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Shadow War campaign Game World Info
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Topic: Shadow War campaign Game World Info (Read 13153 times)
Navarre
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Shadow War campaign Game World Info
«
on:
February 11, 2010, 12:46:53 PM »
If you have any questions or comments about anything presented here please post them in the OOC thread so that this thread stays clean for research. Feel free to quote something from here into your post in the OOC thread if that helps.
This will be the thread where I will post information known to the characters about the game world. The initial posts here will be things virtually anyone would know if they have been in the settled areas of the continent.
Of course, there will also be more details and other information which characters may not currently know. As this information becomes known, I will post that information for reference.
A given character may also know more than the post suggests. For example, if you have Knowledge Nobility you would know the names of the noble Houses.
When you try to recall such information in-game, that is where the Knowledge Nobility check would come into play. If I posted it all here immediately, there would be no reason to have the skill because everyone would know it. But if that information is recalled and shared then it too can go here.
So we will start with basic geography and commonly known facts about the world. Again:
If you have any questions, please post them in the OOC thread so that this thread stays clean for research. Feel free to quote something from here into your post in the OOC thread if that helps.
EDIT: Link to Shadow War Rules thread
Here.
EDIT: Link to Shadow War Plot Questions
Here.
EDIT: Link to Shadow War Timeline thread
Here.
«
Last Edit: May 09, 2011, 08:58:11 AM by Navarre
»
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #1 on:
February 11, 2010, 12:47:21 PM »
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #2 on:
February 11, 2010, 12:53:29 PM »
The Ascension
"Chaos reigned in hellish fire. Black beasts with gaping, fanged maws consumed the children of man. The blood of the world's bravest warriors ran like rivers through burning streets.
The False Ones sneered at the mortals in disdain. Their heretic priests pandered their zealous rhetoric, shouting praises to these dark usurpers even as their own people fell to the yoke of oppression.
Men and the Half-Folke banded together to overthrow the False Ones. They appealed to the many races of the world, pleading a case of common need.
The dwarves and gnomes answered the call. From the deep and frozen mountain ranges to the northeast they came, armed with axes and arcane might.
Leading them was Kallum. Though of dwarven blood, he had no clan for it was said that he was the first of his race, forged from iron and stone by the primordial force of the world itself.
As the dark forces pushed the humans and halflings ever back, they united with the dwarves and gnomes in the mountains and there they made their stand. For 200 days the battle raged as the black beasts of Chaos hammered at the fortress of the United. Though their courage and might were beyond question, slowly the United's forces waned as the False Ones created beast after beast to throw at the mortal armies.
The Half-Folke, distant cousins of all sylvan creatures, risked their lives to send a plea to the Elves, those who felt the breathe of the wind and song of the sea in their hearts. The elves, they knew, could help turn the tide.
That call went unanswered.
Abandoned and at the brink of defeat in their final fortress, the most faithful of Man lent their heart and prayers to the infinite heavens. They prayed for a salvation at the hands of a savior.
This call was answered, by Illumian, God of Light.
Illumian had been imprisoned by the False Ones, chained in shackles of pure Darkness in Hell. With renewed strength through his people's prayers, he broke free of his bonds and came to the aide of those who believed.
The one true god of the universe came forth in holy light. This moment, by which all other moments are measured, was The Ascension.
The black beasts were incinerated by Illumian's holy light. Those who survived he cast into the same Hell where he himself had suffered so that they may know the price of the pain they had caused.
The False Ones were exposed, not as gods but as charlatans who used mysticism and trickery to achieve their power. Powerless in the face of true power, they fled to places unknown.
The heretic believers in the False Ones fled as well. Sequestering themselves in the swamps of Vaadj, they still remain. Rumors abound of shape-shifting shamans who consort with unnatural spirits and speak to the souls of the dishonored dead.
Illumian then turned his justice to the elves, those who had abandoned his people in their time of need. He banished the elves from the bright places, exiling them from the green fields of Man.
Though some elves still walk the world of Ashearea, they hide their faces in disgrace. Most have chosen to travel far away, perhaps never to return.
Illumian offered the bright lands to his people. They named this continent Gallia, meaning "Land of Brothers".
The humans, ever the ambitious ones, took the fields and plains. There they raised new crops and new families under Illumian's watchful eye.
A great monarchy arose, headed by House Aeslindorn. It still stands, offering structure and protection to Man through its dedicated ties to the Church of Ascension.
The Half-Folke, friends of man but still close to the sylvan races, assumed occupancy of the forest of Verdania, the very lands once held by their cowardly elven cousins.
The dwarves and gnomes pondered their course in this newfound freedom. Some gnomes had come to appreciate the company of Man and were welcomed by the noble houses as Advisors and founders of the Academy Arcane. Most gnomes returned to their homeland in the Grey Mountains, a place yet to be seen or located by Man.
Kallum and his dwarven people were weary from the war. They returned to their place in the Grey Mountains as well, seeking the solace of dark mines and crafted stone.
The dwarves are still there in Kallum's Hold, the region of their final stand against the False Ones. They protect a region casually referred to as Eastland, deemed too dangerous by the Church of Ascension to permit explorers. Through this service they still hold the favor of Illumian.
Gallia draws its spiritual strength and guidance from the holy seat of Illumian on Shrine Island, glowing jewel on the Western Sea. Let he who swears fealty to Law live under the Eye of Illumian. As we approach a millennium and a half from the Ascension, all is peaceful in the world. Praise be to The Light."
Pontiff Jean Pierre Baptiste,
Second Seat, Church of Ascension
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #3 on:
February 11, 2010, 12:58:09 PM »
Basic World Information
Planet: Ashearea
Continent: Gallia (only known land mass)
Cosmology:
1 sun: The Eye (in reference to Illumian's watchful eye, believed by many to literally watch over the world)
2 moons: Lunra (silver) and Panrori (green)
Calendar: None. The people are agriculturally based, relying on the turn of the day and season to mark time.
The Year: 1497 P.A. (Post-Ascension)
Regions of Gallia:
Albermarle Green
Primary land holding of humans. Sometimes referred to simply as "The Green", it is the location of the noble Houses that rule Gallia.
The primary House of Gallia is the ruling House Aeslindorn. From here the ruler of the "civilized" lands, King Warren Scotsden III, heads his monarchy.
Albermarle Green is subdivided under the auspices of the other noble Houses. The Green also rules over the country of Sutherland to the south.
Dyre
More a geographical region than a country, Dyre is the mountain range on the eastern side of Gallia. It is an inhospitable mass of dangerous crags and yawning chasms. Many of the world's worst criminals and villains are known to hide in these mountains, hoping to dissuade the arm of the law. Dyre is also the site of the world's tallest mountain, the almost 5 mile (3000 meter) high Testament.
Eastland
Eastland is a forbidden land by incontestable decree of Illumian. It is known as a place full of such horrors that no mortal may enter. This of course draws some adventurers, seeking to learn what lies in this land. But the Church of Ascension makes it clear that the evils within this land are imprisoned by Illumian's power. Albemarle Green has patrols on its eastern borders to turn back adventurers and fools. But the primary defense of Gallia from Eastland are the dwarves of Kallum's Hold. They guard Carrigan's Pass, the only known passage toward Eastland. No one has ever passed Eastgate, a barrier of both complex dwarven design and gnomish arcane wards.
Grey Mountains
The Grey Mountains sit at the northern border of the explored lands of Gallia. It is home to many species but other than the Barbarians of the Grey Wastes, none are human. The Grey Mountains are most notable for the gnomes that hail from there. Quite a few gnomes have journeyed into Albemarle Green where they find their keen insight and arcane abilities in high demand by the noble Houses. Several gnomes of The Green have indicated that their race has more variation than most outsiders have seen. What sort of gnomes may live deeper in the Grey Mountains is a topic of conjecture among human sages and bedtime stories for human children.
Kallum's Hold
The dwarves have long been denizens of the caverns beneath the Grey Mountains. Their legends hold that the first of their race (perhaps the first of all races) was a dwarf named Kallum. Kallum had no parents. He was created from iron and stone by the very earth in which he lived. He forged a female of his kind and together they created the Great Clans. The ancestral homeland of the Great Clans once had no name for none was needed. It was simply "home". But a large portion of the Grey Mountains is now called Kallum's Hold, in reverence of the stand Kallum, his people, and their allies made against the black beasts that threatened the extinction of all who did not bow to the False Ones. Not long after the False Ones were defeated, Kallum left his home. He is said to have traveled eastward through the underground tunnels. This may have taken him into the forbidden area known as Eastland but that can not be confirmed. Kallum never returned, though it has been almost 1500 years since then. It is presumed that he has died, at least of venerable age. The Great Clans still reside in Kallum's Hold, mining ore and quietly living their lives.
Shrine Island
This is the holy seat of the Church of Ascension. From here the priests of Illumian carry their message of Law and Light forth unto the world. Historians suggest that Shrine Island did not even exist prior to the Ascension. Supposedly, Illumian raised this island himself through divine power so that those who believe would have a central place of worship. Pilgrims often make the journey across the Einshar Channel to the beaches of Shrine Island. There they make their way inland to Hallow Hold, the divine city. This city is under the watchful eye of the Luminators, holy paladins of the highest order blessed with magical powers to protect and serve Hallow Hold. Shrine Island has strong political ties with Albemarle Green through the monarchy of King Warren Scotsden III. Shrine Island itself, as well as the Church of Ascension, is under the auspices of Pontiff Jean Pierre Baptiste.
Sutherland
A large open land of fields and gently rolling hills, most humans of Gallia make Sutherland their home. Sutherland swears fealty to Albemarle Green through a feudal system. The Green provides protection and supervision for Sutherland in exchange for Sutherland's agricultural offerings and promise of service should the need arise. Sutherland is divided into four Shires, each with a Governor and protected by a Sheriff and deputies. It is not entirely uncommon to see a Knight of the Green on some mission for the Kingdom but, largely, the people of Sutherland are left to their own devices except during harvest season.
Vaadj
Vaadj is the last place any sane man would go. The black water swamps and sucking quagmires are likely to make short work of any who are not accustomed to the dangers of these marshes. But, far more dangerous, are those who call Vaadj home. All manner of shape-shifters and hulking horrors skulk among the cypus trees and muck of Vaadj but the most feared of all are the Vaadjori themselves. The Vaadjori, dark-skinned descendants of those who followed the False Ones over 1500 years ago, call this vile swamp home. Their culture and custom strange and frightening to those of the civilized lands, the Vaadjori are known to consort with all manner of inhuman creatures and things that should be left alone. It is said that the Vaadjori speak with the spirits of the dead, gaining knowledge they wait to use to one day reclaim Gallia from the Light of Illumian.
Verdania
Alluding to the verdant forests and quiet hills that comprise this land, Verdania was once the home of the elven race. Disgraced by their cowardice when they failed to help defend Ashearea from the black beasts of the False Ones, the elves were banished from Verdania. Where their race went is unknown but their congenial cousins, the Half-Folke, have taken care of the home the elves have left. The Half-Folke live in affable company with one another, tilling their gardens and making their burrows among the hills. They are on good terms with humans though they consider the humans far too political and confrontational to welcome them into Verdania. Still, many a halfling has felt the wanderlust for which their people are known. These intrepid souls make their way out of Verdania, leaving the known comfort of family and friends behind, to see what else lies beyond their river borders.
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Last Edit: February 14, 2010, 08:04:36 PM by Navarre
»
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #4 on:
February 14, 2010, 08:22:46 PM »
Seasons, Currency, and Languages
Seasons:
Tilling Season: Spring. The beginning of the years as marked by the Kingdom of Albemarle Green
Season of the Eye: Summer. Named after The Eye, the sun that burns upon Ashearea at this time of year.
Harvest Season: Autumn. A busy time where the many farms of Sutherland harvest their crops and these are transported to The Green.
Season of Frost: Winter. Most often harsh, this season has been known to be the death of many and potentially disastrous for the farmers.
Currency:
The only recognized currency is that of the kingdom of Albemarle Green. It is used by The Green, Sutherland, and Shrine Island. Other lands have their own form of currency or means of acquiring what they desire.
The coin of the realm is as follows:
copper piece = Fleck
silver piece = Shyne
gold piece = Courtly
platinum piece = Crown
Known Languages of Gallia:
Imperial Tongue: Office language of the realm. It is the "common tongue".
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #5 on:
February 14, 2010, 10:34:10 PM »
Known Heraldry of Gallia:
The Blazing Eye: Holy symbol of Illumian, God of Light
Gold and White: Official colors of the Church of Ascension
Royal Blue: Official color of Morganshire, Shire of the country Sutherland, holding of the Kingdom of Albemarle Green
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #6 on:
February 15, 2010, 04:18:04 PM »
West Wellington
(as explored)
West Wellington Tunnel System
West Wellington w/ Dalophor Underlay
«
Last Edit: November 11, 2010, 11:48:07 AM by Navarre
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #7 on:
February 21, 2010, 10:19:59 AM »
Bank of West Wellington
(as explored)
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Last Edit: February 23, 2010, 09:24:48 PM by Navarre
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #8 on:
February 24, 2010, 07:10:25 PM »
In-Game Accents
This employs some meta-game knowledge but it may help shape players' ability to visualize a scene. Various characters (both PC and NPC) will have accents attributable to their region of origin. Some of these, as encountered by character or known region, follow.
Albemarle Green & Sutherland:
Most citizens of Sutherland and Albermarle Green speak with an accent that is a cross between mid-western United States and that of England (English proper, not the cockney accent). This includes citizens of such places as West Wellington. The lower class have a rather stereotypical rural accent consistent with the mid-western US and South while the more educated carry the English intonation. Liv's accent would be of the "southern" variety.
Abigail, proprietor of the Oak Haven Inn:
Abigail, or "Abby", has an accent that sounds so much like thick Irish that sometimes she is difficult to even understand. Her homeland has not been identified.
Kallum's Hold dwarves:
Based on Bedlor Enghart's, the accent of the dwarven lands seems to hold a Scottish inflection with some variations.
Grey Mountain gnomes:
The inflection of the gnomes is rather fast and clipping but their use of language and vocabulary to convey meaning is very sharp.
Monks of the Temples:
T'Ning is the only example of these monks thus far. His manner of speaking may or may not be like others of the Temples.
Drade
: The lone minotaur of West Wellington has a voice that is so guttural that it is almost a booming growl from his throat. His dialect, however, is very proper and in keeping with the West Wellington accent.
Acolyte Moira Rashai
: Moira's accent would be analogous to the French. Her homeland has not been identified.
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Last Edit: February 24, 2010, 07:18:48 PM by Navarre
»
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #9 on:
February 27, 2010, 12:45:23 PM »
Morganshire, Shire of Sutherland, Holding of Albemarle Green
(as explored and/or known)
«
Last Edit: March 04, 2011, 02:02:33 PM by Navarre
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #10 on:
February 27, 2010, 11:38:19 PM »
Dyre
(as explored and/or known)
Although Dyre may be divided into different regions and much more may exist there than is shown on the map below, what is shown represents the current extent of character knowledge. Dyre is an extremely mountainous and inhospitable region.
A few monk Temples exist in Dyre. Known to exist are the Temple of the Lone Pine, Temple of the Green Lotus, and Temple of the Stark Mask. The location of the Temple of the Green Lotus is not currently known by the characters. Also in Dyre is a town called Law's End, which is known to be a haven for the worst criminals of Gallia.
The primary landmark in Dyre is Testament, the world's tallest mountain. At almost 5 miles high, it present a natural defense against any who would seek to attack, invade, or otherwise interfere with the activities in Law's End.
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Navarre
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Re: Shadow War campaign Game World Info
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Reply #11 on:
February 28, 2010, 08:50:01 PM »
Bill's Quality Carpentry
(as explored)
«
Last Edit: February 28, 2010, 09:01:26 PM by Navarre
»
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Navarre
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Re: Shadow War campaign Game World Info
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Reply #12 on:
March 01, 2010, 09:07:51 PM »
Carrigan Manor
(Layout as known by party)
Carrigan Manor - First Floor
Carrigan Manor - Second Floor
«
Last Edit: May 26, 2010, 08:26:29 PM by Navarre
»
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Navarre
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Re: Shadow War campaign Game World Info
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Reply #13 on:
March 03, 2010, 06:09:51 PM »
Menu of the Oak Haven Inn
The menu and establishment offerings
Welcome to the Oak Haven Inn
Food, Fellowship, and Fine Accommodations
Today's Menu:
Breakfast: Kippers, Goose eggs, Sharp cheese, Blackberries, Millet ~ 5 Shyne.
Lunch: Pork chop, Sharp cheese, Succotash, Blueberries ~ 7 Shyne.
Supper: Beef steak, Pumpkin, Lentils, Oatmeal, Custard ~ 1 Courtly.
Snack: Soft cheese, Strawberries, Soft Bread ~ 5 Shyne.
All meals served with 1 loaf of buttered bread and unlimited water.
Drinks:
Abby's Ale, gallon ~ 1 Shyne
Abby's Ale, pint ~ 5 Flecks
Wine, per glass ~ 1 Shyne
Accommodations:
Preferred Suites: A spacious shared room with 4 large beds, bathing area (with hot water on request), and chamber pots in a separate chamber for 1 Courtly/day
Noble Suites: A large private room with large bed, private bath with hot water, snacks on request, and private chamber pot in a separate chamber for 2 Courtly/day
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Navarre
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Re: Shadow War campaign Game World Info
«
Reply #14 on:
May 21, 2010, 05:41:13 PM »
Planes of the Universe:
Ashearea: The Prime Material Plane. Named after the only world known to exist in it.
Sacrosanct: Heaven. Illumian's realm. Formerly controlled by the Primordial and their angels.
Laukordia: Hell. Formerly Illumian's prison. Now the prison of Maldomkin and the angels of the Primordial.
Mandrinvale: A pocket-dimension accessed through Laukordia. May lead to another universe.
Darkamma: A dimension that can be altered by divine will. Formerly the home of the Einshar, children of the Primordial. Current status unknown.
«
Last Edit: May 25, 2010, 12:14:42 PM by Navarre
»
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