Sunday, June 2, 2013

Black Powder Revolutionaries

~From the collections, journals and observations of Maleficius~

"It ain’t fair, saying that guns require no discipline. There’s more to it than load, point and shoot. For instance, you have to know who to point it at in the first place. That ain’t always so easy as it sounds."
~Fickett Townley, Freelancer Sergeant, 425 Tz

The great equalizers. That is the historical role desired by the Black Powder Rebels, who originally formed a multiracial coalition with the laudable goal of empowering oppressed kingdoms to throw off the heavy yoke of the Guild. Their steam power and guns are certainly worthy rivals to Guild-dominated technomagery. And, for better or worse, the stalemate that stagnated the Land for so many decades is now broken. Yet whether they will ultimately be cast as heroes or villains remains to be seen.

The years of war and chaos that followed that first gunshot do not exactly tip the scales in their favor.


Versatility and flexibility are the two cornerstones that support the foundation of the Black Powder Rebels. Although the multirace alliance may have begun as a political necessity, to better develop the rebels’ secret weapons of steam power and guns and give them a much-needed infusion of manpower, this coalition also boasts a variety of abilities and philosophies of battle that allow the rebels to withstand any of the three major magic-using factions. Their tactical importance has been recognized by many warlords, making rebel warriors a much-valued part of their warhosts.

The genie has been released from the bottle. There will be no forcing it back now.

~Maleficius
Leader: Unknown 
After centuries of persecution by a domineering magocracy, the Revolutionaries have found a way to even the score. With the new republics of Khamsin and the Northlands having carved out their own territories from the Atlantean Empire, now the real fight begins to maintain their hard-won freedom and to put an end to the tyranny of the Empire once and for all.
Fifteen years ago, in 419 Tz, it took only one bullet and an eagle-eyed Revolutionary named Snow to begin a new era in the history of the Land. The assassination of the Atlantis Guild’s leading wizard, Prophet-Magus Karrudan, signaled the rise of a new power in the Land. While frequent, bloody battles between the Guild and the free folk of Khamsin have marked the courage and determination of an entire generation of warriors, the first signs are showing that the fight led by Blackwyn, Sarah Ythlim and other BPRev warlords may well be having a permenant and undeniable effect on the struggling Empire.
Just recently, with Khamsin having survived destruction at the hands of the combined Atlantean and High Elven armies, and the Northlands secured under the auspice of Warlord Blackwyn’s well-trained Northlander armies, a new era begins for the fighters of the Revolution. With the Council of Merchants solidly in control of Khamsin, and the five-hundred mile front connecting the BPRev territories of Khamsin, the Grange Valley, the Northlands and the Amazon homeland of Nepharus Mons, for the first time the Revolutionaries have a solid base to work from in their war against the other factions - but are going to have to fight like the devil to keep it.
While the tactics of this new Revolution remains largely the same - utilizing small, mobile, well-equipped forces to win battles against heavily armed forces - the sudden surge of the Dark Crusade to the east and the bizarre arrangement between the free-willed Galeshi and Kzar Nabar has many Revolutionaries worried about the battles to come. Only time will tell if this opening mark of freedom will stand, or fall once again to the tyranny of Atlantis or one of the larger factions. 


Subfaction: The Bloody Thorns
Leader: Black Thorn 
Handpicked by the Black Thorn, these loyal warriors fight for the Revolution in ways that few Khamsin citizens would approve of. Through bribery, intimidation, spying, and even assassination, the members of the Bloody Thorns ensure that the Revolution isn’t undermined by unconventional attacks by outside forces. Made up of experts from all walks of Rebel life, the Black Thorn’s warriors were originally organized to ensure Venthian agents didn’t find ingenious ways of fracturing the newly reshaped Revolution just as it was getting its first real head of steam – and have since taken it upon themselves to do what needs to be done for the good of Khamsin no matter what the cost. The Bloody Thorns aren’t afraid to shoot someone in the back to get the job done, fight with every dirty trick in the book in order to gain victory, and then boast about it loudly at the local tavern over a mug of ale or three. Generally thought of as little better than mercenaries or rogues by many of the common folk of Khamsin, the Bloody Thorns know that the secret war they fight is crucial to the survival of the Revolution, and will do nearly anything to ensure that freedom never fails.

Subfaction: Northlanders
Leader: Blackwyn
Originally organized by the Warlord Blackwyn, the Northlander armies are totally devoted to the valorous cause of freedom. Made of up volunteers – never mercenaries – Blackwyn’s soldiers are fighting for not just their own homelands, but to allow their neighbors to have lives free from Atlantean influence. The Northlander armies continue to spread south and east, instigating and aiding the citizens of client-states long dominated by the Empire to rise up against their masters and to claim freedom over their own lives and destinies.


Subfaction: Forgemasters
Leader: Kenaz Stoneheart
As more dwarves lose their immunity to the effects of magical energies, some are concerned that they may have lost their only edge over their enemies. Others have taken it as a guide to explore the possibilities of magic--and in weakness to it. Kenaz Stoneheart has gathered the most talented of those among the Black Powder Revolutionaries who have embraced the ways of magic and taken them to a secret location where he works to shape the magic of the Revolution into as powerful a weapon as gunpowder--and perhaps even merge the two.

Background
Racial CompositionPrimarily humans and dwarves
Origin of FactionErupted into being in 419 Tz
Age of Faction15 years
Geographic ControlKhamsin, Northlander, Amazon territories
ReligionA variety of gods and totem deities
Magical AffinitySteam and black powder technology
Political LoyaltyFreedom and wise governance

Official Position
Atlantean EmpireTear the Empire down, and rip out the festering corruption at its mage-born heart
DraconumThey're pretty good to have in a fight, provided they're on your side
Elemental FreeholdsTree-huggers who will never understand that the end always justifies the means
Elven LordsBlue blooded Elven knights that want bloody revenge against the traitorous Atlanteans
HeroesBrave warriors and wizards who bravely confront the unknown
Mage SpawnWild beasts that are best left in the wilderness where they belong
Necropolis SectElves and humans who will do anything to gain a few hundred more years of life
Orc KhansA Tribal people who take whatever they want from anyone not strong enough to stop them
ShyftTricky, manipulative lizard folk who try to get their way at everyone else's expense
SolonaviTheir offers are tempting, but what is the true cost for dealing with these beings?

Saturday, June 1, 2013

Atlantean Empire

~From the collections, journals and observations of Maleficius~

“The Guild is Atlantis, and we will survive this time to rebuild a dominion that lasts a thousand years. We are Empire.” 
~Demi-magus Anunub, Commencement Day Ceremonies, Guild Technomental Academy, 428 Tz

The Atlantis Guild is without doubt one of the most influential factions known to The Land. The great mechanics of the Atlantean Empire are responsible for the magi-industrial revolution, which has brought so much to every race, kingdom and person. Without the Guild, people would live once again in the time of Warring Princes or possibly back within the mists of pre-civilization. Even the lowliest guardsman claims to believe that the Guild is nothing if not eternal.

That it will survive, strengthen, and subjugate The Land.

The Atlantean Empire knows its strengths. The ability to draw on a larger population allows the Guild to ignore any normal reliance on heavy armor or magical protections, at least with regard to the rank and file. They train their armies with techniques learned or stolen from a hundred different kingdoms, and equip deserving warriors with magical devices that are difficult to match. The end results may be an army with more urge than unity—more hubris than humor—but also the creation of a warrior with the simple ability to go and do.
Not conceited. Convinced.

~Maleficius

Leader: Emperor Nujarek 
When you think of Atlantis, think of the height of the Roman Empire, with its famed legions armed with lightning weapons and towering War Golems. While the mages of the Atlantis Guild once held control over the Empire with an iron fist, Emperor Nujarek’s public confirmation by Tezla’s Avatar makes him the most powerful man in the Empire. With his destiny laid before him, Nujarek seeks to reform Atlantis in Tezla’s name, and promises to lead humanity to conquest and victory.

The Atlantean Empire rules most of the western half of the Land, controlling hundreds of human city-states, kingdoms and small countries through economic, political or military force. The modern Empire is ruled over by Emperor Nujarek, appointed to the throne of Atlantis in 432 Tz by Prophet-Magus Osiras of the Atlantis Guild. While the mages once were the undisputed rulers of the Empire, with Nujarek’s sudden ascension from Guild puppet to respected Atlantean leader, what role the Technomages will play in leading the new Empire is uncertain.

Grand-Magus Tezla founded the Atlantis Guild more than 370 years ago to unify all forms of magic. Until Tezla’s time, Elementalism and Necromancy were opposing powers, and a mage could hope to only master one. Tezla, against all odds, mastered both schools and created Technomantic magic by harnessing the magical power of Magestone. With armies of Technomantic mages, war Golems and troops armed with magical weapons, Tezla’s Atlantean Empire quickly expanded throughout the western half of the Land. Today the Empire sprawls across thousands of miles and contains most of humanity under its rule. At the heart of the Empire lies the floating city of Atlantis, held aloft 500 feet above the ground by dozens of house-sized blocks of enchanted Magestone crystal. The floating city is the heart of the Atlantean Empire, and is the home to the most powerful human warriors and mages in the Land.

While each of the Empire’s dozens of client-states has its own rulers and royalty, every loyal Atlantean leader has a powerful Guild Magus acting as an “advisor” on their day-to-day affairs. With the aid of fanatically loyal soldiers, war Golems and Technomantic inventions sent from Atlantis, these “advisors” maintain control over the leaders of the client-states with an iron fist, ensuring that the loyal “governors” play their part in maintaining the glory of the Empire. However, as a recent development, under Emperor Nujarek’s order, military advisors are also being sent accompany the mages to ensure that the representatives of the Atlantis Guild does not overstep their authority.Because the might of the Atlantis Guild is fueled by Magestone, whenever a new deposit of Magestone is discovered the Guild dispatches troops and mages to conquer the area as quickly as possible. Anyone who gets in their way is imprisoned, enslaved and set to work in the mines—a dangerous and often fatal job. Even with Emperor Nujarek’s ascension to power, both Nujarek and the Technomancers grudgingly recognize they must work together in order to continue the flow of Magestone – and thus the Empire’s survival.

Subfaction: Imperial Legion
Leader: General Volkare 
Hand-chosen by the Emperor himself, the Imperial Legion is led by a group of trusted generals and warriors who loyally fought alongside Nujarek throughout the last fifteen bloody years of battling the Revolution. As veteran warriors, armed with the best Technomantic weapons the Atlantis Guild has to offer, the Imperial Legion is rapidly becoming the crushing fist of the Empire. As General Volkare is fanatically loyal to Emperor Nujarek, the Imperial Legion serves the Emperor’s will, ensuring that Nujarek keeps control away from the greedy Technomancers. Volkare is going to work hard to keep the mages politically in check, and will do his best to ensure that generals decide military strategy, rather than the mages of the Guild


Subfaction: Golemkore 
Leader: Magus Anunub 
Constructed of the brightest minds in the Empire, the Golemkore is a combination of a top-rank strike unit and a golem factory. Capable of stripping down and retrofitting Technomantic Golems on the field, the technicians and mages of the Golemkore create a reliable and deadly force that any of the Land’s armies will regret tangling with. Established by Tezla himself more than two hundred years ago, and very loyal to the mages of the Atlantis Guild, the newest leader of the Golemkore, Magus Anunub, ensures that the Golems created and maintained by his armies are the best they can be.

Subfaction: Delphana 
Leader: Magus Alment Lan
As Emporer Nujarek continues to tighten his control on the Atlantean mainland, many technomancers who were mainstays of the Atlantis Guild have moved their libraries and workshops to the island of Delphane. Dependent on the empire for a continued supply of magestone, the technomancers still answer the Emporer’s calls to arms. However, Guild traditionalists under the leadership of Magus Alment Lan now subtly declare their true loyalty by calling themselves the Delphana. For now, as the Delphana bring ever greater power to the battlefield, Nujarek excuses their disrespect--but both Emporer and Magus know that with ever-greater power comes an ever-greater chance that the mages will try to retake the throne.


Background

Racial CompositionHumans
Origin of FactionFounded by Tezla in 63 Tz
Age of Faction370 years
Geographic ControlA sizable portion of the western half of the Land
ReligionReverence of Tezla, founder of the Guild and Empire
Magical AffinityTechnomancy, Magestone, and Golems
Political LoyaltyTezla, Emperor Nujarek, and Empire

Official Position
Black Power RevolutionariesA rival faction that must be destroyed at any cost
DraconumInhuman dragon-warrior with their own suspicious agendas
Elemental FreeholdsTheir quest to to destroy our Magestone mines will be their downfall
Elven LordsOne-time allies that now attack our borders with impunity
HeroesUseful pawns in the ongoing battle for control over the Land
Mage SpawnMutated monsters from the Blasted Lands; abominations from before Tezla's time
Necropolis SectTwisted Elven necromancers who seek to conquer the land with their Dark Crusade
Orc KhansAn evil, green-skinned, brutal menace from the northlands who should be shot and burned on sight
ShyftCowardly beast-tamers that are little better than the Mage Spawn they keep.
SolonaviEnigmatic conquerors that pose the largest threat the Empire has ever faced



Friday, May 31, 2013

Saturday, May 25, 2013

Beginning

There is much to be done; in the mean time, enjoy the complete tales of 4 Warlords, 2 Artifacts, 1 Destiny.
Yes, including part 7.