Today's the hundredth anniversary of the Scorch, the cataclysmic event that turned most of the world into an inhospitable desert. Many here in the Alsini Oasis are mourning. Others are just going about their daily lives. A handful are even celebrating. You, you're... you're erm... uh. Well, let's take it from the top. Who exactly are you?
One hundred years ago, to the day, the world was hit by an event known as the Scorch. Nobody quite knows why it happened or how, but the stories say that there was a sudden flash of bright light, and that things suddenly got hotter and drier until most of the world was a barren desert. A few areas, now called oases, managed to avoid the worst of the Scorch somehow, and people flocked to them. And then, as people tend to do, they fought over them. Entire cultures were destroyed as a result of these bloody Water Wars, but within a few years, the oases began to resemble the nations of old. Each one had its own government, and for a short while, it seemed as if the world could be rebuilt. Then the Black Gales came and put an end to that. Believed by some to be the very embodiment of chaos, these otherworldly dust clouds swept through the desert like patches of living shadow, seemingly going out of their way to target the oases. Those caught in them only suffered minor changes at first. Patches of feathers and scales, eyes with slits like those of a cat, and even beneficial things like enhanced strength and speed. Then came more serious afflictions, like hollow bones and extra limbs. Eventually, those affected would become violent and attack those around them. The new order that had arisen was abruptly shattered by these mutants, and as what was left of the oases' governments fell apart trying to regain control of things. Communication between the oases all but ended, as each oasis became its own den of mutants, bandits, and 'honest' folk 'just trying to get by' while secretly working towards whatever goals they might have.
The Alsini Valley:
Not many remember what the world was like before the Scorch, but nowadays, it's a pretty hellish place, with the Alsini oasis being only slightly less hellish than the rest of it. Located at the northwestern edge of the Krakashuk range, it's one of the few places that's still wet enough to have precipitation, with seasonal rains and snowmelts from the Krakashuks feeding the Alsini River, one of the last true rivers known to man. Because of the Alsini, its tributaries, and the various brooks and streams, the region has come to be known as an oasis in the harsh post-scorch world, which has led many groups, both local and foriegn, to try and establish foodholds there. The majority of these settlements are in the valley surrounding the Alsini River, and land disputes make the region a hotbed of conflict, oftentimes erupting into full-scale wars between settlements.
Salatia:
Wedged between the North Krakashuks and the Great Salt, Salatia is all that is left of the once-mighty civilization that used to rule over the entire Alsini oasis. Densely forested, it the main source of the region's timber, although its largest export is a type of clear gem known as natrolite. How natrolite is produced is a closely-guarded Salatian secret, and its ability to counteract the effects of the Black Gale makes it nearly as important as water for settlements and towns, which has given Salatia a sort of economic death-grip over the rest of the oasis.
The Krakashuks:
The Krakashuk Range is a series of tall mountains forming the southern and eastern borders of the Alsini oasis. Alsinians often divide them into the South Krakashuks, which are south of the Alsini river, and the North Krakashuks, which are to the north of it. The South Krakashuks are lower than their northern counterparts, but far hotter and drier, comparable to some deserts, apart from a few small pockets of land which through some miracle are wet enough to sustain grasses and sometimes even trees. These regions are nearly as inhospitable as the dry parts though, due to the poor drainage of the soil turning them into swampy breeding grounds for a multitude of horrible diseases. The North Krakashuks by comparison are high and cool, with snow-capped peaks that periodically melt away and feed the Alsini river. The North Krakashuks are also home to the last true lake in the oasis, Lake Bluewater, which feeds into the Alsini. Due to the immigration in the area leading to increased water use, portions of the lake have begun to dry out, creating a path of soggy, partially solid land to the recently rediscovered Three Cities Pass, connecting the Alsini Valley to the Timberlands.
Three Cities Pass:
A recently rediscovered passageway, possibly built by pre-scorch Salatia, which connects the Alsini Valley to the Timberlands. Its name comes from the fact that there are three abandoned cities along the route, which have become havens for bandits and slavers due to their isolation. Because of this, travel through the pass is exceedingly dangerous, but the promise of rich unclaimed lands on the other side of it has led to a steady flow of merchants and settlers through it, much to the delight of the cities' bandits.
Icepeak:
Icepeak is the name of a large glacier which forms the eastern border of Salatia and extends all the way south to the North Krakashuks. Completely impassable, it is constantly harvested for ice by Salatia, which is used throughout the region to cool homes and preserve food. Even with the amount of ice mined from it, the glacier regrows at an incredible rate, making tunneling through it all but impossible.
The Timberlands:
Located to the north of the North Krakashuks and east of Icepeak, the Timberlands are an area which has only recently become accessible due to the rediscovery of the Three Cities Pass. Not much is known about this area, but it is believed to be home to several fierce barbarian tribes, renegade slaver groups, as well as an unusually high number of mutants. Despite these dangers, many groups are seeking to colonize the area, hoping to use it to break the Salatian monopoly on ice and timber.
The Great Salt:
The Great Salt is a massive, completely uninhabited wasteland that forms the western border of the Alsini oasis. Known as the Great Sea prior to the scorch, it has long since dried out, leaving a barren expanse of salt and sand incapable of sustaining life in its place. In the untamed northern parts of Salatia, it is referred to by the locals as "Akatabash", which can be roughly translated into "Go in, and you don't come back out again".
Old Salatia
Goal: Reunite the Alsini Oasis under the Salatian flag once more
Motto: Just actions for a just claim!
Info: Now confined to the southern part of the region that shares their name, the Kingdom of Salatia ruled over the entire Alsini Oasis during the brief time period between the Scorch and the Black Gales. Now that things have calmed down slightly, they seek to drive the bandits and foreigners out of their old lands, and reestablish their dominance over the region, bringing an end to this 'dark age'.
Salatian Merchants
Goal: Exploit Salatia's monopolies for profit
Motto: For the right price, we can save the world!
Info: While Salatia may have lost hold of most of the oasis, it still holds several key resources which are difficult to acquire anywhere else, including ice, timber, and natrolite, a strange crystal that can counteract the effects of the Black Gales. Salatia's merchant class has made a killing from exporting these materials, and while some may argue that it is unjust for them to charge as highly as they do, there's no doubt that the oasis would be a far more inhospitable place if it weren't for their willingness to trade.
New Salatia
Goal: Restore order not just to the oasis, but to the world
Motto: Power through progress!
Info: While the Old Salatians are focused on the past, and the merchants are living the present to the fullest, the New Salatia movement is focused on building a better future. Ever since natrolite was discovered to counteract the effects of the Black Gales, they have worked to better understand the world, so as to make it more livable in the future. They are constantly at odds with both the Old Salatians and the merchants for their desire to give the secrets of making natorlite to those outside of Salatia.
The Windsown
Goal: Avoid dying, and have a good time
Motto: Eye of the beholder, baby! (Oftentimes shortened to ETB)
Info: The Windsown are nomadic travelers, who worship the Black Gales as a sort of god. Due to their frequent travels, they are constantly exposed to dust from the gales, and there is hardly a Windsown out there who doesn't have a whole slurry of strange mutations. However, they use this to their advantage, dividing labors up by mutations, allowing them to work very efficiently. They've even developed a mild degree of tolerance to the insanity caused by the Gales, although it generally sets in all the same by their early thirties. This short lifespan has given them a sort of 'live free, die young' mentality, and whenever they're not working, they are usually engaging in some sort of festivity or celebration.
North Salatian Tribes
Goal: Keep the Salatians out
Motto: Our land, our laws!
Info: Even when the Salatian Kingdom was at its peak, they were never able to fully reign in the people in the northern forests. Renouncing civilization almost entirely, they broke free from the Salatian yoke the moment that the kingdom began to weaken, and lived in isolation for many decades, only interacting with the merchants of Salatia in order to barter for natrolite. While Old Salatia sees them as a natural target for expansion, heavy opposition from both the merchants and undercover tribals has kept the tribes safe for the time being.
City One Waylayers
Goal: Take a steep toll from anyone going through Three Cities Pass
Motto: Another satisfied customer!
Info: Inhabiting the southernmost city in Three Cities Pass, the City One Waylayers are a group of bandits who have established a toll for those who want to enter the pass. Travelers can pay various prices for entry, protection, and even free passage through the city. While the prices offered may seem outrageous, many travelers who use the pass regularly have made friends within the Waylayers, and receive a steep discount for their services.
City Two Black Market
Goal: Trade slaves and stolen goods from cities one and three
Motto: We want your money, not your life!
Info: The second city in the pass lacks any true form of governance, and is more of a neutral ground between the thieves and bandits of City One and the slavers of City Three. Because of this, it is usually full of 'merchants' from both groups, trying both to sell their wares and acquire new ones. Due to the lack of government, crimes committed here are difficult to punish, and travelers heading through the pass are often advised to spend the day in City Two, but use City One and City Three to spend the nights.
City Three Slavers
Goal: Capture and sell those headed through Three Cities Pass
Motto: Selling livings for a living!
Info: Unlike City One, which is inhabited by civilized lowlifes from the Alsini valley, City Three is home to a group of barbaric ruffians from the Timberlands. While they do have a code of law to keep things in check, it only protects their own people, meaning that most outsiders are considered fair targets for the city's slavers. Recently though, City Three has taken to charging tolls similar to City One, although at much steeper prices. Those who can pay are granted free passage through the city and its slave markets, where a traveler can purchase a guide to help navigate the unexplored expanses of the Timberlands. Those who can't pay are enslaved themselves, either to perform the city's drudge work or fight to the death in the arena.
Homesteaders
Goal: Live a new life in the Alsini Valley
Motto: This land is my land!
Info: With the Kingdom of Salatia having lost control of the lands of the Alsini valley, many newcomers have arrived in the region in order to carve out a new life for themselves. These Homesteaders have founded a number of small towns and villages throughout the valley, each one like a city-state with its own leader and laws. Conflicts between these settlements over land and resources are frequent, and the settlements near the Three Cities and Salatia are frequently raided and conquered, making the life of a Homesteader a difficult one.
Blacksail Timber Co.
Goal: Establish a base in the Timberlands, and eventually exploit the resources of the region
Motto: Might through money!
Info: With the discovery of the Timberlands, countless companies were formed in order to take advantage of the rich resources of the region. However, nearly all of these companies went bankrupt within a year of their founding due to the high costs of passing through the Three Cities, as well as the inherent danger involved with trying to colonize the Timberlands. However, the Blacksail Timber Company has managed to survive despite the odds, forming close trade ties with the Three Cities, earning them the spiteful nickname "City Four Conmen".
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