(Continued from the previous post, this entry paints the broad strokes of a Dungeons & Dragons campaign setting arising from my daydreaming there. Credit also goes to my wife for throwing the political conflict idea into the mix. More yet to come!)
In the land of Vadras, one need not be born into a landed family, join a monastery, or amass great wealth to rise to the middle tiers of society. Whether serf, scoundrel, nameless, or disinherited, you can rise from your lot if you demonstrate the peculiar quality called charmed life, godsluck, or heroism. Those with this gift can fall from great heights and emerge merely shaken, weather deadly poisons as easily as a bad meal, and shake off mortal wounds with a bandage and a night’s rest. Those who put this superhuman endurance to work with martial prowess are called armigers; those who channel arcane powers magi; and those who receive boons from Heaven when they pray are divines.
If you do two or more of those, or call forth forces of nature by no god’s leave, or achieve victory by artifice without ever drawing blade–
Well. It is not a perfect system. Perhaps in faraway Meroc they have names for these things.
These gifted individuals have shaped Vadran history for centuries. The houses of the aristocracy compete to gather charmed heroes to their flags. Those who prove their mettle, and swear to defend noble interests with it, earn titles, land, and power. Every highborn family has special heraldry and emblems to identify its heroes as armigers, magi, or divines, and boast their relative strengths. Many have died trying to earn those badges: both heroes who overestimate their skills, and common folk fooling themselves they have heroic skill in the first place.
Others refuse the lure of feudal power, content to remain folk heroes among the people who raised them. These are the warriors-vagrant, the hedge-magi, the mendicants-divine, unpredictable and proud. Their gifts come unannounced by badge or banner, and their sudden interventions have upset many a grand scheme.
It is a ripe time for ambition. The Vadran princess Nehamara prepares to ascend her mother’s throne, but her younger brother Esrech mounts a campaign to take her inheritance. As of now, it is a game of rumor and politics, the prince arraying voices to discredit her. But few doubt that he would shy from launching a coup, should the game drag on too long. Every charmed hero finds the question, “if it came to civil war, who would you support?”, coming up in conversation with uncomfortable frequency.
Meanwhile, the skies burn nightly with falling stars. Where they land within the borders of Vadras, fear takes root. People report sightings of horrific creatures. Fires burn without cease. Folk vanish from the fields, never to be found. If some supernatural force has begun an assault upon the land, it is a dangerous time for Vadras to be divided.
Here and now, a power stirs within you. How will you use it?