03-26-2011, 12:34 AM
(This post was last modified: 03-26-2011, 01:50 AM by Dr. Cringle.)
The Empire of Nethrath, a fascist, bloated and ancient civilization (and the only stable one on the continent), is a pale shadow of its former self. It once held significantly much more power, and the will to use it. Unfortunately, as the saying goes, 'absolute power corrupts absolutely'.
Nethrath’s greatest and most twisted legacy was their dark practices in sorcery, which often utilized the malignant forces within the Shadowfell to conquer armies and secure its lands. The Shadowfell’s use became so widespread in Nethrath that it eventually drew the attention of Orcus, Demon King of the Undead, a dweller and major power player of the Shadowfell. Within a century of scheming, Orcus managed to secure Nethrath’s many pockets to the Shadowfell (now more commonly known as Felburrows) to send in legions of his armies, who were handpicked to conquer the lands of the living. If not for the quick thinking of a coalition of Nethrath and its surrounding nations Orcus might’ve succeeded. With a unified a front the coalition fought back the hordes, systematically sealed the many pockets of the Shadowfell, and secured what they could of their homes.
Unfortunately for Toril, while Nethrath and its coalition technically still won against Orcus, the world as a whole was at a loss. When Orcus was in control of the majority of the Felburrows, he often sent those of his ilk through them to represent him and ‘govern’ the lands of which he conquered. And while Orcus’ forces were decimated, and the lands he conquered restored to former leadership…the smartest of his representatives who evaded capture remained.
With trickery and sorcery at their disposal, these demons began a campaign that would attempt to succeed where Orcus’ armies failed. With time, they secured positions of power and government, and even those nations who followed sovereign authority were susceptible. Soon, many of the nations under demonic rule began to collapse, and with them most of the known world…
That is, except for Nethrath. After having been spurned by their cherished sorcery, nearly decimated from within by Orcus, and shunned after by its coalition allies nations Nethrath turned its back on its them and its old practices. A seed of hate for the demonic, wicked and strange began to grow in its people, and soon that hate grew totalitarian. The practices they once used to draw upon the strength of demons, they now used to ward said demons away. No longer were Fellburrows used; instead, the seals the coalition placed upon them were improved, and maintained. Often to a religious degree.
Indeed, while the rest of the world scratched and fell upon its door steps, Nethrath had walled itself away. And while demons tried to muster armies to crack it open, none could even mar the heavily- runed walls as long as an ounce of demonic influence lingered upon them. So these demon-run nations eventually collapsed, their ambitions unfulfilled, while Nethrath stood.
Eventually, Nethrath’s people grew tired of its isolationism, and plans were made to open its gates. Once opened, the people Nethrath were shocked at what was there: tribes, rural villages, and city states. Civilization. To many raised in Nethrath, it seemed a terrifying reality.
As far as its people were aware, Nethrath was the only nation completely untouched by demonic influence. With this attitude, diplomatic relations with Nethrath often soured, and eventually stopped all together. Nethrath, meanwhile, began an aggressive expansionist campaign and manifest destiny fueled by its peoples daemonophobia. Nearly all of its surrounding city states were seized, and soon Nethrath regained much of the territory it lost during Orcus’ invasion. However, it was not the superpower it was back in its heyday, and it struggled to maintain its grip. In that grip, pockets of resistance began to form, which attempted to undermine and subvert Nethrath’s control (if not outright confront it)
That is where the campaign is, event-wise, in its current day. The resistance cells forming in response to Netheran rule are many, but are often fragile. Netheran agents are quick to root them out, and crush them. Some are learning, however, and are beginning to grow careful at hiding their cells’ existence. They now often employ unwitting accomplices to help achieve their aims. The player characters happen to be perfect for this.
Nethrath’s greatest and most twisted legacy was their dark practices in sorcery, which often utilized the malignant forces within the Shadowfell to conquer armies and secure its lands. The Shadowfell’s use became so widespread in Nethrath that it eventually drew the attention of Orcus, Demon King of the Undead, a dweller and major power player of the Shadowfell. Within a century of scheming, Orcus managed to secure Nethrath’s many pockets to the Shadowfell (now more commonly known as Felburrows) to send in legions of his armies, who were handpicked to conquer the lands of the living. If not for the quick thinking of a coalition of Nethrath and its surrounding nations Orcus might’ve succeeded. With a unified a front the coalition fought back the hordes, systematically sealed the many pockets of the Shadowfell, and secured what they could of their homes.
Unfortunately for Toril, while Nethrath and its coalition technically still won against Orcus, the world as a whole was at a loss. When Orcus was in control of the majority of the Felburrows, he often sent those of his ilk through them to represent him and ‘govern’ the lands of which he conquered. And while Orcus’ forces were decimated, and the lands he conquered restored to former leadership…the smartest of his representatives who evaded capture remained.
With trickery and sorcery at their disposal, these demons began a campaign that would attempt to succeed where Orcus’ armies failed. With time, they secured positions of power and government, and even those nations who followed sovereign authority were susceptible. Soon, many of the nations under demonic rule began to collapse, and with them most of the known world…
That is, except for Nethrath. After having been spurned by their cherished sorcery, nearly decimated from within by Orcus, and shunned after by its coalition allies nations Nethrath turned its back on its them and its old practices. A seed of hate for the demonic, wicked and strange began to grow in its people, and soon that hate grew totalitarian. The practices they once used to draw upon the strength of demons, they now used to ward said demons away. No longer were Fellburrows used; instead, the seals the coalition placed upon them were improved, and maintained. Often to a religious degree.
Indeed, while the rest of the world scratched and fell upon its door steps, Nethrath had walled itself away. And while demons tried to muster armies to crack it open, none could even mar the heavily- runed walls as long as an ounce of demonic influence lingered upon them. So these demon-run nations eventually collapsed, their ambitions unfulfilled, while Nethrath stood.
Eventually, Nethrath’s people grew tired of its isolationism, and plans were made to open its gates. Once opened, the people Nethrath were shocked at what was there: tribes, rural villages, and city states. Civilization. To many raised in Nethrath, it seemed a terrifying reality.
As far as its people were aware, Nethrath was the only nation completely untouched by demonic influence. With this attitude, diplomatic relations with Nethrath often soured, and eventually stopped all together. Nethrath, meanwhile, began an aggressive expansionist campaign and manifest destiny fueled by its peoples daemonophobia. Nearly all of its surrounding city states were seized, and soon Nethrath regained much of the territory it lost during Orcus’ invasion. However, it was not the superpower it was back in its heyday, and it struggled to maintain its grip. In that grip, pockets of resistance began to form, which attempted to undermine and subvert Nethrath’s control (if not outright confront it)
That is where the campaign is, event-wise, in its current day. The resistance cells forming in response to Netheran rule are many, but are often fragile. Netheran agents are quick to root them out, and crush them. Some are learning, however, and are beginning to grow careful at hiding their cells’ existence. They now often employ unwitting accomplices to help achieve their aims. The player characters happen to be perfect for this.

