Fethai Compendium

A Shattered City
The Broken Kingdom, chapter one

The city of Laurel’s Hope is seemingly always on the brink of disaster, recovering only to find itself once more beset by danger and destruction. After the economic booms of Queen Laurel’s reign, the city found itself beset by economic stratification, racial divides, and an unforgiving climate. However, what some call Laurel’s Curse is the city’s greatest burden—whenever danger comes to Cartas, it seems to find Laurel’s Hope first. From otherworldly beasts to demonic cults and orc incursions, Laurel’s Hope is first on the front in the war against death. Twelve years ago, the city was torched to nearly nothing by what witnesses call a dragon of shadow, and it has never completely recovered.

Self-proclaimed entrepreneurs like Corryn Mode see the city’s constant struggle as a business opportunity, building new, upscale homes where the impoverished once lived, like the city’s Black Orchard neighborhood where local legend Oren Abel spent his childhood. Others, like the organized crime racketeer Bell Syfor, look to extort the population for what little they have, stealing from rich and poor alike to fund a lavish lifestyle. The city guard, once led by the Dupont family, fell into disarray with the lineage’s death twelve years ago, and is now beset by corruption and occupied by new infestations of arcane beasts like those appearing all across the continent.

There is, perhaps, some hope on the horizon for this shattered city; with the recent death of Duke Tridan Klargas II, his son has come to power as the new Duke, and promises to bring an end to the city’s misfortune. Such a promise is a great one, and the new Duke is young and inexperienced, though headstrong and brash. Carrying a weight of shame passed on by his father and grandfather’s incompetence, Tridan III is hellbent on restoring his family’s dignity by whatever means necessary, but that motivation alone is not enough to restore the ill-fated city to a long-gone glory.

Laurel’s Hope is a city on the verge of collapse, as a group of particularly lucky adventurers are soon to discover. Though they might be able to alleviate some of the city’s misfortune, it seems unlikely that anyone would be able to do much for the city—and besides, there are other threats looming on the horizon: a resurgent Orc Nations, Elven soldiers on the way, magical beasts appearing from arcane depths, and a strange cult of Orcs and Toren seeking to “unite us”—whatever that means.

18 Garvus 242NE

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The Western Front
The Broken Kingdom, prologue (part 2)

The western front in the war against these otherworldly monsters descends quickly into chaos, as Vermillion Company‘s troops quickly fall to arcane beasts and Orc Nations warriors. Though a lucky band of adventurers has managed to escape the devastation, all four of Vermillion Company’s commanders, Melos Trimble, Tran Fron, Sol Alex, and Mia Syles, have been slaughtered along with their Captain, Salvatore Moril, leaving the Company in complete disarray.

Vermillion Company’s efforts are not all a loss, however; the adventurers managed to seal away the magical power that brings rise to the monsters in many locations along the Shernat Mountains, and have unearthed valuable information that may lead to victory in the war—or wars—to come. Among these discoveries is the existence of a Toren cult, with a mysterious, unnamed leader beyond the arcane gates into the Infernal Plane. These cultists believe their leader, “The One Who Will Unite Us,” will bring unity to all beings and allow the Orc Nations to rule over Cartas once more. They use the magical portals, which have restored magic to parts of Cartas, to travel between their world and Cartas, adding another layer of threat from the resurgence of magic.

The adventurers also learned that the Elves are approaching Cartas, with a single elf obliterating Vermillion Company posts and the entire barracks at the military outpost Bravery. If a lone elf can cause such devastation, an entire invading force would bode ill for the already thinly spread Royal National Guard.

As the adventurers return to Laurel’s Hope, by train by way of Bravery and Ranger Mission, bearing the news of Vermillion Company’s defeat, one must wonder what flames will be fanned against Queen Gardenia Fortis and her already turbulent rule; will conspirators against her take this as an opportunity to overthrow their Queen, or will they set aside their differences to confront the many threats now on the horizon?

18 Garvus 242NE

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The Prioran Uprising: Aftermath
The Broken Kingdom, prologue

It has been eleven years since the Prioran Uprising and the death of the terrorist Priorus.

Queen Gardenia Fortis struggles to keep her country together as more and more resistance factions and splinter cells of The People’s Key arise, continuing their insurrection against the monarchy’s rule.

Among her own nobles and governors, Gardenia’s failures to keep the peace appear a marker of weakness, and some have begun to plot a coup d’état, believing they could better rule the broken kingdom. Because of the threatening presence of the Seven Keepers of the Throne, who ensure the safety of the Monarch and preservation of the monarchy’s institutions, these rebel lords have resorted to hiring mercenaries to weaken the Queen’s already perilous position.

In the meantime, small groups of magisters and fanatical cults are appearing across the country in response the the death of magic across the continent after the Prioran Uprising, attempting to restore magic to the land through pacts with their otherworldly masters. However, these groups have failed to realize the full extent of the damage that Prirorus and his follwers wrought upon Cartas and the evils that they unleash by making their deals with devils, as each successful magical awakening brings more and more monsters and magical beasts to Cartas— beasts that were vanquished, long before the age of men, by the orcs of Cartas centuries ago.

In response to these many horrors, Queen Gardenia has issued a decree of conscription to all able and loyal Cartans, requesting their aid to quell the many threats the country now faces. Reinforced in number with new conscripts, the 14th “Vermilion” Company has been dispatched far west, to the desert at the base of the Shernat Mountains, where demons and the undead flood from ancient orcish burial grounds. Among them, four new conscripts—a gnome, a dwarf, a halfling, and a half-orc—have been sentenced to enter one of these forbidden tombs, that they put a stop to the evil that now pours from its stone gates.

Laedei, 12 Garvus 242NE

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