This is my first post, so, be nice. xD

After seeing the Thera and Westeros mod her eon the forums, i had this idea to make a full campaign based on my already existent rpg setting of realistic fantasy called The Forbidden Cities. It has a heavy influence from A Song fo Ice and Fire, Dragon Age and some from Lord of the Rings.

Intro:

In this world we have only one known landmass, whose name was far forgotten by the people, so everyone calls it by Continent. The Continent is divided between 20 (generally speaking) kingdoms, witch are composed by Farm-Cities, enormous mega-structures completely auto-sufficient in supplies, food and in some rarer cases, minerals. They span over areas no less than 25kmē and are surrounded by gigantic wall. Leave to areas over the walls is extremely dangerous, due to the called barbarian tribes that dominated over the msot of the known world. The continent has a variety of sentient species, namely Humans, Orcs and Elves. The dominant species are the Orcs, who are the more intelligent and species, secondly come the Humans, that are stronger, thirdly come the Elves, who are the most fast-moving, the Elves dominated the Humans and Orcs ages ago, on the Imperium Age, until the Slave Rebellion came and extinguished the Imperium, then came a short period of peace called "The Slave-King Age" where the Leader of the rebellion, whose name is forgotten in the time, established the New Kingdom and defined the 20 provinces. When the Leader died, these 20 provinces declared independence on one another and transformed into 20 kingdoms, this is the period called, Late Kingdom Era, all the 20 kingdoms (some republics and other types of government were created too) made fragile alliances and went of a full-scale cold war. After the Late Kingdom Era we have no historical registries, all we do know is that in a few centuries, the 20 kingdoms were reduced to almost no power and territory and were isolanted to the Farm-Cities by the barbarian tribes, this marks the beginning of the actual historic period, The Dark Age. In this context, some decades later, some barbaric tribesman were scouting a deserty area and discovered the entrance of the first of the Forbbiden Cities, even larger cities constructed by the Imperium on the apex of their power, these cities were fully dedicated to please the High Elven Nobles, them and only them were able to access these immense subterranean structures, witch the exception of slaves, who were magical controlled to obey every command of its masters. We do know this because inside of the city, they discovered only ruins and a ancient library (witch is on the major fonts of historical data available actually), these cities are supposed to have immense riches, knowledge and magic to whoever discovers them.

About the magic:

since the Rebellion, the Leader instituted that magic was completely and utterly forbidden from the face of the Continent, to impede that new "Imperiums" would come up. Then he created the Hunters, an elite task-force composed by the best of the best, to hunt and extinguish every magician (or Artists, like they are pejoratively called). Magic isnīt available to everyone, only 5% of the population has the basic talent for magic, and from these, only 5% have a natural talent big enough to be actually used. The reason for that is that for mysterious reasons, the mana is extremely rare everywhere, and its very limited, so even the most powerful wizards alive, have but a fraction of power of the old Elven Magelords
from the Imperium.

Magic has also serious collateral effects on its user, the phenomena isnīt fully understand, even between mages, but what we do know is that if someone uses, for example, Mental magics, he will be slowly but inexorably driven mad by the excessive use of it, even rational use of magic has it effects, for example, a mage uses some fire magic, he can awake with some minor fever.

Magic works with simple laws, firstly, it cannot "create" matter (much alike the alchemy from FMA) it only "replaces" certain nature elements, for instance, fi a mage wants to use fire magic to camp in the cold night, he need to have one of the necessary components of a combustion, magic replaces either the Oxidant or the Fuel. but never the two of them. (this is just for curiosity, not so important to the campaign itself).

Features to this camapaign:

- A entirely original and huge map.
- Rebels will be a major force, but attacks will be very rare (but they are not passive, they will retaliate any intrusion of their territory).
- Several rebel factions (the barbaric tribes).
- Some of the kingdoms are race-based, and cannot recruits another races, but some of the will be mixed, so in some race cases you will be able to recruit hybrid armies formed of all of the three races. In most cases, there will be Human-Elven hybrid armies.
- Each race has its strengths and weakness, inter-dependent of the ones from the Kingdoms.
- Each Kingdom has its own strengths and weakness, based both on the military culture and their composed races.
- Racism will be a present problem, like the discrimination of elvens in most places, both by humans and orcs.
- Xenophobia will be another problem, if you ally yourself with some barbaric tribe, some of your lords and people will not like it. (exception being the previously allied before the start of the game.
- The game will have an approximation in the actual dates, because the lack of historical registry, so the campaign will begin somewhere between 1000 and 1020 After Rebellion.
- The forbidden cities will be present as rebel cities with no armies, but they will be very well hidden, whoever finds them will gain a huge financial bonus and gaining some relics (represented in the game as ancillaries).
- Im still thinking about the possibility of playing with some of the Barbarians.
- each Farm-City territory are limited to 2 quadrants after the wall, after that it will be the tribes territory.
- To move your armies in barbaric territory. you will have to make a diplomatic deal with the barbarians or conquer the territory (extremely difficult in the early stages.
- Trade will be very, VERY weak due to difficulties of caravans to go from one place to another without being attacked from both bandits and tribesmen.
- There will be a ancient network of roads already done spanning the entire Continent, but some parts of the road will be blocked or will be non-existent due to time.
- Sometimes your general will find some rare books, witch will bring knowledge and fame to the entire kingdom.
- There will be some different government systems like the Republic (the player will be referred as The Council or Elders), sultanates, khanates (in the barbaric tribes), Triumvirates...
- Mages will be EXTREMELY hard to find and recruit, but they will be very useful to any who holds them. But, you will have to considerate that if anyone but you general finds out, you will bring the wrath of the Hunters, who have free passage in the entire continent and are extremely powerful), you can choose to legalize Magic in you kingdom, but this will bring even more rage, not only from the Hunters, but from other kingdoms too.
- There will be another faction called The Hunters, who are a VERY powerful faction and has tentacles everywhere, their main base is a 3 enormous farm-cities, each witch a full army and a brilliant general called the Master-Hunter. They will be able to call a Great Hunt to any specific kingdom who embraces mages in their ranks and cities, all the major kingdoms will be obligated to comply, even your allies, if they refuse, they will be considered Heretics too. The player will not be able to play with this faction.
- There will be several guilds and some secret guilds like the Assassins Guild and even a Mage Guild (in the later stages of the game).
- One of your generals can begin with magical talent, witch will be graded in some degrees of power, from Weak Magician to Grandmaster (MUCH rarer).
- The game will not have the classic "Have this many regions to win", rather we will have 1 mode, a longer, called "Explorer", the objective will be the discovery of EACH of the Forbidden Cities".
- There will be some minor events, like the Mages-Hunters war and a mystery event that will happen in the latter stages of the campaign.
- The game will span a period of time of 500 years.
- Each turn Will span 8 months (half-year)
- Each year have 16 months from 26 to 40 days.
- The seasons will be the normal ones, spanning 2 turns each (or 1 year).


Well, i think thatīs it, if you have any ideas, suggestion, constructive criticism, coments, etc... please,tell me, i will be more than happy to respond.

Obs: english isnīt my native language, i come from Brasil, so i may not be very fluent and my grammar may be somewhat poor, so be nice with me and say if there anything wrong, but, please, try not to be a grammar nazi, i just need help to writing adequately, im not trying to kill you loved language. xD

obsē: Im accepting ideas for a name to the mod. xD