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Historia

Historia del Imperio

Tras 1,000 años de guerra con los brutales pieles verdosas, la tierra por fín conoce la paz. La última batalla se luchó con la alianza de lo que hoy llamamos “las otras razas”. Con su ayuda, los hombres fueron capaces de empujar a su enemigo a traves del Filo de las Montañas, hacia el Sur.

Con la construcción de los enanos, el Imperio Humano fue capaz de construir una gran muralla en el único paso del valle a través del Filo de las Montañas. La muralla era tan alta, como las mismisimas montañas.

Con la magia de los elfos, la puerta fue magicamente sellada.

With the Halfling’s hospitality, the Human Empire set up a fort at the base to guard just in case something did make its way back through.

Many years went by until someone found a way to pass through the portal.

Fast forward another 1,000 years. There is still peace in the Human Empire and it is incredibly boring. The small fort town grew into a haven for adventurers wanting a chance to explore the Lost Kingdoms. Many go through, very few come back.

Why 1,000 years? I wanted to show how long and boring the peace has been so, they don’t get this idea to not go south. Also, if I did 50 or 100 years there is always that one player with the Elf that says, “My character was alive then, so I would know what the layout of the land is.”

History of the Lost Kingdoms

Very little is known about the “Lost Kingdoms”. What little is known is gathered from the few adventurers that made it back to tell their tales. But, even they did not make it far.

On top of getting the “mark” needed to pass through the gate, the current Emperor Bob the Magnificent has started to tax the people wishing to enter this land of adventure. The tax is quite steep, but should not mater much if the rumors of the treasure to be had are true. As a bonus it keeps the riffraff from entering the land.

All of this is to let the players be the main stars of the story. There is no greater person giving quest they could easily do themselves. The players are the ones coming up with the adventures. And it should be this way.

History of “Gate City”

What started out just being “Southern Post #42” became a small village after a few short years. First it grew as a town of Guards and their families. After the emperor realized that he had locked a small contingent of his own personal guard on the other side, he had the Elf Wizards come up with a bypass system to the gate. After many trial and errors, they finally did it. Word soon spread to adventures looking for something to do.

Shortly after opening the gate a huge wave of people went to the Lost Kingdoms and died. Because of this it was outlawed for nearly 1,000 years. Throughout time many people considered opening it up again. Most of the emperors gave this up for the enjoyment of peace.

Then Emperor Bob the Magnificent decided he needed some of the artifacts that were rumored to exist on the other side. On his 20th birthday, about 30 years ago, he opened the path again, this time taxing the entrance. This was done so only serious adventurers would enter.

The town

The town is probably closer to a village than a large city. There are as many people as needed to have an adventure. If a huge metropolis with thousands or millions of people is needed to have a good time then that’s fine. It is assumed here to have the important NPCs and a few other adventurers to drink with at the tavern and maybe compete with for loot.

None of the buildings are named here. Some people like really fancy fantasy names, some like more historical names, I generally prefer German names. Name the buildings to suit. There are not many listed and should not be a problem.

None of the NPCs have names either for the same reasons above.

Temple of Healing and Mercy

This is a large stone building with quite a few beds. Most any day they will be busy tending to the wounds of wannabe heroes and true veterans alike. The “Mercy Hospital” is run by a band of nun nurses. They will provide care even for those without money, but players should feel obligated to pay. Those that do not pay get very minimal care such as being raised to just above dead status. Those that do pay receive the best medical care science and magic can provide.

Temple of Death and Dreams

This temple is not as scary as it sounds, although the priests are garbed in black hooded robes and have a very dry sense of humor. The building is a bit small but made from granite and covered in a plaster that makes it appear smooth as silk. The front archway is made from marbled stone pillars. They proved burial for those who do not survive and make sure the departed souls make it to the realm of the dead.

They also maintain the “Death Garden” (cemetery) and the Memorial Shrine.

For a nominal fee they will also provide dream analysis and give omens.

Temple of Nature and the Wilds

This is more of a park than a temple. There are standing stones and various gardens of fruit and vegetables. The druids here are very friendly and will do anything they can to help with what the players may need, such as advice about plants and animals. They will also give the adventuring party a week supply of fresh produce for a small donation or planting of a tree.

They will also provide sacrifices on their behalf to make sure they have a safe journey.

Temple of Learning and Justice

This is more of a huge circle tower than a temple in the strictest sense. Each floor is more secure than the next. So much so that most people don’t even know what goes on near the top. Rumors are defiantly spread about demon and devil worship among others.

Gate Town is a Mageocracy. The current ruler is a cranky old man who suffers from senile dementia. He is quick to judge and is aloof a lot of the time. Members of the Order of Light are judge, jury, and executioner in Gate Town. The laws are very strict and the punishments are even harsher.

The temple also houses one of the best libraries in the Empire and they are always willing to reward useful knowledge brought to them.

Research can be done here at a nominal fee.

Statdplatz (Town Square)

A large brick paved area in the center of town. The road to the gate meets the road across the empire at this location. Besides the lure of adventure here, it is also a busy intersection. Sometimes special caravans and traveling merchants pass through.

This is where the map of the Lost Kingdoms currently resides. Any adventurer is allowed to update the map at any time anyone caught purposely messing it up will be punished by death.

In addition to the map, there is a posting of items currently sought out by local merchants and wizards. Some of the items are extremely rare and could fetch a very nice price.

Wanted: Unicorn Horn, Wyvern Tail, Medusa Head, 5 Gallons of Goblin Blood

Armor Shop and Weapon Shop

There is a very well known pair of Dwarf brothers who make Weapons and Armor of the highest quality. The prices are very high, but no one will not find better merchandise anywhere in the Empire.

They work out of a simple blacksmith hut and don’t keep a regular inventory. Everything is custom made and in the order received. When business is slow, they can be found at the tavern, where most dwarfs can be found.

It is not known if they are really brothers.

General Goods

This store provides anything an adventurer might need and at a standard price too. Housed in an old grain warehouse this is more of a supermarket with wide isles and not much of a selection, but they will have most anything anyone would be looking for. Even if what they buy is only a cheap imitation. Weapons and armor can be bought here, but they are not the quality of the Dwarf pair.

The shop is run by a weasel looking man, who really is trustworthy.

Apocathary

This is a very homely looking shop with a nice feel and comfortable environment. The owner allows people to loiter in the lobby and smoke pipes and drink herbal teas. There are always a few wizards studying for their apprenticeship tests and a few bards reciting their most recent works on a small stage.

Healing potions and herbal remedies can be bought here.

It is run by a “Gypsy” woman who is very friendly but is shunned by the other town members for some reason or another.

She also has a wanted list of herbs and plants that are hard to come by and will purchase for a decent price.

Wanted: Poppy, Mandrake Root, Lotus, Apples, Witch Hazel, and Mistletoe

Inn

This is your standard inn with, single, double, deluxe, and common rooms. Most of the time the individual rooms are all full because a lot of the important townsfolk live here, but there is always a place in the common room for a few more.

It is a nice and clean establishment run by a Halfling married couple who argue constantly.

They provide stable and other equestrian services as well. If you need a horse they will sell one of the one that were left behind by adventurers that did not return for below average price.

Tavern

This is where most of the business goes down in Gate Town.

It is a very large establishment, much larger than every other tavern in the Empire. This is do to the nature adventuring sorts have with ale. It seems that even this grand hall is a bit crowded at times. There is more than a fair share of wannabe heroes here as well. It is designed to be more like the taverns the north men speak of.

Currently it is run by an old one eyed adventurer who always has a decent story to tell. Actually, he won’t shut up if he starts.

This is probably the best place to gather information for future quest to be taken as this is probably the one place the party will spend most of its time.

Here is a small list of rumors to get you started.

d6 Rumors

  • 1 Everybody knows about the old island keep, but what I heard is there is a secret complex beneath it.
  • 2 There is supposed to be an Elf city deep in the Goblin Woods. The pointy eared bastards wouldn’t help during the old war so we locked there asses out.
  • 3 I heard that one of the merchants visiting here sell equipment to a kobold that always pays with gold nuggets. I bet they are getting all that gold from the old Dwarf mine on the edge of the Morning Mountains to the southeast.
  • 4 About a year ago one of the emperor’s templar knights came looking for an artifact. He had quite a bit of magic gear on him. It’s a shame, he’s probably dead and I could use some of that gear. Maybe one day I should go to the catacombs in the Wyvern Plains, so that I could rob his body.
  • 5 There is a pyramid in the far south that hasn’t even been opened. You can see it from the edge of the desert, but everybody dies before they can get there. I’m sure that pharaoh had a huge fortune buried with him.
  • 6 My grandfather discovered a whole dungeon at the bottom of Crystal Lake. He said that some plants grow around there that will let you breath underwater. When I get old enough to get my mark, that’s where I’m going to go.

Bordello

This Victorian style house is very much out of place compared to the buildings around it. It is very expensive looking and draws your attention easily. Because adventurers need love too, this cat house provides services for both men and women.

It is run by a local family and most of the employees are members of the household.

They are currently running a special on Halfling girls.

Housing

Not many people are willing to live in a town where the major source of business is adventurers, since adventurers tend to be loud, rude, and cause lots of trouble. The few that live in or around town tend to keep to themselves.

Most of the houses are standard wooden shacks and some are a bit nicer, especially the ones owned by retired adventurers.

There is usually a group of kids outside playing and to welcome back any surviving heroes.

Memorial

If there is no body provided to bury in the Garden, the priests will then place the name of the “Missing” person onto the huge black marble memorial wall. This is a more recent tradition and there are currently only a handful of names.

Gate and Chronicler

In order to pass at the gate the players are required to be marked by the Temple of Learning and Justice after paying a tax. (Play should begin with this already done. You could RP this if you like. Just make sure the players have enough gold to get it done or they will spend forever in town.)

When this is done they may pass through the gate which is about a ½ mile down the south road through a very narrow valley. At the gate is an Old Elf Chronicler who takes the name of any person entering passing through the gate.

When players return this is also marked into the great book. Persons not returned in one year are presumed missing in action and put onto the memorial, unless friends can confirm death or provide a body for burial.

You should have a notebook or something for this. It could be fun to see all the characters that start off and die here as it is highly likely that they will perish often.

The mark of the Adventurer

Every person that goes through the gate requires an arcane mark, usually on the left hand. This mark will allow them to pass through the gate and return unharmed.

Anyone attempting to go through the gate without a mark will burn to ash instantly. Many wished that they did not have to see the mess that was made until they figured out the exact formula for the mark.

The Lost Kingdoms

All the places in the Lost Kingdoms have very simple names like “Goblin Forest”. This is done because it is easier to remember and the players should be the ones naming the places. Players have an easier time remembering things they come up with as opposed to some of the exotic names a GM can come up with. (We all know some of the crazy names out there) Also, because it is a lot more fun.

Here is a list of places of interest.

Goblin Forest

The forest is named after its primary inhabitant the goblins. It is a densely packed evergreen forest, if it were not for the frequent goblin attacks; it would be a very beautiful place, especially during the winter. It is rumored to also house an Elf city, but this can neither be confirmed nor denied.

Wyvern Plains

Rolling wheat fields take up a good portion of this area. It is believed this is where the green skins get their grain for bread and beer. Many adventures have witnessed huge groups of goblins harvesting the area. But, the most dangerous part of the fields is the pack of wyverns that call this home. One rumor states that there are more than a few hundred of these.

Abandoned Garden

Near the southern edge of the Wyvern Plains there was once a great city, its name was lost in the times. There is very little there now to even validate this. More importantly is the Grave Yard that still stands, rumored to be haunted by angry spirits and overseen by a pair of Vampires who make their home in the catacombs below.

Morning Mountains

This mountain range is named after the beautiful sun-rise that comes from behind it. There was a mediocre sized Dwarf city in this range. At the end of the war the Dwarfs abandoned it to come to the aid of the humans. It is now believed to be overrun by kobolds and other cave dwelling creatures. Some even say that there is a great red dragon that makes its home there.

Edge Mountains

This is the mountain range that has the Great Wall and Gate. There is graffiti of every language along the wall on the “Lost” side. If the players can read some of the rarer languages they might find some clues as to what there is to do around this area.

Crystal Lake

Between the Goblin Forest and the Wyvern Plains there is a crystal clear blue lake from the runoff of the Curvy River coming from the Edge Mountains. The water is so clear that an entrance to something can be seen at the bottom.

Wasted Sands

Far to the south of the Wyvern Plains, miles after the Abandoned Garden there is a vast desert. Coming over the first sand dune, players clearly make out a twin set of pyramids. There is no way to judge the distance as the heat plays tricks on the eye.

Undiscovered Areas

When all the areas are mapped out it should be clear that all the places that were listed only make a small fraction of all the places there is to explore. Scale is completely up the GM. If all the areas are a short walking distance from each other then it will seem small in scale, but put several miles of “filler” between the places of interest and it becomes a massive landscape.

 
traduccion_de_lost_kingdoms.txt · Última modificación: 2009/09/20 12:40 (editor externo)
 
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