| (B)eware (O)f (G)nomes A traditional style Dungeons and Dragons campaign based in a world spawned by none other than the devious mind of morty |

04-18-2010, 08:56 PM
|
|
Established Member
|
|
Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 9
|
|
The borderlands of a war-torn kingdom...
((If, by chance, you are familiar with the Eberron setting, then you will find some similarities with the world I shall attempt to create and that of Valenar. I love the idea that elves are badasses, relying on their martial prowess and the knowledge gained over long lives to rule with authority. They have always been depicted as friends of nature, keen of eye and ear, and skilled bowmen - no stretch of the imagination to then place them in green valleys on horseback instead of high among a treetop fortress. Giving credit as such, little else remains parallel. If you know the books, feel free to import what you like, but I shall try and build something unique to experience.))
Of recent account:
It is common talk among the people of how the orks have grown bold of late, and understandable that the elven lords of this land have had to instill a cautionary fear into their peoples. Some of the lesser races might say that it is merely their own arrogant luxury which has spawned the raids along the border settlements, while others of a more 'academic' mind would quietly point out a subtle reminder of history wherein those lands were free range to the orks but a few decades past. A new generation of their primitive peoples have come to age, being such short-lived creatures as they are, and have taken to heart the tales their fathers tell of drinking from the very spots in the rivers where our waterwheels languidly splash.
Far be it from us to tell them how to live, but it is too much to expect that we should hinder our own progress because of their stagnant way of life, that good farming land should be left uncultivated because they lack the patience and education to master agriculture and irrigation. Hunting and gathering is a way of the past, and though it worked for our ancestors many centuries ago we should no less stick to that than record our histories with cave paintings.
We must remain on guard, however. Simple minded they may be, but warfare comes naturally to them. Recent reports speak of more than the usual raping and pillaging, with the orks going so far as to carrying away their victims. Scholars argue as to the reasons for this; be they slavery, breeding, or another source of meat to supplement the many grazing herds which once roamed these grasslands, we have to be alert.
Though they claim some ancestral right to the places, it is our towns, our homes, that now stand upon the dirt and water which they bicker over.
|

04-18-2010, 09:54 PM
|
|
Established Member
|
|
Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 9
|
|
Description |
Dice |
Result |
DC |
1d6 |
6 |
Larrin |
1d6 |
6 |
|
In standard terms, elves outnumber all others in this land three to one. Outside of the main cities, it may seem hard to believe this number, but they gather in large numbers behind high stone walls, around their banquet tables and minstrels. Lately, though, they have taken a more personal interest in affairs. It has degraded into a police state as far as the lesser races are concerned, but the elves by-and-large appreciate the show of force. In their long lives, they've seen wars before, and understand the necessity of security checks and curfews.
Others disagree, saying that the Crown Prince Cel'du (ruler of this land in the name of his bed-ridden father King Cel'raine) has gone too far. Outlawing the use of the Elven tongue by the common men, raising taxes, and demanding tithe of goods and services for the war effort. Little change for most, really, but for the blacksmiths making a few swords and helms between horseshoes and wagon axles.
. . .
In game, I have created a few small towns. The most prominent is High River, on the far southwest edge of the realm. Tucked at the far corner of Elvendom at the foot of the mountain kingdom of the dwarves, it has the most contact with the few stout folk who left their dark stone halls (by choice or by exile). Far to the east, at the fringes of the ocean of fire, the kingdom battles not just the orks of the northern plains but the nomads of the sands. Here the small but important watchtower Sandstone houses a small regiment of the border guards, and finds itself as often as not in the crossfire of the savage orks and the mysterious desertfolk. Along the southern coast are scattered fishing villages, but the elves are more fond of horses and solid ground than waves and pirates. Everything in between is under a false veil of protection.
I will roll randomly for each of you, though you do not know what it means at present.
|

04-18-2010, 10:19 PM
|
|
Established Member
|
|
Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 9
|
|
That's a bit of a surprise... I've currently got it so you both start in High River, rather than one of the other border towns, a larger settlement, or stuck deep inside enemy territory. If you're cool with that, it's just a matter of whether you decide you grew up there, moved there at some point in your past, or arrived more recently. Heck, you can be passing through if you'd prefer.
To set the stage, magic is powerful but not particularly common (not likely to find someone with more than a second level spell), few have the patience to make anything of masterwork quality (and if you order it after character gen expect it to take the appropriate time to create), and trust is not earned easily. Mortality is a brutal reality, and half the people in the town are relatively new to the place, be they travellers, starting fresh, or searching for lost relatives. But more than anything, life is what you make of it.
|

04-27-2010, 06:23 PM
|
|
Established Member
|
|
Join Date: Apr 2004
Location: Langley, British Columbia, Canada
Posts: 575
Rep Power: 9
|
|
Okay, unless you have a preference I will roll for your background, something along the lines of
1: Recently exiled from another town.
2-7: Recent arrival
8-13: Arrived within the last few years, long enough to know the place but short enough that your past is a mystery
14-19: Lived here long enough that most cannot remember a time without you; either born here or moved at a very young age.
20: Your ancestors practically founded the village.
|

05-01-2010, 08:49 AM
|
 |
Established Member
|
|
Join Date: Feb 2004
Location: Desolate Peace
Posts: 666
Rep Power: 9
|
|
Ill go with
8-13: Arrived within the last few years, long enough to know the place but short enough that your past is a mystery
Makes it easier to explain the gear I have as well as whatever Baelons story is...if he is a local or came along and has been around long enough to set up shop. Due to the state of the setting Ill say Duraku came from a foreign land, across the seas, where he learned sword and sorcery. Growing up being weak, even in magic, he took up combat training to strengthen himself. As he grew stronger he also was able to focus more on his magical talent. By blending both together he has taken part in various quests and gained rewards. Traveling to this new land for a change in pace, Daraku has settled down in High River to just help handle what ever little things arise and hone his skills in the mean time.
__________________
"Fine, have your mind controlled and be flung into battle like a living grenade." - DC to Oblivion
" The concern is not the cost of one bullet, but the cost the damage one bullet can do." -Coworker remark on accountability of items
|
| Thread Tools |
|
|
| Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -7. The time now is 02:24 AM.
|