The Rise of Caith
Three years ago, the Known Nations of the material plane entered the Fourth Age. Old gods withered away, and new beings took their place. Similarly, once great nations are crumbling, while lowlier nations gather strength. You are a denizen or visitor of Caith, an ancient nation once brought low but now poised to reclaim its former glory. Located on the marshy, northwestern peninsula of the continent, Caith began its ascent three years ago thanks to the influence of a mysterious shadar-kai who gave the barbarian hordes the purpose and determination to reclaim their rights. They gathered together a mighty army while the neighboring nations faced a failed coup and a demon invasion. Now Caith has finally amassed enough power to overrun its old enemy (the theocratic nation of O’rland) or save the former mercantile giant Fife from the demon overlords that occupy it. But first, Caith’s ruler, the Lady Morgan, has gathered a team to investigate the bands of pirates and reavers gathering in the nearby Salasar Isles. You are to eliminate the raiders or convince them to join the cause.
This will be a roughly amoral campaign that can accommodate both characters ranging from lawful good to chaotic evil, though the goody-goodies may be forced to do some nasty things and the psychopaths will need to play nice with their team to survive. As a player you may hail from any nation or race, but you currently reside in Caith. Whether you were born as a devotee of the Lady Morgan or you traveled to Caith seeking something dear to you, your character must have some reason to dedicate him- or herself to the cause.
Also See: THE MAP