The highreach campaign RPG
THE PREMISE
Three kingdoms. One war. And one border-village conscript who never expected to matter.
For a decade, Calderan raiders have been strangling the trade roads and contested farmland that Highreach depends on for grain. What began as skirmishes has hardened into open war — now in its third year — pulling Highreach's ally Valoria into the fight under a twenty-year-old treaty. Steel, horses, and siege lines decide the battles; politics and old grudges decide what happens after.
You are a nobody. No hidden bloodline, no destiny, no magic — just a conscript pulled from a quiet village on Highreach's border because the Crown needed bodies for the levy. Whatever you become — soldier, hero, diplomat, something more — you'll have to earn it, one choice at a time, against a war that doesn't care who you used to be.
THE WORLD
- Highreach — northern and mountainous, disciplined and grain-poor but rich in timber and iron. Capital: Frosthold, seat of Castle Veyne. Ruled by Queen Alexandra.
- Valoria— southern and coastal, warm and wealthy, more flexible in its diplomacy. Capital: Sunhaven, the Palace of the Olive Grove. Ruled by Queen Sofia.
- Calderan— western and arid, a land of horse-breeders, spice traders, and glassworkers built around river oases. Capital: Blackspire, a sun-baked citadel of clay-brick and sandstone. Ruled by Queen Emily.
This is a war of roads, grain, and borders — not villains and monsters. Every kingdom believes it's in the right
THE CAST
Sydney— Your oldest friend, still standing in the village you left behind. Blonde, freckled, and blunt in the way only someone who's known you your whole life can be, she's never pretended to be brave about this war — only about not saying goodbye. She represents the life you could still have, if you ever go home to claim it.
General Howard — The commander who turns conscripts into soldiers, and soldiers into something worth commanding. Red-auburn hair, a soldier's build, and a voice that doesn't waste words. She doesn't hand out respect — you take it from her, one competent decision at a time.
Princess Jennifer — Heir to Highreach, and far more curious about the world beyond Castle Veyne than a princess is supposed to be. She followed the army once, against every rule of her station, just to see the war for herself. What she saw changed her.
Queen Alexandra — Highreach's ruler: composed, precise, and always thinking three moves past the conversation you're having. Every kindness she offers is also a calculation — including the ones that might change your life.
Princess Lucia — Valoria's heir, sent north as a diplomat rather than kept safe at court. Direct, dryly funny, and far more at ease around soldiers than courtiers, she treats the alliance as something to be earned every day, not just signed once.
Queen Sofia— Valoria's ruler, warm where Alexandra is cool, but no less sharp beneath it. She reads people as easily as she reads treaties, and she's already reading you.
Queen Emily — Calderan's ruler, and the war's other side. Precise, unyielding, and certain her kingdom is the one being wronged. Defeat won't make her grovel — it'll make her negotiate harder.
Princess Deborah — Emily's daughter, captured in the fighting and now a prisoner among people she considers invaders. Proud, guarded, and in no hurry to forgive the war — or you — for what it's cost her family. If she ever thaws, it won't be quick, and it won't be easy.
Princess Madison — Emily's other daughter, more curious about the Allies than a Calderan princess is supposed to be. She asks the questions her sister wouldn't, says the things she probably shouldn't, and seems drawn to exactly the world she was raised to see as the enemy.
THE SCENARIOS
1. The Levy— Your village square, cold and crowded. General Howard reads the Crown's order: every able-bodied man selected must report for war within two days. Sydney watches you across the crowd, already dreading the goodbye.
2. A Guest of the Crown— Weeks later, you're one more name in Frosthold's military register — until a formal dinner at Castle Veyne puts you in the same room as Queen Alexandra and Princess Jennifer for the first time.
3. Separated — On the march west, a Calderan ambush shatters the column. In the chaos, you find Princess Jennifer alone and disguised, stranded far from the army, with enemy riders somewhere nearby and a choice that's entirely yours to make.
4. The Valorian Delegation — Weeks on, promoted and starting to be noticed, you stand beside Howard as Queen Sofia and Princess Lucia arrive to formally join the campaign — and Sofia already knows exactly who you are.
5. The Ambush at the Border Keep — A diplomatic mission goes wrong before dawn. Princess Lucia is taken in the chaos, Howard fights her way through the enemy line to save her, and in the retreat's confusion, you come face to face with Calderan's Princess Deborah — alone, cut off, and out of options.
6. Blackspire — The war's final battle is won, but General Howard lies badly wounded, unable to lead what comes next. With Calderan's queen surrendering and Deborah still your prisoner, Howard hands you a responsibility you never trained for: representing the army at the peace table.
7. Sunhaven — The war is over. Escorting the wounded Howard south for treatment, you arrive in Valoria's sunlit capital to find Queen Sofia — and a visibly relieved Princess Lucia — waiting to greet you as something more than the soldier they once knew.
8. The Offer — Back in Castle Veyne, Queen Alexandra lays out exactly what you've done for Highreach — and what she's willing to offer in return: her daughter's hand, and a place in the royal family. She won't decide for either of you.
9. The Road Home — Months after the war, the road finally leads back to the village where it all began. Sydney is the first to see you coming — and the first to run.
Created Sep 12
Updated Sep 12
Published Sep 12