Rise of New Kepia

Arevik Haber's Assault on the Riptide Galley

The rise of New Kepia is the standard starting scenario for the player party, which begins in the nation of Kepia. For whatever reasons given by each player character, the party is in a group and traveling to Kepia.

Upon reaching Pandeli during the Remembrance Festival, the party will become caught up in a conflict between the nation of Kepia and a splinter group called New Kepia that was originally part of the North Sea Raiders, potentially ending up in a Raid battle between the two sides over the sea port of Pandeli.

## Historical Background

The North Sea Raiders were once the uncontested strongest naval force in the world. Residing primarily near the Broken Lands, they are the only pirate fleet in history that has been granted sovereignty by a majority vote of the Royalists Coalition. Although their non-predatory policies did have a say in this, the decision was made primarily due to their overwhelming superiority over the seas.

In recent years however, the power of the North Sea Raiders have been curbed significantly, primarily due to the decisive defeat of Hawking Vander's fleet by the Kepian admiral Filianor Tor at the Battle of Hakobyan's Gulf. This gradual decrease in worldwide affluence has led to inter-group conflict, and resulted in the splitting off of a large minority of its members to join a new group known as New Kepia which aims to take Kepia by means of revolution and war.

## Major Factions

The two primary factions that the player party has the choice of joining are the revolutionists under New Kepia or the government under Kepia. Hawking Vander and the North Sea Raiders act as a neutral party, and can join either side depending on player action or inaction. Either way, the climax of the arc will be a raid by New Kepia on Pandeli, with the players either defending or sabotaging the city.

## Arrival at Pandeli

The campaign will start off with the party arriving on the harbor of Pandeli. Depending on the backstory of the party, they could potentially have references to specific areas and shops. If not, their goal will simply be to explore the town.

In the case that the players need to actually enter Kepia proper, they would know beforehand that Kepia is relatively isolationist, and has strict policies regarding foreigners entering the nation. Their primary goal then will be to go to Sohail Castle and attempt to request papers to gain permission for entry.

Arriving at Sohail, they will be informed that Pandeli is currently preparing for the Remembrance Festival which is in ten days, and that the interior of Kepia will be closed to outsiders until the end of the festival. The players goals will then be to simply wait out the festival over the next ten days.

## Signs of Unrest

Over their ten day stay at Pandeli, the party will uncover various bits of info regarding a potential event that will happen during the Remembrance Festival. For all possible clues, see here.

## Choosing a Side

The party will ultimately have to decide on joining either Arevik or the Kepian government. Once they have decided that, their remaining time will be spent attempting to convince various individuals of importance to join their side. Different people can influence different things, and the allies and enemies that the party's side has will have an effect on the final raid.

How the siege on Pandeli plays out will be based on the amount of support either side has in its five districts. Arevik has agents in each district except for Sohail Castle, who will act as either the player's source of information or their hidden antagonist depending on which side they choose.

### Hackett Square

Hackett Square is primarily managed by Woodcrook and his various associates. They tend to look at the bigger picture, and will most likely side with Kepia unless the party is able to provide a convincing argument on how New Kepia will be able to maintain its momentum after taking Pandeli. This district is likely the most difficult to convert to the side of Arevik. Arevik's agent here is Rudstrod.

### Seaside Promenade

The Promenade is neutral, and can be swayed in either direction. The most influential groups here are the academics and performers, with the Violantes also present as a side faction. The performers have a very high chance of siding with Arevik due to their conflict with the government, where as the academics are more split on the issue.

The support of the academics will be vital in giving a moral reason behind Arevik's takeover, and will heavily influence the decision of Hackett Square. In contrast, the performers will give a large amount of manpower and make the takeover itself much easier due to their versatile skill sets, however they tend to not get along particularly well with the academics. The party much choose one side or the other, or potentially recruit both should they be politically savvy.

The support of the Violantes will provide a general boost to all other groups in Pandeli in joining their side, as they have a large number of friendly associations in the city.

Arevik's agent here is Janson.

### Riptide's Galley

The Galley is one of the two potential landing positions for Arevik's fleet, and is the one most likely to support him. The primary faction here is the Galley Company, whose conversion will be essential in making the district support Arevik. Should the party decide to side with New Kepia, the primary obstacles will be Servin and Viljay.

Arevik's agent here is Pavle.

### Colios Trading Company

The Colios dockyard is the second potential landing position for Arevik's fleet. It will more likely than not side with the Kepian government, and will act as its navy during the siege.

Arevik's agent here is Savel.

### Sohail Castle

Sohail Castle is the base of Pandeli's government, and will always be in favor of Kepia. It is not possible to convert anyone here, but the party can scout out the castle and potentially sabotage its defenses.