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The Plagued lands RP
Diary entry 1012, date - unknown.
Many day's have I wandered what used to be my home and my happiness, to see the meadows during the thaw of winter with my family... my friends... I used to sit by one of the numerous rivers that crossed the fields on the plains below, wasting away the day fishing for nothing in particular. I was never hungry or cold and never did I feel abandoned. How thing's have changed.
The Zulkirs, 6 great and powerful mage-lords who rule Thay with an Iron fist and insurmountable cruelty, have finally waged open war. The 5 Zulkirs who rule the orders of Demonic summoning, Divination, Enchantment, Transmutation, and Defensive magic's have all finally come to an uneasy partnership to fight off the 6th Zulkir of Thay.
A lich!
Szass Tam, Archmage of the order of Necromancy and arguably the most powerful mage on the face of Toril. The other leaders of Thay fell prey to an assault on Menthil Keep, a fortified and siege-repellant fortress in the middle of the flat lands. Almost within an hour the place was swarming with the Undead creatures. Not just zombies, but ghasts and revenants!
I was off-duty when the assault began, and I was the first to the wall when the endead were not repelled by the holy orders scattered about the Keep. Powerful priests fell to the undead energies within moments, leaving nothing but 3 score worth of us common soldiers. I ran. I ran and I didn't stop until I arrived at a new settlement, warning of an undead siege to the north. Nobody believed my claim.
You see, Undead and Demonic creatures are not only COMMON in thay but are the enforcers of it. The order of Demonic summoning and Necromancy provide the bulk of Thay's formiddable army. Of course the Order of Necromancy denied any claims to the attack, why wouldn't they? It was nearly a full year of combat before all out war erupted for control over Thay. Years later, guess who won.
Szass. Tam.
A single Zulkir, backed by a legion of undead, fought off 5 Zulkir's...
I don't know what he plans to do with Thay, or the world for all I know, but I'm trapped. Trapped and helpless. This war destroyed everything, the meadows, the trees, the rivers, the soil, the SKY. It even caused the magical Weave to shatter, rendering magic ineffective and often times... useless. Szass Tam is weakened, I'm sure, but his undead legions are no more threatened by it.
Massive blue waves of magical flame has scoured what was left of the broken and shattered Thay, creating magical anomilies nobody thought possible! But they are real, real and dangerous. I've heard rumors before my seperation that the blue flames are not always lethal, but instead can grant things... Godly things.... Magic users have all the fun and all the risk, it seems...
For what it's worth, I have found companions. Not many and not a lot of expertise among us, but we fight. Hard. To survive, our only way out of Thay was destroyed and blocked off when Szass Tam finally pushed the Zulkirs to the other side of the world... I fear we will not last long trapped in the unbeating heart of Thay.
Signed, lieutenant Buckminster "Buck" Surge Light guide out path a little longer...
-------------------------------------------------- Facts about the RP world -------------------------------------------------- 1. Magic is not completely useless, it is simply a bit less reliable. Sometimes it will do a grand-finalé spell, or nothing at all. There IS middleground. 2. No Zulkirs or their army are present at this time en-masse. There are pockets of resistance here and there, you will have to choose wisely what you do. 3. Undead creatures ARE playable, but you must impress me with a CS. Don't ALL be undead! (1-2 maximum) 4. You are survivors, short and simple, I don't care what you did or where you were when the war raged but now you are stuck. Escape is futile so focus on the next move. 5. Things you did in your history can come back to help you. 6. Szass Tam is not looking for you directly or indirectly. Under the radar here, so you can survive or hinder him however you as a group decide. 7. Unexpected allies and unpredictable enemies are everywhere. 8. Beware the touch of undeath.
-------------------------------------------------- Character Sheets --------------------------------------------------
Name - first/last
Military rank - (If none, leave empty) Maximum rank is lieutenant.
Divine path - What god do you worship, if any.
Classification - Choose: Soldier, ranger, marksman, scout, Mage (If mage, pick an affiliation - Demonic/Transmutation/Defensive/Enchantment/Divination)
Appearance - Describe your various clothing in simple bullet-form. ex: - Robes - Leather belt, Thick bronze buckle - Linen gloves etc
Personality -
History -
_________________ "But when one of it's baby chicks is in trouble, Momma comes a run'nin' and a squawkin and a run'nin''." -General Treistar
Last edited by Zelosse on Sun Mar 25, 2012 4:28 pm, edited 1 time in total.
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