
The High Council of Vaalniya, nearly as old as time itself, has always met in the center of the Woodlands within the Elder Tree, whose roots reach into the deepest parts of the world. Underneath its ancient branches, the fate of the High Elves has been decided since time immemorial. It's here that the council will brief their newly formed envoy, who's success could very well decide the fate of not only the Elves, but the known world.
The individuals summoned to be part of the royal envoy are escorted by a dozen royal guards across the walkway leading to the massive tree. Only six are expected to complete this important task; a larger group might be found by Zozz and taken captive, or worse. Among the six is a noble Elven paladin, who's here to serve and fight for her homeland, an exotic blade dancer who's knowledgeable in the more colorful part of the world, a tough warrior from the North who values loyalty more than her own King, a charming and graceful rogue who is willing to do whatever it takes to succeed, a Half-Elf ranger capable of wilderness survival or combat as necessary, and finally, a Sorceress who may be the charm and magic required to win the day. Six individuals specifically chosen for a specific purpose. Now, they would hear the details.
Only at the base of the Elder Tree can one truly appreciate the hundreds of feet its branches stretch into the sky. The royal guards, accustomed to this sight, waste no time entering the fifteen to twenty feet tall and wide hollowed out tunnel. If this were a human capitol, it would be wrought in stone, wood, and steel, but the Elves learned long ago how to live with nature, not against it.
Once inside the tree, the guards lead the group into a single massive chamber of which there are five seats arranged in a semi-circle and all occupied by older Elves in dark green and gold robes. Thirty feet behind these ornate wooden seats are four rows of wooden chairs numbering into the dozens. Doubtless those were the chairs for the full assembly, but today, the council need only be present to brief the Royal Envoy. To already be before the five most powerful wizards in Vaalniya, possibly the world, each member of the Royal Envoy has already accepted the charge for one reason or another. The council promised gold, power, and the glory and fame that goes with those who would save the oldest and greatest civilization from destruction.
Once every member of the group is inside the assembly chamber, the wizard in the center seat gives the guards a single order, "Go."
With that, the envoy's escorts depart the assembly room and take position outside of the entrance. The same wizard in the center chants something arcane and the massive doorway closes. Wood seems to naturally form and seal the entrance, as if there was never a door there in the first place, only ages old bark.
A voice resonating experience and wisdom comes from the man seated on the far left, "Now that you're here, we wish to go into greater detail on the daunting mission before you. I am Elder Mage Vorn, High Magistrate of the Woodlands." Vorn begins introducing the others from left to right.
"This is Elder Mage Caladrel, High Magistrate of the Arcane; Elder Mage Heldalel, High Magistrate of Defense; Elder Mage Lanliss, High Magistrate of the Faith, and Elder Mage Seldlon, High Magistrate of Diplomacy. We are... humbled by the events that have transpired and have little left to defend our forest with. Our best trained diplomats, warriors, and wizards have all fallen in combat or failed to get assistance for our country. Perhaps... a new generation will have better luck."
Vorn clears his throat and looks over at the magistrate of Diplomacy, before continuing.
"Our former allies have ignored, blocked, or otherwise cut off communication with our normal ambassadors and diplomats. Some of them face great adversity themselves, but we no longer have armies or money to send their way. The decision was made, with some disagreement, to find individuals with a variety of skills that are willing to do whatever is necessary, by any means necessary, to secure allies, manpower, and materials for the great war before us; though, the war may not be so great should this group fail."
Elder Mage Vorn taps his staff on the floor twice and a wooden table grows instantaneously from the center of the room. The group has to back up in order to not be standing on top of it as it forms. It's perhaps twenty feet in diameter and on it is a map of the known world, with several important places labeled, including Vaalniya and the capitol Valin.
"If you have any questions or requests, we will consider them and help as we can. Since we selected you, we're allowing you free reign to start wherever you may. You can stay together, split up into groups of two, or plan to visit each country individually. We only ask to receive progress reports when possible. Take a look at the mission before you."
OOC: You're free to ask them, or request anything, and these are the places of interest on the map. You're free to approach, dictate, travel, or plan whatever you think will secure the country assistance in the form of soldiers, equipment, or other materials. The strengths I'll mention are only the straight forward and obvious ones, there may be others to discover or infer.
The North
Spoiler (click to show/hide):
On the map, the feudal and divisive Northern realm makes up the largest part of the map. Largely mountains, forests, and snow, King Hanzler (self-proclaimed) is the most influential and powerful person in that human-dominated realm, partly due to assistance from the Elven High Council. The country itself is constantly influx due to warring feudal lords, roaming monsters, and harsh landscape and weather. King Hanzler has apparently ignored Vaalniyan pleas for assistance and even chased the ambassador out from his main camp. Their most well known for their heavy armored cavalry and the rough living tends to produce tough warriors, but their disunity has ultimately left most of the common people in poverty and at constant war. The envoy could intervene one way or the other as they see fit, if they wish to attempt to obtain aid in this cold and bitter country.
Strengths: Warlike people and country, tough soldiers and armored cavalry, surplus of weapons and armor.
The Island Cities
Spoiler (click to show/hide):
There are many city-states off the coast of Vaalniya. Ages past, High Elves used Human slaves to work the islands into homes and towns for Elven nobles. However, it was only temporary after a massive slave rebellion in which the island humans earned their freedom. Since then, the Elven architecture has blended with stone, steel and wooden human architecture. The leftover knowledge from their former Wizard masters allowed them to empower themselves and also find some semblance of unity over time. Today, the most powerful entity is the Republic of Quentis or Quentis Republic, named after the founder Quentis Martese. It's brought the city-states into a loose democratic alliance. The terrain is somewhat tropical and living is fairly easy for most folk. Food is plentiful from farms and fisheries, the people are fairly well-presented by locally elected leaders, and few can match the naval power of the city-states' combined might. The Vaalniyans and Quentis are on rough terms since their leader died in shady circumstances in the heart of the Elven capitol. The Orc onslaught followed shortly after and Quentis has actually yet to decide if they should help the Elves; their lack of response is simply due to the ongoing debate by the assembly of leaders (numbers over 200). The envoy has many options here and it's likely to be the safest place from direct danger.
Strengths: Rich economy, surplus of supplies including food, strong navy and well-trained marines.
The Western Mountains
Spoiler (click to show/hide):
Mountain ranges enclose the Vaalniyan forests on the north and western border. The western mountains, the former home of Zozz and his Orc army, is also incidentally the home of the city of Hammerfall, the long-standing Dwarven capitol. The status of the reclusive bearded-mountain folk is unknown as the only ones they traded with were gnomes and certain humans. Is it possible the Orcs left them completely alone, focused on their more powerful enemy? There's only one way to find out. Some would say the Dwarves are least likely to help the Elves, who they've long fought with and worked against. At this point, the council doesn't care; if the envoy wishes to ask them for help, they'll do everything they can within reason to help. Just be prepared to face opposition on every side.
Strengths: Some of the best weapons and armor in the world, strong industry and economy, in the heart of enemy territory, good strategic positioning.
The Desert of S'han
Spoiler (click to show/hide):
Vaalniya is a paradise woodland kingdom when compared to mountains on both sides, an ocean to the west, and finally, a rocky and tough to survive desert bordering the South. The desert of S'han was once fertile grasslands with rivers aplenty. However, eons ago, a great warlord named S'han conquered all of the human tribes and began building a kingdom. A cult was founded in his name. Their power was the only to ever rival that of Vaalniya, other than recent arrival Zozz. The cult of S'har convinced their deified leader to partake in a ritual that would ascend him to godhood. In effect, it worked, but his entire kingdom was turned to rock and sand, every bit of life, including the people, turned into a sacrifice for one man's ambition. Now, only warring barbaric tribes roam the desert, killing and looting whatever comes their way. If the envoys are truly bold, they could attempt to recruit aid from these leaderless, albeit numerous, bandits in one form or another
Strengths: Mercenaries, skilled ambushers, soldiers with impeccable survival skills, knowledge of trade routes around the desert
The Southern Reach
Spoiler (click to show/hide):
Directly south of the desert is the city-state of Iometolis. It was founded by a deified paladin named Iomedae, who was every bit what the priests teach of her. Strong, valorous, duty-bound, and compassionate. After fighting a long war against bandits, Orcs, and even Elves, she carved out a peaceful country-side with Iometolis as the heart. A dozen or so towns dot the countryside surrounding the city. The terrain is mostly green, rolling hills with several rivers providing fertile lands. Politically, the city has never communicated much with Vaalniya. The desert has made any communication or trade virtually impossible. The cities only contact one another via magic when it's of absolute importance. The Elven ambassador made it and was immediately refused, despite what promises of gold, wealth, or alliance that was offered. Perhaps the royal envoys can think of another way to convince their Archbishop or King to send assistance. Their main strengths are the small country's food surplus, stability and unity, as well as an army complimented by many clerics and paladins. Iometolis' King Edric is supposedly a young man of 18, newly ascended and a bit inexperienced, and greatly relies on his Arch-Bishop Frederick for guidance.
Strengths: Food surplus, small but well-disciplined army, paladins, clerics
The Far Continent
Spoiler (click to show/hide):
Not much is known about the Far Continent to the far east of Vaalniya across the ocean. A strange and alien culture of Humans reside there and the last expedition sent to build diplomatic relations never returned or sent any word. They are far behind technologically and speak an unknown dialect. Magical attempts to scry and learn more of the land have failed in backlash. Magic doesn't work right there, and nothing else is known about the people. If the envoy heads there, it's recommended to be done last, as it may prove the most unreliable lead for aid and the most dangerous.
Strengths: ???