Le MiE iRoNLaNdS

Di seguito riporto solo i punti scelti nella creazione del mondo di gioco delle Ironlands.
  • The Old World: 
    • The sickness moved like a horrible wave across the Old World, killing all in its path. Thousands fled aboard ships. However, the plague could not be outrun. On many ships, the disease was contained through ruthless measures—tossing overboard any who exhibited the slightest symptom. Other ships were forever lost. In the end, those who survived found the Ironlands and made it their new home. Some say we will forever be cursed by those we left behind.
  • Iron:
    • The weather is bleak. Rain and wind sweep in from the ocean. The winters are long and bitter. One of the first settlers complained, “Only those made of iron dare live in this foul place”—and thus our land was named.
    • Inscrutable metal pillars are found throughout the land. They are iron gray, and smooth as river stone. No one knows their purpose. Some say they are as old as the world. Some, such as the Iron Priests, worship them and swear vows upon them. Most make the warding sign and hurry along their way when they happen across one. The pillars do not tarnish, and even the sharpest blade cannot mark them.
  • Legacies:
    • Before the Ironlanders, before even the firstborn, another people lived here. Their ancient ruins are found throughout the Ironlands.
  • Communities:
    • We are few in number in this accursed land. Most rarely have contact with anyone outside our own small steading or village, and strangers are viewed with deep suspicion.
    • We live in communities called circles. These are settlements ranging in size from a steading with a few families to a village of several hundred. Some circles belong to nomadic folk. Some powerful circles might include a cluster of settlements. We trade (and sometimes feud) with other circles.
  • Leaders:
    • Leadership is as varied as the people. Some communities are governed by the head of a powerful family. Or, they have a council of elders who make decisions and settle disputes. In others, the priests hold sway. For some, it is duels in the circle that decide.
  • Defense:
    • Here in the Ironlands, supplies are too precious, and the lands are too sparsely populated, to support organized fighting forces. When a community is threatened, the people stand together to protect their own.
  • Mysticism:
    • Magic is rare and dangerous, but those few who wield the power are truly gifted.
  • Religion:
    • The people honor old gods and new. In this harsh land, a prayer is a simple but powerful comfort.
  • Firstborn:
    • The firstborn live in isolation and are fiercely protective of their own lands.
  • Beasts:
    • Monstrous beasts stalk the wild areas of the Ironlands.
  • Horrors:
    • We are wary of dark forests and deep waterways, for monsters lurk in those places. In the depths of the long-night, when all is wreathed in darkness, only fools venture beyond their homes.
  • Other Notes:
    • Nessuna


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