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Old Sep 28th, 2024, 09:55 AM
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World Info

World Building: This game is essentially starting from scratch, coming into existence with just the town, and regions immediately effecting it being loosely defined. Events of the area for the near future, where the game will take place have been designed. Beyond that, if the game continues for a long duration, there will be a fair amount of worldbuilding required. I like to share the worldbuilding process with my players, expecting them to participate.

This thread will be filled in with info about the world, and characters in it as it is developed. Players are welcome to contribute.

Blurb from the advertisement thread:

Quote:
Originally Posted by Admin Bhelogan View Post
The town of Willowrest rests in the shadow of the towering Granite Crag Mountain, caught between two powerful kingdoms that claim it as their own. For years, the border has shifted with the tides of war, and the town’s leadership reflects this constant tug-of-war. Lord Baron Stonehollow, a cunning and ambitious baron, represents the kingdom of Ardenia, while Duke Ellisar Valewind, a stern and calculating nobleman, serves as the voice of Eryndor. Depending on the outcome of the latest skirmish, these two leaders share power in a delicate balance, with one taking the reins whenever their kingdom holds the upper hand.

Beneath this political tension, Willowrest remains a vital trade hub, thanks to the dwarven clan that mines deep within the Granite Crag Mountain. The dwarves’ wealth fuels the town’s economy, keeping it alive despite the ongoing conflict. But the town’s true mystery lies in the mountain itself. Rumors speak of an ancient black dragon who once ruled these lands, though no one has seen the creature in generations. The kobolds of Granite Crag, however, still claim to serve as the dragon’s emissaries, returning melted remnants of those who dared to seek its treasure.

In In the Shadow of the Dragon, you’ll take on the role of a member of the Opal Guard, tasked with keeping the peace between the warring factions and maintaining fragile relations with the kobolds. As tensions between Ardenia and Eryndor rise, and with the looming threat—or perhaps myth—of the dragon, you’ll have to navigate a web of political intrigue, danger, and uncertainty. The fate of Willowrest rests in your hands, but where will your loyalties lie?
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Q by Kshnik : Opal guards are they Employed by Willowrest? Dwarves? Or the controlling kingdom?
A: The Opal Guard is essentially the locally organized and run Militia (and unofficial government) of Willowrest, and all members work as volunteers. Locals can apply to enter the organization, but they also may actively recruit those with talent when needed. They operate independently of both the warring kingdoms and the dwarves. Their primary responsibility is to maintain peace and oversee interactions with the kobolds in the mountains. While they are tasked with keeping the town stable during the power shifts between the Baron and the Duke, they answer only to their own leadership. This neutrality allows them to navigate the delicate balance of power between the kingdoms and keep relations with the kobolds intact.

Q by HexCurse: What is the possibility that the game will run at a rate of more than 1 post per week?
A: I would be doing any potential players a big disservice by committing to anything faster than 1x weekly. I'm on to chat, OOC talk, etc. daily, but the amount of time it takes to do a decent DM update is more than I can commit at a faster rate.

Q by HexCurse Also, what do you have on the pantheon?
A: Pantheon is currently undefined. We can assume generic FR deities, but I am totally open to creating something completely different, in conjunction with my players if it fits the game better.
PANTHEON UPDATE HERE

A couple of examples from the two games I have run the most here. One, while accepting any FR deity (Dendar was prominently featured as a god of the Yuan-ti), the major religion was focused on a god called Bruhaha, the god of leisure and relaxation. Another game I actively have running has a warlock and a couple of paladins who all have the same patron/diety, an 'absent' king on the mountain who for a time was being impersonated by the Devil Fierna. In this game, the off-screen Black Dragon is viewed somewhat as a protectorate for Willowrest, but we can work out anything that would help make a good story where it would fit.

Q by Toad`: On a scale of 1 to 10, 10 being grossly malevolent and 1 being wholesomely benevolent - how would you rate The Opal Guard as perceived by the general populace of Willowrest?
A: The locals would view them as a 3 or 4. Comparatively, they view the Duke and Baron as about an 8 or 9, depending on the day.

Q by Toad`: PG of course involves no sexual content, but I'm wondering about descriptive violence and gore.. could you please clarify that? My subjective opinion may differ from yours.
A: Ok, what do I mean by "I like to keep my games PG-rated". For language, I will generally stick to fantasy swears 'Orc's Blood', 'Goblin Piss', and the like. Sexual content, anything explicit would be off-screen. Violence and Gore, I am probably closer to PG-13, think Marvel Movies. D&D has a lot of combat after all. Bones will break, blood will spatter. If there is something truly gruesome and horrific, I will just tell you that it is, but not go into detail about how or why. Here is an example of what you can expect, where a couple of guards accidentally blew themselves up while destroying a brige.

For my players, I don't hold you to the same standard of what I write. So long as you are within site guidelines, and the players at the table are comfortable with the content, I won't punish you for it.

Q by Aisede: If Willowrest/The Opal Guard were to engage in an exchange (I.e. an exchange program) where would those soldiers come from?
A: The short answer is that they wouldn't. The Opal Guard are not officially recognized by either the Eryndor or Ardenia kingdoms. If they want soldiers from Willowrest, whoever has current claim on the region (based on skirmishes of the border in lands generally further south of Willowrest), they would enlist them the same as they would from any other town or city in their region. The individual members might be part of the Opal Guard, or might not. The Baron and the Duke both have their own guards, assigned to them as Vassals of the region, who are mostly hired from the locals of Willowrest, but not exclusively.

I'll note, both Kindgoms try to avoid sending troops directly to Willowrest. They fear that doing so might anger the Dragon. It's a legend that tends to keep the area safe from outside influence (think of like how Dracula's reputation worked to keep invaders away)

Q by BurrowingOwl: What's the religious situation in Willowrest like? Is there a particular deity or pantheon that's widely worshipped? Is there one main church or temple, or are there multiple religious institutions? Do you have a strong idea of how that looks, or is that something you'd want me to flesh out in my backstory if I were to create a cleric?
A: I don't know if you had a chance to read what I posted for the Panteon just yet (since I posted links to it about 10 minutes before your post, but check that out. The Abbot in the region worships, very diligently, the Nameless Gods. Beyond that, there might be small 'study' groups of faithful who worship other beings, but none important enough that we will list them initially.

Q by BurrowingOwl : I was thinking about playing the rebellious daughter of one or the other of the two rival noblemen. Willful and idealistic, she rebels against her calculating and ambitious father - first by taking her vows as an acolyte in Willowrest's church/temple/whatever (which handily ruins her father's chances of marrying her off for political advantage), and then, just to rub it in, by joining up with the Opal Guard and committing her loyalties to Willowrest itself, rather than her father's patron kingdom. (For extra funsies, I was also mulling over the idea of a relationship between her and the son of the other rival nobleman - maybe friends, maybe rivals, maybe a Romeo and Juliet thing, depending on what he's like.)

Would that work, or does that step on ideas and worldbuilding you already had?
A: So, small spoilers here, my initial plan for the Recrtuiment class to the Opal Goard was going to be complicated by having a member from each family (one from the Duke, and one from the Baron) also try to join, which would be a first-ever. The Opal Guard has decided that this can only work if BOTH are accepted, to keep the numbers even. Thus, the enemies would have to work together. So, if you were to play one of these characters, then you would be filling in for an NPC idea I had. IMO, I think its a good idea. We would adjust need to fill in the details of who the rest of the family is around your character (which shouldn't be an issue).

Q: Can I play a Kobold
A: No
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Old Sep 29th, 2024, 10:47 AM
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The Pantheon
As described by Babi to Adia

It was a special time in Willorest, a Feast of the Full Moon. Families gathered together, centering around their oldest living members, to have dinner and celebrate. Normally, the cooking duties would fall to Adia's grandmother whom they called Babi, her Mother Helena, and Aunt Ruby. Ruby's family was away though, visiting distant relatives somewhere in Ardenia. They did that once every few years. Adia's mother had fallen ill with a fever and was ordered to stay home on bedrest until she recovered. Because Adia was now nine, she was deemed old enough to help around the kitchen. So, she would fill in her mother's place, and help Babi prepare the Full Moon feast.

Adia was excited about the opportunity. Not because she enjoyed doing work, although she didn't mind it. But, because Babi was a woman of great interest to her. She was old and had wisdom that many of the family thought dangerous or delusional. When she would start telling stories, the parents would often wisk away the children, to try and keep her from filling their heads with strange ideas. Today, no parents would be around, and Adia would have several hours alone with Babi, to ask her questions and learn.

As she was given a duty of peeling potatoes, Adia gathered her courage and asked her first question. "Babi, yesterday one of the parishioners came by and attended to Mama. She said something about having faith. But, then she called out to, 'Makaki'. A god of healing, she said. I thought the Gods didn't have names. I think she must have done something bad. That is why Mami didn't get better yet."

The nameless Gods, were the elder deities. The forces of Creation, Organization, and Destruction, were often symbolized by three circles connected with a straight line. Babi wore their symbol on a necklace around her neck, with each circle being made of fired clay, and colored appropriately in blue, green, and red.

"Ahh. Makaki," Babi repeated. "I haven't heard of that one before."

"Well, if you haven't heard of Makaki, then she must be making it up," Adai responded with tone of resolve.

" Maybe, but maybe not." Babi responded. How, the old woman had a chance to open her grandaughter's eyes. Adia gave Babi her full attention now, eager to hear what would be told. "You know the nameless ones. We don't call them by a name, so that we don't defile them with our lips. Order, Creation, Destruction." Babi touched the corresponding trinket on her necklace as she spoke. "All needed, and working in harmony."

Adia had to interrupt to clarify that point. "All needed? Why do we need destruction? Why can't we just have the good ones?"

"Well child, it's because everything has to work together for balance." Babi explained and gave a metaphor. "It's like this dinner we are preparing. Right now, we are creating. Creating the dishes for the table. Steamed carrots, mashed potato, cooked pheasant, gravy. And then, we have to organize it on the table, with plates, forks, knives, cups, and napkins." Adia agreed. Those were all good things. "But then, we have to destroy it! Everyone digs in, and eats!" Aida had not thought of destruction that way before. It was the first time it had ever been described in a positive way to the child. "And then, someone has to organize and clean up all the plates and dishes when we are done. So, it's like the hand of a clock, swinging back and forth. Cration. Organization. Destruction, then back to Organization. If the clock hand only swung one way, we would be stuck in time."

That gave Adia a lot to think about, but it didn't answer her earlier question. "So then, how does Makaki fall into all of this?"

"A wonderful question Adia," Babi praised her. "Never be afraid to ask questions." The praise made the young girl glow. "The Elder gods, the Nameless ones are the framework. Everything is built on that. There are many powerful beings in the world, and some of them are powerful enough to be worshiped liked gods. Those are the named Gods, like Makaki. They usually are said to have domain of something specific, like life, death, water, fire, hunting, war, love. All of them pull from the nameless ones preview though."

"Are they strong enough to give clerics who worship them power?" Adia now asked, getting to the heart of her question.

"You know Adia, I don't think they do. But it doesn't matter. It's not the God that gives the power. It's the faith of the one calling on them. The God just helps them focus their faith."

"Don't tell that to the Abbot," Adia warned Babi. "He will get really mad."

"Yes, yes he would," Babi agreed.

OOCSo, here is the framework of how Gods and Deities work. You can create your own 'named' god, who may have small or large following throughout the lands. These could be things from the Forgotten Realms Patheon, for example, being from other Planes, or entities of great power on the Material Plane, such as ancient dragons, Titan, and the like.
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Old Sep 29th, 2024, 03:56 PM
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Current region map, showing the borders between Ardenia and Eryndor. Lovingly drawn by Adia

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Old Sep 29th, 2024, 04:10 PM
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OOCNote that Players who perhaps belong to one of these families can work in how they fit, and things may be modified as appropriate.

The Stonehollow Family

Baron Varic Stonehollow is a commanding presence, both on and off the battlefield. As the appointed representative of Ardenia, he has spent much of his middle-aged life navigating the political complexities of the town of Willowrest, which is currently under the control of Eryndor. Tall, with broad shoulders and a regal bearing, Varic is rarely seen without his armor, a symbol of his readiness for the ever-present conflict between Ardenia and Eryndor. His ambition and cunning have earned him respect among the people of Willowrest, though some see him as cold and calculating, willing to do whatever it takes to reclaim the town for Ardenia. Despite Eryndor’s current hold on the region, Varic remains determined that Ardenia will one day secure permanent control.

Varic's family plays an essential role in his life, though he keeps them well-shielded from the dangers of political conflict. His wife, Lady Elara Stonehollow, stands nearly a foot shorter than her husband, but she matches him in wit, intelligence, and strength of character. Behind the scenes, Elara is Varic’s closest confidante, advising him on matters of diplomacy and strategy. Together, they present a united front, both in public and private. While she avoids the limelight, Elara is well-known in Willowrest for her charity work and strong connections among the town’s influential families, making her a powerful ally to Varic’s ambitions.

The couple has four children, ranging in age from young adolescence to early adulthood. Each child has been carefully groomed to play a role in the Stonehollow legacy, whether through martial prowess, political acumen, or subtle influence over the town’s future. Varic is particularly proud of his eldest son, who is training to become a knight, while his youngest daughter, still in her youth, shows early signs of remarkable intelligence. Though family is important to him, Varic never forgets that their safety and future rest on his ability to shift the balance of power in favor of Ardenia—a goal he approaches with relentless determination.
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Old Sep 29th, 2024, 04:13 PM
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The Valewind Family

Duke Ellisar Valewind is a seasoned and calculating noble, representing the interests of the kingdom of Eryndor in the contested town of Willowrest. Now in the twilight of his life, Ellisar brings decades of experience in politics, warfare, and diplomacy to his role. Though age has slowed him physically, his sharp mind and tactical acumen remain intact. Known for his patient and methodical approach, he has been instrumental in maintaining Eryndor's current control of the region. Unlike his rival, Baron Varic Stonehollow, Ellisar is less concerned with the glory of conquest and more with ensuring that Eryndor’s interests are secured and defended. His imposing presence is often cloaked in fine robes rather than armor, preferring the strategies of court over the battlefield.

Ellisar is currently married to his third wife, Lady Alira Valewind, a woman much younger than he. Together, they have three children under the age of twelve who still live with them in Willowrest. Though Ellisar is devoted to his current family, his older children from previous marriages are numerous and scattered. Some remain in Willowrest, serving in various capacities, while others have ventured out into the broader kingdom of Eryndor to pursue their own careers in the military, clergy, or nobility. Despite the differences in age and status between his children, Ellisar’s familial ties remain strong, and his household is a complex web of relationships and loyalties.

Though advancing in years, Ellisar is not ready to relinquish his control over Willowrest or his role in Eryndor's larger political game. He is pragmatic, willing to make sacrifices and compromises where needed, but never at the expense of Eryndor’s power. With his vast experience and deep connections, Ellisar represents a formidable obstacle to Ardenia’s ambitions. His ability to maintain control in an increasingly volatile environment has earned him the respect of both allies and enemies alike, and his legacy will be felt long after he is gone.
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Old Oct 2nd, 2024, 09:59 AM
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Abbot Thrain Varros


The Abbot of Willowrest, Abbot Thrain Varros, has served as the spiritual leader of the town for over 30 years. Born into a devout family, he was raised with the teachings of the Nameless Ones ingrained in his mind from a young age. His mother was a priestess of the Nameless Ones, and his father a stern military commander, and their influence shaped him into a man of unwavering discipline and faith. After years of study and spiritual reflection, Thrain rose to his position as Abbot, where he became known for his strict adherence to the dogma of the Nameless Ones. Though he is respected, he is also feared for his intolerance of theological deviation. To him, the gods are not to be questioned, and any suggestion that faith exists outside their will is seen as heresy.

Despite his rigid nature, Thrain is deeply committed to protecting Willowrest and its people, believing that the stability of the town is intricately tied to the correct veneration of the Nameless Ones. He views the pendulum of creation, organization, and destruction as the natural law of the universe, and any disruption to this cycle is a threat to existence itself. Of course, due to the strict militant influence of his father, the Abbot favors the forces of Order. He even emphasizes them in his religious attire, marked by a larger green ornament than any other.

Lecture Snippet from a sermon given on the eve of a Feast of the Full Moon:
Quote:
"The Nameless Ones have no form, no face, and no need for names, for they are beyond such things. Creation, Organization, and Destruction—these forces, these pillars—are the foundation upon which all existence rests. You may call upon the lesser gods, those with names and faces, and they may answer in small ways. There is no harm in seeking their aid, for they are part of the great tapestry woven by the Nameless Ones.

But remember this: while these named gods may grant you comfort, protection, or healing in moments of need, they are but threads in a far greater design. The Nameless Ones are the weavers of this design. They do not act out of desire or whim, but out of necessity, maintaining the balance of the universe itself. To honor them is not to seek their favor, but to understand your place within their eternal cycle.

Call upon whom you will, but never forget the source of all power—the Nameless Ones. In their hands, the pendulum of creation, organization, and destruction swings, and we are all bound to its rhythm.
"
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Old Oct 25th, 2024, 09:37 AM
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Captian Alisair Thornwell

Captain Alistair Thornwell is a seasoned officer in the Opal Guard, well-respected for his tactical mind and strong moral compass. Born and raised in Willowrest, he is deeply connected to the town and its people, having spent his entire life within its walls. Alistair joined the Opal Guard in his early twenties and quickly rose through the ranks, distinguishing himself as both a skilled fighter and a shrewd leader. He is now in his mid-30s, with a grizzled appearance that reflects years of hard-won experience on the frontier between two warring kingdoms.

Though Alistair is a man of few words, when he does speak, it’s with the gravitas of someone who has seen every side of human nature. He has a reputation for being fair but unyielding, and while he believes in the law, he also understands that the reality of Willowrest is complex. His mentorship is built on two pillars: discipline and trust. He expects his recruits to follow orders, but he also encourages them to think for themselves and adapt to the volatile political situation in the town.

Alistair’s own history is not without shadows. He lost his family to a border skirmish between Ardenia and Eryndor many years ago, and this personal loss fuels his desire to maintain peace in Willowrest at all costs. He often acts as a mediator between the two warring factions in the town, making him a key figure not just within the Opal Guard but in the broader political landscape. He keeps his personal pain buried beneath a stoic exterior, though those who get close to him may catch glimpses of the grief he carries.

Captain Thornwell is the primary recruitment officer for the Opal Guard. He is responsible for vetting and training new recruits, assigning them to Legions within the organization, and keeping records of meetings, membership, and exchanges with the Cult of the Crag Kobolds.
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Old Oct 25th, 2024, 09:44 AM
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Dakk - High Priest of the Cult of the Crag

Dakk, the reclusive High Priest of the Cult of the Crag, is a figure of legend and enigma, known exclusively to the Opal Guard and those versed in esoteric magical studies. Though kobolds typically live fast and short lives, dedicating themselves to the Dragon’s service without regard for their own survival, Dakk has defied all expectations of his kind. No one can seem to recall his first appearance in Willowrest, but the tales suggest he has lived longer than any other kobold on record, seemingly aging at a fraction of the natural rate. His piercing, sharp-eyed gaze hints at both keen intelligence and a depth of experience that few could rival.

Respected—and perhaps even slightly feared—by Captain Thornwell, Dakk has become integral to the Opal Guard’s induction process, crafting their iconic Guardstones. Each piece, a singular work of magic-infused opal, is legendary among wizards and enchanters for its detailed craftsmanship and mystic potency. Although Dakk’s name circulates in whispers among arcane scholars, the common folk of Willowrest remain largely oblivious to his existence, seeing him only as another eccentric kobold, albeit one rarely glimpsed.

In his role as High Priest, Dakk oversees the rituals and rites of the Cult of the Crag, exalting the ancient black dragon with whom the Cult is bound. It is said that his devotion to the Dragon drives every aspect of his work and that the creation of Guardstones themselves is both a spiritual and magical practice for him.

Dakk is easily recognizable, his scaled, sinewy frame adorned in mismatched robes in earthen tones, intricately stitched with arcane symbols and obscure, shifting patterns. These garments, though weathered, carry an air of reverence and mystery. His most striking feature, however, is the unusual headpiece he wears: a hat crafted from the skull of a large crocodile, its jaw sealed in a closed position atop his head. The eyes of the crocodile, enchanted to glow faintly with an eerie yellow-green light, give the impression that the beast itself still watches the world through Dakk’s gaze.

Despite his curious choice of attire, Dakk’s eyes are sharp, assessing, and undeniably intelligent. His voice carries a mid-tone timbre that might sound soothing were it not for the guttural inflections of his Draconic accent, which give his words a harsh, reptilian edge. He speaks in a measured cadence, enjoying pauses and cryptic language that both unsettle and draw in his audience. This style only enhances his reputation as a spellcaster of formidable skill and an orator who captivates as much as he unsettles.
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Old Oct 25th, 2024, 09:57 AM
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Maggs, Keeper of the Iron Hearth Tavern

Maggs is as much a fixture of the Iron Hearth Tavern as the ancient stone walls themselves, quietly overseeing the Opal Guard’s favored gathering place with a steady, unassuming presence. Despite her age, she moves with surprising agility, her silver hair pulled back into a neat braid, with only a few strands escaping to frame her weathered but kind face. Her hands, gnarled and worn, work with practiced grace as she refills mugs, stokes the fire, and sweeps away the dust of the day’s journey. She knows each member of the Guard by name, often anticipating their needs before they even ask, her quiet intuition and attentiveness smoothing over the unspoken tensions that sometimes linger in the room.

Though she rarely speaks of herself, and her history remains a mystery to all, many suspect Maggs has been with the Opal Guard longer than anyone truly remembers. She is believed to have witnessed the ebb and flow of countless recruits, watching silently as generations of the Guard have come and gone. Her quiet wisdom and sharp wit, often shown in brief flashes during banter with the recruits, hint at a deep knowledge of Willowrest’s secrets and the inner workings of the Guard. Some say that Maggs has seen more than any captain or recruit who has passed through the Iron Hearth, her presence a calming constant in a place of shifting loyalties and turbulent alliances.
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Old Oct 26th, 2024, 09:04 AM
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Zhak - Member of the Opal Guard

Not much is known about Zhak currently, other than the facts that he is a member of the Opal Guard, and plays an important role in vetting new recruits. He is known to wear a demon mask to hide his face, and moves very quickly on his feet.
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Old Nov 3rd, 2024, 04:58 PM
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Other Townfolk in the Market
Urog Arbonka
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While Urog Arbonka's family flung themselves all over the globe in mad adventures and mercenary missions, Urog herself was never interested in following in their footsteps. She likes Willowrest too much. Especially the gossip. Sure, she's made a pretty penny out of being one of the few fishmongers to have high quality produce, but most of Willowrest knows that her main motivation is to get the spiciest and juiciest of gossip and share it all around town. There is a saying in Willowrest - if you want everyone to know something quickly, tell Urog it's a secret. Otherwise, she is a friendly, jovial if ever so slightly greedy woman who sells very good product but at quite the steep price.


Missus Marigold
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Missus Marigold is a warm-hearted elderly woman known in Willowrest for her cheerful presence at the market, where she sells her husband’s prized honey. With graying hair, a warm smile, and a slight tremble to her hands, she’s beloved by the community, though her failing memory and poor eyesight often bring a few gentle laughs from those who know her well. Supported by the Stonehollows over the years, she’s formed a fond bond with young Abigail, though she sometimes gets her name mixed up. Marigold’s secret love for honey and sweets is well-known, and she always encourages others to savor such simple, joyful indulgences.


Gadom WraithtoeGadom Wraithtoe is a seasoned dwarf jeweler with a well-established shop in Willowrest. Known for his sharp eye for precious stones and intricate craftsmanship, Gadom is as shrewd in his dealings as he is skilled in his craft. Beneath his professional exterior, however, lies a complex network of alliances and secrets, notably his covert connection to the Forgotten Ones—a band of homeless children who have formed their own kind of thieves’ guild in the city. While Gadom doesn’t openly flaunt his association, he’s a vital link for the group, discreetly facilitating the exchange of certain "acquired" items and offering them guidance. Gadom’s hardened demeanor softens only slightly with the children, whom he sees as survivors of Willowrest’s harsher streets, deserving both his respect and his unique brand of quiet protection.


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Old Nov 10th, 2024, 11:58 AM
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The Zatwi Crime Family
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The Zatwi Crime Family

The big family that lives together, fights together and survives together... is usually up to no good. At least, that's often the case with Cleo's family, the Zatwis.

The Zatwi Crime Family has always been somewhat low on the pecking order when it comes to the many criminal gangs that move throughout the world. That's entirely on purpose; being a major crime ring brought attention to oneself. There's members of the family tree from centuries ago who vied for power and world domination - pirate kings and drug lords and mistresses of thieves guilds - and their stories usually ended at the bite of the executioner's axe. The descendants of those troublemakers, thankfully, learned to be a lot less destructive and ambitious. They simply ran the businesses across Eryndor that became the safe space for the real criminals, and conveniently ignored what was "legal". Gambling pits, inns, brothels, black markets, hookah bars, all of these are the domain of the current Zatwi family. They didn't hurt anyone who didn't deserve it, but they also conveniently ignored any of their employees or customers who'd fragrantly break the law on their property.

Cleo's family was very, very expansive. Her mother was Alexandra, a fiery and fierce woman who was not one to suffer fools or indignities lightly. She had married into the Zatwi family, being the thirteenth daughter of a minor pirate, and she was far more intelligent than her father had been. She had been married to a few unimpressive suitors before, and in the Zatwi Crime Family she found a true home. With her Zatwi husband she birthed four daughters, with Cleo being the youngest of the family. The youngest, and the Thirteenth Daughter of the Thirteenth Daughter. Unknowingly to them, it was a terrible omen.

All of Alexandra's daughters learned the family trade. The Four S's, she called them. Sweet-talking, Sucker-punching, Sneaking and... well, she saved the last S for when they were eighteen and we'll tastefully leave it there. Cleo's eldest sister, Helene, became a popular woman in the brothel, and the twins Kallisto and Korrina were very tasty in a fight, but it was the youngest of all, Cleo, who turned out to be the best at lying and sneaking. Still, all four of the sisters brawled with each other, snuck around to get into trouble, and learned how to get what they wanted without being good little girls.


The Rotten City of Mungston
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The Rotten City of Mungston

Mungston is a beautiful little jewel on the baking hot Eryndorian coast, a gleaming beacon full of history that once was a city state in its own right. Unfortunately, it mostly attracted pirates, raiders and smugglers, and the small but densely populated city garnered a reputation within Eryndor for being a crime-infested dangerous thorn in the King's side. If it wasn't for the strategic position of its port and the sheer volume of food it produced through the fishing trade, the city would've been left to rot centuries ago, or allowed to secede in one of the many, many civil uprisings it has. However, local unusual sea-life such as the Rainbow-Eyed Trout, Blue-Toothed Eel, and the Eryn-Caso Pufferfish are too sweet to the royalty's taste-buds for them to allow Mungston to fall through their grasp. So they send in wave after wave of governors, military generals and admirals who insist that, this time, they can get the Rotten City under control.


The Blasted Barrel
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The Blasted Barrel

There are lots of parts of Mungston that the town guard simply know not to go, just as there's a few streets where law and order is actually maintained to a degree. One of the safer havens for the criminal world is the Blasted Barrel. Cleo's childhood home, and one of six establishments that the Zatwi Crime Family owns. The Blasted Barrel is a two-storeyed building on the seafront that was converted out of an old smuggler's den, thus giving it a huge warehouse sized basement. The visible parts of the Blasted Barrel are the inn itself, and a small little kitchen and bedroom for the Zatwi's themselves. Downstairs, in the basement beneath the rocks, is the storage cellar. Beneath that, however, is the real Blasted Barrel. A huge drinking hall, with a boxing ring to settle scores and bet on fights, and a few bedrooms for enjoying the pleasures of a companion.
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Old Nov 10th, 2024, 12:12 PM
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The Forgotten Ones

The Forgotten Ones is both a name and a legacy, borne from the orphaned children of Willowrest who lost their families to the endless border skirmishes and regional battles between Eryndor and Ardenia. Over time, this name has come to represent a tightly-knit, often misunderstood group of survivors, bound not by blood but by shared hardship.

The Forgotten Ones have existed for generations, possibly even hundreds of years. As orphans grow older, some break away from the organization, eager to forge their own paths, while others maintain their ties, creating a complicated network of alliances and rivalries. In many ways, it functions like a fraternity, with newer generations coming in and older ones slowly leaving or becoming leaders in their own right. Yet, despite the shifting nature of its membership, the core identity of the Forgotten Ones remains unchanged: survival and solidarity born from tragedy.

The Forgotten Ones have fractured into numerous smaller factions over the years, with each group operating independently but still identifying with the larger whole. Some factions have grown out of friendships formed in childhood, while others were born of conflict, as older members disagreed with the leadership or philosophies of the group. However, all maintain a central, unifying principle: protect each other, and survive in a world that has forgotten their families.

Currently, the Forgotten Ones are led by Melissa, a fiercely independent young woman who has taken a far different approach to leadership than her predecessor, Thomas. Melissa is a tomboy by nature, rejecting Thomas’ more diplomatic, soft-handed methods in favor of a direct, no-nonsense approach. She despises the nobles who, in her view, are responsible for the very wars that have orphaned so many, including herself. Her relationship with Thomas is complex, as she still holds deep respect for him, despite feeling betrayed by his decision to accept help from a noblewoman. Though she cannot reconcile his choices, she continues to see him as a big brother, someone whose path she admires but cannot follow.

While Thomas moved on to a new chapter in his life, Melissa remains firmly entrenched in the world of the Forgotten Ones. She is determined to lead them with the same toughness that life has taught her, though she carries the weight of her past decisions—those of separation and rebellion against Thomas' ideals.

Though the Forgotten Ones have evolved over time, they are still a force to be reckoned with in Willowrest. They remain a vital part of the town’s undercurrent, quietly influencing its movements and maintaining a sense of camaraderie among the city's forgotten children.
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Old Nov 12th, 2024, 09:41 PM
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The Yarrows: For as long as Willowrest has been a settlement, there has been a need for food and shelter for it's citizens, and the Yarrows were among the first to arrive. Recognizing the fertile soil as a good way to survive, they have worked and prospered from the land. Local Legend says that the first Yarrows were a family of Druids, lead by Dunmare Yarrow, who interwove their natural magics along with the sweat of hard work to pull the bountiful harvests from the dirt. While the Family has done little to deny these mystical roots, it is fair to say that most citizens of Willowrest have, at one time or another, benefitted from the extraordinarily hearty vegetables the Yarrow Farm has produced. The most recent generation consists of Amberwald and Heather (Henderson) Yarrow and their daughter Clover. While they have adopted a few farmhands over the years to help manage their fields, If Clover fails to marry or produce children of her own… the Legacy of the true Yarrows might falter.



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The Hendersons: The closest neighbors to the Yarrows are the Hendersons, who unlike their cousins, focus more on livestock and husbandry rather than growing produce to survive. While the Hendersons have produced some fairly decent mares in the past, and are known to be quite skilled in healing and tending to wounded animals, for several years now they have failed to win any awards at their showings. A sharp decline in quality, or perhaps foul politicking by the Valewinds, has brought this once proud family to the brink of ruin. The current generation of Hendersons include "Old Man" Sirus Henderson, his son Kevin Henderson, Kevin’s Wife Mercy Henderson, and their children, Fred, Daisey, and Henry Henderson.
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Old Nov 20th, 2024, 04:52 PM
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The Chapel of the Nameless Ones stood as a testament to devotion, its towering silhouette dominating the northern edge of Willowrest's bustling market square. Constructed from gleaming white stone quarried from the nearby mountain, the chapel exuded an austere beauty. The architecture reflected a blend of simplicity and grandeur, a tribute to the paradoxical nature of the Nameless Ones themselves—powerful, yet intangible.

Three spires rose high above the roof, each adorned with intricate carvings of interlocking circles, the holy symbol of the Nameless Ones. At the base of each spire, carefully sculpted reliefs depicted the aspects of the gods: creation, organization, and destruction. Their colors—blue, green, and red—had been subtly worked into the carvings through the use of enchanted paints that glimmered faintly under the daylight.

A single massive arch served as the entrance to the chapel, its double doors carved from ancient darkwood and inlaid with silver filigree forming the symbol of the gods. Above the arch, a large circular stained-glass window depicted the trinity of the Nameless Ones in abstract shapes and colors, casting fragmented light onto the cobblestone plaza below when the sun aligned just right.

Willowrest's Chapel to the Nameless Ones

1 square = 15'

Note: The drawing was of the original plans for the Chapel. Construction lasted nearly 90 years to complete the building, and some minor changes may have been made to adjust for space allotments within the city, changes in available materials, and alterations made by any of the 12 Abbots of Willowrest who served during the construction of the building.

1 - Public Foyer 9 - Mausoleum
2 - Bell Tower West 10 - Dining Halls and Commons Study
3 - Bell Tower East 11 - Cloister Walkways
4 - Clergy Quarters 12 - Kitchen
5 - Abbots Suite 13 - Visitors Quarters
6 - Main Chapel 14 - Stables
7 - Council Room15 - Storage Rooms
8 - Courtyard Gardens 16 - Infirmary
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