This game will be set in the of nation of Gwyniadd, found to the East of the known world. Gwyniadd is a large homogeneous country where Humans, Dwarves, Halflings and Gnomes coexist peacefully. Half-Orcs are also present, though they are often treated as second class citizens, outcasts even and untrustworthy as a rule due to their heritage. (This is due to their mixed heritage with the setting’s blood-enemy, the brutal Orcish Clans are known to rape and pillage as well as murder during their crossings across the mountain ranges to the north and west of Gwyniadd.)
Around 60 years ago, a great conflict was waged
between the Orcish clans spilling over the Aur Mountain range and the brave armies of mixed Gwyniadd
fighters. After two long years of bloody and terrible combat, the Orc clans were eventually pushed
back across the mountains into their seemingly lifeless tundra. Watch
beacons were since erected all along the mountainous borderlands to better be
prepared to alert Gwyniadd should the orc clans try to invade once more. So far, the
lights of the beacons have yet to be lit…
30 years since, four brave adventurers were able to stave off yet another war, this time with the neighboring nation of Ungamorr. After several brutal months of coastal attacks in along southern coastlines by bearded raiders supported by terrifying were-shark berserkers and sea witches, the band of adventurers managed to venture into the unknown lands of Ungamorr, infiltrate the Ungamorri King's palace and defeat the warrior king in combat.
This setting is currently in an Early Medieval European Dark Ages type era, where iron tools, and especially weapons and armour are too pricey for the average citizen and steel is so costly only the wealthiest of nobles or heroes can afford it! Iron Mining and Smithing are relatively new industries in the scheme of things . The heaviest armour available are chain shirts or scale mail, but those are extremely rare – Leather and Hide armour are far more readily available and affordable in general. Likewise for weapons, whilst bows, spears and axes are plentiful, swords and other bladed weapons are everso pricey due to the sheer cost of the raw materials to produce them.
Arcane Magic in this setting is a rarity. Most folk view any such unnatural stuff with attitudes ranging from suspicion to outright violence in the most rural communities. There are practitioners of innate magics - sorcerous blooded types, or those who've made pacts with dark powers, but the label of "Witch" tends to force those magic users to hide their abilities for fear the common folk may well find themselves in dire circumstances.
Divine Magic on the other hand, whether performed by Clerics, Paladins or Druids is seen as the Gods own power flowing through their worshipers or worship leaders.
The main/largest Dwarven and Gnomish settlements are found mostly in the far
north, in the Arian (Silver) Hills and Aur (Golden) Mountains that form the
nation’s northern and Western borders. The Dwarven people have a reputation for being
somewhat unfriendly to non-dwarfs (Though not hostile) and protective of their
mines and smelting operations. This is because they are very secretive over their crafts and industry.
Gnomes are the complete opposite in general and are almost too eager for guests to be invited into their homes and workshops –
saying that, Gnomish tinkering tends to be so intricate or mind-boggling that most non-gnomes
find it far too confusing to learn or quickly lose interest in, once an over eager
gnome begins explaining it all. Gnomes are known to be the best blacksmiths and
metal-workers in the land.
Halflings are have a reputation for being happy-go-lucky
types, though are considered a lazy peoples by non-halflings. Saying that, a
great many Inns and Taverns seem to be ran by Halflings and they do throw a damned good party which are appreciated by just about any citizen. They are
also known to breed like rats! It is not uncommon for each generation in a
halfling family to produce typically 8+ offspring. Needless to say, Halfling
families are extremely complicated.
Humans are by far the most plentiful race in Gwyniadd. An
overwhelming majority of farmsteads around the nation are ran by Humans. Human
noble families have also ruled the nation in a great Council (That also contains
delegates from the other three races) at the capital city of Wingastrathe.
Half-Orcs about the lands often live miserable lives. They are the common labourers and fieldhands; used as frontline soldiers and mercenaries in the most dangerous areas or reduced to working the lowliest vocations and living in the poorest districts. Some are lucky enough to be found by the orphanages built by the Church of Meredha in the largest towns and may find themselves with better opportunities within and out of the Church.
*There are no Elves (Or half-elves), Dragonborn or Tieflings in this setting– so you can’t choose from these races – Apologies!*