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Author Topic: [TIToV] Background  (Read 548 times)

Jims

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[TIToV] Background
« on: February 25, 2009, 03:33:27 PM »
This game takes place in a high fantasy setting. There's magic, swords and horses. The world is ancient and has had a lot of major wars in the past. Currently there are only four areas of land in the game. In the center of the map, there is the main continent (it is unnamed). To the North-East there is the island of Spire (a large island, or small continent, take your pick). To the west are this Midden Isles, and island chain that is a convenient layover point when traveling the "long" way around from one side of the main continent to the other. To the North, there is the northern polar region, with some land that is not ice covered for at least part of the year.

"Good", "Evil", "Law" and "Chaos" don't have the concrete aspects in this game they do in D&D. You play your character as you see fit, and that's how it goes. If you have malicious intent towards someone, that can have an impact mechanically, however a good or evil character can have malicious intent to another.

What's going on in the game? Two of the players are on a quest. You'll have to gain their trust to find out from them what it is.

Oh. And an Old One of chaos/evil has awoken. There was a rather disturibing event recently, and now things tend to disappear/reappear at random all over the world, as they are hit by black and white comet-like objects that pass through matter at will, and follow upredictable trajectories.

Current players
- A Human Rune Knight (Medium infantry with the ability to create magic through the drawing/painting/carving of sigils).
- A High Elf Mage/Rogue/Fighter
- A Felid Monk/Tracker/Hunter
- A Dwarven Blood Priest


I'll post more replies with game information (such as races, regions, etc) as I get more time.

Some rough information can be found here

SECTIONS:
-- Species
-- Nations/Cities
« Last Edit: March 15, 2009, 09:06:21 AM by Jims »

Jims

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Re: [TIToV] Background
« Reply #1 on: February 25, 2009, 05:18:40 PM »
Part 1: Racial Relations
This section describes the rough relations between the different species.


Surface/Subterranean:
Translation: Who shares or competes for resources.

Surface
Gnoll                  
Elf               
Human                  
Orc                  
Ogre                  
Canid         
Felid         

Subterranean
Dwarf
Gnome
Troglodite

Both
[Hob-]Goblin
Kobold
Troll



Relations:
Translation: What are the perceptions does each race have for the others.
Species
++A species that is considered quite favorably
+A species considered friendly
-An antagonistic species
--A species usually considered 'kill on sight', or at minimum 'do not trust, ever'.
Unlisted species are neutral in the oppinion of the listed species.


Felid, Lizard Man, Kobold
Felid tend to be aloof, and stick to their own business unless something catches their eyes. Tending to individual roaming or small tribes that ignore borders, most other races are not very threatened by them and don’t like/dislike them. Felid consider themselves superior, but often don’t rub it in. Felid like nature and tend to naturally have a very minimal impact on it, aside from their fondness for hunting, even beyond what they can eat/use. They are known as excellent fighters.

Kobolds are not terribly liked by any others and don’t like others much, but they tend to be the universal ‘intermediaries’. A necessary evil. Kobolds have no love for nature, and tend to favor city and industrial environments. They are known as excellent craftsmen.

Lizard men are a common workforce, but not terribly bright. They are looked upon favorably for their labors, but not given much respect. Lizard men see other races as sources of tasks to give them their desired physical exertion (strength based mostly), and tend to look at most races slightly favorably.

Canid
Nature loving, but not terribly protective of the environment. Canid are at home as hunters or scavengers. They tend to a semi-shamanistic culture with a strong solcial ordering. Usually highly respectful/loyal to their peers/clan
++Elf
+Human
+[Hob-]Goblin
+Gnoll
-Dwarf
-Gnome

Gnoll
Much like canids, but often with a complete disregard for the environment. Incredibly greedy with little respect or loyalty to their peers.
++[Hob-]Goblin
++Orc
+Canid
--Dwarf
--Human

Dwarf
Hard workers with a strong sense of pride. They tend to be noble, but with a somewhat skewed idea of nobility. Known as great craftsmen and drinkers. Not particulary fond of nature, dwarves tend to stick to their cities.
++Gnome
++Human
+Troglodite
+Elf
--Giant
--[Hob-]Goblin
--Ogre
--Orc
--Troll
-Canid

Elf
Elves are a long living race known for their wisdom. The younger elves aren't particularly wise, but their exceptional lifespan allows the older elves to aquire more knowledge than most other species. They tend to try to 'be one' with nature, favoring the constant changes making life interesting, while the steady rhythm allows them a semblance of order and balance.
++Human
++Titan
+Dwarf
+Gnome
+Felid
--[Hob-]Goblin
--Ogre
--Orc
--Troll
-Giant

Gnome
Little cousins to the dwarves, known to be focused on their crafting and magic. Gnomes tend to be single minded and taste like chicken.
++Dwarf
++Elf
+Human
+Trolodite
--[Hob-]Goblin
--Ogre
--Orc
--Troll
-Canid

[Hob-]Goblin
An industrial dual race. Very closly related, the two races tend to stick together. Both tend to see the world as a compilation of resources to be exploited. The Goblins tend to be crafty and magical, while the Hob-Goblins are the physical side of the civilization.
++Ogre
++Gnoll
+Canid
+Orc
+Troll
--Dwarf
--Gnome
--Elf
-Human

Human
A widely varied race. Humans are known to break their steriotypes more than other races.
++Dwarf
++Gnome
++Elf
+Canid
--Giant
--Orc
--Troll
-[Hob-]Goblin
-Gnoll

Ogre
A large and primitive group related to the Giants. They aren't terribly bright, and are abusive to all around them, seeing the world only in terms of how it helps them. Being not terribly bright, they are often wasteful and destructive.
++Orc
+[Hob-]Goblin
--Dwarf
--Elf
--Human
-Gnome
-Canid

Orc
Very similar to the [Hob-]Goblins, and in fact, a related species. They are larger and stronger, but not as bright. They have developed their own tribes and political structures.
++Ogre
++Troll
++Gnoll
+[Hob-]Goblin
+Giant
+Canid
+Gnoll
--Dwarf
--Elf
--Human
-Gnome

Troglodite
A barely sentient ape-like creature that lives underground. They don't trust surface dwellers much, and tend to mostly keep to themselves. Occasionally they trade minor goods and services for trinkets.
++Dwarf
++Gnome
+Kobold
+Goblin
--Orc
--Human
--Elf
--Gnoll
--Canid
-Hob-Goblin

Troll
Large, strong, primitive, but intelligent creatures. Trolls are a newer race, belived to be the result of a wizard or sigilist's experiments on Orcs, Ogres and Elves to make a superior soldier. Apparantly successful, nothing was heard from this wizard after the trolls were created. Trolls are violent, aggressive and durable, and tend towards extreme greed and malevolence. Any apparent waste and wanton destruction usually has a purpose, often psychological.
++Gnoll
++[Hob-]Goblin
+Canid
+Ogre
+Orc
--Elf
--Human

Jims

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Re: [TIToV] Background
« Reply #2 on: February 25, 2009, 05:19:14 PM »
Here's a list of the cities and nations. I'll get a map up when it is scanned.

The characters will start in the city of Orishi’si, which is in the nation of Si No Shi (elven). They may chose to instead be from the caves below, part of the allied nation of Durmonth. This is near the border with Rostosia


The world is split up into four major parts
- The western island chain
- The main continent
- The large island in the Northeast
- The Arctic continent
- The continents in the southern hemisphere were destroyed in ancient wars – it is nothing but seas and shallow seas there.

Surface Nations
-   NE Island – Alterra, Human, Felid, Elf, Canid/Good
-   Arctic Spur – Noss, Human/Good
-   North Continent – Tesaran, human/evil
-   East Central Continent – Rostosa, human/good
-   South East Continent – Si No Shi, elf/good
-   South/Central Continent – Omash, Orc+[Hob-]Goblin/Evil
-   West Central Continent - Hurr Grorr, Canid+Gnoll
-   Western Islands – Midden, Kobold
Subterranean Nations
-   NE Island - Alterra, Gnome, Dwarf, Goblin, Kobold, Troglodite
-   Arctic Spur – N/A, Trolgodite (Arctic Spur Trogs)
-   North Continent – Urkan’hai, [Hob-]Goblin/Evil
-   East Central Continent - None
-   South East Continent -  Durmonth, Dwarf+Gnome/Good
-   South/Central Continent – Sil Nien, Troll/Evil
-   West Central Continent – Imash, [Hob-]Goblin/Evil
-   Western Islands – Midden, Kobold

Detail

Alterra
   The homeland of the ancient and powerful Alterran empire. This island is peaceful but primitive. Many races live on the surface, primarily human, elf and Canid. The location has the largest known felid population as well. Goblins and kobold are frequently found here.
   Rising from the surface of the center of the island, with a small city formed around it, is the Great Spire. The Great Spire is 200ft wide at the base, and 50ft wide at the top. It is almost 5,000 feet tall, it extends 200 feet underground, where a huge (2,000 foot in diameter, 200 feet deep) base resides. Every 500 feet up the side (above the surface), there is a ring of white glowing orbs on the outside. From the upper level of the base, to three floors above the surface, the tower is used for habitation. Beyond these points, there are many traps that prevent going farther. Addtionally, people are afraid to damage the tower.
   The tower is from the ancient civilization, and protects the islands inhabitants quite strictly – it appears to be able to follow thought and intent, and will kill anyone who attack another (except in defense), steals or otherwise acts malignant. In some cases the tower deems someone not quite worthy of death, and may only harm the individual. The protection spans 100 miles off shore, and does not cover the undercities. The tower shoots out bolts of energy that are very accurate.
-   Government
--      “Anarchy”, aside from following the towers rules
-   Trade
--      Lumber, crops, meat, precious metals and gems, relics
-   Cities
--      Spire – capital, pop 25k
--      Tek – S.E, on The Tek River, pop 33k
--      Irrilon -  West, mostly elf/Canid, 16k
--      Coldport – North, mostly Canid/elf, 4k
-   Undercities
--      Spire – under the spire, 65k
--      Diamondust – Southern, Capital, 85k
--      Caves of Night – Eastern, 26k
--      Coldport – Northern, 45k

Durmonth
   The dwarven nation under Si No Shi in the Daturm mountains. Along with their gnomish allies, these dwarves not only have excellent mining resources, but produce some of the most advanced tools in the world.
-   Government
--      Monarchy with parlement
-   Trade
--      Gems (diamond, quartz, sapphire, emerald, ruby), Metal (iron, silver, copper, tin), manufactured goods
-   Undercities
--      Durkurkan – Capital, 425k
--      Durmorkar – Eastern city, 220k
--      Durtenrik – Western city, 325k
--      Calm Harbor – Southern peninsula, harbor with a large cave, 675k

Hurr Gorr
   Several tribes of Canid and Gnoll banded together to form the nation of Hurr Gorr. They are not very expansionistic, but do prefer to protect their territories. They enjoy the peace of being in a climatically nice cove protected from agressors by the Jayin Mts. to the west. Many people visit, even if the Canid and Gnoll are not considered friendly to them. The Canid and Gnoll enjoy the tourist revenue and haven’t had a tourist for dinner in several centuries. However tourism is limited to Redtooth (Orr-Arr), and a limited range around there. The population is high, but like the elves, their cities are not dense.
-   Government
--      Tribal councils
-   Trade
--      Tourism, crops, fruit, meat (animal, plant)
-   Cities
--      Redtooth (Orr-Arr) – Capital, southwest seashore, on the Arrarr river, 106k.
--      Whitetooth (Kinan-Arr) – Northwestern seashore, on the Sarrarr river, 122k.

Imash
   A hobgoblin and goblin region under Hurr Gorr, they get along well with the Canid and Gnoll above, as well as the wandering ogres of the Jayin mountains. They however do not get along well with the goblin civilization to the north, Urkan’Hai, and have fought several wars. Lately the tides of war have favored Imash.
-   Government
--      Dictatorship
-   Trade
--      Gems (sapphire, ruby, emerald), minerals (iron, copper, tin)
-   Undercities
--      Urkalik – Capital, 722k
--      Zekek – Southern mountain region, 426k
--      De’uzik – Northern mountain region, often passes between Imash and Urkan’Hai, 332k

Midden
   These islands are the kobold keepings. They are considered very beautiful. However, visitors are limited to the surface (no subterranean tourism), and only in certain areas even then.
   The Kobolds allow anyone to visit as long as their rules are followed. They also sell their services as diplomats and negotiators.
-   Government
--      Unknown
-   Trade
--      Manufactured goods, Diplomatic Mercenary, Tourism, Gems (sapphire, emerald, ruby), Metal (gold, silver, tin, zinc)
-   Cities
--      Kifti (Kif Tif Tan Zho) – Capital, 250k
--      Nakral – Easternmost island, 124k
--      Figral – Eastern city on northern island, Monster race trading, 42k
--      Argala – Western city on northern island, Human-like race trading, 73k
--      Nafaru – Northern central island – 84k
-   Undercities
--      Not much is really known

Noss
   A small, unremarkable country, primarily fishers. The city is near several troglodyte caves that are in the region. These troglodytes are mostly quiet and peaceful, but ‘mine heat’ from the cave, by closing/opening shafts, keeping the southern areas of the continent unusually warm for the region of the world.
-   Government
--      Democracy, light weight
-   Trade
--      Lumber, fishing
-   Cities
--      Icy Bay – Capital/only 40k

Omash
   This originally started as a nomadic tribe of Orcs in the Inner Sands Region (the desert area between the Jayin Mts. to the west, and the Datur Mts. to the east.). As they expended, they destroyed the elven habitats to the south, and converted the forests to plains. They are quite territorial and not peaceful. Due to the colder nights, they find the northern areas of the desert uninhabitable. There is some farming, by slaves.
-   Ogres are known to live in the western mountains (Jayin), and are a nomadic race.
-   Government
--      Dictatorship
-   Trade
--      manufactured good, mercenaries, meat (land, fish)
-   Cities
--      Krig-Hai – Capital, southeastern city on the shore, 212k
--      Magan-Hai – Port city, major trading focus, on the Brownwash River, 185k
--      Queg-Hai – Central, At the Brownwash river’s exit from Fishgut Lake. 104k

Rostosia
   An ancient kingdom known for farmlands and excellent knights. While they have one of the smaller armies in the many countries of the world, their knights are some of the most efficient and best trained. The western desert is mostly unused, and kept as a buffer zone from the Orcs (desert), and ogres (in the western mountains, the Kyak range), though there are rumors of old ruins. About 14 years ago the king died. Since then the queen remarried and the country has fallen into a despotism with the cruel and (excessively/pointlessly) violent King, and the queen who doesn't seem like the woman she once was.
-   Government
--      Monarchy
-   Trade
--      Crops, Meat (land/fish), Manufactured Goods
-   Cities
--      Rostos – Capital, Southeastern shore, on the Kyaba River, 130k
--      Emhar – Central, northern sore of the Big Frost Lake, the last lake on the Kyaba (92k)
--      Cathon – Centra, near the Kyaba headwaters, right before Little Frost Lake   (45k)
--      Emeral Harbor – Northeastern coast, on the Green River. (67k)

Si No Shi
   The main elven holdings, closely allied with Durmoth below them. This area is known for some of the most advanced magic, science and art of modern times. While the cities tend to be large in population, they take up huge geographic areas, are semi vertical, and are not terribly dense. The seem to most as clusters of smaller villages
-   Government
--      Representative democracy
-   Trade
--      Art, manufactured/magicked goods, Fruits
-   Cities
--      Li’so’ni – Capital, Southern Shore on the Keloh’ar River, 150k
--      Vinar’Ki – Southern Shore, first city east of the capital, on the Mitiki’ar River, 110k
--      Orishi’si – Most eastern/Northern city, on the Bakara’ar river, 130k

Sil Nien
   A troll civilization to the south, with a high goblin/orc population, known to have enslaved gnomes and troglodite, suspected to have enslaved kobold.
-   Government
--      Dictatiorship
-   Trade
--      Manufactured goods, gems (diamond, sapphire), metal (gold, copper, iron, tin, zinc)
-   Undercities
--      Bloodstone – Capital, 228k
--      Unstable Caves – Under Desert, source of diamonds, 110k
--      Hades – Souther Jayin mountains, 322k

Tesaran
   Formerly a farming/industry country, it was taken over by fairly evil rulership ~500 years ago. The rulers have been horrible ever since, the country is a fairly violent despotism, known for a cruel and ruthless military, and varying amounts of expansionism. There is still farming and industry, but not as pronounced
-   Government
--      Dictatorship/Monarchy hybrid
-   Trade:
--      Crops, meat, mercenaries, manufactured goods
-   Cities
--      Tesaria – Capital, western shore, on the Cyaga River, 100k
--      Amania – Central, between Lake Tulia outflow rivers (Cyaga and Azuna), 75k
--      Wialum – Northern shore, on the Kuram River, 125k
--      Betun – Headwater of the Kuram River, 31k
--      Ifakia – Eastern Shore, Mouth of the Azuna River, 86k

Urkan’Hai
   A goblin and hobgoblin nation in the northern Jayin mountains, and some caves under the plainsland of Tesaran. They are on good terms with the wandering ogres on the surface, fairly decent terms with the humans of the overlying Tesaran region, and fairly bad relations with the Canid and Gnoll of Hurr Gorr.
-   Government
--      Tribal councils with democratic elements
-   Trade
--      Gems (sapphire, ruby, emerald), minerals (iron, copper, zinc)
-   Undercities
--      Derkat – Capital, 435k
--      Delmar – Western cost, 220k