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Old Dec 27th, 2016, 03:55 PM
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Story Background

Places


Travel Distances
Carran->Torrine: 24 hours on foot, 72 hours by caravan
Torrine->Wolford: 24 hours on foot, 72 hours by caravan
Wolford->Aramoor: 24 hours on foot, 72 hours by caravan
Wolford->Galonodel: 36 hours on foot, impossible by caravan
Galonodel->Aramoor: 36 hours on foot, impossible by caravan
Aramoor->Saxxondale: 12 hours on foot, 36 hours by caravan

Aramoor - town
Aramoor is more of a congregation of farmers and share-croppers than a town proper. There is no form of over-arching government and each land-owner acts independently in their own self interests. It is referred to as a town only because of the proximity of the farms - and the blanket protection that Saxxondale provides them from the orcs in the South of the Wood. The group met the bartender there whom had requested them to seek aid from the mages of Saxxondale against the random orc raids of the farms of late.

Carran - city
Carran is the major city at the Northern tip of the Tradeway and one of two epicenters which make the long road so important. It is bounded by Tivyn Wood on the western side, the Eastern Expanse on the eastern side and mountains (the same that bound the desert as well) to its North. As such, the city has near perfect natural defenses, with only concern towards the woods and the road. There is a river which supplies the city with water that sits at its Eastern entrance and heads West deep into the Wood. The city is predominately human in populous, but also has a dwarven section on the northern side of the city which actually burrows a bit into the mountains. Thanks to this dwarven contingent mining resources from the mountain, the city of Carran boasts some of the best metalworkers in the world and this is predominately why it has become such a central trade hub. From weapons and armors to pots and pans, metalwork from Carran can be found in every corner of the known world. Carran is led by a trio of unelected guild leaders - one leading the dwarven miners, one leading the human blacksmiths and one leading the mercenary troupes which protect the goods leaving the city.

Sections of the city:
The Main District (gate entrance, tavern, inn, human houses, church, stables)
The Guild District (the big three [mining, blacksmith and mercenary] guild halls as well as various other guild halls [including Massif's mason guild and Gordon's tinkerer guild])
The Mining District (entrance to the mines, dwarven houses, tavern) - across a bridge from the main district.
The Commerce District (general goods store, trade goods store, smithy)


Saxondale - city
Saxondale is the major city at the Southern tip of the Tradeway and one of two epicenters which make the long road so important. It is bounded by Tivyn Wood on the western side and ocean to both its South and East. Despite sitting by the water for so long, Saxondale's sailing and naval capabilities are still in its infancy, though the port is a rather bustling one. Ships from all over the known world come to collect goods from Carran - which have travelled down the Tradeway to Saxondale's ports. The entire south-eastern section of the city is mostly a collection of docks with surrounding sections acting as a stereotypical port town. The rest of the city; however, is entirely different - as if Saxondale is two cities in one. The rest of the city, instead, is a place of magical study and grand structures - a sharp contrast from the humble surroundings by the docks. While it is not *the* destination for magic users in the world, it has certainly become *one* of them - and it is not uncommon to even see some of the normally reclusive elves from Tivyn Wood inside the city - sharing their own understanding of the magic that shapes the world around us. The dock side of the city is led by a sailor's collective with no one figurehead. The magic section of the city is led by The Grand Vizier - a title bestowed to the best magic user in the city and held for life. He is; however, a reclusive figure and operates primarily out of the public eye. It is well known that these two halves of the city are not generally trustful of one another - and the dock side often feels that they are being 'used' by the magic side. This is because the dock side is the primary economic driver for the city; however, the magic side always manages to soak up the majority of the income that the city generates - hence the disparity in the grandeur between the two halves.

Sections of the city:
The Main District (gate entrance, tavern (Finnegan's), inn, affluent houses, open air market)
The Magic District (the mage spire, library)
The Port District (docks, tavern (The Salty Mug), inn, impoverished houses, trade goods store, general goods store, church)


Galonodel - city:
What Galonodel lacks in size relative to Saxxondale - and even Carran - it makes up for in majesty. Though, few non-elves have ever seen the city due to the deep, long-standing mistrust the elves of the Wood have for the non-elves of the Tradeway. Thus, little is known of it.

Sections of the city:
The first "stop" was a grove bustling with activity from elves and halflings alike. Each of them was "stationed" at the base of a different great tree and they were each working within a small alcove carved into said base. Each appeared to be working at a different type of trade: alchemy, leather-working, fletching, poison-making and even scroll scribing were amongst the activity here.

The second "stop" was a large open area where a larger than normal amount of sunlight managed to seep through the canopy atop the city. Here, the group saw children playing and adults relaxing. It appeared to be a social gathering place for the city. One of the more interesting things of note here were the story tellers whom spun tales for captivated audiences (some with instrumental accompaniment - which surely caught Stormy's eye).

The third "stop" was a collection of trees bunched together with rope bridges crossing to and fro between them. The party could make out openings within the trees at either end of each bridge and the scout explained that this was a barracks for the scouts and warriors of the city. Further on, the sounds of swords clashing and arrows whizzing through the air could be heard off in the distance - causing him to further explain that it was also a training ground, of sorts.

And, finally, the fourth "stop" brought the group to a unique building (relative to the rest of the city). A large stone structure (OOC: akin to the Aztec pyramids) stood alone in a clearing of the Wood. The scout explained that this was simultaneously the meeting place for the council as well as a place of religious worship for the various elf deities: Sehanine amongst them. It is here that the scout bids your group farewell after beckoning you all to go inside.

Siannodel River (elvish name meaning 'Moonbrook') - river
The river that begins just East of Carran that flows through the city and then west into the Tivyn Wood. It is the natural resource most responsible for the existence of Carran as there are no other sources of clear water along the Northern half of the Tradeway. The Southern extent of the river - deep in the Tivyn Wood - is roughly due West from Torrine.

Stevennage - a small town just outside Saxxondale
Where Amice grew up.

The Common Tradeway - road
Commonly referred to in short hand as just "the Tradeway". This is a long, relatively straight, road going South to North that connects the two major cities of Saxondale to the South and Carran to the North - both of whom are predominately human populations. Countless towns and hamlets dot the road as well - many with nearly their entire economies based on serving as stops along the road for travelers and traders. Along the entirety of the western portion of the road is the Tivyn Wood. On the eastern side along the Northern portion of the road is the Eastern Expanse. On the eastern side along the Southern portion is ocean.

The Eastern Expanse - desert
To the East of the Northern portion of the Tradeway is a giant sea of sand known as The Eastern Expanse. This desert is expansive; however, claims most of its volume West to East rather than North to South and, as such, does not bound the Southern portion of the road. Few have ventured very far into the desert - not only because of the harsh terrain, but also because of what lurks within. Rumors from those whom claim to have come back from there swirl of large scorpions, giants and even a dragon or two - though tales of the latter are rare and generally regarded as false. There are also rumors; however, of ancient ruins filled with treasure - acting as a constant draw for the few brave (and some would say nave) that venture forth into the unknown. At the northern, eastern and southern edges of the desert are unexplored mountainous regions - making the only entry point the western side from the Tradeway.

Tivyn Wood - forest
Running along the entirety of the west portion of the Tradeway, Tivyn Wood is home to many elves and halflings; however, also has less 'friendly' inhabitants as well. In general, the humans that live along and/or frequent the Tradeway stay clear of the Wood to avoid the latter - though the elves are known to be very territorial as well and serve as just as much of a deterrent for adventurers. As such, not much is known about what lies within or beyond the Wood by those whom inhabit the cities at the ends and towns in between along the Tradeway. Those whom dock in Saxondale port claim that the trees stretch all the way to the ocean to the West - all the way to the water, in fact, a decidedly unnatural occurrence - making it impossible to dock there.

Torrine - town
As one of the bigger towns along the Northern portion of the Tradeway, Torrine acts as more than just a "rest stop" as many of the other towns and hamlets along the road do. In fact, Torrine has recently begun participating themselves in the trade between the two major cities at each end - though predominately with Carran as its closer neighbor. Their positioning near the Eastern Expanse and far from a constant water source (the closest is a river that flows deep in Tivyn Wood that the town has yet dared to venture to) limits their ability to farm (though they never seem to have issue creating enough useable water for the population thanks to the water sphere - a gift from the mages in Saxxondale intended to create a stable town along the Tradeway to Carran during this rather desolate stretch next to The Eastern Expanse) so instead the town has created a rather impressive reputation for crafting - leatherwork in particular. As such, both the skill of hunting animals for leatherworking materials as well as the artistry of turning these hides into trade goods is very valued in the town as of late. Torrine is led by a council of 6 elders in a sort of representative republic.

Places of interest in town:
Town Hall, trade goods store, general goods store, church, houses, stables

Wolford - town
Like Torrine, Wolford is a larger than normal trading post along the Tradeway; however, since it isn't as "new" as Torrine it has had much more time to develop and is, thus, larger.

Last edited by Agrudez; May 31st, 2019 at 12:15 PM.
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Old Dec 27th, 2016, 03:55 PM
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People

Torrine
Alan - human, male
A well known hunter from Torrine whom was selected by the town council to accompany a caravan North and attempt to negotiate for a trade for weaponry to outfit the town. He is a rather jovial fellow when the party first meets him and seems to rather enjoy pestering those whom are clearly annoyed by such.

Claire - human, female
The assistant for councilman Listen.

Ragnar - dwarf, male
One of the six councilmen of Torrine.

Listen - gnome, male
One of the six councilmen of Torrine.

Carran
Guildmaster Click - gnome, male
The leader of the tinker's guild in Carran.

Guildmaster Hatah - goliath, male
The leader of the mason's guild in Carran.

Guildmaster Storen - human, male
The leader of the mercenary guild in Carran.

Guildmaster Baern - dwarf, male
The leader of the mining guild in Carran.

Morak - dwarf, male
A mercenary from the guild in Carran whom signs up to guard a caravan heading back there from Torrine. He is purposefully gruff in demeanor in an obvious attempt to intimidate people away from interacting overly much with him.

Alston Timbers - gnome, male
An eccentric tinkerer that has taken a position as the "foreman" for a certain section of the Carran mines. He is brash, unapologetic, weird and quite fancies his work with explosives.

Galonodel
Aelar - adult elf, male
Met Amice in the woods between Torrine and the hobgoblin city - made her an offer that the elves would allow Torrine to use the Siannodel as a water source if the hobgoblins were wiped out from the elven ruins.

Alucard - adult elf, male
A progressive minded elf of the young generation.

Elbereth - adult elf, female
Saved Amice from wolves as a child and taught her how to be a ranger. Has grown to become friends with her protege as she has aged.

High Priestess ("Caelynn") - adult elf, female


The Council - three adult elves, male
The leader of the Council is named Haldir, and was a child when the city of Lenolith fell to Lady Nyvorlas' spite. He is the oldest living elf in Galonodel.


Rinn - "teenaged" elf, male
The son of a highly respected ranger whom often ventures into the Western Wood. He, himself, is training to be a ranger as well.

Theren - adult elf, male
Head ranger of the Western Wood and Rinn's father.

Harden Lightfoot - adult Halfling, male


Saxxondale
Erick - Human, male
The head guard at the mage's college.

The Professor - Human, male
Runs the research and academics at the Spire.

Dekarlis - Human, male
Took Nails in as a child and raised/train the elf for 60 years. Now, an old man nearing his deathbed.

Erik - Human, male
A dropout of the mage's tower, he took to the streets to ply what he learned there as a bandit and befriended Nails.

Margaery De'Luca - Human, female
Heiress of the De'Luca estate in Saxxondale. Very independently wealthy. The previous owner of the flame rune, but had it stolen when her manor was attacked. (Chapter 1)

Captain Alejandro - Human, male
The captain of Lady De'Luca's household.

Grizz - Human, male
Nails' Black Market informant at the docks. Very reclusive and only can be found at night.

Tycho - Human, male
The Professor's right hand research assistant. Has taken a very strong interest in researching the runes.

Adversaries
Thokk - orc in the bandit cave, muscular and broad shouldered

Jericho - the 'pirate' in the bandit cave, (a gold-trimmed scabbard, a pointy hat, etc.)

Salandiaxar - adult green dragon, male; deceased
Green and black with a long, jagged tail. Kept alive by Lady Nyvorlas over the centuries through the power of the Naturae rune; however, that only sustained him post-Sehanine fight, but did not heal him. He died when Brixim betrayed Lady Nyvorlas during his fake attempt to heal Salandiaxar for her.

Lady Nyvorlas - ancient high elf, female' deceased
Wears all black with a red ruby choker. Spent a millennia recuperating in the underground ancient ruins NW of Galonodel (formerly known as Lenolith) after her corrupted magic practices caused her 'mother', the elven goddess Sehanine, to come to Earth to put an end to her. The fight ended in a sort of draw - with both surviving, but being badly weakened. When the party ventured into her lair, she attempted to have Brixim help heal her dragon; however, the gnome defied her and a fight ensued which caused her demise.

Around the Rest of the World
Ortguth - Orc, male
"Raised" Quest and cut off his tail - whereabouts unknown.

Mulash - Orc, male
Broke Quest's horns and generally tormented him growing up - At the orc stronghold

Quinn O'Malley
The guard whom the group let go at Lady De'Luca's manor, but they then learned he had been involved with poisoning his fellow guards. (Chapter 1)

Krusk - Orc, male
The orc that the group spared on their first fight in the Wood. Amice and he exchanged some small pleasantries - which served to confuse both (considering they were meant to be enemies).

Last edited by Agrudez; Sep 22nd, 2019 at 01:41 PM.
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Old Dec 28th, 2016, 01:50 PM
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Prologue synopsis...
Hzrd, Quest and Amice were confronted by some ruffians in the Saxxondale city streets and learned that the docks have a type of volunteer militia guarding that part of town. Nails pulled off a small heist with his partner in crime, Erik and then met Maro whom was offered a job by Margaery De'Luca. Brixim was drawn - by his visions - to a mysterious black book in the marketplace and purchased it before meeting Maro.

Chapter 1 synopsis...
The party went to the De'Luca estate to follow up on Maro's job and found that there was an attack under way. They allowed a guard in the barracks named O'Malley to go free despite the rest of the barracks being filled with the corpses of his compatriots. Inside the mansion, they confronted the thieves and killed 2, but allowed the 3rd to leave with a rune in exchange for Lady De'Luca's life. From Lady De'Luca, they learned that she had been the one that floated the rumor of the rune being for sale on the Black Market (which Nails had learned earlier from his dock-side informant, Grizz) because she had learned of this mystery group wanting to steal it. The group split up to track down their leads (the Spire to learn of the rune and O'Malley - whom they learned was likely working with the thieves). Brixim and Maro met a mage (Tycho) studying the runes at the Spire whom gave them some back story from his various research and impressed upon them the import of collecting the rest of the runes to bring back to him for further study (and to keep out of the hands of the mystery group trying to collect them). Hzrd and Amice met a shady man at Finnegan's (a local Saxxondale bar) whom they then followed. Amice learned from the shady man they followed (whom ended up being one of the Brotherhood) that they were recruiting. And, specifically, that they were interested in recruiting her. The man casually threatened Stevennage if Amice didn't join and the ranger told him that he would think about it - using the new found knowledge to bargain for Hzrd's (whom was unconscious after their fight) life as well. Quest and Nails met 3 foreigner traders hailing from Orangeville and joined them on their boat. Quest and Nails learned that the traders were actually slavers and that they were bringing recruits from overseas to the Brotherhood in exchange for people abducted around Saxxondale by the latter to be enslaved. The pair escaped before their true intentions could be known (Quest pretended to be a Saxxondale noble that was looking to purchase a slave of his own - with Nails being his man servant) with Nails also freeing a woman from the bowels of the ship in the process. The six re-converged at Finnegan's to share their experience and plot their next steps. Ultimately, Maro and Brixim's quest to pursue the runes won out when it was realized that this could be an Armageddon-level event should they fall into the wrong hands.

Chapter 2 synopsis...
The party set out North up the Tradeway on their new found quest. In the Wood, they encountered a group of orcs and slew them. After the battle, they kept one alive whom they 'interrogated' (truthfully, he just answered all of their questions amicably after Quest persuaded him). He gave them information about the 'red ones' giving them orders whom Amice took to mean hobgoblins. Apparently something had happened in recent past to make the hobgoblins smarter and/or stronger than the local orcs and the hierarchy had shifted between them. Quest learned that the orcs he was searching for from his past had crash landed on this continent (NE of Saxxondale), met up with the other orcs on the continent and then headed West (SW of Galonodel) into the Wood. The orc seemed very sure that they died because of how dangerous it is in the Western part of the Wood, though he did not elaborate on that belief. For his help, Amice let the orc, Krusk, go free and the pair parted on oddly amicable terms. Eventually the group wound up in Aramoor where they shared drinks and a bed (Amice in a room, the others in the stables) before setting back out again. This time, they collectively decided to stray from the primary task to quickly aid Quest in searching for the boat he learned about from the orc in the woods. The group eventually found a smuggler's den where they believed the boat to now be. After a 'distraction' by Brixim, they found a secret entrance and entered the cave system where the smugglers were hiding. After killing some bandits, they forced one to take them to his leader whom he shared was actually an orc from Ortguth's band. Once at his tent, the group found the orc, Thokk, conversing with a human pirate and the hooded man from the De'Luca estate. The group opted not to risk a confrontation and escaped, though the captured Downey was able to relay a good about of information about the trio's plans once Brixim released and resummoned him. In this, the group learned that orcs, hobgoblins, smugglers/pirates (Orangevillers) and the Brotherhood all seem to be working together - each sect looking for their own rune. The one the hobgoblins are pursuing is named Naturae and is tied, via this conversation, to a set of elven ruins. The Brotherhood is mounting an attack on Torrine for Aquas (and already has Gravitas in hand, the rune known to have been at Wolford, as well as Ignis, from the De'Luca Estate). The orcs (specifically Thokk's 'commander', which the group assumed means Ortguth) are looking for Ventus. After these revelations, most of the group decides that protecting Torrine is of the upmost priority. Maro; however, splits from the group because he has had a growing concern over what may be going on in Wolford with his fellow mercenaries - which was only enflamed by the revelation that the Brotherhood was, indeed, the cause of the town's fall some days ago. The quintet, though, pressed on with their chosen path and headed towards Torrine. There, they attempted to convince the people to give them the Water Sphere (housing the Aquas rune); however, they don't seem interested in doing so. Eventually, Hzrd and Brixim sort of accidentally end up stealing Aquas and the group hastily escapes before the town realizes it and bears down on them. Once they reach the safety of the Wood, they realized a new person was in their midst, Hadrion. Quest explains how they met in the bar and the man spoke of how he saw the tiefling in a vision and knew he needed to join his quest. Without much arguing, the group agreed to bring the man along and set off. In the Wood outside Torrine, the group is confronted by some elves of Galonodel and Amice manages to broker a deal with them. If they 'cleanse' a local elven ruin of its present 'corruption', the elves will allow safe passage to the Siannodel for Torrine to set up a caravan route for water (since the Aquas rune was their only source of clean water and is now gone from them). Thus, the group sets out for this elven ruin which also happens to be the hobgoblin compound they had heard so much about before. After causing a general ruckus in the encampment, the group eventually confronts the leader of the hobgoblins and defeats him. Fleeing from the rest of the hobgoblin army, the group finds themselves in the bowels of the compound which is where the actual elven ruins are. At the bottom of these ruins, they are met by Lady Nyvorlas, an ancient elven demi-god that, through Brixim's vision, the group knows to be the reason the city had come to ruin a millennia ago. She asks Brixim to help heal her poison dragon with the power of the Aquas rune, but the gnome tricks her and kills the dragon instead. A fight ensues and the party triumphs - gaining the Naturae rune in the process. Afterwards, they escape from the ruin/hobgoblin encampment and set off towards Galonodel in the hopes to learn more of the runes.

Last edited by Agrudez; Jun 14th, 2019 at 05:49 PM.
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Old Jul 23rd, 2018, 05:11 PM
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Brixim's visions...
Upon seeing the black book in the market.
 


As Tycho read from the elven scholar's notes on the runes.
 


When Downey started to relay what he saw in the bandit's cave.
 


Sitting by the water sphere in Torrine
 


Just before torching the hobgoblin forges at the old elven city
 


Brixim's book pages...
Ignis
 


Aquas
 
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Last edited by Agrudez; May 31st, 2019 at 12:26 PM.
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Old Aug 1st, 2018, 11:40 AM
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Can we keep a running tally of treasure obtained? I didn't note the value of the ring and it may be helpful.
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Old Nov 19th, 2018, 12:55 PM
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Tycho wanted us to bring the runes back to him for safekeeping in the citadel right?
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Old Nov 19th, 2018, 01:07 PM
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Yes. Safekeeping and study.
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Old Jan 17th, 2019, 05:25 PM
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Can you repost what the water sphere can do here? Thanks.
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