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Rayse Valentino
07-02-14, 11:16 AM
This thread will compile all information related to the efforts to increase interest in the region. Please feel free to contribute lore and suggestions here. I will put my previous ideas on the topics in the first post and new posts will be anything I think up. Again, anyone can contribute to this, in fact it won't go anywhere unless people do.

The Premise
Okay, let's roll with what Lye said.

The Plaguelands, The Blight, The Black Morass, The Darklands, whatever you want to call it.

Following the conclusion of The Corpse War, it's not like everything went back to normal. Necromantic energies still lingered in the countryside, especially Western Raiaera that suffered the most from the war. Large swaths of land were infected by the nether, zombifying both the flora and the fauna. Animals became cannibalistic, herbivores turned into carnivores, and even plants started developing carnivorous features.

Seeing their opportunity, Alerar invaded Raiaera, both as an easy land grab and under the pretense of 'restoring' the elven lands. However, the poisonous plaguelands drove them out after many of their warriors were zombified, as too much of the very air in those areas could infect you, and many of their zeppelins were destroyed by mutated zombie birds. Not only that, but many of the fallen elven warriors now wandered the lands, reanimated. Up until now, efforts to pacify the plaguelands have been underway.

Recently, it has begun to expand like veins across Raiaera, zombifying everything in its wake. Threatening both Western Raiaera and Alerar just beyond the mountains, the two nations have put aside their differences and have put out a call to arms to adventurers to stop this madness before it consumes the world. There are rumors that many of the Forgotten Generals that were under Xem'zund's command still lurk in these lands, some suspect they are behind this plague, but others doubt that they had that kind of power.

The plaguelands have even extended into The Red Forest, turning those areas into some of the most dangerous in the world. Some suggest that the source of the growth is in there.

An active participant in all this is the College Arcana in Beinost, where wizards have been working on multiple solutions to the problem.

In this story, there are not two, but three sides:

1) The side that wants to find the source of the plague, assuming there is one, and eradicate it. If there is a sentient element behind all this, adventurers must go deep into the plaguelands and vanquish it. This side is supported by the joint Raiaeran-Aleran organization.

2) The smallest side, a small collection of Beinost wizards that seek a cure for the plague, to return the lands to their former state. Adventurers would be tasked with research, exploration, and trying to bring back specimens alive-ish.

3) The medium-sized side, which comprises most of the Beinost wizards. They are under the perception that the time to act is now, before the plague reaches Beinost and destroys the last bastion of Raiaeran civilization. They are researching dangerous, destructive magic, and are planning for the worst case scenario: Wiping out the plaguelands. Such a move would turn much of Eastern Raiaera into a craterous desert. Adventurers would assist in the dangerous research, and it would help to already be a magic user in this regard.

The three sides don't have to be in direct competition, but they represent different points of view as legitimate means to solve the problems they face.

edit: Actually, we could have some optional expansions here.

Let's say after The Corpse War, necromancy was banned worldwide, with any practitioners punished by death for it. This was basically unanimously decided by every known government. Necromancers, some evil, some just 'scientists', clearly don't like this situation, so they seek to preserve the plaguelands since they provide ample opportunities to practice their craft. Other sides can also support the expansion of the plaguelands, like Draug Remi for example, who wants worldwide chaos, and the plaguelands are a good way to bring that about.

Other 'evil' characters can want to preserve the plaguelands for their own nefarious purposes as well.

Areas of The Plaguelands
The lore for all the Death Lords/Forgotten Generals/Lieutenants is already there. I developed them during the FQ, Flames did, and others did. The Siege of Eluriand is one thread that can be used as reference material for the types of forces Xem'zund commanded. Flames also had some army battle threads.

Althanas doesn't have too many super dangerous locations. I feel like virtually anyone can go anywhere without much trouble with the right writing.

Maybe we could divide the plaguelands in 3 or 4:

Outer Plaguelands- Recommended Levels 1-3: This area is safe to breathe in, has a few wandering zombies, a few infected plants and animals, with the occasional pack of zombies.

The Purple Morass- Recommended Levels 4-7: Beyond the Outer Plaguelands, you find yourself here. Without filtration or some other sort of way to prevent it, breathing in a few hours of air here has the chance to infuse your body with the lingering nether energies, transforming you into a mindless zombie. The water has been turned into misty pools of poisonous purple, and all of the plants are infected, the trees twisted with bulbous sacs. The undead are slightly more numerous here, and some animals have mutated into larger, dangerous forms. Large numbers of undead birds roam the area, looking for people to attack. Packs of zombies are more common, and some of them are trained elven warriors. There are some mysteries in these lands, and some say that paths have been carved through the swamps and underground caves house some of the missing Death Lords.

Deep Plaguelands- Recommended Level 8+: If one makes it through The Morass, they get here. Large herds of zombies roam these lands, with the largest and more fierce of animals ready to tear apart anything that still lives. The plants themselves have become carnivorous, growing under the ground and creating traps. Infection can occur within minutes without protection. The most dangerous of the Death Lords have been sighted in this area, as well as powerful artifacts that some suspect have been spreading the nether. Coming here with anything less than an army is considered suicidal, and even then the losses would be terrible.

The Scarlet Pocket- Recommended Level ??: The section of the Deep Plaguelands that is located in The Red Forest. This area is completely unscouted, but needless to say, combining The Forgotten Pode's magic with The Forgotten Xem'zund's has created an area so dangerous it can't even be classified. Anyone who enters this area is considered lost.

A Few Death Lords
I don't see the harm in creating lore. I'm gonna try to find all the living Death Lords that I know of. The backstory for them all is up in the air. I think I asked Sighter for descriptions of some of these.

Not much is known about The Death Lords or where they came from. Some say they were simply the most powerful warriors Xem'zund encountered early in the war, and then bound their corpses to his command. The only consistent feature is that they are all powerful necromancers. After Xem'zund's death, it was assumed that the necromantic power that bound them to the world faded, but it looks like that was not the case.

(Caden Law's info: Xem'zund's champions, generals and personal lieutenants. The Death Lords are as varied as anything you'll ever find: From undead elves to living humans, classical wizards to barbarian kings. Their motivations are just as diverse: Some were taken right out of graveyard soil to serve on the front lines and others were seduced with whispers of power from afar. Still others sought out Xem'zund and made fiendish pacts to serve him in exchange for power. Chances are, if you're confronting the armies of the Necromancer, a Death Lord is going to be at its head. Their power ranges from level 0 right through the roof. Change it around as much as you'd like. Any PC acting in service of Xem'zund is automatically considered a Death Lord, no matter their level or experience. Talk with a moderator if your service involves a power boost (though some are listed below as a starter guide).

Shin'dril, The Endless Horde - This Death Lord is actually deceased. During the war, a memory-stealing, shape-shifting necromancer killed him and assumed his role as Death Lord, gaining all of his abilities. The shape-shifter now refers to himself as Shin'dril. He is capable of controlling the largest amount of zombies outside of Xem'zund. His army consisted of three divisions: Legion Gelucious; the zombie horde, Legion Clades; The wolf men, and Legion Celes; the over-sized muscle-bound human troop. The latter two have since been zombified by the plaguelands. He is covered with a black cloak and a hood to obscure his features, although he is known to have a long, gaunt, pale face and pointed ears. While the original Shin'dril was quite weak in close combat, the shape-shifter has immense strength.

Elmirah, The Spellsinger - She is a young-looking woman with a purple-ponytail, several weapons on her sheath, and fully armored. She has pointed ears, suggesting elven origins. Elmirah is mainly known for commanding a large number of zombies that could use offensive magic, named The Deathcasters. During The Siege of Eluriand, she flung countless numbers of fireballs over the walls. She is also extremely fast and can best even Bladesingers in close combat.

Lomixsazon, The Elven Bane - Lomix is a big, bulky half-demon. He has short hair and a small rat-tail, sharp eyes and sharper eyebrows. He is known for his tactical prowess and being able to feel the flow of battle. He has dispatched half a dozen Bladesingers by himself. He has a few elven lieutenants under him named Fenwe, Telperien, and Alasse Sirfalas. They are masters of espionage and subterfuge, being known for infiltrating The High Bard Council.

Haraldur Rekajaven, The Patient - He is a Salvaran male who waits for the right opportunity before attacking. His zombies included many archers, spear-throwers, slingers, and other ranged units, although his melee units were known simply as 'The Ogres', and they were the most powerful melee units in the army.

Thendor Wolfsbane and Dhenu Saba - These are two Death Lords who perished in the siege of Eluriand.

All of the mentioned Death Lords so far were involved in the siege of Eluriand. I don't know of any others.

Reference threads: The Siege of Eluriand (http://www.althanas.com/world/showthread.php?16058-The-Siege-of-Eluriand)
Spring's First Crimson Blossoms (http://www.althanas.com/world/showthread.php?19884-MQ-Spring-s-First-Crimson-Blossoms)

Flames of Hyperion
07-02-14, 11:29 AM
A few resources...

Current lore on Raiaera. (http://www.althanas.com/world/showwiki.php?title=Raiaera)
Previous edition of the Raiaera almanac, including some very shoddy maps. (http://www.althanas.com/world/showthread.php?19465-A-Guide-and-Compendium-to-the-Land-of-Raiaera-3rd-Ed)
Lore on Death Lords. (http://www.althanas.com/world/showthread.php?17336-Hierarchies-and-Rewards-for-Raiaera&p=131686#post131686)
How the FQ started. (http://www.althanas.com/world/showthread.php?8689-Raiaera-Under-Siege!)
Synopsis of Part One (Escape from Raiaera) (http://www.althanas.com/world/showthread.php?13870-Bind-up-the-Brokenhearted)
Synopsis of Part Two (Bind up the Broken-Hearted) (http://www.althanas.com/world/showthread.php?18307-Chapter-Three-By-Sword-and-Sorcery)
Synopsis of Part Three (By Sword and Sorcery) (http://www.althanas.com/world/showthread.php?19822-Chapter-Four-Retribution-Dawning)
Synopsis of Part Four (Retribution Dawning) (http://www.althanas.com/world/showthread.php?19820-Chapter-Four-The-Tides-of-War)

Edit: I feel the need to note that Xem'zund himself is gone. Dead. Forever. See here (http://www.althanas.com/world/showthread.php?20799-The-Red-Requiem-in-Cresting-Summer) for details.

Rayse Valentino
07-02-14, 12:03 PM
Relevant Locations of Raiaera

Plague-infested locations

Eluriand - This city is destroyed. It is nothing but rubble, except for the center area, which is actually a deadly black hole, left by the University of Istien being torn from the Firmament. Nobody knows how to get to it, believing it to be lost. What's more, the plaguelands have claimed the city, making it dangerous in addition to abandoned.

Carnelost - One of the first victims of The Corpse War, this once mighty fortress resides deep in the plaguelands and serves a new role as the Fortress of The Dead.

Narenhad - Another city destroyed by The Corpse War, it is now infested by the plaguelands and the masses of undead warriors threaten the integrity of the neighboring Alerar.

Tirinost - A city in the trees, it was destroyed in The Corpse War and now resides in the plaguelands.

Current centers of civilization

Gunnbad - The Raiaeran city of dwarves. It has been isolated due to the plaguelands in the south, but it still holds strong and communicates with the world mainly by sea. It has representation in the new Elythian League.

Beinost - This is the new capital. More detailed information can be found by Caden Law's excellent write-up here. (http://www.althanas.com/world/showthread.php?22902-Beinost-and-the-College-Arcana) Its Law District is the new center of the nation's government and Elythian League ambassadors live there.

Tor Elythis - The island city contributed to the defense of Raiaera and held its own against Xem'zund's sea forces and pirates. It remains largely unchanged from before, although its isolationist stance is gone. It has qualms about the lost of high elven purity, but it remains the founder of The Elythian League. Not long ago, it moved its government offices to Beinost. Some say that the true leadership of Raiaera lies in Tor Elythis, with Beinost its puppet.

Minor, surviving towns

Mirdan Timbreth - Under the umbrella of Tor Elythis, most of the refugees found homes here. It is the only surviving North-Eastern town in the area.

Winyaurient, Nenaebreth, and Karazund - A bit worse for wear, these towns still stand. They are not in immediate danger from the plaguelands, but if it's left unchecked, they will be. They are generally under the umbrella of Beinost.

Celibaglar ('Silver Glory') - Founded by the remains of The Bladesingers and the last surviving High Bard Council member Nalith Ciliniel, this is the center of the most virulent xenophobia of Raiaera. They are located somewhere between the fallen Tirinost and Gunnbad, but the exact location is a secret. Believing the country to be tainted by non-elven influence, they remain hidden in the north-western forests and organize their own expeditions into the plaguelands. Up until this point, they were the most active in their attempts to rid the plague. They have no representation in the Elythian League, nor do they want any.

Reference: Compendium of Raiaera (http://www.althanas.com/world/showthread.php?19465-A-Guide-and-Compendium-to-the-Land-of-Raiaera-3rd-Ed)
Reference: Beinost and The College Arcana (http://www.althanas.com/world/showthread.php?22902-Beinost-and-the-College-Arcana)

Rayse Valentino
07-02-14, 12:27 PM
The Elythian League

Mentioned earlier, this is the name of the new government. Founded in Tor Elythis, ambassadors from the three principal members including Gunnbad and Beinost meet and discuss national issues. Note that the government is highly decentralized and the cities operate more like independent city-states than anything. They do however come together for national defense and dealing with national issues such as Alerar and the plaguelands.

Raiaera's Military

The Bladesingers - Now a rebellious military organization of elven purists, they have no affiliation with the new government other than a latent desire to topple it.

The Rangers - Still the standing army of the country. All military personnel are considered Rangers, regardless of race or origin. Those that fight for the new government but are not citizens of Raiaera are considered Rangers as well.

The Wanderers - Ambivalent as always, they have small representation in the new government and serve as advisers. They have a high interest in seeing the new government succeed and ridding the plaguelands.

All of the information under Xem'zund and Raiaera still applies, other than the changes I've made above. All of the creatures described by Caden Law are around and can be written about.

Reference: Hierarchies and Rewards for Raiaera (http://www.althanas.com/world/showthread.php?17336-Hierarchies-and-Rewards-for-Raiaera&p=131686)

Max Dirks
07-02-14, 12:33 PM
Keep in mind, some resources might change in the next few months as we update and consolidate canon Althanas-wide, but I'll try to keep you specifically notified on any thing done to Raiaera.

Elthas_Belthasar
07-02-14, 07:10 PM
With the Factions in play can anybody help develop them up? I'm considering helping out the bard of some sort and may start rping extensively in Raiaera. Will there be a faction/reward system like there was before? I am curious about that and I am wondering if we can bring in our own ideas to the table. Thanks in advance, and I'd be very glad for your guys help with these questions.

Flames of Hyperion
07-02-14, 07:17 PM
This is the political situation as I understand it a year or so after the end of the Corpse War. Comments / critiques welcome. The paragraphs on Alerar and the Death Lords in particular are my own musings on the subject, and I stand eager to be corrected or otherwise shouted at. I think we'd also be interested to hear any character ideas for the factions, in particular other than the principle Raiaerans (Nalith, Members of the College Arcana of Beinost, the Elythisian Elf-Lords, and the Thayne of Gunnbad).

The Alerian invasion has stalled in the plaguelands, which prevents them from breaking out of the mountain passes into the heartlands of Raiaera. Even their vaunted skyships cannot penetrate the corrupted veil, especially their battlefleet destroyers and dreadnoughts. A few light cruiser and frigate-class vessels have the range and altitude tolerances necessary to launch lightning raids at vulnerable locations, from which they scavenge valuable knowledge and artefacts, but the Skyknights of Tor Elythis vigilantly patrol the skies over eastern Raiaera and the Alerians have neither the ships nor the support facilities to overwhelm the defenders. Some have begun to question the wisdom of the prolonged invasion (having been promised a short victorious war against weakened opposition), but as always emotions between Dark and High Elves run high, and the Alerian passion to retake their ancestral homes and drive their arrogant Raiaeran cousins to their knees remains strong. As is always the case with Alerian endeavours, very few can penetrate the veil of intrigue that surrounds the top echelons of the Expedition (and their patrons in Ettermire back home).

Raiaera herself is torn in two. To the northwest, in the last unspoiled forests of the realm, Nalith Celiniel and her small but elite cadre of veteran, embittered warriors take up arms against all who would defy the High Elven way... and yes, this includes for example humans who would dare study at the sacred scholariums of Anebrilith (note: they do *not* refer to it as Beinost), dwarves who've emerged from their hidden holdouts in Raiaera's time of need, and those of their kin who would dare consort with such outlanders. Oh, and those Death Lords too. Many of those who followed her from Carnelost to Eluriand to Eluceliniel and beyond have perished, but those that remain are loyal to her to an elf and extremely potent wielders of blade and song magic. And they will hesitate at very little to reclaim what is theirs by bloodright, or to prevent their Alerian kin from over-running it. Hence, their thoughts involve not only purging the plaguelands, but doing so in such a way that the Alerian Expedition is deterred from pushing forwards once more.

To the centre and east, sandwiched between the despoilt ruins of the Timbrethinil and the haunted bloodoaks of the Lindequalme, the Elythisian League of city-states (primarily Tor Elythis and Beinost, given that Gunnbad is far to the mountains of the northwest and too far away for mutual defensive support) and townships cling to what territory they can. Their battle is a long and forlorn one, sanctifying the sacred earth of their motherland one grain at a time; their Their forces are built around a strong core of professional Elythisian soldiery acting as primary tactical reserves and assault formations, moderate forces who've regrouped at Winyaurient and hold the front line against the encroaching plaguelands and Alerian threat, and fresh Ranger recruits out of Beinost - the new guard of Bladesingers amongst them. In many ways the Elythisian League represent the moderates of the new Raiaeran order, determined to rebuild their once-great nation from the ground up, but some tension does simmer between Tor Elythis (an elitist military state shrugging off their shroud of isolationism) and Beinost (vibrant and xenophilic capital of the League). They're also the most likely to try to bring Alerar to the diplomatic table (possibly by reaching out to Corone and Salvar) in order to combat the mutual threat.

Caught between east and west are the Wanderers. They have no love for politics, and thus the infighting of the Elythisian League is not for them. In ideals, many in fact find themselves more closely aligned to Nalith, where human and dwarf are signs of weakness in the fabric of Raiaeran society. However their primary aim is the eradication of the plaguelands and the Death Lord threat, and most importantly the restoration of their sacred groves. To this extent, they will leverage every ounce of clout they can muster. In particular, the distinction between Dark and High Elf means very little to the Wanderers.

Finally, the remnant Death Lords who hold sway over much of western and southern Raiaera (including the former fortresses of Carnelost, Narenhad (Valinatal), and Eluceliniel (Tirinost) as well as Eluriand). Their origins and capabilities are varied, but one thing binds them together... the fact that the loss of their erstwhile master has sapped them of their source of existence. Left to their own devices they would have perished, as indeed many of their comrades did in the months after the Corpse War (although this did not preclude a select few from finding their own means of survival... but that is a tale for another day). The Dread Necromancer's touch lingered in the plaguelands, however, and the Death Lords (now re-styling themselves Plague Lords?) found a way to cultivate this festering malignance (?) and spread it across the land. They, thus, have a vested interest in expanding their demesne, both to secure their powerbase and to prevent in-fighting amongst themselves. This, of course, puts them at odds with both the Alerian expedition and the various factions of Raiaera.

Dissinger
07-02-14, 07:26 PM
Sounds like a good time to reunite the Dawnbringers. Any objections? At least the ones who are still alive and haven't wandered off to ryleh.

Sagequeen
07-02-14, 11:13 PM
I'm most definitely looking to be part of this. Need to catch up on the lore, but considering my character was born here*, she'd be rather useful and have a special interest in trying to set things right. Erissa's father has strong political connections, but he's a real asshole, and is convinced high elves are the supreme race. Fun!

*my first few threads were written before everything was updated, so my personal timelines are off

Cydnar
07-03-14, 01:04 AM
I would throw my weight behind a Dawnbringer reunion!

Hysteria
07-03-14, 03:11 AM
Nice work putting g this together so far. I intend to steal reference this in my army for the Gisela.i didn't go into detail with the Draft of characters but I wanted them to be either left over, or aspiring members of xel'mund's army. Although linked together by n'jal and a desire to wreak havoc.

Rayse Valentino
07-04-14, 08:34 PM
Elthas: I'm not staff so I can't guarantee any rewards. They might give retroactive rewards if this becomes popular enough.

Flames: Fantastic. All of that sounds good to me.

Diss/Cyd: Sounds great!

Sage: Tor Elythis is where I suggest he be.

Hysteria: The more usable NPCs the better. When you think of shows like One Piece and games like Suikoden, part of what makes them so great is the amazing diversity of characters with their own desires and ambitions.

Okay, I made a barebones paint map of where the plaguelands could be, on top of Flames' old map.

http://i.imgur.com/2OcVUJx.png

Key-

Red: Outer Plaguelands, the veiny things are where the plaguelands are growing.
Purple: Deep Plaguelands
Dark Red: Scarlet Pocket
Black: Destroyed places.
Green: Elythian League
Brown: Alerar forces
Light Blue: Nalith's Bladesingers and their secret location are around here somewhere.

Rayse Valentino
07-06-14, 06:52 PM
Okay, the premise is out there. Not sure what else I could add without barraging people with information.

Note that anyone can start writing stories about this right now. This is not an FQ. This is not an event. All I am proposing is the new status quo in Raiaera. Maybe it takes several years to resolve, which is not a problem considering the region has been in limbo since 2009. If the staff wants to add incentives and rewards, that's up to them, I'm only concerned with the lore and prompts.

Alyssa Snow
07-07-14, 10:44 AM
Thanks for the map Rayse. I have been writing Alyssa in Raiaera and encountering some of these plague spreading undead called "Blight Walkers". Rosie and Ell have also been included on this. In their thread a small villiage just outside Beinost is being attacked. In Alyssa's thread, her caravan was attacked on a mountain pass to the Kachuk mines. Maybe near the Alerar encampment or somewhere around the northwest ridges. So far, these seem to be little incidences, but we can build on them.

Hysteria
07-09-14, 05:26 AM
Hysteria: The more usable NPCs the better. When you think of shows like One Piece and games like Suikoden, part of what makes them so great is the amazing diversity of characters with their own desires and ambitions.

I'm probably going to have to made edits when I get reviewed. I'll post a link when I'm done. Feel free to take whatever from it if it helps.

Cydnar
07-09-14, 08:15 AM
Part of Cydnar's personal storyline was the sacrifice of his people's Thayne in the fight against Xem'Zund. It has always been my attention to return to the battleground of the Dawnbringers and release Yrene from the tomb where the Necromancer rests. Suffice to say it won't be easy. If not members of the Dawnbringers, then is anyone else interested?