Flames of the Future
Overview:
Set in the tense aftermath of [[Queen Cyrill]]’s unprecedented arcane breakthrough, this campaign explores the dawn of a new arcane arms race—one that threatens to reshape the very fabric of Solare. The spell known as **Last Light**, created by [[Queen Cyrill]], has just been forged, but it has **not yet been used**. Its existence is known only to a handful of leaders, including [[Queen Cyrill]] herself, Princess Aurara, King Talbain of Polaria, and [[Krynvia]], the self-declared succubus queen.
Cyrill is actively trying to keep the spell secret, even as rumors swirl and intelligence leaks begin to spread. She fears not just the political consequences—but the arcane instability such a revelation may trigger.
**[[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]]**, Grand Expositor of the Wizards Conclave, has discovered the existence of Last Light. Furious and terrified, she views the spell as a direct threat to arcane regulation and balance. The Conclave now considers [[Queen Cyrill]] a rogue magical force. [[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]] has begun mobilizing Conclave assets to either neutralize Cyrill, steal the spell, or imprison her under charges of arcane heresy. Assassination remains a whispered option among her inner circle.
The creation of Last Light inspires **Princess Aurara** to begin her own ambitious project: to design and eventually create a mortal-built spell of godfire—**Solar Requiem**. Unlike Cyrill’s divine-aided spell, Aurara seeks to base her work on pure mortal ingenuity and arcane structure. However, **Aurara’s efforts are still in their earliest phases**. Her interest in **[[Thalmyrium]]**, the rare and unstable material necessary to construct Solar Requiem, is known only to her most trusted allies.
The Wizards Conclave, however, is beginning to suspect Aurara's intent—and they are prepared to act. Still reeling from Cyrill’s defiance, they will not allow another figure to ascend to mythic power unchecked. Though [[Thalmyrium]] remains a secret, **[[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]] has already begun maneuvering to block Aurara’s research**, and may move to suppress or discredit her entirely if she draws too close to success.
This campaign follows the journey of adventurers recruited by Aurara to uncover the secrets of [[Thalmyrium]], navigate political danger, and prevent the arcane world from spiraling into chaos once more.
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Campaign Acts:
**Act I: Whispers of a New Sun**
- Word spreads of [[Queen Cyrill]]’s hidden research and the forging of Last Light.
- Conclave agents, foreign spies, and divine emissaries begin arriving in Brensistria.
- Princess Aurara quietly sends trusted agents (the player characters) to locate and secure known veins of [[Thalmyrium]] before enemy nations act.
- Political intrigue begins—players must choose between aligning with the Conclave, Cyrill, foreign powers, or staying independent.
- [[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]] begins deploying spies and arcanists loyal to the Conclave’s vision of order, aiming to discredit Cyrill, sabotage her alliances, and now increasingly monitor Aurara's activities.
**Act II: The [[Thalmyrium]] Vault Run**
- Princess Aurara begins sending the adventurers on secret expeditions to search for ancient sites where [[Thalmyrium]] may lie hidden.
- These sites are unknown to the world at large and the mission must remain covert.
- Strange anomalies begin to occur in areas where Aurara believes [[Thalmyrium]] is present, alerting her to the mineral’s unstable nature.
- A forgotten arcane vault shows signs of [[Thalmyrium]] contamination—hinting at its true power and danger.
**Act III: The Arcanopolitical Fracture**
- The Wizards Conclave declares Cyrill a threat to magical order for creating Last Light.
- [[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]] issues an ultimatum: hand over the spell or face censure and exile.
- [[Queen Cyrill]] holds a secret summit with her few allies, debating whether she should ever use the spell.
- Princess Aurara’s theoretical work on Solar Requiem continues in absolute secrecy—no nation or rival power is yet aware of her intentions.
- The Conclave, however, has begun to suspect Aurara’s research. [[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]] dispatches covert agents to monitor, interfere with, or eliminate her efforts before another mythic spell is born.
- The adventurers are drawn deeper into a web of protection, misdirection, and espionage as they defend Aurara’s project from early sabotage.
- The Conclave becomes increasingly aggressive, believing that preventing Solar Requiem's creation is essential to preserving arcane stability.
**Act IV: The Catalyst Unleashed**
- The Conclave uncovers partial intelligence about Aurara's activities, though the truth remains elusive.
- A rogue faction within the Conclave moves without [[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]]’s permission, launching a failed assassination attempt on Princess Aurara.
- Aurara is forced to relocate her research cell and accelerates her search for stable [[Thalmyrium]], sending the adventurers into forbidden territories (such as collapsed leyline nexuses and dormant godfall sites).
- Diplomats from Polaria and Lialandra begin asking questions—pressuring Brensistria for transparency on magical developments.
- A magical catastrophe erupts in a forgotten ruin due to unstable [[Thalmyrium]] exposure, creating an arcane wasteland that hints at the spell's destructive potential.
**Act V: Secrets of Solar Requiem**
- Aurara makes a breakthrough: the casting matrix begins to form.
- The adventurers now seek three lost magical relics believed to aid in stabilizing high-tier casting—a task that leads them into ancient ruins, elemental planes, and buried arcanocracies.
- [[Zerquistiss - Master of the Wizards Conclave|Zerquistiss]], now fully aware of Aurara’s ambitions, brings the full force of the Conclave against her.
- The adventurers must choose: reveal the Solar Requiem to the world, destroy it, or protect it until it's ready to reshape the balance of power.
This conflict will ultimately pit the most powerful arcane order in Solare—the Wizards Conclave—against the most politically and militarily dominant kingdom, Polaria. As Aurara's research progresses and Solar Requiem nears completion, the tension between unlicensed magical innovation and national sovereignty threatens to erupt into open war. Brensistria, already tied to Cyrill’s mythic spell, will also be drawn into the center of this crisis—either as a reluctant participant or an arcane superpower in its own right.