10 Things You Need To Know About Markoth

These 10 things are defining ways in which the world is run, and fiction to be created. They define the ways in which the Story Team looks at all submissions and writes games.

1) Markoth is a world at war. Nations do not trust each other. Conflict frequently breaks out between the Royalist Alliance and The Empire . The primary story for the game centres around this conflict, and player characters are involved.

2) Sentient Races in this world are all humanoids. Player Characters are mortals.

3) Supernatural beasts are either magical constructs, or summoned from the realm of magic.

4) The Fey are a hostile force that have largely abandoned the world, due to the treaty with Tarvala and his heirs.

5) Magic is divided into battle magic and high magic. High magic is slow and highly ritualised, while battle magic is limited in scope.

6) Death - due to High Magic rituals, deaths during conflicts are not permanent. A magical ritual means combatants are able to cheat death during conflicts. This process is not always 100% effective however. (Permanent death on battlegame nights is at player discretion.)

7) The gods are distant. The faithful are active. Major religions include the Church of Tarvala of the Imperialists, and the older tradition of The Court of Four . Deities are not definitively good or evil, and some groups worship certain aspects of deities over others.

8) Markoth is a 'No Gunpowder' medieval low fantasy. While it takes inspiration from history, it is not a historical representation.

9) Cartography is not an exact science in Markoth. The world is far from completely explored.

10) The world is settled, but not complete. It is a cooperative effort to make this world alive in the minds of all people who play this game.