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Author Topic: Age of the Guardians (a Dungeons and Dragons 4th Edition game)  (Read 1322 times)
Eothr
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« on: December 21, 2012, 10:35:34 PM »

Age of the Guardians
A Campaign Setting for Dungeons and Dragons 4th Edition


In a place very much like ours, yet also very different, is an old world filled with magic and spirits and heroes. This World, similar to ours, was born from chaos and conflict; the Ancients of time immemorial drew their mark upon this world through the creation of colossal magical creatures. Theses beasts, forged of metal, earth, or coral, were called Eidolons. Each one was the size of a small country, and the civilizations of the World raised whole kingdoms and empires upon their backs. These constructs were immensely powerful, but could only be called upon to defend their own existence. And so it was the whim and will of the civilizations across the World that determined their fates.
As often expected, with time came change, and with change came conflict, and none were more significant than the discovery of technology. Clockwork machinations powered by magic, weapons of steel and fire striking from vast distances, ships of metal soaring through the sky; these innovations became the final wedge of contention between the civilizations of what would be called the New World and the Old World, and drove them to War.
The War spanned many decades, the two Worlds trading advantages many times over. When a battleship of the New World would deal a crippling blow to an Old World fortress, an Old World Eidolon would devestate a fleet of New World airships. Countless beings were lost in the conflict, whole civilizations decimated and entire races brought to extinction. The deciding factor came from the artificial construction of an Eidolon, a previously impossible concept, by the Theocracy of Nyroth, a civilization blessed by divinity. Their creation, Seraphim the Dragon delivered the final, crushing blows against the last great powers of the Old World, effectively ending the War.
The aftermath was tragically horrendous; so many Eidolons were destroyed by the War, their corpses dotting the World as colossal ruins. Decimated races, numbered in the mere hundreds, scattered to the winds, no longer a threat to the remaining powers. The remaining six Eidolons became the seats of power, each holding a single civilization upon their backs. Colloquially referred to as the Guardians, the last of the Eidolons are fiercely protected by the remaining allied powers; the Six are, as follows:
Adamant the Tortoise-Land Eidolon of the Daro Republic (Capital of Kynach)
Cygnus the Behemoth-Land Eidolon of the Kingdom of Valestia (Capital of Valestia)
Magnus the Steed-Land Eidolon of the Kingdom of Angea (Capital of Los Ouros)
Nautilus the Serpent-Sea Eidolon of the Fyral’ean Empire (Capital of Fyral’ean City)
Aurora the Phoenix-Sky Eidolon of the Hiza Union (Capital of Rune)
Seraphim the Dragon-Sky Eidolon of the Nyroth Theocracy (Capital of Seraphim)
They are protected by a joint military called the Guardian Corps.

The Six Civilizations are-
The Daro Republic: A government ruled by the many, the Daro Republic is home to a host of many races of the World, and is a paradise for merchants and artisans. The ruling body is a Council of elected officials representing the different wards of the city, from the dreary slums of Tula Ward to the ritzy estates of Aien Ward. With the golden rule of “do unto others as you would have done to you”, Kynach enjoys minimal crime and few intracity disputes, but merchant lords still find ways to cause havoc in the otherwise stable society. Kynach is home-base to two of the four major airship manufacturers: Aeronaut Industries and Highwind’s Windracers.
- Races: Every race of the New World can be found in the Republic, where discrimination is minimized by the equality encouraged by the Council. The Genasi of the Republic are all Stormsoul, and they are often found among the Republic Honor Guard as officers and mageknights.
-Notable Establishments: Daroan Merchant’s Guild, Artificer’s Guild, Aeronaut Industries, Highwind’s Windracers
-Eidolon: Adamant the Tortoise is the slowest of all the Guardians, completing its circuit across the world in double the amount of time as the next slowest, Cygnus the Behemoth. This has worked in the Republic’s favor, as merchant lords bring in more goods and profits from the other civilizations over a longer period of time. The back of Adamant is dotted with rocky hills and thick forests. The Capital of Kynach, a walled, radial city of five wards and a large shipyard, is located in the center of its back; surrounding Kynach are four sizable towns at each cardinal direction roughly twenty-five leagues from the city proper.
-Population: 10,000 (7,000 in Kynach; 3,000 between the four towns)
-Ruling body: Council of Daro (Councilor Yun Rain of Aien Ward (Human), Councilor Toryn Skyfang of Euryle Ward (Dragonborn), Councilor Micaiah of Tula Ward (Half-Elf), Councilor Rockbeard Hawthorne of Cairn Ward (Dwarf), Councilor Scar of Loreh Ward (Tiefling))
-Military: Republic Honor Guard, Daroan Division of the Guardian Corps, Flagship Illustrious Gambit

Kingdom of Valestia: A bastion of military might and nobility, the fantastic kingdom of Valestia is one of the oldest of the civilizations, and it shows in the city of the kingdom’s namesake. Despite the modernization of technology, Valestia maintains an older look, with the castle of Rynvach Keep surrounded by a number of smaller domains. The ruler of Valestia, King Gregoriah, is a Dwarf King and a veteran of the War. He is gruff and immovable in most interactions, except those concerning his daughter, the adventurous and often trouble-bound Princess Willamina. As a dwarven kingdom, Valestia produces some of the finest metalwork in all the World, be it an unbreakable sword or an impenetrable armor.
- Races: Dwarves and Humans are the most numerous races; Genasi of the kingdom of Valestia are Earthsoul, and sometimes serve the kingdom as battle commanders or frontline soldiers. In the mountains, there are a small population of Goliaths allied to Gregoriah, who act as scouts and miners in the high-mountains. Rumors persist of hybrids between the Dwarves and Humans, but such a thing is steadfastly stamped out by the Viziers of Valestia’s court.
-Notable Establishments: Artificer’s Guild, Knights of the Anvil, Stonekeepers
-Eidolon: Cygnus the Behemoth is a stout quadruped shaped like a rhinoceros or stegosaurus; its back is lined with two vast mountain ranges, forming a valley in which the Rynvach Keep sits. The valley is a mix of green hills and blue lakes, with only a few trees to decorate the landscape. There are three regions within the valley aside from the Keep, and these are each a fiefdom under the rule of a Dwarf Lord.
-Population: 7,000 (2,500 in Rynvach Keep, 4,500 between the three fiefdoms)
-Ruling body: King Gregoriah Ironfist, the High Templar of the Knights of the Anvil, Princess Willimina Ironfist, the Maiden of the Stonekeepers, the Dwarf Lords of Valestia (Malacai Underhammer, Olson Evercrag, & Nier Warsong)
-Military: Royal Army of Valestia, Valestian Division of the Guardian Corps, Flagship Venerated Honor

Kingdom of Angea: The thrice-sacked Kingdom of Angea has endured more conflict than any others since the War, experiencing revolution after revolution. The most successful one was lead by a human named Nero Ouros the Carnifax. A brutal warlord devoted to the worship of Bane, god of conquest, Nero rallied a large following of zealous vagabonds and orphans, promising them great power in the wake of his victory; and so he did. Pronouncing himself King in the 281st year after the War (hereto referred to as ATW), King Ouros rewarded his followers with positions and allowances taken from the previous leaders. The Berserker King, as he is called, opened his borders to monstrous humanoids, and accepted, conscripted, and enslaved any into his fold who would acknowledge him and serve the will of the war god.
- Races: While Humans are numerous, it is the Half-Orcs, Minotaurs, Hobgoblins, Gnolls, Kobolds, and Kenku that make up the populous of Angea. The Genasi here are Windsoul, and are as chaotic as the environment they inhabit. Far beyond the overwatching walls of the Capital of Los Ouros, a small tribe of elusive Kalashitar hide away in the mountains, biding their time for when the Berserker King is no more.
-Notable Establishments: Thieves Guild, Brotherhood of Bane, Coliseum
-Eidolon: Magnus the Steed is the tallest of all the Guardians, its long legs keeping the body high in the clouds, and the neck keeping the head higher still. Magnus has a long “mane” of a mountain range trailing from its head to its flank, bisecting the rest of the region. Because the Eidolon travels through the colder regions of the World, the mountain tops are always coated in snow, and the landscape rarely grows more than shrubs. The Capital of Los Ouros sits atop the Eidolon’s head and a half-dozen villages dot the region on either side of the mountain range.
-Population: 7,000 (5,000 in Los Ouros, 2,000 between the six villages)
-Ruling body: King Nero Ouros the Carnifax, the Exarch of Bane
-Military: Angean Division of the Guardian Corps, Los Ouros Militia, Flagship Brutal Execution

Fyral’ean Empire: An elven nation ruled by Empress Arei’ilithin, the Fyral’ean Empire is a nation that is isolated by the movements of its ocean-bound Eidolon. Fyral’ean City is interwoven with trees and fresh rivers (a product of the Eidolon’s unknown abilities), and it is common for nature spirits to drift in and out of the peoples’ lives. As such, gifted practitioners of the primal way are common in the city; the Prince Apparent of Fyral’ean is said to be able to evoke primal spirits, but thus far the rumors have proven unreliable.
-Races: Elves are the ruling race. Humans, Half-Elves, and Halflings are common. Gnomes are rare, and Pixies are rarer still. The Genasi of the Empire are Watersoul, and act as long-range scouts for the water-bound civilization.
-Notable Establishments: Artificer’s Guild, Verdant Tower
-Eidolon: Nautilus the Serpent is the last Eidolon of the Sea. Its long, sinewy body, made of cerulean coral, casts great waves as it slithers through the currents. The crystalline Capital of Fyral’ean City sits a third of the way along the spine from Nautilus’s neck, following the azure blue river created by the Eidolon’s magic. All along the massive body are clutches of forest villages that contain the remaining population.
-Population: 5,000 (4,000 in Fyral’ean City, 1,000 across remaining villages)
-Ruling body: Empress Arei’ilithin, the Tiger Lily, Prince Apparent Cal’ilithin, the Twilight Guardian
-Military: Imperial Legion & Armada, Fyral’ean Division of the Guardian Corps, Flagship Stalwart Sentinel

Hiza Union: A unified nation-state of Dragonborn, Tieflings, and Eladrin, the Hiza Union is a hub of wealth and knowledge; it is the undisputed home of Arcane education, with the largest library in the World, Weisall. The city of Rune is also home to another airship company, the battle-focused Mithril Wings Inc., the World manufacturer of all the Guardians military vessels. Frigates, cruisers, even massive dreadnoughts, the Mithril Wings are all the meanest, toughest, and most exclusive airships in the World. The rulers of the Union, a Trine composed of each of the three races, are bound to the position for life.
-Races: Largely composed of Dragonborn, Tieflings, and Eladrin. Humans, Half-Elves, and Elves are common. Halflings are uncommon, and only a handful of Gnomes and Pixies. The Hiza Union Genasi are Firesoul, much like the nature of their Guardian. Many Genasi of the Union are mageknights in service to the military.
-Notable Establishments: Mithril Wings Inc., Artificer’s Guild, Hizan Merchant’s Guild, Weisall, Arcana Academia
-Eidolon: Aurora the Pheonix is a beautiful, sky-bound Eidolon of crimson and sunlit stone. Its great wings flap slowly, but the power of its magic keeps it aloft in the heavens. The avian body holds the mystical city of Rune, while the spindly neck and flowing tail hold a single town each. The stone body holds little of interest, but a number floating islands trailing along with Pheonix hold crystal lakes and tropical gardens.
-Population: 9,000 (6,000 in Rune, 3,000 between the two towns)
-Ruling body: Trine of the Union (Ulgard Flametalon (Dragonborn), Wishful (Tiefling), Tamyr Fallorn (Eladrin))
-Military: Hizan Division of the Guardian Corps, Union Coalition, Flagship Blazing Vanguard

Theocracy of Nyroth: Upon the gold and white Eidolon crated by mortal hands, the city of Seraphim is ruled by the power of faith. Every good and neutral god are worshiped by the people of Nyroth, lead by the wise and honorable Father Xander, a Dragonborn claiming to be a direct descendent of Bahamut, the justice god. Rumor has it that Father Xander is in fact a Gold Dragon in disguise, and his purpose in Seraphim is to lead the people into a glorious golden age of enlightenment. The last airship manufacturer is in fact a church-lead organization called Forward Unto the Heavens, and is the force behind Seraphim’s creation. The monetary needs to maintain and repair the massive Eidolon have kept the company from beginning any projects, but current projections state that construction for another Eidolon could begin as early as 291 ATW.
-Races: Humans and Dwarves make up the majority of the clergy. Dragonborn, Minotaurs, Half-Orcs, Half-Elves, and Tieflings who seek divine purpose gather, but keep to themselves. Devas are native, though they are small in population. There are no Genasi or Eladrin, since both are seen as blasphemous by the majority of Nyroth.
-Notable Establishments: Artificer’s Guild, Forward Unto the Heavens, Nyrothan Merchant’s Guild, Temple of the Pantheon
-Eidolon: Seraphim the Dragon, as an artificial Eidolon, is crated of white marble and gold. The entire back is one large city, housing many if not all of the divinely guided of the New World. Seraphim, unlike Aurora, does not flap its wings, instead gliding upon the warm thermals provided from the World.
-Population: 10,000
-Ruling body: Father Xander Goldfang, Ministers of the Pantheon (one for each of the nine good, lawful good, and unaligned gods)
-Military: Seraphim Host, Nyrothan Division of the Guardian Corps, Flagship Radiant Justicar

The Four Major Airship Manufacturers
Aeronaut Industries: The leading manufacturer in commercial and public airship transportation, Aeronaut Industries makes some of the largest and sturdiest airships in all of the New World; from frigates such as the infamous Zephyr Tide to the World-renowned luxury cruise-ship Winged Ambition. The company prides itself on good quality for fair prices, and will often work out long-term contracts for their customers. The CEO of the company is a well-spoken and well-mannered Tiefling named Ulla Bann, adoptive daughter of the previous CEO, Leonard Bann. The Aeronaut Industries slogan is “Discover the skies.”

Highwind’s Windracers: In the wake of recovery from the War, a new sport took flight, quite literally, as airships became more available. That sport was windracing, a competitive event where lightweight and aerodynamic airships were pitted against each other in the harshest and most dangerous sky conditions known to civilization. Ralph Highwind, a Half-Elf descendent of legendary Daro Republic Hero Augustus Highwind, is the proprietor of the establishment and a veteran windracer. The airships designed by the Highwind family are amazingly sleek vessels that are surprisingly durable for their intended task, so much so that nearly all other competitors are out of business. Highwind’s Windracers are advertised regularly across all Guardians, and the slogan is often spoken by impressionable younglings, “Race hard, race high! Highwind’s Windracers!”

Mithril Wings Inc.: The largest military contractor airship company, Mithril Wings was founded during the War by a shrewd Eladrin named Tovar Dane. Capitalizing on inovations of metal armor and gunpowder cannons, it was the Mithril Wings warships that won the war for the New World. The most famous of these ships is the half-mile-long Valestian dreadnought Venerated Honor, which held off a siege from three enemy nations single-handedly at the climax of the War. “For every nation, an airship; for every airship, a Mithril Wing” is their slogan.

Forward Unto the Heavens: Founded in the waning days of the War, but active throughout its years as priests and clerics gathered materials and blessings to form the Sky Eidolon Seraphim to use against the enemies of the Old World. It was inherited by Father Xander from a board of anointed company directors.

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« Reply #1 on: December 21, 2012, 10:37:16 PM »

Hook
It is soon coming up on the 285th anniversary since the end of the War. The Guardians will be reaching the location known as the Well of Redemption, a massive crater were the Sky, Sea, and Land Eidolons’ paths intersect. It is said that the Well was where the first Eidolon was created, but the by divine or arcane means remains the topic of study for many education institutions. The upcoming meeting of all six civilizations has many people excited and on edge. The party will make its debut a few days prior to this momentous event.

Available Sources
Player’s Handbook
Player’s Handbook 2
Player’s Handbook 3
Eberron Player’s Guide
Forgotten Realms Player’s Guide
Dark Sun Campaign Setting
Martial Power
Martial Power 2
Arcane Power
Divine Power
Primal Power
Psionic Power
Adventurer’s Vault
Adventurer’s Vault
Heroes of the Feywild (For Pixie character options only)

Backgrounds for this Setting
These backgrounds are tied to your Eidolon of origin. Preferably, everyone should be from a different Guardian, but there can be more than one from a single Guardian. I leave it up to your creation of the character.

Native of Adamant-
   You grew up in the Daro Republic, amidst the bickering and bargaining practices of the merchants and artisans. Were you raised within Kynach itself? Which ward? Or did you grow up in one of the outlying towns of the Tortoise’s back? Did you regularly commune in the market place, or avoid the merchants and their ilk?
   Gain a +2 to Diplomacy and Bluff. When buying or selling items or magic items, roll a d10; whatever you roll, multiply that by 10. That is the amount of gold you save or receive when buying or selling. Increase this to 3d10 at 11th level, and 5d10 at 21st level.

Native of Cygnus-
   You were born upon the back of the Behemoth, home of the master smiths, the Dwarves. Did you live in the Keep of Rynvach, or one of the smaller domains in the valley of Magnus? Did you delve into the ore-rich mines, or scale the craggy mountains? Are you royalty or simple citizen?
   Gain a +2 to Dungeoneering and Athletics. Once per day, you can appraise and mend a weapon or set of armor. One ally of your choice gains a +1 bonus to attack rolls with a selected weapon, or a +1 bonus to AC. This bonus lasts until the end of the first encounter of the day. Increase this bonus to +2 at 11th level, and +3 at 21st level.

Native of Magnus
   You were raised on the battle-scarred Steed, during the chaos of revolution. Were you an agent of the Berserker King, or a victim of his warmongering? Were you a slave in the pits, or a mercenary under Ouros’ command? Are there scars upon your back, or upon the backs of those beneath you?
   Gain a +2 to Endurance and Insight. You may speak and read either Giant or Goblin. When you make an Intimidate check, add the higher of your Endurance or Insight to the roll.

Native of Nautilus
   You were born upon the Serpent’s back, in the Empire of the majestic and primal Elves. Are you a relation to the Imperial lineage, or a servitor to the people? Are you a mystic, or a soldier of the Empire? Did your family live in the Capital city, or in one of the numerous tree villages along Nautilus’s spine?
   Gain a +2 to Nature and Perception. When an ally would make a Perception or Nature roll, that ally may use your Perception or Nature score as the bonus to the roll.

Native of Aurora
   High in the sky, among the clouds were you born, upon the magical Pheonix. Are you a studious practitioner of the arcane, or does magic flow in your veins? Or perhaps you were wrought to the whims of an Eldritch being? Is it the tome, or the sword that is your weapon? Maybe you spurn magic, for mistrust of its otherworldly abilities?
   Gain a +2 to Arcana and History. Once per encounter, when an enemy would hit you with an Implement attack, you may gain +1 bonus to defenses against the attack as an Immediate Interrupt. Increase this bonus to +2 at 11th level, and +3 at 21st level.

Native of Seraphim
   You are a child of the man-made Sky Eidolon, the Dragon of divine white and gold. Are you a devoted acolyte of one of the gods, or simply a citizen of the Heavenly City? Were your ancestors part of the construction of Seraphim, or did they move there after the War? Do you serve as a foot soldier of the Host, or as one of the legendary Dragoons, riders of the Eidolon’s dragons?
   Gain a +2 to Heal and Religion. Once per day, you may say a prayer to the gods for protection. You or one ally you choose gains a +1 bonus to all defenses until the end of the first encounter of the day. Increase this bonus to +2 at 11th level, and +3 at 21st level.
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« Reply #2 on: December 21, 2012, 10:53:27 PM »

New World Races
Human
Elf
Dwarf
Halfling
Half-Elf
Dragonborn
Tiefling
Eladrin
Deva
Half-Orc
Gnome
Goliath
Kalashitar
Minotaur
Hobgoblin
Kenku
Kobold
Pixie
Half-Dwarf (?)

Old World Races
Shifter (Longtooth/Razorclaw)
Gith (zerai/yanki)
Wilden
Shardmind
Drow
Warforged
Changeling
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« Reply #3 on: January 03, 2013, 04:11:32 AM »

Languages
Each language is differentiated by a color.
Common is green
Elven is blue
Dwarven is gold
Giant is red
Primordial is orange
Draconic is purple
Goblin is brown

At this point in the game, Deep Speech, Supernal, and Abyssal are not languages known to the World
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« Reply #4 on: January 03, 2013, 07:26:26 PM »

Languages
Each language is differentiated by a color.
Common is green
Elven is blue
Dwarven is gold
Giant is red
Primordial is orange
Draconic is purple
Goblin is brown

At this point in the game, Deep Speech, Supernal, and Abyssal are not languages known to the World
Update on Languages
Dwarven is now teal
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« Reply #5 on: August 21, 2013, 10:39:32 AM »

Errata Update on Backgrounds

Quote
Native of Nautilus
   You were born upon the Serpent’s back, in the Empire of the majestic and primal Elves. Are you a relation to the Imperial lineage, or a servitor to the people? Are you a mystic, or a soldier of the Empire? Did your family live in the Capital city, or in one of the numerous tree villages along Nautilus’s spine?
   Gain a +2 to Nature and Perception. Once per day, you may quietly seek guidance from the spirits of your homeland. Gain a +1 bonus to all skill checks until the end of the first encounter of the day. Increase this bonus to +2 at 11th level, and +3 at 21st level.

Quote
Native of Aurora
   High in the sky, among the clouds were you born, upon the magical Pheonix. Are you a studious practitioner of the arcane, or does magic flow in your veins? Or perhaps you were wrought to the whims of an Eldritch being? Is it the tome, or the sword that is your weapon? Maybe you spurn magic, for mistrust of its otherworldly abilities?
   Gain a +2 to Arcana and History. Once per encounter, when an enemy would hit you with a Ranged attack, you may gain +1 bonus to defenses against the attack as an Immediate Interrupt. Increase this bonus to +2 at 11th level, and +3 at 21st level.

Updates are in bold
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« Reply #6 on: August 21, 2013, 10:43:27 AM »

Prologue End-Cutscene

A red sun rises against a dark and cloudy backdrop on the day of the meeting between the Guardians. Adamant lumbers into sight of the crater, joining the five others already assembled.

The mighty
Cygnus and wicked Magnus circle the deep pit as both Aurora and Seraphim glide along the thermals. From the coastline bordering the region, the elegant Nautilus slows its pace, churning only gentle waves in its wake. All across the skies, airships of the Guardian Corps take formation around the region, while each of the separate fleets keeps a tight guard on their Eidolons.

With the Tortoise’s arrival, a cacophony of observations skiffs, large sloped airships meant to seat hundreds for momentous or celebratory events, arose from the backs of each Guardian, holding citizens of the World to the bursting. Another skiff, this one horizontally flat like a stage and ornately decorated with gold and silver, descended from the belly of the Dragon, settling over the center of the Well of Redemption. Six corvettes, accompanied by a duet of frigates each, approach the meeting ground.

From the Republic, a squat, extremely practical vessel of fifty feet in length settles on the platform, disgorging its passengers; a human woman with long, curly red hair, bright like fire and with crystal blue eyes, dressed in elegant garments of a merchant’s daughter; Yun Rain, Councilor of Aien Ward. A large, handsome Dragonborn with azure blue scales, wearing silver chainmail and a green tabard, emblazoned with the Honor Guard sigil; Toryn Skyfang, Councilor of Euryale Ward. A short, brunette Half-Elf girl wearing red and tan leathers, holding a book in one hand; Micaiah, Councilor of Tula Ward. A white haired Dwarf male, dressed in the complicated garb of an Artificer, holding a craghammer; Rockbeard Hawthorne, Councilor of Cairn Ward. A willowing, fuschia skinned Tiefling female with softly upturned horns, wearing robes of blue, yellow, and black and holding a staff in one hand; Scar, Councilor of Loreh Ward.

Beside them, a heavy, armored craft from Valestia settles. Disembarking from the skiff, along with a dozen golden armored guards of Dwarf and Human stature, is an old, old Dwarf. His armor is glorious white plate armor with gold trim, and he wields a beautiful silver hammer, massive in size and weight. His beard and hair are as silvery as his weapon, long and braided, and a great ornate crown of gold and rubies and emeralds. Veteran of the War, High Templar of the Knights of the Anvil, King of Valestia, and Ruler of
Cygnus the Behemoth; Gregoriah Ironfist.

Following them, a blue, vorpal vessel resembling its serpentine origins set beside the Valestians. Emerging from its depths, a gorgeous Elf woman of fair features and earthen brown hair, eyes like emeralds, accompanied by an azure blue tiger with green stripes. A cloak of downy swan feathers covers her gown of sapphire cloth and a silver circlet adorns her head. The fabled Tiger Lily, Empress of Fyral’ean; Arei’ilithin. Beside her walks a tall Elf man, wearing ornate armor of blue dragon scales, a helm of fierce countenance held in one arm at the hip, a massive bow held in the other. He too is of fair complexion and brunette, but significantly shorter hair than his mother’s. Prince Apparent of the Empire, and Twilight Guardian of Fyral’ean; Cal’ilithin.

A bright, white ship of angelic design settles beside the Imperials, with two bronze dragons flanking the vessel, mounted by silver armored warriors, one a Human, the other a Dragonborn. From the vessels hatch emerges a massive, gloriously decorated Dragonborn of gold and yellow scales, his headlocks adorned with gemstone rings of silver. His chaimail is covered by a silver and gold tabard, coated with the arms of the Theocracy of Nyroth, a silver circle with a roaring gold dragon’s head, surrounded by the symbols of the Nine gods of the Pantheon. Father Xander, leader of the Dragon
Seraphim.

A crimson, elegant vessel from the Hiza Union makes stop on the stage, opposite the Valestians. Disembarking from the hold, three figures step out in similar garb of crimson and white, separated by a single color each. The Dragonborn’s scales are a deep red, the crest of his head resembling that of a true red dragon; Ulgard Flametalon, distinguished by a gold scarf. The Eladrin male is blond with blue, opaque eyes; Tamyr Fallorn, wearing a cloak of silver. The Tiefling male is bluish-skinned, with curled under horns; Wishful, boasting an onyx wizard’s hat. Together they compose the Trine of the Union.

The last corvette, a blunt and ugly thing of brown and gray, sputters to a halt on the platform. From its bowels emerge a half-dozen Hobgoblins, their rust-red fur dull and covered with old armor. Behind them emerges an imposing human male wearing wicked looking heavy armor. His face is cruel and handsome, with grizzled short hair and dark brown eyes, scars adorning his brow and cheeks like badges of honor. Most startling, however, is the absolutely massive battleaxe in his iron grip, larger than any humanoid being not of monstrous birth should carry; Nero Ouros the Carnifax, Berserker King of Angea.

The leaders of the Guardians approach the center of the platform, the observation skiffs surrounding them with cheering civilians. Magical devices provided by the Artificer’s Guilds of Daro and Hiza flit about, capturing the proceedings to be displayed via hologram in the cities.

As Yun Rain begins to open her mouth to speak, she is startled by a sharp -thud- as Nero pounds the platform with his weapon. Curious, but wary, the other leaders observe as the Lord of
Magnus steps forward. He casts his gaze about, locking eyes with the Mag-Eyes and the crowds. He takes a deep breath and speaks, his baritone voice shockingly smooth, amplified to be heard across the Guardians.

”Here we stand, together as we once did, almost three centuries ago. There are but a handful of us who remember those times. The scars of the War have all but faded from memory. The ruins we see each year, a grim reminder of conflict and consequence. Have the decades been kind to us? Aye, I should say so.”

By now, dark roiling clouds have blotted out the sun, and artificial lighting has begun to shine from the Eidolons onto the meeting. The others tense up as a beatific smile adorns the King of Angea’s face.

”We get to have another War.”

Without warning, a diabolical screech pierces the air. Above, a massive form, no doubt an Eidolon, flies straight down from the black clouds; its shape is grotesque and cruel, appearing like a large bat. The Eidolon shrieks again, before bringing its left wing down to shear off the right wing of
Seraphim. The sound of breaking metal and exploding mechanics riddle the air, and screams of terror accompany them as the mighty Dragon tailspins downward.

A massive rumbling from the ground alerts all forces, as a sinewy shape erupts from the earth; a black, snakelike figure of
another Eidolon lashes out at Nautilus, piercing the Sea-Eidolon with wicked fangs, eliciting a horrifying screech from the Serpent.

The leaders watch in horror as
Magnus rears up, and slams its massive hooves into the back of Cygnus, the Behemoth nearly toppling from the force of the blow. Both Eidolons roar out at each other, charging their unique and devastating weapons.

Across the skies, Los Ouros Militia and Angean Guardian vessels fire upon their unsuspecting targets, catching countless airships off-guard and decimating the allied forces. From the two new Eidolons emerge new foes; mechanical, robotic beings from the Bat and slithering, vile Yuan-ti from the Viper. Airships fire on the Guardian Corps, while transport ships head off to the remaining Eidolons, likely carrying hoards of enemies to fight the Guardians on each of their home fronts.

Nero Ouros laughs in demented delight, catching the attack from Gregoriah with his own massive weapon. The Hobgoblins charge, not caring about advantage or disadvantage. More Goblins and Kobolds emerge from hidden containers of the Berserker King’s vessel, swarming the retaliating leaders. The King of Angea grins sadistically as he looks into the furious eyes of the Valestian King, taking joy in coming conquest.

War…War never changes…

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Venom symbiote + Blackheart = Marvel Apocolypse
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