Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits. Anti-spam check. Do not fill this in!==='''Game Notes'''=== *The continent upon which the characters live is called Encoron, but few refer to it by name. Rather, characters refer to the world they live in (if ever) as simply 'the world'. The largest land area they are likely to referrence will be their nation or town of origin. *There are no generic guilds in this game setting. To wit, combat oriented characters did not learn their skills at a Warriors Guild. Such characters either picked up their skills in their local militia, or joined a mercenary group or free company before becoming an adventurer. Alternatively, they may have attended a specialized combat academy or been tutored by a retired soldier or warrior. *All preistly characters MUST select a deity, as they will have earned their abilities and powers at a temple, monastary, or shrine. Unlike many other game settings, clerics of evil aligned deities WILL meet with suspicion and outright hostility in most nations and towns. It is to be noted that this setting is a fuedal/pre-industrial era, where tolerances are far more parochial and restrictive. *The only real countries are the three Dwarf Kingdoms, the Human nations of the Silver Road Federation, the Freehold of Tuvor , Great Amittil, and the Northguard Republic. Others include the Monster Kingdom of Aazthkanak, the Elban Colonial Free States, and the Elf nations of Edhelbar and Barbeleg, and the Ellembert Confederacy. While other large towns and cities exist, their populations are nowhere near large enough to warrant being considered independant nations. *While Aazthkanak is a recognized country, it is also known as a hostile and voliatile neighbor. The nation's leaders claim that the frequent raids and attacks on their neighbors are the work of independant bands of marauders, there is more tha a little suspicion that Aazthkanak provides at least some of these bands' material assets and training. Although nothing has been proven, another war with Aazthkanak is likely. *There are several areas of interest near many of the towns and others in the vast wilderness between them. Several such places are: #[http://mutton.sandwich.net/DnDGame/ScreamingPlains.txt The Screaming Plains] #The Orc Warrens #The Amittil Ruins #The Annonëarbar Islands #Gapwood Summary: Please note that all contributions to the Screaming Plains Wiki are considered to be released under the CC-BY-SA Cancel Editing help (opens in new window) Retrieved from "https://screamingplains.fandom.com/wiki/Screaming_Plains_Wiki"