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Player Brief - The World

Campaign Type

This campaign will be a mix of predefined story and sandbox. There will be a general overarching story to progress the world and game, but players are encouraged to explore the world as they follow the story. As players show interest in certain types of play, the game will open up to include more of that content (ex. players enjoy talking to citizens around a town, this will become more key to progressing the story later on).   The campaign will continue as long as the players have an interest in advancing. There are countless opportunities as the adventurers explore the world.  

Your Start

Though your backgrounds are diverse, you've all been called to become new members of the Adventurer's Guild. As new members of the guild, you've been assigned to help build the reputation of the new guild site in Braxbane.   The campaign starts with the party arriving and gathering in Oakwood Harbor on the eve of Myrtag. From here, the adventures will be down to the party and their shared and personal goals.   Will you become the next category:f6e55dfb-a4d3-452e-aef7-506a7df32850]Fate[/category? Maybe the owners of a new great keep or city? Or maybe you'll become the leaders of the guild and establish new sites across the known and unknown realms. The fate of your world lies in your actions.  

World Context

The articles available to you on this site will help players understand the general knowledge their characters possess. Everything available to you will not be considered meta-gaming if used; however, checks may need to be performed to see if your character recalls relevant information.  

You Character Background

In some instances, you will be able to leverage your character backstory to progress in the world. Be sure to communicate your story with the DM so it may be integrated with the world. For example, if your character comes from a wealthy family, they would be included in the workings of the coalition or empire.

Volserd

Volserd is a world of high fantasy, where magic is encountered regularly; however, not all denizens of the Aether are able to use magical abilities. Most folks focus on trade and craft-oriented skills, working towards a life of prosperity. The world is currently at peace, with most nations working towards advancing technological and magical knowledge.   Most known nations live on the main continent of Volslan, whilst some empires have expanded to the surrounding islands, past the horizon, or, in rare cases, to entire other planes of existence.  

Races

The most common races that can be found in the lands of Volserd are Humans, Elves, Dwarves, and Halflings. Though not as commonly encountered, it is known that the Orcs also make encampments in the wilds of Volserd.  

Humans

It is believed that humans and halflings are amongst the first created by Urth to inhabit Volserd. There are no ruling empires currently standing, but rather a coalition of democratic city-states that keep watch of their local areas. Due to the power granted to Volen during the creation of humans, there has been general peace between the coalition members. However, there is still a seedy underbelly looking to take advantage of those less fortunate and to forcefully redistribute the equity of the wealthy class. The largest point of conflict for human society is keeping corrupted aetherial creations from destroying the plane of Volserd.   Humans are known for their great ingenuity and seaworthiness. They are credited with building the first maintainable sea exploration ships, as well as creating basic firearms and canons.  

Elves

Though the high elven Ociranian Empire has openly joined the human coalition, most of the wood elven tribes prefer to stay to themselves as neutral parties.   Ociranians regularly travel amongst the continents of Volserd and have become members of the human city-states, creating large trade networks across the entire known plane. Not much is known to the common folk about the empire, other than they are an assertive, mercantile-based faction.   The tribal wood elves tend to the forest, both fae and normal across Volslan. Not much is known about the tribe makeup, as they keep to themselves. However, they tend to be territorial and hostile toward those who want to claim their lands.  

Dwarves

The mountain dwarves have created a great, militaristic empire below the mountains of Volslan. They focus on building great technologies to allow them to crush and siege any who oppose them. While they are not outwardly hostile to any factions, the dwarven warlords occasionally have to deal with skirmishes with the Drow, as they compete for ownership of territory in the under-earth of Volslan. Currently, the mountain dwarf empires have erected great gates to block off their strongholds, or otherwise destroyed entryways, to prevent any unwanted excursions against their assets.   In contrast to their cousins in the mountains, hill dwarves have happily assimilated into the human coalition and live peacefully building up societies with humans, high elves, and halflings.  

Halflings

Halflings have always been integrated with human society, providing their natural stealthiness to advance hunting and gathering.  

Others

While the above are the most commonly found races that make their home on Volserd, it is possible to encounter many others as new lands are explored across the plane.  

Religion

Everyone knows the general tales of the old gods and the current deities. The old gods are commonly referred to as the Elemental(Divinity)s, while those who gained great power and elevated their status to deity are called the Fate(Divinity)s.  

Locations of Note

There are many well known major and minor planes of existence that have been crafted from the Aether. There are myths and rumors that people can safely travel off of Volserd to these other locations, but you're not too sure how true that is.   Regardless of your background, you know that the newly founded Braxbane Adventurer's Guild is your destination. Outside of this, you're not very familiar with the locations on the Isle of Mordrassus. It's a self-sufficient island that tends to be left to its own devices.  

Major Factions

Currently, there is no need for a ruling empire in Volslan due to the years of treaties between the lords' and ladies' domains. However, to keep the aetherial horrors at bay, the Tempyrum Order has garrisons across all of Volslan This order has been known to help keep the peace, working with town and city guards to investigate crimes of the arcane nature.

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