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Don't get too involved with Chargen yet. We still have world building to do. ;)

I also haven't given out the chargen assignments yet.

Lets try to get another player interested, do a little more world building, and get excited about the world before we get excited about our characters. Keep them in mind, but don't get wed to a concept until we have gotten more stuff done.

Almost anything is open for world building. Let me know your ideas and elements that you would like to see.

How about ideas for an organization. Something that could exert influence in the kingdom.
 
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Well, how about this (derived from the stuff on Lindinis):

The Illurian Sages are an organization of respected scholars and other wise men known throughout the land for their level-headedness and knowledge. While they can be found in many places, the central chapterhouse of this order is, of course, located in the Great Library of Lindinis, and is home to some of the most respected historians and scholars in the known world.

The Sages survived the recent witch-hunts relatively intact, after publicly repudiating texts on wizardry and magic, but the Illurians have more secrets than most know. In fact, the Sages count among their number more than a few powerful wizards, but those with arcane power are loathe to use it - both because they know it might bring the populace down upon them, and also because they believe that 'practical' applications of magic are firmly secondary to the theoretical studies.
 


Almost anything is open for world building. Let me know your ideas and elements that you would like to see.

How about ideas for an organization. Something that could exert influence in the kingdom.

What kind of an organization, or what kind of influence? Any preference? A shining force for good, a shadowy force of villainy, or something in between?
If good, perhaps the Kingsguard- in ancient times they were just as the name indicates, a sort of national police force, recruiting heavily amongst moral churchmen and paladins; with the recent decline in royal authority, they have become more autonomous, and can be found protecting travelers and handing down justice just about anywhere that qualifies as civilization. While their name is still respected, everyone knows that they don't really work for the king nowadays.

If evil, perhaps an extension of the "witch hunt" atmosphere which has spread from Lindinus- a repressive (claiming to be "official") organization of agents scouring the kingdom for arcanists and offering an ultimatum; work for them (sorry, I meant 'for the king') or face the consequences. They might also be perhaps a bit too interested in artifacts and lore of the Old People. (This is a bit trite and 'Inquisition-ish', but could work- not as obvious as the Lightbringers in the Wheel of Time).

If somewhere in between, perhaps a secretive network of arcanists and their agents, operating as gypsy-like wanderers (or in Irish terms, tinkers); they are interested in those with arcane potential, or 'the Old Blood'- they say they offer safety, training, and lore, but who can say if they are telling the truth...


On an semi-related note, how much of an "outside world" is there, at least in common usage or knowledge terms? Are there other foreign kingdoms that most kingdom folk might recognize? If so, perhaps a foreign nation/culture/competing church is seeking to spread influence or weaken the kingdom from within- secretly, of course.
 

Speaking for my own, personal tastes, I like everything contained in pathfinderq1's post. I don't see why ALL of those items couldn't work, unless one or more of them are in conflict with ideas already in place in the DM's grand scheme of things. :)

I would just add that the Kingsguardsmen should always travel at least in pairs, if not in larger groups. The members of a "squad" of Kingsguardsmen could take turns adjudicating disputes as they travel about the countryside. But they should never travel far alone, as that would make them easy marks for the enemies of the King and of the Kingdom, who are, after all, everywhere and nowhere.
 
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How about a schism of sorts in the official power? You've got the Kingsguard, the older police force that people mostly trust and respect, and a newer, more urban 'secret police' that uses questionable methods and hunts down arcanists?
 

These are all great ideas.

I especially like the inquisition idea. How about a fanatical sect that has gained too much influence in the Church, say with the help of the merchant guild. Originally a result of fear of the growing darkness. They are in secret opposition to the King. The witch hunt was an effort to destabilize one of the kings powerbases, namely arcanists. The merchants guild are just greedy, and see opportunity.

The Kingsguard are great. They are an elite faction of the regular Army. A knighthood. Maybe mostly Swordmages and Paladins? The Church is trying to gain control of them, but they are resisting. Room for some moral ambiguity, especially if the Church co-opts their name for the inquisitors.

As for the outside world, we'll keep it somewhat sketchy so we fullfill the Points of Light theme. A few ideas are good, but keep them loose.
 
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How about a schism of sorts in the official power? You've got the Kingsguard, the older police force that people mostly trust and respect, and a newer, more urban 'secret police' that uses questionable methods and hunts down arcanists?

That might create an interesting dynamic, especially when the two groups interact- one side having a good, established reputation and respect (but in current times, no 'official' mandate), while the other side is sneaky and often suspect, but has (or claims to have) the formal authority. Messy- especially for those caught in between.

Commerce-wise, a similar rift can be opening, as the king's sphere of influence shrinks. Once upon a time, there was a kingdom-wide system of coinage, well-maintained roads for merchants to travel on, and a respectable network of commerce. Now, as the kingdom is less-centrally controlled, things are falling apart: the roads are dangerous, and in disrepair, so many towns are becoming far more self-sufficient; those who act as traveling merchants might be brave, or desperate, or con-men; and the old monetary standards are less respected (but everybody respects gold, now exchanged by pure weight- and this has increased interest in the Great Bog, despite its danger, because the ancient gold has an even stronger pull).
 

I like those ideas, they sound like fun.

As far as the Kingsguard goes, I'd personally have them be Fighters, Paladins and Rangers mostly. At this point I'd have the Arcane power-source being looked rather unfavorably on (which can lead to fun for whichever PCs use it).
 

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