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Mar 24th, 2018
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  1. Campaign 1 Lore: Enter Galandria
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  3. In the beginning, Primordial Titans roamed the surface, leaving traces of their elements to intermingle and create the world of Galandria. Continents formed, oceans filled, and slowly civilizations took over the planet. The Titans threatened in their mere existence to destroy the civilizations, so a group of brave warriors and mages took a stand and fell the Titans, each with the help of a God who favored them. When the Titans fell, the group divided their power and decided to spread throughout the world in order to keep balance. Millenia passed, and those of the group disappeared, their weapons each falling into legend themselves and sought after by jealous minds. Lost to the sands of time, the lands became divided and colonized, and the legends became forgotten among the majority of the people.
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  5. Veera, the continent in the southeastern section of Galandria, is where we begin. Veera was plagued by countless wars and incursions by warlords, archmages, and master thieves. One Archmage, whos name was lost, summoned the power of the Goddess of Mountains, Ulaa, who razed the land and ended the conflict, creating The Widow’s Spine in the process. After the near cataclysmic event, the heads of each tribe came together and made a pact to stop the fighting and divided the land: Kravenrock to the west, Mythraltis to the north, and The Rift to the south. This event was known as The Separation. The Widow’s Spine mountain range splits Veera, almost fencing off The Rift from the other two nations. The East side of Veera is open wildland with small merchant towns, but no centralized government of sort. The coastal city Dremor is located here, and is mainly a port city to allow free trade with other continents.
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  7. Our party starts on The Loran, a merchant ship seeking free trade of goods from the Mainland. Captain Kingsly runs The Loran and has a small crew, with even smaller patrons who paid for there travel. Each had their own motives for traveling to Veera. It is just after midday, and the crew is starting to settle into the galley for drinks and good times. (Here will be placed the introduction of a party member or two, to get the playing started).
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  10. Dremor is a small port town, mainly used as a place for travelers to land safely on Veera without having to answer to any governing body. Most folk in the town only stay as there is safety in numbers in these wildlands. Guards here are not well armored, mostly only servicing as a military to protect the citizens in exchange for food and lodging. The Creaky Branch is the tavern & inn in Dremor, with most of the guards staying there if they do not have a family to stay with. There is a message/quest board outside the tavern. The Creaky Branch is located just off the docks of Dremor, to ease access by traders coming by sea. Dremor has a small blacksmith workshop, owned and run by Ibra, a male half-orc. Connected to it is an even smaller shop where a potion maker, Afra Musk, and her husband Adger live and sell from. On the northern outskirt of town, a small shop named Xyllyn’s Georgraphy is run by a horrendously ugly tiefling women, Xyllyn. She supplies the town’s guards with maps of the local area for their patrols.
  11. The lands outside the town are dangerous, scoured by bandits and beasts, and hard to tell the difference between them. To the North crested by hills is ancient keep, dating back to times before the Separation, known as the Helstone Keep. The keep has since been scarcely used as an early-warning post for Dremor, but with only a couple guards there any given day. A wide river runs from those hills to the coastline on the southside of Dremor. Other small encampments lie to the west, and even a small trade town sprouted up to the north, Welmill.
  12. Welmill is a slightly smaller town than Dremor, with a more functionable military presence. A guard tower to the east protects that side of the town, while guards are stationed along the roads leading into Welmill. There is a windmill to the north that was the first building of the settlement, and is still functioning. The hardened dirt roads inside the town all lead to the Millstone Inn & Tavern, which is owned by halfling women, Breyla. A stable is located on the south entrance to the town, owned by Sandra Kel, a human farmer who doubles as a soldier for that entrance. On the north side of town, a blacksmith hammers away at his forge, which is owned by male Bronze Dragonborn, Kro-gor. On the right side of the Millstone, and connected, is a bakery called The Powdered Claw, run by a small female gnome, Jin Varis. Finally, the last notable building is on the left to the Millstone, an enchanted building known as Mordekaiser’s Magic Emporium, run by a scraggly old gnome, Zivig. The building’s enchantment keeps a barrier that dispels magical effects on anything within 5 feet of it.
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  14. Kravenrock is ruled by a tyrant king, Emperor Drasil, and the land is split into various tribes, each ruled by a member of his council, and his will is enforced by his army, the Ferrin. Drasil himself is said to be a descendant of the First King, the man who slayed one of the Titans. With the fear he instills, the farmers and merchants in Kravenrock do not dare to step against him or his council. The Palace resides in Kraden, the nation’s capital, and is surrounded by three walls, radiating out from the palace at its center. Each wall divides the populous by social/economical class, with the poorest farmers and slaves living in the Outer Ring, roughly 80% of the populous. The Middle Ring houses merchants and trade commodities, as well as the training grounds for the Ferrin. Cobblestone roads radiate through the rings for trade routes. The Inner Ring is filled with the highest class of living, with the council members each having their own mansions, as well as the 4 Ferrin Generals. On the outside of the Outer Wall, four gates allow passage into the city and are guarded by Elite Ferrin. Passage into the city is usually restricted to merchants, Kravenrock citizens, or those who have business with Drasil. Kravenrock has peaceful trade negotiations with Mythraltis, in exchange for military alliance. The Rift does not put out trade routes to the other nations, although Kravenrock has made a blood pact leading back to The Separation that allows Rift activity in the Outer Ring to go unnoticed in exchange for information on Mythraltis.
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  16. Mythraltis to the north is governed by The Council 7, seven of the strongest mages in the nation. Every 10 years, the council is subjected to a reform, changing out older members in order for new to join. Once a person joins the Council, they are given a Number to replace their name when records are written, to protect their own identities from assassination. The Council allows magic of all sorts practiced in the nation’s borders, going as far to gather and horde as many artifacts and magical knowledge inside its rule. Mythraltis’ capital city, Altenheim, is separated into two main districts, The Mind District [Arcane],The Matter District [Druid/Divine]. Each district has 3 members on the Council of 7. The final Council member is chosen by the populous in a vote. War and strife has not come to Mythraltis since The Separation, and they have had peaceful trade negotiations with Kravenrock in exchange for military alliance if the need shall rise. The College of The Ancients is located in this nation, where aspiring mages come to learn and enhance their talents, while religious temples keep duplicates of many records stored deep in it’s catacombs to secure the knowledge survives strife.
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  19. The Rift is cut off to the other nations by the Widow’s Spine. Trade between The Rift and the other nations is almost impossible...unless you have access granted by the governing guild, The Pike. The Pike is a thieves guild that instills both fear and commerce throughout The Rift, using tunnel systems and secret entrances to quickly get from one side of a town to another. If one wanted to traverse to or from The Rift, tunnel access would be needed otherwise it would take the perilous journey through the Widow’s Spine, and even then travelers would have to answer to Pike members stationed along both sides. The Pike has secret members spread around the nation, but to those who are knowledgeable, the center hub is located inside the port city of Helna on the southern coast. The Pike governs the nation by having it’s members post notices secretly in every town to decree whatever business is needed. As members’ identities are only discernible by a brand on the spine, knowing who is in or not is a task itself. There is a Head of The Pike, ‘The Fang’, currently being Raynell Backbiter. Any member of The Pike can challenge the leader to a one-on-one duel to the death, known as the Coup De Gras. Each new leader rips out a tooth of the previous leader to attach to a necklace, signifying a change in leadership and dominance.
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  21. Continent: Halbear
  22. Rypomm Mountains
  23. Bhumfuhn
  24. Home of Rumdik Cragstrike
  25. Base of the Rypomm Mountains
  26. Mining Village.
  27. Will trade with other races
  28. Mostly Dwarven citizens
  29. Beastspine Mining Co. Owner Most infuencial
  30. Lorril Beastspine
  31. Daughter: Haley Beastspine, sole inheritor of the Mining Company
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  35. Continent: Ca’Ragor
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