10 years prior to the current day, the first recorded case of the Necrodemic surfaced. The Necrodemic, as it is so aptly named, earned a classification as a global necrotic pandemic. Any who are afflicted by it will gradually decay until they themselves join the necrotic ranks of the Undead. Any who die join the ranks of the Undead as well, within two weeks (if they were unaffected by the Necrodemic at death). Though the most unsettling event, by far, is the first “trapped spirit”. In striking contrast to the norm, the spirit of a fallen being will visibly leave it’s former body and roam the sky until the end of time. Rumors speak that these wandering souls that now fly in the high sky above the world are capable of bringing destruction to the world. Other rumors state that the spirits of the dead will eventually rise again. Others yet claim that they are but a dream. No one has investigated what they are capable of, and are hesitant to attempt doing so. In the 10 years since the first corpse rose again, and the first spirit flew to the sky, many significant events have unfolded. The years are now known by the “Post Necrodemic” label, as many notable historians have labeled this event as “The end of the world of old”. Many have said “The gods have abandoned us”. While it is true, following the Necrodemic, that the divine powers bestowed from the Gods above have taken a significant downturn in their usefulness. The spirits of all Deities still remain present. Some more powerful and prevelant than others.
Rahlendar is a large city situated in a prime location. To the Northeast, East, and Southeast lie large mountains. Upon these, there are various plateaus covered in trees and wildlife that overlook the city; and within these mountainous cliffs are an extensive network of tunnels and caverns.. To the northwest is the Military encampment of the city, which is protected by a large stone wall, defensively enchanted by Arcane spells. Prior to the Necrodemic, Rahlendar was a city based around three things. Military Training, Food and Spices, and Mining. The rule of the city was comprised of a group of individuals appointed from various city sectors. Each with no more power than another, and each no more than a civilian. Any civilian could step forward and make a proposition and no amount of evil or corrupt behavior ever set foot inside of the “Council”. The presence of good and the complete lack of evil made all members extremely trusting of the world at large. Rahlendar’s Military has a focus on two factors. Strong training to result in strong warriors, and a powerful force of Airships. Often, the city would even train soldiers for nearby cities. This was a time of peace. The foods and spices of Rahlendar were world-renowned for their diversity and delicious tastes. They exported any extra that they created, leading to good relations with nearby cities. Lastly, the Mining expeditions within Rahlandar consistently unearthed new and powerful minerals and elements. Shortly before PN 00, Miners were having extreme worries in relation to the depth of their tunnels and of the amount of remaining minerals within their mountain.
- PN 00 – Mining abruptly ends in Rahlendar, and many of the caves are sealed. Undead dominate the former Mining tunnels. Food and Spice production takes a significant downturn.
- PN 01 – “The Duke” takes a stand among the Council, claiming that he has been sent by the Deities above as a messenger. His claims are for his own benefit and he assures the people of Rahlendar that he is the one and only being capable of saving the lives of all in the city.
- PN 02 – The corpse of “The Duke” is found by a routine Military Patrol group. Affixed to his body is a note exclaiming “We cannot ignore this man’s selfish sins.” The three Military Leaders, Generals Gray, Hart, and Trae, immediately initiate martial law in the city of Rahlendar.. The Council willingly disbands and is not heard from again. Wizards in the city begin to disappear.
- PN 03 – War is declared on all enemy Cities and Nations, and Rahlendar’s Military production goes into overdrive. Curfew is established in order to dissuade and catch enemy spies. In reality, it is to keep the streets of the city clear as the Military moves about. The amount of Undead in the vicinity of the city decrease, but the number of civilians and military soldiers afflicted with the Necrodemic skyrockets.
- PN 04 – Refugees begin filtering into Rahlendar from other cities, telling tales of those who destroyed their city. Some tell of “Airships that rain down fire and death upon all”, and others tell of “Soldiers in Black Armor who wield Magical Lances, who take no prisoners”.
- PN 05 – “Dragonmark” Guilds begin to surface in Rahlendar, established by refugees from across the globe. Some form of comfort comes to city dwellers, as these Guilds offer safe haven from many things. Guilds offer housing and training to any willing to learn.
- PN 06 – Construction of “The Amethyst” begins. The Military’s greatest airship. Many Military officials, including two of the Generals, are afflicted with the Necrodemic.
- PN 07 – Construction of the twin airships “The Onyx” and “The Zircon” commence. The Onyx’s hull is damaged in an unexplained incident. Rumors tell of an Undead attack. Construction of the Onyx is delayed.
- PN 08 – Construction of “The Amethyst” is finished. The ship launches and heads to war. No reports of the war outside are ever heard by civilian ears. They are merely told that things are progressing smoothly. The rebel faction in the city is founded, making a home base within the abandoned mines. They use their skills to fight off any undead. Rumors tell of a powerful Swordmage, Druid, and Wizard who lead the Rebels.
- PN 09 – Construction of “The Zircon” is completed. Shortly after launch, civilians report the deck of the airship as being “overrun by Undead” as it flew away. The Military refused to comment, and reportedly arrested an entire group attempting to spread information about the incident.
- PN 10 – Construction of “The Onyx” is completed. Shortly after launch, the airship reportedly descended again and disappeared beyond the edge of the city. Rumors say a team of Rebels took the airship for themselves. Others say it was one single, divine warrior. Now, a team of adventurers is assembling and is preparing to make their choice. Rebel or Military?
For any character who chooses to be a Refugee from a destroyed city, you first are permitted to choose from one of the “Forgotten Realms” Manual cities that are available, or you may make a custom city. (Please propose appropriate bonuses when creating a custom city, and run the details past me for full approval. We will be keeping a Master List of all Custom Cities.) Non-refugees will not know this information unless told. Refugees may choose one of the following events to have destroyed their town. (If you want a background that is custom from these, and you still wish to be a Refugee, please ask me). * At the same time that an unusually large Undead Horde began to march on the city, engaging nearly every soldier that was available to defend the City, Airships fly over the city. They immediately rain down Arcane fire on the city, leading to everything being burned down. In the chaos and confusion caused by the flames, the Undead horde overtakes the city and consumes any living being they can come across. It is clear that these undead are the victims of the Necrodemic. * During the black of night, soldiers wearing heavy black armor advance on the city and stop at the city limits. Each soldier carries a lance that it lowers and aims into the city. A blue arcane glow circles around the metal of the lance before it is released, obliterating everything before it as if it were a cannon. Most cities are destroyed after just five volleys of this arcane assault. Any being stabbed by a soldier’s lance is engulfed by a blue fire before disappearing into ash. The soldiers kill any survivors they come across before disappearing into the night again.