Rank: Kauket
Posts: 237
Joined: Thu Jan 05, 2012 1:03 am
Location: UK
Title: Maddman
Conflicts of Salvagard
One of the Notable things about Salvagard that at this stage it only contains one viable faction to join, the Kingdom itself. Some may view this as a problem, as in most Role playing games there is two factions vying for supremacy, and thus with only one power some may feel there is little to go around in the way of conflict, and thus excitement, in the Kingdom of Salvagard.
However, this topic seeks to emphasise that although there is only one nation state in the game so far, there are still many conflicts which a character can become embroiled in as either a solider or merely a common (or not so common) citizen.
1) The Snow Troll Suppression:
A constant threat to the population of Salvagard, the snow trolls were the original inhabitants of the land and had made the lands of Salvagard their home for at least 5,000 years before the coming of the Prophet, and it was only through extensive action by the Kingdoms early hunters that they were pushed back from the kingdoms interior into the mountainous boarders.
However, this was only a large scale measure, and even today many Trolls are able to roam into in kingdoms interior, harassing travellers and farmers. Every few decades or so a Troll may declare themselves a Warchief and gather a force of other trolls to go raiding the many isolated villages along the kingdoms boarder, although it is normally a fraction of the force that was present at the final battle of the First war. This uprising will result in a Mixture of soldiers and hunters being dispatched to take down the Warchief, whose death will usually placate the trolls and banish them back to their mountain homes.
2) Ice Giant Hunting:
Restricted to the eastern mountains, Ice Giants are rare creatures that have been forever changed by the magic forces in the eastern mountains. They were originally Ice Trolls that were forced into the mountains by the Salvagardians arrival. Their new lairs were permeated with magical energy, and even the food was tainted. They eventually evolved into massive sizes, although they became far more aggressive and unstable then their troll brethren.
They are usually rendered dormant in the winter months, and can sleep for years at a time without looking for food. However, when one wakes it is usually off looking for food as soon as it can, and can wreak destruction on a domain if not properly contained, usually requiring a whole pack of soldiers or several exceptional hunters to bring down, and the loss of life can be very high.
Because they can sleep for years at a time giants have a very long lifespan, and many can live for hundreds of years if the conditions are right. One of the oldest, known as the Titan, has been rumoured to have lived for up to 1000 years, although it has yet to proven.
3) Renegade humans:
Compared to the previous two examples human renegades are a relatively new problem for the people of Salvagard. After the capture of the Human Army at the battle for Prophets Pass there were several among their forces who did not except this new life of bondage they had entered, and fought against it in any way they could. Over time there developed a small group of renegades who escaped their werewolf masters, managing to flee into the mountains and forests.
They now live by raiding food stores in remote villages or trading stolen goods with human sympathisers near prophets pass. Whilst they are continually hunted, and many are brought to justice each year, they have a small if steady increase in membership, and are growing more powerful by the day.
Whilst they would make good opposition in the game, it should be noted that Human renegades could be a good playing character for anyone who prefers the Anarchist character in their gaming.
4) Human Empires:
Whilst purely speculative at this point, it is known that there are several human empires out there that whilst being diplomatically linked to Salvagard at the moment would love to move beyond the geographical and political barriers to claim the mineral wealth that lies within.
Such adversaries would require extensive background before they could be used in a full role in Salvagard. However, ambiguous raiding parties with no clear allegiance could be used at this point without much background needed.
5) The Icemen Scourge:
The main enemy of the Kingdom, the Icemen have been a threat for 1,300 years, since the first Ice war and near destruction of the kingdom at their hands. They are a bizarre form of life, a form of reptile adapted to the extreme cold and in constant need of new resources in the frozen wastes of the Northern Expanse.
They are a constant presence in the Northern Domains, moving amount the tundra wastes in search of resources and people they can take as their own. They are like locusts, stripping the land bare as they move. Unlike trolls they generally can be found in large groups, often called Hordes, which can range from under 200 savages to over 2,000, and in groups can be exceptionally dangerous even to an experienced werewolf.
The Icemen are good protagonists as they can be a very real thereat not just to an individual but to whole settlements, and it requires an exceptional mind to take them on, for despite their appearances they have an alien form of intelligence that whilst savage has still helped them survive in the northern wastelands.
Note that there are no leaders for the Icemen, they act as one when not fighting one another, and can be extremely dangerous. You have been warned.
6) Beasts, both wild and wonderful:
There are many creatures that inhabit the Kingdom of Salvagard, both weird and wonderful. There are far too many to be listed here, but examples are creatures such as the Great Wyrm of Velgamir, a mighty flying lizard that is said to be able to talk and utilise magic without ill effect, which guards a great treasure that is open to all who could defeat the Wyrm in combat.
Another example is the fiery salamanders of Askir (a place that is home to many rare and bizarre beasts). These strange beings live deep underground around the magma chamber of a dormant Volcano, and are much sought after by hunters for their fine hides and bones of pure obsidian. Any who can bring home such a prize is very well held in Salvagardian society, and usually gets the most invitations for mating.
A final example is that of the Yeti, an elusive creature that is yet to be found, but is said to inhabit the eastern mountains of Askir, and is capture at the hands of a hunter is much sought by the Sovereignty of Salvagard, although no-one knows why, although it is rumoured that it involves the book of the twelve.
These are a few of the ideas for creatures to be sought by a prospective player, and other can be added if needed, although the Moderator will check them over first to be sure they fall into the correct universe.
7) The Daemons of magic, Lords of the Catacombs
These are some of the most odd and dangerous creatures in Salvagard. They are rare, restricted to areas of high magic like the tunnels beneath the kingdom or the wastes of the eastern kingdom. These beings exist outside of this universe, and so can take on a myriad of mind boggling forms that can cause illness in those who see them. They come in all colours and shapes; can have a hundred limbs or eyes, or none at all. They can even look human, although this takes a powerful demon to emulate such a form perfectly.
They are evil, pure and simple. They can only be blocked by weapons and armours made from precious metals (Gold being the obvious choice) and all else having no effect on them. Their time in the physical realm is limited (The bigger they are, the longer they can be here for. They seek only to destroy or corrupt with magic, and have no moral code whatsoever. Hunting such creatures in the mountains or catacombs requires insane skill, or just insanity, and brings little prestige but the knowledge that you keep your homeland same from the evil that lies beneath.
I hope these Ideas show how much conflict really occurs in Salvagard, and how much a character can experience in their time here.
Any questions? Let me know.
However, this topic seeks to emphasise that although there is only one nation state in the game so far, there are still many conflicts which a character can become embroiled in as either a solider or merely a common (or not so common) citizen.
1) The Snow Troll Suppression:
A constant threat to the population of Salvagard, the snow trolls were the original inhabitants of the land and had made the lands of Salvagard their home for at least 5,000 years before the coming of the Prophet, and it was only through extensive action by the Kingdoms early hunters that they were pushed back from the kingdoms interior into the mountainous boarders.
However, this was only a large scale measure, and even today many Trolls are able to roam into in kingdoms interior, harassing travellers and farmers. Every few decades or so a Troll may declare themselves a Warchief and gather a force of other trolls to go raiding the many isolated villages along the kingdoms boarder, although it is normally a fraction of the force that was present at the final battle of the First war. This uprising will result in a Mixture of soldiers and hunters being dispatched to take down the Warchief, whose death will usually placate the trolls and banish them back to their mountain homes.
2) Ice Giant Hunting:
Restricted to the eastern mountains, Ice Giants are rare creatures that have been forever changed by the magic forces in the eastern mountains. They were originally Ice Trolls that were forced into the mountains by the Salvagardians arrival. Their new lairs were permeated with magical energy, and even the food was tainted. They eventually evolved into massive sizes, although they became far more aggressive and unstable then their troll brethren.
They are usually rendered dormant in the winter months, and can sleep for years at a time without looking for food. However, when one wakes it is usually off looking for food as soon as it can, and can wreak destruction on a domain if not properly contained, usually requiring a whole pack of soldiers or several exceptional hunters to bring down, and the loss of life can be very high.
Because they can sleep for years at a time giants have a very long lifespan, and many can live for hundreds of years if the conditions are right. One of the oldest, known as the Titan, has been rumoured to have lived for up to 1000 years, although it has yet to proven.
3) Renegade humans:
Compared to the previous two examples human renegades are a relatively new problem for the people of Salvagard. After the capture of the Human Army at the battle for Prophets Pass there were several among their forces who did not except this new life of bondage they had entered, and fought against it in any way they could. Over time there developed a small group of renegades who escaped their werewolf masters, managing to flee into the mountains and forests.
They now live by raiding food stores in remote villages or trading stolen goods with human sympathisers near prophets pass. Whilst they are continually hunted, and many are brought to justice each year, they have a small if steady increase in membership, and are growing more powerful by the day.
Whilst they would make good opposition in the game, it should be noted that Human renegades could be a good playing character for anyone who prefers the Anarchist character in their gaming.
4) Human Empires:
Whilst purely speculative at this point, it is known that there are several human empires out there that whilst being diplomatically linked to Salvagard at the moment would love to move beyond the geographical and political barriers to claim the mineral wealth that lies within.
Such adversaries would require extensive background before they could be used in a full role in Salvagard. However, ambiguous raiding parties with no clear allegiance could be used at this point without much background needed.
5) The Icemen Scourge:
The main enemy of the Kingdom, the Icemen have been a threat for 1,300 years, since the first Ice war and near destruction of the kingdom at their hands. They are a bizarre form of life, a form of reptile adapted to the extreme cold and in constant need of new resources in the frozen wastes of the Northern Expanse.
They are a constant presence in the Northern Domains, moving amount the tundra wastes in search of resources and people they can take as their own. They are like locusts, stripping the land bare as they move. Unlike trolls they generally can be found in large groups, often called Hordes, which can range from under 200 savages to over 2,000, and in groups can be exceptionally dangerous even to an experienced werewolf.
The Icemen are good protagonists as they can be a very real thereat not just to an individual but to whole settlements, and it requires an exceptional mind to take them on, for despite their appearances they have an alien form of intelligence that whilst savage has still helped them survive in the northern wastelands.
Note that there are no leaders for the Icemen, they act as one when not fighting one another, and can be extremely dangerous. You have been warned.
6) Beasts, both wild and wonderful:
There are many creatures that inhabit the Kingdom of Salvagard, both weird and wonderful. There are far too many to be listed here, but examples are creatures such as the Great Wyrm of Velgamir, a mighty flying lizard that is said to be able to talk and utilise magic without ill effect, which guards a great treasure that is open to all who could defeat the Wyrm in combat.
Another example is the fiery salamanders of Askir (a place that is home to many rare and bizarre beasts). These strange beings live deep underground around the magma chamber of a dormant Volcano, and are much sought after by hunters for their fine hides and bones of pure obsidian. Any who can bring home such a prize is very well held in Salvagardian society, and usually gets the most invitations for mating.
A final example is that of the Yeti, an elusive creature that is yet to be found, but is said to inhabit the eastern mountains of Askir, and is capture at the hands of a hunter is much sought by the Sovereignty of Salvagard, although no-one knows why, although it is rumoured that it involves the book of the twelve.
These are a few of the ideas for creatures to be sought by a prospective player, and other can be added if needed, although the Moderator will check them over first to be sure they fall into the correct universe.
7) The Daemons of magic, Lords of the Catacombs
These are some of the most odd and dangerous creatures in Salvagard. They are rare, restricted to areas of high magic like the tunnels beneath the kingdom or the wastes of the eastern kingdom. These beings exist outside of this universe, and so can take on a myriad of mind boggling forms that can cause illness in those who see them. They come in all colours and shapes; can have a hundred limbs or eyes, or none at all. They can even look human, although this takes a powerful demon to emulate such a form perfectly.
They are evil, pure and simple. They can only be blocked by weapons and armours made from precious metals (Gold being the obvious choice) and all else having no effect on them. Their time in the physical realm is limited (The bigger they are, the longer they can be here for. They seek only to destroy or corrupt with magic, and have no moral code whatsoever. Hunting such creatures in the mountains or catacombs requires insane skill, or just insanity, and brings little prestige but the knowledge that you keep your homeland same from the evil that lies beneath.
I hope these Ideas show how much conflict really occurs in Salvagard, and how much a character can experience in their time here.
Any questions? Let me know.

