Difference between revisions of "Kingdomoftheblind:Main page"

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The city thrives on trade, primary the export of tropical goods (fruit, spice, …>). There are sea passages the east (islands, redsands) the north (Wayfair,) and south <exotic arby> and land routes to the east. The north is a <gathering arm> where goods are sourced from, but little trade occurs to the north (bordered by drune).
 
The city thrives on trade, primary the export of tropical goods (fruit, spice, …>). There are sea passages the east (islands, redsands) the north (Wayfair,) and south <exotic arby> and land routes to the east. The north is a <gathering arm> where goods are sourced from, but little trade occurs to the north (bordered by drune).
 
=Pita Pata Pita=
 
=Pita Pata Pita=
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A seaborne kingdom who travel as a mass of ships and rafts. Where the Kingdom is at any point varies,
  
 
=Drune=
 
=Drune=

Revision as of 02:55, 6 October 2014

Kingdom of the Blind is a game setting created by the independent gaming group, CoRPSe.

The Continent

Port

The city of port is a thriving trade hub on the <thunder> cape, in the south east of <content/nation>. Port is governed by an elected mayor and council, though there is much to be said for the influence of a few notable families, and any trader wealthy enough to influence theirs. There are <2/3/4> major houses in port, the <Briganedes>, <Marsouches> and <Relucents>; each with there own particular history in the region. The city thrives on trade, primary the export of tropical goods (fruit, spice, …>). There are sea passages the east (islands, redsands) the north (Wayfair,) and south <exotic arby> and land routes to the east. The north is a <gathering arm> where goods are sourced from, but little trade occurs to the north (bordered by drune).

Pita Pata Pita

A seaborne kingdom who travel as a mass of ships and rafts. Where the Kingdom is at any point varies,

Drune

While Drune is entirely within the continent it is a distinctly different region both geographically and socially therefore warrants a separate entry.

Society

Drunish rule is roughly summarised as a collection of independent Lords who have tenuous standing agreements between them and their people. The vast majority of the population live in serfdom under their lords who in turn, offer them use of their land and protection. The population..

xxxx (Lords)

Rule, inheritence or blood, or taken

Sorcerer, warlock

Magic is revered and held above all else except perhaps the Lords. Most lords keep a sorcerer, or enclave of to do their bidding. Sorcerers are primarily kept for their powers in warfare - the stronger the magic presence the more powerful the lord is considered. Their powers are also turned towards settling disputes, predicting the future, influencing climates, cropping, influencing others and a myriad of everyday practical uses. Warlocks often find themselves in a powerful role at the right hand of a ruler as an advisor and 2IC. The ritualised ways of warlocks lend them a religious following by some.

use their powers for warfar Akin to bishops in feudal age, control magic use magic for power, also for getting things done

Nought (Knight)

like knights

Magic

Magic is kept tightly controlled by both the warlocks who use it and the ruling class. In most instances it is forbidden for anyone to use magic - except the warlock. In this way magic is tightly controlled and made more powerful by its scarcity. It can be punishable by death to be found with magical apparatus or anything associated with the learning or practice of magic. Some rules will turn a blind eye to more mundane magical items.

Views

The ruling class enjoy the privilege of magic and having it at their beck and call, but are ever fearful that the warlocks will become too powerful. this is why the number of magic users is kept to a minimum and they are closely watched.

Warlocks tend to lust for power and enjoy the monopoly they hold. they fear should the common man ever threaten to replace them.

Most of the populace fear magic and its users, and rightly so.

Some of the populace covet magic for themselves. There are even those that seek out the arts and attempt to learn them in secret (SEEKERS?)

Some want rid of it entirely and would sooner see all magic destroyed as a means of rebalancing the powers (Reckoners)

Swords and Dysentery

Both are rife weapons are rare for normal people armor rarer this makes knights deadly disease is too

Geography

Mountains, marshes, deserts

Blight Marsh

50 experience points! + 1 per word (max 100)

Plaguelands

50

Ghostpines

50

Peaks

The Earth Scar

Black wastes

River

Wayfair

Wayfair is a floating city that lies far off the coast of (?) it is a free city under the rule of none and acts as a trade hub, pitstop, and refuge. Intellectuals etc. The city itself is built of an accumulation of floating peirs and barges, anchored to a (very) small island that is only exposed at the lowest of tides (festival of the tides, a few times per year). The city is surrounded by a palisade and is predominantly low buldings with the exception of a few taller structures such as the mages guilde Sapphire and the council of wayfiar.

The North

The icy region to the north of the sea is dominated by two distinct cultures stemming from the same race. The coastal dwelling <> make their homes amongst the rocky islands of the south, the craggy cliffs of the mainland and it’s narrow fjords. The <> are separated in to family/house groups who take their names and sigils from the creatures of the region (bear/narwhal/walrus). The families tend to make large longhall/strongholds their homes where they live as single family units and support their clan through fishing, raiding, and where the scant country allows, agriculture. The neighbours to the north make their existence on the icy tundra. To keep pace with the changing seasons and landscapes that follow them, these people are semi-nomadic. Their ability to <walk with the seasons> allows them to pursue the most generous bounty of the land as the season changes. Many have semi-permanent dwellings <subterranean?> in the vales or in the heartland that they retreat to in the dead of winter. Some peoples – indeed of both ilk, have sought out a better life in the fiercely contested heartland. This area is dominated by a network of rivers and valleys which result in a relatively fertile area. Dwellers of the heartland tend to agglomerate their houses into townships or cities where house patriarchal rule is replaced by kingship or council decree. This affords them the extra protection required to weather out the fighting that comes from being in a fixed location, vying for the best land. The narrow peninsula <> that joins the North to the main continent to the east <> is a strongpoint.

Drune

The West

Redsands

A region on the far side of the <open sea to the east>. The region is bound by the <SEA> to the west and a range of mountains <the ranges> to the north and west. The giants stair leads up to the top of the range where the <plateu, mesa..> overlooks the region. The region takes its name from the rich red sands of the vast deserts there – however contrary to what should seem, the sands are very rich and fertile and it is only the lack of water that makes them so barren. Cunning irrigation systems have allowed the communitites of redsands are able to cultivate the land successfully. Redsands is also the name of the most prominent town in the region. A bustling harbour town, originally a human settlement but taken over by seafaring dwarves <> at some stage during the <> war.