About
Fight for Ferenhal is a fantasy role playing realm in which writers take control of one of the existing nations of the continent of Ferenhal. Each of these nations has a back story relating to a cataclysmal event known as the Blighted Sundering. Players will guide the growth and development of these nations through the small scale story telling of a lone adventurer from there nation or as a ruthless tyrant ready for a war that will expand his reach across the realm. The choices is yours.
The Blighted Sundering
Much of the game's lore revolves around the event known as the Blighted Sundering and the mysterious circumstances that caused it. Around five years before the present time, the heir to the Kingdom of Cimmeron was pridefully preparing for his future role as his nations ruler. It was a time of peace between most nations disregarding small incidents such as fights over trading rights and so on. That was until the fiery gates to the south of the enormous nation of Cimmeron swung open to reveal the orcish threat of Cul Gorram. The orcs had been kept in a sub level of existence by their northern human neighbors. Tired of having their lands being further and further invaded by colonists from both the nations Alderhad and Cimmeron, the orcs decided to strike back in order to maintain their rightful border. Seen as just a pest from the high mages of Alderhad, they were largely ignored thanks to their magical defenses. However, they were all to real a threat to the Cimmeronian people. The current king, Torrus Cimmeron, led his armies the long trek from the peninsula keep to the far north, down the the southern lands of Cul Gorram. Stunned by the ferociousness of their orcish opponents, they were overtaken after a handleful of crushing defeats.
Infuriated by the loss of his father, the newly crowned King Vallon Cimmeron sought the help of the mages of Alderhad. Knowing of the consequences of embedding ones mortal shell with magic was incredibly dangerous and volatile. One rogue mage named Gideon Grayspine saw this as his chance to finesse his way into power. Grayspine told Vallon of a way in which a mortal could achieve magical potency, blood magic. Little did either know that this magic would turn on them both. If blood seeks a prize, then blood has a price. As the mage and king began to conjure an army out of nothingness, the souls of his kingdom were replaced by mindless machines created to spread death. Even Vallon and Grayspine succumbed to the blood magic's thirst, twisting both into a single creature bent of feeding his hungering armies.
With the newfound armies at his disposal, Vallon the Blighted led them across his own kingdom, preying on those not fortunate enough to have been taken in the Gathering as it was called. With each feast, his army grew in strength and size. As the masses of hungering flesh spread in all directions, the remaining mortal kingdoms took up arms against them in a desperate attempt to fight them off. They would have met total defeat not for the assistance of the mages of Adlerhad who used their magic to destroying the advancing armies. Many of the mages gave their lives through the soul draining use of the arcane power needed to defeat the armies. With Vallon driven back into the lands now made unlivable by the Sundering, the mortal kingdoms returned to their lands to rest and deal with their own internal issues.
It has been five years since and the lives of the inhabitants of Ferenhal have more or less returned to normal with the Blighted Lands being avoided at all cost by the surrounding kingdoms. Half of Cul Gorram has been inhabited by the cousins of Vallon in an area now know as the Three Kingdoms. Alderhad has remained silent over the years with only the occasional sightings of a mage outside of the kingdom. But lately, a dark storm has been brewing in the former lands of Cimmeron, something evil is stirring.
The Kingdoms
Alderhad: This is the land of magic and sorcery. The mages of Alderhad have made it there duty and responsibility to maintain the seal between the physical and arcane planes so that they can control the flow of magic and its penetration into Ferenhal's bloodlines. Shamed by the usage of blood magic during the Blighted Sundering they have kept silent in their magical kingdom, watching over the other nations of Ferenhal, keeping an eye out for rogue mages and blood users in the realm.
The Three Kingdoms: A human kingdom ruled by three lords related to the Corrupter (Vallon). These squabbling regions never cease to bicker about land holdings and rightful succession. The truce has been held between the Three Kingdoms and the orcs of Cul Gorram for now. But territorial tensions threaten to tear it apart.
Cul Gorram: The orcish kingdom that looks like a tribal mess to the more "civilized" kingdoms. Pushed south by their wars with the Cimmeron kingdom, the orcs wait again while there neighbors to the north fight over the scraps of their ancient homeland. In the mountains and deserts that the many would die in, the brutish orcs thrive.
Wintervale: Another human kingdom that rules to the farthest north. These human revere the Old Gods and their Titans, believing their ancestry to be link to the Titans. Slightly taller than humans from any other region they are strong willed and resilient. The humans of Wintervale became famous for helping to push Vallon and his armies all the way to Cimmeron Keep on the peninsula to the far north.
Muldum: The lone dwarf kingdom of Muldum is mostly subterranean. Great cavernous cities dig deep through mountain ranges for miles. This has kept invaders out for centuries, but one thing it has allowed is the Great Rebellion in which a large sect of the populous rebelled against royal rule in conjunction with elves of a similar disposition. The King of Muldum still seeks ways to penetrate into Khalzard to reconquer his lands.
Khalzard: The most diverse region in every sense. Many different languages are spoken, rival religions are preached, and currencies from all over Ferenhal make their have to Khalzard's markets. However, one goal is shared by it inhabitants, freedom from tyrannical rule. Khlazard is ruled by an electorate made of both elves and dwarfs as well as a dual executive position held by both a dwarf and elf at the sime time.
Elderwood: This elvish kingdom occupies the majority of the Elderwood Forest of Ferenhal. Huge beats roam through the lands that devour everything in sight. The elves however share a spiritual bond with many of these creatures training them to be of use as beasts of burden or animals of war.
Zandrakar: Zandrakar is a hostile land made of marshes and volcanic mountains. Two factions fight for power (or survival) here, the dragon worshiping cultists of Drakar and the barbarian dragon hunter clans that roam through the marshes.
Skyshroud: A mysterious kingdom nestled in the cloud touching mountains. Legends say that an ancient race lives in solitude in this rarely seen city. Those who return to the kingdoms of Ferenhal come back both immensely wealthy and incredibly insane. More to be revealed through story
Titans' Vale: An uninhabited tundra-like valley believed to have been the seat of power for the Old Gods' guardians of Ferenhal, the Titans. The combined Elvish and Dwarf rebel army that now rules Khalzard is believed to have discovered a Titan weapon that they used to break the hold of the Elderwood Elves and Muldum dwarves on there region. More to be revealed through story.
Lawless Reaches: The Wild West of Ferenhal. Inhabited by barbarians, criminals, cultists, and wayward mages, it is dangerous to look at someone the wrong way. Bands of mercenaries sell their services in exchange for gold and merchants looking to scam the tired traveler. Fortunes are too be made there for adventurers and legends to become for glory seekers.
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