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17:01, 26th April 2024 (GMT+0)

Setting Information.

Posted by ConspiratorFor group 0
Conspirator
GM, 12 posts
Just here to help
Thu 19 Dec 2019
at 00:38
  • msg #1

Setting Information

Here we will be posting setting information as it comes up. We encourage improv, so if you want to be from or talk about a place we haven't named, go for it.

Continent of Kavidon: The southwestern continent of the world. Bordered by the Triton Sea on the south, the Terminus Sea on the east. Contains, but is not limited to, the following:

Nation of Alemakia: The nation that borders the Rimewood. Smith is from here, as well as many other NPCs. A parliamentary democracy, and the worlds youngest nation so far, at only about 4000. Most citizens are human, though the nation is generally more diverse than others. There are no citizens older than the nation itself, though very few members of races capable of such longevity would even deign to acknowledge the nations existence, let alone live there. Its capitol is Zantum, and the city of Estro, nestled between the Umbretals and the sea, is the "gateway to the Rimewood."

The Rimewood: A huge, ever-frozen forest, south of Alemakia. Until recently, the nearby nation of Alemakia forbade anyone from entering, citing public safety. The newest regime has lifted the restriction, and Smith has spent his considerable life savings to be the first to build a settlement there. No nation claims the land, though goblins and other 'savage' races have been encountered by Alemakia.

Nation of Wuaden: A nation bordering Alemekia to the east and north. The Umbretal Mountains stand between it and the Rimewood. Home to the Great Library, the worlds largest known repository of knowledge.

The Shifting Dunes of Darua: A huge desert in southwestern Wuaden, known for terrible sandstorms. To travel from Wuaden to Alemekia, you either pass through this desert, or take the sea all the way around the north side of the continent. A coven of witches makes their living guiding travelers through the wastes.

The Triton Sea: The worlds southernmost sea, known for being dangerous to navigate due to ice, and containing the Triton nations.

Smith's Gambit: A sovereign territory governed by Erret Smith, on the far south of the Rimewood. Currently consists of a town hall, 4 guard towers and a wooden palisade, though the inn will be finished in a few days, and there are plenty of workers to build new structures as needed. Nearby is Tempest Bay, which would be a good place to harbor ships if they could get past all the ice.

Fierce Heart's Tribe: A tribal village allied with Smith. Home to Hexia's Shop. Every morning, for one minute, there is a portal between the the shop and Smith's Gambit, allowing quick travel.

Three Claw Point: Formerly a Redfoot village, now home to the White Wargs, a tribe of snow-white goblins who don't fear cold. Forming an alliance of all the enemies of the Redfoot, including Smith's Gambit.

Torakkum: A Triton kingdom under the Triton Sea, not far from Smith's Gambit. They have recently opened diplomatic relations with Smith, but have had little direct contact with other land nations.

Continent of Farrad: A large continent across the Terminus Sea from Kavidon. Contains, but is not limited to, the following:

Nation of Varna: A large country that makes up most of western Farrad.

Timberloft: A small, xenophobic town in midwest Varna.

Porter's Respite: A coastal trading town on the southwest coast of Varna.


The Underdark:
Huge, largely unmapped cavern systems, home to many dangerous creatures and people. Divided into continent sized sections which don't connect with each other. There are known entrances on all continents, though no one knows where the ones in the Rimewood are. In the northern lands, dwarves guard the entrances and send the Explorer's Guild on mapping expeditions. In Kavidon, the Shifting Dunes of Darua provide a natural defense against creatures unaccustomed to sunlight, though the desert coven has been known to take pity on those that show no ill intent. An entrance near Timberloft has been a point of conflict for generations. Rumor has it, one could cross between continents via parts of the Underdark, but no one has done so and lived to tell the tale.
This message was last edited by the GM at 22:58, Wed 02 June 2021.
Conspirator
GM, 819 posts
Just here to help
Wed 25 Nov 2020
at 07:34
  • msg #2

Races of the Rimewood

Here's information to keep in mind about some of the region's notable races. Feel free to make your own lore about people not mentioned here. Note: Warforged, Bugbears, and Hobgoblins are native exclusively to the Rimewood, and virtually unknown elsewhere.

Goblinoids: Long ago, most of the region's goblin tribes would expand, taking the resources they needed with no regard for such concepts as property, and would be quick to respond to violence in kind. This led to many goblin deaths before the goblins learned to understand the concepts of property, and trade.

Many tribes began to take advantage of their numbers to acquire vast resources to trade with, only to find that more powerful tribes often killed them and took their resources. The first Void-drinker chieftain, Anyo the Wise, realized there was one thing that could be traded but was difficult to steal from the dead: knowledge. He encouraged his tribe to learn reading and writing, and developed a secret language to make their books worthless to outsiders.

Another tribe, whose name is lost even to the Void-drinkers, used an unknown means to create bigger, stronger goblins: first the hobgoblins, and then the bugbears. The hobgoblins saw themselves as goblins, and naturally rose to leadership of many tribes. The bugbears, while acknowledging themselves to be related to goblins tended to think of themselves as a new race, and form tribes of their own, though naturally, some chose to remain in the tribes with goblins (though they rarely got along with Hobgoblins.)

With hobgoblins to keep them safe, the goblins became prolific traders, which is why most denizens of the Rimewood speak the trade language (Common, which is easier for most races to speak than Goblin is. It is still unknown how the language spread to the region, as there are no records of outside contact with people in the Rimewood predating Amelekia opening the border.)

A few months ago, in a tribe to the north, a Hobgoblin named Largath overthrew his chieftain, and renamed his tribe Redfoot, symbolizing that he would stand on the bloody corpses of all who would not submit to his rule. He believed that Hobgoblins deserved to rule over all, and drew many like-minded followers, with whom he began expanding by conquest. Hobgoblins could join or die. Goblins could serve or die. Other races could simply die, the Redfoot tribe had no need for them.

Unknown builders: An unknown race built ruins here long ago. The various tribes tend to avoid the ruins, though Hexia has hired adventurers to seek them out.

Warforged: Ancient artificial people who have recently begun awakening in the Rimewood. They have some connection to the unknown builders, but none can remember their lives before they awakened. Though made of wood, metal and stone, with expressionless faces, they clearly have feelings, desires, and a need to find a place in a world they don't recognize.

Frost Giants (not-playable:) Frost Giants rule the Umbretal Mountains. They tend to look down on the other races (pun intended) and don't allow anyone else to settle there.

Tritons: Not technically a race of the Rimewood, nonetheless Tritons are an important race in the area. They have a city in the Triton Sea, south of Smith's gambit. They are generally friendly, but they are fiercely protective of the sea-life. Fishing, and hunting on the beaches is strictly forbidden to inhabitants of Smith's Gambit. They are known to go out of their way to show gratitude toward those who help sea creatures. They have an Embassy in Smith's Gambit.

Not found: Dwarves. No dwarven tribes, nations or clans call the Rimewood home.
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