Overview
Everward is a high fantasy setting with many elements familiar to role players or readers of fantasy fiction. Most of the action in the games will take place in the kingdom of Everward, a mainly human populated kingdom with a mix of most of the worlds other species. Everward itself is styled as a fantasy medieval kingdom with it’s capital, Everward, the largest city-state of several. Each of the other city-states are allowed their own form of governance so long as they obey the laws of Everward. The current king and kings of the past have ruled delegated much authority to a Parliament with two Lords from each city. One Lord is appointed by the King and the other is appointed by the city-state. The Parliament meets for a month every year in Everward to do the kingdom’s business at the Royal Moot. The majority of laws in the kingdom are in regards to trade and mutual protection as kings of the past have wisely decided to rule with a light hand and diplomacy.
Magic is relatively common with low level magics being employed throughout the kingdom in the form of alchemists and herbalists who dispense simple healing potions and poultices to hedge mages who practice magics for hire in out of the way places to druids who practice nature magics and guard important sites. Potent mages with large catalogs of spells do exist but are quite rare. One such wizard is known Graemane, whose tower is located in the far North East of the kingdom. Gramane or his confidants are known to travel to the various city-states on important business from time to time. Low powered magic items are common place with the most prolific being potions and limited use items of various sort created by alchemists, hedge mages, or simple mages who have set up shop and produce simple items in quantity for sale in towns. Powerful items such as famous swords or armor are rarely produced as the materials required to produce them are rare as is the skill required to make them. Many verified stories exist of lesser items being reforged, recast, or recombined into more powerful items under auspicious circumstances.
Species
The species most commonly seen throughout the kingdom in order of occurrence are: humans, half elves, gnomes, halflings, dwarves, half orcs, orcs, tieflings, wild elves, lizard folk. Citizens throughout the kingdom have slightly differing cultures as each city-state is unique though they are similar enough that anyone traveling from one to another would not feel like a complete foreigner. There is a common language used throughout the kingdom, simply referred to as the common tongue, though slang will vary by location and languages of immigrant species might be used from time to time. A certain degree of conformity is expected of all citizens, some of which is enforced by law, and those with strong feelings about culture often settle in parts of towns (often ghettos) or small settlements what welcome those from that species.
Humans are the most prevalent of the species by a large margin and their presence is felt even in communities where few humans are. The common tongue is required in all mercantile transactions if requested and discrimination in matters of business are illegal (though not always enforced). Human culture could be largely considered to be locally focused groups who are more or less tolerant of outsiders depending on how much trade is done within their borders. The kingdom has been organized over the years to encourage trade in part to improve integration and in most cases has been successful in it’s efforts.
Half elves are the offspring of elves or half elves and another species. It is extraordinarily rare to meet a half elf that has been raised by elves. When one is encountered it is safe to assume that it was raised outside of elven culture. Half elves will assume the culture in which they were raised. They will be more or less accepted depending on the attitudes of the prevailing population.
Gnomes are a small but industrious folk, often absorbed in their own interests. Usually specialists in a specific field of endeavor they consider generalists to be lazy, uninformed, or simple minded. They do integrate well into most communities and will accept local customs. Gnomes tend towards occupations that require a lot of study or practice (i.e., engineer or gem cutter). Tedious physical labor is disregarded in gnomish society.
Halflings pursue a slow pace of life. That’s not to say that a halfling does not strive for great works or accomplishments but that they usually do not sacrifice their well being to achieve their ends. It is quite possible to find a halfling master craftsman, just not during a holiday. Family and community oriented they will know everyone in their neighborhood and tend to treat outsiders with suspicion. They are often good natured and enjoy the outdoors and outdoor activities.
Dwarves are a sturdy folk who believe in hard work and the benefits that it entails. Competitive by nature, being the best at something is a great source of pride for a dwarf. Most dwarves can easily get along with other species though they will often remind others of how or why a dwarf will accomplish a task better than they would. A dwarf will also stand by a prediction, a promise, or a deal under most circumstance as reputation is as important to a dwarf as wealth. Dwarves will often sacrifice wealth to increase their reputation.
Half orcs are the offspring of orcs and another species. They may be raised in either culture but are often at a great disadvantage as in orcish cultures they are considered weak and in other cultures they are considered brutish. Suffering through this usually makes half orcs difficult to deal with as they tend to have a chip on their shoulder, expecting to have to prove themselves at every turn. There are exceptions but such individuals are usually the result of an unconventional upbringing.
Orcs can be found among other species. Orc tribes are not always at war with the outside world despite popular opinion. Though distrust between orcs and outsiders is generally so bad that there are few places where orcs and other cultures meet. When orcs mingle with others they can count on a high price for their strength and endurance and can be hired for martial skill or task involving hard labor. In any case, it will not be for a long term as orcs naturally gravitate back to clan lands over time.
Tieflings are demon spawn. Any child born anywhere could possibly be born a tiefling. It is usually because of some deal made by ancestors or parents such that the price of some service is that an offspring will become a spawn of that demon. A confluence of supernatural events could also be the cause though whatever the cause, the result is in a child with no blood relation to the parents who bore it. These unfortunate beings are usually shunned and abandoned by most. Those who survive often congregate for mutual protection. Due to their demonic heritage they will all have a random appearance that my include horns, wings, scales, feathers, hooves, tails, or any combination of the above and more. Any tiefling whose real parent (it will only have 1 ‘real’ parent) is a powerful demon will also possess one or more natural powers.
Wild elves are the descendants of elves who have been banished from the Fae. They live in various environments and could be described as culturally similar to native Americans or aboriginal peoples living in rain forests. Still in possession of magic though not as strong as their predecessors, they shun contact with the outside world. A few of their number do venture out either as traders, ambassadors, or to strike out on their own.
Also called high elves or the faerie the Fae are creatures who do not live in the world but in the Fae, a magical plane adjacent to the prime material. They sometimes venture onto the prime material but only to complete some specific task. The Fae are immortal and have a thought process wholly alien to any culture on the prime. They are considered ruthless tricksters and monsters by most. An encounter with one would be considered by most to be terrifying and life threatening.
Everward
Everward is a kingdom consisting of seven city-states on the coast (Mossgard, Breadwardine, Helmfirth, Eldham, Everward, Shrieveport, and Eastguard) , three on the isle of Shieldwall (Wavemeet, Blackburn, and Westguard), one on the ilse of Whitecliff (Wrights Landing), six inland (Redwater, Brie, Vinehill, Briar Glen, Raven Hill, and Fulcairn) two protectorate towns (Hotspring and Cliffwind), and four landed manors (Pike’s Head, Skiewatch, Bannerman’s Castle, and Southshield). Everward has been blessed with a natural barrier of mountains and forests that frame it’s Northern and Eastern borders. The protective terrain has kept the country free from most external strife for many years. In that time trade has boomed and Everward has been able to take advantage of it’s timber, fertile land, and mineral resources.
The capital of Everward is the largest of the city-states and the residence of the current king, Monroe the Fat (which is more a reference to his wealth than this physical shape). It is also the home of most of the countries guilds.
