Post by Kassil on Jun 8, 2015 3:23:17 GMT
My world is thus: It has a sun god and three lunar gods, each with an associated celestial object, as the primary deities. The world itself is the dormant form of another god, whose form plugs a hole between the mortal world and the place Beyond. Along with a host of other, less aloof deities, the four primary gods all seek to keep the hole plugged. As undead are created by grafting spirits from Beyond to mortal shells, and intelligent undead seek to open the Way Beyond, the four main gods seek their destruction whenever they arise.
An empire once ruled a major stretch of the continent currently being worked on; their most enduring legacy is the network of paved roads they left behind, a network for trade to flourish upon. One such road leads through the valley where the campaign will start, crossing over a dark river that comes from a waterfall that seems to be softly descending fog, emerging from an old and dark forest atop the cliffs on the northeast side of the alley. It flows out to the southwest, cutting north past a hillside where the ruin of an imperial keep stand watch still; the children of the town dare each other to venture into the ruins and return with a trophy, most content to snatch a small stone from the outer wall and run home as fast as they can from the strange silence that pervades the ruin.
There are, of course, small troubles - a goblin tribe that dwells in the caves near the fogfall, mostly content to snatch wildlife and the occasional unwary livestock; mischievous fey creatures that come down from the old forest to try to trick and steal from the townsfolk; and the occasional wild beast gone mad that menaces the region, including the legend of Blood-Eye, an old bear with a single eye left, driven mad by some plague years ago, who hunts the western reaches of the valley.
The town itself is more accurately three small towns, who all answer to the same lord in his keep at the valley's center and who must officially share a name. They get along, for the most part, with only a friendly rivalry with one another - though a few folk hold much deeper grudges. The northernmost town is built to take advantage of the cliffs that rise to the northeast, digging mines into the rock and taking the worst harassment from the goblins. In the south, the town is built on a rolling series of low hills, which some say occasionally allow trickster fey to emerge from hidden doors to harass the folk of the place, with the crops sometimes being touched by fey magic. Lastly, in the west, the town settles across rich grassland, with herds of sheep and cattle grazing the bounty; if they perhaps occasionally disturb bones in the grazing, well, perhaps this is merely a battlefield rather than a vast graveyard.
An empire once ruled a major stretch of the continent currently being worked on; their most enduring legacy is the network of paved roads they left behind, a network for trade to flourish upon. One such road leads through the valley where the campaign will start, crossing over a dark river that comes from a waterfall that seems to be softly descending fog, emerging from an old and dark forest atop the cliffs on the northeast side of the alley. It flows out to the southwest, cutting north past a hillside where the ruin of an imperial keep stand watch still; the children of the town dare each other to venture into the ruins and return with a trophy, most content to snatch a small stone from the outer wall and run home as fast as they can from the strange silence that pervades the ruin.
There are, of course, small troubles - a goblin tribe that dwells in the caves near the fogfall, mostly content to snatch wildlife and the occasional unwary livestock; mischievous fey creatures that come down from the old forest to try to trick and steal from the townsfolk; and the occasional wild beast gone mad that menaces the region, including the legend of Blood-Eye, an old bear with a single eye left, driven mad by some plague years ago, who hunts the western reaches of the valley.
The town itself is more accurately three small towns, who all answer to the same lord in his keep at the valley's center and who must officially share a name. They get along, for the most part, with only a friendly rivalry with one another - though a few folk hold much deeper grudges. The northernmost town is built to take advantage of the cliffs that rise to the northeast, digging mines into the rock and taking the worst harassment from the goblins. In the south, the town is built on a rolling series of low hills, which some say occasionally allow trickster fey to emerge from hidden doors to harass the folk of the place, with the crops sometimes being touched by fey magic. Lastly, in the west, the town settles across rich grassland, with herds of sheep and cattle grazing the bounty; if they perhaps occasionally disturb bones in the grazing, well, perhaps this is merely a battlefield rather than a vast graveyard.