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Post by Darko on Apr 28, 2014 14:08:48 GMT
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on Apr 28, 2014 15:26:00 GMT
KiefernKiefern is a small kingdom located in the northern part of the continent. It is a frigid yet hospitable land, covered in sweeping pine forests, wide vistas, and towering mountains. There are few large settlements in the land, bar the capitol of Konigstaad and a few trading cities located near the border. Kiefern is famous for its warrior culture. Since early history, Kiefernians have denoted themselves in wars against neighboring kingdoms as well as internecine conflicts. In modern times this leads many Kiefernian men to seek employment as mercenaries. Kiefernian mercenaries are famous for their resilient nature and berserker-like ferocity, as well as the massive greatswords they use. The greatsword is a Kiefernian warrior's most valuable possession. Typically it is a family heirloom, passed down from father to son for generations. A Kiefernian would rather die than loose his greatsword for any reason. A typical Kiefernian mercenary. Note the greatsword slung across his back.Kiefernians themselves are hardy people. Personal honor and integrity are highly valued by them. To be labelled an oathbreaker is the highest shame that can be leveled on an individual. Typically a glorious death in battle is the only thing that can expunge such a stain from one's honour Magic is also highly distrusted by Kiefernians. It is not unheard of for foreign mages traveling through the kingdom who do not show enough discretion with their talents to meet grisly ends at the hands of the more intolerant members of the population. Mages born in Kiefern have their eyes and tongue removed once they show traces of magical talent and are confined in the Black Dungeon, a special prison located the desolate northern ice wastes where they are eventually disposed of in a ritualistic manner. Beliefs: Kiefernians are a primarily monotheistic people. Most believe in the legendary warrior-god Volgstadt, a mighty deity who emphasizes martial skill, strength, honour, and dependability. His symbol is a bloodied greatsword, representing his warlike nature. Priests of Volgstaadt are a common sight to see wandering the forested roads of Kiefern, clad in simple robes with a greatsword slung across their back. Traditionally Volgstadian priests are nomadic, wandering from town to town offering their benedictions to any who will take them, most often sellswords and mercenaries. Small shrines to Volgstadt can be found dotted across the kingdom, usually near crossroads and graveyards. A typical shrine takes the form of a stone greatsword plunged into the earth and adorned with offerings and prayer tapers. These shrines are regarded as sacrosanct-to steal offerings from one is one of the greatest crimes a Kiefernian can commit, and is always punished by death. Prayer is an important part of a Kiefernian warrior’s pre-battle preparations. Most mercenary bands from the kingdom have at least a layperson, if not a priest, who leads his fellows in prayer in addition to participating in fighting. History: Kiefern’s history is long, steeped in the blood its people. It was founded many centuries ago by the legendary warrior Volgstaadt, who united the disparate northern tribes under one banner and overthrew the witch-kings who had preyed on them for ages before. After years of fighting, the tyrannical mages were put to the sword. The Kiefernians were not quick to forget the abuse they suffered at the hands of the Witch-Kings, and to this day the distrust persists in their treatment of mages. Man soon passed to myth and the Kiefernians remembered Volgstaadt as a god. Beyond that, little is known of Kiefern’s early history. Early tribes did not keep any records beyond oral sagas, so what is known come from the few surviving descendants of those storytellers. Modern written record began with the rule of King Harald the Far-Sighted, a great reformer responsible for enacting many of the changes that turned Kiefern into the nation it is today. He was also noted for repelling an invasion from the south, personally taking part in the fighting and living as his men did. When he died, he did so as one of the most popular kings in Kiefern’s history. Government: Like many neighboring kingdoms, Kiefern is a feudalistic state ruled over by a king. Unlike most of its neighbors however, the King of Kiefern is chosen via election rather than any sort of hereditary system. These elections happen once the old king dies. The thirteen most powerful princes convene in the capitol city of Kongistaad to cast their votes on which candidate they believe should be king. This process can take anywhere from a day to a month, with the longest election on record taking an entire year. It is atypical, but the Electoral College also has the power to remove and replace the king if he proves himself an ineffectual ruler. The current king is the brooding Helbrecht, a former mercenary who returned to his homeland with riches gained from his years of campaigning. He has proved a divisive figure in Kiefern, as his militaristic bent towards neighboring kingdoms earns Kiefern both prestige and great ire More to come
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Post by Darko on Apr 28, 2014 22:56:35 GMT
While I don't have time today to do a really big post, I will give you guys something to sink your teeth into.
The Decade of Slaughter: Part 1
What is the gravest sin of all?
Arrogance.
Humanity was arrogant. They paid the price.
It is the second era. The first ended with the fall of the Human Dominion at the conclusion of the Decade of Slaughter - a ten year war that saw hundreds of millions die on all sides. That was over fifty years ago. Yet the lands are not free from the repercussions of that terrible war, and many things have been set in motion that no one can quite see an end to.
It all began when the rulers of the human realms formed an alliance centuries in the making. Eventually it reached the point where those who did not join were conquered and the other races did not care - it was an internal affair.
However, the combined might of the united species was unexpected. They expanded, claiming and consuming all land within reach. They were ravenous and greedy. It only got worse as the years went by.
Finally, the other major powers began to take notice and stop squabbling amongst themselves when the humans began threatening their borders. By then, it was already too late - the whole species had been geared for conquering for years already. Vast swathes of territory fell to them. One of the most notable events during this period of unprecedented expansion involved almost the entire Halfling race being enslaved, which provided the sheer manpower to sustain the human war machine's endless requirement for supplies.
The Elves, a splintered race, were slow to react. The tribal Wood Elves were reluctant to leave the sanctity of their forests, while the Dark Elves saw no gain in making the first move. Disorganised, the advanced race lay inactive in the face of the unstoppable human armies.
Others were far more quick to respond. A war summit was called by the wise Half-Giants, which led to the forming of an alliance. They were joined by the Orcs and Avianicans, together able to form a monumental combined army to oppose the humans. Combined, they stood a fighting chance and for a time, they held their ground. But it was a stalemate on their frontiers, and the humans would overwhelm them easily if only they diverted more of their billion-strong army. Whether it was so vast is unknown but not hard to believe, for every bard in the land can sing a song of the marching that could be heard from city to city.
Elsewhere, the Dwarves launched a full scale attack on the humans. They had long been friends to the Halflings, known to be distant cousins to each other. Fiercely independent, they refused to join the alliance, however they let their own quarrels with the other races lay at rest for the time being as they focused on the humans.
Yet, despite the great forces arrayed against them, humankind was undaunted. Its expansion was stalled on many fronts, but not entirely halted. Arrogance, greed, and the fact that the species as a whole was growing larger than it could sustain, forced them to push on. This is where the war started to turn, although had they not continued to expand then they would have crumbled not long after the first few years of conflict.
They invaded the Wood Elves homes - by ancient law, their realms were protected against the meddling of others, to preserve the natural world over what was considered the barbaric modern ways. Much to the surprise of the humans, the Wood Elves - whom they thought to be primitive tribal savages - fought back with greater determination than any other foe they had met in battle. The Fauns came to the aid of the Wood Elves and for a time, humanity questioned whether it could really win.
Then the tide turned - the forests began to burn and waste away to feed the war engine. The second thing that would eventually lead to the demise of the human Dominion was that they had to surrender land on the other two fronts in order to focus enough troops to make a breakthrough into fresh country.
The peril of the Wood Elves is what finally brought their kin into the war. The Elves and the Dark Elves united properly for the first time in centuries to face this threat. With so many against them, many thought humanity was lost.
It was not so. To the surprise of everyone involved, the Goblins had allied themselves with the humans - in fact they willingly became members of the Dominion to elevate their own status, having long been subjugated by the Orcs and Half-Giants. In the eighth year of the war, the Dominion retreated, forming a new, smaller border. It had lost five-hundred million in the war already, yet had more than enough left to create a nigh-impenetrable defence around its homelands. The other races had all suffered greatly too in this time and with the Goblins entering the conflict fresh, no one could say what the outcome of the war might be. All involved knew they could not sustain this rate of attrition for much longer.
~~~~~
This will be concluded tomorrow. I will also post about what has been happening since this war and the present day, so everyone can gain a good understanding of why things are the way they are.
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Post by Darko on Apr 29, 2014 13:03:39 GMT
The Gods: Part 1
In the beginning, there was the end what came before.
And what survived the end was surprised by this, for it was something old yet also something new.
It began to explore the limitless power at its beck and call, for the universe was gone and in its stead was chaos.
It would be inaccurate to say that over time it learned to control the disorganised power around itself, for time was gone - merely a memory like everything else that came before. Then it realised it was starting to forget and sought to restore as much as it could from before.
It began building the foundations of a new place - it relit the very stars themselves to find the right place, for soon it would not be able to remember anything.
Then it found that place and decided its task would soon come to an end.
It forged a new world and imbued it with its very essence, binding and holding it together. Thus, the entity was no more.
But parts of it lingered, split into pieces, they coalesced around the world, granting to the new-born life there the gifts of what had come before. These shards became worshipped as gods, for though unseen and unheard, their handiwork was everywhere.
One is light, all that is good in the world.
One is darkness and was the antithesis of the light.
One is neither, and maintained the balance between the two.
Thus, the echoes of the creator became deities. Between them, they embody everything that is in life.
But the new life was unpredictable and the balance often shifted, much as it had done in the great before.
As the stars began to fade once again over the millennia, the life grew and evolved.
Today, the world is still young. The possibilities are endless. You find yourself as one amongst many, all across the lands, not part of any grand scheme. Simply alive, as the creator intended. As long as balance is maintained, all is well.
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Post by Darko on Apr 29, 2014 13:34:55 GMT
Daemons
To the superstitious and the ignorant, Daemons are the evil servants of the darkness. However, this is not the case.
Daemons are fractured parts of the three gods, given sentience. They exist in a place that is both here and not here.
Sometimes, they cross over - sometimes by choice to further their own desires and ambitions. Other times they are summoned by mortals, to service them. A few are even imprisoned in this world, forced to do the bidding of those who brought them here - which is a very dangerous thing to attempt indeed. For to make an enemy of a Daemon and let it escape is to invite peril for the very worst kind.
Each Daemon will represent one or more facets of the god it originates from. For example, while the stereotype of Daemons being evil has a basis in truth, for the ones who are the greatest threat are those of the darkness who wish harm on the mortals. The vast majority are not inherently evil however, something that is generally not well-known as it is often seen as better to keep the masses fearful of Daemons. For if everyone and their aunt gets curious and tries summoning a Daemon, for good or ill, it would cause a lot of problems.
As such, dealing with Daemons tends to be the exclusive territory of high wizards and others gifted with arcane knowledge who know the proper procedures to perform summonings.
Some even have Daemons who willingly serve them in some fashion, sometimes taking the form of some animal which is likened to its qualities. For example, an honourable Daemon that pledges itself to guard the life of a noble knight may choose to take the form of a great wolf, for canines are known for their loyalty.
Daemons are as varied as mortals and the majority of which will never care to cross over into the material realm of existence. Nonetheless, many do, and it is rare for such a crossing to not leave some effect in its wake.
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Post by Darko on May 13, 2014 15:38:22 GMT
I've neglected this, but I intend to add more soon. Working on the rules and the background simultaneously was just a bit draining, as well as being distracted by buying lots of new games in steam sales.
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coolyo294
Iconic
Slayer of Demons
Posts: 1,169
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Post by coolyo294 on May 27, 2014 17:58:19 GMT
Gant Located far to the east in the desolate Ganal Heath, Gant is a small city-state renowned for its quality gunsmithing. It was founded nearly four centuries ago by a band of exiled mage-gunsmiths from the city of Baydon. At first it was little more than a fortified foundry and a few houses, but as word spread of their talent many new settlers flocked to Gant and slowly the city began to grow. Eventually it developed into a sprawling Due to its proximity to the [insert name here] sea, Gantian smiths are able to sell their wares to western lands and import many of the raw materials it needs to construct its trademark weapons Since its inception, Gant has been ruled by a seven man council. Members of this council are selected from the heads of the most powerful trade families, typically gunsmiths and shipping magnates. The council's primary objective is maintaining their economic power and influence in the world. The council also has a standing policy of neutrality and free trade. Despite having a relatively small military, no country willingly violates Gant's sovereignty out of fear that they will find their rivals armed to the teeth with advanced firearms and out for blood. Gantian Sharpshooters The city-state of Gant is known for two things: high quality rifles and the warriors that wield them. It is well known in eastern lands that few things are more dangerous at a range than a Gantian and his rifle. These marksmen are also skilled in fieldcraft, capable of blending into many environments and moving great distances without being seen. Sharpshooters are generally surly and taciturn, used to long stretches of silence in the wilderness with nothing but their rifle and wits to keep them company. Most prefer to work alone, but it isn't unheard of for them to operate in larger teams. Gantian sharpshooters typically travel abroad as mercenaries and assassins. Demand for their skills takes them far and wide across the continent, and it isn't uncommon to encounter swarthy Gantians in lands as far west as Kiefern and Degar. A recent slave revolt on the island of Wabluff was quelled in a week by a lone pair of sharpshooters. They methodically picked off rebel leaders and vanished back into the jungle until their morale was exhausted and the slaves simply surrendered to their masters.
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Post by Darko on May 29, 2014 12:57:10 GMT
The Decade of Slaughter: Part 2
For many months as the eighth year of war waned on, both sides were cautious and only minor skirmishes took place. Some thought it would be best to just keep the Dominion contained, but an overwhelming majority in the alliances decided they must persevere until the Dominion no longer existed. It was the only way to be sure.
The Dominion's lines were too strong however and they were rebuilding and rearming with each passing day. They had consumed so much of their resources however that they could not sustain themselves much longer and it would force them to surge forth to attack once again. While such a move would most likely be its downfall, the death toll to the other races would be catastrophic. That was deemed unacceptable.
A call went out across all the lands and the most gifted individuals from every corner of the world answered. Ingenious Dwarven architects and engineers created horrifying war machines and guns empowered by bale fire. The Shadow Cannons of Kolarn the Great, the Engine of Torment, the Soul Shredder - to name but a few of the devastating contraptions they created that have since been lost to legend.
The Master Wizards of the West did venture forth from their hidden university and added their powers to the grand mages of the High Elves. They summoned forth some of the most powerful and devastating Daemons, with scores of mages drained of life in the rituals to bind them to powerful arcana - magically-infused items that could control such monumental entities. M'vrorlg the Incomprehensible, Uqizsch of Men's Nightmares, Ilaej the Whispering Doom and other such Daemons of the Dark that were ripped from their realm and forced to do the bidding of those previously below their notice.
Blood Magic was used to do the unthinkable - control dragons. Some of the most fearsome and ancient creatures in the world were as tamed pets as the very magicka in their eternal life blood was subjected to the whims of rogue mages paid off by the Alliances.
With these terrible super weapons and countless more that were so dangerous that none survived their use to recall what they were, the Allied races struck against the Dominion and for the first time the war was in their favour. The Dominion broke under the onslaught and thousands died with each passing day until finally their armies were so shattered, their cities so ruined and their culture so forgotten that the once unstoppable human race was reduced to scavengers scraping by to survive. The Goblins surrendered repeatedly and eventually their pleas were accepted, and they were reduced to little more than a slave race to the Orcs and Half-Giants.
Humankind suffered far worse and it was estimated that barely a quarter of their race had even survived. Some believed it had gone far enough, horrified at the powers they had released on the world. Others, such as the Half-Giants, Avianicans, Dwarves and their newly liberated Halfling cousins were in favour of continuing the genocide, not content until every last man, woman and child was erased.
The Elves were shocked by this and demanded that the other races return to their lands, that Balance had been disturbed so far enough already. The Fauns, connected so deeply to the very world around them, spoke dire warnings of the future and that to feed Darkness even more would be to invite the utmost peril for eras to come. Reluctantly the hunts were abandoned, at least officially, although some renegades still continued to find and slaughter humans. To this day, many still hold a grudge, particularly the long-lived Half-Giants, while there are many Elves who are still young yet saw the entire Decade of Slaughter unfold.
Trying to rebuild is an ongoing effort even after five decades and some parts of the world still bare the scars from that war. Ever since the end of the war, a new world order has been created to ensure that the past could not repeat itself. The enormous capital city of the province Mivalia was selected for its central location and relative stability compared to the rest of the broken world. A new Grand Council was formed with representatives from every race, except for humans and goblins, and ever since they have ruled all the lands.
Their influence does not necessarily extend everywhere however, and this regime has been beset with countless problems since its inception. However, a measure of prosperity and peace has been restored over the years and Mivalia is a bustling hive of activity, and not just politically. It is a land of opportunities and fortunes, with many seeking adventure, fame and wealth. Humans and Goblins are still persecuted by many across the lands, treated like second-class citizens by some, but they have managed to establish their own scattered settlements, and the Grand Council tries to enforce acceptance for all races despite the bad blood.
It is here that your adventures will begin.
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