The World

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The World

This game world is a direct extension of its history. In a broader context, the game world is a continent shaped much like Australia but approximately the size of Asia, Europe, and northern Africa combined. There is a mountain range near the east coast that winds up from the southern coast to about ¾ of the way up the continent and then curves sharply east to the coast. Along this sharp curve there is another, oddly straight mountain range that continues almost perfectly north to the coast. Together, these mountain ranges isolate the northeast corner of the continent, an area about the size of China and roughly square. This area is known as the civilized lands.

Just over 1000 years ago the world suddenly became profoundly more dangerous. The details of how and why vary from culture to culture, but they all agree on the timeline and the sharpness of the change. Several cultures and powerful figures banded together and retreated to what is now known as the civilised lands. In the process of their retreat, a great magic was worked upon the land and the artificial northern extension to the mountain range was created from open plains. This was a formidable magic that cost the vigour, health, or even lives of countless powerful magicians, clerics, and druids and it scars the land to this day. Many creatures and most plants that grow in the artificial mountains are somehow different. The least of these manifestations is the unusual number of albino ravens. One of the greatest manifestations is the living forest, a section of deep woods on the slopes of the mountains with a very large treant population. Despite its ill effects, the artificial mountains ensured the future of the people of the civilized lands as they passed the years between then and now in a constant state of war along the borders, but relative safety within.

Then, about 60 years ago it became obvious that something had changed. For whatever reason, the constant siege of the mountain borders had dribbled off and, although far from safe, the civilized lands were no longer under siege. A few intrepid souls even ventured beyond the mountains to found settlements and explore forgotten lands. This has continued for 3 human generations and, although many settlements have fallen to the dangers that remain, others have thrived. The border towns that once served as supply routes and relaxation areas for weary soldiers have now become thriving centres of trade. Many governments have been weakened or even fallen, now that they are not propped up by the constant threat of an external enemy and have to deal with their internal problems. Even more shocking to the world of the civilized lands is the discovery of wild tribes that have survived the times of chaos as nomadic peoples or even small city-states. Though few in number so far, they are common enough that all who live in the borderlands have seen at least one pass through, clearly agog at the peaceful splendour of the civilized lands.


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. 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 Orc lands because of the large numbers of Orc tribes, has not fully passed. The royal house and two noble houses play a central role in this current story.


The Royal Asgrim

The Royal Asgrim rule over the kingdom that bears their name, although they only have a direct hand in the day-to-day affairs of the Keep (and area), a region far inland near the capitol, and several monasteries strategically scattered about the region. Theirs is a life of contemplation and order from the day they are born. All those of royal blood receive at least one level of monk training, although some never actually achieve this level due to their lack of internal focus (non-lawful alignment). These unlucky few earn a level of unarmed oriented fighter for their time but are barred from official duties and considered fit only for military service.

The royal house is strongly aligned with the church of St. Cuthbert (LN God of Justice). Together they do all they can to ensure that their populace has a predictable life. Sexism and racism are seen as undisciplined behaviour, although half-orcs still have problems. Although the royal family doesn’t directly persecute based upon religion, the priests of St. Cuthbert have no such qualms and use their royal ties to ensure they do so without breaking any laws.

As might be guessed, the majority of the royal house is lawful neutral, and any royal of chaotic alignment is in the military or disowned. The royal family runs several orphanages where they raise unwanted or orphaned children in much the same manner as monks. This is where most of the royal guard and royal servants come from. The royal family has a favourable image among the majority of the populace, but there is definite grumbling about the blind eye they turn to the persecutions of the chaotic religions. There is also a definite chafing under the layers of rules and bureaucracy they maintain, but it is only a low grumbling thus far.


Grendalli (The PCs Local Principality)

The Noble Grendallians rule over the deep woods and the surrounding lands. The woods are only loosely mapped and there are vast regions that are either unknown or where the maps are centuries out of date. The Grendallians have strong relations with the woodland elves and are starting to open relations with the centaurs and the fey. Grendallian cities tend to be wooden and low-impact.

The government manages much of the local trade with an eye towards the good of all, and neutral good is the predominant alignment among the nobility (although not the only one, of course). After generations of this type of rule the region is a very nice one to live in and the people think highly of the nobility. Nobles are trusted and given the benefit of the doubt. Minor sexism and racism are common, but non-Grendallians are distrusted unless they have proven themselves.

The nobility is painfully aware that their style of government is not the norm and regularly clashes with their neighbours and the royalty. They are prone to using spies and saboteurs against competitors who repeatedly cause problems. They focus on economic disruption or blackmail but have been known to arrange assassinations of even nobility if they consider them especially loathsome.