Difference between revisions of "Kingdomoftheblind:Main page"

From RPGnet
Jump to: navigation, search
(Sorcerer, warlock)
(Rereated)
 
(16 intermediate revisions by 3 users not shown)
Line 1: Line 1:
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
 
 
===Warlocks===
 
Magic is revered and held above all else except perhaps the Lords.
 
Most lords keep a sorcerer, warlock or in some cases conclave of magic users 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. Battles are won and lost by the actions of Warlocks whose powers can devastate the heavily armoured Noughts.
 
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.
 
 
===Seekers===
 
Some of the populace covet magic for themselves. There are even those that seek out the arts and attempt to learn them in secret.
 
 
===Reckoners===
 
Some want rid of it entirely and would sooner see all magic destroyed as a means of rebalancing the powers.
 
 
==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 experience points! + 1 per word (max 100)
 
===Ghostpines===
 
50 experience points! + 1 per word (max 100)
 
===Peaks===
 
50 experience points! + 1 per word (max 100)
 
===The Earth Scar===
 
50 experience points! + 1 per word (max 100)
 
===Black wastes===
 
50 experience points! + 1 per word (max 100)
 
===River===
 
50 experience points! + 1 per word (max 100)
 
 
=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.
 

Latest revision as of 00:48, 12 February 2015