The Gairean Civil War Plot in Oslaria | World Anvil
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The Gairean Civil War

Set in the current age of Oslaria, 800 years after the latest Incursion, The War for the Next Queen is a large scale, on and off conflict driven both by the state of the continent of Se'Isira and by the actions of the players. With complicated problems, differing but compelling sides, and a true amount of freedom, the War is sure to carry players from level 1 to at least level 15.  
Welcome to Se'Isira, and the Northern Queendom of Gairean. Alas, that it were a better introduction.   It is an age of civil war.   Eighteen months ago, Queen Marwen the Bright, an accomplished and beloved monarch of some twenty years, passed away very suddenly and unexpectedly, leaving no official heir to the throne. With no recognized princess to take up her mother's mantle, opportunity has arisen for those willing to take it. Now, ambition, greed, and old feuds threatens to drown the land in a torrent of ash, steel, and blood.   The battle lines are drawn, the contenders have made their claims. And as both conflict and tension race across the Shattered Queendom, rumors carry on their currents.   What if the Queen's death wasn't an accident? What if she died in less than pleasant circumstances? What if she was actually murdered?   And if so, by whom?
  The idea behind the overall campaign is both a political thriller and a mystery, as the characters will be presented with the opportunity to not only have a say in the outcome of the War of the Next Queen, but to solve the question of what actually happened to Queen Marwen to kick the entire process off.   The beginnings start out as a typical D&D campaign. Haunted houses, opposing demons, rival parties and adventuring groups. However, floating in the background is sure to be constant mentions of the conflict at large, a shadow that keeps coming up but is never seen. UNTIL the party completes their first subplot.   At that point, a mercenary force called the Blood Iron Company, led by an aasimar named Orthrym, will march upon the party's current place of rest, seeking to sack the nearest settlement in the name of loot for a mysterious benefactor. The party can join them, oppose them, or get out of dodge.

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