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Gaming W/Jemal: Planar Quest! (Closed)
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<blockquote data-quote="Binder Fred" data-source="post: 6023482" data-attributes="member: 63746"><p>Just brainstorming a little on our shared background tonight, let me know what you think. </p><p></p><p>So from VV's background we have his goblinoids and dwarf alliance (does it have a name VV?). </p><p></p><p>There is also the "cattle kingdom", let's call it Rauland, which means The Green Place. It's your classical multi-species PC country (Human, elves, halflings, etc) -- not coincidentally since this is where most of the PC's come from and where Gerard's home city, the country's capital, is set (though probably on the other side of the country from the cattles of VV's description). Name for the city Scott? Rauland is protected on two sides by the previosuly mentionned dwarven mountain ranges, and faces the gulf of Ploohy on the other.</p><p></p><p>We also have an evil/adversarial "Draught casting" country which I'm suggesting we call Kadrath. Kadrath borders Rauland to the west and is/was in fact a relatively recently (less than a 100 years) acquired principality of the greater Queendom of Dormith - source of the "Dormithian slavers" of Scott's background, don't you know - whose capital and main holdings reside on the other side of the ocean from Rauland. </p><p></p><p>I had this prepared from another game, so we might as well use it for Dormith if you guys want (?).</p><p></p><p>[sblock= Greater queendom of Dormith]The greater queendom of Dormith is a multicultural/multi-ethnic grouping of principalities set on the western shores of the home continent. Long ago, mighty dragonborn warriors set out from their cliff-side forts and conquered fearsome tribes of halfing, orcs, elves, goblins, dwarves, trolls, isolated kalashtar enclaves and tribes of smaller giants, unifying them, stiring them throughout the young empire as needed, giving them "civilization". Those were the Conquering Ages of Dormith, which were followed by the Age of Consolidation (also known as the Flowering Age), the Age of Internal Strife and, finally, the current Emerging Age of local, and then worldwide expantion.</p><p></p><p>Dragonborn rule Dormith to this day. During the ages they have grown in absolute number but diminshed in overall percentage, so that while they *are* the only nobility, the sum-total of actual land owners (as opposed to tenants or long term leasers) AND the highest ranked military officiers, the entirety of lower ranks in their armies is in fact composed of other races, as are the increasingly wealthy merchant and crafter classes. In terms of organization, each significant agglomaration is ruled/administered by a dragonborn Mayor and his clutch, who answers to one of the thirteen regional Duke (usually also the Mayor of the regional capital) who in term answers to the Queen (also the Mayor of the capital city). Queendom rulers, mostly female with rare exceptions, are usually combat arcanists, able to wield the Orb of Chaos, the queendom's iconic and most devastating artifact.</p><p></p><p>And, yes, *of course* they use dragons and earth drakes as war mounts. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" />[/sblock]</p><p>Dorith has taken over Kadrath completely, putting in place their own dragonborn leadership-based system and begining massive public works programs to bring the "backwards" country up to the Queendom's standards: aqueducs, public offices, barracks, stadiums, roads, lots and lots of roads. This has of course driven the demand for cheap labor (read slaves) through the roof! Hence the now prevalent "Dorithian" slavers.</p><p></p><p>This is where my character comes in: Ur of Greenhill, adept of the closed fist, master of the empty hand. I'm seeing his as a hill dwarf masson/stonecutter (<em>Rocky hills. He can see them in his dreams, covered in abundant grass, sharp peaks of snow and mist looming in the background. Next to him is his family's house, low to the ground as befit a dwarven dwelling, its sloped timber roof rising to a far-away point. He can almost touch the gritty texture of the field stones piled halfway up the ground-floor and smell the smell of the sheep, already in their wooden enclosure for the night...</em>). </p><p></p><p>Then comes the raid (while travelling to a nearby town?) and then semingly endless slavery on the work crews of Kardrath (<em>Slavery's manacled jaws slavering in endless hunger. Pitiless blades shaving at his soul, unrelanting weights ground round and round till somehow the grinding became polish, the blades stopped cutting and began to carve. Ur is now a believer, as was his father before him and his mother's grandfather. But those believers frown on his faith for in this he did not follow the path of his ancestors. Prompted by his teachers in faith, slaves like him, he choose the teachings of Brohym over more ancient wisdom. Choose personal perfection over the gift of oneself, the shaping of chaos instead of its eradication.</em>)</p><p></p><p>Then, and I haven't had time to write this bit in any details yet, but then Ur was freed by the adventuring party. He was a little nuts at this point, frankly, having integrated the basic tenets of slavery into a near insane drive to give of himself until there was nothing left. He therefore latched onto the main protagonist of his rescue and proceeded to *serve* him or her with a vengeance (I would *love* for one of the other PC to volonteer for this role <pretty please?>; strong and instant connections, always good storytelling tools... If not, it can always be an ex-member, either deceased or retired <sigh>). He's loosened up a lot since then, thanks in no small part to the friendships he's formed in the company and the guidance/patience/kicks in the butt of him or her that freed him ("Twice now," as he's won't to say).</p><p></p><p>Then Ur adventures with the party until the "Draught" adventure rolls along, at which point Tutek joins up as well. The en- I mean <drum roll, please>: THE BEGINING.</p><p></p><p><strong>Note: </strong>Just sugestions, all. The geography of the continent and the nature of the "Queendom" in perticular can be entirely changed to suit without affecting the three character-stories we have so far (Tutek, Gerard and half of Ur's).</p><p></p><p><strong>Random thought:</strong> Necromantic powers/phenomena are much more common in Rauland and Kadrath (on this entire continent?) then elsewhere (justifying Gerard's carreer choice in spades). Why? Built on the ruins/graveyards of a much older (non-human?) civilization? What killed them? Was it the first time this armaggedon happened (multiple, recuring, intelligently guided(??%) mass extinctions? Leading to layered, interdigitated mausoleum-ruins of various civilizations)?</p><p></p><p><strong>Random thought 2:</strong> How about a flying wagon pulled by magical rams as our groups prefered mode of transport? Re-skinned magic carpet or the like. Not married to the rams either. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Binder Fred, post: 6023482, member: 63746"] Just brainstorming a little on our shared background tonight, let me know what you think. So from VV's background we have his goblinoids and dwarf alliance (does it have a name VV?). There is also the "cattle kingdom", let's call it Rauland, which means The Green Place. It's your classical multi-species PC country (Human, elves, halflings, etc) -- not coincidentally since this is where most of the PC's come from and where Gerard's home city, the country's capital, is set (though probably on the other side of the country from the cattles of VV's description). Name for the city Scott? Rauland is protected on two sides by the previosuly mentionned dwarven mountain ranges, and faces the gulf of Ploohy on the other. We also have an evil/adversarial "Draught casting" country which I'm suggesting we call Kadrath. Kadrath borders Rauland to the west and is/was in fact a relatively recently (less than a 100 years) acquired principality of the greater Queendom of Dormith - source of the "Dormithian slavers" of Scott's background, don't you know - whose capital and main holdings reside on the other side of the ocean from Rauland. I had this prepared from another game, so we might as well use it for Dormith if you guys want (?). [sblock= Greater queendom of Dormith]The greater queendom of Dormith is a multicultural/multi-ethnic grouping of principalities set on the western shores of the home continent. Long ago, mighty dragonborn warriors set out from their cliff-side forts and conquered fearsome tribes of halfing, orcs, elves, goblins, dwarves, trolls, isolated kalashtar enclaves and tribes of smaller giants, unifying them, stiring them throughout the young empire as needed, giving them "civilization". Those were the Conquering Ages of Dormith, which were followed by the Age of Consolidation (also known as the Flowering Age), the Age of Internal Strife and, finally, the current Emerging Age of local, and then worldwide expantion. Dragonborn rule Dormith to this day. During the ages they have grown in absolute number but diminshed in overall percentage, so that while they *are* the only nobility, the sum-total of actual land owners (as opposed to tenants or long term leasers) AND the highest ranked military officiers, the entirety of lower ranks in their armies is in fact composed of other races, as are the increasingly wealthy merchant and crafter classes. In terms of organization, each significant agglomaration is ruled/administered by a dragonborn Mayor and his clutch, who answers to one of the thirteen regional Duke (usually also the Mayor of the regional capital) who in term answers to the Queen (also the Mayor of the capital city). Queendom rulers, mostly female with rare exceptions, are usually combat arcanists, able to wield the Orb of Chaos, the queendom's iconic and most devastating artifact. And, yes, *of course* they use dragons and earth drakes as war mounts. ;)[/sblock] Dorith has taken over Kadrath completely, putting in place their own dragonborn leadership-based system and begining massive public works programs to bring the "backwards" country up to the Queendom's standards: aqueducs, public offices, barracks, stadiums, roads, lots and lots of roads. This has of course driven the demand for cheap labor (read slaves) through the roof! Hence the now prevalent "Dorithian" slavers. This is where my character comes in: Ur of Greenhill, adept of the closed fist, master of the empty hand. I'm seeing his as a hill dwarf masson/stonecutter ([I]Rocky hills. He can see them in his dreams, covered in abundant grass, sharp peaks of snow and mist looming in the background. Next to him is his family's house, low to the ground as befit a dwarven dwelling, its sloped timber roof rising to a far-away point. He can almost touch the gritty texture of the field stones piled halfway up the ground-floor and smell the smell of the sheep, already in their wooden enclosure for the night...[/I]). Then comes the raid (while travelling to a nearby town?) and then semingly endless slavery on the work crews of Kardrath ([I]Slavery's manacled jaws slavering in endless hunger. Pitiless blades shaving at his soul, unrelanting weights ground round and round till somehow the grinding became polish, the blades stopped cutting and began to carve. Ur is now a believer, as was his father before him and his mother's grandfather. But those believers frown on his faith for in this he did not follow the path of his ancestors. Prompted by his teachers in faith, slaves like him, he choose the teachings of Brohym over more ancient wisdom. Choose personal perfection over the gift of oneself, the shaping of chaos instead of its eradication.[/I]) Then, and I haven't had time to write this bit in any details yet, but then Ur was freed by the adventuring party. He was a little nuts at this point, frankly, having integrated the basic tenets of slavery into a near insane drive to give of himself until there was nothing left. He therefore latched onto the main protagonist of his rescue and proceeded to *serve* him or her with a vengeance (I would *love* for one of the other PC to volonteer for this role <pretty please?>; strong and instant connections, always good storytelling tools... If not, it can always be an ex-member, either deceased or retired <sigh>). He's loosened up a lot since then, thanks in no small part to the friendships he's formed in the company and the guidance/patience/kicks in the butt of him or her that freed him ("Twice now," as he's won't to say). Then Ur adventures with the party until the "Draught" adventure rolls along, at which point Tutek joins up as well. The en- I mean <drum roll, please>: THE BEGINING. [B]Note: [/B]Just sugestions, all. The geography of the continent and the nature of the "Queendom" in perticular can be entirely changed to suit without affecting the three character-stories we have so far (Tutek, Gerard and half of Ur's). [B]Random thought:[/B] Necromantic powers/phenomena are much more common in Rauland and Kadrath (on this entire continent?) then elsewhere (justifying Gerard's carreer choice in spades). Why? Built on the ruins/graveyards of a much older (non-human?) civilization? What killed them? Was it the first time this armaggedon happened (multiple, recuring, intelligently guided(??%) mass extinctions? Leading to layered, interdigitated mausoleum-ruins of various civilizations)? [B]Random thought 2:[/B] How about a flying wagon pulled by magical rams as our groups prefered mode of transport? Re-skinned magic carpet or the like. Not married to the rams either. :) [/QUOTE]
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