In the center of the Northlands is as small mountain chain like an island in the cold tundra. And in the center of those mountains, is a high plateau isolated from the rest of the kingdom. This is the home of the Followers of The Way. They could be mistaken as humble northmen priests from a holy order but they are not. These Monks live as hermits away from society, they follow no god but have their own faith called The Way. Even amongst their closed ordered sect knowledge of The Way is a guarded secret, only the high masters know of its true meanings and origins.
It is said that it came about around 200 years ago after the God wars, from the realization that the gods could not be trusted and were cruel and unjust. But more importantly that they were not the only divine power in the universe and that mortal man did not have to fear their wrath.
Numbering less than 150 disciples, with a strict order of hierarchy, they train their bodies and minds to strive for celestial enlightenment, always aware that their way , The Way, is a discipline most could never achieve. As for the gods, well they can watch.
Friday, 29 August 2014
Monday, 25 August 2014
Lord Drago is dead! - Adventure Introduction
And so our story starts...
Not from battle, not from pestilence, not from a curse. He died from old age, peacefully. A noble warrior, lord and leader of men, he had ruled his small fiefdom for decades, and was admired by his people. His openness to the civilized races was well known and his holding a bastion of security out in the forest wilds of this part of the kingdom.
His fiefdom which was known by those in the great capitol and those far off in power as Drago, is in fact known by its inhabitants and those more familiar to the kingdom as Korme.
Lord Drago II has lain dead these many weeks and has lied in state and buried as befits a much loved ruler and hero of war. And now his eldest son, Lord Drago III has returned home from his life of adventure to claim his Lordship over Korme, and with any coronation there must be ceremony and celebration.
Messengers have been sent out across the kingdom to invite persons of renown and guests of importance and friends of the family and Drago. But most interestingly messengers and posters have been sent forth welcoming adventurous types and thrill seekers to participate in the celebratory games!
It is quite an unusual event and obviously this new young lord has decided to pull out all the stops and open his coin purse wide to host and fund this.
But how do you fit in?
Are you a a wide eyed traveler, who has come from the nearby farmsteads or even further to enjoy the spectacle of the coronation?
Are you a member of a caravan come to trade wares at the games?
A fresh new adventurer perhaps looking for that first foray and farm and fortune by participating in the games.
Or maybe you are local, raised in Korme, roped in to help with the festivities, or hoping for yourself to win at the games?
The North Lands
'The Summers are cold, winter is freezing. If only those northern lights gave off some warmth it would be more bearable'
The north is cold too cold, or so the southerners say. Yet in truth it is not as harsh as it may first seem. Even so, many a foolhardy traveler has frozen to death in the deadly wind swept passes of the southern mountains, or the ice covered shores of the northern coasts.
Its a cruel harsh land and despite the millenia of civilization staking a foothold here, nature has always maintained the upper hand. A young boy or girl (human, dwarf or other) is quickly educated to respect the wilds and that death can come easy to those who are unlucky in life.
This uncertainty of a long life has shaped the culture here, life is to be lived to the full while you can, sing and be merry and work hard every day for it could be your last. While death is a sad time it is not such the somber mournful affair as in the south, for those who have passed have surely gone to an easier place in the next life.
Although modern history of the North lands belongs to the human and humanoid races, the giantish, goblinoid and dragon cultures have been established in the hill and mountain regions for twenty-seven centuries.
While the lands has known peace before the God wars the last two centuries have seen an increasing threat from troll and giant raiders. Kobolds and hill gnoll clans still prey on frontier homesteaders and threaten the all important trade routes.
*Dwarves:*
Relatively little is known of the Modrigswerg dwarven culture of the North lands. In ancient times they were known for trafficking with spellcasters and alchemists but no longer. The lands have numerous forgotten mines and underground halls and their once great culture is said to have collapsed centuries ago in madness and evil. They now live in small family units, or as hermits, and are known for the quality of their stonework, jewelry, and weaponsmithing. There is some organised trade with the humans but it is few and far between though the dwarves are fairly tolerant with the men of the north.
Their superb physical craftmanship combines with the secret arts of dwarven craftmagic to produce marvelous artifacts. As is typical dwarven cultures, northland dwarves are extremely conservative in traditions and customs. Further the Modrigswerg are not inclined to be chatty about their past. Consequently little is known about them, and tracing the origin and fate of legendary artifacts is a formidable task.
Modrigswerg are said to be particularly long lived, even for dwarves, although the madness associated with the clan leads many of them to thier own destruction. Clans and families generally remain in the same dwellings for centuries. There are no acknowledged kings or clan leaders, and there is little communication between underground homesteads. Families and small clans may live within five miles and not speak to one another for hundreds of years.
Other more common dwarves from the Dwarf Kingdom have over the centuries moved into the land and often live among the humans or trade with them, keeping ties back to the homeland.
*Humans*
The humans started here a millennia ago as warring pirate clans vying for power along the coast. Eventually they settled under one great chief, Cnute, who was succeeded by his three sons Brand, Sven and Hrafn, who expanded the kingdom inland to the great crescent mountains. The human kindgoms have been won and lost and won again over the centuries, and today are united again as a collection of smaller kindgoms. The last overking was 30 years ago at the times of the Goblin Wars,and since then there has been relative peace.
*Elves*
Not native to these lands, they are mostly settled families or refugees from the God Wars 200 years ago. While this may seem an age to the shortlived races to the elves barely a generation has passed, and the cruelty of the gods and the folly of the humans are still within living memory.
*Gnomes*
Rock Gnomes have lived among the dwarves for as long as there have been dwarves in the hills. Living amongst them they share most of thier culture and it is said that they know just as mush about the ancient Modrigswerg magics than any dwarf is willing to talk about. Less dour and glum they have been seen as a welcome go between and have become successful traders and merchants to be found all over the northern lands, in homesteads and city alike.
*Half Orcs*
The Orc Wars 30 years ago brought other humanoids in larger numbers, Half Orcs have become a more common race living amongst men and dwarves where they can gain a foothold or living in the wilds.
*Other races*
Travel, trade and wander lust has meant that other races have found their way across the land.
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