The Torment of Relg Thargûrm
Welcome to the home page for The Torment of Relg Thargûrm!
The game is set on a world of my creation with many strong inputs over the years of friends as fellow collaborators. In recent years it has become strongly influenced by aesthetic themes. Strangely the names of places and people that I wrote from 1998 to 2003 seem to have popped up in many places over the internet – and I attribute this to the strength of certain sounds of words to the ear of the English speaking fantasy imaginist. Though I strive for uniqueness, I can’t help but feel like so much is borrowed. I invite you to contribute to the storytelling of this world.
There are a few things that all players should know about the world.
1. The world is dangerous and wild. Nature is the supreme force on the planet and has devoured countless kingdoms and wiped clear the physical history of the world. The world is littered with the remains of past civilizations.
2. Civilization is a stark contrast to the natural world. There is less a concept of nations or nation-state so much as bastide cities ruled by powerful individuals. City-states have become immense and isolated. They are high in technological achievement, nearing early industrial revolution capacity.At this time, one large empire has formed when the city-state of Olm conquered Segell. It has also subsumed Corim and is currently the Empire of Dulanor. The Empire is currently ruled by a despotic tyrant queen.
3. Races are a bit different than the fantasy norm. Humans are the minority. The humans which live upon the Eastern Continent (Alonia) are several generations descended from refugees fleeing from the Western Continent (Inan) in the wake of a mass genocidal purging. These humans, called Mari or Ina-Mari were promply enslaved by the host kingdom of Dwarves (Gondhar) for a period of roughly 300 years. The Gondhar are relatively long-lived compared to other races. Gnomes (Gnomori) hold a strong kingdom in the southwest of Alonia and are the keepers of learned magic. Elves are wild creatures which live outside of civilization. Goblins are, taken as a whole, extremely varied in appearance being creatures born of magic, and live within Gondhar and Gnomori civilization and also hold a large kingdom of their own on the edge of the desert in the north and east of Alonia. Trolls exist as well, and are akin to the fairy-tale creatures – often grotesque in some way and prone to exchanging the children of other races with their own. They live in small close-knit family units and are often unwelcome in society.
4. The True Gods are imprisoned and have limited influence over the world. There are many spirits of place, local deities, and worshiped legends. The gods that matter are the ones that you interact with. Notable exceptions are Aurai, Shamal, and Jengorrul. Aurai, the sun goddess, is widely worshipped throughout the Empire and her power is a notable political force. Shamal is tied to no world but the Void and works to slowly destabilize life and magic. Jengorrul, the Trickster, was the sole True God that managed to avoid imprisonment.
5. This world is a moon of a large gaseous planet, Luma, and there are several moons in the sky: Gaurûr, Hurien, Hfweyo, and Sûrah. It is a two star system – one bright sun Aurai, and a red star, Zhehir. At certain times of the year Zhehir creates red tinted nights. These planetary bodies along with others in the heavens are imprisonments of the True Gods and affect their influence over the world.
6. Magic is a powerful force, as such it is strongly controlled and regulated within the Empire. Future mages study at the College of the Arcane at Mount Makarak, a school run by the Gnomori. Ancient magics are bound within prized clay tablets which can still be found around the world, though the knowledge of their creation is possessed by only a few living persons.
7. Language notes: û is pronounced as a “oo” sound as in moose. It is most often accompanied by an r for an “oor” sound.
After that, take a look at your wiki. There is some more helpful info there.