Dread Corps will never relent. It is the stateless army of Corsis. It leverages fleshmancy horrors, staggering mancy, and peerless bleeding edge tech. But its worst tactical advantage is its mode of transportation. The Dread Doors. The transdimensional portals bypass most space-bending buffers and allow for rapid movement of thousands of belligerents to any location. Their telltale red arches are infamous. The Dread Door also serves as the non-state organization’s insignia on their armor and vehicles. It’s the primary feature on their flag with a field of gold. A sight that was all-too common on Trojis several decades ago. Dread Corps waged an enduring campaign of terror on the entire planet realm. The War of No Hope was notable for its lack of territorial change. Dread Corps took no land. It only attacked with overwhelming force and withdrew. This went on for 50 years. The fell army ceased their attack because Corsis achieved an opaque set of goals involving spite for Benefactor, the dissolution of the Krians, and the discovery of Vurg’s new Arms Master. But the anxiety remains. The War of No Hope didn’t really end. It’s merely on pause. Though it may take a new name. Find out more about Dread Corps’s menace starting in Repenter. |
Category: Nations and Non-State Organizations
Players of the Game Nation Spotlight: Yintu in the Shallow Sea
A hidden body of water lurks 20 trecs below the surface of eastern Jeea. The Shallow Sea is only a thousand feet deep within its sparkling, luminescent cavern. The immense pressure of the deep tributaries is negated by the cataclyze crystals that were created millennia earlier. So much so, that air fills the topmost portion of the subterranean sea’s cavern. The enclosed water and air maintain oxygenation due to the ambient etherea generated by the crystals. The nation of Yintu thrives within its depths, peopled by the bipedal, dolphin-like Cetari. They are masters of submersible technology with vessels that can stand the crushing straits that connect the Shallow Seas to the oceans of the surface. The Yintunese are reclusive. Distrustful. And with good reason. Their above-ground neighbors, the Holy Alliance, would invade them without hesitation if that dark empire ever learned of Yintu’s existence. Still, this hidden nation has ambitions. Ambitions that might ensnare the Breakers if they don’t take care in navigating the Shallow Sea’s waters. |
Players of the Game Nation Spotlight: The Holy Alliance
Few designs evoke such revulsion throughout the free nations of Trojis as the simple flag of the Holy Alliance. The black diamond on a grey field often portends violence and suffering of those who stand against them. They are not an Alliance. And they are far from Holy. The empire came into being during the Holy War sixteen centuries in the past. Starm, the Dragon God of Power, united or subjugated the other Dragon clans, bringing them under his sway. Their path of conquest led to the Eruption, which forever altered the planet, throwing into decades of chaos. But Starm’s lot recovered and rebuilt before its rivals. The empire enlisted Demons and Titans during its long expansion. The sadistic Dragon’s nation conquered half the the super continent of Jeea in the elapsing age. Those surviving nations in the west have been hardened through long centuries of wars and skirmishes. Yet things have worsened in the recent years. The Alliance always craves more. Starm derives his might through those subjugated under his banner, whether willing or unwilling. And Corsis has recently provided them with new weapons and equipment that meld both magic and technology. The Holy Alliance will use them in atrocities both known and hidden. They excel at being worse than you think. |
Players of the Game Nation Spotlight: New Grelland
An island nation in the center of the Fire Well on Trojis. The Grells stand against the Holy Alliance in their home realm, and the continued incursions by nether realms within the Fire Well. New Grelland thrives in this adversity. Its martial might is legend throughout the Realms. The Grellish Claw is an ancient symbol that’s been used for millennia, symbolizing the hard people of both Old Grelland who were lost in the Eruption, and those who survived in New Grelland’s protected island. New Grelland is a land that has seen and continues to see hard times. Many are those who will stand in defense of this bastion in the fire. |
Nations and Organizations
NATIONS and ORGANIZATIONS:
The Underguild: A secretive organization of mancers who will do anything to further their knowledgebase. Many of their members care nothing for the damage inflicted by their studies.
The Dirge: An elite gang of assassins with a near perfect success rate. No one is beyond their reach. Gods, Arch Demons, and Dragons are included among their millions of victims.
Dread Corps: An army without a nation, arguably the most lethal military force in all the realms. Dread Corpsmen wage war without apparent goals other than to terrorize their adversaries. The organization serves at the pleasure of a hidden leader.
The Roaq Coalition: The consolidated armed forces of Roaq dedicated to preserving the baronies’ independence. The coalition formed in response to Palle’s campaign to subjugate all of Sufrinzon under its rule.
Brigand Company: A mercenary unit of 200 soldiers commanded by the mighty Gnorok. They align themselves with the Roaq Coalition in opposition of the Palle. Many powerful members walk their ranks such as Tin Skin, Arwith, ViRauni and Repenter.
New Grelland: An island nation in the center of the Fire Well on Trojis. The Grells stand against the Holy Alliance in their home realm, and the continued incursions by nether realms within the Fire Well. New Grelland thrives in this adversity. Its martial might is legend throughout the Realms.
The Holy Alliance: A vast empire lead by Dragons, Titans, and Demons. It takes up the entire eastern half of the Jeean super continent. The Holy Alliance rose soon after the Eruption on Trojis sixteen centuries ago.
The Kri Enclave: The tattered remnants of Celsis Kri’s once great army. During the Eruption, they aligned with the Holy Alliance, but they rebelled and were decimated. They hid in the hinterlands outside the Stretch, plotting to reclaim their lost glory.