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Rafael Fear me, I am Admin!

Joined: 07 Mar 2007 Posts: 978
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Posted: Sat May 05, 2007 1:19 pm Post subject: Judges Guild's Known World |
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Hallo zusammen!
Mein D&D-Stammsetting ist "Judges Guild's Known World", das sich aus "Wilderlands of High Fantasy" und "Blackmoor" zusammensetzt,und so ziemlich alle meine D&D-Runden sind darin angesiedelt.
Deswegen will ich hier der Einfachheit halber ein paar Stützen für Euch Spieler posten...
Allerdings immer nur so Stück für Stück, und in keiner speziellen Reinfolge.
Bis bald,
Rafael
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Rafael Fear me, I am Admin!

Joined: 07 Mar 2007 Posts: 978
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Posted: Sat May 05, 2007 1:20 pm Post subject: |
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Eine sehr gute Einführung in WL, schamlost gestohlen von:
http://www.therpgsite.com/forums/showthread.php?t=4190
| Quote: | A Brief Primer
The Wilderlands is a diverse setting in a world built on the ruins of ancient civilisations, from the otherworldly Great Race and the draconic First Men to the evil and mysterious Markrabs and the ancient Kelnorian Empire. The feel of the world is one of decline or new birth, filled with ruins and ancient mystery. In many places civilisation is but beginning to return after the ancient wars that caused the ruin of the early races.
There are very few powerful NPCs to drive the actions of the PCs. The player characters are not pawns in a game, they are the game; able to carve out strongholds, lead armies, head churches or even become Kings. (Note: Leaders of communities tend to be in the 2-7th level range, with only a few exceptions. This is somewhere where the PCs are meant to matter at a relatively lower power level than other settings)
The Wilderlands are largely unexplored and overland travel (and sea voyages) is both crucial and dangerous. Much of the land is unsettled and unknown, riddled with ruins and relics of past empires. Civilisation is but a candle in the dark. Exploration is a key of the setting.
In the Wilderlands you may find the ice wizards of Valon, the red-skinned barbarians of Altanis, the pirates of Tarantis and fierce Amazonian warriors, escorted by their sabre-toothed tigers. Orcs, and other monsters lurk everywhere, waiting to trip the unwary up. But beware, looks can be deceiving; not every tusked warrior is evil, not every Elf ranger can be trusted.
The whole of the Wilderlands setting fills an area roughly the size of the Mediterranean Sea and its surrounding lands from Gibraltar to the sole of Italy’s ‘boot’. (Note: I have made it bigger to better reflect the feel of isolated communities and vast wilds, so it is likely half that size again).
Travel is dangerous in the Wilderlands. There are next to no roads and any that there are, are little better than trails. Only Viridistan and parts of the City State have paved roads that allow swift travel. Where there are no trails, the land is trackless for vast distances, containing only adventure, ruins and the occasional traveller braving the wilds as you do. Yet, the spirit of the explorer is strong and many seek to discover new wonders and marvels in the wild, or even to begin new communities away from competition or war. The world really is your oyster…if you can swallow it!
Civilisation
A few bastions remain from older days or have arisen from the ashes of ancient wars. With only a couple of exceptions, these areas of burgeoning civilisation are little more than candles against the dark. There is very little centralised authority because of the distances involved and the dangers of travel. So even in a well-settled area like Viridistan, there are still vast tracts of land that may as well not be a part of that great city-state.
Viridistan: known as the City of Spices and the City State of the World Emperor, this is home to the sorcerous and otherworldly Green Emperor and his wife, believed to be the last of the green-skinned race of Viridians. He has ruled much of the northern Wilderlands for some time, but his influence had lessened of late. Its provinces contain cities that are nearly city-states in themselves.
City State of the Invincible Overlord: Known as the ‘City-State’, this area is growing in power and due to proximity, tension has been arising between this state and Viridistan. Several wars have been fought.
Valon: A major sea power of the north and home of the tall Avalonian ice-wizards. It normally lives in peace with its neighbours, but has attacked Tarsh on occasion. Valon sits on a great glacier.
Tarantis: Ruled by Atar the Lion, this is a major sea power and has been linked to pirate activity. Merchants here bring rare goods from the far off Kingdom of Karak.
Tula: The legendary city of mages where marvels are seen at every street corner.
Rallu: City State of the Sea Kings. Long kept secret from the outside world, its location has recently been discovered. It is at war with Tula.
Other areas of fledgling civilisation include: The Holy Cities, Warwik, Tarsh, Thunderhold, Lenap, Tlan and Chim.
This may seem like a great deal of the land is peacefully settled, but even the great powers only hold a tenuous grip on power beyond their heartlands. Their influence is felt, but action is much harder to achieve. Between the lands discussed above are large areas settled only very sparsely by hardy farmers and protected by walled keeps. Days or weeks can pass when travelling between two villages and only when it comes into view can you see the trappings of a primitive civilisation. |
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Rafael Fear me, I am Admin!

Joined: 07 Mar 2007 Posts: 978
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Rafael Fear me, I am Admin!

Joined: 07 Mar 2007 Posts: 978
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Posted: Thu May 31, 2007 3:49 pm Post subject: |
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Zu Blackmoor:
Aus den "Vaults of Pandius":
| Quote: | Blackmoor - A small kingdom that broke away from the Empire of Thonia under theleadership of Uther the Just. A multicultural land featuring dwarves, halflings, elves andhumans, they are also large supporters of education. Surrounded on all sides by enemies.
Skandharians - Stereotypical Viking-style raiders. They regularly raid the coasts ofBlackmoor, Thonia and the Duchy of Ten and are big on slavery. They are split into the Raiders of the East and Raiders of the West, united under a common ruler.
The Egg of Coot - A strange, twisted creature of great intelligence and power that rules a land called Coot (an island north of Blackmoor). A quarter of its subjects are slaves and I imagine few reside there willingly.
The Duchy of Ten - A medieval-style country that was defeated by the Afridhi in a prolonged campaign. Under Afridhi rule 1,000 years prior to the cataclysm; some loyalists remain but it is basically the central point for Afridhi military operations.
The Afridhi - A large bunch of barbarians ruled by a matriarchy/theocracy. Very efficient militarily, they are the greatest danger to Blackmoor from the west. They worship Zugzul.
The Horsemen of Peshwah - Nomadic horsemen that live in the unstable (politically) lands between Blackmoor, the Duchy of Ten and Thonia. They are neutral in the conflict, but are steadily being forced back and may ally with one side or another. A loose confederation of tribes from a political standpoint.
Thonia - The large, vast, decadent and decaying empire SE of Blackmoor. Fairly reminiscent of Rome in its decline (at least that's the picture I get). Still the world's greatest power. 1,000years prior to the end of Blackmoor, it was led by an arrogant, clueless twit who got hisposition based on family lineage.
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