Age of Heroes (Arcana Evolved Campaign background)

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Cynical Cat
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#26

Post by Cynical Cat »

East of Cragsfall lies the Bulwarks of Heaven, the mountainous domains of the Giants. The Bulwarks stretch from southern Alandor down to Broken Tooth range that separates Nemri from Zamuja. They are an ancient and civilized race, living in great mansions that they have excavated from the bones of the mountains and growing crops and raising livestock on the slopes around them.

They are adept at all the arts of civilization from metal work to agriculture and even the poorest Giant lives in a magnificent dwelling. Engravings and sculpture are the rule of their settlements, not the exception and everywhere their is the light touch of their magic. Their halls are lit with magic lanterns, their herds are kept healthy, and their doors are strengthened as well as their arms. They are a long lived race given to contemplation and consideration rather than violent action. Given the breadth of their storehouses and the might of their dwellings, they can weather almost any storm or disaster and their restraint has proven wiser oftener than not.

They are at peace with most of the other great races, regarding them as beings that should be treated with respect and dignity. This attitude has had a particularly positive impression on the Sibeccai, who are consequently very fond of Giants.

The Giants are not without troubles of their own. Over the past centuries monsters have been increasingly pushing into their domains, both from the Borders of the World to the East and the Realms of Others to the West. While heroes and champions have consistently managed to repel the most severe incursions, the problem grows and does not diminish. No doubt the Giants frequently discuss the problem in council, but as of yet no solution has been enacted.

Giant magicians are frequently runethanes, as it was they who first shared this knowledge with Humans and Verrik. Mageblades are less common and Magisters and Greenbonds are rarer still and Witches are almost unheard of. Their warriors tend to be Warmains and Ritual Warriors. Akashic scholars are frequently found on their councils and those Giants from less warlike backgrounds who feel an urgent need to complete a dangerous task have been known to become Oathsworn. Giants appear not to need the Oathkeeping statues, but some suggest that is because of the inherit power of their mansions which makes such artifacts redundant.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cynical Cat
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#27

Post by Cynical Cat »

The mountains of the eastern end of the Broken Teeth preside over crag ridden land broken by ravines and stony hills. Fearsome monsters still lurk in caves and crevices. On a inaccessible plateau stands Cragsfall, the ancient temple-city of the Verrik, a race much like men, but colder in temperament and gifted with mind magics. Few other than Verrik have set foot into Cragsfall and those that have report that the city is entirely given over to the art and craft of the the Mind Witches.

The Verrik mostly inhabit small fortified hill towns and villages. They are curious rather than hostile to strangers, perhaps because so many fell beasts and abominations make their homes in their land, but they are not an open people. They rule themselves by means of public gatherings to make law and policy whenever needed. Each village is nation unto itself in this regard.

The Verrik do journey and sometimes settle in other lands, but such individuals are few. The dangers of their lands means that many take up the profession of hero and monster slayer, although some of the greatest of their witches retire to the wilderness to live as hermits while sharpening their skills.

Verrik heroes are frequently Akashics or Witches. Totem Warriors and Greenbonds are very rare among them, but other arts attract a fair number of practitioners.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cynical Cat
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#28

Post by Cynical Cat »

The Litorians are an ancient people whose tribal myths and legends cover thousands of years. The mighty leonine creatures have long inhabited the savannas east of Nemri. In more recent times several tribes have crossed south through the Broken Teeth and north into southeastern Alandor.

As a race the Litorians dwell in loose tribes and have no written language of their own, although they have adapted the writing of others. On the great plains they tend to live deceptively simple lives. Their magic and their hunting prowess have made them masters of their lands.

In conflicts with each other, Litorians favor duels and displays of force to intimidate and coerce instead of large scale, open violence. In conflicts with men, almost inevitably over territory, they recognize no such limits.

A small number of Litorians live in human society. They are usually on a quest, undergoing an ordeal or rite of passage, or exiled from their tribes. As adventuring professions, Litorians tend to favor Unfettered and Totem Warrior.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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frigidmagi
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#29

Post by frigidmagi »

Interesting outline cat.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#30

Post by Cynical Cat »

The faen are a reclusive race native to the forests of Alandor. They have an ancient reputation of mischief makers and pests, but there are darker stories as well. The faen are a race steeped in magic, so much so that there bodies are transformed by direction their desires take them. They are roughly divided into the three categories: the energetic and swift quicklings, the scholarly loresongs, and the airborne sprytes.

Faen tend to live in remote villages in the forests, although many will venture into human territories when they are feeling curious or adventuresome. The faen seem to get along fairly well with themselves, perhaps due to the fact that their villages are small and their native forests are both large and dangerous.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#31

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The Sibeccai owe their existence to some unknown blending of alchemy and sorcery in ancient Nemri. The dogmen began their existence as loyal and fierce slave-soldiers, but over time many of their race became free. Some were captured and latter released, others were abandoned or cut off from their units and others were freed for one reason or another.

In Nemri they form a small underclass, albeit one that lives relatively well. Sibeccai are strong, loyal, and tough and so can frequently find work as laborers, bodyguards, and soldiers. They live short lives and breed rapidly, so that even frequent early deaths from violence or mishap have left a sizable population. They have spread, often working as guards for travellers and merchants, to other nations were they are found in much smaller numbers.

Today they are rare in the lands of the Old Kingdom, with the exception of the south with it's heavier trade with other lands. Some of the wilder parts of Alandor's forests are blighted by feral bands of Sibeccai bandits, but these are more fiction that fact. Sibeccai fit in in most lands, as their energy and loyalty generally swiftly overcome any distrust that others may initially feel.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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frigidmagi
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#32

Post by frigidmagi »

So they're basically the mercenaries everyone wants?
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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Cynical Cat
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#33

Post by Cynical Cat »

frigidmagi wrote:So they're basically the mercenaries everyone wants?
They benefit from having a good reputation for reliability. They suffer from having reputation of not being that quick on the uptake.
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frigidmagi
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#34

Post by frigidmagi »

Nobody really wants mercenaries who are smarter then them.
"it takes two sides to end a war but only one to start one. And those who do not have swords may still die upon them." Tolken
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#35

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The dracha are a mysterious race of dragon-like humanoids. Little is known about them except that they appear to serve the reclusive dragons they so closely resemble. They are generally treated warily by members of most nations, as they are formidable in both appearance and abilities. Some individuals have been known to join adventuring bands, either in support of their own interests or those of their master's.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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#36

Post by Cynical Cat »

The mojh originate in distant Zamuja. Two hundred years ago sorcerer-alchemists attempting to claim for themselves the legendary power of dragons created a formula which transformed men into something else. The result was far from universally embraced.

Mojh are scaly, long lived humanoids who were once humans. To become mojh one must voluntarily abandon their humanity and embrace transformation into something else. They are few in number and even rarer in the lands of the Old Kingdom, but there are a sprinkling of mojh everywhere. They have a sinister reputation and are frequently puissant magicians.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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Cynical Cat
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#37

Post by Cynical Cat »

The map is in progress. I'll edit it in here when I've got something decent.




Currency in the Old Kingdom is based on the silver dachem, which has about half the buying power of a standard D&D gold piece. The dachem can be broken in four bits.

The gold orb, is a larger, heavier coin and is worth fifty dachems or 25gp.
It's not that I'm unforgiving, it's that most of the people who wrong me are unrepentant assholes.
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