The World /Lore.   Posted by TheDudeAbides.Group: 0
TheDudeAbides
 GM, 1 post
Sat 31 May 2014
at 07:58
The World


The scale bar located in the bottom right is 50 miles.

Travel:

The average horse can travel, on a road, a max of 50 miles a day.
On foot a fit person could travel, on a road, a max of 30 miles a day.

Roads:

The road system that connects all the settlements on Linness is referred to simply as the "High road." Residents of Linness generally use landmarks or close civilization in conjunction with High road to specify a specific portion of the road, IE: "The High Road out of Tiro" or "The High road of Freeport" or even just "The north road from Westvale."

This message was last edited by the GM at 03:00, Sat 20 Sept 2014.

TheDudeAbides
 GM, 4 posts
Sat 31 May 2014
at 08:10
Re: The World
Known Locations in Linness:

Freeport Capitol City Kingdom of Light

    Freeport is the glorious capitol of the Kingdom of Light.  Thick stone walls encircle the city and tall towers jut out from the center soaring up into the sky. Freeport is home to the highest concentration of devout followers of Lilith. The Temple of Light, contained within the inner wall is a beautiful spectacle to see. Made entirely of glass, the temple refracts and amplifies the smallest amount of light. Even in the dead of night a single star can send shafts of light careening wildly about the structure; illuminating it with an eerie blue glow. The city is prosperous, and as of late, the merchant guild has taken over control. The outlying lands are used for farming, and the coast line is dotted with fishing villages. The food produced at Freeport is transported throughout all of Linness. An integral part of the survival of the entire continent, Freeport holds the balance of Linness in check. If the impenetrable walls were ever breached, the loss would throw all of Linness into upheaval.

Freeport Stables

    The Freeport stables are located immediately inside the gate and house some of the finest steeds in all of Linness. For generations, the horses bred in Freeport have been used to traverse the high road from the southern tip to the northern outlying points. Equine of many types are raised and bred within the Freeport stables and vary in size and purpose. Freeport is legendary for several breeds in particular:

Shire Horses stand an average five and a half feet tall, weigh 1800-2200 lbs. and are capable of carrying massive weight for extended durations. One of the largest horse breeds ever known, the Shire horse can reach heights over 6 feet tall making it a fierce and powerful companion.

Friesian Horses are medium sized, standing an average 5 feet tall and weighing 1300-1600 lbs. They are athletic, versatile and exceptionally good-natured. The Friesian is NOT prone to bolting, making it a perfectly balanced war horse.

Akhal Horses are smaller than the average horse, standing an around 5 feet tall and weighing 1000-1100 lbs.  They make up for their size in unparalleled speed and agility. The Akhal have a slightly metallic sheen and are overwhelmingly clever.

Celestial Horses are a balanced breed in both size and ability. Standing an average 5 feet tall and weighing 1100-1200 lbs. The Celestial is comfortable navigating changing terrain and is very fast in short bursts.

Westvale

    Westvale is a haven for all the obscure. Comprised of an assortment of halflings, half-breeds and the occasional beast-kin, Westvale is a colorful and unique town. Located deep within the Greenwood Forest, Westvale has become renown for the quality of furs it exports. The town can be dangerous to the unwary, and it is not uncommon to have ones personal belongings snatched in broad daylight. Rumor has it that a thieves guild has taken up refuge in Westvale which would account for the increase in muggings.

Herrin Mountains

    The Herrin Mountains travel along the north eastern edge of Linness, and are home to a wide array of creatures. Due to moderate temperatures, likely caused by the veil, there is never snow on the peaks. The highest point reaches 13,000 feet overlooking Tiro, and is known throughout Linness as the Widows Peak. Shortly after the rending many "unhappy" residents, a few dark mages included, took up residence among the crags and hollows found deep within the mountains. The Herrin have been the largest cause of strife for the past half-millennium. Small raiding parties have been known to swoop down onto Dibble or Ozora looting and pillaging, leaving chaos in their wake. It has been a several years since any towns have reported acts of violence and aggression from the mountains. The latest rumors from Dibble are that a strange darkness can sometimes be seen high up in the mountains, some actually claim to have seen it devouring everything in its path.

Theba

    Built on an estuary, Theba is a coastal city located across the bay from Freeport. Brave sailors take small craft between the treacherous rocks that block the inlet to the bay of Freeport. The journey to Freeport by sea takes a few days but is drastically faster than the land route. Theba is a medium-sized city populated primarily by human folk. Known for its fabulous music, the city has produced the greatest bards that Linness has ever known. It is said, as travelers approach the city, the sounds of singing and lutes can be heard miles down the road.

Denair

    The second largest city on Linness and the farthest from the capitol of Freeport, Denair has remained shrouded in mystery for the past century. Denying entry to all but a select few and preventing its citizens from leaving. Those born into Denair may never see the outside of its high walls. The reason for the cities secrecy is unknown, but throughout Linness there are countless rumors ranging from mild to wild.

Westover

    Located roughly halfway between Theba and Westvale, Westover is a common place for travelers to stop for a warm bed and good meal. Other then a few inns and taverns the town is a quiet place. Many bards from Theba head to Westover to play the popular venues, and have since given the town a good reputation for being a pleasant place to visit.

Sky Valley

    The elves of Linness settled in the Sky Valley, choosing to distance themselves from the rest of civilization. The town is nestled on the edge of the Tully Forest and in the shadow of the Herrin Mountains. It is rumored that shortly after the rending, a dwarven expedition tunneled from Ozora straight through the Herrin Mountains to the Sky Valley. The town of Sky Valley is beautifully maintained and reminiscent of a time long passed. With memories that are matched only by dwarves, the elves have attempted to recreate a home that was so violently denied them a millennium ago.

Ozora

    Tucked along the base of the Herrin Mountains, Ozora is home to an assortment of races. Primarily a dwarven establishment, the ore and precious stones mined here are traded throughout Linness. The mountains located behind Ozora have been mined for the greater part of the past 1000 years and as such the rock faces have been torn down for miles both north and south of the town. The crashing boom of smashing stone and the clang of hammer on fresh steel never cease; Ozora is a town of production and production never slows.

Ceylon

    The ruins of Ceylon are north of the Herrin Mountains and a breeding ground of rumor and mystery. As with many of the northern towns, Ceylon was subject to repeated attacks by raiders from the Herrin. The city survived many years but one day was completely annihilated by an unknown force. Adventurers and knowledge seekers have ventured into the remains only to leave shaken and speechless. The documented stories vary, wildly, from claims that hordes of ghosts dwell within, to stories of walls that bleed and scream bloody murder. Most people avoid the place as a rule, its out of the way location makes this especially easy.

Hanover

    Hanover is located on a solitary island called the Tranquil Key just off the west coast of Linness. During low tide (around moonrise) an isthmus appears on the eastern most point leading directly to the town of Vayas. The people of Hanover are very self-sufficient, and live comfortable secluded lives on their island. However, many people travel across the isthmus onto the mainland to seek the finer things that are not available to the islanders. Many of the writers and philosophers of Linness migrate to Hanover for the privacy and serenity that the island provides. An ancient monastery is located within the forest, and rumor has it the monks there still worship the old gods.

Vayas

    Vayas is directly east of Hanover, connected by an indistinguishable isthmus. A popular trading city, goods are delivered from all across Linness and sold in the busy markets. Centrally located to almost all of the primary cities in Linness, Vayas is integral to the economic success of the country. If somebody wants a particular item, chances are a merchant in Vayas is selling it. Certain goods are floated down the river to receiving docks located at Westover, Theba and occasionally Tiro.

Vayas - Red Groves

    The Red Groves are an exclusive and highly privileged district. Contained by a fortified and heavily guarded wall, entrance into the inner grove is only granted to individuals who either reside within or possess a writ of passage. The gate is triple-reinforced iron and manned by a heavily armed and well trained garrison of soldiers. The walls to the grove stand 20 feet high and are cut from a dense jet-black obsidian giving the area a strange and reflective glow. In sharp contrast to the wall, the men of the watch wear silver and white tabards which glitter and flash against the backdrop of shiny black night.

Tiro

    Located roughly a week on horseback from Freeport, Tiro is a simple outpost with a modest garrison. The outpost is positioned strategically along the only roadway into Freeport, and stands guard against unwanted intrusion or surprise attacks. The soldiers stationed at Tiro are very relaxed as there has not been anything beyond simple disputes on Linness for the past 100 years. Citizens pass through without so much as a second glance from the guards. Drinking and gambling are a much higher priority to the soldiers. From the highest vantage point in the garrison, one can look south over the water and see the fringe of a ruined tower located on a strangely out of place sandbar.

Dibble

    Surviving by a thread, the town of Dibble is a poor and unhappy place to live. The people of Dibble have never truly recovered from the Herrin raids, and with Denair preventing any trade and not providing any support the small dwarf village is not long for this world. Similar to Ceylon, Dibble experienced the bulk of all the conflict that Linness has ever seen. Many villagers have already migrated south to towns closer to civilization. As of late the rumors coming from Dibble have shaken the country to its core; resulting in the High Priestess Lismore issuing a summons for heroes throughout the kingdom to respond in kind.

This message was last edited by the GM at 17:49, Tue 24 June 2014.

TheDudeAbides
 GM, 7 posts
Sat 31 May 2014
at 08:21
Re: The World
Lore:

In progress

Coinage:

Nothing complicated just a few basic units to establish a baseline. Bartering is a common thing and highly recommended.

100 copper = 1 silver
100 silver = 1 gold

c-copper
s-silver
g-gold

Cost reference with low/high:

A drink at a tavern: 10c-30c
A room at an inn: 50c-5s
A weeks worth of travel rations: 1s-5s
A sword at a blacksmith: 10s-1g
A horse: 40s-2g
A house: 25g-200g

Magic:

    Magic is inherited through bloodlines. Since a small group of people founded Linness when the continent was separated, there are limited families that possess the gift. For those that possess magic, it manifests in the early adult years.

    Using magic wears heavily on the users stamina and physical fortitude. The strain of magic-use imposes direct limitations to the players physical prowess. The cost of magic is often the users own health and results in a weakened physical body. Without proper training the user will never truly master their power. Currently in Linness, there is no mage guild and those who possess power are shunned and looked down on. The only ways to gain mastery over power is to possess one of the ancient tomes (all are currently lost) or to have another magic user train you.

    NO starting characters will be "proficient" magic users. Even if your character is primarily reliant on their magic, they have had no opportunity to train their skill so they are merely fledgling mages. Magic users are at a sever disadvantage initially but that is only because in a world with little magic, those who possess it would be incredibly powerful.

    I hope that NOT everyone will try and be a magic user, because once the slots are filled... your RTJ will just be on standby in case somebody drops out. The possibilities are endless, keep that in mind when your creating a character.

    If you are insistent on creating a magic user, you can assume your powers became apparent as you reached adulthood. Often times, individuals who possess the gift are not aware of it until it reaches maturity. Keep your magical powers to a minimum, and focus more on how you are attempting to harness the abilities you have chosen.

    Cleric/holy type magic, differs from other forms of magic. Rather then simply invoking the "spell" clerics pray or chant, generally while holding a holy symbol or drawing a sigil. The physical limitations on using this form of power are largely lifted as the "magic" is coming from a deity and is simply channeled through the user. The extent of the ability is more limited than other forms of magic and can be inconsistent as it relies on the deity to comply with the request. Regardless of different limitations, there are still no functioning "clerics" in Linness. Any players who wish to possess cleric style abilities (protection and minor healing for example) must comply with all the other restrictions and NOT be a master of their powers...

Languages:

    "Common" is spoken across Linness and by every racial group. The forces of Lilith used Common as the official language of the Kingdom of Light long before the rending.

    "Elvish" is a complex language known only by the elves and other particularly studious individuals who have studied the manuscripts. The language of the elves is overly complex, with many words that overlap and are reused with slight almost inaudible variations.

    "Dwarvish"

Population Distribution by Race:

Human: 55%
Elf: 17%
Dwarf: 10%
Halfling: 8%
Halfbreed: 8%
Beast-kin: 2%

Race Details:

Human

Average Lifespan: 80-90 years
Average Height: Male - 5'9" Female - 5'3"
Skin tones: Ranges Pale - Dark
Racial Bonuses: Balanced, Charismatic

Elf

Average Lifespan: 180-220 years
Average Height: Male - 6'2" Female - 5'9"
Skin tones: Ranges Pale - Light Tan
Racial Bonuses: Sight, Hearing

Dwarf

Average Lifespan: 170-200 years
Average Height: Male - 4'5" Female - 4'2"
Skin tones: Ranges Tan - Dark
Racial Bonuses: Hardiness, Night Vision

Halfling

Average Lifespan: 70-90 years
Average Height: Male - 4'2" Female - 4'
Skin tones: Ranges Pale - Dark
Racial Bonuses: Agile, Stealth

Halfbreed

Average Lifespan: Varied on races
Average Height: Varied on races
Skin tones: Varied on races
Racial Bonuses: Varied on races

Beast-kin

Average Lifespan: Varied - 70-150
Average Height: Varied on beast/race
Skin tones: Varied on beast/race
Racial Bonuses: Varied on beast/race

Primordials:

Lilith - Goddess of Light
Davos - God of Darkness
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Minor Gods & Goddesses:

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Cerennos - God of Healing and Medicine
Levanah - Goddess of the Moon
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Guilds & Organizations:

Merchants Guild
Thieves Guild
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The Menders
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Ebonshade
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This message was last edited by the GM at 22:41, Thu 28 Aug 2014.