For the PlayersThe continent of
has been a peace for many years. Not a true peace, not a deep peace, but enough for the peoples to flourish and grow at the least. There have been little battles, and dark plots but never anything to truly endanger a nation. In this age a guild was formed, a guild built for the purpose of holding that peace in place and protecting the peoples of all
.
This guild hall was formed in the great free city of
, and a mighty magical gate way was placed at it's heart. A linked gate was formed in each of the great cities of the world, and many others were they became needed over the years.
It was by means of this gate that the heroes who served this guild could travel the whole of the land to due what duty they were given by there masters. As no nation or church held lordship over the guild it was deemed to be ruled by it's own code, and it's members only. By this rule it would serve only where there was coin, honour and important work to be had. It's members would be well payed, housed and made to be free of the laws of man so long as they kept to the code.
For many years now it is by the hand of these men and women that the realms of man, elf, dwarf, gnome and halfling have been kept safe, and something akin to stable. Creatures of black magic, and vile origin are put to the blade and cast out by magics wielded by the guilds hand, and though it is no army, only an elite force in such untroubled times it has kept all safe.
For as long as man has memory this has been the way of things. The darkness has been held back by heroes and champions of the guild.
You now have been called to join those ranks. Be it to escape crimes committed, or in search of glory, maybe to earn much needed coin, or to do some true good in the world, you have been called and accepted.
The guild hall is your home now, and it's code your laws. Around your finger now sits a brass ring baring many arcane runes, a gift and collar of sorts given when you spoke your oath. It is a powerful magic, it binds you to the guild, to the code, but more than that it binds them to you in turn granting all it's protection and promises.
It is with this in mind that now you take your orders from the senior guild masters, and take jobs to turn back bandits, route out kobold raiders, and slay the owlbear that ate miss Crann's dog. You are new here, young... but in time more glory, coin and honour will be yours.
For the DMsLong has there been peace in
, but only for the spoiled races. Many of the less refined peoples have been pushed aside and been forced to fight each other for what little they can get. Orc, Goblin, Gnoll, Trolls, and a dozen others have been pushed to the edge of the world. Drow, Mindflayer, Derro, and so many others have been forces in to the underworld and not allowed to see the stars. Faiths to darker gods have been forced to hide in cellars and meet only in secret.
No more. An accord has been struck. The mightiest leaders of those deemed 'vile', 'savage' and 'evil' by the nations of
, have banded together to form a Dark Union. They have made a pact of non aggression against each other, and divided the nations and lands of
among them.
Now they ready for a war unlike any other. A dozen wars, a dozen forces and all at once marching on enemies fat and foolish from peace and complacence.
Each DM will command one such Over Lord of the Dark Union, and have an area of the world map that was 'given' to them to conquer and rule. A good example of an Over Lord would be the mightiest orc warlord who gathers the other tribes, or a drow priestess with the blessing of the dark gods to lead a crusade on the surface, or maybe a demon lord who plays puppet master with elven politics to start war among the races of 'good' that he so hates.
We will forge a map, a world, many nations each with a past that is 'little known' and 'not often spoken of' so that it makes sense that the PC's know little of the world around them, but as they learn more they can share it and the world expands.
On that same note, we each will have an area mainly for that DM, and then the Free City, and Guild Hall, will be neutral ground for nations, and DM's.
Each of use gets a quest giver (not our own PC), who is an NPC that orders the PC's about and is your 'guild face'. When you write this NPC, keep in mind they will NOT favour good or evil PC's nor should they have any Dues Ex Machina level powers, there should be a reason they are not in the field any more... and they follow the guild Code..... (we will write that later as well)