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Intelligence Gathered.

Posted by DM VisceriFor group 0
DM Visceri
GM, 212 posts
the Heavyhanded
the Bringer of Loot
Wed 21 Mar 2012
at 21:08
  • msg #1

Intelligence Gathered

Places of Interest

Kingdom of Tycosia: A mostly agricultural kingdom, they trade in food products as well as some of the niceties of life and cultural products. The main deity worshiped is Pelor though there is a sizable following of Obad Hai as well. They enjoy their peace and their relationship with the druid grove to the east. Ruled by a matriarchy.
     Caris: Capital city that houses the Grand Bascillica of Pelor and the royal family.
     Leda: City where the Darkbane brothers trained in the military and the joined the clergy.
     Dolurn: Town where the Darkbane brothers are from and they met Blaith

Kingdom of Derevaan: Deals in metals and crafted goods such as arms and armor and blacksmithing products. Also trades precious metals, gems, lumber, crafting materials. Only the dwarves make better armor than Derevaan blacksmiths. The deities worshiped are St. Cuthbert and Heironeous. Thought of as a bit of a warmongering nation. Ruled by a patriarchy.
     Heldenberg: Town the party has headed to in order to investigate the undead problem.

Brief History of their Relationship

When they were first founded, their southern borders reached much farther towards the center of the continent. This led to border disputes and small cases of hostility breaking out in the effected areas. This ended up creating a bit of enmity between the two kingdoms though they eventually agreed that the land would become a neutral zone, inhabited by whoever decided to make home there though governed by neither. 300 years later, the War of the North Sun, also known as the Greenskin Invasion occurred, forcing the two human kingdoms, as well as the elves to band together to drive them back. After the war, the two kingdoms signed a formal peace treaty and began to engage in trade. It's been 250 years since then though the clash of matriarchy and patriarchy still rises from time to time.

Races

Humans: Make up the vast majority of humanoids that are seen on a frequent basis, inhabiting the kingdoms of Tycosia and Derevaan as well as some small settlements in the mid-north.
Dwarves: The masters of the chain of trading outposts throughout the world, they jealously guard the locations of their holds and are a secretive lot when it comes to dwarven business with outsiders. This doesn't mean they aren't friendly, as there isn't one alive who would turn down the offer of a friendly drink.
Elves: Since the War of the North Sun, the elves have vanished and are assumed to have retreated to their cities in the northwest. The only elves that still remain in the world of men, that are known about, are the Archdruids.
Gnomes: Traders by trade, they never seem to stay in one place for long. They don't have a permanent place of residence, preferring rather to travel and make their homes in inns and taverns while they sell their wares. You are likely to find at least one group of them at every dwarven trading outpost you come across.
Halflings: Wherever there are rolling hills and green pastures to be found, there is likely to be a halfling village. They usually keep to themselves for the most part; not out of secrecy, just preferring to live humble lives in the countryside though there are the occasional few who leave home in search of adventure or business in some of the larger cities.
Orcs: Despised by all, these fearsome humanoids retreated to the far north after their Warlord Chieftain fell in battle during the War of the North and have been vying for control of the horde and recovering their strength since then. Whenever an orc is found, it is killed on sight with extreme prejudice. This leads to the apparent lack of half-orcs.


Deities that have been introduced

Pelor: God of the sun.
Obad Hai: God of nature.
St. Cuthbert: God of retribution.
Moradin: The Dwarven God. AKA The All-Father.
Nerull: God of death.
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