Tag: setting

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  • Council Lands

    Officially titled the *Lands of [[the Seven Seat Council]]*, the *Council Lands* are the territories established by the colonists from the [[Summer Kingdoms]] who crossed the [[Tumultuous Sea]] over a century ago. h3. Provinces * [[Marrin's Landing]] …

  • Races

    h3. Races Unlike most settings, most playable character races are functionally human, and are referred to as such. h4. Human The stats for humans found in the Player's Handbook are appropriate for most of the the populace from the [[Council Lands …

  • Languages

    OK this is all placeholder junk Languages the setting needs: * Common council language (mishmash of modern ahmn & summerfolk languages) * Traditional Summerfolk language * Old indigenous language (dwarven) * Modern Ahmn language (the mountain …

  • Witch Wars

    War never changes. The *Witch Wars* were waged for centuries on the continent, reaching their peak centuries before the arrival of the [[Council Lands|Summerfolk colonists]]. The wars were marked by ever escalating use of more and more powerful …

  • The Ensileun

    The *Ensileun* are the most militant family within [[The Winterlands|the Winterlands]]. They are ruled by a cunning family of nigh-immortal troll sorcerers. The branches of the family are constantly feuding with their neighbors and each other for control. …

  • Gunso the Laughable

    The [[witch-lord|Witch-King]] *Gunso the Laughable* is one of the most powerful & twisted men to have ever lived in [[The Winterlands]]. He is an intimidating giant with ashen skin and fiery eyes. His epithet originated in his youth, when he was seen …

  • The Winterlands

    Because they are not formally organized as a group of nations, it's difficult to call the northern lands by a single name, but they are distinctly different from the nations on the rest of the continent. h2. Demographics These could be called either …

  • witch-lord

    A witch-lord is any ruler who is known to wield at least some degree of sorcerous power. The term originated as a label for some of the original self-crowned conquerors of the early [[Witch Wars]]. Usage of the phrase on the continent always calls to …

  • The Midwife

    *The Midwife* is one of the [[Nine Lords]], overseeing the domain of blood. She is said to have taught humanity the art of medicine, and is the master of all things pertaining to life and death. Other titles: The Minister of Blood, The Sanguine Prince, …

  • the Black City

    The *Black City* appeared mysteriously in the middle of the [[White Forest Valley]] on the edge of [[The Winterlands]] roughly five years ago. It is a strange place, made of black roads and rectangular buildings seemingly made of pitch. Observers …

  • Nine Lords

    The *Nine Lords of the Hidden Realms*, or the *Princes of the Dark Arts* are believed to be the darkest and most powerful of demons. The actual number of princes is in dispute, but followers of The Path are adamant there are nine. The Nine Lords are …

  • The Visitor

    Possibly one of the [[Nine Lords]]. An enigmatic figure said to appear in the darkest corners of dreams. It usually appears as a vague figure in darkness, a crimson face muttering in an unknown language. It is associated with ill fortunes and bad …

  • Religion

    h2. Religions h3. [[The Path | The Path of the Daystar]] The religion of the [[Summerfolk]] places the queen of the daystar at the head of their pantheon. Other deities are only acknowledged as a formality, as they are chiefly concerned with the …

  • history

    h3. significant events * [[Witch Wars]] * [[The Summer Conquest]] h3. Summary Coming. Basic timeline: * Hundreds of thousands of years ago: The tribes of the world disperse across the continents. * Hundreds of thousands of years ago: …

  • The Path

    The dominant religion of the [[Summerfolk]], *The Path* is as much a philosophy of life as it is a religion. It is a religion driven by laws passed down by [[the Daystar | Telim the Daystar]] to the Great Seers of the past, and restored to glory by Great …

  • hex zone

    A *hex zone* is a place heavily marred by dark magics. In the most heavily corrupted zones are covered in a dark haze, which causes lingering spirits and feelings of anger and despair to physically manifest as strange ethereal monsters. The shape and …