General Knowledge
Posted: Tue Dec 06, 2016 11:55 pm
Welcome to Genwald
This section is for common knowledge. More details known by individual characters will be listed in their sub-forums.
MAPS!
Sun Kingdom map (1 square is 5x5 miles or 25 sq mi)
https://www.dropbox.com/s/1y7l8wjr05u00 ... m.jpg?dl=0
Closeup of the Southern campaign area (including Fenris Forest)
https://www.dropbox.com/s/4as1aive0yn7w ... h.jpg?dl=0
Closeup of the Northern campaign area
https://www.dropbox.com/s/duggpff6pgrlp ... h.JPG?dl=0
The Sun Kingdom (European style, Late Medieval Human NG Monarchy) is the basic Campaign area, but PCs can end up anywhere.
-The Sun Kingdom is one of the more advanced cultures on the planet. It bears one coastal border, and lies nestled between Elven and
Dwarven kingdoms. Magic use within the realm is partially regulated but prevalent (7 official major towers of Magi). The kingdom has
a history of good relations with the demihuman populations nearby, but misunderstandings are becoming more frequent and severe.
The long-time ruler, Good King Gregory the third of House Ulfbert, passes away in his old age from complications of a mysterious plague
that swept the capital and surrounding areas not five years gone. Now his young son Clarence the 1st, inexperienced, naïve, and
uninterested in ruling has been coronated. The 13 Great Houses strive to maintain their footing, while they and the lesser houses
cultivate any opportunities to advance their fortunes.
- Trade flows freely with many foreign lands, and the influx over the last few decades has introduced a more unpredictable economic
dynamic than previously anticipated. Strange cultures are becoming more and more common to see, as are monstrous humanoids
wanting to partake in ‘civilized’ society. Individuals of the more common monstrous races are tolerated on a regular basis if they obey
the laws of the realm, (goblins, half-orcs, half-ogres, gnolls, bugbears, etc) and can even become shopkeeps, soldiers and productive
members of society.
The Time Before:
Legends of the birth of mortals, the schism of the races, the rise of man, and the Kingdom of the Sun. [The Human perspective]
Ancient Past: Year 0 - 2900, OA (Original Age)
Pre-recorded history: (survived in tales, song, games, traditions, language)
[Commonly held beliefs by those who don't have more detailed information]
Gods' and godlike peoples* once roamed the earth. They fought great battles and wrought their kingdoms from the land. All peoples
are their descendants and vie for mastery of the world.
The world was shaped by the gods' battles. Peoples were scattered to the far reaches of the world by the 'Gods' War' so that they
would not unite and use the items of great power that the gods themselves had crafted to war with one another.
During this time were created the "Eternal Ones" who later became known as the elves. Other races were created by the gods,
corrupted from the eternal ones, or drawn from more bestial stock.
Many changes took place, but more is not known by most humans
Birth of Man: 2900 - 3040. OA
Creation then Transition from stone age to savage technological culture:
Eventually came man, and he was ill equipped to survive... he hid in caves, trembling at the rumbling of the heavens and the roaring
of the beasts... until man discovered fire...
Tribal humans bound together for survival. Gradually they learned to hunt well and cultivate the land. Hunters and fishers sustained
the tribes which lived near the forests or oceans and lakes, but sought safety in the field (where they could see danger coming).
The more difficult terrain lay yet un-tamed and rife with danger. The gods are present but reclusive and temperamental...
The Woods:
Roamed by Wild things (natural predators), evil spirits (monstrous humanoids), and demigods (Sylvan and High elves). Some human
tribes skilled in hunting and woodcraft managed to survive here with the blessings of the demigods. they followed certain guidelines,
taking only what they need. They revere the elves and forces of nature, and are allowed to sustain themselves. To the southern
forest the demigods are wild and violent and less tolerant ( Sylvan elves). Greater devotion to nature is demanded (druidic humans
emerge and survive), and the beasts are more fierce and strange.
The Mountains:
Inhabited by twisted, evil man-like things (goblins, orcs, other monstrous humanoids), tricksome spirits (gnomes), and a strange but
powerful short folk (dwarves). The mountains are an un-explored wonder. The gods of fire and stone live there, and suffer little the
whims of humankind. Few who venture ever return. Those who do are mad or broken.
The Sea:
Wild and untamable, titanic sea creatures and dragons live beneath the waves, the gods of Wind and Water rule here and humankind
quakes at their presence.
The Swamps:
To the East, deep in the wood only barely known by humankind now, the spirits of true evil and death reign. Not even the demigods of
the wood venture here without consequence.
The Fields:
Friendly, Half-measure folk (Halflings) live in the ground and help humankind survive. Semi-permanent tribal communities became more
stable. The first truly permanent known human settlements in the area established and grow. Predators and pack hunters still roam
and venture here, but gathering numbers/growing populations combined with permanent settlements allow humankind to thrive.
Eventually humans furthered farming technology and began domesticating animals and using them for labor, livestock and protection (canines)
.
Human magic at this point is known only a very few naturally-talented individuals that are born. They become shamans and tribe-
leaders, witch-doctors and wise-men. They protect the tribes as best they can and consult the gods. In those days it was said that
magic wasn't truly divine or arcane, but both. Elemental magic made a base of sorts.
Ascent of Man: 3040- 3220 OA
Transition from savage culture to Bronze age
Farming technology grows farther and faster with the use of domesticated animals. Construction capabilities improve, smaller groups if
humans try to take what they can. Inter-tribal conflict becomes an issue as groups compete for resources. Fighting is mainly in the
form of raids or invasions. The friendly small-folk withdraw from certain communities and hide themselves in the hills and shallow
woods or near the more peaceful tribes; loathe to be drawn into conflict.
Looming Threat: 3220 OA
The Dwarves (far more technologically advanced at this point) send representatives to the humans with startling word: A wave of
destruction is coming and all must band together to survive. Many tribes ignore the warning and continue their in-fighting. A few are
convinced of the danger and those deemed worthy are taught basic warfare by the Dwarves along with better technology
(rudimentary metal-working).
3260 OA
Other tribes grow jealous and use craftiness and lies to receive the same from the Dwarves, who are slow to agree to help them. The
horde reaches Dwarven lands, so the technology is shared to all, knowing every soul and sword is needed.
Invasion! 3310. OA
Mankind in this area faces its first true taste of warfare as a massive horde of monstrous men (Orcs, goblins, trolls, giants, ogres)
pours from the mountains. Man and Dwarf fight side-by side for survival. The threat overwhelms many settlements and the outlying
dwarven holds. The demigods of the wood (Elves) are assaulted as well. The battles rage for years. The gift of understanding arcane
magic is shared with mankind by a desperate few trickster spirits who live in the mountains (Gnomes) and demigods of the Eastern
wood (High Elves). After more than a century of warfare, the now-scattered hordes disperse.
3410 OA
Transition from Bronze to Early Middle Ages
Military strategy, Dwarven construction, Gnomish technology, elven and gnomish magic catapulted man into the next age. More well
established cities formed, and farming advancements led to a population boom. Loyalty was greatly valued. Houses of great leaders
grew and formed almost clannish brotherhoods. Most surviving tribes/groups joined one of these hundreds of houses, some growing far
greater than others.
3480 OA
Some of the less scrupulous houses attacked unaffiliated families/tribes. This sparked a conflict with the other houses, and Alliances
formed. As sides were taken among humans, demihumans stepped back from man. Humans fought for decades and eventually 'The
Kinship' prevailed (being good-hearted, their ancestors had received the demihuman gifts sooner and had a slight edge).
3570 OA/ 0 YS
The Sun Kingdom was established, with House Ulfbert reigning (leading the alliance known as 'The Kinship') The Year of the Sun is
declared, and calendars are changed from the Old Age (or Original Age) to the Year of the Sun (YS). The time before is now referred
to by man as Before Enlightenment (BE)
The Seven Great Towers of Magi are sanctioned, funded by various groups and houses, established as centers of learning. The towers
were raised up near existing communities known for their particular area of study.
3670 OA/ 100 YS
Transition from Early Middle to Late Middle Ages
Trade opened again and emissaries were sent far and wide to find other cultures and represent the Sun Kingdom to the world. Strange
new lands are discovered and welcomed when peaceful. Demihumans begin to affiliate with humans readily again. More secrets were
shared, and technological advances made.
Weak Ruler: 3730 OA/ 160 YS
House Ulfbert almost falls in a succession. A 'cousin' is crowned. During the political weakness foreign delegations pounce and
negotiate many rights and trades unfavorable for the Sun Kingdom. This opens gates to a flood of other cultures having rights in the
realm.
<more detail later>
Current year: 3762 OA/ 192 YS
This section is for common knowledge. More details known by individual characters will be listed in their sub-forums.
MAPS!
Sun Kingdom map (1 square is 5x5 miles or 25 sq mi)
https://www.dropbox.com/s/1y7l8wjr05u00 ... m.jpg?dl=0
Closeup of the Southern campaign area (including Fenris Forest)
https://www.dropbox.com/s/4as1aive0yn7w ... h.jpg?dl=0
Closeup of the Northern campaign area
https://www.dropbox.com/s/duggpff6pgrlp ... h.JPG?dl=0
The Sun Kingdom (European style, Late Medieval Human NG Monarchy) is the basic Campaign area, but PCs can end up anywhere.
-The Sun Kingdom is one of the more advanced cultures on the planet. It bears one coastal border, and lies nestled between Elven and
Dwarven kingdoms. Magic use within the realm is partially regulated but prevalent (7 official major towers of Magi). The kingdom has
a history of good relations with the demihuman populations nearby, but misunderstandings are becoming more frequent and severe.
The long-time ruler, Good King Gregory the third of House Ulfbert, passes away in his old age from complications of a mysterious plague
that swept the capital and surrounding areas not five years gone. Now his young son Clarence the 1st, inexperienced, naïve, and
uninterested in ruling has been coronated. The 13 Great Houses strive to maintain their footing, while they and the lesser houses
cultivate any opportunities to advance their fortunes.
- Trade flows freely with many foreign lands, and the influx over the last few decades has introduced a more unpredictable economic
dynamic than previously anticipated. Strange cultures are becoming more and more common to see, as are monstrous humanoids
wanting to partake in ‘civilized’ society. Individuals of the more common monstrous races are tolerated on a regular basis if they obey
the laws of the realm, (goblins, half-orcs, half-ogres, gnolls, bugbears, etc) and can even become shopkeeps, soldiers and productive
members of society.
The Time Before:
Legends of the birth of mortals, the schism of the races, the rise of man, and the Kingdom of the Sun. [The Human perspective]
Ancient Past: Year 0 - 2900, OA (Original Age)
Pre-recorded history: (survived in tales, song, games, traditions, language)
[Commonly held beliefs by those who don't have more detailed information]
Gods' and godlike peoples* once roamed the earth. They fought great battles and wrought their kingdoms from the land. All peoples
are their descendants and vie for mastery of the world.
The world was shaped by the gods' battles. Peoples were scattered to the far reaches of the world by the 'Gods' War' so that they
would not unite and use the items of great power that the gods themselves had crafted to war with one another.
During this time were created the "Eternal Ones" who later became known as the elves. Other races were created by the gods,
corrupted from the eternal ones, or drawn from more bestial stock.
Many changes took place, but more is not known by most humans
Birth of Man: 2900 - 3040. OA
Creation then Transition from stone age to savage technological culture:
Eventually came man, and he was ill equipped to survive... he hid in caves, trembling at the rumbling of the heavens and the roaring
of the beasts... until man discovered fire...
Tribal humans bound together for survival. Gradually they learned to hunt well and cultivate the land. Hunters and fishers sustained
the tribes which lived near the forests or oceans and lakes, but sought safety in the field (where they could see danger coming).
The more difficult terrain lay yet un-tamed and rife with danger. The gods are present but reclusive and temperamental...
The Woods:
Roamed by Wild things (natural predators), evil spirits (monstrous humanoids), and demigods (Sylvan and High elves). Some human
tribes skilled in hunting and woodcraft managed to survive here with the blessings of the demigods. they followed certain guidelines,
taking only what they need. They revere the elves and forces of nature, and are allowed to sustain themselves. To the southern
forest the demigods are wild and violent and less tolerant ( Sylvan elves). Greater devotion to nature is demanded (druidic humans
emerge and survive), and the beasts are more fierce and strange.
The Mountains:
Inhabited by twisted, evil man-like things (goblins, orcs, other monstrous humanoids), tricksome spirits (gnomes), and a strange but
powerful short folk (dwarves). The mountains are an un-explored wonder. The gods of fire and stone live there, and suffer little the
whims of humankind. Few who venture ever return. Those who do are mad or broken.
The Sea:
Wild and untamable, titanic sea creatures and dragons live beneath the waves, the gods of Wind and Water rule here and humankind
quakes at their presence.
The Swamps:
To the East, deep in the wood only barely known by humankind now, the spirits of true evil and death reign. Not even the demigods of
the wood venture here without consequence.
The Fields:
Friendly, Half-measure folk (Halflings) live in the ground and help humankind survive. Semi-permanent tribal communities became more
stable. The first truly permanent known human settlements in the area established and grow. Predators and pack hunters still roam
and venture here, but gathering numbers/growing populations combined with permanent settlements allow humankind to thrive.
Eventually humans furthered farming technology and began domesticating animals and using them for labor, livestock and protection (canines)
.
Human magic at this point is known only a very few naturally-talented individuals that are born. They become shamans and tribe-
leaders, witch-doctors and wise-men. They protect the tribes as best they can and consult the gods. In those days it was said that
magic wasn't truly divine or arcane, but both. Elemental magic made a base of sorts.
Ascent of Man: 3040- 3220 OA
Transition from savage culture to Bronze age
Farming technology grows farther and faster with the use of domesticated animals. Construction capabilities improve, smaller groups if
humans try to take what they can. Inter-tribal conflict becomes an issue as groups compete for resources. Fighting is mainly in the
form of raids or invasions. The friendly small-folk withdraw from certain communities and hide themselves in the hills and shallow
woods or near the more peaceful tribes; loathe to be drawn into conflict.
Looming Threat: 3220 OA
The Dwarves (far more technologically advanced at this point) send representatives to the humans with startling word: A wave of
destruction is coming and all must band together to survive. Many tribes ignore the warning and continue their in-fighting. A few are
convinced of the danger and those deemed worthy are taught basic warfare by the Dwarves along with better technology
(rudimentary metal-working).
3260 OA
Other tribes grow jealous and use craftiness and lies to receive the same from the Dwarves, who are slow to agree to help them. The
horde reaches Dwarven lands, so the technology is shared to all, knowing every soul and sword is needed.
Invasion! 3310. OA
Mankind in this area faces its first true taste of warfare as a massive horde of monstrous men (Orcs, goblins, trolls, giants, ogres)
pours from the mountains. Man and Dwarf fight side-by side for survival. The threat overwhelms many settlements and the outlying
dwarven holds. The demigods of the wood (Elves) are assaulted as well. The battles rage for years. The gift of understanding arcane
magic is shared with mankind by a desperate few trickster spirits who live in the mountains (Gnomes) and demigods of the Eastern
wood (High Elves). After more than a century of warfare, the now-scattered hordes disperse.
3410 OA
Transition from Bronze to Early Middle Ages
Military strategy, Dwarven construction, Gnomish technology, elven and gnomish magic catapulted man into the next age. More well
established cities formed, and farming advancements led to a population boom. Loyalty was greatly valued. Houses of great leaders
grew and formed almost clannish brotherhoods. Most surviving tribes/groups joined one of these hundreds of houses, some growing far
greater than others.
3480 OA
Some of the less scrupulous houses attacked unaffiliated families/tribes. This sparked a conflict with the other houses, and Alliances
formed. As sides were taken among humans, demihumans stepped back from man. Humans fought for decades and eventually 'The
Kinship' prevailed (being good-hearted, their ancestors had received the demihuman gifts sooner and had a slight edge).
3570 OA/ 0 YS
The Sun Kingdom was established, with House Ulfbert reigning (leading the alliance known as 'The Kinship') The Year of the Sun is
declared, and calendars are changed from the Old Age (or Original Age) to the Year of the Sun (YS). The time before is now referred
to by man as Before Enlightenment (BE)
The Seven Great Towers of Magi are sanctioned, funded by various groups and houses, established as centers of learning. The towers
were raised up near existing communities known for their particular area of study.
3670 OA/ 100 YS
Transition from Early Middle to Late Middle Ages
Trade opened again and emissaries were sent far and wide to find other cultures and represent the Sun Kingdom to the world. Strange
new lands are discovered and welcomed when peaceful. Demihumans begin to affiliate with humans readily again. More secrets were
shared, and technological advances made.
Weak Ruler: 3730 OA/ 160 YS
House Ulfbert almost falls in a succession. A 'cousin' is crowned. During the political weakness foreign delegations pounce and
negotiate many rights and trades unfavorable for the Sun Kingdom. This opens gates to a flood of other cultures having rights in the
realm.
<more detail later>
Current year: 3762 OA/ 192 YS