(http://i1082.photobucket.com/albums/j361/zapreskog/aussa_e_zps2f63033f.jpg)<br/><br/><hr/><br/>War has waged on the land of Aussa for longer than anyone living remembers. The golden days of the "Conqueror King" Lug are long past, and humanity has broken into several countries and city states, spread across the realms, each clinging to their own way of life. The once proud and noble fey folk who assisted the great hero have been all but wiped out in their war to rid Aussa of monsters, their last communities hidden from civilization and slow to trust another alliance. The mighty dwarves who once forged legends from steel, retired to their underground kingdom beneath the Worldspire mountains. The bickering and conflicts of the human realms made the other races slow to trust humanity, but none foresaw the renewed threat of the beastmen. Ferocious and vile, monstrous humanoids consisting of goblinkind, orcs and gnolls swept over the land as great horde of demons intent on destroying civilization. That event marked the beginning of the war, centuries ago. Since then, nations united and forged alliances, even some of the waning races joined the fight, putting aside their distrust for humans to fight the greater threat. Under the guidance of the Spire of Truth and the Council of the Chosen made up of the high priest of each deity, the allience fought for civilization's very survival for countless years. Blood was spilled, bodies piled and borders redrawn as the seemingly never-ending conflict was drawn out forever...<br/><br/>It was two years ago that a child of prophecy has made herself known and united each of the races, including a tribe of orcs to end the destructive conflict. A 16 year old girl with fiery red hair and eyes like sparkling emeralds appeared, seemingly lacking any feature that would have made her even remotely suitable for fighting a war. No real physical strength, experience outside her convent or proper training in weaponry, warfare and strategy to speak of. The only thing she could bring was her unshable conviction and a letter of recommendation from the High Priest Hagan. It didn't take long for her to prove herself, as she seemed impossible to beat in combat, even practice drills - not a single hit could be landed on her, and she could exert more force than most grown men. She was quickly acknowledged as blessed by the gods, and having joined the war effort, it took her mere months to become captain and then general. Nobody knew how, but a sheltered young woman was driving back the beastmen almost single-handedly, with a ragtag group of soldiers at her back. She became the embodyment of the Savior's Coming, a living legend that every human looked up to. She stopped being seen as a girl and was the avatar of victory, promising the end of the beast wars.<br/>Just recently, she rode with a handpicked squad of her men into enemy territory and freed a large number of prisoners, even convincing the chief of an orc tribe to side with her. During this mission, she found evidence that High Priest Hagan was an extremely old and powerful mage responsible for the centuries of war in the first place. Gathering her loyal troops, she decided to confront the puppetmaster and find out the truth behind the war and make the villain pay for all the suffering he caused.<br/>The Lady Paladin decided to storm the Spire of Truth, the very church that raised her to serve the prophecy, and handpicked a squad of the finest in her army to break through enemy lines and slay the "Supreme Traitor" Hagan at the seat of his power.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Knowledge (Religion) DC:10</div><div class="spoiler_body">The prophecy of the savior's coming is a tale told over many generations. It speaks of the arrival of an angel of justice, with a mane of fire and voice like thunder. This chosen hero would liberate mankind from the menace of the beastmen and create a new age of peace.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">If you also beat DC:15</div><div class="spoiler_body">The Spire of Truth is a massive tower, ancient in architecture. Standing proud like a pillar that supports the very heavens above the world, it is the seat of the church and is overseen by six of the most revered and respected high priests. It is a place of culture and learning, where all gods are praised equally and the clerigy exchange teachings and understanding with eachother, trying to understand the nature of the universe. The tower is surrounded by monasteries and convents, along with farmlands where the local monks grow their own food.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">If you also beat DC:20</div><div class="spoiler_body">The current high council consists of five priests each dedicated to their own god and Hagan who serves as a neutral voice in decisionmaking. The members are: <br/>Master Aziel - retired warrior priest with an understanding of Conflict, both military and everyday<br/>Mother Lysiae - an elderly priestess representing Nature and all of its aspects.<br/>Master Sage Mager - an almost venerable man of great Knowledge, culture and art.<br/>Lady Nlell - cleric of the Night and secrets, as well as those who passed into the land of the dead.<br/>Father Sazael - paladin-priest of the Light, sun and justice.<br/>High Priest Hagan - not devoted to any one god, holds knowledge of them all and is most invested in aiding humanity in the losing war.</div></div><br/><hr/><br/>It is early fall throughout Aussa, and the Lady Paladin's army numbering thousands is scattered around the borders, fighting and winning key battles and holding the beastmen back. It has been a long and bloody summer, but if holding the lines goes well this year, the Lady Paladin could turn the tides and start leading the offense into beastmen territory next year... at least that was the plan until your last mission. Upon her return with prisoners, and even a number of savages led by an old albino orc called Graymane, who decided to join her crusade. After a brief discussion with her lieutenants, she gave orders to mobilize eight hundred of her best soldiers to move against the Spire.<br/><br/><div class="floatright">(http://api.ning.com/files/3sd4Lc2ySgVzcE5PWDUGVEjkKiwkBM2092xQV4n5rUhh09FKTEgtNN99Fkrbz4of9H2MyxX1-Cc7yglQG2HN7VjARc8pohtk/fantasticartpre2.JPG?width=496&amp;height=600)</div>Yusissa called together another meeting with her officers as the army was setting camp close to their destination in the still warm weather of the season, the tree leaves barely, but already touched by the rusty red that heralded the change in nature before the year turned cold. There was still time for fighting however, and the beautiful woman was intent on using every second of that time. Her emerald green eyes sparkled with fierce determination, and whoever looked at her lovely pale face framed by fiery red tresses wouldn't believe she was merely eighteen summers old. Her gaze carried weight, an age and wisdom gained through many battles now. Nobody beholding her would have doubts that she was a shoulder, despite her frail physique only recently hardened by fighting, or the fact that she never wore any armor over her simple, plain white priestess robes. It seemed miraculous, but even as she fought in the front lines, she never got injured once, though her pure white gown was often stained red and soaked with the blood of the savage beasts. This times she was wearing a clean set of course, with a red cloak over her shoulders that identified her as the general. Like most of the time in her camp, she didn't carry weapons on her person as an act of trust, telling everyone she places her lives in their hands, just as they placed their faith into her. She hed an air of dignity, grace and wonder about her, and her mere presence and words could bolster the tired and wounded to pick up their weapon and shield one more time.<br/>She stood in front of her lieutenants and trusted comerades, as well as a small squad of soldiers she handpicked for their exeptional history and record. Some of them she knew personally, others she has only seen among the ranks but heard highly of from her trusted friends. She paced back and forth until every member of the meeting arrived, including Graymane the orc chief, then acknowledged the gathered with a nod. When her ruby lips parted to form her first words, everyone held their breaths instinctively.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Optional Sense Motive/Wis check to assess the Lady Paladin DC:5</div><div class="spoiler_body">Talk about her feats is hardly exaggerated. Having seen her in combat yourselves, you know for certain she is blessed and has some sort of divine power. Generally, she speaks with the authority of a high-ranking priest and a war general and then some, and there is no reason to assume she would abuse that power now.</div></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">If you beat DC 15</div><div class="spoiler_body">Yustissa is far more experienced and powerful than any of you. While her actual training and experience might not match that of a hardened veteran who's been fighting all their life, her divine attributes certainly make up for the difference. Her conviction and intentions are true, and she is a paragon of justice if the world has ever seen one. However after her return from the Beastlands, there's been signs of her hesitation, possibly because she viewed High Priest Hagan as a foster father before.</div></div><br/>"My friends, my comerades. No doubt you already know of the mission that awaits us and you have many questions of the circumstances, of the reasons behind my orders. Know that I am greatful to each one of you, not only for your excellent service so far, but for following me on such a short notice and with little explanation given." she spoke in a calm, controlled tone. "Hagan took me in when I was but a girl and took me to one of the monasteries at the feet of the Spire. My village was destroyed in a beastman raid, and my parents managed to hide me away before they were murdered. Hagan saved my life on that day and schooled me in the ways of faith and in the prophecies, believing that I was the savior who would free humanity from this war. I admit, I do not understand his motives, but during my last skirmish with Kardur and Sir Franc here along being witness to it, I found evidence that he was somehow supplying the beastmen behind the lines, keeping their ranks armed and strong, with plentyful reserves. By all signs, this means that he is looking to prolong the war. It was when I confronted Chief Graymane that Hagan appeared as some sort of projection to deliver orders to the savages. He seemed almost possessed, driven mad. This is not to be, I must get to him and put an end to his scheme whatever the cost." she finishes finally, the two armored men beside her nodding silently.<br/><br/>"He knows that we are coming for him, and he will be waiting. Our scouts report that there is a large number of beastmen and undead forces occupying the region around the Spire. Getting through their lines and breaking into the tower will be impossible. However, I know of another way into the tower, an underground tunnel called the Pilgrim's path. Kardur and the forces will storm the tower, drawing enemy attention while I slip into the Spire with a small group of exceptional soldiers as my escort." she looks at the chosen few she summoned to the meeting "Our mission is to defeat Hagan by whatever means necesarry. Prepare yourselves friends, we'll set out at dawn."<br/><br/>She dismisses the elite squad - you - after the briefing to consult with her officers, including the 7 feet tall juggernaut of a soldier Kardur, the cavalry captain Sir Franc, and even the orc chief. You could always ask whatever questions you might have to the paladin or roam the camp for the rest of the day. You have a couple of hours before dark and it would be advised to be well rested for tomorrow's mission, however there's still time to interact with the soldiers and eachother.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">OOC</div><div class="spoiler_body">Not counting the initial inter-party banter, everyone has one 'action' for the day where they can visit a location, meet up with an npc or otherwise engage themselves before turning in for the night. You can take a second 'action' after that but doing so will result in that character starting the next day's adventure with the fatigued condition.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Noteable locations in the war camp</div><div class="spoiler_body"><span class="bbc_u">Barracks:</span> Where soldiers hang out and rest. Has a makeshift gambling tent run by 'Edge', a rakish halfling spy from Meklier who contributes with ambush tactics and sabotage during sieges. Also has a bard poorly attempting to amuse people with his literature, as well as annoying the halfing constantly.<br/><span class="bbc_u">Armory and Trent's Wares:</span> Spare weapons and armor as well as ammunition are stored in the 'armory' carts in a tent, with a few smiths repairing damaged gear constantly. A young Yranurian man named Trent, born a knight but wanting nothing more than opening his own shop has opened a small store where he trades trinkets and trophies with others.<br/><span class="bbc_u">Training Grounds:</span> Wherever, whenever, there are always some people training or holding friendly contests to build comeraderie. Some even started placing bets on the matches that never more serious than a pint of ale or some personal tokens.<br/><span class="bbc_u">War Council:</span> Where strategic discussions and briefings take place. This is where you are right now.<br/><span class="bbc_u">Stables:</span> Where the mounts are kept and fed.<br/><span class="bbc_u">Orc Camp:</span> Graymane's orcs don't wish to mingle with the humans, and the feeling is mutual. They keep to themsleves at the outskirts of the war camp, and there is noticable tension between them and the soldiers.<br/></div></div>