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Event:War-In-Sendor

Page history last edited by rgs 14 years, 3 months ago

The War for Sendor

For the fullness of an era, the so named 'Ogre Magi Empire' called Bludgun has menaced the lands of Arcania in the north west of Gaea and they have been a thorn in the side of the kingdoms of the Myrrish Folk for generations of memory. Now, bolstered by the ambitions of one of their own, they have struck out at a key component of the allied kingdoms of Myrddion and claimed the once peaceful nation of Sendor for its own.  In Alexandros, nation of engineers, adventurers and magitech, efforts were made to encourage the small nation state to declar aid on behalf of the Sendorians who flooded the city gates and crafted shanty towns outside of its walls, but these cries went unheard for city officials were concerned for the safety of Alexandros herself, as that nation had only recently won its own freedom from political chains and occupation and whose military was weak and its resources as limited as they were underestimated. It took the fell hand of a tragic death to spur the nation into action. Now the Season of Spring has come and with it comes the drums of war as the city states and petty kingdoms of the central heartlands muster to the aid of the Myrrish, finally now realizing the danger that they've allowed to sleep at their doors for far too long:

 

About the War

The War in Sendor is a Mux 'Global' plot open to all players of all levels. Many different scenarios are being planned and at present the plot queue is fully open to players as well to run their own adventures and agendas as related to recent events in an effort to drive the Bludguni out of Sendor and, possibly, ensure that they never strike at their neighbors in such a fashion again.  This plot is an ongoing plot and represents the current status quo on the game grid and regional area.

 

 

 

Summary:

Prior to Sendor's fall, Sendor was a dukedom in the Myrrish conglomeration of kingdoms. Protecorate Ramos Preise ruled the dukedom, and Vinas Solmnus was its capitol. Bludgun, an evil nation essentially leftover from Charn's expansionary era, is east of Sendor and north of Alexandria. Bludgun began making trouble a few years ago when they first annexed part of Alexandria and then sent a stone giant ambassador, Ranfing, to an international summit. Ranfing spoke of an up-and-coming ogre mage in Bludgun, Kinnevack, proclaiming her loyalty to her and suggesting that compared to Kinnevack, Alexandrians were stupid and needed Myrrish protection to avoid being swallowed by Bludgun.

 

Soon after that came the first sightings of Bludguni airships--Bludgun had never been able to make airships before. With these airships and with a number of wizards and warriors (many female--Kinnevack likes to surround herself with 'sisters'), Kinnevack was able to capture Vinas Solmnus and, in the matter of a few months, had captured and solidified her hold on the whole of Sendor. The human/elf/dwarf population was enslaved and the dukedom's treasures were looted. It's said that a number of traitors in Vinas and throughout the dukedom willingly handed over power, resources and information at the time in return for greater power or favors from Kinnevack. Ramos Preise and his family disappeared in the conflict and have not been heard from since.

 

After the fall of Sendor, things get a little sketchy. Bludgun has been able to largely repel Myrrish attempts to re-take Sendor, though as mentioned in previous posts the Myrrish were making decent inroads until just recently. However, rumors do come out of soldiers and adventurers having to fight unnatural creatures made with all sorts of vile magic in addition to the usual hobgoblins, ogres, and such. Kinnevack apparently makes good use of casters, wyvern riders, and airships in battle, too. There are many rumors of adventurers, including Alexandrians, going into Bludgun and Sendor during the intervening time, and Haley confirmed that she had been sending some of them, but what they were doing isn't widely known.

 

Getting Involved:

There are numerous ways to get involved in this plot. Both Dramatic Travel Time and the use of Airships ICly means that it is very permissive to travel the region and engage in roleplay in different areas meant to represent the battlefront and the lands between. There are constructed areas on grid that represent the frontlines of the battle between the Bludgun and the Myrrish, the Myrrish camp, and areas inbetween. Players are strongly encouratged to make use of these areas. Scene Runners, both players and full time staff, are encouraged to visit players who are roleplaying in these areas and be inventive in crafting dangers and adventure that is related to the war. Characters new to the game are strongly encouraged to inquire of other player characters as to recent happenings as many have been involved in the telling of this story up through this point in time.

 

Being Pro-Active:  If you have a plan and want to get a group together to achieve a specific objective, we DMs (bearing in mind the limits on our time) will be happy to help you with this if it can be done. If we DMs cannot assist you, due to time constraints, you are encouraged to appoint a plot runner and to use our PRP rules after simply checking with staff to make sure the goal is a reasonable one.

 

 

PRPS: Players are strongly encouraged to run plots using our PRP rules. These plots will greatly influence the direction the war takes and will have lasting impact. All plots run should impact Recent Events and also have a log posted.

 

The following are acceptable PRP objectives related to the war. Once run, these most certainly qualify as a Recent Event and if done as a PRP it should be noted that this objective has been met. More objectives will be posted as time progresses.

 

The Mine: Kinnevack's forces have seized control of an Iron Mine near the front lines and are enslaving Sendorians and captured Myrrish soldiers to work there. Conditions are said to be brutal. The Myrrish forces want the slaves rescued and the mine collapsed and will provide a few kegs of explosives to make sure it happens.

 

The code book: Gettys is a hill-fort on the Bludgun border. The ogres have erected a signal tower inside the fort that signals to towers within Sendor and within Bludgun through a series of codes. Through this tower, goods can be brought from Gettys to Bludgun and vice-versa with little risk. The PCs have to get their hands on a codebook that has the meaning of all the signals.

 

To the northwest, an series of artillery enplacements have been put in place that are sinking the ships of refugees fleeing to Myrddion by riverboat -- the PCs need to take out the artillery enplacements and the goblins (or ogres, or whatever you need to use) manning them.

 

A Myrrish spy is escaping from Sendor and needs to cross the front lines. The Pcs need to meet him out there and escort him back across to Myrrish lines while Bludguni trackers try to get him.

 

A Myrrish airship has crashed on the front lines! It was carrying important equipment for the war effort and the PCs need to race to wreckage and secure it before it's too late!

 

A cave has recently been discovered that leads through the hills to the Bludguni side. The only problem is, Bludgun knows about it and has stationed guards at the other end that have orders to alert the army if anything comes through it. The PCs must take out the guards without alerting the main army that the guards have been taken down so the Myrrish can get forces through and flank Bludguni forces!

 

Use the comments sections in this page, plus editting it, to make note of major accomplishments and to also help organize events and scenes.

 

-Maelstrom-

 

 

Getting to Sendor

 

 

Comments (1)

rgs said

at 4:40 am on Jul 12, 2009

New players are getting lost trying to find Sendor. I'm leaning towards putting a map up pointing it out. Thoughts?

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