King Tyrol rules his land with an iron fist. Actevona had been ruled
by his clan for generations, and over that time he and his ancestors
had forged alliances and earned favors from all of their powerful
neighbors. His friends were powerful, he had talented and loyal
warriors in his service, and by all accounts his reign was poised to
be a long and comfortable one.
Then sometime last week things began to change. The trade delegation
from his cousin's kingdom of Antias did not arrive. Trade ships from
the north were not reporting at the harbor. The King's Rangers were
sent north to investigate. Usually situations like this signified a
powerful storm. His seers and astrologers had predicted no such
thing, however.
Bram and his Roc Lucy returned from their north patrol around midday.
A Castle was drifting south, towards the island. There were no
skyships docked in it's moorings. No lanterns hung from the towers.
He did not dare get closer to investigate. But if a Castle was headed
for Actevona, it did not matter it's condition. By Bram's estimates
the King had less than two days to do something about the Castle
before it was within siege distance of the kingdom.
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http://forums.gleemax.com/forumdisplay.php?f=795
Christopher Perkin's homebrew campaigns take place in a world he calls
the Dragon Sea. I read most of his material awhile ago, and thought
the idea of a world with mostly islands instead of continents was a
great beginning to a high fantasy setting. I didn't really take much
else from his setting. In my world, a Kingdom is a largeish island
and the water they can control around it. Smaller islands have
colonies, outposts, or nothing, and are frequent battlegrounds in the
battle for supremacy in this part of the world. The recent past has
been relatively peaceful due to the less overt nature of conflict
becoming more popular. Rather than build a fleet of airships and
sailing warships to take a strategic post, rulers have been buying,
assasinating, impersonating, and marrying their way into greater
influence. While no Kingdom would ever fully disband their navy, most
of the pivotal skirmishes now take place between groups of highly
trained mercenary and loyalist irregulars, fighters and magic users
who do their ruler's dirty work.
The Castles are exceptions to this general rule. Living creatures
bred long ago, they are enormous flying citadels, unique in every way,
and posessed almost exclusively by a group of powerful mages. They
grow as directed by their Mage, beautiful towers of pink coral or sky
blue, delicate archways and powerful battlements all floating a
thousand feet in the air. When their Mage decides he wants something,
or someone, the Castle becomes a killing machine, tough beyond
measure, and filled with hundreds of acolytes raining down fire and
death, most Kings readily give the Mages whatever they desire, hoping
they will move on and leave them in peace.
You are all being sent by the King to this Castle. Whether as
diplomats or infiltrators, you do not know. A dozen rocs with riders
and a passengers leave at sunset, and the fate of the Kingdom is in
your hands.
Jay
On Nov 23, 9:58 pm, "
Jay.McKin...@gmail.com" <
Jay.McKin...@gmail.com>
wrote: