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  1. Adon’s Comet rules their sky, a fiery red orb dominating the heavens. A herald for what we know now, but the rulers of that time could only guess. Some think the end of days still continue, while others hope the first spring blooms bring the life of a new age…… -Excerpt from legends and facts of the third age The First Year of the Third Age Music From The 1st Age [Ambiance] Across the lands collectively known as Illesia, fragments of once great lands persist. Humanity may have proven they’re their own greatest threat, their own folly. The shattering of the second age was proof enough of that to most. But one thing no one could predict is just how strong they are.. The Holy Adonian Order, though secluded, remains busy year round in Illesia. Expeditions heading from their fabled city go far and wide. It’s not uncommon to see their priest in villages, towns, cities, preaching the good word of Adon, their fabled profit from the 2nd age. Adon was a legend of old, a “President” which was a title of great power in the 2nd age. A man whose ideals were so powerful they echo through time itself. Far more deadly parties roam the wastes, seeking out the words and creations of Adon… The Bak-nari Republic ships can be seen by any nation on the oceanic coast. The Republic is sealed shut, never admitting or sending diplomatic and trade missions. Little is known of them, and it’s the same for them of Illesia. Their sleek and agile ships prowl the coast, whilst strangely garbed women are seen onboard, observing.. Nothing good comes from those near the Ill Horde. Already rumors are spreading across the locale. Tales of enslaved merchants, adventurers, even farmers on the frontiers of some lands. This quiet horde has been slowly expanding for centuries from a central point, eating up the leagues in precise moves orchestrated with expert effect. Primarily men on horse make up their army, always seen patrolling their borders and beyond. Now touching even the great river, raids on boats are not unheard of either, with the kidnapping of sailors becoming a common theme. The Kingdom of Camadacia, with competitors on all sides, has been remarkably tight-lipped about events within their realm. Their infamous King Odilon Langlois Descoteaux has reportedly been touring his lands, visiting each of his Great Lords in turn. Ever since losing close to half the realm’s size to a peasant’s revolt, the Kingdom has suffered a severe loss of prestige. It does not change the fact they remain Illesia’s strongest Kingdom. The Kingdom of Hausenberg, always the bitter #2 in the region, and Camadacia’s rival, has been hard at work improving their land for decades. The highly militarized and hostile society stands in stark contrast to the Camadacians. These crude, and brutal men seek only power in the new age. Anything in their way is trampled, and all within are subjugated. The Rurviche Syndicate has long prospered off this rivalry. This oligarchy of rich merchants dominates coastal trade in the areas, and is known to lend heavily to both Kingdoms. These no nonsense businessmen forsake war like the Ideals of old. But the corrupting influence their gold has, and drives men to do, is nearly as bad. Akim’s Freehold is the last true bastion of the second age. A massive complex wall dominates the majority of the island, made out of a reinforced material none can identify. A small but thriving harbor lays on the island just outside the wall's protection, where all can come to trade. Within the walls are various compounds, divided by more curtain walls with various buildings and farms. A central complex the size of some cities is condensed in dozens of layers of boxes. Known now for its original purpose, but it’s now regarded as the safest spot in Illesia. The Freehold itself is a multi-ethic society of priests, scholars, healers, and all the other professions idealized in the 2nd age. Any are allowed to enter, though under the knowledge they may never leave without strict permission. One can only imagine the troves of 2nd Age relics and knowledge these clever humans must be hoarding. More recently the Freehold has become a prison for some of Illesia’s worst criminals. Mad men who wielded relics to cause mass destruction, evil king’s shipped off by their realm, murderers who roamed city streets for years, the list goes on…. The Kingdom of Zorncost was founded as Adon’s Comet entered the starry skies for it’s first time in the third age. The Lords all agreed it was the mark of their King’s true power. Power they in reality wield, they all agree, as they place the crown on his head. He’s swiftly shooed away as the powerful Lords convene to discuss the impact of their new Realm on this age. Rich river lords, who had squabbled for centuries. But with such dire odds on all sides, they had slowly been growing tighter knit over the years. With reports of Adon’s Comet pouring in, it was seen as the perfect time to coronate the weakest of them. Zorncost’s foreing policy has yet to be announced, as the Kingdom binds itself together. The Amichai are a recently established horde, intent on nothing less than world dominance. Descending from the brutal northern wastes, they emerged poor in men, but rich in power. This exhausted Kingdom has stumbled out of the wastes, to find Adon’s Comet greeting them. Deciding right then and there to set roots, the Amichai was formed. A title given to their leader, and Kingdom. One symbolizing the power in them all, and in their influence. They openly flaunt 2nd Age relics discovered in the northern wastes, perhaps as a distraction from how little of them remain. The Ka’Goran Trade Confederation announces they have a big shipment coming from further north the great river. They invite any who can to sail or march north to attend one of their infamous auctions in a grand bazaar. They are unsure what’s arriving, nations from further afield usually sending the leavings of their scavenging missions. The peaceful Ambrosian Republic enters the 3rd age in a way that could make many jealous. Their grand bombard keeps the waterways safe, and their people grow fat and rich in safety. The governments well oiled administration ensures taxes are collected, and placed back to grow the Realm. Slightly worrying is the myriad of reports, all claiming Bak-nari ships spotted observing them in turn. The Spirit-Seekers are perhaps the only Gorans who’s name will strike immediate fear into the hearts of mankind. These pernicious and crafty smaller humans retain the savage tradition like the Gorans of old. A tribe to make Shermani himself proud, they lay at the very gates to the Northern wastes. The Great Hierophant of the Spirit-Seekers, Utu Gruug, is visited by two hermit Gorans still holding to the olden ways. One claims riches of the mind lay to their north, while other promises material riches to their south. The Pilgrimage has at long last arrived in the fabled lands of Illesia. Was Adon’s Comet not a sign their cause was not only righteous, but inevitable? The Ka’Gorans nervously let them through their land, citizens ahead of the army running indoors and shuttering the windows. But silence does not march with the Pilgrims, as they sing hymns and chants. Upon reaching unclaimed lands, the host sets camp to appraise their situation. Scouts soon report two potential threats nearby. The recently established Amichai are already sending contingents closer and closer to the river, eager to stake their claims. Secondly, a horde seems to be paralleling their advance, on the other side of the River Ynn. They offer no diplomacy or word, and indeed have already enslaved a few Pilgrim outriders. Those that survived claim it to be a splinter group from the Ill Horde. A horde whose reputation precedes them, no doubt. Refugees flood into the interior of the Black Camadacian’s freeland. Shattered hamlets, holdfasts, and farmsteads, all burned to crisps. A single name is on everyone’s lips. Adrian De Grempesh, a notorious Camadacian general. It would seem the Camadacian crown was too honorable to simply march their army out and crush the Black Army. Or so they claim. Instead they have opted for the usual way of conflict nowadays. Careful border raids permeate the border, as the Camadacians test the Black Armies defenses and resolve. It was not outright war, or a declaration of one. No it was far more subtle, men garbed as bandits, enacting wanton destruction. Of course both sides know what’s happening, but this delicate balance of power, honor, and ambition swirls deeper and deeper. Word soon reaches the Don of Serra’s ears, of egregious wrongs done against him. It would seem a particular capone in his chief maritime port was holding back on something. Be it gold or knowledge, it was clear he was outright refusing orders by now. The rest of Don Corrado’s flock are hanging back, eager to see how their leader handles the situation. Rumors indicate none other than the Rurviche Syndicate is backing him, perhaps an explanation for why he’s so bold. The Kingdom of Albarias has boldly planted their new Kingdom in the harsh wastes. A settled kingdom, they represent an entirely unique way of life to most others in Illesia. Little of value or sustenance is found in their land, a dirt poor place. But the spirits of the humans living here are the deepest of vibrant colors. They bear the righteous fury of god in their hearts, and eye the Wastes as their own. It would seem they had contenders for their own version of paradise, as a Holy Adonian reclamation party has reportedly entered their southern lands without permission. Herzogtum Greifenburg experienced their entrance to the new age with a stability lasting decades. King Albert in his steadfast way has ensured the Realm prospers, and thrives with every passing year. This year is marked with the arrival of several caravans, all eager to trade in the stable land. [+5k C] Lanta perhaps did not truly know how powerful a color could be, but Purple has ascended them almost overnight into an important trade stop. Already some of the richest merchants from Realms far and wide have sent envoys, all clamoring for their dyed clothes. It’s quickly becoming a fad among Nobility, and they’re willing to pay large amounts for it. [+7k C] The House of Vrizia has experienced perhaps the most tumultuous and thrilling saga for adventurers. Their constant rises and falls have led to an experienced and savvy band. Illesia perhaps doesn't know what it’s in for, as these Knights and their retinue flood into greener land. They find themselves with rich and open land on all sides, little of note transpiring to them. Troubling reports from the east however indicate many Realms are under threat to the Ill Horde. THE GREAT CACIQUEDOM OF CANEY experiences a taste of their own medicine on the coasts as Adon's Comet enters the sky. A ruthless war party of Bak-nari descend on one of their more far flung western hamlets. The entire settlement is razed to the ground, and not a single male Caney makes it out alive. None truly know what this Republic intends, but it's clear they view the Caneymen with hostility, being so close to their lands. Curiously, all the Caney women are allowed to live. None actually make it back though, the women being carried off into the ships reportedly. The River Kings of Korynn have experienced decades of peace, prosperity, and growth. Various Kings and their retinues dot the river in populated groups, engaging in fishing and their games of war. But darker undertones have begun to wrap around this people's lands. Like hidden currents in a river, trouble is knocking on their door. It was first noticed perhaps a few weeks ago, as the sky was growing red from Adon's Comets inevitable return. The water level of the river itself was lowering. The bottom begging to silt up, the banks becoming further and further away from the actual river. At this rather they were under threat of losing it entirely, the land being reclaimed by the northern wastes. It would seem the very source of their River was drying up, deep in the Davor mountain range. Worse yet, nothing but fell rumors circulate about the mountains, a place any river fearing King would not dare tred. The Diusi have emerged from the wastes hardened and ruthless. One does not last long in their ranks, unless they wield true power. Their current leader is one such man, and perhaps he realizes the massive nature of the task at hand. Their promised land could be over the next rise, or a world away. Though they reside in the northern wastes for now, there seemed to be promise of greater lands to the south. All agreed the north was inhospitable, but surprisingly, many argued they should continue roving the northern wastes for now. Some argue they should acquire wonders of the 2nd age to combat the settled Greenlands, while others want to set out immediately for the promised land. High Chief Tao has a difficult balancing act ahead, the paths both alluring, and dangerous..... The Tarnished are used to being the watchers, the shadows on the wall. But one of their newest initiates, bathing in the toxic waters, and emerging alive, comes running with a bold tale. They claim while they were swimming, they stumbled into a party of ungarbed women also swimming. They were clearly suffering, but powering through the pain, had attacked the initiate. Only through their training did they survive to report the incident, the women having swum away after being bested. Just days later, Bak-nari sails are reported, sleek scouting ships heading upstream. Women with rudimentary surveying gear are seen along the banks, taking notes, as others collect bottles of the mist, bringing them back to ship. They are gone almost as quickly as they come. But for the rest of the spring, their ships remain ever present, observing, ready to flee at the first sign of sails. The Republic of Lena's bustling trade capital is by and large noted as the first major stop going upstream, and the last down. Though some other small nations occupy the Ynn as they do, none have the utility and prestige of the Lenan port. For decades the merchants have ruled a stable insular realm, growing fat of tariffs collected on trade. Various pirates, foreign merchants, local war ships, and independent ships dot the large dockside, sailors pouring in and out. This porous Port is known with affection across all of Ilesia. However the 'golden age' of the Lenan merchant class is possibly under threat. Radical Captains of the Guard have been building on the militarist support that's been growing for years. They clamor for war, seeking to expand the Nation's power beyond trade. Perhaps even more concerning is the Ill horde just over the river Ynn to their east. Already reports of raided ships, and disrupted trade have begun to filter in. With potential threats on all sides, will this Mercantile republic hold true to their ideals, and keep the flame alive? [+4k C] Osberht awakens for the first time in this new Age, the Third Age. For now memories of his past life are uncertain, shrouded in blood and misery during the final collapse of the Second Age. He finds himself in a strange land, once fertile. But the river he wakes nearby is a shadow of it's former self, and villagers are seen grimly fishing what's left. Few catch anything, and soon to be starving children run over to him, curious. Osberht soon realizes he's in the River Kingdom of Korynn, but darkness has it's grip on this once stable realm. [+4 Prestige]
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