Wyrmknave

Ohnuma Fluff

Jun 6th, 2012
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  1. On the planet of Tryn, there is but one continent. It is called, in the common tongue, Ohnuma, and it forms a ring around the Inner Sea. In the East lies the Free Republic of Karderagh, an alliance of men, dwarves, and halflings living in harmony with the land and the seas. On their northern border lies the forests that are the domain of the Elven King Saren Billowsblade. Alongside one another in the North West of Ohnuma are the Dwarven Mountainhome, where dwells the great Queen Rina Ironcrown, and the enterprising Free Brotherhood of Guilds, who occupy the shores on either side of the mountains. The arid desert that is the extreme west of Ohnuma is home to any number of nomadic tribes and hidden mysteries, and rarely sees successful travel through it. In the South West it gives way to verdant plains that are home to the dwindling Kingdom of Rislin the Red. Encroaching on their borders in the south is a society known to the outside world varyingly as The Swarm, The Red Claw, and Those Upstart Monsters on the Other Side of the World. They refer to themselves as The Coalition of the White Banner, and they are a united group of monsters aiming to take the plains surrounding the dark swamps and wastelands they claim oppression drove them to. Their borders bring us back to the Free Republic.
  2. While the fastest mundane way to travel about Ohnuma is by boat across the Inner Sea, but direct travel to opposite sides is ill-advised, if not impossible. In the center of the Inner Sea lies the Eternal Maelstrom, a storm so terrible that just to approach it is to risk death. Only Captain Pratchet Rumm and the motley crew of The Stormrider have sailed clean through the Maelstrom and lived to tell the tale. The Outer Sea is largely uncharted, though enough trips have been mounted across it to confirm that Tryn is round.
  3. The political state is largely solid, but unstable. The Elven Kingdom is reclusive and isolationist, the Dwarves of the Mountainhome trade only with the Brotherhood of Guilds, and grow progressively more weary of the outside world. The Brotherhood, providing the fastest trade routes, best services, and having their fingers in the most pies, garners as much distrust as it does business, but is viewed as a necessary evil. The various Guilds in its membership, though, are prone to infighting, and never moreso than now that the custom of the Red Kingdom may disappear, and the potential custom of the Coalition is considered. Though friendly with the Kingdom, the Free Republic of Karderagh has yet to offer any aid, and many speculate they may seek to make a truce with the Coalition after it has consumed the Kingdom’s land. The Red Kingdom can do little but fight in the hopes that it may survive.
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