Post by Calli on Sept 9, 2013 14:23:43 GMT -8
Your home, a corrupted civilization made up of a myriad of power-grabbers and beliefs, lies to the southeast. Peace is rarely found and the majority of the realm is made up of one large expansive city with different districts, each walled and packed with mud-brick buildings, narrow and overpopulated. The people are largely impoverished, taxes are ridiculous, and there isn't much justice amidst the corruption. The races of this expansive metropolis, known as Andera, are many and no one race is more found than another overall. While one might think mutts of the varied races would be more found amongst the common folk, the strict rules of society forbid inter-racial joining without a patent of nobility or a waiver signed by the district magistrate.
Your character, who heard about new opportunities in a colony to the northwest, decided to flee this declining land. Several weeks of traveling north, you came to a rural city at the base of a great sea. While the city was sprawling, it was mostly filled with refugees and beggars, and most quarters were empty. The ship that would take you north with the other gathered colonists was antique, a warship a hundred feet long clad in bronze. After some wait, the caravan ship was ready to put out and set sail.
As you traveled north along the coasts the land became more verdant, the weather cooler. Rain and fog became increasingly common. The steep overgrown cliffs gave no opportunity to land until you reached the colony of Kragsport nearly four months later.
The ship ropes up to a long wood dock, fairly new by the looks of it. It takes over a day to unload the ship, with help from the crew and people from the colony. Compared to the metropolis you just came from, Kragsport itself is near empty: a motte and bailey palisade built upon a ruined field-stone city. The ancient stone buildings have tumbled down to the first story or less, and many have been broken up further for stones to build with. Throughout the ruins there are the shacks and gardens of some pioneers. There is also an inn and tavern, a trader shop, a library/schoolhouse, a boarding house and a smithy with a small mage tower outside the palisade. A rickety wood wall has been erected up around the colony, whilst the construction of a stone wall surrounding the majority of the reclaimed area is slowly beginning to take place.
The rules here, as described to you upon your departure of the ship, are simple. If you want to claim a place, you just have to "stake a claim" by actually planting a pole or carve a big stone proclaiming that you own the land however-many paces from the stake. Of course, you have to hang around and actually do something with it some of the time, or your legal right would just be ignored.
And thus, looking around at this uncharted lands, you begin your adventure...
Your character, who heard about new opportunities in a colony to the northwest, decided to flee this declining land. Several weeks of traveling north, you came to a rural city at the base of a great sea. While the city was sprawling, it was mostly filled with refugees and beggars, and most quarters were empty. The ship that would take you north with the other gathered colonists was antique, a warship a hundred feet long clad in bronze. After some wait, the caravan ship was ready to put out and set sail.
As you traveled north along the coasts the land became more verdant, the weather cooler. Rain and fog became increasingly common. The steep overgrown cliffs gave no opportunity to land until you reached the colony of Kragsport nearly four months later.
The ship ropes up to a long wood dock, fairly new by the looks of it. It takes over a day to unload the ship, with help from the crew and people from the colony. Compared to the metropolis you just came from, Kragsport itself is near empty: a motte and bailey palisade built upon a ruined field-stone city. The ancient stone buildings have tumbled down to the first story or less, and many have been broken up further for stones to build with. Throughout the ruins there are the shacks and gardens of some pioneers. There is also an inn and tavern, a trader shop, a library/schoolhouse, a boarding house and a smithy with a small mage tower outside the palisade. A rickety wood wall has been erected up around the colony, whilst the construction of a stone wall surrounding the majority of the reclaimed area is slowly beginning to take place.
The rules here, as described to you upon your departure of the ship, are simple. If you want to claim a place, you just have to "stake a claim" by actually planting a pole or carve a big stone proclaiming that you own the land however-many paces from the stake. Of course, you have to hang around and actually do something with it some of the time, or your legal right would just be ignored.
And thus, looking around at this uncharted lands, you begin your adventure...