Post by Rubicon on Apr 15, 2014 14:21:29 GMT
[The following information is Archival from the Heroic website. The information contained within is considered compiled from multiple sources and can considered to be mostly factual. Some of this information is out-of-date and is based of the Heroic Core Rule System.]
"Terra Firma or “solid ground” as it was named by Founder of the Mecerto Order before the dawn of the current age refers to the land south of the Aurora Borealis, north of the River Nemus, east of Profundum Sea, and west of the land of Mors Mortis (the land of Death). Civilizations have risen and fallen and lore lost to the march of Time within the bounds of Terra Firma.
Now attention turns to the wilderness that acts as a gateway to the land of Mor Mortis, long inaccessible due to a strong a fierce nation of Orcs lead by Chieftan Thugdath. But he has grown old and many of his followers have died due to plague, infighting and encroachment by nations and groups interested in the wealth the feral landscape holds. With his passing, the way would be open for all who hope to benefit.
An old Keep, a relic from the time when humans sought to claim the land and all within it as their own, has been selected as an outpost and a neutral zone. Against the unforgiving landscape, putting aside personal differences may be necessary in the short term for those who wish to survive and see their ambitions met." -Excerpt from the Mecerto Historian Malcolm Rayner's book The Present Conflict.
Brotherhood of the Hammer
Clothing: Heavily armored. Dark colored clothing made to be worn under armor.
Specialties: Hammers, clubs, firearms and axes. Smithing, engineering, alchemy are preferred production.
Races: Stone Dwarves, Dark Dwarves, Gnomes, Mole-folk and Goblins.
Mecerto Order
Clothing: Plate and leather armor. Colors and symbols may vary based on lineage.
Specialties: Cold-forged iron weapons and shields. Elemental and Spirit is common. Smithing, Thamagraphy, Potionmaking and High Magic.
Races: Saytrkin and Elves
Natives
Born outside of, or cast out from the Clans and Realms and Orders, are the natives of the wilderness. They have lived a harsh and unfriendly life under the tyranny of the Old Orc Chieftan Thugdath and experienced a myriad of dangers. To survive they have picked up a number of different skills and abilities and learned the lay of the land.
While the Natives may not have an impressive lineage or wealth, they do not lack in comparison to the other groups who have come to the Meadowsedge Keep. Even the bravest of travelers may seek out their experience when it comes to the local resources and threats.
Clothing: Rugged, durable clothing with emphasis on utility. .
Specialties: All forms of combat, magic, and production are known to be used.
Races: Folk of the Claw, Folk of the Fang, The Hunted, Folk of the Water, Humans, Orcs and Goblins.
Realm of Aradhel
Clothing: Leather and Wooden armor. Natural colors and materials for clothing. Often seen with visible runes on their skin or clothing.
Specialties: Bowes, spears, and swords. Prefered magic is Nature. Smithing and Runecarving are important.
Races: Elves of the Forest, Elves of the Deeps, Goblins, Bear-folk, Deer-folk, Badger-folk, Wolf-folk, Unicorn-folk, and Humans.
Sandyburrow Trading Company
With the expansion of allied military forces, in the form of the Brotherhood of the Hammer and the Realm of Aradhel, the Sandyburrow Trading Company seeks to colonize the once deadly wilderness. They work to expand their wealth and influence while supporting the missions of all allied forces.
The Sandyburrow Trading Company started out as a family owned business and has expanded to allow many members of other halfling families to claim positions of power and importance among their ranks. Goblin workers are employed by the Company to do labor otherwise too dangerous, and while not slaves they are not far from it.
Under the leadership of Eglantine Sandyburrow, the Company has expanded its land holdings two-fold, much to the annoyance of some of the other competing interests. Eglantine Sandyburrow is calculating man who values family ties and the skills of his workers when considering advancement. Resources are readily available for all employees.
Clothing: Rich clothing with matching patterns and colors. No armor outside of ornamental purposes.
Specialties: Daggers. Prefered magic is Spirit. All production skills.
Races: Halfings and Goblins
"Terra Firma or “solid ground” as it was named by Founder of the Mecerto Order before the dawn of the current age refers to the land south of the Aurora Borealis, north of the River Nemus, east of Profundum Sea, and west of the land of Mors Mortis (the land of Death). Civilizations have risen and fallen and lore lost to the march of Time within the bounds of Terra Firma.
Now attention turns to the wilderness that acts as a gateway to the land of Mor Mortis, long inaccessible due to a strong a fierce nation of Orcs lead by Chieftan Thugdath. But he has grown old and many of his followers have died due to plague, infighting and encroachment by nations and groups interested in the wealth the feral landscape holds. With his passing, the way would be open for all who hope to benefit.
An old Keep, a relic from the time when humans sought to claim the land and all within it as their own, has been selected as an outpost and a neutral zone. Against the unforgiving landscape, putting aside personal differences may be necessary in the short term for those who wish to survive and see their ambitions met." -Excerpt from the Mecerto Historian Malcolm Rayner's book The Present Conflict.
Brotherhood of the Hammer
Clothing: Heavily armored. Dark colored clothing made to be worn under armor.
Specialties: Hammers, clubs, firearms and axes. Smithing, engineering, alchemy are preferred production.
Races: Stone Dwarves, Dark Dwarves, Gnomes, Mole-folk and Goblins.
Mecerto Order
Clothing: Plate and leather armor. Colors and symbols may vary based on lineage.
Specialties: Cold-forged iron weapons and shields. Elemental and Spirit is common. Smithing, Thamagraphy, Potionmaking and High Magic.
Races: Saytrkin and Elves
Natives
Born outside of, or cast out from the Clans and Realms and Orders, are the natives of the wilderness. They have lived a harsh and unfriendly life under the tyranny of the Old Orc Chieftan Thugdath and experienced a myriad of dangers. To survive they have picked up a number of different skills and abilities and learned the lay of the land.
While the Natives may not have an impressive lineage or wealth, they do not lack in comparison to the other groups who have come to the Meadowsedge Keep. Even the bravest of travelers may seek out their experience when it comes to the local resources and threats.
Clothing: Rugged, durable clothing with emphasis on utility. .
Specialties: All forms of combat, magic, and production are known to be used.
Races: Folk of the Claw, Folk of the Fang, The Hunted, Folk of the Water, Humans, Orcs and Goblins.
Realm of Aradhel
Clothing: Leather and Wooden armor. Natural colors and materials for clothing. Often seen with visible runes on their skin or clothing.
Specialties: Bowes, spears, and swords. Prefered magic is Nature. Smithing and Runecarving are important.
Races: Elves of the Forest, Elves of the Deeps, Goblins, Bear-folk, Deer-folk, Badger-folk, Wolf-folk, Unicorn-folk, and Humans.
Sandyburrow Trading Company
With the expansion of allied military forces, in the form of the Brotherhood of the Hammer and the Realm of Aradhel, the Sandyburrow Trading Company seeks to colonize the once deadly wilderness. They work to expand their wealth and influence while supporting the missions of all allied forces.
The Sandyburrow Trading Company started out as a family owned business and has expanded to allow many members of other halfling families to claim positions of power and importance among their ranks. Goblin workers are employed by the Company to do labor otherwise too dangerous, and while not slaves they are not far from it.
Under the leadership of Eglantine Sandyburrow, the Company has expanded its land holdings two-fold, much to the annoyance of some of the other competing interests. Eglantine Sandyburrow is calculating man who values family ties and the skills of his workers when considering advancement. Resources are readily available for all employees.
Clothing: Rich clothing with matching patterns and colors. No armor outside of ornamental purposes.
Specialties: Daggers. Prefered magic is Spirit. All production skills.
Races: Halfings and Goblins