darklink_shadow
2013-04-09, 03:33 AM
The Kingdom of Ra
The 4th Age of Man:
Chapter 3: Quagmire of Aggression
The World
It has long since been that the Kingdom of Alrick Ra was at war. Alrick XVI rules over a land of peace. There are minor conflicts, brief skirmishes, but nobody can withstand the forces of the Imperial City. Within her walls are the largest factions in the world. The Mighty Kirhi raiders guard the boarder to the south of the Kingdom, protecting the fair plains and forests from the filth of the swamp. The Imperial Guard patrols the highways, and have all but ended bandit activity. The more magically gifted can find sanctuary with the Radiant Missive, if they can channel the divine, as the ancient eastern elves always have.
The Missive serves and protects the Imperial City itself with legions of paladins, and the Gods themselves with hordes of Clerics. Within the Missive, duty and honor are drilled into young minds. Their hearts are filled with the Light. While their tenets are strict, they allow for plenty of enjoyment. Many paladins add their own tenets upon themselves, but no tenet enforced by the Missive is unreasonable. In fact, most people follow the Missive's tenets naturally.
But those with the touch of the arcane live and learn within the secondary redoubt walls of the Tenebrious Dawn. Life within the Dawn is filled with work and training. Magic is a double edged sword. The skilled magician can perform miracles and are the kingdom's most valued resource, but an untrained adept can level villages with a single mishap.
In the Dawn, people are reforged into a new breed of animal. Because sources of magic are so varied, individuals are also very varied. There is, in fact, only three core rules of the magician.
A magician may not injure a law abiding member of the Kingdom.
A magician must obey the orders of their superiors, except where such orders would conflict with the First Law.
A magician must protect himself or herself, as they are valued tools for the crown, except in situations that would conflict with the First or Second Law
Outside of these major factions; outside of the Imperial City, there lies four other major cities, the capitol cities of the races. Near the center of the Kingdom lies the vast mountain Jarlberg, home of the Dwarven Capital of the same name. The mountain and city are inseparable. Inside the vast hollowed out mountain, the dwarves craft and mine the finest tools and weapons. Woodworking, stoneworking and leatherworking are all professions the dwarves have claimed supremacy.
North of the mountain, there us a river that heads north for a great distance, but then squarely bends westward. At the bend there is the Human Captial, Riverbend, aptly named after it's location. This city is easily the smallest of the quartet of capitals, but the human settlement is the center of all trade throughout the Kingdom. The Douglas river swells widely at this bend, allowing plenty of river barges to run goods to and from the Imperial City. Following the same river south of Riverbend leads to the dwarven home of Jarlberd. North, along a well maintained road, lies the path to the trading outpost of the wild elves. To the east of Riverbend is the major farming area and beyond that is the Mystic Forest, where the High Elves live. Not much trade happens between the High Elves and other races, but most that does happens in Riverbend.
Map
http://i1291.photobucket.com/albums/b547/GITPG_Darklink/map40x27_zps92b92641.jpg
All the white was blue for me... whatever, that's the ocean. The swamp extends an unknown distance to the south. I think everything else is obvious!
The dangerous creatures of the swamp have recently become more active. The orcs who never before seemed to understand more than basic hit and run tactics have suddenly started using bold aggressive strategies. They are now using crossbows, javelins and slings. Even worse they have acquired a sudden capacity for magic, and are using it to rain hellfire on the Kirhi Raiders. Hellhounds howl in the swamp.
Larger, dumber creatures have been reported being led to villages. Ogres and trolls have been spotted. Instead of fighting amongst themselves, the war parties of the swamp have apparently united as one.
There must be a leader. The orcs are too stupid to suddenly have these complex plans. A captured orc begged for mercy as the Murk Tredders pried secrets from him. Before succumbing to his wounds, one sputtered word seemed to confirm that they had some leader: Kil'Kor Tahn.
An elite group of citizens was assembled, informed of this and given a mission statement. The new Ra Guard would be formed.
{table=head]Player|Character|Class|Race|Alignment|Role
AeonsShadow|Pax Moonfire (http://www.myth-weavers.com/sheetview.php?sheetid=544014)|Pyromancer|Human|LG| Blaster
Shyftir|Roland Paine (http://www.myth-weavers.com/sheetview.php?sheetid=544521)|Duskblade|Human|CG|M elee
Stack|Tor Spiritsbane (http://www.myth-weavers.com/sheetview.php?sheetid=544622)|Spirit Shaman|human|LN|healer/summoner/BFC
Necrovosh|Escorth Detoa (http://www.myth-weavers.com/sheetview.php?sheetid=545488)|Artificer|Human|N|Su pport/crafting
TheStillWind|Avis (http://www.myth-weavers.com/sheetview.php?sheetid=187881)|Warlock|Human|LN?|Me lee/Debuffer
[/table]
Ok, pick a speaking color. I will be using all sorts of colors, but the bolded versions.
Also, put your backgrounds on your character sheets, in the "other notes" section, then PM them to me, so we can work on them together to get your fully fleshed out. Then we will do a short bit of one on one roleplaying to get your character smoothly to where I want them, and then once all of that is done, we will play in earnest!
The 4th Age of Man:
Chapter 3: Quagmire of Aggression
The World
It has long since been that the Kingdom of Alrick Ra was at war. Alrick XVI rules over a land of peace. There are minor conflicts, brief skirmishes, but nobody can withstand the forces of the Imperial City. Within her walls are the largest factions in the world. The Mighty Kirhi raiders guard the boarder to the south of the Kingdom, protecting the fair plains and forests from the filth of the swamp. The Imperial Guard patrols the highways, and have all but ended bandit activity. The more magically gifted can find sanctuary with the Radiant Missive, if they can channel the divine, as the ancient eastern elves always have.
The Missive serves and protects the Imperial City itself with legions of paladins, and the Gods themselves with hordes of Clerics. Within the Missive, duty and honor are drilled into young minds. Their hearts are filled with the Light. While their tenets are strict, they allow for plenty of enjoyment. Many paladins add their own tenets upon themselves, but no tenet enforced by the Missive is unreasonable. In fact, most people follow the Missive's tenets naturally.
But those with the touch of the arcane live and learn within the secondary redoubt walls of the Tenebrious Dawn. Life within the Dawn is filled with work and training. Magic is a double edged sword. The skilled magician can perform miracles and are the kingdom's most valued resource, but an untrained adept can level villages with a single mishap.
In the Dawn, people are reforged into a new breed of animal. Because sources of magic are so varied, individuals are also very varied. There is, in fact, only three core rules of the magician.
A magician may not injure a law abiding member of the Kingdom.
A magician must obey the orders of their superiors, except where such orders would conflict with the First Law.
A magician must protect himself or herself, as they are valued tools for the crown, except in situations that would conflict with the First or Second Law
Outside of these major factions; outside of the Imperial City, there lies four other major cities, the capitol cities of the races. Near the center of the Kingdom lies the vast mountain Jarlberg, home of the Dwarven Capital of the same name. The mountain and city are inseparable. Inside the vast hollowed out mountain, the dwarves craft and mine the finest tools and weapons. Woodworking, stoneworking and leatherworking are all professions the dwarves have claimed supremacy.
North of the mountain, there us a river that heads north for a great distance, but then squarely bends westward. At the bend there is the Human Captial, Riverbend, aptly named after it's location. This city is easily the smallest of the quartet of capitals, but the human settlement is the center of all trade throughout the Kingdom. The Douglas river swells widely at this bend, allowing plenty of river barges to run goods to and from the Imperial City. Following the same river south of Riverbend leads to the dwarven home of Jarlberd. North, along a well maintained road, lies the path to the trading outpost of the wild elves. To the east of Riverbend is the major farming area and beyond that is the Mystic Forest, where the High Elves live. Not much trade happens between the High Elves and other races, but most that does happens in Riverbend.
Map
http://i1291.photobucket.com/albums/b547/GITPG_Darklink/map40x27_zps92b92641.jpg
All the white was blue for me... whatever, that's the ocean. The swamp extends an unknown distance to the south. I think everything else is obvious!
The dangerous creatures of the swamp have recently become more active. The orcs who never before seemed to understand more than basic hit and run tactics have suddenly started using bold aggressive strategies. They are now using crossbows, javelins and slings. Even worse they have acquired a sudden capacity for magic, and are using it to rain hellfire on the Kirhi Raiders. Hellhounds howl in the swamp.
Larger, dumber creatures have been reported being led to villages. Ogres and trolls have been spotted. Instead of fighting amongst themselves, the war parties of the swamp have apparently united as one.
There must be a leader. The orcs are too stupid to suddenly have these complex plans. A captured orc begged for mercy as the Murk Tredders pried secrets from him. Before succumbing to his wounds, one sputtered word seemed to confirm that they had some leader: Kil'Kor Tahn.
An elite group of citizens was assembled, informed of this and given a mission statement. The new Ra Guard would be formed.
{table=head]Player|Character|Class|Race|Alignment|Role
AeonsShadow|Pax Moonfire (http://www.myth-weavers.com/sheetview.php?sheetid=544014)|Pyromancer|Human|LG| Blaster
Shyftir|Roland Paine (http://www.myth-weavers.com/sheetview.php?sheetid=544521)|Duskblade|Human|CG|M elee
Stack|Tor Spiritsbane (http://www.myth-weavers.com/sheetview.php?sheetid=544622)|Spirit Shaman|human|LN|healer/summoner/BFC
Necrovosh|Escorth Detoa (http://www.myth-weavers.com/sheetview.php?sheetid=545488)|Artificer|Human|N|Su pport/crafting
TheStillWind|Avis (http://www.myth-weavers.com/sheetview.php?sheetid=187881)|Warlock|Human|LN?|Me lee/Debuffer
[/table]
Ok, pick a speaking color. I will be using all sorts of colors, but the bolded versions.
Also, put your backgrounds on your character sheets, in the "other notes" section, then PM them to me, so we can work on them together to get your fully fleshed out. Then we will do a short bit of one on one roleplaying to get your character smoothly to where I want them, and then once all of that is done, we will play in earnest!