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06:06, 18th April 2024 (GMT+0)

Setting, General Info (Required Reading)

Posted by Dungeon MasterFor group 0
Dungeon Master
GM, 21 posts
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Mon 21 Sep 2020
at 13:24
  • msg #1

Setting, General Info (Required Reading)


The Continent of Eos


Eos is a place rich in lore, treasure and magic, but, it is also rich in danger, for those unfamiliar with the ways of its inhabitants. From the giants and goblins of the Reach to the ogres and trolls of the Dire, and even the Dragons of Duren, the creatures of the land can be very hostile and unforgiving toward those unknown to them.

If you're not torn apart for angering the Centaurs in the Dire, by ignoring their customs, you may very well be strung up just for being a nonhuman within the borders of the human nation of Gallica.

Despite the dangers, the continent of Eos is a beautiful place graced with many natural wonders: Mountains that touch the sky, endless plains as far as the eye can see, massive expanses of untamed forest, stark white tundra and even large bodies of water deeper than one dares to imagine.




This message was last edited by the GM at 11:08, Tue 17 Aug 2021.
Dungeon Master
GM, 21 posts
Keeper of Secrets,
Teller of Stories
Mon 21 Sep 2020
at 13:24
  • msg #2

Setting, General Info (Required Reading)


The Dire


Overview:

The Dire is a massive expanse of forest that is split in two by a body of water. Brought to life by the Earth Primal hidden deep within, the forest itself is a living organism that moves and breathes and grows along with the creatures that call it home. Though it is largely neutral toward those passing through, it has been shown to be defensive when its denizens are threatened. The trees themselves seem to have a mind of their own, lashing out with vine and branch at any who are ignorant enough to approach with fire or axe.

Home to many forgotten ruins and the promise of lost treasures, unknown caverns begging to be explored and ancient groves ripe with forbidden magics, the Dire is an adventurer's dream come to life. Despite its allure, most humans tend to avoid it at all cost, and for good reason. Those that venture into the wood, more often than not, never leave.



Civilization:

The denizens of the Dire are largely independent, preferring to strike out on their own instead of congregating as others do. Regardless, there is one city hidden in the depths of the forest, ruled and protected by the eldest and most powerful of the Earthbound elves.

Ellesméra is a place meant for trade, rest, social interaction for those who seek it and, in times of war, to rally forces and strategize. The elders of the city create their own buildings, utilizing Earth Magic to grow trees in the shape of their choosing- rather than chopping down the living trees of the forest for their own gain, as the humans do.

While there are other loose-knit communities spread around the Dire, none are as large as the elven city.

The lucky few humans who have ever been granted access to Ellesméra have often written of its beauty in books and poetry, detailing the way the peoples of the forest live side by side with nature with such ease.



Guilds:

While there are no guilds within the reaches of the forest, the Merchant's Guild of Xadia does often venture to its outskirts. The Merchants offer to trade wares to the people of the Dire, in exchange for precious materials only to be found in the wood.

The Adventurer's Guild also tends to make frequent appearances on the outskirts of the wood, seeming to plan excursions into its depths in search of treasures. But, they are often driven off by a stern warning from the elves or a less than friendly greeting offered by the trees, themselves.

The Mage's Guild of Duren has had much more luck infiltrating the exterior of the forest, using various magics to calm the trees. However, they never get far- often being sent packing by various creatures. Dryads become quite violent when magic is used on the forest without its consent.

This message was last edited by the GM at 10:39, Tue 08 June 2021.
Dungeon Master
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Mon 21 Sep 2020
at 13:19
  • msg #3

Setting, General Info (Required Reading)


The Reach


Overview:

The Reach is made up almost entirely of a large mountain range, but this territory also has a coast, as well as several islands. Much like the Dire, it is home to a variety of magical creatures- many of which are sentient.

Home to the Sky Primal, the Reach is often plagued by powerful storms that emit raw magical energy. This energy is harnessed by the Heavensent elves who call this territory home. These 'sky elves' are the largest civilization living in the Reach, and can be found to the northeast of the mountain range. This elven civilization is spread out across a set of massive, floating islands, tethered to the ground with large chains- seemingly to avoid letting them float away.

Though there are many beautiful sights to be seen in the Reach, there are also many dangers. The creatures native to the mountains, the coast beyond and the floating islands are not quite as welcoming as one might hope. While there are many dangerous beasts in the Reach, there is also plenty of peaceful wildlife, gorgeous views from atop the mountains and even strange caves and other locations to explore.



Civilization:

There are many strongholds, small towns and even cities within the Reach. Several of these settlements are controlled by the Heavensent, while others are controlled by Dwarves and Orcs, or even Sunforged elves who migrated from No Man's Land long ago. On rare occasion, one may even stumble upon a goblin village deep in the mountains, but it's not wise to linger at such locations.

The capital city of Heavensent civilization is the city of Arlathan, located on the largest rock deep within the floating islands. The massive chains tethering this island to Eos, known as the 'Anchors' by the elves, are heavily warded against physical and magical attack. They are also heavily guarded by the Heavensent and their allies. These Anchors are the only way to reach Arlathan, without the use of some kind of magic, wings or technology that allows flight. There are four Anchors- one in the North, East, South and West. Many invaders, such as the Goblin King's horde, have tried to climb the Anchors to attack the elven city. None have ever succeeded in this endeavor.

There are plenty of other societies to visit within the Reach, including the large town of Kal'Hirol- ruled in equal measure by Orcs and Dwarves. Though dwarves and orcs do not have large numbers, the town they've built together is booming, economically. In recent years, Kal'Hirol has become quite the tourist attraction, due to the Artisan's Guild that calls it home and the countless masterworks provided by the dwarven and orcish craftsmen. Though they can not match the Sunforged elves in enchanting, they can certainly match their wares in quality. Many who want quality arms and armor, as well as general metal, leather or woodwork done at a fair price, often flock to Kal'Hirol.

The Sunforged city of Anor rests comfortably against the mountain range in the southern portion of the Reach. Remaining close to the island that most of the Sunforged call home, Anor is in a prime position to trade with or even support their island bound brethren in military matters when necessary. This city is home to a large force of Sunforged Warriors, who can be seen patrolling the streets and walls at all hours of the day. While Anor is welcoming to visitors, the heavy military presence can be off-putting to some, particularly those wishing to commit crimes within the walls of the city.



Guilds:

While the Adventurer's Guild, Merchant's Guild, Mages Guild and many others are licensed to work within the various cities of the Reach, the most notable in the territory is the Artisan's Guild- the original guild hall located in the city of Kal'Hirol.

The Artisan's Guild boasts several thousand members, craftsmen from all walks of life looking for work and a place to sell their wares. This guild, in particular, works very closely with the Merchant's Guild, both gaining riches for their efforts- the Artisans for their crafts, the Merchants for their assistance in selling those crafts all across Eos.


This message was last edited by the GM at 10:59, Tue 08 June 2021.
Dungeon Master
GM, 15 posts
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Mon 21 Sep 2020
at 13:19
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Setting, General Info (Required Reading)


The Vale


Overview:

The Vale is a large expanse of frozen tundra, snowy mountain ranges and a plethora of small islands, split in two by a body of chilled water. This territory is unique in the fact that it is home to two of the Primal Sources.

The Ice Primal, though it was created later than the others, is a powerful and chaotic source that is at fault for the entire territory remaining frozen, even in summer months. Many creatures born of this source in recent centuries lurk around the icy tundra, some docile and even domesticated while others are feral and aggressive.

The Cosmic Primal is by far the most powerful source of magic on Eos, but very few creatures are connected to it- sentient or otherwise. The Startouched elves are the only known people able to tap into the energies lying dormant within the source, but there are a few beasts that appear to be effected directly by its presence in the north. This is obvious due to the markings on their bodies and the cosmic energy emitted by these creatures. These Cosmic beasts are incredibly elusive and few in number, giving virtually no opportunity to study them. That said, it is unknown what these beasts are capable of.

Many have come to the north in search of the Cosmic Primal but have been driven away by the Snowladen and Keshar at the border, or even the Mooncrazed elves who guard the source. Though the Mooncrazed don't have a designated home in any of the territories, the largest concentration of Moon elves is in the Vale. They are hidden in pockets of loose-knit societies to the north, east, south and west of the Cosmic Primal, while there is a much smaller community near the Ice Primal. These Moon elves drive off any seeking the Primals, even other elves if need be. The Cosmic Primal is the most sacred place in elven history, and the Mooncrazed dedicate themselves to its upkeep and protection, laying down their lives to keep others at bay if need be.

Civilization:

Due to the freezing cold temperatures and constant storms plaguing the Vale, most races tend to avoid this territory, if at all possible. However, two distinct peoples choose to live in this rough climate- the Snowladen elves and the Keshar.

The Snowladen have several outposts and villages strategically placed throughout the Vale, as well as along its southern border for protection. That said, most of the elves tend to stick to the capital city of Ithilien. This city is located to the northwest of Valeria, just beyond the mountain range that separates the two territories- nestled right up against the icy waters of the northern sea. While Ithilien may hold the largest army in the Vale, the Keshar boast significant numbers as well.

Although there is a healthy community of Keshar living in Ithilien, most live in the city of Icemark. This city, jealously protected by the those living within its walls, is a beacon of safety to those fleeing the southern territories in search of refuge from human wars. Icemark is located to the east of Ithilien, on the opposite side of the mountains. There is a hidden path carved through the mountains connecting the two cities, meant for trade between the communities. Only those familiar with the Vale know its location.

Both of these cities keep watch over the north, stubborn in their resolve.



Guilds:

Very few Guilds make their way this far north; however, the Merchant's Guild does have a small outpost set up just north of the border of Valeria. Due to the frozen tundra of the Vale providing no opportunities for farming, the Snowladen and Keshar tend to trade with those in the south for food and other necessities.

This message was last edited by the GM at 11:12, Tue 08 June 2021.
Dungeon Master
GM, 16 posts
Keeper of Secrets,
Teller of Stories
Mon 21 Sep 2020
at 13:20
  • msg #5

Setting, General Info (Required Reading)


No Man's Land


Overview:

No Man's Land is a volcanic island that has remained dormant for the last few centuries. Despite its inactivity, it still remains a threat to the surrounding nations. If it were to ever become active, it would cause untold destruction. Though the volcano is dormant, the island and the water surrounding it remain hot at all times, making it difficult for many creatures to live there.

Regardless of the hot, rocky climate, there are several species that call the island home- the Sunforged elves boasting the largest population among them. Though the elves have strength in numbers, they are quite low on the island's food chain, when considering the other inhabitants of No Man's Land.



Civilization:

While there are several small outposts spread around No Man's Land, the island really only provides room for one larger settlement. The Sunforged capital of Kaadell is the largest elven city on Eos. It is home to tens of thousands of elves and several thousand Dragonborn, as well. With the strongest standing army among the elven nations, Kaadell is well protected and has never even come close to falling to an enemy's assault.

Thanks to the island's unfortunately close vicinity to Gallica, the Gallicans and the Sunforged are often seen skirmishing on the water surrounding the island or on the shores of the mainland. The Gallicans tend to attempt an excursion into No Man's Land every few years. None of those excursions have ever been successful, of course, and no survivors have ever returned to Gallica. While most assume they're all dead, it is possible that some Gall's are being held in the dungeons of Kaadell.



Guilds:

Due to the intense heat of the island, few ever make the trip from the mainland to the shore of No Man's Land. The guilds are no different. .

This message was last edited by the GM at 11:13, Tue 17 Aug 2021.
Dungeon Master
GM, 17 posts
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Teller of Stories
Mon 21 Sep 2020
at 13:21
  • msg #6

Setting, General Info (Required Reading)


The Kingdom of Valeria


Overview:

Valeria is a kingdom built on the ideals of freedom, justice and equality. These ideals have been passed down from ruler to ruler for centuries. The nobility in Valeria earn their place through kind and virtuous acts, rather than being granted their titles at birth. This often provides for good, strong people in the royal court, but there are always exceptions that have to be weeded out over time.

The Kingdom of Valeria is most well known for its open borders, and its acceptance of nonhumans as equals. The ruling body of Valeria works hard to make others feel welcome, even going as far as to allow them to join the Valerian military and navy.

In recent years, relations between Valeria and Gallica have worsened considerably- the garrisons stationed at their shared border growing with every passing day. Some believe there will be war, but others think the two nations are just posturing. Regardless, tensions are high on Valeria's southern border, and the King and Queen are growing wary of the standoff; however, they adamantly refuse to fall in line with Gallican demands. Most of these demands call for the denouncement and genocide of nonhumans within Valeria's border.



Civilization:

The Kingdom of Valeria is the second largest human nation when considering population, but it is the largest in size. In military might, or at least in numbers, the Gallicans outnumber the Valerian army five to one. Unlike the Gallicans, however, King Ezran and Queen Aanya allow nonhumans and magic users within their ranks. This, in turn, bolsters their strength several times over. If the two nations were to go to war, it is likely both would be left in ruin, rather than one being the clear victor. If no... unsavory tactics were used by either side, that is.

Civilization in Valeria is very relaxed and is quite welcoming to newcomers, as well as tourists. Mostly. There are those who would see Valeria's borders close, but they are the minority.

The House of Katolis has ruled over the nation for the last few centuries, due to the trust the people put in their ability to lead. But, they were not always in charge. The previous royal family died out due to war with the other human nations and the assassinations that followed.

King Ezran and Queen Aanya rule from their seat of power in the Valerian capital city of Redmere. The capital is a massive city set in the center of Valeria, bordering the large body of water that connects it to the sea, as well as the Dire and the Kingdom of Gallica by way of boat. Much of the city stretches out onto the water, though the majority of it is landlocked. This makes travel through canals just as common as travel through streets and alleys.

Other notable places in Valeria are the large cities of Stonehollow, Blackdale, Ebonshear and Wildbrook. Stonehollow and Blackdale brush up against the northern border, while Ebonshear rests against the southern mountain range and Wildbrook watches over the eastern border shared by Valeria and the Reach.

There are several smaller cities as well. Gil'ead rests against the lake to the north of Redmere, Reavstone on the coast west of the southern mountains and Kirtan to the east of Redmere, beyond the mountains and the forest on the other side. While there are other small villages and outposts such as Ceris, Ruslan, Bree, Cedar Cove and Rummidge, they are small enough that they nestle into little nooks and crannies across the nation.

Prince Ezran Katolis and Princess Aanya Duren were joined in wedlock several decades ago, as an act of love as well as strategy- linking the two kingdoms in a strategic alliance for the foreseeable future. King Ezran and Queen Aanya rule as equals, with a healthy council of advisors and the Crownguard at their side.



Guilds:

The Adventurer's Guild was founded in the city of Redmere, and the Valerian capital is home to its largest Guild Hall. This makes the city a hub, of sorts, for aspiring and seasoned adventurers alike.

The Merchant's Guild, Mage's Guild and Artisan's Guild all have Halls within the capital's walls, as well, but they are much smaller than that of the Adventurer's Guild.

The Assassin's Guild and Thieves Guild have no official Guild Halls within the kingdom, nor are they permitted by law to work within Valerian borders, but they have a presence there nonetheless.

Ideals:

The ideals and justice system of Valeria are based on the ideals of the second king of this ancient kingdom, referred to simply as King Harrow in the stories of old. The freedom gifted to the denizens of Valeria is the man's legacy, and the ideals of the nation can be summed up in the famed quote Harrow delivered upon his coronation. The quote is easily found in any text or scroll detailing past kings of Valeria, or even those detailing the legal systems and their workings:

King Harrow, Second King of Valeria:
"The night my father died, Lady Justice came to me in a dream. She said to me that justice was more than fair decisions and fair consequences. True justice was a fair system. Then she laid before me her scales, her sword and her blindfold and told me to choose. She said the scale would allow us to weigh the actions of those impacted by the system, and the sword could be used to enforce it. Most importantly, she said the blindfold gives us a way to test the system. That I should use it to imagine I had not been born yet, and that I did not know if I would be born rich or poor, what color my skin would be, what culture or practices my family would have. That a fair system should be fair no matter the accident of my birth. That the rights, laws and opportunities within the system should stand to protect and empower everyone. In the end, there was but one choice. I chose the blindfold. With that choice, I grant the citizens of Valeria the right to make their own choices, the opportunity to grow and thrive in a kingdom that sees them as equal, whether they be man, woman, black, white, human, elf, noble or commoner. I know, in your eyes as well as my own, I've done nothing to earn the title of King other than being afforded a noble birth. But, with your help, I will strive to earn my place and forge a nation that sees the good in people, rather than one fueled by the petty prejudice and injustice that runs rampant throughout Valeria at this very moment. My father had his flaws, as we all do no matter how we attempt to hide them from the world. Despite his flaws, he always told me I should try to be a better man, a better king than he was. To protect the people, not just the land. To Hell with trying. I will be a better king, and that is my promise to the citizens of this great nation."



This message was last edited by the GM at 12:00, Tue 08 June 2021.
Dungeon Master
GM, 18 posts
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Mon 21 Sep 2020
at 13:22
  • msg #7

Setting, General Info (Required Reading)


The Kingdom of Xadia


Overview:

The Kingdom of Xadia is quite wealthy, but one wouldn't know that just by looking at the societies spread across the nation. Being home to the Merchant's Guild has its benefits, as long as the Guild is given free reign over the markets. Any merchant who is not affiliated with the Guild often has a tough time getting business, or keeping a shop open for that matter. Rumors speak volumes of the violence and petty actions the Merchant's Guild takes against those that defy them- even going as far as burning down shops and putting hits out on their competitors.

Despite the nation's wealth, many of the citizen's live in poverty. Any who are not lucky enough to be afforded a noble birth start out with very little, and have to work hard for what they want. While Xadia puts on a pretense of equality, those who do not have a marketable trade or skill are treated as less than, as castaways, and are referred to as useless by those in high society.

Regardless of the inner workings of the kingdom, it attracts plenty of tourists from other human nations and even elven territories. The land in Xadia is beautiful, ripe with magic and creatures. However, what isn't know to the tourists is that Xadia allows and even encourages the poaching of these creatures and the defilement of the land, for the sake of gold. Anything that can make the rich richer is often allowed by the Council, even if it should be seen as illegal. There is even rumor of an underground slave trading operation that takes those seen as useless to society and puts them to work against their will. There has also been rumor of shady individuals selling nonhumans to Gallican extremists, to be executed for sport. Whether this slave trade truly exists and if it is allowed by the Council is unknown and requires further investigation.



Civilization:

Civilization in Xadia is not what you'd think, considering the wealth of the nation. But, plenty of people do find happiness within its borders. For anyone considered middle class or higher, Xadia is a wonderful place to live. Those with money always have a place there, and are treated with respect. On the other hand, those without are treated poorly.

Xadia's capital city of Kirkwall is a sight to behold. With nearly impenetrable walls, elegant towers that touch the sky and a massive keep with intricate architectural designs, it is unlike any of the other human cities. Some even say the city has a golden glow to it in the sunlight, when viewed from a distance. Which would be accurate, due to some of the more important buildings and homes being coated in a paint containing flecks of real gold. This city, set against the sea at the nation's southern border, is home to all of Xadia's elite. The richest of the rich, the top 0.1 of the one percent.

While there are other cities in Xadia, such as Denerim, Freyburn and Graycross, none are as well known or as well guarded as Kirkwall- the City of Gold as some refer to it. Smaller outposts and villages include Lostwater, Dawnpass, Stillburgh, Quickwatch, Midkeep and Clayhelm. However, they are all but forgotten by Xadia's ruling Council, which is made up of the heads of each Noble family. These smaller cities and towns are essentially unprotected by Xadia's military, leaving them as easy pickings for bandits, thieves and even the rumored slavers. Crime runs rampant in these smaller communities, which speaks to how little the ruling council cares for the well being of their less... economically inclined citizens.



Guilds:

Much like Valeria, Xadia is home to one of the major Guilds. The Merchant's Guild, founded in the Xadian capital of Kirkwall, is widely known as the richest of the Guilds and is seen as a sort of union for merchants across Eos.

The Adventurer's Guild has a Hall in Xadia, but it is in the western city of Denerim, rather than the capital. This allows the Adventurers better access to the Dire, which has always drawn their attention.

The Mage's Guild and Artisan's Guild work with some freedoms in Xadia, but they are heavily regulated. The Council is wary of their respective strengths and how they could effect the nation's booming economy in a negative way, if things were to get out of hand.

As in Valeria, the Assassin's Guild and Thieves guild do have a presence in the larger cities like Kirkwall, Denerim, Freyburn and Graycross, but they are considered outlaws under several statutes put in place by the Xadian Council. However, it is rumored that the Thieves Guild was founded within Xadian borders- a consequence of the nation's thriving economy. There is also rumor that the Thieves Guild is secretly run by a high ranking member of the Merchant's Guild, or even just by the Merchant's Guild in general. While there is no proof, speculation and conspiracies flow like water around the two entities.

This message was last edited by the GM at 11:02, Thu 10 June 2021.
Dungeon Master
GM, 19 posts
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Teller of Stories
Mon 21 Sep 2020
at 13:22
  • msg #8

Setting, General Info (Required Reading)


The Kingdom of Duren


Overview:

Duren is a land of magic and wonder. One that has inspired many tales of adventure, treasure and magic in past centuries. That wonder is tied to a deal struck with the Dragon Queens long ago, when the human kingdoms were still one body on the verge of collapse. The head of the house of Duren, the strongest mage of her time, searched high and low for the Dragon Queens and spoke to them on her own terms- detailing the rumored plans of what would be the future Kingdom of Gallica.

She spoke of their plans to rid the world of the dragons, and other magical creatures like them. In the end, Sarai Duren was able to broker a deal between the House of Duren and the Dragon Queens, on the possibility of a schism between the human houses. If the houses were to split, the dragons would heed Sarai's call and form a peaceful nation where human and dragon could live in harmony. They would co-exist at the edge of the continent, far from Galls and their hatred for all things inhuman.

Queen Sarai was the first and only ruler of Duren, before the House became the true ruling body of the kingdom and did away with the monarchy. She is a legend in her own right. Having the strength of mind and body to unite dragon and human in one accord is a diplomatic feat that has yet to be met in kind, even several millennia later.

The kingdom that Queen Sarai fought so hard to build has flourished since her passing. The magic of the dragons and the cunning of the mages have kept it afloat and even prospering in recent centuries.



Civilization:

Due to its small size, the Kingdom of Duren only has two major cities. The more prominent of the two being the capital of Val Royeaux, which against the sea to the south. The other is Roseholde, guarding the Duren-Xadian border to the north. There are several small villages in between such as Wildepoint, Queenstown and Rivain, as well as outposts near the border to the west.

Despite its size, Duren is easily one of the strongest human kingdoms, if not the strongest overall. In magical might alone, they far surpass the others, but they lack the numbers that the other nations boast. While Xadia has an army of tens of thousands, Valeria numbers roughly eighty thousand and Gallica's military is exponentially larger. Meanwhile, the army of Duren barely has ten thousand in its ranks. However, those ten thousand include some of the strongest mages known to man, as well as the famed Dragon Riders and many independent dragons who jealously guard the borders.

The ruling body, the House of Duren, tends to make decisions as a whole; however, in the event of a tied vote, the head of the house, Alexander Duren, makes the final call. Alexander, father to Aanya Katolis, Queen of Valeria, is seen as a noble man with noble intentions, but he is not one to be trifled with. Well into his 70's, this mage has many years under his belt and the experiences and knowledge to match- not to mention the wealth of intelligent advisors and powerful court mages at his side.



Guilds:

While Valeria has the Adventurer's Guild and Xadia has the Merchant's Guild, Duren is home to the Mage's Guild. It is easily the strongest of the Guilds in terms of power, but not in number. These mages, though they are independent of the army and House of Duren, tend to bolster the ranks of the military in times of peril. While the Guild does have several Halls spread across Eos, most mages tend to flock to the original Hall in the city of Val Royeaux, to make use of the library there. Many also desire to be mentored by the famed house of Duren in the ways of magic.

The Adventurer's Guild, Merchant's Guild and Artisan's Guild all have Halls within either Val Royeaux or Roseholde, but they're not quite as well known as they are in their home kingdoms or territories.

The Thieves Guild and Assassin's Guild do have a minor presence in Val Royeaux, but they employ extreme caution within the borders of Duren. While their tricks may work on the Xadians and their ilk, the intellectuals and scholars of Duren are not fooled so easily and the mages do not make easy targets.

This message was last edited by the GM at 11:28, Thu 10 June 2021.
Dungeon Master
GM, 20 posts
Keeper of Secrets,
Teller of Stories
Mon 21 Sep 2020
at 13:22
  • msg #9

Setting, General Info (Required Reading)


The Kingdom of Gallica


Overview:

Having harshly rejected magic and all of its benefits, the Gallicans are behind in the times, in regards to advancements made in architecture, medicine, academics and the like. That said, they're not savages, despite how some of the other humans view them. They do have a healthy societal structure that is very welcoming to humans -too accepting some might say- but it is only accepting to humans, and no others.

While there are some extremists who will wantonly attack non-humans on sight, they are heavily outnumbered by the rest of the Galls who are largely civil in their ways. However, any non-humans caught crossing the border are either fined and turned away, or imprisoned and executed if they attempt to force their way past the border guards. Though their ways are quite barbaric when compared to the other established nations, most of the Galls are set in their ways and don't wish to change.

The Galls are seen as very antagonistic and aggressive in modern politics, often believed to be throwing their weight around to get their way. Their armies heavily outnumber all of the other human nations combined, and they don't let them forget it.

Given the short end of the stick when the original human kingdom split and the various houses went their separate ways, the Galls settled a mass of land that has a large stretch of swamps, rather than potential farmland.



Civilization:

Boasting a population nearing eight hundred thousand -half of which is dedicated to the military- at first impression, Gallica seems... crowded. The sheer number of people living within the cities and villages has driven the nation to poverty, even famine at times. Most of the kingdom's money is tied up fueling the massive standing army, rather than stimulating the economy and creating jobs for the people.

The capital city of Starkhaven is filled to the brim and almost bursting with people- even the noble families have little room for comfort. Crowded for good reason, Starkhaven is set up against Gallica's western border and has a healthy supply of fish- most of which is taken from Valerian seas. This is due to a trade deal struck with King Ezran and Queen Aanya, which was accepted by the Valerian rulers out of pity for the starving Galls, even though they got little in return.

There are many other cities, towns and villages in Gallica- most of which are overpopulated and underfed. Haell, Lund, Hallasholm, Fjall, Geirland, Jorundarfell, Grenmarr, Brenningr and Hamarr are the most notable of these settlements.

Some of the more... unsavory types in the Gallican court have discussed population control and even randomized genocide in the past, as a way the help the kingdom flourish. Thankfully, these extremists and their ideals have always been ignored by Gallica's ruling house. The House of Aumont has been in power for some time now, but leadership of Gallica has changed frequently throughout history.

Their father having passed several years back, Gallica is currently ruled by twin sisters (fraternal, not identical), Sigvi and Alda Aumont. These women are quite cunning in their ways, and both have an intelligent head on their shoulders. Brought up well by their father, who was widowed just after the girls were born, the twins learned everything they needed to know from him and other close relatives in House Aumont.



Guilds:

In recent years, Sigvi and Alda have brokered a deal with the Merchant's Guild, offering up many of their elite warriors as bodyguards to protect trade routes that had recently been hit. In exchange for protection, the Guild would help stimulate the Gallican economy and bring in food to trade to the people. What farm land there was in Gallica had been picked clean, while the rest was swamp land. Unknown to the Merchant's Guild, the attacks on their trade routes were orchestrated by Gallican forces at the behest of the twin sisters, in order to encourage such an appealing deal with the Guild.

The Assassin's Guild, rumored to have made its home in Gallica, has a heavy presence within the kingdom. Though it is illegal for the assassins to act within the nation's borders, it is rumored that the House of Aumont pays the Guild a hefty fee each time a non-human of significance is assassinated in other territories.

This message was last edited by the GM at 11:46, Thu 10 June 2021.
Dungeon Master
GM, 21 posts
Keeper of Secrets,
Teller of Stories
Mon 21 Sep 2020
at 13:23
  • msg #10

Setting, General Info (Required Reading)


The Sea


Overview:

The Sea is home to countless forms of life- from elves to fish to leviathan. These creatures are largely independent of one another, outside of their own species. However, many do flock to the Seascorned elves that call the sea home, due to their intricate connection to sea life.

The depths hold many places that are considered sacred, as well as locations and secrets yet to be found by even the Seascorned. The sea is massive and even after millennia worth of exploration by elf and human alike, there is still plenty left undiscovered.

Civilization:

While there are various Seascorned cities and settlements below and above the waves, there is none as important or as well known as the capital city of Atlantis. This city was once above the surface, resting on an island with a massive orb of water magically sealed around it. Humans were welcome to visit as long as they did not cause a commotion, as were other creatures and elves.

However, when war broke out several thousand years back, the Seascorned use the combined magic of their civilization to sink the island, leaving the city protected beneath the waves and out of the destructive reach of humans. The city is also warded heavily against assault by any sinister creatures beneath the waves, though a certain Serpent has caused trouble on occasion- causing parts of the city to have to be rebuilt.

Most civilized and sentient sea life revolve around the city of Atlantis, coming and going as they please. While most people in Atlantis are born of the sea, visitors are welcome on occasion. There are even certain Seascorned in the various elven cities atop the waves who will offer to take tourists and visitors to the city.



Guilds:

The Merchant's Guild is really the only one with a Guild Hall in any of the Seascorned cities, though such halls are forbidden in Atlantis itself. However, members of the Adventurer's Guild often frequent these cities in hopes of gaining access to Atlantis. What adventurer wouldn't want to see the sunken city?

This message was last edited by the GM at 11:07, Thu 10 June 2021.
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