tabaxi (Naya-blooded). Ask for clarification if you need more direction since not a lot is revealed on them at this point in time. SS Races are not available for this game.

 

As a beastkin you were trained either by a clan lord such as a matriarch, or a member of Heka's court, to use an extremely advanced illusionary magic that functions similar to polymorph. Since then you have lived a double life, arriving to the human world through the Atrium gateway and infiltrating the kingdoms. For one reason or another you have ended up as a trusted confidant of King Darius, knowing full well that if he discovered your secret it would be catastrophic.

 

Never can the human world know of your identity, and so you have regularly reported to and returned to the world beyond the Atrium for supplies. This changed six months ago, however, as the gateway is now closed and your trusted liason is nowhere to be found.

 

If you choose this feature you will want to provide assets for both forms you possess.

 

 

Races - Human

 

The humans in the era of the Three Kingdoms are built to fight. They have to be to survive the rough and tumble world of eternal conflict that has consumed them as long as anyone can remember. Even in the most decadent noble quarters of Galacia there are closely-guarded names and swords rarely rest further than at an arm's reach, with every moment as savored as much as in the warrens of seedy Shiriko outposts. With the last couple years, however, peace followed by the deployment of most able-bodied troops have allowed working classes to finally breathe a little bit, if not feeling the pressure of picking up the slack left behind by their loved ones having moved elsewhere.

 

Appearances - Shirikan humans have an Asian appearance, Haladryans are generally of a western European/British appearance, while Galacian humans tend to be significantly diverse due to the older roots of their bloodlines.

Age - Humans in the age of the Three Kingdoms are thought to be able to live for hundreds of years, but war, famine, and other harsh circumstances associated with their locales tend to shorten life expectancy and keep populations in check. Humans are known to show physical signs of aging with extensive years of physical hardship, especially in wartime. The oldest humans alive known to recorded history are the heads of the Galacian royal family whom survived the initial division of the schism, thought to be about four hundred years of age.

 

Beastkin - Were Beastkin animals given human shapes and intellect by a mad God hellbent on dividing civilized world, a curse left behind by the River to punish those whom drift from God's light, or forces of darkness whom try to tempt Man with devilish pacts only to then steal away his soul? Whatever flavor of lore the commoners choose to ascribe to, common belief is that Beastkin races are always working against the Three Kingdoms in secret and have much to gain from their continued bickering. Now that peace has come most community leaders are on greater vigilance than ever, hoping to put out the sparks of a demonic wildfire before it can begin. The fact this moment never comes only makes them all the more nervous.

 

Races - Naya-Blooded

 

Beastkin race from the other side of the Atrium, believed by many to live on a distant world somehow connected to the River of Stars. The myriad clans of the Naya are distinct in appearances and practices, but the largest known to human history is the Natyr, said to be home to strange and arcane practices such as schools which teach the practice of magecraft - even, rarely, to human travelers. Although these rumors are not fully grounded, the distrust of creatures whom are capable of arcane arts if immense even in the most moderate and wild of regions, not to speak of amongst leaders of communities.

 

Cats, whom are creatures of the night that possesses seemingly supernatural reflexes, sight, smell and hearing, are sometimes regarded with superstition by commoners. This superstition extends tenfold to Naya, a fear that has been nurtured with a healthy dose of folklore, and as such any whom across the paths with commoners are confronted with fear at the absolute best of times if not attacked by able-bodied persons trying to protect themselves from demonic influences immediately. For some in Haladrya, death to a Naya is considered significantly worse than death to any of the other, much more mysterious elements of the world, as they often associate Naya with forces of nature whom conspire specifically against humans.

 

Appearances: Naya-blood are beastkin whom assume a feline appearance but stand upright. The color of their fur, their height and weight, and body features are as diverse every much as humans are, but almost all of them have athletic bodytypes due to their extensively physical lifestyles.

Age: Creatures whom are close to the River and nature, Naya live lives whose full limits have not yet been tested by time.

 

Races - Muratharian

 

Beastkin from the realm of the Age of the Three Kingdoms are extremely few in number and documented in only the oldest history books. They have reptilian and draconic appearances, giving life to the myth that "demons walked the earth before Men". These flightless dragons are thought to be the native equivalent of Naya beastkin that were forced away from the river if not outright exterminated by the empire that eventually fractured to become the Kingdoms we know today.

 

None of these creatures have been seen alive for over a hundred years.

 

Appearances: Muratharian take on the appearance of Dragonborn, with or without wings (whom are not functional in game mechanics). They range in size and weight quite wildly, with some recorded to be as lithe as dancers and others as bulky as bears, but most are at least five feet tall and rarely over seven. They are scaled head to toe and their eyes are said to shine in the darkness like that of a serpent's. Few of them were said to be gifted with beautiful manes of hair, like that of a horse, or even fur that joined with their scales, thought to be related to a form of divine bloodline.

Age: Creatures whom were born of the river but seperated from it and now dwell in the darkness, if at all, the full extents of the lives of Muratharians will likely never be tested by time.

 

 

DEITY - "GOD"

 

While both Galacians and Shirikans have members in their communities that nourish some nature of beliefs, either in spirits of nature and their devilry (so-called Dryads) or in the River itself, most members of the Haladryan monarchy have come to worship "God". "God" in itself is believed to be a spiritual light that dwells within all men and indeed walks with them to battle. God is a militaristic persona whom rewards those that live devout lives free of foreign pollution - specifically, foreign power and temptations. The belief that God's light fuels the miraculous is strengthened considerably by the discovery of holy magic that dwells within the hearts of particularly pious individuals. Priests, Clerics, and the armor-clad Paladins are all said to be blessed by their faith in God, and with their holy crosses and blessed shields they can call upon His power to heal the lame and smite the wicked. Discovery and subsequent research of this power lead the Church to believe they were given these blessings specifically to fight the forces of "God's enemies", which of course included Shiriko and Galacia until modern times. The resulting and unexpected resolution of the war of the Three Kingdoms forced the clergy to rethink their purpose.

 

Eventually, they came to the conclusion that, evidently, God was preparing them for something much more severe than conflict with their neighbors. The forming of the Paladins - a military sect dedicated to the Church whom functioned as the King's personal servants - was the first step, in the Church's eyes, to moving towards the conflict that God was inevitably preparing them for. It is they whom are the most vigilant and wary in the modern world, willing to travel to the far corners of the other Kingdoms to pursue potential sightings of foreign witchcraft. In such cases their beliefs are seldom shared with locals, but the miracles they perform speak louder than any pastor.

 

The symbol of the Church of God is a flanged cross that resembles the grip and guard of a sword. Crucifixion is practiced on individuals whom are believed to either be Dryads or influenced by them.

 

 

BEASTKIN DEITIES -

 

Most Beastkin worship the River if anything, but some choose specific Kami, or forest spirits, to confide in. Especially Beastkin of a high standing, such as Matriarchs, may have met a Kami during communion to obtain their station, and it is this Kami they may choose to confide in. While their belief system is rarely as structured or profound as those employed by humans, they usually confide their troubles and prayers to their subjects when alone for prolonged periods or they feel death is near. For Beastkin, attaining peace and mutual understanding with the River's closest children is important, especially in times of trial.

 

Beastkin almost never hold any religious elements on their bodies, especially anything that obviously could be used as a magic focus, and especially when traveling, as such objects can be the spur of superstition not simply from humans but from other Beastkin as well. Those that do harbor such objects usually do so out of fearlessness, intending to make a clear statement of their abilities and to ward off potential challengers or assassins.

 

CHARACTERS

 

King Darius

Age: 54

 

King Darius is a devout, militaristic leader whom the party characters know well enough to be entrusted with a discreet and exceedingly important mission that warranted him sending his personal aid into the realm to deliver his request for their audience. He was once famous for his swordsmanship, but put down his sword for the crown when his father died in battle in the eastern front twenty years ago. He is known as a shrewd but sometimes passionate man and speaks plainly. He is rarely far from a personal retinue of elite guards, including the fabled King's Cross paladin order whom, under God's grace, wield a divine power many regard as the sole protection from the evils of magic. In this respect, commoners tend to view Darius as a divine prodigy for ushering in an age of peace, but his personal affairs tend to be deflatingly plain.

 

Balric Goddard

Age: ??

 

Trusted aid of the King. It was he who sought you out and delivered to you the King's request to meet with him. A man whom has weathered decades of hardship and war serving both current and past Haladryan nobility, he has many years on Darius but is said to fight with the strength of a bull and cunning of a magpie. You couldn't help but notice that he lost his sword hand and in its place had an exceptionally built, mechanized replacement - undoubtedly of a foreign craft. This didn't seem to trouble him, as he wouldn't have been traveling to deliver such important messages if his renowned fencing skills had been lost as well.

 

He's usually gruff and tight-lipped, but has been known to be a bit of a gambler.