Campaign Setting: The Current Setting
Jan. 9th, 2007 12:54 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Welcome, friends, to part four of my expositional ramblings about my current game. We've covered the creation of the world, and what few changes I've made to the core ruleset. In this edition, I will describe the world in greater detail, as it applies to the current timeframe. As before, I will only share what I can without spoiling the story for my players in the future, though as new information is learned, I will update these posts to accurately reflect the current situation.
The Current Setting
As you know by now, the world our heroes live in is the Earth, though it appears different than the one we knew. It has merged with its magical "mirror image", and become whole once more, while the respective populations thinned each other out through the Great Rift War.
Four hundred years later, the world has moved on and learned to live in relative peace. Nations traded with each other, sometimes going to war, but generally just plain existing.
The continent of North America became known as the Northern Lands, and is ruled by a democratic council. The capital city of the Northern Lands is Whitefall, which was built as a completely New City, about ten miles north of the Ruins of the Old City in the middle. In fact, these ruins were once metal and glass buildings so tall they scraped the skies, though most of the taller buildings were destroyed in the War.
A sign was salvaged from those Ruins and brought to the Council Chambers of Whitefall.
Welcome to Chicago
Richard M. Daley, Mayor
The area around Whitefall alternates between forests and farmland. The terrain is grassy, green, and hilly, and in particularly concentrated areas, crisscrossed with concrete roads. Further out from Whitefall and the Ruins of Chicago, many unneccesary streets and highways have been pulled up in favor of more farmland. An enormous lake is directly to Whitefall's right - in fact, Whitefall has its own port, as this lake connects to four other lakes, before opening out into the Eastern Ocean.
Whitefall itself is a culturally-diverse city. Dwarves, Elves, Halflings, and Gnomes all live in various parts of the city (all of them live in the most commercial parts of Whitefall, while there are more racially-specific divisions out towards the fringes of the city). There is even an Orcish consolate near the Council Chambers, though it is rarely occupied by more than three Orcs at a time.
Speaking of Orcs, there are numerous nomadic tribes throughout the world, with the Northern Lands being occupied by a few of the larger ones. Orcs are a relatively barbaric race, though not without intelligence or wisdom. Orcs as a race are chiefly traders and hunters, though when you get into individual Orcs, you come across a much more diverse group. There are diplomats, and bounty hunters, and shaman, and educators. There are those who choose to live amongst other races and take employment where they can. Obviously, there are also tribes that raid towns and other traders.
Travel across the nation is often done by train, as there are a number of steam engines in service by the government. Passenger lines are most common, though there are freight lines connecting directly with the major cities.
Other nations are ruled by different governments. The Southern Lands are ruled by a Theocracy, with the various Churches setting laws for their citizens. A monarchy is in place in the westernmost nation of the Eastern Continent - though that name is deceptive, as the continent is also accessible from the West, though the Western Ocean is much larger.
There are rumors of jungle troll tribes in the various islands not far southeast of the Northern Lands.
North of the Northern Lands is the Frozen Tundras and Mountains. There are a few settlements up there, though many of them proclaim to be independant of the Northern Lands. One larger village has recently sent an Emmissary to Whitefall to negotiate terms of trade and support.
One hundred and fifty years ago, a plague of Undeath swept across the Northern Lands, but was stopped by the Gunmagi and allies of theirs. It was laid to rest and forgotten by most.
Lately, though, there have been rumors of undead walking this Earth once more...
Part I: The World
Part II: House Rules
Part III: The Current Setting
The Current Setting
As you know by now, the world our heroes live in is the Earth, though it appears different than the one we knew. It has merged with its magical "mirror image", and become whole once more, while the respective populations thinned each other out through the Great Rift War.
Four hundred years later, the world has moved on and learned to live in relative peace. Nations traded with each other, sometimes going to war, but generally just plain existing.
The continent of North America became known as the Northern Lands, and is ruled by a democratic council. The capital city of the Northern Lands is Whitefall, which was built as a completely New City, about ten miles north of the Ruins of the Old City in the middle. In fact, these ruins were once metal and glass buildings so tall they scraped the skies, though most of the taller buildings were destroyed in the War.
A sign was salvaged from those Ruins and brought to the Council Chambers of Whitefall.
Richard M. Daley, Mayor
The area around Whitefall alternates between forests and farmland. The terrain is grassy, green, and hilly, and in particularly concentrated areas, crisscrossed with concrete roads. Further out from Whitefall and the Ruins of Chicago, many unneccesary streets and highways have been pulled up in favor of more farmland. An enormous lake is directly to Whitefall's right - in fact, Whitefall has its own port, as this lake connects to four other lakes, before opening out into the Eastern Ocean.
Whitefall itself is a culturally-diverse city. Dwarves, Elves, Halflings, and Gnomes all live in various parts of the city (all of them live in the most commercial parts of Whitefall, while there are more racially-specific divisions out towards the fringes of the city). There is even an Orcish consolate near the Council Chambers, though it is rarely occupied by more than three Orcs at a time.
Speaking of Orcs, there are numerous nomadic tribes throughout the world, with the Northern Lands being occupied by a few of the larger ones. Orcs are a relatively barbaric race, though not without intelligence or wisdom. Orcs as a race are chiefly traders and hunters, though when you get into individual Orcs, you come across a much more diverse group. There are diplomats, and bounty hunters, and shaman, and educators. There are those who choose to live amongst other races and take employment where they can. Obviously, there are also tribes that raid towns and other traders.
Travel across the nation is often done by train, as there are a number of steam engines in service by the government. Passenger lines are most common, though there are freight lines connecting directly with the major cities.
Other nations are ruled by different governments. The Southern Lands are ruled by a Theocracy, with the various Churches setting laws for their citizens. A monarchy is in place in the westernmost nation of the Eastern Continent - though that name is deceptive, as the continent is also accessible from the West, though the Western Ocean is much larger.
There are rumors of jungle troll tribes in the various islands not far southeast of the Northern Lands.
North of the Northern Lands is the Frozen Tundras and Mountains. There are a few settlements up there, though many of them proclaim to be independant of the Northern Lands. One larger village has recently sent an Emmissary to Whitefall to negotiate terms of trade and support.
One hundred and fifty years ago, a plague of Undeath swept across the Northern Lands, but was stopped by the Gunmagi and allies of theirs. It was laid to rest and forgotten by most.
Lately, though, there have been rumors of undead walking this Earth once more...
Part I: The World
Part II: House Rules
Part III: The Current Setting