SYNOPSIS (old)

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Asmodeus

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Lady Ironblood, high alchemist of Viridos, is sent by the Jade Prophet to investigate a Monolith uncovered in the forest. This artifact has killed thirteen innocents and corrupted the ecosystem around it. She requisitions a naval ship and enlists the help of various healers and forest guardians. They set sail into the Prosperos Sea and retrieve the Monolith after a perilous voyage.

Meanwhile, Ash of the Heartwood, an undertaker devoted to the forest, recovers the corpses of the thirteen innocents slain by the Monolith. He realizes they are in a state of half-life, their souls corrupted by a terrifying darkness. After laying them to rest, Ash makes haste to Edelon to share his findings with the Jade Prophet.
With the Monolith taken aboard the ship, the followers of Lady Ironblood have only just set sail when they are ambushed by pirates. Their defense is hindered by sabotage and treachery from within. It seems the pirates have been planning this for a long time. To spare further bloodshed, Lady Ironblood surrenders the Monolith to the pirate captain. But little do the pirates know that Ironblood has opened her soul to the dark spirit of the Monolith and taken its power into herself.

Back in Viridos, Ash shares his findings with the Jade Prophet and suffers a vision of Lady Ironblood's actions. He alone knows what she has done. But at that moment tragedy strikes. The Avian city, a floating settlement high above the forest canopy, begins to lose altitude and break apart. It is the doing of Kaustir. Someone has paid a thief to steal the geomantic stone that keeps the city aloft, and now it is falling. The only hope lies with the Jade Prophet Kairos... and perhaps with Aerie, an Avian outcast who knows more about the city than she has let on.
The government are left reeling when they discover that the Jade Prophet has vanished. While the elders argue on how to deal with the Aviary crisis, an old general, Tattersal, returns to make his bid for leadership. He puts his plans in motion, while below the city Ironblood and the undertaker Ash venture into a prison to find a dangerous creature who can possibly remove the Monolith Curse.

Elsewhere, two avians make separate plans to save the Aviary. The noble's son Carus seeks the thief who removed the city's navigation stone, but is murdered when his investigation leads to a network of deadly Kaustiran agents. And in the aviary itself, the Valkyrie Faina gathers allies to assist Aerie, an inventor's daughter who carries temporary devices that will keep the city afloat. Together they divert the falling Aviary from collision with Hosia, and stabilize its trajectory over the northern forest.
 
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Medwick, a wizard on a quest for one of the divine weapons, sends a message to the three cities of Pegulis. He warns of a rival spellcaster, ancient and terrible, who has crossed his path in the search for the Weapon. This monster is known as the Ghoul Sage - a lord of golems, dragons and ice magic who seeks to destroy the Blue Nation.

Word reaches Captain Ilsa of the Aldus Watch. She organizes an expedition and sets out to carry the warning to the capital. But her party is intercepted by one of the Ghoul Sage's ice golems. In the fighting, an avalanche decimates her caravan and Ilsa is stranded underground with a handful of survivors.

With the capital cut off from the other cities, the Northern Archon is ill-prepared for the Ghoul Sage's next attack. The villain sends a magical servant into the heart of the capital and steals a clutch of dragon eggs from the vaults of the city.
Recovering from the Ghoul Sage's attack, the Northern Archon orders General Coul to set out and find Medwick's group. She fears the wizard may be corrupted or may know more about the Ghoul Sage than he is letting on. Coul begins preparations for the journey.

To the west, Captain Ilsa struggles to survive with her stranded caravan. The survivors move through an ancient cave system, and at its centre locate a mysterious device known as the Utandis Cradle. It appears to be a coffin of some kind, in which a parasite has incubated. The entity attacks Captain Ilsa's group and is narrowly defeated. Further investigation of its lair reveals that the coffin was one of two devices, the second belonging to the Ghoul Sage and facilitating his immortal lifespan.
As survivors of the Ghoul Sage attacks finally reach Barvelle, a council of High Sages and regional governors is convened. Their arguments end with a terrifying appearance by the Ghoul Sage himself, who threatens the nation with the loss of its thermic gems should they continue to meddle in his affairs.

Meanwhile, the isolated city of Tavark is invaded by raiders from the northern ocean. Leading them is Eimund Rath, a former hero of the city believed dead at sea, who returns bearing an ancient and powerful corruption. He tightens his hold on the city and tries to tame a dragon that is imprisoned there. But the intervention of a few heroic hostages leaves his dragon dead and the walls breached. Eimund now prepares to hold the city through force.
 
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With the passing of Kaustir's first general, Czar Lukesh orders a week of gladiatorial games. He intends to choose a new general from amongst the common people. The games culminate in the election of Amalia, a naive and weak-willed healer who could barely lift a weapon. The choice of general astounds and infuriates the nation, but the Czar is adamant in his decision.

Meanwhile, a conspiracy is afoot. The master merchant and manipulator, K'Larr, has come into possession of a stone tablet that marks the resting place of a divine weapon. He orders a forgery be made and sent to the Czar, while keeping the real one for himself. He is joined in this heresy by the mayor of Avarath and other public and underworld personalities.
The Czar sends Amalia on her first mission as general, to investigate the stone tablet that has been gifted to him. The fake tablet takes the expedition to Dorgrad, where a secret cult is operating in service to a hive of giant insects. The trap costs many lives, and unveils a religious heresy infecting the Red Nation. But by this time, the traitor K'Larr has already fled across the Prosperos Sea, and his link to the mysterious Queen of the Insect Hive remains a mystery.

Meanwhile, the Czar returns to the capital of Zirako, where rumours abound of a Viridosi agent poisoning the water springs. But this is not the only espionage underway. Czar Lukesh seems to know, before word reaches him, of the disaster afflicting the Avian City on the other side of the world. It is clear that he has caused that very calamity in order to further his ends. Yet as a series of terrorist acts rock the city of Avarath, the problems within his nation are far from over.
With the insect cult, the Draken rebellion and the plots of the merchant K'Larr discovered, the Czar orders Lut Sar (the officer who brought the fake tablet to his attention) to redeem himself as High Inquisitor of a national witch hunt. The Red Purge begins, and officials in all three cities are brought under scrutiny by Lut Sar. His investigations lead back to Avarath, where K'Larr's associates are apprehended.

Meanwhile, Genera Amalia and her allies lend their aid to putting down the draken rebellion. But they are themselves arrested when the merchant guilds suspect that K'Jol, the famous war-hero who serves Amalia, is in fact the rebellion's leader. A showdown ensues at the mayor's mansion as a nocturne death squad targets K'Jol. Amalia's allies fight back and clear their names in a bloody struggle. K'Larr is identified as the true enemy of the nation, and the heroes are left to tend their wounds.
 
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