The Kingdom of Asgrim

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The Kingdom of Asgrim

The game is focused upon a heavily guarded pass through the magical mountains known as The Keep of St. Asgrim (usually just called The Keep). The Keep was built almost 350 years ago after an army, formed from 17 disparate forces and led by a charismatic human monk, reclaimed the pass from a powerful Orc tribe that had held it for almost 50 years. The leaders of the 17 component forces became the founders of the 17 noble houses of this land, and the monk founded the royal dynasty. The system of government was one of order and predictability. After 50 years of chaos the people welcomed it.


Asgrim.JPG

The need to maintain the Keep is a focus of the laws of the region to this day. Most serious (and many minor) criminal offences result in conscription into service at The Keep (usually on the most dangerous patrols). Conscription into The Keep guard is also the price for failure to pay many debts, although these conscripts face kinder duties while their pay goes to offset their debt. Regardless of the reason for their conscription, all conscripts live as well-kept slaves and their mobility is restricted. An extensive system of quotas, protocols, and procedures run most aspects of The Keep and much of life in this region. This system is beginning to weaken, however.


The 17 noble houses have been using their prerogative to work around many royal decrees and are applying extensive pressure for more freedom and autonomy. The royal house recognizes that the world has changed but doesn’t want to become a figurehead. They also know that the danger from the lands beyond The Keep, commonly called the Orclands because of the large numbers of Orc tribes, has not fully passed. The royal house and the noble house of Grendalli play a central role in this current story.


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