The League is a mod that is set in a high-fantasy setting, featuring fantastic creatures such as goblins, orcs, ogres, dwarves, knights, dragons, monsters. It also features "questing", which is a system that allows you to send characters on quests for prestige, piety, self-improvement, relics and other such good times.
- 1 Development
- 2 Setting
- 3 Races & Factions
- 4 Magic & Technology
- 5 Questing
- 6 Playable Scenarios
- 7 Lore
- 8 = The Prophecies=
The Development of this mod began on 29-July-2012.
The game is set in the fictional lands of Lithrius, a land shared by three major races; Humans, Dwarves and Greenskins.
Races & Factions
Magic & Technology
In the world of Lithrius, Magic is a force that takes a life-time of study and concentration to master one single school of it. Magic allows for the channeling of elements, the control of time and the folding of space.
Technologically, I want to include it so that nations can and will eventually development ever-more evolving weapons, abilities and forces. However I have yet to look into this. --Azkanan (talk) 20:17, 4 August 2012 (CEST)
I intend to attempt a system that allows for, either on random occasion or an occasion of the player's choosing, for characters to be sent on "quests" in brilliant high-fantasy fashion. Mostly automated, but returning with results and tales of their accomplishments - that being crossing a deathly bridge or defeating a dragon in combat.
More on this once I've research the game's capabilities.
The War of the Twin Knights Prophecy
With the death of their glorious father Bradan Stardusk, the ideals of the twin brothers Baskar and Jener clash. Jener is a cruel and forthright being, willing to sacrifice the many for the few, whilst Baskar is willing to sacrifice himself for the many. As a result, the empire has been broken. Baskar has formed the Loreht Kingdom, whilst Jener holds onto what little of the Empire he still controls to the north. The brothers must now fight for their vision of the future in an attempt to free the people from what each sees as heresy.
The Undeath Plague
In the Kingdom of Vandrill, a plague has crept from the mountains of the south. Not only does it sail people to the gates of the otherworld... but it brings them back to life as mindless, twisted husks with an overwhelming desire to feed.
As the Mythros Dwarves dug deeper into their mountains, they (typically) dug too deep. Unknowingly, they have released a black plague of shadow, beings that live in the shadows and have an in-born natural hate for all things living. The Mythros Dwarves will have to either attempt to survive this invasion on their own or face their xenophobia and seek aid once more from the outside world - or risk losing their hidden empire.
In the cold north, where the hustle and bustle of the lush mainland is left behind, a cold wind ever blows across the glacier and glass forests. Giant beasts and wild monsters rule the land, and in this land, the peoples are split into small tribes, each tentatively holding onto what little land they claim to be theirs - borders practically inexistent. But for all their differences, these tribal peoples agree on one truth - The Wind is the word of their goddess and that there is promise of a life beyond the freezing north to the south, for those who are capable to form the Empire of the North.
In striking difference to the people of the north, the people of the south live in a far dryer and warmer land. To the horizon of every direction is barely more than flat savannah. Tribal warlords on horseback claim large expanses of empty land, raiding and taking what they see. However, is there a life beyond such an inconsequential existent? Can one warlord rise above all others and form the mighty Tribbid Empire, an empire that stretches from east to west, horizon to horizon?
In Uggrud we trust
Spotted about the world are jungles and dark forests, and within these wild environments can be found the green-skinned beings, monsters whose intelligence has just about piqued above most other dark creatures of the world. Through this they have claimed lands, arms and have formed tentative alliances with others of their kind. Could this burgeoning race, this Orc species be the next greatest thing the world has known - or the worst?
Nature has forever been taken for granted in the world of Lithrius. Humans are a plague that have decimated a once flora-covered world into what it is now, great expanses of farmland and stone structures. The greatest offender to this is the Hypatos Kingdom - neighbours of the goddess-proclaimed protectors of nature, the Nalese Queendom. The hypatosians feed slain trees into their factories and machines. However, the Nalesian Queen has fell pregnant, and the seers foretell that it will be a girl of great power - enough power to possibly destroy all enemies of nature.
A steam-driven dream
The Hypatos kingdom is a land of technologically-advanced humans. Having long-ago stolen technology from their dwarven allies, they have since expanded the knowledge and applied it to every part of their lives. The firepowder powers their rifles and the steam powers their rail-ridden locomotives and factories. With such an economical power, powerful traders have formed coalitions and corporations, offering a third power to the political system beyond prestige and piety. Their cities have become sprawling masses of steel, iron and smoke.
With such power handed to such early peoples, what could possibly go wrong?
= The Prophecies=
(I need to transcribe this from my novella, at some point).