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Sir_Chivalry
2012-02-09, 05:00 PM
Hello all. I've been running this world I am about to post in one RL and two pbp games for a little while now. I've decided, now that my players are leaving the first three levels of play in the RL game, that it's time to invest in this world.

So, how to start? Well, let's do an overview of racial changes quickly in a spoiler and then get to fluff

•Elves that live in a caste-based system, with grey elf priests at the top, followed by high elf warriors, star elf (along with sea and winged) commoners, wild elf and wood elf slaves and the outcast (and embittered) dark elves. Elven gods are merely powerful figures from their history, exalted to divinity after death. Stats remain functionally the same.

•Dwarves that are sea-faring and ship-builders, fighting underwater races instead of orcs and goblins. Heavy armour still stays, but they are aware of the limitations it puts on their survival in water, so only the most rich wear it, as they can afford modifications and special craftsmenship to make the armour less heavy or more water-friendly. Racial boni changed to attack bonus against creatures from any aquatic enviroment, and dodge bonus against dragons (both the sea serpent variety and their winged cousins). Craft bonus changed to wood and metal, stonecunning becomes metalcunning (or maybe woodcunning?)

•Gnomes that take the dwarves place as masters of rock, earth and stone, ruling both hill and mountain, a xenophobic and untrusting race that when forced out into the world, adopts a facade of geniality and friendliness to confuse and mislead others. Racial boni change to attack bonus against reptilian enemies, though dodge bonus remains agaisnt giants.

•Halflings that are the great keepers of magical lore, but instead of it being a written history stored in books and keep in towers, it is an oral history, one that reveals secrets of the oldest artifacts and the most ancient of heroes, but only if you can find someone who knows that particular story. Gain the illumians' floating sigils, but must take feats to access anything beyond "glowy candles" effect.

•Orcs that live in the north and organize themselves into mercenary houses, selling entire clans as additional fighting forces to the greedy and warring humans to the south. A strict code of honour binds them to their employers, and they just as often go to war with other clans as the enemies of their employers. Half-orcs are also generally like this, and are looked upon neutrally by their larger brothers. Stats the same

•Goblinoids as the great originators of democracy and republics as a system of government. The three monster manual goblinoids are all as smart as humans overall, so they could easily make a society that wasn't grubbing and war-based. Plus I liked the idea of all the other races still being more authoritarian in their governments, but the goblins have democracy. Stats the same

•Half-elves come in two varieties. There are the half-human/half-elf variety, who are products of the elves interbreeding with humans. This mainly was used as a trade tactic between the human kingdoms and the elven nation. There's also the Qu'mari, functionally half-elves, but remain a true breeding race of elves who broke off from the elven nation years ago and are slowly losing their magical natures, both from breeding with nearby humans and from a slow loss of magic from their homeland.

•Reptilian humanoids take the place of the traditional orcs and goblinoids, as low-level humanoid opponents, raiding and attacking outlying human settlements. They favour an evil alignmentm for those that don't already, and generally work as servants and forces for the dragons, who are also antagonistic to humanoids (including the metallic ones)

•For other races, I'll touch on them as they come up. Illumians don't exist (never liked em), and the raptoran and goliaths are considered a single race (or sometimes a master race and slave race) known as the Vashar, who are mainly contained and fought by those nations bordering their lands. Changelings remain basically the same, though I have some musings on their origins. Warforged are also pretty much the same. Shifters, I was toying with the idea of them being modified humans (like, experimental soldiers) instead of lycanthropes.

Thoughts?

Backstory of the world

Long ago, the world was divided into four groups. There were the Highborn, who were great reptilian beasts, favoured of the gods, who had the power of creation and the sacred flame of life within them, allowing them to create others to worship them as they worshiped the gods. There were the Lowborn, those mortal beings who the gods did not favour but had placed in the world to serve the Highborn, who had within them the power to become whatever they wished, each choosing a path for himself in the world watched over by the Highborn. Also in the world there were the Midborn, like the Lowborn in shape and appearance, but great in size like the Highborn, and gifted similarly with powers of magic, creation and foresight. And finally there were the Horrors, those who stood outside the others and looked upon their works with jealousy. They sought, with horrible powers and eldritch minds, to corrupt the Low and Midborn and turn them against the Highborn. These abominations of nature even managed to corrupt some of the Highborn and their children, turning the favoured of the gods from the divine light.

Among the Lowborn at this time, a hero arose, one called Itzal. Itzal looked upon the works of the Horrors and what they were doing to the Highborn and he struck back, using the Horrors' own eldritch power against them, wielding a weapon known as the Lance of Twlight. For his valour and service, the Highborn did gift upon the house of Itzal a parcel of land near their own sacred realm, and gave forth a law that all Lowborn would obey him as if he were king. Also, at his request, a wife was created for him from the flames of life, and was given the name Izar.

Itzal and Izar ruled their fellow Lowborn for four lifetimes, and were beloved by all and blessed by magical gifts from both Highborn and Midborn allies. But it was decreed, when the Highborn saw that the Lowborn were beginning to worship Itzal as a god, that he would not rule a fifth lifetime, and the Highborn came to Itzal to tell him he was to relinquish his rule of the Lowborn. He was given one turning of the moon to give word to his subjects that he was no longer their king. When the Highborn returned after one month, Itzal bowed before their majesty and spoke that we was no longer king, but that he had invoked an ancient law. His two children Eguski and Hilargi had been given the throne, which was Itzal's won in blood, and would be their's when he died, as was his right as a warrior.

The Highborn, angered that Itzal had tricked them, struck the Lowborn king down in fury, tearing with claw and tooth and breathing the flame of life upon him. The king simply stood there, and called out to his children that their inheritance was at hand. The two rushed to their father's side, trying to spare him the wrath of the gods' chosen, but their power was too great. However, as the Highborn turned to vent their fury upon Itzal's children, the gods intervened. Itzal had wronged the Highborn, this was true, but his children's inheritance was protected by ancient law, and would be upheld unto oblivion by the gods.

The Midborn at this time did step in and present a contest to Itzal's will, that in their consideration of the divine law, only one Lowborn could hold power over all, and Itzal had given his throne to two. They offered to hold judgement over a contest in which the two children would compete for who would hold sovereignty over the Lowborn. The two agreed to the contest, and were given until the the start of the year to prepare. On the eve of the contest, Eguski fasted and prayed in solitude while Hilargi attended a feast held in her honour and gourged and quaffed and dallied such that she overslept. While the Midborn and Lowborn awaited her arrival, Eguski continued to pray and fast, and his devotion won him the favour of the gods, who gave him victory in the seven tasks set forth by the Midborn.

When she lost, Hilargi was so angry that she fled the land, taking with her the servants loyal to her and all the magic her father had left her. Eguski, bearing a heavy heart at the loss of his sister, had all portrayals of her removed from his sight, and took Izar as his queen, ruling the Lowborn with the steady hand of his father, though he was stern and and lacking the true divine spirit of Itzal.

Hilargi returned many moons later, with an army of Horrors at her command, and horrible monsters that had once been her servants, now changed into eldritch abominations. Though the battle was fierce, when the dust and fog of the brilliant battle settled, only two remained standing, locked in mortal combat. Eguski, his mail shining radiantly and his spear glinting, fought his sister Hilargi, cloaked in black, her white locks and pale face obscured, her daggers black and caked with the blood of Lowborn. Her darkness blotted out her brother's light, but only served to make his aura brighter by as much, and after a few desperate moments, the Midborn and Highborn watching witnessed Eguski strike down Hilargi and claim her head, roaring like a lion.

When the war against Hilargi had ended, the war against the Highborn began. Emboldened by his victory against the Horrors, Eguski made an alliance with the Midborn and fought to over throw the Highborn from power. Powerful outsiders, of a race known as the Irasti, did lend their aid to the alliance, powerful armies clashing against the divine elemental angels of the gods known as Ealue. As the servants of the outside powers clashed above their heads, the Lowborn and Midborn armies fought against the Highborn and their children, the battlefields running thick and deep with blood infused by both the Highborn flames of life and the Midborn wellspring of magic alike. Those chief among the Irasti pierced the divine realm itself, slaying the gods in bitter duels and absorbing their powers, and as this occured the Highborn lost the favour of the gods, their gods, as those deities plummeted to the material world, crashing into the earth. When all was finished, Eguski stood victorious over the body of Nealtheame, the last of the lords of the Highborn, though the battle had cost him his mother-queen Izar.

The house of Eguski ruled the Lowborn for many ages, but the sorrow of the war between the siblings left a curse upon the house not even the gods could dissolve. For just as Eguski and Hilargi fought, so too did their ancestors, and each would leave the other, both diminished for the exchange. The Lowborn, subjects of Itzal, forgot who they had been, and became the Elves of Esdia, who seek to attain some lost divinity, the Dwarves who rule the seas, and lay claim to the isles of Ultrian, the distrustful Gnomes of Itzalak, the great tunnels and caverns beneath the earth, the mystical Halflings of Vera, shrouded in fog, the Orcs of Dirkland, who seek a purpose in gold and influence where the gods once sat, the Goblins of the Fharan desert, who seek to have no mortal as their lord, each being his own, and the many and varied kingdoms of Humans, who more than any of their brothers, desire strife and war.

Sir_Chivalry
2012-02-10, 02:42 AM
Countries

The Empire of Solaris

A proud military heritage and strong aliiances mark this nation as one of the strongest among the humans kingdoms. Throughout history, those who have contested with Solaris have learned one very important lesson, that once you think you've won, that's when you've lost.

The actual kingdom proper is not that large, only consisting of the provinces of Solaris to the north, Escav to the west, and Torin to the south-west, but the captured territories of the country, some having been part of the kingdom for half a millennium, range over a vast area. Notable among them are the city-state of Oslor (see below), the city-state of Fharenghal (see below), both of which provide key assets to the empire, as well as the province of Carovoch, and the captured nation of Qu'mar (see seperate entry), which are remarkable for particular vitriolic relationships with the crown of late.

The province of Carovoch has in recent months seceded from the empire, sparking a violent and deadly civil war. The late king of the empire, Marcus D'Fermaine II, was killed in his sleep, followed shortly by his two eldest sons, Princes Ulrich and Elric, fleeing the capital to the province of Carovoch to claim sanctuary under the protection of their uncle, Duke Reagan, who has not been on the best of terms with his brother in recent years. The issue of all this though, was when the new heir to the throne (assuming the two brothers forfeited their rights by commiting patricide) Princess Julianna declared war upon her uncle and brothers. She discovered a strange and alarming phenomenon about the imperial army, namely that a large amount of it was stationed within Carovoch, under the command of Reagan, who King Marcus had named commander of the army during his reign.

To counter against the sizable army Reagan had at his disposal, Julianna gathered the private forces of the various nobles about court into a sort of army of their own. Though it was smaller, this augmented with the those members of the army still loyal to the crown, coupled with the vast resources of the crown versus the Carovochian force only having what they had in storage or could forage from the surroundings meant that Solaris could wait out their opponents until they forfeited and returned the rogue princes for trial.

Currently the conflict is at a standstill, as neither has made significant gains in the war. Solaris burns large patches of enemy countryside and Carovoch continues to raze border settlements, but neither can strike a blow at the other's heart, their capitals (Kingsmere for Carovoch, and Isadore for the Empire).

Oslor

Originally a small fishing town, it grew in influence during the naval skirmishes of the Sahaugin war, when the Von Berk family of Ultrian began aggressively expanding their commercial and military empire both above and below the waves. Oslor received heavy funding to fotify its harbour (including a heavy chain curtain that was draped across the entrance to the harbour, with a similar one constructed at the mouth of the Alwyn river nearby) and became the launching point of the Solarian army.

When a truce was signed with the Von Berk family, Oslor was chosen to be the place of the signing, and ambassadors from Ultrian were placed in the city as observers, and the two nations have used the city as a trading post ever since.

The only drawback to Oslor is that despite (or perhaps because of) the military presense, the city is lousy with criminals and violent thugs, making it one of the most unsafe places in Solaris to live.

Fharenghal

Originally a small nation of human tribes living north of Fharen, Fharenghal organized into something resembling its current structure after the "Massacre of Jagged Teeth" when several barbarian tribes tried to raze Vilemia (the capital of Fharen) to the ground, leading to a withdrawl of friendly relations between the Fharenghalian people and the goblins of Fharen.

The city was invaded and conquered by the Solarians, but as with almost every other territory they conquered the Solarians instated local nobles as their governors, and allowed local customs and religion to continue.

Sitting along the Alwyn (in fact straddling it, with the richer Solarian populace on one side and the poorer "goblin-blooded" populace on the other) the city is known for having a heavy influence from Fharen. Many of the same fashions and foods are found here, and the religions and politics of the south are heavily encountered in the streets. The city has a large goblin and elven population, owing to its proximity to the desert, in fact being the starting point on the "Road of Tragedies" which leads to Vilemia and then to Esdia through the safest routes.

Esdia

Far to the south, past the desert of Fharen and even the coastal holdings of Ultrian lies an empire which once rivaled both the dwarves and Solaris in size. Ages ago, the southern Fharen desert (now part of Esdia) exiled many of the powerful warrior tribes who had displeased the local king. These tribal elves swept down the hills and mountains to the south, eventually coming to the fertile Esdus valley where another more peaceful variety of elf lived. War was soon joined, and the warriors of the north fought fiercely against the ascetic theurge priests of the south, eventually forcing them to submit and cede all their lands to the northerners.

The northerners filled the cities and lands of the defeated, and began work on a rigid system that divided their numbers. Those who had been original members of the northern tribes, those who the king had banished, acted as champions of the gods, voicing their will among their lessers, while the northerners slaves that had been brought became nobles in this new land, ruling and commanding vast domains. The southerners were divided by how they had reacted to their "betters" ruling them. Those that welcomed the conquering heroes were allowed to be skilled labourers and merchants, while those who resisted were bound to servitude and slavery.

As the elves of Esdia began to settle and forget their bloody history only a few generations (thousands of years) before, they began a great endeavour not seen in the world yet among the Lowborn. They explored their world. Ships were built, horses reared, and roads built to accomodate vast caravans. Everywhere they went, new lands were discovered, including the reclusive winged elves and an aquatic variety (both quickly conquered), and under the command of Gyatso the Wise, a great road was built to span the desert from Esdia in the south all the way to the various goblin lands of the north. The only problem that lay in the way was the ancient homeland of the northern conquerers. Ridiculous as it may sound to a Solarian, the "War of the Road" was considered one of the bloodiest conflicts since Esdia's inception, and when the final city was razed, Esdia stood triumphant over the conquered "Homeland", though it lack much of the grandeur of the past, instead a whirling dust bowl devoid of any beauty after countless summoned fiends were used by the Esdians to ensure victory.

Those Esdians who had made the sacrifice of becoming diabolists were not hailed as heroes upon the return home, but instead used as scapegoats for the loss of beloved Esdian soldiers, and were banished from the structure of Esdian society, becoming the lowest of all, to not be consulted with or acknowledged by any Esdian.

Recently (for the Esdians at least), the Solarian empire expanded territory into Esdia at the behest of Norman III (grandfather of Marcus II), the actual territory acquisition handled by the royally commisioned Red Banner Company, a merchant and mercenary group led by Theodore Maxwell, who was later made an Earl for his victories over the native Esdians. Earl Maxwell understood that true power lay not in the hands of spellcasters or ancient sword arts, but in the pockets of the rich, and so he used private wealth to bribe several outcast diabolists to his side, using their hatred for the higher groups and their knowledge of the surrounding area to grab up territory in vicious raids. Every time a province was captured, he would release the people again in exchange for the Esdians of that area swearing allegiance to the Red Banner Company.

After seven years of bloody fighting, the Company controlled most of the ports and trade cities of Esdia, and a truce was called with the high priests and the princes of Esdia to stem the slaughter and subjugation, allowing the Solarians to stay as trade partners in Esdia (the better to protect against even more ruthless Ultrian merchants) and even creating a culture of intermarriage (or at least the taking of mistresses) between local Esdian women and the men of the Red Banner (much to the displeasure of their wives in Solaris once they too were shipped over)

Grey elf= priest
High elf= warrior
Star/Aquatic/Winged elf= merchant
Wild/Wood elf= slave
Drow= outcast

more later

Omeganaut
2012-02-12, 04:34 PM
You do realize that you don't have to include races in your setting unless you feel they belong. While its always a good idea to include all the core races, I wouldn't recommend forcing races in just to have them. Make the setting with what races you want and forget about the rest.

Sir_Chivalry
2012-02-12, 07:51 PM
You do realize that you don't have to include races in your setting unless you feel they belong. While its always a good idea to include all the core races, I wouldn't recommend forcing races in just to have them. Make the setting with what races you want and forget about the rest.

I do realize that. That is why I eliminated certain races. That being said, I am happy at least with most of the ones I'm keeping in, and the others, if they prove to not be viable, I'll drop out.

Omeganaut
2012-02-18, 02:53 PM
The Goliaths, Raptorians, Changlings and Warforged don't seem like they really have any specific reason to be in the setting, or at least PC races. However, I do realize you haven't posted all of your fluff, and there may still be good reasons for them that you just haven't posted yet.

Sir_Chivalry
2012-02-18, 03:55 PM
The Goliaths, Raptorians, Changlings and Warforged don't seem like they really have any specific reason to be in the setting, or at least PC races. However, I do realize you haven't posted all of your fluff, and there may still be good reasons for them that you just haven't posted yet.

That is all very true. I merely wanted to allow my players to be what they'd like (except goliath and raptoran, but they have a role in the world believe me)

Warforged and Changelings are unimportant except as footnotes really (they exist, but are paid little mind outside of their specific circles)

I'll address warforged at some point, and changelings are mainly important to Vharisan, a theocracy.

Boy, I really need to find time to write all that down, been very busy. Anyone have suggestions for things to focus on?

Sir_Chivalry
2012-06-22, 10:31 PM
Added more to Esdia, and detailed Fharenghal and Oslor. Thank you to anyone who has feedback.