Game Description and Lore
- Pronouns
- He/Him
IC Thread
The year is 800 A.D. (After Defeat of the Necrolord by the Hero of Light) in the known world (consisting of the Eastern Continent, the islands of Western Gekoumene, and the Cloud Kingdom). In the current Magical Era, spells devised by studying the demons of long gone necromancers have created an age of agricultural capitalism and a commercial revolution. Advancement in spellcraft allows access to new deposits of resources and an uneasy peace enlivens international trade, but most of all dungeons from the fallen civilizations of the glorious past act as a driver of almost unlimited economic growth. Three vast trade networks dominate commerce for the time being, but as an independent merchant with a small company at your back you intend to challenge the status quo and become a prince among merchants!
THE GSRP
Character
Pick a species, name and home country. Then pick a Dungeon Ability and a Overworld Ability. This is the leader of your merchant company. Write a short bio.
Company
Pick a name, a country of headquarters, and two Company Abilities. This is the company you intend to challenge the merchant elite with. Write a short description.
Dungeon Abilities
Overworld Abilities
Company Abilities
Lore Dump I:
Lore Dump II:
Lore Dump III:
Turns, Orders and IC's
Each turn the characters and the NPC trade networks will try to acquire loot from dungeons (and other means differing from company to company) to bring to market for a profit. Payment can be more loot useful to the company, currency (to be elaborated on in play) or even land, titles and social influence. All of these will be tracked publicly for all player and npc merchants.
At the start of the turn the markets across the map will list loot in supply and loot in demand, but that doesn't mean you can't create demand in the right logical place for the right item at the right time. Major world events will be tracked as well to help with this.
Players may submit up to 200 words each turn to describe what dungeon they are going to delve and what market they are going to, in which order, what of their possessions are up for sale, and their general priorities and approach. There's a lot of leeway - for instance bringing goods to market outside of a known trade hub might be risky but if successful over time you might make that location a new center of trade outside of the cartel networks. Cooperating or sabotaging other players or independent NPC's is always possible but the three major trade networks will always be trying to screw you in some way.
Please format your orders in a SV PM to me as Bazaar Fantasia: [Character Name/Company Name]
Deadlines, Updates and Discord
I'll keep deadlines updated here
CURRENT TURN AND DEADLINE: Turn Three Deadline Friday May 4th
Please join the game discord here: Join the Martigan's Game(s) Discord Server!
The year is 800 A.D. (After Defeat of the Necrolord by the Hero of Light) in the known world (consisting of the Eastern Continent, the islands of Western Gekoumene, and the Cloud Kingdom). In the current Magical Era, spells devised by studying the demons of long gone necromancers have created an age of agricultural capitalism and a commercial revolution. Advancement in spellcraft allows access to new deposits of resources and an uneasy peace enlivens international trade, but most of all dungeons from the fallen civilizations of the glorious past act as a driver of almost unlimited economic growth. Three vast trade networks dominate commerce for the time being, but as an independent merchant with a small company at your back you intend to challenge the status quo and become a prince among merchants!
THE GSRP
Character
Pick a species, name and home country. Then pick a Dungeon Ability and a Overworld Ability. This is the leader of your merchant company. Write a short bio.
Company
Pick a name, a country of headquarters, and two Company Abilities. This is the company you intend to challenge the merchant elite with. Write a short description.
Dungeon Abilities
- Class - Warrior: You are a frontline fighting adventurer.
- Class - Mage: You are an adventurer who fights with ranged magic.
- Class - Thief: You are a specialist adventurer, deft with traps and locks.
- Class - Priest: You are a support adventurer with high magic resistance.
- Class - Explorer: You are a jack of all trades, master of none, adventurer.
Overworld Abilities
- Artisan: You are some type of craftsman (like a baker or a blacksmith), able to turn commodities into goods yourself (or repair them) without taking them to market to have it done there.
- Farmer/Rancher: You have a ranch or farm at your headquarters where you can cultivate, multiply and modify Meat/Dairy/Livestock or Fruits/Vegetables/Flowers/Grains.
- Mason: You are a builder and architect able to improve your headquarters over time, or rapidly with resources.
- Professional: You are some kind of performer, doctor, or teacher able to make a living off your skills while traveling through the world.
- Appraiser: You can identify the make and origin of loot without bringing it to market.
Company Abilities
- Ship: You have your own ship, allowing you to travel mapped sea routes safely and quickly. Without one you are at risk of pirates and mercy of haggling sea-captains.
- Caravan: You have your own caravan of sturdy wagons, allowing you to travel mapped land routes safely and quickly. Without one you are at risk of bandits and the mercy of lightfingered cart-drivers.
- Men-at-Arms: You command a small company of mercenaries as part of your merchant house. Military tactics don't work well in dungeons but are very useful for tough situations on the overworld map or taking the risk of hiring yourself out in wartime.
- Laboratory: The practical-applications mages at your headquarters will study loot to invent new products that the customers don't know they want yet.
- Secret Society: Your Company is a front for a cult, ninja clan, or illuminated lodge able to exercise influence in a different way than a mere merchant can.
- Family: Your Company is your literal family, through blood/marriage/adoption/Beastman friendship ceremony. They'll act to help you even without you asking and have stronger bonds of loyalty than hired hands.
Lore Dump I:
UNDERSTANDING THE WORLD THROUGH LOOT
Item
Commodities Tags: Stone/Metal/Wood, Coffee/Tea/Tobacco, Meat/Dairy/Livestock, Fruits/Vegetables/Flowers/Grains, Salt/Sugar/Spice/Herbs, Oil/Fuel, Cloth/Textiles, Paper/Ink
Goods Tags: Weapons/Armor, Potions/Drugs, Books/Periodicals, Coin/Gem/Jewelry/Art/Instrument, Baked Goods, Beer/Wine/Liquor, Clothing, Tools/Equipment
Personnel Tags: Servants, Mercenaries, Tutors/Translators, Musicians/Performers, Smiths/Craftsmen, Builders/Laborers, Barber/Dentist/Surgeon, Mages, Thieves, Warriors, Priests
Vintage
Legendary Tags: Titanmade, Dragonscale, Sunblessed, Moonblessed, Demonic, Golem
Make Tags: Horde [Orc, Goblin, Gremlin, Troll, Hobgoblin], Beastman [Lizardman, Other], Man [Human, Halfman], Elve, Titanspawn [Dwarf, Gnome, Giant, Ogre]
Origin Tags: Magic Era, Church Era, Necrodynasty, Druidic, Draconic Age, Golden Age, Titan Age
EXAMPLE LOOT
Far East Granite
Tags: stone/metal/wood, horde
Granite from the Hordelands. Mined from the quarry at the Thrak Morra cryovolcano by the order of the Hordemaster's Fourth Sublord.
T'far'jit (Snakesword)
Tags: weapons/armor, beastman
Sword of lizardman make. Whistling, flexible steel whip sword from the continent's Southeast swamps.
Constanzia Fumincheo
Tags: servants, man
Human maid. Middle aged woman from the southern kingdoms.
Moonsilver Graces
Tags: coffee/tea/tobacco, elve
Coffee of elvish make, which elven roastmasters' select from the finest berries by use of displacer beasts as smellhounds. Berries are retrieved from the beast droppings, cleaned, dried, and roasted.
Power Pills
Tags: potions/drugs, titanspawn
Potion of dwarvish make. Graham Underlake's muscle maximizing power pills.
Into the Air: A Girls' Primer
Tags: books/periodicals, magic era
Book from the Magic Era, a century old. First edition textbook on the use of flying brooms, spellcraft developed by studying demon magic.
Crusader Doubloon
Tags: coin/gem/jewelry/art/instrument, church era
Coin from the Church Era, a few hundred years old. Coined likeness of The Hero (as a Halfman), commemorating the crusade's execution of the last necromancer, Greavelia the Blood Knight, and comparing it to the Hero's defeat of the Necrolord centuries before that.
Petrified Panem
Tags: baked goods, necrodynasty
Bread from the Necrodynasty, a thousand years old. Fossilized loaf originally baked by the reanimated skeletons of humanity's enemies in the furnaces of the Necrolord's capital on the Cloud Island, to feed disciple mages until they grew to adulthood, ripe for undeath.
Ancient Pale Ale
Tags: beer/wine/liquor, druidic
Beer from the druidic age, a few thousand years old. Made by the hunters of the primeval forest spread by the elven druid kings, lagered in a cave ever since. Made with wild yeast caught in the beards of the extinct giant red yak, and hops gathered from cannabidiol treants.
Thermal Ice Age Tunic
Tags: clothing, draconic age
Shirt from the draconic age, tens of thousands of years old. As humans, elves, and beast men made few lasting goods of quality from this era beyond pottery, it is likely of Titanspawn make. Made from either a synthetic dwarf made fiber or the hair of a now extinct animal.
Golden Tower Cuirass
Tags: armor, golden age
Breastplate from the golden age, a few hundred thousand years old. Brought from the moon by an elven colonial administrator. Made of moonsilver, a moving liquid metal that takes shape when struck and is not normally found on this world.
Fireforge Hammer
Tags: tools/equipment, titan age,
Hammer from the titan age, an eternity's years old. Tool of a firekin elemental forge master, before their species died out in the titanomachy.
Underworld Ruby Apple
Tags: fruits/vegetables/flowers/grains, titanmade
Seed from the fruit of the Earth Titan. Will grow in any soil into a spiny fruit only the strongest can survive eating, granting a fragment of Titan power to the one who does.
Shellshatter Ink
Tags: paper/ink, dragonscale
Ink made with a dragon's tear. A priceless component for spellcraft, worthy of the personal grimoire of the world's greatest mage.
Gadilaean Lyre
Tags: coin/gem/jewelry/art/instrument, sunblessed
A lyre gifted to a Gekoumene songwriter in love by the sun goddess, as part of a prophecy that ended tragically. Its music moves any heart, and even the trees and stones.
Nikkernock Slippers
Tags: clothing, moonblessed
Sandals, not just from the lost elven city on the moon, but stolen from the court of the moon goddess herself. Intended for traveling the space between the stars, but on the world have been used to traverse the crushing depths of the ocean.
Decarabian Imp
Tags: barber/dentist/surgeon, demonic
Usually takes the shape of a buzzing, stinging fly, but those who know it's name can conjure it to take its true form, a handsome barber-surgeon of indeterminate species and sex. Performs its duties unerringly, but will claim the leftovers for itself.
Vemoritas Magia
Tags: mage, golem
A stone construct in the perfect likeness of a famous mage, down to their memories and mana. Control tablet missing or damaged.
Item
Commodities Tags: Stone/Metal/Wood, Coffee/Tea/Tobacco, Meat/Dairy/Livestock, Fruits/Vegetables/Flowers/Grains, Salt/Sugar/Spice/Herbs, Oil/Fuel, Cloth/Textiles, Paper/Ink
Goods Tags: Weapons/Armor, Potions/Drugs, Books/Periodicals, Coin/Gem/Jewelry/Art/Instrument, Baked Goods, Beer/Wine/Liquor, Clothing, Tools/Equipment
Personnel Tags: Servants, Mercenaries, Tutors/Translators, Musicians/Performers, Smiths/Craftsmen, Builders/Laborers, Barber/Dentist/Surgeon, Mages, Thieves, Warriors, Priests
Vintage
Legendary Tags: Titanmade, Dragonscale, Sunblessed, Moonblessed, Demonic, Golem
Make Tags: Horde [Orc, Goblin, Gremlin, Troll, Hobgoblin], Beastman [Lizardman, Other], Man [Human, Halfman], Elve, Titanspawn [Dwarf, Gnome, Giant, Ogre]
Origin Tags: Magic Era, Church Era, Necrodynasty, Druidic, Draconic Age, Golden Age, Titan Age
EXAMPLE LOOT
Far East Granite
Tags: stone/metal/wood, horde
Granite from the Hordelands. Mined from the quarry at the Thrak Morra cryovolcano by the order of the Hordemaster's Fourth Sublord.
T'far'jit (Snakesword)
Tags: weapons/armor, beastman
Sword of lizardman make. Whistling, flexible steel whip sword from the continent's Southeast swamps.
Constanzia Fumincheo
Tags: servants, man
Human maid. Middle aged woman from the southern kingdoms.
Moonsilver Graces
Tags: coffee/tea/tobacco, elve
Coffee of elvish make, which elven roastmasters' select from the finest berries by use of displacer beasts as smellhounds. Berries are retrieved from the beast droppings, cleaned, dried, and roasted.
Power Pills
Tags: potions/drugs, titanspawn
Potion of dwarvish make. Graham Underlake's muscle maximizing power pills.
Into the Air: A Girls' Primer
Tags: books/periodicals, magic era
Book from the Magic Era, a century old. First edition textbook on the use of flying brooms, spellcraft developed by studying demon magic.
Crusader Doubloon
Tags: coin/gem/jewelry/art/instrument, church era
Coin from the Church Era, a few hundred years old. Coined likeness of The Hero (as a Halfman), commemorating the crusade's execution of the last necromancer, Greavelia the Blood Knight, and comparing it to the Hero's defeat of the Necrolord centuries before that.
Petrified Panem
Tags: baked goods, necrodynasty
Bread from the Necrodynasty, a thousand years old. Fossilized loaf originally baked by the reanimated skeletons of humanity's enemies in the furnaces of the Necrolord's capital on the Cloud Island, to feed disciple mages until they grew to adulthood, ripe for undeath.
Ancient Pale Ale
Tags: beer/wine/liquor, druidic
Beer from the druidic age, a few thousand years old. Made by the hunters of the primeval forest spread by the elven druid kings, lagered in a cave ever since. Made with wild yeast caught in the beards of the extinct giant red yak, and hops gathered from cannabidiol treants.
Thermal Ice Age Tunic
Tags: clothing, draconic age
Shirt from the draconic age, tens of thousands of years old. As humans, elves, and beast men made few lasting goods of quality from this era beyond pottery, it is likely of Titanspawn make. Made from either a synthetic dwarf made fiber or the hair of a now extinct animal.
Golden Tower Cuirass
Tags: armor, golden age
Breastplate from the golden age, a few hundred thousand years old. Brought from the moon by an elven colonial administrator. Made of moonsilver, a moving liquid metal that takes shape when struck and is not normally found on this world.
Fireforge Hammer
Tags: tools/equipment, titan age,
Hammer from the titan age, an eternity's years old. Tool of a firekin elemental forge master, before their species died out in the titanomachy.
Underworld Ruby Apple
Tags: fruits/vegetables/flowers/grains, titanmade
Seed from the fruit of the Earth Titan. Will grow in any soil into a spiny fruit only the strongest can survive eating, granting a fragment of Titan power to the one who does.
Shellshatter Ink
Tags: paper/ink, dragonscale
Ink made with a dragon's tear. A priceless component for spellcraft, worthy of the personal grimoire of the world's greatest mage.
Gadilaean Lyre
Tags: coin/gem/jewelry/art/instrument, sunblessed
A lyre gifted to a Gekoumene songwriter in love by the sun goddess, as part of a prophecy that ended tragically. Its music moves any heart, and even the trees and stones.
Nikkernock Slippers
Tags: clothing, moonblessed
Sandals, not just from the lost elven city on the moon, but stolen from the court of the moon goddess herself. Intended for traveling the space between the stars, but on the world have been used to traverse the crushing depths of the ocean.
Decarabian Imp
Tags: barber/dentist/surgeon, demonic
Usually takes the shape of a buzzing, stinging fly, but those who know it's name can conjure it to take its true form, a handsome barber-surgeon of indeterminate species and sex. Performs its duties unerringly, but will claim the leftovers for itself.
Vemoritas Magia
Tags: mage, golem
A stone construct in the perfect likeness of a famous mage, down to their memories and mana. Control tablet missing or damaged.
Lore Dump II:
NOMASTIKON
Titanspawn
Elves: Germanic/Norse sounding names, with the most fairytale sounding versions for places and things.
Beastmen
Horde
ATLAS
Holy Empire: Founded by the Patriarch of the Church of Light during the Church Era, with an elected human emperor from the lesser kings and lords of the empire.
Beastman Empire: Lizardman-led caste based theocratic empire dedicated to Saurianism (the Dragon Cult).
Free City of Ko'Bol: Independent mercantile city-state created by the secession of heretical lizardman priests and the dogman caste of the Beastman empire back during the Druidic Age. Citizens are called Kobolds, without distinction between lizard and dog.
Undermarch: Far Southern dwarven military dictatorship established in a subterranean war against a long-forgotten menace.
Southern Kingdoms: Human kingdoms established by explorers and treasure-hunters in the late Church era through the current Magic Era.
Goto's Land: A vast and fertile volcanic valley surrounded by high ravine walls, this defensible breadbasket was settled by a halfman gentlewoman named Goto during the Church Era. The Church of Light is tolerated but ancestor worship of one's family and clan network is the state religion, incorporated into the plutocracy's rituals and traditions.
Erolkonig: Neo-druidic elven kingdom, isolationist except for the Gotolander halfmen who pass in and out of their territory.
Hordelands: The Orcs were created by the Elves to defeat the Necrodynasty, and instead revolted and created Goblins, Gremlins, Trolls and Hobgoblins in their own image. Under Orcish Hordemasters, this Horde made their home in the most inhospitable part of the continent - full of volcanos, glaciers, cryovolcanos, and killer salt geysers. Practice ancestor worship and an imperial cult of the first Hordemaster.
Strathammer: Kingdom of Titan-worshiping dwarves, with half their traditional population behind the border of the Hordelands.
Cloud Kingdom: The Cloud Isle was originally home to the Golden Tower of the ancient Moon elves, the same way the continent was home to the Garden of Humanity. Human colonists settling the mostly abandoned island after the fall of the tower and the burning of the garden discovered the Tower's Control Slab, founding the Necrodynasty based on the Cloud Island as its innermost territory. When the Hero of Light defeated the Necrolord, some Necrodynasty human and halfman cities converted to the Church and some new settlements were founded by crusaders of various species. However few wanted to emigrate to the former home of the lord of evil, and the indigenous ogres and giants predating the elven colony gradually reestablished control, with a unified kingdom under a royal family of giants and ogres both. Followers of the Church of Light.
Western Gekoumene: Western island nation of humans, under a clan confederation and military dictatorship not unlike that of dwarves, especially the Undermarch. Worship the Sun Goddess in a different way than the Church of Light and always have, but the holy powers of their priests are the same.
HISTORIA
Titan Age: Elemental Titans created the world. Titanspawn civilization (Dwarves, Giants, Ogres) eradicates Elemental (Firekin, Earthkin, Waterkin, Airkin) civilization in a war that divides the Titans and leads to their own destruction.
Golden Age: Sun goddess creates a garden on earth and creates Humanity. Elves colonize from the Moon and build a Golden Tower to control operations from.
Draconic Age: Born from the Titans' hearts in the depths of the earth, Dragons emerge and ravage the planet in fire, mating with surface life to create monsters everywhere. The garden burns and the tower falls. Beastmen arise from draconic descent, with Lizardfolk claiming divine right of rule over all other beastman races.
Druidic Age: Cast into the wilderness from the fall of the tower, elves discover the seeds of the garden of the goddess and use it to spread primordial forests across the world. Heretical lizardfolk form a union with dogfolk to create the Kobold Nation. Halfmen arise from Human descent, Gnomes arise from Dwarf descent.
Necrodynasty: A human philosopher discovers the golden slab from the lost elven tower and uses it to end death, conjure demons, and create golems. Elves create orcs to combat the legions of the dead, but orcs revolt and create the other Horde from in their likeness from the spawning vats - goblins, gremlins, trolls, and hobgoblins.
Church Era: The Sun Goddess intervenes to grant divine power to all who believe in her. A Hero of Light (every species claims them as one of their own) chosen by the Goddess destroys the Necrodynasty and priests of all civilizations create a universal Church of Light across the world - except in the Hordelands which refuse the healing power of the Goddess the same way they refused the immortality offered by the Necrodynasty.
Magic Era: (current) Relics of the Necrodynasty, after purification and censorship by the Church, combined with techniques learned from fighting Demons who are master mages themselves, lead to a new high age of magic - with magic allowing a technological and material level of wealth and commerce between the civilizations previously thought the sole realm of the gods.
Titanspawn
- Dwarves: Scottish/English names with surnames after places and places named in very literal english (ex: Whiterock, both a place and a family name)
- Gnomes: Welsh sounding names, literal english epithets instead of surnames (ex: Quickhands)
- Giants and Ogres: Irish sounding names, literal english patronym/matronym surnames (ex: son of X, daughter of Y)
- Imperial Human: Romanesque names and dog latin place/thing names.
- Southern Human: Italianesque names and place/thing names.
- Gekoumene Human: Greco-Japanese names and place/thing names. Family name before given name.
- Halfman: Medieval and regional Spanish sounding names, no surnames, name places/things after people
Elves: Germanic/Norse sounding names, with the most fairytale sounding versions for places and things.
Beastmen
- Lizardman: Fantasy gibberish names and nouns with lots of x's, z's, and apostrophes.
- Other Beastmen: Shorter apostrophe based names with no x's or z's (ex: Ko'Bol)
Horde
- Orc: Morkborg ass very metal sounding Nordic-ish names with a dash of fake fantasy Sumerianish, with guttural combinations of syllables (ex: Mag Thraka, Ur Ngoth). Surnames are a combination of those sounds and english descriptors (ex: Guzzkill, Bloodthrag)
- Goblin: Descriptive english names (ex: Bright Eyes) and nouns (Glimmerstab).
- Gremlin: Like a cross between elven and orcish names and nouns (ex: Althibuzz, Gorelai).
- Troll: Like orc names/nouns but with lots and lots of x's and z's like a lizardman.
- Hobgoblin: Onomatopoeia given names with descriptive english family names (ex: Screek Redhat)
ATLAS
Holy Empire: Founded by the Patriarch of the Church of Light during the Church Era, with an elected human emperor from the lesser kings and lords of the empire.
- Magne Vitruvum: Kingdom of humans and halfmen. Patchwork of kingdoms, duchies and counties.
- Magne Dryades: Kingdom of elves who, after warring with Beastmen and creating the Horde to try to fight the Necrodynasty alone, finally allied with humanity. The Church of Light is not the only official religion, the royal family and most of the upper nobility are still Moon Goddess worshippers.
- Magne Gnomus: Ostensibly the kingdom of dwarves who converted to the Church of Light from their normal Titan-worship, but in actuality the majority population are elves, with only the Dwarven patricians of Whiterock able to vote in their republican system.
- Magne Felidae: Kingdom of catmen who converted to the Church of Light during the Church Era's crusades against the Necrodynasty. Ruled by a parliament with property qualifications to enter.
Beastman Empire: Lizardman-led caste based theocratic empire dedicated to Saurianism (the Dragon Cult).
Free City of Ko'Bol: Independent mercantile city-state created by the secession of heretical lizardman priests and the dogman caste of the Beastman empire back during the Druidic Age. Citizens are called Kobolds, without distinction between lizard and dog.
Undermarch: Far Southern dwarven military dictatorship established in a subterranean war against a long-forgotten menace.
Southern Kingdoms: Human kingdoms established by explorers and treasure-hunters in the late Church era through the current Magic Era.
- Regia Garofano: Kingdom of the Carnation, very Prussian and militaristic
- Regia Rosario: Kingdom of the Rose, nautical kingdom interested in becoming a trading hub to rival Ko'Bol. Established by sailors rather than overland expeditions, the royal family is hosting the Hordemaster's daughter as part of a diplomatic mission controversial across the human world.
- Regia Margherita: Kingdom of the Daisy, more devout to the Church of Light than the Holy Empire even.
Goto's Land: A vast and fertile volcanic valley surrounded by high ravine walls, this defensible breadbasket was settled by a halfman gentlewoman named Goto during the Church Era. The Church of Light is tolerated but ancestor worship of one's family and clan network is the state religion, incorporated into the plutocracy's rituals and traditions.
Erolkonig: Neo-druidic elven kingdom, isolationist except for the Gotolander halfmen who pass in and out of their territory.
Hordelands: The Orcs were created by the Elves to defeat the Necrodynasty, and instead revolted and created Goblins, Gremlins, Trolls and Hobgoblins in their own image. Under Orcish Hordemasters, this Horde made their home in the most inhospitable part of the continent - full of volcanos, glaciers, cryovolcanos, and killer salt geysers. Practice ancestor worship and an imperial cult of the first Hordemaster.
Strathammer: Kingdom of Titan-worshiping dwarves, with half their traditional population behind the border of the Hordelands.
Cloud Kingdom: The Cloud Isle was originally home to the Golden Tower of the ancient Moon elves, the same way the continent was home to the Garden of Humanity. Human colonists settling the mostly abandoned island after the fall of the tower and the burning of the garden discovered the Tower's Control Slab, founding the Necrodynasty based on the Cloud Island as its innermost territory. When the Hero of Light defeated the Necrolord, some Necrodynasty human and halfman cities converted to the Church and some new settlements were founded by crusaders of various species. However few wanted to emigrate to the former home of the lord of evil, and the indigenous ogres and giants predating the elven colony gradually reestablished control, with a unified kingdom under a royal family of giants and ogres both. Followers of the Church of Light.
Western Gekoumene: Western island nation of humans, under a clan confederation and military dictatorship not unlike that of dwarves, especially the Undermarch. Worship the Sun Goddess in a different way than the Church of Light and always have, but the holy powers of their priests are the same.
HISTORIA
Titan Age: Elemental Titans created the world. Titanspawn civilization (Dwarves, Giants, Ogres) eradicates Elemental (Firekin, Earthkin, Waterkin, Airkin) civilization in a war that divides the Titans and leads to their own destruction.
Golden Age: Sun goddess creates a garden on earth and creates Humanity. Elves colonize from the Moon and build a Golden Tower to control operations from.
Draconic Age: Born from the Titans' hearts in the depths of the earth, Dragons emerge and ravage the planet in fire, mating with surface life to create monsters everywhere. The garden burns and the tower falls. Beastmen arise from draconic descent, with Lizardfolk claiming divine right of rule over all other beastman races.
Druidic Age: Cast into the wilderness from the fall of the tower, elves discover the seeds of the garden of the goddess and use it to spread primordial forests across the world. Heretical lizardfolk form a union with dogfolk to create the Kobold Nation. Halfmen arise from Human descent, Gnomes arise from Dwarf descent.
Necrodynasty: A human philosopher discovers the golden slab from the lost elven tower and uses it to end death, conjure demons, and create golems. Elves create orcs to combat the legions of the dead, but orcs revolt and create the other Horde from in their likeness from the spawning vats - goblins, gremlins, trolls, and hobgoblins.
Church Era: The Sun Goddess intervenes to grant divine power to all who believe in her. A Hero of Light (every species claims them as one of their own) chosen by the Goddess destroys the Necrodynasty and priests of all civilizations create a universal Church of Light across the world - except in the Hordelands which refuse the healing power of the Goddess the same way they refused the immortality offered by the Necrodynasty.
Magic Era: (current) Relics of the Necrodynasty, after purification and censorship by the Church, combined with techniques learned from fighting Demons who are master mages themselves, lead to a new high age of magic - with magic allowing a technological and material level of wealth and commerce between the civilizations previously thought the sole realm of the gods.
Lore Dump III:
TRADE NETWORKS
Merchant Union: Founded by human craftsmen in the Church Era (but open to all species), who had not yet to benefit from the rapid expansion of the Magical Era that allowed human made goods to compete with dwarven and elven goods in quality, the Union grew on the wisdom of its investments from carpenters switching from houses to building ships that were ready in time for the crusade against the Cloud Island to then investing the profits into building their own cities within cities in every port they traded in. They don't have the warships of the Kobolds or the imperial favor of the Whiterocks, but they live and eat together and that's how they make their bets and acquisitions as well.
Whiterock Clan: Once an obscure dwarven clan, one of many in the City of Whiterocks, the mage Hamish Whiterock rocketed his family to the top of the city (and Empire's) elite by developing a new magic to extract gold, salt and fuel-oil from deep soft earth inaccessible to ancient dwarven mining techniques. Now their trade roads mark the continental interior and they are the royal bankers to the Holy Emperor.
Free City of Ko'Bol: The Sha'Ra, Sea-Law, is imposed on the high waves by the Kobold Navy, a all purpose military whose sailors and marines come from the mandatory national service of all citizens, who are alike in dignity under the law. Because lizardmen outlive dogfolk, those who complete their national service and live long enough to purchase their own merchant ship to profit from the city's trading empire are almost all lizardmen. The sole exception are the Caninos (using human naming conventions), a new money intermarried Human-Dogman merchant family with connections to all three Southern Kingdoms.
Merchant Union: Founded by human craftsmen in the Church Era (but open to all species), who had not yet to benefit from the rapid expansion of the Magical Era that allowed human made goods to compete with dwarven and elven goods in quality, the Union grew on the wisdom of its investments from carpenters switching from houses to building ships that were ready in time for the crusade against the Cloud Island to then investing the profits into building their own cities within cities in every port they traded in. They don't have the warships of the Kobolds or the imperial favor of the Whiterocks, but they live and eat together and that's how they make their bets and acquisitions as well.
- Fluminides: Not the capital of the current Cloud Kingdom, but its largest city and also home to the most foreigners. A city built by the Necrodynasty and then emptied for a time during the crusades.
- Venustus: Union City within the Holy Empire. Headquarters of the Union.
- Castalustra: Union City within the Holy Empire.
- Pontepunkt: Capital of a county within the Holy Empire. Famous for its wool.
- Slornaka: Union City within the Hordelands. Located in volcanic swamp. Half the population is dwarven the other half are Horde species.
- Flakkus: Northern Horde city and headquarters of the Fourth Sublord.
- Alfarmok: Southern Horde city, named for the Elven fortress where Orcs were first created. The vats are long gone but it remains the Horde's center for magical research.
Whiterock Clan: Once an obscure dwarven clan, one of many in the City of Whiterocks, the mage Hamish Whiterock rocketed his family to the top of the city (and Empire's) elite by developing a new magic to extract gold, salt and fuel-oil from deep soft earth inaccessible to ancient dwarven mining techniques. Now their trade roads mark the continental interior and they are the royal bankers to the Holy Emperor.
- Whiterock: Capital of the Magne Gnomus republic within the Holy Empire. Headquarters of the Whiterock Clan.
- Lacaton: Imperial city dredged from below sea level for sulfur mining.
- Wauseel: Elf city within the Holy Empire. Situated above a lake famed for its healing waters.
- Allheim: Elf city within the Holy Empire. Home to the Imperial University, which accepts students from all social classes from every corner of the Empire.
- Xa'Na'Toth: Beastman Empire capital, on the edge of the great desert.
- Eterano: Second city of Regia Garofano. Former home of the Southern Patriarch of the extremely devout Southern Church of Light, but due to the monarchy seizing control of the city, the Patriarch fled to Regia Margherita.
- Ft. Invincible: Northern outpost and military port of the Dwarven Undermarch, pointed against the Horde across the bay.
Free City of Ko'Bol: The Sha'Ra, Sea-Law, is imposed on the high waves by the Kobold Navy, a all purpose military whose sailors and marines come from the mandatory national service of all citizens, who are alike in dignity under the law. Because lizardmen outlive dogfolk, those who complete their national service and live long enough to purchase their own merchant ship to profit from the city's trading empire are almost all lizardmen. The sole exception are the Caninos (using human naming conventions), a new money intermarried Human-Dogman merchant family with connections to all three Southern Kingdoms.
- The Free City itself
- Al'Xa'Gn'Na: Beastman city in the middle of the swamp.
- Sh'Al'Ma: Beastman city famous for tropical hardwoods.
- Colosso: Capital of Regia Garofano and home to its famous general staff, the city is like an anthill built out of a vault of stone excavated for Titan relics by its original dwarvish inhabitants before human settlement.
- Westport: Undermarch's access to the Western sea. A site of intrigue for spies for the bordering Margherita kingdom.
- Za'Nir'Ha'Xan: Beastman city built into an active volcano, once home to the greatest garrisons of Lizard priest-warriors during the Necrodynasty wars with humans and elves, now a center of agricultural commerce on the far side of the desert.
- Jiminisi: Capital of Western Gekoumene.
- Kyotokos: Largest regional Far-Western city of Western Gekoumene.
- Polisan: The third city after the previous two Gekoumene cities on this smaller island were destroyed over the ages. Home to the only major mine in the entire Western Gekoumene.
- Mt. Atlas, a dungeon created by the Sky Titan. A whirlwind has prevented anyone from the work of opening the giant doors at the top of the peak yet.
- Howling Heath, a source of revenue for the Cloud Kingdom which built a labyrinth around the plain where the winds drive the unprepared mad, charging adventurers for access at the toll-gate.
- Nine Sighs, crumbling Necrodynasty bath on a naturally occuring hotspring is a source of strange sightless monsters plaguing the countryside.
- Lake Allerleirauh, a reflecting pool with an ancient elven name, smallfolk (by giant standards) bandits in the area are hindering access to the magical palace under the lake.
- Lux Brigantes, a lighthouse constructed in the likeness of the Hero (if assumed to be human) by the first Holy Emperor. Through divine blessing the great lamp never goes out or requires new oil, and the interior of the colossus has been sealed and trapped by powerful spells. Touting these as spiritual challenges to test the faith and discipline of pilgrims, the Church charges a toll to enter. While not popular with adventurers, the effect of divine radiance on small flora and fauna have produced souvenirs popular back on the mainland.
- Devil's Sea, also known as the Cape of Eumadoxumi. A section of open ocean where ships often go missing or narrowly escape harrowing attacks with phantom ships. A great mana presence seems to be drawing in the shipwrecks to the center, creating a dungeon currently being charted by a ship of ascetics from Gekoumene, the Zonchiskti.
- Tethyean Rift, the great barrier reef off the Pontepunkt peninsula, the mana-rich environment made it the most popular undersea dungeon in the past, and the local flora and fauna were hunted to near extinction. Since then strange giant monsters have emerged from lower levels to patrol the dungeon. Very recently, a confirmed autopsy by doctors of the Merchant Union revealed them to be a tribe of giants wearing magical armor, triggering renewed interest in the mana source.
- Kottotake, the mushroom forest. A poison dungeon that has killed many adventurers with inadequate protection. Even indigenous Gekoumene shapeshifting monsters ("Xenomono") usually thought immune to poison are found dead around the toxic region, with bite wounds dripping corrosive venom.
- Kyaenoghara, the sea of trees below a holy mountain became a web of darkness after a man-eating spider spirit appeared following an ill-omen two hundred years ago. The former court magician, Chloros Domon, took to the forest in recent years after being declared an outlaw.
- Map error.
- Tomb of the Tyrant Wyrm, a Beastman Empire holy site in Tyrant Canyon on the far side of the great desert. Its suspected a powerful mage has occupied it.
- Lavender Grows In The Desert, easier to say in Beastongue. This flowering barrow mound has massive mana but the rooftop garden has holes and signs of entry.
- Unconquered Lion, a massive stone sphinx in the heart of the Beastman Empire, after a previous adventuring boom the emptied upper floors have become home to the native desert monsters.
- The Enemy, a giant cavern in the remote jungle with the face of stern man. Shielded by powerful magics.
- Map error
- The Babbling Spire, a legendary dragon hoard in the redwood forests of Magne Felidae. Legend says the Siren-Wyvern compelled mortals and monsters alike to construct this magically protected wooden tower after the rise of the Druid-Kings and the spread of the primal forest. Every chamber is protected by a magical riddle and adventurers have encountered regional enchantment based monsters like nymphs.
- The Sun Stones, ancient human standing stones that served as a calendar and astronomical tool, are home to a dungeon discovered by holy site desecrating grave robbers and fortunehunters, who left without the shirts on their backs. Each chamber of the dungeon below, which descends in a spiral, requires magically enforced bargaining to proceed. The fox with a burning tale that lives in those halls, sometimes taking the shape of a human woman, will offer things in return only to 'outfox' all who try to recoup their losses.
- Gullenfort, a halfling hillfort from the druidic age and the emergence of the culture. The top floors are full of deadly magical traps and have received decent treasure reviews from adventurers.
- Goodfellow's Well, a popular Gnomish hotspring inn, the heat vents below it attract cave-dwelling forest monsters and foolhardy adventurers alike. Famed not for deadliness but for fool's gold and beffudling enchantments, with adventurers leaving as frogs, bodyswapped or otherwised hexed to go to town for de-cursing.
- Dreikreuz Manor, family seat of penniless elven nobles on the wrong side of the dwarven/elven kingdom border, discovered a Dwarven mithril gate beneath their wine cellar a century and a half ago. They don't charge reputable delvers to make an attempt, greedy to negotiate a share in the fortune it could unleash if opened.
- The Gristmill; in the wildflower fields outside Lacaton stands an ancient Beastman mill, used to feed their dragon overlords in that era. Outlaws and heretics from across the continent and beyond claim it as their fortress, openly defying the Emperor to disseminate radical pamphlets and outrageous proclamations. The high mana indicating a dungeon has prevented sending in knights.
- The Black Library. An onyx building, in the style of a pantheon, in the middle of the elven forest is hardly subtle. This Necrodynasty relic was declared purified of demons by the Church, after crusaders reached the bottom floor, battling demons (mana-based beings strong in combat magic) protecting the blasphemous literature. But it must have not been cleared because the mana presence failed to dissipate over time and instead attracted the monsters of the forest to refill the emptied chambers. Crusaders aren't professional adventurers and it shouldn't be a surprise that they missed sections of the dungeon while going for a direct route to the bottom.
- The Chimera Pit, discovered when a mineshaft sunk by Dwarven migrant miners in the Hordelands unleashed hybrids of local area monsters, which took over the entire mining system. Due to tense relations between the neighboring dwarven kingdom of Strathammer and the Horde Sublord (a Gremlin) of the dwarven majority region, the dungeon is open to adventurers without toll or legal penalty.
- Urngurnd Tar Pit: Part of the Gutseiric Mana Line discovered by gremlin magic researchers from the institute at Alfarmok. The sheer mana of the line makes using magic to move through the tar, survive the heat and pressure, and navigate without air and light, impossible. It would take incredible non-magical physical capabilities not yet demonstrated (despite troll special forces cadets making the attempt since discovery) to find the path without dying on the way.
- Tower of the Mad Mage, another dungeon on the Gutseiric Line, but this time outside Hordelands and in Erolkonig's border region, which is home to the goblin river city of Stenchwater. For three hundred years mage Vortigess, a "wild elf" from the Erolkonig, has been using the power of the Mana Line all for herself without the outside world becoming the wiser due to how insular and remote the region is, and how little Erolkonig communicates with the outside world. Recent interest due to the discovery of the line have resulted in long-range magical retaliations across the region.
- The Green is the only place in the world where goblin fruit (and vegetable) and goblin livestock can normally be grown, as the soil is fertile with the collected dead of the Horde - whose flesh is unnatural to the known world due to its origin in the near mythical 'breeding vats' of the late elven empire in its wars against the Necrodynasty. While Horde species can eat plants and meat from other biomes, they lack critical nutrition and malnourishment on campaign has stopped total Horde invasions of other nations before. Both out of respect of their dead and for the importance of the crops to feed the whole nation, this section of fertile valleys is strictly off limits to foreigners. This Southern entrance to the Green and its many secrets is the training ground of the Borg Gluk Tak, known to some enthusiasts of Gekoumene culture as "The Goblin Ninja Corps".
- The Northern Entrance to The Green. All Horde bodies must eventually go into the Green and such it was with its founder, the first Hordemaster. His monument and the monastery of the Horde's chaplain corps, upholding the imperial cult of the first Hordemaster and supervising ancestor related disputes within the Horde, stand guard over this entrance to the top-secret farmlands.
- Trollcrusher: The first dungeon discovered along the Gutseiric Line, not that far from Alfarmok and the institute of magical research. Rumors from the well disciplined Horde indicate disgust among some of the troops about the researchers, now occupying the dungeon, collaborating with some kind of loathsome, but intelligent, monster inside in order to study the secrets of the Mana Line. Prior to the discovery the primary purpose of the wild dungeon, whose entrance is in a stone gorge, testing and training the regeneration capability of the Horde's troll shocktroopers.
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- The Buried Citadel, a completely abandoned subterranean metropolis, is shunned by the Undermarch dwarves who consider it the capital of their now forgotten - and long vanquished - nemeses. Monsters from the canyon riddled surface hide in here during the day and maraud the lands at night. Coins found here match those found at the Ocean Palace.
- Holy Oak, a giant tree planted by an ancient Druid-King at the base of a mountain. Mana detection indicates a dungeon but no one has figured out a way in yet.
- The Ziggurat, a tolled dungeon in the swamps of the Eastern colony of the Beastman Empire. Adventurers have brought back extremely valuable pelts of dire-beasts not indigenous to the surrounding swampland.
- The Ocean Palace, a dungeon made of raging torrents of seawater contained by immense mana, suspended in the air high above the inner sea. Those with the means to access it have reported moonbeasts, like displacers, suggesting ancient elven origin, but recovered coins and treasure items are of completely unknown make.
Giants don't have human proportions, all Titanspawn have 4 fingered/toed hands/feet and torsos of equal length to legs. Compare to how human proportions are that head and torso together are equal length to the legs and their hands reach their knees. Titanspawn's hands only reach past the hip/mid-thigh. Horde have equal torso to leg length, but brachiated arms that knuckle drag down to the ankles. Elves on the other hand have legs longer than human proportion and their hands reach to the knee.
Turns, Orders and IC's
Each turn the characters and the NPC trade networks will try to acquire loot from dungeons (and other means differing from company to company) to bring to market for a profit. Payment can be more loot useful to the company, currency (to be elaborated on in play) or even land, titles and social influence. All of these will be tracked publicly for all player and npc merchants.
At the start of the turn the markets across the map will list loot in supply and loot in demand, but that doesn't mean you can't create demand in the right logical place for the right item at the right time. Major world events will be tracked as well to help with this.
Players may submit up to 200 words each turn to describe what dungeon they are going to delve and what market they are going to, in which order, what of their possessions are up for sale, and their general priorities and approach. There's a lot of leeway - for instance bringing goods to market outside of a known trade hub might be risky but if successful over time you might make that location a new center of trade outside of the cartel networks. Cooperating or sabotaging other players or independent NPC's is always possible but the three major trade networks will always be trying to screw you in some way.
Please format your orders in a SV PM to me as Bazaar Fantasia: [Character Name/Company Name]
Deadlines, Updates and Discord
I'll keep deadlines updated here
CURRENT TURN AND DEADLINE: Turn Three Deadline Friday May 4th
Please join the game discord here: Join the Martigan's Game(s) Discord Server!
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