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23:27, 10th May 2024 (GMT+0)

In Character Lore Drops.

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 221 posts
Mon 13 Jul 2020
at 20:11
  • msg #1

In Character Lore Drops

Aasimar and Teiflings (plane touched begins) are not typically trusted or liked. I know that normally Aasimars are liked, even loved, in other settings. However, due to the planes wars in which the Celestials were also enemies mistrust was placed them. Not saying you all need to see them this way, just food for thought. As he expressed his issues.

Gensai, are loved and looked as called of the Gods, due to the fact that the Elemental Lords built this world, and were instrumental to the end of the second planes war. Gensai is VERY rare.

Elves are nearly extinct. So to see an elf is a rare treat. They have a kingdom, where 80% of elves live. Half-elves are both bastards and have become their own "race" those that are bastards typically have more elven features.

Orcs are considered normal, and many are nobles and hold high offices in the government, etc. Yes, they still have orc-like treats, and yes the Warlord lands to the East are mainly Orcs and considered the enemy of the Sverdkyst Republic.
Dungeon Master
GM, 246 posts
Tue 28 Jul 2020
at 17:20
  • msg #2

In Character Lore Drops

The Witchers; a guild of monster hunters.

They are well known throughout the areas. Lore and rumors say there are guild halls of witchers in every kingdom, region, and continent of the world. They are highly trained highly valued highly reputable monster slayers. What makes then distinct from mercs or common adventures is the contract they must make when agreeing to slay a beast. The wording and agreements are unknown other than between the guild, the Witcher, and the client. But, what is known, is the contract is sealed with Arcane and Blood oaths. This binds the Witcher to the completion of the contract within the given perimeters. The consequences for failure are high, the risk of completion is dangerous, and the reward is always worth it. Not everyone can become a Witcher it takes time, training, and tests. Those that try either end up mortally wounded or dead, those that succeed are considered the best Monster slayers and hunts in all the lands. They maintain anonymous and hold a great deal of respect and legal support, some say the power they have is too much, that they walk on water, that they can do nothing wrong to see prison or any kind of punishment. This kind of respect and awe is only given to the Witchers because they are the best at what they do.
Dungeon Master
GM, 386 posts
Thu 3 Dec 2020
at 00:46
  • msg #3

In Character Lore Drops

Sora the Dragonborn;

Sverdkyst is the Republic and lands that the story is currently in and not a City. Sora is coming from Lands far North of Sverkyst that is called the Giant Lands, also still on the same continent, where Giants have carved out tribes and kingdoms of their own. After the Fall of the great Lizardfolk empire. In the Maps thread I there is a map of this for reference.

This Northern land is treacherous, wild, and untamed. No "civilized" people live in these lands. There are small villages and towns that live day to day in fear of the monsters that surround them. A town may exist for months, along a significant merchant route, and then Poof it's gone from monsters destroying it.
Dungeon Master
GM, 391 posts
Mon 7 Dec 2020
at 16:33
  • msg #4

In Character Lore Drops

Giant Lands Knowledge

There are rivers that flow through the lands, along these rivers are traveled trade routes that move North. As long you travel along a river, water will not be a problem.

There is regular trade coming from the Grants lands into Sverdkyst. The Trades are not your normal humans with horses and Wagons. The Stone Giants are traders and Merchants. They travel in clans of 20-50 Women, Men, and children. Using Mammoths or other large beasts of burden to carry supplies. They are peaceful people, enjoy tales, songs, and trade. If seen on the road they will extend all curiosities of their people no matter who it is. All Stone Giants are nomadic merchants and Traders moving between different giant kingdoms, and into the "the little people lands."

You should not expect any cities along the trade routes. If you come across one you should consider yourselves lucky or unlucky depending. The wilderness is totally untamed, Hill giants and other beasts and creatures stalk the roads and surrounding hillsides raiding, hunting, and killing.

Hunting in this land varies, some areas will be plentiful to forage, others will be sparse and desolate. The wildlife will also vary. This land is scared by war, magical beasts can be found, dinosaurs, animals that are normal will be found in giant and dire sizes.

Traveling you will stumble upon ruins of the once-mighty and now ancient Lizardfolk empire. These ruins can hold magic items, gold and jewels, and all manner of loot. But, they can also be home to monsters, and lairs of dark powerful creatures.

Sixth - You can find out the direction of the Fire Giant fortresses easily enough. The question really becomes which one do you need to go to.

Seventh - and final note. Unlike other settings, my giants are not alignment-based. Fire giants tend toward cruelty and anger and normally are not Good. But, most are neutral. And want to make money and trade. They would rather trade and make money off you than kill you, bad for business. Frost Giants are also normally neutral and have more laws and codes they follow than their fire giant cousins. Storm and cloud giants will most likely have nothing to do with you, and if by chance you all come in contact with them I will explain them to you.
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