Bulwark: Difference between revisions
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==History== | |||
For nearly a thousand years, the [[Bulwark:Magocracy of Sarvinia]] was a land shrouded in mystery. Almost entirely closed to outsiders by powerful magic, any vessel that dared attempt to sail into the forbidden land would be destroyed by the [[Bulwark:The Great Maelstrom|powerful storms perpetually roiling for miles upon miles of unbroken sea off the shore]]. Beneath the waves, the magically enhanced aquatic life aggressively defended against outsides who would seek a path below the waves. For those with the power to soar above the clouds, the crown of the storm was defended by kingdoms of cloud giants, resolute in their treaty to defend Sarvinia from outside interference. Even those who would seek to use powerful magic to shift between dimensions or traverse between points by way of teleportation would find themselves diverted, waylaid or captured in the attempt to enter this forbidden land. Only a single port, [[Bulwark:Serenis]], was open to the outside world, allowing merchants to witness a glimpse of the secret empire from the [[Bulwark:Merchant District of Serenis|merchant district]] far below the cliffs of the city proper. From here, business could be conducted, bringing the raw materials, food and wealth the avaricious mages sought in return for the exotic goods produced by the workshops and laboratories of the city. From every corner of the world, nations would send their merchant fleets through the narrow pass in the storms in hopes of purchasing the power to sway the course of history. | For nearly a thousand years, the [[Bulwark:Magocracy of Sarvinia]] was a land shrouded in mystery. Almost entirely closed to outsiders by powerful magic, any vessel that dared attempt to sail into the forbidden land would be destroyed by the [[Bulwark:The Great Maelstrom|powerful storms perpetually roiling for miles upon miles of unbroken sea off the shore]]. Beneath the waves, the magically enhanced aquatic life aggressively defended against outsides who would seek a path below the waves. For those with the power to soar above the clouds, the crown of the storm was defended by kingdoms of cloud giants, resolute in their treaty to defend Sarvinia from outside interference. Even those who would seek to use powerful magic to shift between dimensions or traverse between points by way of teleportation would find themselves diverted, waylaid or captured in the attempt to enter this forbidden land. Only a single port, [[Bulwark:Serenis]], was open to the outside world, allowing merchants to witness a glimpse of the secret empire from the [[Bulwark:Merchant District of Serenis|merchant district]] far below the cliffs of the city proper. From here, business could be conducted, bringing the raw materials, food and wealth the avaricious mages sought in return for the exotic goods produced by the workshops and laboratories of the city. From every corner of the world, nations would send their merchant fleets through the narrow pass in the storms in hopes of purchasing the power to sway the course of history. | ||
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It is here, in the first Year of the Gate, that our story begins, with high hopes for an expedition planning to establish a base of operations within the lost kingdom, the better to plunder the forgotten wealth of this powerful and ancient empire. | It is here, in the first Year of the Gate, that our story begins, with high hopes for an expedition planning to establish a base of operations within the lost kingdom, the better to plunder the forgotten wealth of this powerful and ancient empire. | ||
==Information== | |||
Bulwark is a Dungeons and Dragons 5th Edition game set in the newly minted city of Bulwark, established upon the ruins of Sarvinia's merchant district. The mystery of what happened to the inhabitants of Serenis, as well as the nature of the forces that have taken up occupation of the once proud city of Sarvinia, are major themes of the game, but the philosophy behind the game is to have an interesting unified setting for multiple groups of adventurers. In a sense, the intention is to create a Westmarches style game where any character or party could find themselves hunting treasure either as a pickup game or as an ongoing campaign. The city of Bulwark, acting as a base of operations, will be the point from which the characters will typically sally forth, although other fronts and teleportation locations may become available as parties retake parts of the lost kingdom. | |||
Megadungeons, vast expanses of wilderness, pocket dimensions and exotic worlds will all factor in as possible sources of adventure. Magic items, both as trinkets and as powerful consumable resources, will be common, with more powerful items becoming abundant with greater exploration. As the game continues, outside groups may find their interest in the city bolstered and additional rivals may show up. | |||