Difference between revisions of "Shardworld/Icons"

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[[Shardworld:Main Page]]
 
[[Shardworld:Main Page]]
  
Never before has the balance of power between the icons been so unstable. After decades of war following the High King's death, five Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Synod, and Wildspeaker strive to maintain their own forms of cosmic balance, while the Auroch-General seeks to assert the dominance of Bas Ata. And something or someone calling itself the Codex of Whispers has revealed its hands on the strings of civilization. The Continent spins on the needle-point of Fate, and the balance can't hold for long. That's where you come in.  
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Never before has the balance of power between the icons been so unstable. After decades of war following the High King's death, five Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Synod, and Wildspeaker strive to maintain their own forms of cosmic balance, while the Auroch-General seeks to assert the dominance of Bas Ata. And something or someone calling itself the Codex of Whispers has revealed its hands on the strings of civilization. The Continent spins on the needle-point of Fate, and the balance can't hold for long. That's where you come in.
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''Icon relationships with Low Kings'': As always, an icon relationship almost always represents a bond with the icon's faction-subordinates, messengers, henchmen, and cults of personality, rather than the icon itself. In the case of icon relationships with the Low Kings(Auroch-General, Gold Prince, High Militant, Krakentamer, Stormchief, Tinker King), this represents allies, contacts or enemies in the leadership of that nation, such as a general, prominent merchant with political ties, or attendant in the icon's court. Individual suggestions can be found in the individual entries.
  
  
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=The Gold Prince=
 
=The Gold Prince=
 
''He longs for all the world under his wings.''
 
''He longs for all the world under his wings.''
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'''Usual Location''': His palace in Verdrise, the capital city of the Shining Empire.
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'''Common Knowledge''': The Gold Prince is an ancient dragon, the only known direct descendant of the Wyrm itself. It is said that during the beginning of the 6th Age, in the early years of the rebellion led by the man who would become the High King, the Gold Prince descended from the clouds to turn the tide of a battle in favor of the High King. The Prince tied his fortune to humanity as the Wyrm had done many ages ago, and his might and intellect proved instrumental in the High King's great campaign of unison. Allegedly, it was the Prince's counsel behind many of the more brutal or pragmatic decisions made during the High King's rule. After the King's assassination and the collapse of the Kingdom of Avindras, the dragon claimed the former heartland of the kingdom around the Diamond Sea and named himself the head of a new Shining Empire, claiming he was the only being fit to continue the High King's ambition and rule humanity. After securing his borders to the south and east, the Gold Prince set about expanding north and west, into the Ørindi and the Veshki Peninsula. The Empire generally begins expanding into a region with attempts at peaceful cohabitation leading into trade and political alliance, with the aim of gradually assimilating a new region; the Shining Empire is the only nation in history to give more acclaim to diplomats than generals. However, the Prince is uncompromising in his goal of regaining unity, and he doesn't hesitate to order sudden and precise military action when negotiation fails. It is said that when faced with the Shining Empire, the only choices are wine or blood. So far, the strategy has worked-the Shining Empire is the largest, wealthiest, and most politically influential nation on the Continent, with the Gold Prince at its helm looking onwards.
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'''Characters and the Gold Prince''': The Empire always needs capable heroes 
  
  
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'''Usual Location''': The Khan's base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.
 
'''Usual Location''': The Khan's base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.
  
'''Common Knowledge''': The Great Khan marched out of the Southern range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back by the hasty alliance of the western nomads, the wizards of the Traveling Tower, and the Twist clans of the Obsidian Sea. For nearly a century since, he's been mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes, hobgoblin companies, and ogre warbands to his side, along with an eclectic mix of other monsters, including at least one dragon. The Khan's forces engage in frequent skirmishes with the soldiers of the Orcwatch set up to watch for and prevent attacks like his first devastating offensive. However, his main form of attack comes from raising "orc-pits" across the land, festering sinkholes that spawn fully-grown orcs.
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'''Common Knowledge''': The Great Khan marched out of the Southern Range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back only by the hasty alliance of Athon and the Kraken Dominion, but the Khan had already managed to carve out a domain for himself in the arid and inhospitable Southern Scar. The rest of the world took note-who were these orcs, to force two nations to unite merely to stall their assault, and to be able to survive and prosper in such a desolate region? The Khan gave answer-they were the conquerors of the realm here to put an end to the fragile peace of civilization. The other nations assembled the Orcwatch in response, an army made up of soldiers from every Low King. The Khan launched three great offensives during the following decades, and all ended in defeat for the Khan. Furious at his lack of progress, the Khan changed tactics. While he continues to fight small battles with the Orcwatch, his main focus is on mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes and ogre warbands to his side, some twist clans, and an eclectic mix of other monsters, including at least one dragon. In addition, the Khan's shamans have found a way to dramatically extend the range at which they can create orcpits, the festering sinkholes orcs are spawned from. Orcpits have been observed as far north in Egrond and more continue to spawn, as the Khan prepares to war on the nations of the Continent from within and without.
  
 
'''Characters and The Great Khan''': Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan's endeavor to end non-monstrous life are either insane or don't know they're helping him.
 
'''Characters and The Great Khan''': Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan's endeavor to end non-monstrous life are either insane or don't know they're helping him.
  
'''Allies''': Considering his stated goal to personally slay the other icons, none openly proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern.
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'''Allies''': Considering his stated goal to annihilate civilization, none of the Low Kings proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern. Some claim to have seen orcs that exhibit the demonic influence of the Hellmote.
  
'''Enemies''': The Wildspeaker burns with fury at the Great Khan's perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc.
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'''Enemies''': The Wildspeaker burns with fury at the Great Khan's perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc. The Tinker King and the Krakentamer, being the closest Low Kings to the Scar, have lost the most during the Orc Wars.
  
 
'''The True Danger''': If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.
 
'''The True Danger''': If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.

Revision as of 03:17, 30 September 2015

Shardworld:Main Page

Never before has the balance of power between the icons been so unstable. After decades of war following the High King's death, five Low Kings have divided his realm between them. The Great Khan has joined the iconic ranks, and his arrival seems to have galvanized other malevolent icons to new action. The Locus, Synod, and Wildspeaker strive to maintain their own forms of cosmic balance, while the Auroch-General seeks to assert the dominance of Bas Ata. And something or someone calling itself the Codex of Whispers has revealed its hands on the strings of civilization. The Continent spins on the needle-point of Fate, and the balance can't hold for long. That's where you come in.

Icon relationships with Low Kings: As always, an icon relationship almost always represents a bond with the icon's faction-subordinates, messengers, henchmen, and cults of personality, rather than the icon itself. In the case of icon relationships with the Low Kings(Auroch-General, Gold Prince, High Militant, Krakentamer, Stormchief, Tinker King), this represents allies, contacts or enemies in the leadership of that nation, such as a general, prominent merchant with political ties, or attendant in the icon's court. Individual suggestions can be found in the individual entries.


The Auroch-General

Scholar, ruler, and warleader.


The Codex of Whispers

All secrets can be unearthed - for a price.


The Gold Prince

He longs for all the world under his wings.

Usual Location: His palace in Verdrise, the capital city of the Shining Empire.

Common Knowledge: The Gold Prince is an ancient dragon, the only known direct descendant of the Wyrm itself. It is said that during the beginning of the 6th Age, in the early years of the rebellion led by the man who would become the High King, the Gold Prince descended from the clouds to turn the tide of a battle in favor of the High King. The Prince tied his fortune to humanity as the Wyrm had done many ages ago, and his might and intellect proved instrumental in the High King's great campaign of unison. Allegedly, it was the Prince's counsel behind many of the more brutal or pragmatic decisions made during the High King's rule. After the King's assassination and the collapse of the Kingdom of Avindras, the dragon claimed the former heartland of the kingdom around the Diamond Sea and named himself the head of a new Shining Empire, claiming he was the only being fit to continue the High King's ambition and rule humanity. After securing his borders to the south and east, the Gold Prince set about expanding north and west, into the Ørindi and the Veshki Peninsula. The Empire generally begins expanding into a region with attempts at peaceful cohabitation leading into trade and political alliance, with the aim of gradually assimilating a new region; the Shining Empire is the only nation in history to give more acclaim to diplomats than generals. However, the Prince is uncompromising in his goal of regaining unity, and he doesn't hesitate to order sudden and precise military action when negotiation fails. It is said that when faced with the Shining Empire, the only choices are wine or blood. So far, the strategy has worked-the Shining Empire is the largest, wealthiest, and most politically influential nation on the Continent, with the Gold Prince at its helm looking onwards.

Characters and the Gold Prince: The Empire always needs capable heroes


The Great Khan

The doom from the south.

Usual Location: The Khan's base is a black iron fortress deep in the Southern Scar, and he splits his time between there and the front lines.

Common Knowledge: The Great Khan marched out of the Southern Range at the beginning of the age, at the front of a horde of orcs- a monstrous race never seen before on the Continent. His initial assault was beaten back only by the hasty alliance of Athon and the Kraken Dominion, but the Khan had already managed to carve out a domain for himself in the arid and inhospitable Southern Scar. The rest of the world took note-who were these orcs, to force two nations to unite merely to stall their assault, and to be able to survive and prosper in such a desolate region? The Khan gave answer-they were the conquerors of the realm here to put an end to the fragile peace of civilization. The other nations assembled the Orcwatch in response, an army made up of soldiers from every Low King. The Khan launched three great offensives during the following decades, and all ended in defeat for the Khan. Furious at his lack of progress, the Khan changed tactics. While he continues to fight small battles with the Orcwatch, his main focus is on mustering forces and attempting to unite the monstrous races of the realm under his banner. At the moment, he has gathered many bugbear tribes and ogre warbands to his side, some twist clans, and an eclectic mix of other monsters, including at least one dragon. In addition, the Khan's shamans have found a way to dramatically extend the range at which they can create orcpits, the festering sinkholes orcs are spawned from. Orcpits have been observed as far north in Egrond and more continue to spawn, as the Khan prepares to war on the nations of the Continent from within and without.

Characters and The Great Khan: Many people have been hurt by the orc plague, from families to empires. Skilled adventurers who can fight back against orcish incursions are in high demand across the Continent. Given the growing frequency of orc-pit emergence, there is no shortage of jobs and prestige available for those willing to fight. Favor with the other icons is likely to be gained by those who strike especially notable blows against the monstrous hordes. Those who aid the Khan's endeavor to end non-monstrous life are either insane or don't know they're helping him.

Allies: Considering his stated goal to annihilate civilization, none of the Low Kings proclaim allegiance with him. Rumors that the Auroch-General has been secretly meeting with his envoys are the cause of much concern. Some claim to have seen orcs that exhibit the demonic influence of the Hellmote.

Enemies: The Wildspeaker burns with fury at the Great Khan's perversion of nature, and he has vowed to utterly annihilate him and his forces to the last orc. The Tinker King and the Krakentamer, being the closest Low Kings to the Scar, have lost the most during the Orc Wars.

The True Danger: If The Great Khan forges enough allegiances with the monstrous species and creates enough orcs, he will march forth with his horde and the earth itself will tremble.


The High Militant

The way of the Wyrm enforced, by blade or gavel.


The Hellmote

It births corruption from its maw.


The Krakentamer

Savior and scourge in equal measure.


The Locus

The power of the elements, anchored.


The Revenant

It loathes the living for what they have.


The Sleeper Below

Exiled by gods, accepted by darkness.


The Stormchief

The fury of the tempest made manifest.


The Synod

One mind with many voices.


The Tinker King

Victory through progress.


The Wildspeaker

Defender of the wild places, red in tooth and claw.



IDEAS

-Traveling flying realm that spawns demons. There's not one individual demonic leader, but the floating fortress has a form of sentience.

-The Synod live in temple

-The Wildspeaker is an eternally reincarnated protector of nature

-The Auroch-General leads the minotaurs, preeminent warrior-scholar