S
Snakey
Guest
Original poster
On normal days the criers would be considered little more than an annoyance by the population of Rask, their before-dawn schedule and bells neatly engineered to be as unmistakably obnoxious as possible did little to win over the town's population of wary travelers and tradesfolk. But today, on an otherwise uneventful dawn, the criers found themselves mobbed by a mortified populace. "Igros invaded!" They called out, "Unknown enemy said to have come from the Seared Lands, perhaps directly from the Abyss itself! State of War declared! His Highness, King Nostro's First Royal Legion has already been dispatched to meet this otherworldly force! May Ardectes' luminescence shine upon these men and bring a quick end to this war!" They continued repeating this message, the gathered crowds waxing and waning with the start and end of each repetition.
This continued uninterrupted until noon in which the familiar gallop a courier's courser rang through the crags, rider in panic and horse in exhaustion. The man unrolled his scroll, but only stammering erupted from his lips, requiring a crier to tear the parchment from his hands to read for himself, his face quickly paling in terror as his eyes scanned the contents, "Citizens of Rask," he started, just holding back the stammering that afflicted the courier, "The King's First Royal Legion has been defeated and the remnants have retreated back to the capital to protect His Highness. The enemy's army is innumerable in number and endless in constitution and has split to assault the whole of the Kingdom. War Councils are to be put in practice and all men have been granted the right of arms and should prepare to fight for Igros and its King. May Ardectes' luminescence shine upon thee."
The crier looked up, expecting terror to grip the mob only to be met with wary silence. War, whether against man or celestial, was hardly unfamiliar.
Overview:
In War Council of Rask players are members of, well, the War Council of Rask, a group of heroes, local leaders and other influential members of the town. Together you will do your best to prepare for an invasion of otherworldly beings, most likely without any relief or back up. How you go about this is more or less up to you, whether leading in the front lines or staying behind making decisions and maintaining social order. Or maybe you just want to make out with as much power and/or cash as possible.
The town of Rask itself is a moderately sized town lying between the crags of a mountain pass often used by traders and overlooking a valley that's home to various farmers and herdsmen. It's location and trade based economy has lent it a cosmopolitan populace consisting of a diverse mix of races, though humanity still dominates. Other than that many of the aspects of the town itself will be decided later by GM and players both.
World Info:
Technology is somewhat advanced for a fantasy affair, with the most comparable time in human history being the Renaissance. Of course that's only an approximation, but it tells enough. Firearms are common, but have not completely dominated warfare, bows, crossbows, swords and the whole lot of stabbing instruments still see use even in the most modernized of professional armies. Not to mention things like the printing press and not-insane medical practices exist as well.
Magic has been around for as long as written history, otherwise not much is known despite the efforts of magicians and, more recently, natural philosophers. Magic users are uncommon, though not necessarily rare, and are considered eccentric by nature. It takes a lot of time to learn even the basics of magic use and only those apprentices from a very young age will ever be able to call themselves a wizard before their late 20's. Of course, this only applies to humans. Other races and certain creatures may be more or less attuned to magic and the longevity of those like elves means that all but the most dimwitted or stubborn learn magic to some capacity.
Speaking of races, most of your common fantasy fair is present. Many with minimal changes to fit the setting, some tweaked a bit. The specifics of available races and there quirks ill be address in full when/if it becomes relevant.
Other info such as nations and possible geography will be added if this interest check takes off.
This continued uninterrupted until noon in which the familiar gallop a courier's courser rang through the crags, rider in panic and horse in exhaustion. The man unrolled his scroll, but only stammering erupted from his lips, requiring a crier to tear the parchment from his hands to read for himself, his face quickly paling in terror as his eyes scanned the contents, "Citizens of Rask," he started, just holding back the stammering that afflicted the courier, "The King's First Royal Legion has been defeated and the remnants have retreated back to the capital to protect His Highness. The enemy's army is innumerable in number and endless in constitution and has split to assault the whole of the Kingdom. War Councils are to be put in practice and all men have been granted the right of arms and should prepare to fight for Igros and its King. May Ardectes' luminescence shine upon thee."
The crier looked up, expecting terror to grip the mob only to be met with wary silence. War, whether against man or celestial, was hardly unfamiliar.
Overview:
In War Council of Rask players are members of, well, the War Council of Rask, a group of heroes, local leaders and other influential members of the town. Together you will do your best to prepare for an invasion of otherworldly beings, most likely without any relief or back up. How you go about this is more or less up to you, whether leading in the front lines or staying behind making decisions and maintaining social order. Or maybe you just want to make out with as much power and/or cash as possible.
The town of Rask itself is a moderately sized town lying between the crags of a mountain pass often used by traders and overlooking a valley that's home to various farmers and herdsmen. It's location and trade based economy has lent it a cosmopolitan populace consisting of a diverse mix of races, though humanity still dominates. Other than that many of the aspects of the town itself will be decided later by GM and players both.
World Info:
Technology is somewhat advanced for a fantasy affair, with the most comparable time in human history being the Renaissance. Of course that's only an approximation, but it tells enough. Firearms are common, but have not completely dominated warfare, bows, crossbows, swords and the whole lot of stabbing instruments still see use even in the most modernized of professional armies. Not to mention things like the printing press and not-insane medical practices exist as well.
Magic has been around for as long as written history, otherwise not much is known despite the efforts of magicians and, more recently, natural philosophers. Magic users are uncommon, though not necessarily rare, and are considered eccentric by nature. It takes a lot of time to learn even the basics of magic use and only those apprentices from a very young age will ever be able to call themselves a wizard before their late 20's. Of course, this only applies to humans. Other races and certain creatures may be more or less attuned to magic and the longevity of those like elves means that all but the most dimwitted or stubborn learn magic to some capacity.
Speaking of races, most of your common fantasy fair is present. Many with minimal changes to fit the setting, some tweaked a bit. The specifics of available races and there quirks ill be address in full when/if it becomes relevant.
Other info such as nations and possible geography will be added if this interest check takes off.