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<blockquote data-quote="MavrickWeirdo" data-source="post: 341280" data-attributes="member: 107"><p><strong>Here's Mine</strong></p><p></p><p>1. Welcome to Internallia, where explorers rush into a new continent, each dreaming of being the first to claim land, adventure, and even mythrial. </p><p></p><p>2. Here you will find people from every part of the old world. Settlers have been coming to the Internallia for almost a century. They are here for many reasons, with different plans and dreams. Most newcomers expect to make their fortune and return to the old world. Quite a few of the second-generation want to recreate the old world. Those whose families been here three generations or longer care little for the old world and intend life in this new land to be different. </p><p></p><p>3. The cautious feel it is enough to defend the settlements and develop slowly. The adventurous choose to travel deep into the untamed frontier, encountering lost colonies, natives both helpful and harsh, and ultimately to search for the Mythrial Mines of the Far Range.</p><p></p><p>4. Before you decide to embark on that path, I must warn you there are many dangers and conflicts in Internallia. Orcs, Goblins, & Kobolds attack everyone including their own people at times. Even peaceful natives sometime see settlers as invaders. Monsters unimagined roam the wilds, strange creatures of wing, and claw, and horn, and hoof. </p><p>Civilized settlements can be equally dangerous, as they continue the clashes of the old world, and race to claim territory for their empires across the ocean. People you should beware of include Storm-Worshipers and Illusionists. You should also avoid the notice of the Right Hand of the Lord of Order, who seeks to root out forbidden magic by any means necessary.</p><p></p><p>5. Magic is another risk. I have heard it called many things: a gift of the gods, a corruption of the soul, or an art of the mind. Some say that magic itself is more potent in this younger land. Others say that mysterious cabals exist to manipulate the nature of magic. This I can say with certainty: in Internallia, magic is not strictly regulated or controlled, as it is in the old world.</p><p></p><p>6. I can see that, for all the dangers, the Far Range calls to you as well. I warn you it is not easy. Gaze at the peaks of the Near Range where only gnome airships have touched. Will you be able to find the hidden passes to cross those jagged teeth? Do you think you can trade with dwarven craft-mages for passage beneath the earth? If you make it beyond, you still must cross the Eternal Forest with The Forty-two Shrines to the Elven Pantheon. These are the simplest of the many challenges, just to reach the Far Range. If you get there, how will you find your fortune? If you find it, how will you protect it from others? I cannot tell you what to do, or what path to take, but this advice I give you. Fortune is where you seek it.</p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p></p><p>Peter R. Ellis</p></blockquote><p></p>
[QUOTE="MavrickWeirdo, post: 341280, member: 107"] [b]Here's Mine[/b] 1. Welcome to Internallia, where explorers rush into a new continent, each dreaming of being the first to claim land, adventure, and even mythrial. 2. Here you will find people from every part of the old world. Settlers have been coming to the Internallia for almost a century. They are here for many reasons, with different plans and dreams. Most newcomers expect to make their fortune and return to the old world. Quite a few of the second-generation want to recreate the old world. Those whose families been here three generations or longer care little for the old world and intend life in this new land to be different. 3. The cautious feel it is enough to defend the settlements and develop slowly. The adventurous choose to travel deep into the untamed frontier, encountering lost colonies, natives both helpful and harsh, and ultimately to search for the Mythrial Mines of the Far Range. 4. Before you decide to embark on that path, I must warn you there are many dangers and conflicts in Internallia. Orcs, Goblins, & Kobolds attack everyone including their own people at times. Even peaceful natives sometime see settlers as invaders. Monsters unimagined roam the wilds, strange creatures of wing, and claw, and horn, and hoof. Civilized settlements can be equally dangerous, as they continue the clashes of the old world, and race to claim territory for their empires across the ocean. People you should beware of include Storm-Worshipers and Illusionists. You should also avoid the notice of the Right Hand of the Lord of Order, who seeks to root out forbidden magic by any means necessary. 5. Magic is another risk. I have heard it called many things: a gift of the gods, a corruption of the soul, or an art of the mind. Some say that magic itself is more potent in this younger land. Others say that mysterious cabals exist to manipulate the nature of magic. This I can say with certainty: in Internallia, magic is not strictly regulated or controlled, as it is in the old world. 6. I can see that, for all the dangers, the Far Range calls to you as well. I warn you it is not easy. Gaze at the peaks of the Near Range where only gnome airships have touched. Will you be able to find the hidden passes to cross those jagged teeth? Do you think you can trade with dwarven craft-mages for passage beneath the earth? If you make it beyond, you still must cross the Eternal Forest with The Forty-two Shrines to the Elven Pantheon. These are the simplest of the many challenges, just to reach the Far Range. If you get there, how will you find your fortune? If you find it, how will you protect it from others? I cannot tell you what to do, or what path to take, but this advice I give you. Fortune is where you seek it. Peter R. Ellis [/QUOTE]
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