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rpg:ardell

Ardell

The village of Homestead is a quiet hamlet on the edges of civilization, located not far from an ancient battleground. It is on a grassy plain located not far from a rolling forest. There are several other small villages located not far from Homestead, as well as one large town known as Volek.

The Village of Homestead

  • The Lord: Lord Eardwut the Wise. He doesn't live here, but his man, Bruce the Bruce, collects taxes, mostly on businesses.
  • The Lord's Man: Bruce the Bruce. Stern-eyed watchman of the LAW. Reports everything via carrier pigeons. A bit out of his league against actual threats, he's also the town treasurer and closest thing to mayor it has. Big guy.
  • Tax Collector: Arthur Malone. Works for Bruce the Bruce, collects taxes.
  • The Witch: Agatha the Pale. Sells assorted alchemical concoctions, medicines, etc.
  • The Healer: The town's only elf, Armondo Lithevalley, a somewhat smug fellow who is actually terrified of undead.
  • The Bartender: Richye Thoport. Owner of the Broken Wand. Rich is short and overweight, with auburn hair and amber eyes. He wears well-made clothing and a dragonscale cloak. Richye believes that the gods are actually ancient and powerful dragons.
  • The Bakers: Alice and Robert Panan. Alice is actually the baker; Robert is a thatcher and part-time carpenter.
  • The Farmers: The Williams family (husband and wife Fred and kids Erros and Watred) manages a large farm here; most of the other villagers have smaller farms to manage their own needs, and gathers supplies from the nearby forest or battlefield.
  • The Smith: Undin Ogrith, a dwarven smith who enjoys the out-of-the-way location.
  • The Weavers: Aaron and Emily. Makes clothing out of the sheep wool.

The Three

  • The Shepherd: Michael. Our protagonist.
  • The Hunter: Alexander, the Wolf. Armed with a bow and an axe. Lives near the edge of town.
  • The Postwoman: Jenny Lee the rider. Owns a stable and takes care of a horse, routinely rides to other villages, delivers mail in town.

Locations in Homestead

  • The Broken Wand: A commoner's inn, with a magical spell within whereby everyone present knows your name.
  • Undin's Metals: The workshop of a male dwarf metalsmith named Undin, known for his vast knowledge of ancient elven scripts.
  • The Shrine of Sabel: A stone statue of Sabel, Lesser Goddess of the Harvest, surrounded by a neglected garden. Occasionally tended by the Williams family.

Locations Near Homestead

  • The Scorched Temple: A place fought over during the War of the Lionridges, a temple to Oradin the Earthtender that had been sealed by the dwarves after the war. Supposedly originally a major temple to artifice.
  • The Valley of the Elves: As Undin would say, the Valley of the Elves is a bunch of bunny-kissing, tree-hugging elves who live in a valley in the hilly forest. It actually has a proper name in Elvish, which roughly translates to, you guessed it, “The Valley of the Elves,” Imlado Galadrim.
  • Town of Arrowshire: The nearest small town to Homestead, and the common pickup point for mail to Homestead and other local villages.

Town of Arrowshire

Important NPCs

  • Kaz Artha: Of Kaz Artha's Imports on Ashlar Street. A merchant with a heart of bronze, Kaz is an Avian with contacts throughout Ardell.
  • Astrid: Assistant to the Sage, lives with him in the Sage's Tower on Parker Lane.
  • Sage Frederick: The elven sage of Time. A bit flighty. Currently out of town. Wears a green robe with a silver torc.

Ardell World Information

Major Kingdoms

Several species have 'ancestral homelands', as well as a number of disputed territories between races and species. In addition, nomadic settlements exist throughout the barbarian regions where no ruler holds power. Most of the mixed-race cities are major trade cities in countries with open borders, or border towns where traders gather. Most kingdoms are (at least ostensibly) on peaceful terms; the last major war between kingdoms was 40 years ago, during an attempt by King Leon Morgrave to annex the Sh'Kar orcish territory, inciting a three-year-long war before peace could be re-established. Barbarians, bandits, warlords, and monsters are a common threat, depending on the region.

Major Organizations

The Order of the Bulwark

Symbolized by a tower on a peak within a circle, the Bulwarks handle requests on the local, regional, or national level, putting those in need in touch with those who can help. In short, they are a professional adventurer's order, with diverse membership. In exchange for regular membership fees, they provide access to work, as well as stations where one can sell unwanted spoils of war, repair damaged gear, buy replacement supplies, and talk to other adventurers.

The Circle of Ardell

The Circle of Ardell considers itself personally responsible for maintaining control of the development and use of magic throughout Ardell. Those with talent are sought out and brought to the Circle for appropriate training. Students are listed as being a member of a circle based on their level of training, their completion of Circle examinations, and other requirements as determined by the faculty.

  • Green Circle: New Students are members of the Green Circle, learning the basics of magical theory and how to cast their first spells.
  • Yellow Circle: These Acolytes have picked up on basic magical knowledge and are learning basic spells as well as some intermediate magics.
  • White Circle: Also known as Apprentices, these students apprentice themselves to a master mage as part of their training, who personally teaches them intermediate and some advanced magics and ensures they are progressing appropriately.
  • Blue Circle: These students are considered Journeymen, those who are near completion of their studies and who are compiling a magical thesis and preparing for final examinations. They are given more freedom than other students, but are not considered full Mages yet.
  • Red Circle: Graduates of the Circle Exams are members of the Red Circle, trusted to responsibly represent the Circle of Ardell and to serve in their own regard. Some move on to work for nobility or set up shop in a village, while others stay on at the Circle to assist other would-be mages in learning the art.
  • Copper Circle: The first 'inner' Circle, awarded to Master Mages after consideration by higher-ups. Faculty of the Circle are mostly of the Copper Circle.
  • Silver Circle: The second 'inner' Circle, awarded to Grandmaster Mages by express decision of the Golden Circle.
  • Golden Circle: The Archmages who direct the Circle are members of the Golden Circle. They very seldom add another to their ranks, usually only when another Archmage finally perishes.
  • Black Circle: The Black Circle is reserved for those who do the dark work of the Circle. While they are not considered 'mages', per se, they do the bloody work that nobody acknowledges is needed.
rpg/ardell.txt · Last modified: 2024/09/29 17:51 by wizardofaus_doku

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