Post by Lord Wilhelm Arngrimsson on Dec 1, 2010 1:42:47 GMT -4
-PCs start 3rd level, human only
Templates allowed, within reason
-Dwarves, elves, gnomes, etc = exist mythically
-Halflings exist, but live in generally exclusive places
Think 'Willow'
-Gunpowder exists in early forms, but is expensive/rare outside of Terminus
-World is comprised of two 'Zones'
The Inner Zone (Aorril) and the Outer Zone (Bethorril)
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Setting is mid-magic (as in it's unusual, not rare or not-seen), and has dawning gunpowder tech (one-shot pistols and muskets, with other tech being VERY secret/sealed away/illegal).
In a nutshell the world is seperated into two zones, the Inner Zone, where humanity has been sealed by the mythical inhabitants of the Outer Zone for some misdeed ages long past (A strong group of Humans banded together and slew a god). There are 7 main areas/continents of the Inner Zone (known as Aorril):
1- Entalia: The main civilized landmass of Aorril. Mainly humans, but it holds the village of the Halflings, the only other civilized race in the inner zone.
2- Nordaliss: The harsh, cold North, Home to the Nordic tribes. Home to dire beasts, dread giants, and untamed elementals.
3- Vakrim: Formed around a collossal, ever-active volcano. The rest of the landmass is filled with deserts and hot-springs. The one potable oasis lies in the center of Varaaja, the islands only civilized gathering.
4- The Dead Isle
Once inhabited by a unique and vibrant culture, now is nothing but a vast Necropolis surrounded by dense, dead sargassum all around the sea.
5- Da'Ajem
A vast, wild land of jungles and veldts, pre-historic and uninhabited.
6- Terminus
A walled-off technologically advanced man-made fortress. Inside technology is a mix of steampunk and magitech. They see the rest of the Inner-Zone usually as uninteresting or below them. Most of their attention is directed to the Zone barrier, and how to pass it/what is beyond it.
7- Tradebane Isles
A chain of coves, dens, and ports filled with pirates, murderers, and other dangerous folk of the nautical bend.
Templates allowed, within reason
-Dwarves, elves, gnomes, etc = exist mythically
-Halflings exist, but live in generally exclusive places
Think 'Willow'
-Gunpowder exists in early forms, but is expensive/rare outside of Terminus
-World is comprised of two 'Zones'
The Inner Zone (Aorril) and the Outer Zone (Bethorril)
---------------------------------------------------------------------------------------
Setting is mid-magic (as in it's unusual, not rare or not-seen), and has dawning gunpowder tech (one-shot pistols and muskets, with other tech being VERY secret/sealed away/illegal).
In a nutshell the world is seperated into two zones, the Inner Zone, where humanity has been sealed by the mythical inhabitants of the Outer Zone for some misdeed ages long past (A strong group of Humans banded together and slew a god). There are 7 main areas/continents of the Inner Zone (known as Aorril):
1- Entalia: The main civilized landmass of Aorril. Mainly humans, but it holds the village of the Halflings, the only other civilized race in the inner zone.
2- Nordaliss: The harsh, cold North, Home to the Nordic tribes. Home to dire beasts, dread giants, and untamed elementals.
3- Vakrim: Formed around a collossal, ever-active volcano. The rest of the landmass is filled with deserts and hot-springs. The one potable oasis lies in the center of Varaaja, the islands only civilized gathering.
4- The Dead Isle
Once inhabited by a unique and vibrant culture, now is nothing but a vast Necropolis surrounded by dense, dead sargassum all around the sea.
5- Da'Ajem
A vast, wild land of jungles and veldts, pre-historic and uninhabited.
6- Terminus
A walled-off technologically advanced man-made fortress. Inside technology is a mix of steampunk and magitech. They see the rest of the Inner-Zone usually as uninteresting or below them. Most of their attention is directed to the Zone barrier, and how to pass it/what is beyond it.
7- Tradebane Isles
A chain of coves, dens, and ports filled with pirates, murderers, and other dangerous folk of the nautical bend.