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Oh what the heck... I'll go off the cuff for one. (Pardon typos, grammar errors, Wall O text etc)
When you were a child, the name of the land was Sargava. You grew up in its smoldering stew of cultural and economic divides, and yet despite the hatreds and short-sidedness, you had made friends and more with those different than yourself.
Two years ago, the revolution burst through Sargava and could have been a wildfire of hate, but thanks to the youth like you, that fire was turned from an action of destruction to one of recreation! There would be no Galt here. The worst of the oppressors were the targets, and even their sons and daughters would not be lumped in with them. Sargava died that day, and from it's ashes sprung Vidrian! And you and a handful of others found yourselves praised as the Children of that Phoenix.
It has been two years, and you grew from boys and girls to men and women, while you learned where your gifts lay. It would be a lie to say Vidrian has had it easy. Old tensions die hard among older generations, and the new representative council seems pulled a hundred different ways on how it should best rule. And, as always, there are concerns on where the money is going to come from when each faction suspects the other is hiding their fair share? Who can be a symbol of trust?
It turns out, the Children of the Phoenix (our PCs) might just be the symbol the government needs. Out of the dozens that took part, you and a handful of others have been selected to become living symbols on a grand tour and census of the land, beginning in the renamed Capitol Anthusis, you must wake way as envoys of unity and peace in every major city and town in Vidrian.
Of course, the government officials who travel with you will use you for show while they take care of the real accounting and politics. Your task is an easy one of adoration.
Until it all goes wrong.
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Basically the idea is a group of first levelers were 'child stars' of a revolution that could have been much worse. Because of this, some consider them touched by the gods, or just plain lucky and the government decides to use them, now that they're older, as living banners to stir patriotism while the practical work gets done.
But the assassination and ambush which threatens to stir old hatreds turns out to be an outside force after all, and it's up to the PCs not only to find out, but escort the only diplomat who is respected enough by all to get it done. They can't just turn back, there's a time table and a vote to return to after the tour.
Each town they go to seems to have a different challenge, a different concern, and the PCs may just be for 'show' in the original plan, but it rapidly progresses beyond that as how the Player characters help, and act, and what they do shapes not just the success of the census, but the nature of the country to be (perhaps even influencing it's collective alignment).
Some of the challenges to be faced?
A clash with the Rivermen's Guild who seek to sway the Diplomat and the pCs with him into cementing their monopoly on the waterways.. and if they cannot be convinced, well, people drown all the time.
The reclusive Song'O seem willing to join the nation formally, but there are tests the PCs must take to show their respect for the customs of these halflings, a gauntlet that is difficult under the best of times, much harder when an outside force seeks to make it lethal.
On the far east reach of the kingdom, a woman claiming to be a living goddess and the sister and rival to Walkena , a boast that might make a threat of war with Mzali and its god king a certainty!
A 'noble' who bought his lands under the old regime bargains with evil powers to keep it in defiance of the new government.
And , of course, the mystery of just who the heck arranged that ambush in the first place.
zimmerwald1915
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No specific ideas, but Gebbite politics are sure to have been shaken up by the true death and ascension to godhood of the country's regent in Tyrant's Grasp. There's ample room here for a War for the Crown-like scenario, where the PCs are partisans of some faction or other that must strengthen its position, put down its rivals, and unify the country to prevent or win a war with a weakness-sensing Nex.