Hrafavia

From RPGnet
Revision as of 07:38, 18 March 2009 by 212.56.70.117 (talk)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Hrafavia - The Country That Is Not[edit]

It’s a miracle that places like Hrafavia even have a name at all. A name implies solidarity, unity and a sense of a singular identity for a place. How can a landscape that has seen no rest from infighting and war; a country which tears itself apart on a monthly basis have an identity. The god-forsaken place only has a border where it meets a land that has some stability; or a waste so dangerous that it is uninhabitable, except by the foulest creatures.

Maybe there was once a nation here. Maybe the populace lived in peace under a single ruler; even a tyrant and that is where the name comes from. No doubt, the only reason it is still in use is because there should be something to call a place?

There are no major centres of habitation in Hrafavia, no cities, no seats of power or cultural learning. There are forbidding castles and fortresses; scarred by war and conflict and built, not for beauty or celebration, but for strength and defence. These castles stand because those who attack them are careful not to damage them too much. After all, these aggressors will need the castle to defend themselves before they’d have time to effect any major repairs.

The common people of Hrafavia try and make the best of the situation. Some of them fight for one side or other in the conflicts, hoping to find glory or fortune. Most huddle together in towns or villages, trying to scratch a living off the land. The population shifts constantly though. Because there are so few centres of habitation or well-maintained roads, many people Vanish, walking down a road never to come back. Many people do it deliberately, hoping to find somewhere better but there are always more too afraid to take that chance. Those who would rather face uncertainty and chaos than risk disappearing.

It is possible to make a good living in Hrafavia though. Due to it’s wild nature, new travellers often roll up, many with wealth and many of the towns cater to these accidental tourists; selling vices openly that are outlawed in less civilized lands. And of course there are those who would prey on these types as well and that is a good way to make a living too.

There are a couple of beacons of relative stability in Hrafavia. One is Hope; a town not too different from the others in the land but one where the people who live there have elected a sheriff and a mayor to lead them. The streets are cleaner and better policed than most and a standing militia is around to see off bandits. The factions that constantly war in Hrafavia tend to ignore Hope; it is of little worth or strategic value and the price to take it would be too high. As such, the population grows as people flock to the banner of civilization. Many Vanish along the way but others turn up and the boundaries of the land grow.

The other beacon of stability is quite the opposite Hrafavia. Malgonal, the Sharp Seat, is a tower to the north of the land with a grim aspect. Heavily fortified it is the home of the sorcerer Volpidan Ezerethane. A creature of great power; the sorcerer ensures that none trouble his lands and the only reason he has not conquered and united the whole land and beyond is because he has no interest in it. For several miles around the tower the land is fixed and nobody Vanishes. Another town lies nearby to Malgonal. Simply called Shadow it too has some semblance of organization but rather than being run by the people it is run by the cruel henchmen of Volpidan Ezerethane. The sorcerer suffers the people to live there because they have their uses. Living in Shadow is a double-edged sword. On the one hand the land is safe from attack, the Vanishing is unheard of and the sorcerer offers a steady supply of well-paid work. On the other hand, Volpidan is capricious and cruel and often people in Shadow go missing for no reason. The sun never shines and there is no policing of the streets with criminals and the sorceror’s henchmen able to run free. To survive in Shadow, you must be able to take care of yourself.

In terms of setting; Hrafavia is like a dark Wild West. Life is difficult and there are vast expanses of open territory. There is little authority there but what you can make for yourself and you can expect little by way of help from most people. It is also technologically like the Wild West too; the only difference is that due to a lack of stable industry and trade; weapons are expensive so guns are less ubiquitous and more valuable; as are horses. Many commoners live in a closer approximation to 13th or 14th century lifestyles due to this poverty.