1. Locations

Emerald Collective

Once known for its verdant landscapes, progressive society, and egalitarian ideals, the Emerald Collective now stands on the precipice of collapse, surrounded by dangers both external and internal. It was founded as a collective of communes and guilds, each governed by elected representatives who worked through consensus and cooperative decision-making. However, in recent years, the Collective has faced existential challenges that have transformed it into the most unstable nation in the region, teetering on the edge of authoritarianism.

Leadership and Governance

The Collective is governed by a council, but its current leader, High Elder Thalia Greenwood, struggles to maintain unity in the face of overwhelming unrest. The country's collective organizational structure, once a symbol of freedom and cooperation, now strains under the weight of inequality, economic collapse, and refugee crises. As discontent grows, there are whispers that Thalia Greenwood may be pushed aside by a more authoritarian figure eager to enforce order, casting aside the Collective's founding values in the process.

External Threats and Border Pressures

The Emerald Collective is surrounded by the remnants of four fallen empires, each swarming with zombie hordes that pose a constant threat to its survival:

  • To the south, The Republic of Ithos has fallen, with its remaining military forces, the Ithosian Talons, setting up refugee camps within Collective territory. These camps, now grown into military-controlled cities, have become a threat of their own, as the Talons increasingly act independently, and tensions with native Emerald citizens escalate.

  • To the east, the Principality of Teosia lies in ruins, overrun by the undead, its borders now nothing but haunted lands where no Collective patrol dares to venture.

  • To the southwest, the Parzuqian Marches and the Republic of Nahinia have both fallen to Amber Fever and the zombie plague, with their own zombie hordes occasionally pressing at the borders.

The northwest border with the Empire of Drakkar remains stable, but the Drakkarans watch the Collective's weakening state with interest. The Empire's viceroys openly discuss expansion into Collective territory, should the situation deteriorate further.

Key Cities

  • Capital: Greenholm
    The capital city of the Collective, Greenholm, was once a vibrant hub of culture and trade, built around a massive living tree that rises above the city as a symbol of the nation’s environmental ideals. The Council Chambers are located within the Heartwood Palace, nestled into the base of this tree. However, as Amber Fever sweeps through the poorer districts, and refugees press into the city, Greenholm has become a shadow of its former self. Civil unrest is a constant threat, and martial law may soon be declared to keep order. High Elder Thalia Greenwood spends much of her time here, attempting to mediate the growing tensions between the council and the Talons, but her influence is waning.

  • Ithos Crossing
    Once a quiet town on the southern border, Ithos Crossing has now become a de facto military outpost controlled by the Ithosian Talons. The influx of Ithosian refugees has overwhelmed the town, turning it into a sprawling encampment where refugees live in squalor, guarded by their own military forces. The Talons have fortified the town, and while they claim to act in the interests of the Emerald Collective, they are increasingly seen as an occupying force. Tensions between the refugees and native Emerald citizens have risen sharply, with violence breaking out on several occasions.

  • Verdanport

    Once a bustling coastal trade city, Verdanport has redefined itself as the primary airship hub of the Emerald Collective after sea trade collapsed due to Amber Fever and zombie incursions. Perched on the western edge of the Collective, near the borders of the fallen Republic of Ithos, Verdanport was once the beating heart of the Collective's economy. Now, with the world cut off from its docks and a "Do Not Travel" advisory from Seregon in place, the city's airship docks remain its last tenuous connection to the world beyond.

Existential Crisis and Growing Inequality

The core ideology of the Emerald Collective, based on cooperative governance, has been tested by the influx of Ithosian refugees and the growing wealth gap between the rich and poor. The Ithosian Talons wield disproportionate influence in certain regions, and their military presence has eroded the authority of the Collective's council. The ideal of equality that the Collective was founded on is crumbling, as the refugees in Ithos Crossing and other camps are forced to live in desperation, while the wealthier communes remain isolated and indifferent.

The refugee crisis is driving the nation toward authoritarianism, as factions within the council call for centralized power to enforce order and unity. Should this happen, the Collective could become a military dictatorship, discarding the progressive values it once championed.

Current State of Emergency

With Amber Fever running rampant, zombie hordes on its borders, and the Ithosian Talons poised as both protectors and a threat, the Emerald Collective is in its most fragile state since its founding. High Elder Thalia Greenwood’s leadership is being challenged by hardliners, and the nation’s future may depend on whether a charismatic figure emerges to unite it—either through diplomacy or through force.

As of now, the Emerald Collective is under a “do not travel” advisory issued by Seregon, and its downward spiral seems inevitable unless drastic action is taken to address the growing inequality, internal strife, and military tensions that threaten to tear the nation apart.

Verdanport: The Struggling Airship Hub

Emerald Collective

A Re-tooled Airship Hub

As sea routes became too dangerous, Verdanport's docks were retrofitted into vast airship landing platforms, converting the coastal infrastructure into a network of airship towers. What was once a city of ships and sails has now become a city of skycraft, its skyline dominated by towering platforms that service aerial traders, emissaries, and the occasional smuggling operation.

At its height, Verdanport was home to one of the largest airship fleets in the world. Merchants from across the continent would arrive to barter goods, bringing wealth and prosperity to the city. However, the Do Not Travel advisory from Seregon, coupled with the Amber Fever pandemic and the undead hordes overrunning neighboring regions, has all but crippled Verdanport’s economy. Foreign trade has withered, and the airships that once filled the skies above the city now rarely visit.

Desperate Adaptation

With trade routes in shambles, Verdanport's economy is in decline. The upper class—mostly airship merchants and engineers—continue to live in relative luxury, but the majority of the population has been thrust into poverty. Many of the city's workers who once served the airship industry or worked at the docks now wander the streets, unemployed and hungry. The airship towers that once buzzed with activity now stand eerily quiet, with only a few merchant airships arriving each week, a fraction of the once-vibrant traffic.

In an effort to survive, smuggling has become one of the few thriving industries in Verdanport. Desperate traders, unable to conduct their business openly, often strike deals with the Ithosian Talons or the Emerald Collective’s own black market, risking disease, zombies, and official sanctions to keep their livelihoods afloat.

Governmental Control and Surveillance

The airship trade is heavily regulated by the government, with strict checks to ensure no Amber Fever or undead threats are brought into the city. High Elder Thalia Greenwood has personally authorized quarantine zones within the airship hub, and there are now military patrols enforcing curfews and confiscating unauthorized goods. The airship towers, once open to all, are now highly restricted, with military checkpoints guarding the platforms.

Key Figures

  • Aelis Drakspar, the Master of the Towers, is responsible for overseeing all airship operations in Verdanport. Aelis is a pragmatic and calculating leader, struggling to keep the airship network functioning despite the overwhelming decline in trade. Rumored to be negotiating with smugglers on the side, she’s a necessary evil in a city on the brink of collapse.

  • Commander Velric Stormhold, a veteran of the Ithosian Talons, has been sent to Verdanport to ensure the city's safety from both external threats and internal unrest. His presence signifies the growing influence of the Talons in the Collective, as their militarized camps expand northward into once-safe Emerald territory.

  • Teysa Greenleaf, a local councilor and merchant representative, has been trying to organize efforts to revitalize Verdanport, working closely with the local guilds. She lobbies for new trade agreements, hoping to form alliances with the Empire of Drakkar or Sultanate of Sahar. However, with the Do Not Travel advisory in place, her options are severely limited.

Challenges Facing Verdanport

The city now faces multiple existential threats:

  • Economic Ruin: With airship traffic severely limited, the local economy has plummeted. Most citizens can no longer afford basic goods, and the gap between rich and poor has widened dramatically.

  • Ithosian Refugees: The growing presence of Ithosian Talon-controlled refugee cities to the south has increased tensions. Many in Verdanport see these militarized camps as a ticking time bomb, and Commander Velric Stormhold's presence only increases fears that the Talons may soon take control of the airship hub.

  • Smuggling and Corruption: Desperate to survive, much of the airship trade has turned to illegal goods and contraband. Smugglers use Verdanport’s few remaining connections to move Amber Fever-infected materials, black market artifacts, and other dangerous items, threatening to spread the disease or create unrest within the city.

  • Zombies and Amber Fever: Though the zombie hordes remain a distant threat, Amber Fever still ravages the poorer districts. Quarantine zones and curfews are in place, but with the reduced airship traffic, medical supplies and cures are in short supply, leading to a health crisis.

Verdanport Today

Verdanport teeters on the edge of irrelevance, its once-thriving airship towers and bustling docks quieted by the Amber Fever outbreak, the Do Not Travel advisory, and the growing inequality within the Emerald Collective. The city’s future remains uncertain—will it find a way to adapt to the rapidly changing world, or will it collapse like the sea trade that once supported it? All eyes are on Verdanport as it navigates these uncertain times.