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The World of Arvahn

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Jan 31st, 2015
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  1. The World of Arvahn
  2. Sellsword's Quest takes place within the world of Arvahn, a low fantasy setting in which you play Eirik, a Northern warrior from the White World Wastes. In this world there exist common fantasy races, such as Dwarves, Orcs and Halflings. Creatures of legend, such as Elves or Dragons are precisely that, legends. They do exist, but the number of mortal beings that have seen these creatures even within the last few decades could be counted on your hands. Magic exists as well, however it is rare and usually reserved for the rich and powerful, and perhaps you shall in time become powerful enough to posses such items.
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  4. The Continents
  5. Caelden: The continent of the west whose political landscape is as treacherous as it is lucrative, Caelden is a land of Kings and Lords whose ambitions more often than not put them at each others throats. For an aspiring Mercenary such as yourself it is a place where fame and prestige can be yours so long as you don't mind getting your hands dirty. Said to be the birthplace of humanity and the halflings and the home to the majority of the fair folk, it is seeped in legends and superstition though which are true and which are wives tales it's hard to say
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  7. Karavash: The continent of Karavash is known for one thing. Gold. Known as the 'Cradle of Trade' Karavash's centrality in the world has made it an ideal middle ground from trades from every corner of the world. It is ruled by the eight Trade Princes and Princesses, the most wealthy men and women in all of Karavash, and possibly the world itself. It is also home to the magical and econonmic capitol of the world, Godsfall. It is said the Orcs originated from this desert land, with the tan and sandy skin of their ancestors having originated from this place. The bravest of men might brave the ancient catacombs and temples of civilizations long since past in the hopes of acquiring magic items that have escaped the notice of others.
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  9. Lao Xia: The land of the East, a land of mysticism and legend composed of nine large islands each with it's own customs and legends. Lao Xia is rules by three Emperors, each of which whom claims three islands under their domain. While it's social system is strict and rigid there is much work to be found for an outsider who exists outside of the laws and tenants of Lao Xian society. If one were to gain the favor of one of the Emperors, or perhaps of a powerful mystic, glory and power would be there's to claim.
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  11. Junta: The continent of Junta is a place of extremes, with thick lush jungle on one end and arid Savannah on the other. It is a sparsely populated due to the hostile wildlife that permeates the land, however ambitious entrepreneurs have sought to change this forgotten land into a second Karavash in the hopes of becoming as wealthy as the Trade Princes themselves.
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  13. The White World Wastes: The Continent of the north, the White World Wastes is a harsh and brutal land, dominated by oppressive snow and legends older than mortal life itself. Little is known about this frigid land, other than that it's only hospitable inhabitants are fair haired folk who live in massive clans. Work still yet exists for those who search out for it, as scholars and wealthy businessmen have been trying for decades to probe the forgotten places of this land, as most of it remains untouched for hundreds of years. It is said the first dwarves made their homes here, however a disaster that caused the collapse of their home and the endless winter drove the majority of them to new lands.
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