The realm calls for heroes. Ships vanish in cursed waters. Ancient bloodlines seek redemption. Mysteries unfold in the shadows of great houses. Whether you seek glory, gold, or simply the truth your adventure begins here.
Something ancient stirs in the depths near Marinia. Twenty ships have vanished in a single month merchant vessels, wine cogs, and even the warship Sea Spear, built specifically to hunt pirates. Over fifteen hundred souls lost. Seventy-five children among them. The winds shift in patterns that make even experienced sailors nervous, and Duchess Clara Redwyne reports that whatever took these ships is far beyond common threats.
"We were fortunate the Maw did not awaken during the war, because we might not all be here if it had happened then. But our fortune has ended. Something is waking. Something that remembers."
King Tristian and Archangel Cedric have previously had to "persuade" ancient beings back to slumber. This is not a threat to be taken lightly. Naval combat experience, water breathing capabilities, and resistance to cold are strongly recommended. Dragons may be required.
Commander Kiyana Amin (personally leading scouting mission) or Duchess Clara Redwyne (House Darkcliff, Marinia)
Prince Liram Mudae last of the dragon-blooded house that brought fire and devastation to the realm has been found. His father's tyranny is undisputed, but the prince's own role in the war remains murky. He claims his actions were "just" while simultaneously carrying immense guilt for his family's sins. Queen Ashley has granted him mercy and sanctuary pending a proper hearing, but many in the realm call for his execution. His fate will be decided soon, and the evidence gathered now will determine whether House Mudae dies with him or rises anew.
"I honestly expected you to have killed me by now. I have nothing. I am nobody but a fallen crown with a dishonored name and bloodline. If it is honesty you seek, then there is no reason for you to spare me."
Captain Coffee wants him dead. Cedric doesn't trust him. Many war survivors see him as a symbol of everything they lost. Assassins may try to ensure he never makes it to trial. And if he's proven innocent, you'll have to protect him from those who want revenge regardless of truth.
Multiple Perspectives Welcome: Some believe he deserves death (Captain Coffee, war veterans). Some believe he deserves a chance (Duchess Clara, quietly). Some simply want the truth (Commander Kiyana). Choose your approach and let the story unfold.
Ambassador Bauble of the Unseelie Winter Court arrived at court with a message from the Fae Queen: she accepts the realm's surrender. The only problem? No surrender was ever offered. After a confusing exchange involving cake recipes and chocolate banana rum drizzle, the "misunderstanding" was smoothed over but Archangel Cedric's warning lingers: "Fae do not make jokes. They make traps." Was this genuine confusion, a test of the realm's attention, or setup for a future bargain? And what did the Fae Queen actually want?
"Fae do not make jokes. They make traps. This was either a test to see how we respond to absurdity, a distraction from something else they're doing, or the opening move in a game we won't understand until it's too late. Watch the Courts. Watch them closely."
Never give your true name. Never accept gifts freely. Never thank them. Never break a promise. Fae cannot lie but they deceive constantly. Every word is a potential trap. Every bargain is binding. And if you offend them, they have forever to take revenge. Tread carefully.
Archangel Cedric (concerned about Fae intentions), Ambassador Bauble (if you can find her), or seek out the Fae Courts yourself - at your own risk.
The King and Queen seek to appoint a Regent a mortal who will handle the realm's affairs in their absence, speaking with royal authority and uniting the Great Houses. This is not a prize to be won through competition (which would breed rivalry) but a burden to be borne by someone ALL the Houses trust. The Small Council will make the appointment, but whispers have begun: who is worthy? Who can unite nobles who only recently stopped killing each other? And who would even WANT such a responsibility?
"A contest breeds competition when we need unity. The Houses have only just stopped bleeding each other. Perhaps the better question is not who we would appoint, but who the Houses would trust to sit in it. That is a different answer entirely."
The first Regent will inherit a realm still healing from war, Houses still eyeing each other with suspicion, and the responsibility of speaking for gods. Make the wrong choice and the peace shatters. Make the right choice and you've handed massive power to someone who may not deserve it. And anyone who WANTS the position too badly is probably the wrong choice.
Any member of the Small Council, Great House representatives, or present your case directly to the Phoenix Throne
The Small Council seats are now open positions of genuine power and responsibility. These four individuals will advise the throne, speak for the realm, and ultimately choose the Regent. If you seek to shape the future of the Rookery Isles, there is no better position than a Council seat. Alternatively, those who support specific candidates can work to ensure worthy voices are heard at the highest levels.
Talk to King Tristian or Queen Ashley
Captain Ammondell Darkcliff arrived at court with humble demeanor and a small trade ship called The Moray. He's cousin to Duchess Clara, though she had to make a note to check the family ledgers on his exact status. He had a stowaway Mialeth, the runaway druid. He wears an amulet from his mother that he seemed concerned might not work near celestials. And he made a good impression on the King. But there's something he's not saying. Something about his past, his ship, or what he knows about Mialeth's secrets.
Follow Captain Ammondell, investigate his ship, or question Duchess Clara about family secrets
House Skyrider's breeding grounds were devastated during the war. Lord Loche and Lady Alice have been working exhaustively to restore them hunting new griffins, taming dragons, recovering eggs, and defending against threats. The work is slow, dangerous, and vital to the House's future. They need capable hands willing to trek into wild territories, face dangerous beasts, and help rebuild what was lost.
Lord Loche Skyrider or Lady Alice Sidhas (Drakoria territories)
These are but the threads we know of. The realm is vast, and its secrets run deep. Perhaps your adventure lies elsewhere in forgotten ruins, political intrigue, personal vendettas, or simple survival. Whatever path you choose, know this:
The Rookery Isles are healing, but healing is not the same as healed. The peace is fragile. The shadows still whisper. And somewhere in the dark, something ancient is waking up.
Will you answer the call? Will you become legend? Or will your name join the fifteen hundred lost to the deep?
Your story begins now. Choose wisely.