New PBEM Game: World of Sorenda From: Jeannette and Robin Montgomery <monty@nbnet.nb.ca> Date: Tue, 14 Jan 1997 00:00:00 +0000 I'm trying to start a new, (temporarily) free play by e-mail game, and I was wondering if anyone would be interested in play-testing it with me. If so, please mail monty@nbnet.nb.ca with a character or your questions. I'll put up some information in this post: INTRODUCTION TO SORENDA The known world of Sorenda consists of two large continents side by side, and surrounded by a mass of water called the Endless Ocean. The origin of the ocean�s name is obvious; what exists across the ocean is still unknown and so it is presumed to be never-ending. The larger continent is the one most easterly, and it is called Batora. This continent is the most populated and civilized, city and village settlements span from coast to coast. The east coast is lined with a line of mountains called the Dwarves� Wall, these mountains having been claimed by the dwarven kingdom, though not according to the numerous goblin tribes. This line of mountains spans from somewhere in the far north, down along the east coast where it cuts through the most southerly portion of Batora. This wall separates the continent into two separate climates: dusty hills and deserts claim most of the west, while what little there is of the east and southeast side is filled with forests in a sub-tropical climate. Along the southeastern corner of Batora is the Great Green, an immense sub-tropical forest covering miles of terrain, bearing millions of different forms of animal and plantlife. This forest was named by the Wayward Elves, whose settlements are spread all over. The Dwarves� Wall shields a great deal of the continent on the eastern coast, surrounding the miles of desert and hill that encompass the land�s middle. The desert is called the Red Sands, and it�s name is also literal. This region is barely populated because of the lack of water and vegetation, but a large city-state of nomads dominate the centre of the Red Sands, and a small fishing village, which is under the city-state�s rule, sits on the western coast. Just south of the Red Sands is a region of large hills and small dusty mountains. There is little growth in this area, and there are no established settlements. This is probably due to the poor living conditions. However, orcish tribes are known to roam through this area, and they don�t approve of non-orcish travelers. The Dwarves� Wall blocks the way further south, and passage through these mountains are very difficult. To the north of the Red Sands is the Crystal River, which flows west. It is assumed that the river is an outlet from a large lake somewhere in the Dwarves� Wall chain. It continues west along the continent and flows out the other side into the large body of water that separates the two main continents, called Fisherman�s Way for it�s abundant quantities of fish. The river is surrounded by small forests that provide ample supplies and sustenance. Thus, there are several settlements on both sides of the river, including one city-state. The most northerly regions remain fairly unexplored. And so it�s exact size remains unknown, alongwith most physical features. The reason for which this is so is because of the deadly cold temperatures that persist all year around, blanketing the land in a deep layer of snow. The only explorers to enter the Northlands were a group of dwarves, who traveled there through underground tunnels within the Dwarves� Wall. They made very few reports of the land�s surface, but they did say that the Dwarves� Wall continued some distance north, and joining a collective of glaciers. Few of these mountains contained valleys, spots of green in between a few of the larger mountains. These valleys were never explored. The dwarven group also had encounters with barbaric humanoid tribes, who attacked them on sight. Across from Batora, on the other side of Fisherman�s Way, is the continent of Durand. Durand is the dwarven word for �undiscovered land,� as the dwarves were the first to discover the continent. Batora and Durand are connected through the southern tips through a chain of incredibly long bridges, connecting one island to another and eventually the opposing continent. This chain of bridges is called Strongard�s Way, it was constructed by the dwarves and named after their god. The islands that exist along this bridge chain are countless. As the Dwarves� Wall comes to the southwest shore of Batora, it is concluded that the Wall continues into Fisherman�s Way and rises again on the other side, Durand. This is assumed because the southwest shore of Batora is broken up with protruding rock, while the islands could very well be the peaks of mountains from the Wall. Philosophers, taking this into account, hypothesize that some cataclysmic event that occurred many thousands of years ago sunk the middle of the continent below sea level, creating two continents. The continent of Durand remains largely uncharted accept from the mountainous southeast shore where the dwarves have set up a large outpost. However, fishermen and sailors have found rivers and forests covering the northern regions as they sailed around the continent trying to satisfy their own curiosity. While the human race is one of the largest, it is split up into three factions: Tulians, the Karians and Torialans. Tulians are sand dwellers, their city, Tul, is in the middle of the Red Sands and they live on the water from underground wells. They also have a large fishing village on the west shore, directly west of Tul. The village is called Rud, and is a major economic resource. The Karians live in a small region of plains and forest where they raise cattle and farmland, this city has established itself as a city-state, being the only settlement of their kind. The Torialans are the largest faction of all, they have settled themselves along the Crystal River. Their capital city, Torial, sits in the middel between the Dwarves� Wall and the western shore, on the southern bank of the Crystal River. The Wayward Elves are known to exist in a harmonized society, with no internal conflicts. Even though they live in near-isolation, word has spread of their majestic artistic and magical talents. However, not much is known about the guardians of the Great Green, including anything about their villages or cities. The Dwarves hold the strongest dominion in the world. Their society, lead by a yearl-elected family house, have settlements in both artificial caverns and surface huts. Their capital, Stonestrong is a large maze of perfectly carved caves in a large mountain in the southeastern area of the Dwarves� Wall chain. They also have an above-ground settlement further south, called Domegard, and another settlement carved in a mountain to the north, Dolrad. They also posess a keep carved from the stone of a mountain in Durand. There is also a settlement for each dwarven family, which are too numerous for mention. HISTORY OF SORENDA ??? Beings from the stars attack and destroy an ancient empire, records of which do not exist but were recorded through song and tale. ??? The empire, which apparently encompassed all of the land, is seized by the invaders and controlled for countless generations. ??? A terrible catastrophe kills the new rulers, and the lands, or what was left of them, are left in peace. 0 Strongard, a dwarven barbarian, leads his tribe out of the deep caverns of the Dwarves� Wall and onto a quest to conquer the new world. 12 Chief Strongard constructs an underground city in his name. 170 Nomadic human tribes surge into the Red Sands and the plains north of the desert. 214 The dwarves establish settlements throughout the Dwarves� Wall. 257 A powerful war chief, Terean Theltah, conquers and unites three desert tribes of the Red Sands. All remaining desert tribes crumble under Theltah�s new power. 259 Work begins on the outer walls of the city-state of Tul. 263 A strange humanoid creature is captured and brought before Chief Theltah. 284 The construction of the city of Tul is finished, but Chief Theltah dies on this very day of old age. Uta Theltah, his daughter, rises and takes her father�s place. She gives herself the title of Queen, and begins a tide of attacks on neighbouring settlements. 290 Far to the north, out of reach from the Queen�s grasp, three large villages along the Crystal River converge to from the dominion of Torial. 301 An army of terrible barbarian warriors storm in from the north and sacks thirteen human tribes, who converge to form Koria, under the rule of Kek Negig. <current year is 302> MAKING A CHARACTER: Character Name: Just a character name, family name is optional. Race: Your race is your choice. You may decide to be one of the generic races (human, dwarf, elf..), or perhaps something more unique or of your own invention � in which case you should send additional information on this race. Disposition: This is your character�s personality, which includes things like etiquette, habits and their likes or dislikes. It need not be long, just a general summary of your character�s traits. Physical Description: Write a paragraph or more describing your character physically. This includes things like the general height and weight of the character, hair colour, eye colour, build, just physical aspects. This information is used when describing your character when you come into contact with another. Please leave equipment, armor and such out of it, as these things change constantly. Age: How old is your character? The number of years will do quite nicely. Place of Birth: A brief description of where your character was born. If he or she was born in one of the major cities, just name which one. If it was in a small village or tribal community, please describe it and it�s general location. Childhood History: How did your character grow up? Was his or her hands in a nobles� pockets? Born in a noble, rich and respected family? Take a few moments to describe this information to me, and how it has shaped your character. Family and/or History: Is your character still in contact with his or her family? Who are the prominent members? Does your family have an ancient history? Life History: Briefly describe your character�s life history. What did he or she do before the game started? Has your character traveled to far-off places, conquered neighboring tribes, made a huge profit in produce shipments, learned the secrets of magic? Training: Did the character attend a school? Does he or she have a mentor? Are all of his or her skills self-taught? Please list all of the character�s more refined skills, and explain them. Occupation: How does your character live? What does he or she do for a living? Current Residence: While you do not necessarily need to have one, it is suggested that you name the city that you live in. Social Status: How is your character regarded by others in settled areas (if you live in one). Does your character have a reputation (bad or good)? Goals or Aspirations: What are your character�s long-term goals or aspirations? Does he or she want to form their own empire? Get filthy rich, raise a family? Jonathan Montgomery Up