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Dice Additional background info

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This topic will include a number of information about the world we live in. As the game progresses, I'll try to keep a list with important organisations, persons etc. up to date for quick references. As for now: Some basic geography.


Starting at the center, we have what usually is referred to as the "kingdom" - a large area, mainly lowlands covered by young forests, fields and grasslands. Up until Mormon the Forth died three years ago in the midst of the orc invasion, it was ruled by his bloodline. The noble ranks are filled with humans, but the lower classes offer a variety of different races - and a few of them, while in theory still as good as any of the others, have reached more influence than any noble can have. Indeed, the leader of The All-Seeing Eye, the most influential magic guild, is a halfling, and the King's Bank is owned by two dwarven brothers.


In the west, we have the Great Ocean - there are a few islands out there that noone really has bothered to populate - nothing to be found there that isn't available on the main land. The coastal region is the richest, and here is where the capitol, Mordomon, lies. To the north, the cliffs are getting steeper, preventing the lively fishing industry and thus causing the lands there to be rather unpopulated - at least until the orcs came. When the northern cities fell, many inhabitants chose to flee here, protected by the armies marching northwards. The formed a couple of improvised settlements with basic farming there, waiting to return to their traditional husbandry areas.


Southwards, the coast turns into a rather wild woodland scenery, with only a few villages and no major cities. Further in the interior, the Bloodbeard Mountains tower the landscape - named after the dwarven clan residing in its ancient tunnels. Noone apart from the dwarves themselves knows how far their nation spreads out underneath the surface, and if it's connected to the larger dwarf kingdoms in the east - they tend to stay on their own, although they tend to make quite a diffence whenever they decide to act on something.


Im the south-east, nestling between the two mountain ranges in the south and east, forests as old as the earth grow. The kingdom once tried to expand there, causing a war with the elven civilisations guarding their holy trees. Centuries have passed since then, though, and although some elves still remember the blood shed right at the forests' edge, most come and go rather frequently to trade - and a few stayed already, standing out in whatever area they perform best while learning more about the hasty life style of the other peoples around.


Most recent changes happened in the north - covered by a mixture of old forests and swampy ground, noone cared to challenge the elves for this arid land, with the plains further south being big enough to fulfill a whole kingdom's needs for empty space already. That changed when five years ago the orcs decided to leave their islands, landing right in the midst of the lands and chasing away the local tribes. Noone quite knows what suddenly made them start their assault - probably just their blood-seeking nature. All that matters is that they didn't stop, but burnt down all the northern cities before finally being stopped by the Order of the Flame. The cost was high, though - Mormon IV died shortly after leading his guard right into the midst of the bloodbath, leaving the kingdom in the hands of those who had secured the unlikely victory. Since then, the orcs were driven all the way back to the northern coast, Kazragun being the last stronghold to be conquered. Consequences are already to be seen, though: It will take centuries to rebuild the burnt-down cities in their former glory, and most of the lands were burnt down by pillaging orcs on their retreat. It'll take a strong lead to deal with what follows, and many people raise their hand if being asked who should take the responsibility for that.
 
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Organisations:


Order of the Flame: devoted to the Goddess of Honor and Justice, these men formed the last line of defense against the invasion. Taking the lead after the king's death, they are eager to throw back the invaders once and for all, proving that they are worthy of their given task. They are no fools, however - that's why they called in support before the final battle can take place.


The All-Seeing Eye: a magical guild, dedicated to the gain of knowledge. You'll find almost any kind of magic within their ranks, although most tend to remain silent about those arts only a handful of people have cared to look into. With power comes responsibility, and they make no secret of their ambitions to have a word to say whenever major decisions are made.


Three mercenary companies have already answered the call of the order:


- The King's Guard: With the order taking control, most members of the regular army joined their ranks - at least for the tie until the threat is averted. The Guard is the one exception - including many nobles and their personal men, they marsh alongside the order, following the very same goal - however, they would rather see one of them take the regency than the order ovrtaking control when things are settled. While they are not a typical mercenary company, they already tend to solve problems by their presence alone - if two nobles are in clinch and don't want the order to make an unfavorable decision, they tend to ask the Guard - usually, the highest-bidding person can hope for a significant boost in support for their cause.


- The Army of the Third Prince: Founded by a third-born of the Bloodbeard clan, this company stands for open-mindedness in all regards. They are proud to have a speciman of almost every race in their ranks, though their elites are formed of dwarves from the surface and those who have proven themselves worthy of their trust.


- The Forgotten: Whatever has no other place probably lands in here. An unorganised group including half-orcs, tieflings and whatever other creature you might think of. Scum, united in their hatred for the orcs. Others might laugh about them, but sometimes all you need is enough men to throw at a problem - and they have proven to be hardy enough to fulfill exactly that role, ending fights with minimal losses where others would fail miserably.
 
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People:


- Kalib: aged, dwarven commader of the camp at Damos lookout


- Bjarni: young dwarf taking care of the grassland supplies of the Princes. Brother-in-law of Bjarki (see chapter 2)


- Corduf: old mage, currently keeping guard at Damos lookout
 
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Additional characters from chapter 1:

- Io, elven scout and archer from the south. Somewhat familiar with the local happenings and the myths behind them.
- Gordib, human scout. Unfamiliar with the local happenings, member of the Order, and briefly possessed by an evil entity. His state is uncertain at this point in time, he is more absent than alive.

The entities and the Golden One:
- The Harbinger: A servant of order and civilisation. Known as the Lawgiver to the locals. Angel-like appearance.
- The Dancer: Helping the weak, freeing the world, and telling the stories of bravery are her main concerns. Known as the Pastspeaker to the locals. Demonic appearance, also known as Shaona.
- The Warden: Druidic being, the soul of the swamps. Known as the Harmonymaker, sometimes depicted as a hyena-like creature.
- The Kraken: Mostly unknown entity. Unconcerned with most happenings, his own goals are unclear.
- The unnamed entity, known as the Warbringer to the local tribes. A creature of war, chaos and evil, sentenced by the other four. No depiction thus far.
- The Golden One: A dragon of incredible power, helping those in need. Apparently weakened by his fight against the Warbringer, and caught by the very same spells as his opponent.
 
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Chapter 2:
- Whitehair, Third Seeker of Wisdom - member of the All-Seeing Eye.
- Grandmaster Vyran Torch, leader of the Order of the Flame.
- Bjarki, Arnar, Rakel: Leader of the Third Princes

- Dalim, a trustworthy, dwarven merchant
- Zvolov, an alchemist and trickster
 
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Chapter 3:
Main leaders of the drow:
- The beast: relatively new, bur feared - known for his strength
- The Red Matriarch: Demon summoner
- Lady Bag-of-Bones: Necromancer
- The Archon: Soldier, protector of the law, though seemingly not able to live up to his title

- Lord Archon Thorad, the spellbreaker: Last leader of the drow, known for his wisdom and leadership. Owner of the Orb of Silence, dead for centuries.
- Zidohil: A drow druid, once right hand of Lord Archon Thorad - these days a neutral observer.
- Tails: A friend of Zidohil
- Noir: A merchant in catform.
- Izz: The spider cathedral's guard
- Lyvinne: Leader of the Archon's guard
- Veveryl: administrator of the Archon
 

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