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ParasiteEveQuest

Egwen School Quest Setting

Jun 21st, 2015
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  1. People and Places
  2.  
  3. People are listed under the place they live and/or are likely to be encountered.
  4.  
  5. Egwen Girls Convent
  6. The school you are a teacher at, it has approximately 300 pupils from ages 13 to 18.
  7. The school is located in the south of Albia.
  8. The school used to be a convent of the order of Lady Egwen. It is built in a wide valley surrounded by rich farmland.
  9. The school now comprises of dozens of building, both large and small.
  10. Funded by the Northern Mages Guild of Shtell.
  11.  
  12. History of the School and Students
  13. The School was founded as a girls convent for orphans of the war, by the Order of Lady Egwen – a holy woman from the early days of the empire who looked after children.
  14. Over time the funds ran out and were diverted elsewhere. Due to its remote location Egwens Girls Convent had been used as a *dumping ground* for many girls unsuited for life in polite society by reason of birth, physical deformity or mental instability.
  15.  
  16. One of the innovations of the Last War was the summoning of powerful supernatural entities and the binding of their powers into a mortal.
  17. The Soulbound gained vast power but over time transformed into inhuman monsters, as much a danger to their allies as their enemies.
  18. In the initial few years they were stable and so still worth creating. Eventually a process was developed to extract the power from the Soulbound and pass it on to another, restarting the transformation from its first stage.
  19. The process proved traumatic and sometimes lethal for the supernatural creature in question, so initially only weak demons were used.
  20. As the war progressed all manner of monsters were used up to create the Soulbound.
  21. It wasn’t until the first generation of children were born to Soulbound parents until people realised the longer-term impact the power might have.
  22. These children exhibited a variety of powers and initially where seen as a positive side-effect.
  23. Eventually the Six, through their angelic servants, expressed their displeasure for the Soulbound and many of the mages involved in their creation were killed, or whisked away to other planes for punishment.
  24. By this time there were several generations of the *Soulborn* as they were now known. Fortunately for them, most of the powers fade and physical signs of their heritage disappear after 2/3 generations.
  25. The judgement of Heaven made no mention of the Soulborn, but many shunned them, fearing the wrath of the gods.
  26. The mages guild of Shtell took a more pragmatic approach. Realising the powers these children where developing, as well as the clear magical potential many displayed, they decided to intervene.
  27.  
  28. Egwen Girls Convent and several other facilities were purchased from their respective owners and turned into schools exclusively for the Soulborn. This was thirty years ago.
  29. Egwen has the dubious honour of still being the dumping ground for undesireables. The typical student at Egwen is a tiefling; the less socially-acceptable girls are sent to Egwen whilst the more human-looking ones go to rich-looking academies in cities.
  30.  
  31. The problem cases, or students the other schools simply can’t handle are also sent to Egwen.
  32.  
  33. School Dress Code
  34. Egwen provides its students with school uniforms, including formal wear, sportswear, summer uniforms and swimming costumes.
  35.  
  36. The School colours are blue and green.
  37.  
  38. Shoes are brown leather with thin soles; thicker, sturdier shoes are provided for extended outdoor use.
  39. Skirts or dresses can be worn.
  40. Shirts or blouses can be worn with a skirt.
  41. Shirts or blouses have long sleeves in the winter, short sleeves in summer. They are to be buttoned all the way up to the collar – many girls forget this.
  42. Socks or tights must be worn.
  43. Due to a poorly-worded dress code skirt/dress length is not specified, only that *iffe worn with sockes, there ycan bee no more than three fingeres widthe between the fabrick of thee skirt or dresse garment and thee fabrick of thee socke*. Reading into the dress code it is clear that the original proprietors of the school intended that skirts below the knee were expected, it was never made explicit. Nor does the code make it clear what is and is not a *socke*. Several girls have gone to detention after turning up to class in tights without a skirt or dress, usually on a dare.
  44. Since the mages guild took over, cloaks have been added to the school uniform, as well as wide-brimmed conical hats – referred to by the students as robe and wizards hat, even though it is an open cloak and not a full robe.
  45. Ribbons and ties adorn the hat and are used to secure the cloak.
  46.  
  47. The colours and patterns of the ribbons and ties denote the following: the students year of study; dormitory; homeroom; membership in certain clubs (though some clubs use buttons on the hat or cloak); as well as ranks such as club or class leader, Queen of the school year etc.
  48. Students are permitted to customise their uniform with ribbons and ties (and buttons for their robes or hats), resulting in the following unofficial things shown by these: social clique; hobbies or interests; desire for friends; desire to be left alone; whether or not the wearer is open to romantic relationships with other girls (fairly common at Egwen); fixers (who sell contraband from town, as well answers for tests) and many others that change regularly.
  49. The students change the unofficial ribbon (and ties/button) code when they think teachers are catching on. Wearing old code is grounds for mockery.
  50. Some students wear buttons or ribbons on belts or socks, this might signify something about the ribbon or button in question...or might not.
  51.  
  52. To carry books and other school supplies, leather satchels with a single shoulder strap have traditionally been used.
  53. The schools current board has approved belt and bandoleer-style spell component pouches as an optional alternative.
  54. Some of the girls wear belts of stuffed pouches, so that they sway as the wearer walks.
  55.  
  56. Allowances can be made for girls with unusual physical shapes or needs. For example those with light sensitivity are given full-body robes with hoods and a face-mask if required.
  57.  
  58. Headmaster
  59. Sir Christoph Sarum
  60. A very tall man with a deep voice, long white hair and a long white beard.
  61. Sir Sarum is a master necromancer.
  62.  
  63. Groundskeeper
  64. Master Sergeant (ret.) Ben Answick
  65. A short man who walks with a limp, he has scarred hands and face.
  66.  
  67. Teachers
  68.  
  69. Chansia
  70. Elderly tiefling with a face like melted green wax, friendly
  71. Etiquette and Home Economics
  72.  
  73. Gallis
  74. Tiefling woman with a lizard-like face and horns
  75. Politics and History
  76.  
  77. Petunia
  78. Naga-lady with a very short temper when due to shed her skin
  79. Mathematics and Literacy
  80.  
  81. Sallazar (you)
  82. Human wizard (abjurer)
  83. Arcane Theory and Basic Magic
  84.  
  85. Club Trainers
  86. Master Fenra Telgether: A Halfling wanderer who travels the lands looking for ways to improve his arts. He is very willing to take on students and sees passing on his skills as a duty. At 90 years of age he probably knows a lot of different styles but apparently much prefers the softer and less direct ones.
  87.  
  88. Thunder Drum: A Golem kept at the Shtell Mages guild. Built years ago to master all forms of music and bardic magic. Its performances are said to be technically perfect but lacking in emotion.
  89. Thunder Drum hates your lack of musical ability.
  90.  
  91. Brand
  92. A town near the School; has a lot of farms nearby.
  93.  
  94. Adventurers Club
  95. Currently you have a single building, converted into a training facility for fighters.
  96.  
  97. The Adventurers Circuit
  98. Less of a place, more of an infrequent gathering and the people you might meet there.
  99.  
  100. Daven and David Aka *the two Daves*
  101.  
  102. A pair of dwarves you befriended during your school years. Together the three of you worked on the first adventurer competition dungeons.
  103.  
  104. Other Adventurer Clubs
  105.  
  106. Faith and Steel
  107. A group sponsored by an inter-faith organisation known as the Order of Cleansing Light. Two paladins and two clerics. This group is new to the Junior League but are already making a name for themselves. One of their favourite tactics is area attack spells followed by charging en-masse.
  108. Theme (Divine) can use additional divine magic items, higher level divine spells.
  109.  
  110. Right to Rule
  111. A self-funding group of young nobles. Two Fighters and Two Bards. Not the best success rate in matches but they are very well equipped and will usually bring specialised items for specific matches. They have already received several cautions from judges for attacking when a match is declared finished.
  112. Theme (none).
  113.  
  114. Spellcraft Supremacy
  115. Sponsored by the Western Albia Mages Guild. Three Wizards, one Sorcerer. Another new group, prefer to use magic as a solution to all problems. Had to withdraw from a lengthy match several weeks ago citing health concerns. The on-site cleric said they’re just lazy and out of shape and that after running a half-mile two of them just had shortness of breath.
  116. Theme (Arcane) can use additional Arcane magic items, higher level arcane spells.
  117.  
  118. Soaring Falcons (Junior)
  119. Sponsored By Soaring Falcons Mercenary Company. Fighter, Rogue, Wizard, Cleric. A young team but with some very experienced trainers and coaches. The Soaring Falcons are in this competition to win, no matter the cost. They try to match their tactics to the situation, but are sometimes overeager.
  120. Theme (none).
  121.  
  122. Raid Rush
  123. Sponsored by Halriks Berserkers Mercenary Company. Three Barbarians and one Cleric/Bard. Raid Rush have an unconventional fast-attack style and rely on their durability and determination to get them through tough situations.
  124. Theme (none).
  125.  
  126. History
  127.  
  128. Long ago, in antiquity, the continent of Selam was united over the course of thirty years by a brutal warlord called Hansogerad. He conquered kingdoms and tribes, forging the Empire of Gerad out of them.
  129. His empire survived hundreds of years and a great deal of effort was made by imperial bureaucrats and scholars to erase all knowledge of the kingdoms from before the Empire.
  130. Hansogerad was recast as a heroic figure who raised his people up out of ignorance and barbarity. The Empire was split into provinces, and many still remembered their old cultural identities, passed down by word of mouth.
  131. The history of the Empire was not peaceful: provinces constantly rebelled and the tribes of Wegan were a constant threat.
  132. In addition the forces of the drow city-states and the ancient empire of giants, Jalkalta launched raids over the Northern and Southern Landbridges.
  133. Indeed, many people followed Hansogerad because defeated both of these ancient foes in battle many times, winning him the eternal loyalty of the dwarven clans. Some clans claim Hansogerad was not truly human, but a half-human/half-dwarf. Official sources dispute this.
  134. In Gerad Year 834 the current emperor died, leaving behind seven sons. As law and custom dictated the oldest was crowned emperor.
  135. Emperor Tarusgerad reigned for a few years and almost drove the empire into poverty with his foolishness. He demanded endless tributes and monuments in his honour, alienated his father’s oldest allies and it is rumoured he was murdered by his own brothers, rather than the official story of *unknown disease*.
  136. His brothers disagreed over who should rule, and the last hundred and more years have been spent at war.
  137. The Treaty of Hansice ended the war five years ago, and formerly recognised the various kingdoms and nation states that have grown out of imperial provinces.
  138.  
  139. It is now GY 946
  140.  
  141. Religion
  142. The Empire held the Six as sacred, three good gods to be followed and emulated, and three evil gods, to be placated.
  143.  
  144. Maros: The Ruler; God of hierarchy and order, nobility and rulership.
  145. Yselm: The Mother; Goddess of healing, compassion and all those without the power to help themselves.
  146. Gatrus: The Warrior; God of battle, enjoying life and battling evil.
  147.  
  148. Tsyem: The Schemer; God of deception, conspiracies and dark bargains.
  149. Salaya: The Temptress; Goddess of corruption, treachery and oath-breaking
  150. Orgoth; The Beast; God of might, struggle and bloodshed
  151.  
  152. The Six are unseen, and even their highest agents (powerful angels and demons) appear only rarely.
  153.  
  154. Most people follow one of the gods whilst making token offerings to the other five, though worshippers of the whole pantheon are common enough.
  155.  
  156. Following one of the good gods results in a person trying to emulate them and leave up to their ideals.
  157.  
  158. Following one of the evil gods is more about giving them offerings so they won’t interfere in your life, or might offer you some small favour if they do.
  159.  
  160. Some truly follow the gods darkest aspects however, and many have cause to be suspicious of any who claim one of the last three gods as their patron.
  161.  
  162. Kingdom of Albia
  163. Home to the Albians, the people of Albia. Formed of several smaller provinces, Albia is still struggling with its national identity. It’s people are a mix of various races and although it is ruled over by a human king, it is not a human-majority nation.
  164.  
  165. Kingdom of Kuruze
  166. Kuruze is mainly inhabited by dwarves and humans: There are strict laws against interbreeding and half-dwarves are put to death.
  167. The Kingdom of Kuruze is a place of industry and innovation: many of the inventions and technologies across Selam where created in Kuruze. The Lightning Rail and the Skyships, the muskets and the Ambaric Men were all designed and created in Kuruze.
  168. Kuruze emerged from the Last War with much of its industry and economy intact, since it was and its current King, Tharin, preaches dwarven superiority, particularly that of Kuruze dwarves. Some call him *Emperor* rather than King.
  169. The ruling clan is called the Hewn Clan.
  170.  
  171. Kingdom of Litia
  172. The Litians are mainly elves and half-elves. They are a civilised people better known for their art, music and culture rather than their military might.
  173. Their scouts and rangers are legendary however, and it was they who kept the worst of the Last War away from the forests of Litia.
  174.  
  175. Kingdom of Lanark
  176. Said to be a collection of warring clans rather than a true kingdom, Lanark is primarily a human kingdom.
  177. Lanark clans fought on every side in the war and were one of the few forces who opposed the current peace. In the end they were beaten by starvation: the rocky foothills and mountains of Lanark don’t grow much food at the best of times, and three harsh winters in a row meant that they were willing to sign the Treaty of Hansice.
  178.  
  179. Towns
  180. Becklingill
  181.  
  182. Kingdom of Wester
  183. A Kingdom that is primary human, their heavy cavalry is the best in the continent.
  184. The nobility enjoys ancient rights and privileges over the peasantry, and is ruled by a weak King controlled by the heads of noble families.
  185.  
  186. Kingdom of Skarath
  187. Sometimes called the Pirate Kingdom, Skarath is a nation mainly of orcs and half-orcs.
  188. Skarath has always been a haven for pirates, freebooters and the lawless. Its *King* is elected every 10 years from the pirate captains and it owes allegiance to no nation or creed.
  189.  
  190. Kingdom of Holdershire
  191. The Kingdom of Holdershire was part of Lanark for most of the war: the two split around 20 years ago. The two share a certain stubborn lawlessness but the shirefolk are more savage and make use of sacred berserkers in battle – soldiers whom the shirefolk believe are overcome by the power of the gods.
  192. The Kingdom of Holdershire is mostly human.
  193. The remains of the Southern Landbridge jut out from Holdershires shore.
  194.  
  195. Republic of Izine
  196. The Republic of Izine prides itself on its multiracial makeup: Orcs, humans, elves, dwarves, gnomes, goblins – all are welcome in its borders. The Republic mandates that every citizen undergo five years of public service in any one of a number of ways, including its military.
  197. During the war the Republic fought not with passion or righteous fury but rather cold calculation and methodical organisation, making excellent use of the forts and high city walls that a paranoid general had demanded generations ago.
  198.  
  199. Cities
  200. Ceram
  201.  
  202. Kingdom of Kailuge
  203. A mostly dwarven Kingdom, Kailuge played little part in the Last War. They were far more focused on maintaining the defences of the Northern Landbridge and ensuring the drow did not take advantage of the civil war to invade.
  204. In the end it was the simultaneous invasion across the both bridges by the drow and the giants allied with one another that prompted the treaty of Hansice.
  205. With the Southern Landbridge destroyed, only the Northern Landbridge needs to be guarded and Kailuge receives regular aid and soldiers from all of the other nations to maintain its seven-wall defence.
  206.  
  207. Kingdom of Lysva
  208. A centre of trade, wealth and decadence; Lysva is blessed with rich mineral wealth and in the days of the empire was the centre of its banking system as well as hosting the former capital of the empire (now ruins).
  209. Lysvans tend to think of themselves as the centre of civilisation, and look down on all others as boorish and civilised.
  210.  
  211. The Capital of Lysva is Veltwing.
  212.  
  213. Kingdom of Reilad
  214. Reilad is mostly farmland and hills. The vast cattle herds of Reilad are its wealth and its people live a semi-nomadic lifestyle as they follow the herds across the lands.
  215. Primarily a human and halfling land.
  216.  
  217. Republic of Shtell
  218. The Republic of Shtell was carved out in the last war by several mages guilds who kept invading armies out for their own peace of mind, but had no interest in the minutiae of ruling.
  219. Eventually an elected body was supported by the guilds, and governs the republic, though they still listen to the mages guilds.
  220. The Republic is a mix of all races.
  221. The Northern Mages Guild of Shtell funds Egwen Girls school.
  222.  
  223. Kingdom of Exer
  224. A nation of seafarers and the natural enemies of Skarath. Rather than pirates, the Exarans where the backbone of the Imperial navy, ferrying its troops where they needed to go, and constantly fighting the ever-rebellious Skarath.
  225. The Kingdom of Exer is mostly forest, and is inhabited by humans and elves.
  226.  
  227. Kingdom of Torrow
  228. Longtime foes and rivals of Wester. Each has the same social strata of nobles and serfs, the same reliance upon heavy cavalry, and the same codes of honour. Suggest to a Torrowman or a Westerman that they could be anything like their ancient rivals and you will soon find yourself in a fight however.
  229.  
  230. Lands of the Wegen Tribes
  231. Inhabited by human and orcs and ogres, the Wegen tribes are not a coherent nation, but rather a vast sprawling froze territory that no sensible person wants to live in.
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