Champions of Limeria

By Anonymous on Reality Fabricator

About This Adventure

Limeria, a once mighty Kingdom has fallen into disorder. A curse of eternal sleep has fallen over the palace and any who enter fall under its effect. All save for the crown princess who emerged from the palace holding her father's crown and sword. She entered the temple of the heavens and announced that once the crown and sword were taken from her hands will be the true king be known. Then she laid down upon the alter and succumbed to the curse. So far all who have attempted to remove the crown and sword from her hands have met mysterious and terrifying deaths. Now warriors, mages, priests, shamans, rogues and adventurers of every stripe brave the darkest and most dangerous corners of the Kingdom to unlock the secret that will undo the curse. Within the kingdom of Limeria are groups of adventurers called Collegia. They tend to specialize in one form of adventuring for example: The Brotherhood of the Iron dawn is led by its Archon Duke Garran, the Unyielding. From The Fist of Iron, a refurbished Castle near the outskirts of the city, he pushes his warriors to seek out mighty foes, and challenge another to greater feats of martial strength. A stark contrast is The Choir of Dawn led by its Archon, High Cantor Elenai. From their base, a shrine built to honor the saints who spread the gospel of the gods of heaven. their clerics and paladins set out to reclaim artifacts and consecrate forgotten holy sites. The dozen or so Prime collegia compete fiercely. Moreover the mightiest collegia are able to control access to a dungeon that favors their skill sets, allowing them to monopolize resources and fast track the development of their members. You're no slouch when it comes to adventuring, but now it's time for you to make a decision. Will you join one of the existing collegia or will you forge your own path to reveal the mystery of the curse of eternal slumber?

Opening Scene

The rain falls in steady, cold sheets on the empty city street of your old world. You walk without urgency, coat collar turned up, the glow of distant neon signs reflecting in puddles. Everything feels slightly… removed. Like you’re watching your own footsteps from a short distance away. At a lonely corner beneath a torn awning, a figure waits. She sits at a small table draped in deep violet cloth that seems untouched by the rain. A single lantern casts flickering amber light across her pale features. A black lace veil hides her eyes, but you can feel her gaze anyway. Silver rings adorn every finger as she shuffles a worn tarot deck with deliberate, almost ritualistic slowness. The air carries the scent of old incense, wet stone, and something sharper — like lightning about to strike. Without lifting her head, her voice emerges low and silken, carrying an accent that feels ancient and out of place. “The thread frays… yet it does not snap cleanly. You walk as one who has already rea...

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Tags

adventure, custom, creatures:elves, creatures:dwarves, creatures:beastfolk, trope-fusion:gothic-romance-real, trope-fusion:sword-sandal-epic, trope-fusion:swashbuckling-sorcery, trope-fusion:dukes-world, fantasy-magic:generic-fantasy, social-structure:meritocracy, story-mechanics:isekai, tone-atmosphere:whimsical-quirky, environment:dungeons, politics-ideology:corporate-capitalist, target-audience:neutral