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Sohala
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« on: April 20, 2010, 10:28:53 AM » |
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Place to ask about the back story and such. Stromcrow will make a topic for all the back story information, this one is here to keep that one clean.
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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Stormcrow
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Bi-Curious George

Posts: 414
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« Reply #1 on: April 20, 2010, 11:55:04 AM » |
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Regions and short description as viewed by the state of white Gryhon
White Gryphon : (the Red faction on the map) The mountains of the Northern edge surrounded by 3 sides by water there reagion is mountainous but small, there capital White Gripion is a towered city overlooking the sea, the many mages and magical creatures call the region Home for they haven made alliances with many factions such as Metallic Dragons and there worspers of Bahamut the dragoon born. As well as many clans of were wolfs , dwarfs, elves and just about any group that are willing to live by its laws. There is no one main religion for there in any city you will find one large temple with shrines to most of the Gods. There army is made up of a small but professional force with orders of knights as well as dragon riders and well as other riders of other kind of magical beasts such as gryphons and large standing Navy, but there real weapon is in there spy networks for time and time agene the council as said that the they will not interfere with the conflicts but will not attack and will not attack in turn. So they really on teams of highly skilled operatives trained in the rolls of intelligence gathering, espionage assassination and the appropriate counters. They are called by many as the Shadow Core Population 35% human (counting were creatures and sub races of humans)
Mithros =(purple) A city state with a large plains in farm land with access to the sea. The Dominant relagion is that of the Shining Light of Pelor well despite all there go intention the church has taken over the government and the taken over main city of Ravens Bluff were they teach that Magic (not controlled by the church) and Darkness is Evil (or what the high priests call evil )and must be destroyed. There armies fall under two types the conscripts of the people with are many cases people taken form there communal farms (ran by the church) and told that they will defend their homes and that of the church itself with many Elite warriors and well trained spell casters in its ranks. do to a war 300 years ago were they concurred an empire to the south and the feudal lords and their Houses remain do to this you Sameri or ninja in servous of there lords in the south can be found in raven's Bluff and do to being a tier 6 or 5 character class i am making them all gestated or give them some martial adapt class features (sameri is a clan dependent see Oriental adventures for more details ) with the as well all paladins are gestated with the crusader class.
Hollowfaust (teal ) the City of Necromancers in a nations strength is judged by its power in the arcan arts it is very strong, but also very mysterious, Suranded by swam and marsh land the main power group there is it’s Mages Council, the Two main religions in that area are of Nerull and Hextor. Currently they are at war with Mithros if you can call it one, Mithros sends out attacking armies will Hollowfaust destroys them and uses there dead to bolster their defence. So far Hollowfaust armies have not left their borders.
The elf kingdoms (yellow) is a collection of 6 Feudal states under one high king very little is known for they are very isolationists in their heavy wood and there true power is extremely hard to gage. But most that enter there region are never seen alive. Dwarfs and Drow live primarily in the underground tunnel network called the under dark the Dwarfs City kingdoms have neutral standing with all factions and normally do trade with surface kingdoms Drow on the other hand only come to the surface to raid and attack the surface there reasons and motives are unknown but also alley them self's with factions of organised crime for their own motives.
there is an large unclaimed island between the elven kingdoms and the kingdom of Mithros this is the Island of the skull (do to a rock formation that looks like a skull of a humanoid) there is heavy unexplored do to interference of divination spells and the majority of adventures that do explore the island do not return
major organisations Shadow Core or 1st Legion
Operates as the covert operations regiment in there army , doing intelligence / counter , as well as assassination , sabotage and almost the equivalent to the British MI 6 or American CIA, as for how they operate how the job is done nothing is forbidden so long as there is expectable results, in any theatre of operation there is always a spymaster running over all command of the operations and his attendant staff, then there is the agents that do the operations and sending reports to the attendant staff. Recruitment : over all Recruitment varies for Agent to agent to agent for mages they are selected for the apprentices of the mages council and given specialist training for the types of operations well others are recruited for the military based on there records
As well in cases of extreme risk of losing an agent there are specialists that are recruited for men awaiting execution and given a choice to do the mission were they might be killed or be executed were they will be killed (review the movie the dirty dozen) note none of your characters are in this category after the agent is selected they are sent of training at a undisclosed location you are given you first mission most cases it is just fallowing the instructions to get to you first theatre of operations
the mages guild :a Council of mages that there main focusing more in or less in the training and improving of mages in the guild but there is also the there own have an organisation with in themselves that main called the White Council at police arcane caster/psionic activity and standard of ethics . they white council only charges and brings them in, overall Council is the one to decide the overall fate of the accused as there Juge and jurry .
dragon mark Houses / characters will be found in every regain but raven's bluff for reasons mentioned in the description (well no one likes angry mobs every time something happens ) as well most of their head quarters are either in white Raven accept the Houses of Phiarlan and Thuranni in the elf kingdoms
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« Last Edit: April 20, 2010, 07:51:15 PM by Stormcrow »
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Sohala
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« Reply #2 on: April 20, 2010, 07:44:32 PM » |
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White Gryphon is red Mithros is yellow Hollowfaust is pink Elves are teal
Right?
If so, the island looks out of place with description, some what, but if pink and teal are swapped, the war between Mithros and Hollowfaust would cross elven land.
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« Last Edit: April 20, 2010, 08:06:44 PM by Sohala »
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #3 on: April 20, 2010, 07:54:16 PM » |
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White Gryphon is red Mithros is purple Hollowfaust is teal Elves are Yellow
the small island wall we may yet see why it is unclamed (also it is hard to find good uninhabited areas in the world with google maps to use as a base)
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Sohala
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« Reply #4 on: April 20, 2010, 08:05:07 PM » |
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Hmm...Intersting, those two fight down there and leave us alone because we are behind the elves...
What type of relationship does Gryphon and the elves have?
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #5 on: April 20, 2010, 08:05:39 PM » |
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Rumors
There is secret organizations operating in the all the kingdoms with out there governments knowing it
Black dragon Riders have been seen in the state of hallowgast
The hallowfast Council my be all liches or other undead
Hallow fast’s Council my have struck a deal with Tiamat’s and her forces.
Some of the Lycan’s Clans my have been at one time pets of powerful Vampires.
The Skull Island my have a powerful Artifact that disrupts scanning spells and other artifacts of power worth the risk.
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #6 on: April 20, 2010, 09:27:17 PM » |
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the relationship between the elfs is at times shakey do to using the dwarfs as middlemen but there is a peace treaty that states that at mountian range no dragion rider (or other millitary unit ) can pass the mountians an go in to the forests of the elfs do to there isolationest position of the elfs it is an uneasy peace but it is better then war the trade between the two is also done vea dwarfs being middle men as well
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Sohala
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« Reply #7 on: April 20, 2010, 09:41:24 PM » |
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The whole place forest or is there "open area" that people are allowed to travel thru, or are we, group that is, going to have to travel by boat to get to the other areas?
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #8 on: April 20, 2010, 11:04:42 PM » |
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you will find out very very soon
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Sohala
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« Reply #9 on: April 20, 2010, 11:12:14 PM » |
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Well I am trying to work in running away thru the elven nation into my background, cause traveling by boat might not fit...though, I guess he could have just lied his way on board...think I will do that actually.
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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Sohala
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« Reply #10 on: April 23, 2010, 11:11:20 AM » |
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Do any of the areas have/allow slavery, if so which ones?
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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archangel.arcanis
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« Reply #11 on: April 23, 2010, 11:26:48 AM » |
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I assume you will PM us any details we should know based on our backgrounds. I was just wondering how much my character would know about the dwarves and Underdark since i'm a DeepHalfling and lived underground much of my life. If you would rather put the info into this thread then great i just figured this would be for general knowledge.
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Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D. Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #12 on: April 23, 2010, 11:31:31 AM » |
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only the Drow have/allow slavery In Hallowfaust any dead bodey can be clamed by the state
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Sohala
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« Reply #13 on: April 23, 2010, 11:36:28 AM » |
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Persecution it is then.
What is the rough break down of the population of each area, race wise? That way I know which languages I need to pick.
History wise were there any great racial empires?
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« Last Edit: April 24, 2010, 12:51:02 AM by Sohala »
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"You think I'm talking about breaking the rules?" "No I'm just trying to figure out how far you want them bent."
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #14 on: May 03, 2010, 12:02:32 PM » |
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sorry for no picture haveing trouble up loading one
Io’lokar, Population 46,000
The city is devided in to five wards The Freeward lower castes—the mundane servants, laborers, smiths, crafters, and clerks who keep the city going.
The Terrace Io’lokar’s second tier is home to the city’s professional warriors and scouts, and to lower-rank spellcasters. Most of the guides and explorers that a PC party might seek in the city can be found here. The spellcasters of the Terrace are those whose talents keep the magic items and imbued spells of the city functioning. Magic crafters of all stripes can be found here, and the ward is alive with artful illusions and magical entertainments day and night.
The Sunward The first of two tiers that wrap the mountain slope on all sides, the Sunward is home to higher-rank spellcasters, lower-grade academics, and the city’s most respected entertainers. Its cobbled streets are quieter than those of the lower tiers, but the ward’s theaters draw audiences from across the city.
The Height This stately ward is a hub of academic and scholarly tradition, and is thus the virtual heart of Io’lokar. The city’s four great colleges are here, as are the apartments of their wizards, , the architecture here ref lects the soaring stone and crystalline style
The Bastion At the apex of the mountain, the walls of the Bastion protect the chambers and residences of Io’lokar’s
FEATURES OF THE CITY
1. The Moontowers: Jutting from the city walls like upswept spears, the thirteen Moontowers serve as watch points and guard posts for the city . Connected to the city by great arched stairways, each tower is ringed with dragon skulls magically embedded into the stone. The great towers also provide landing sites for dragons. gryphons and other flying visitors, and are where any visiting dragons lodge while in the city.
2. Public Markets: Expert crafters display wares of incomparable beauty and quality in the city’s many markets, and virtually any magic item can be found at a crafter’s stall.
3. The Steelbenders: This loose affiliation of weapon smiths and armor smiths (typical expert 15/warrior 5/magewright 3) resembles many of the crafter and artisan enclaves of the Freeward. Its residents live in palatial second- and third-floor apartments above well-appointed workshops whose anvils ring from morning to night.
4. House of Life: This enclave of adepts and clerics is one of many spread throughout the city, its members studying together and spreading well-being among their fellow citizens.
5. Union of the Spear: This citadel of brass-edged stone is the home of Io’lokar’s far-ranging wyvern riders. militia Spear squadrons spend their time performing aerial reconnaissance note : most units in the army that use flying creatures normally favour gryphons or dragions
6. Necropolis Gate: For thirty generations, the people of Io’lokar have lived and died within their city walls. At the end of a nondescript lane, an unlocked black onyx gate opens to a well-worn spiral staircase leading down into the mountain. Along miles of magically carved corridors stand the burial chambers of the Io’lokari. Their placement follows no pattern; old and new tombs can be found side by side throughout the complex. No map or plan of these caverns exists—
7. The Dragon Green: Public parks and green spaces are spread throughout the city. In addition to providing space for quiet refl ection and meditation,
8. Union of the Shield: This three-story fortress of polished marble marks the headquarters of the law enforcement and keeping the peace
9. Lightstorm: This actors’ enclave is typical of many in the Sunward—a communal place of study and residence for the bards and illusionists whose work is central to Io’lokar’s theatrical traditions
10. The Black Stage: The largest of Io’lokar’s amphitheaters is known as the Black Stage for its shadowmagic augmented performances. Music, drama, and oratory are the cornerstones of Io’lokar cultural life, and performances in the Terrace’s many theaters are attended by all the folk of the city. Epic dramatic works incorporate illusion and planar magic in their production, while incomparable musical and oratory performances make use of illusion and mild enchantment effects to heighten the audience’s perceptions.
11. The Gardens: The homes of Io’lokar are universally stocked with wondrous items that produce hearty food and drink, and the chefs and tavern keepers of the city take such magic beyond the sublime
12–15. The Colleges: The four great colleges of Io’lokar represent the arcane sciences (area 12, including arcane magic, alchemy, and astronomy), the natural sciences (area 13, including divine magic and biology), the conscious sciences (area 14, including psionics and psychology), and the unconscious sciences (area 15, including history, sociology Spaced around the Height, the four colleges are multistoried affairs of granite and marble. Each features a huge open courtyard at which morning and afternoon lectures are given by resident sages
16, the citadel is where the main military and civil operations of the city are held were most of the military offices of the white gryphon have offices in the citadel
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Hallack
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« Reply #15 on: May 03, 2010, 01:43:00 PM » |
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Aside from "don't be evil" (or what they consider evil) is there any important social or legal differences in things here compared to Raven's Bluff?
ie... Weapons not allowed, casters must register, elves killed on sight, or other things that we should be aware of before going in?
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Stormcrow
Moderator
Bi-Curious George

Posts: 414
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« Reply #16 on: May 03, 2010, 02:05:19 PM » |
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Aside from "don't be evil" (or what they consider evil) is there any important social or legal differences in things here compared to Raven's Bluff?
ie... Weapons not allowed, casters must register, elves killed on sight, or other things that we should be aware of before going in?
no this as far as rules go it is your avrage lawful nurtal city
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