Support the Inn! If you are doing holiday shopping online, please use this affiliate link for Amazon. You pay the exact same prices, but the Inn earns a small referral fee. Thanks!
You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Season of the Witch Q/A
Related thread: Assistance is Required... Related thread: Season of the Witch
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Season of the Witch Q/A
This will be the official game thread for Season of the Witch, my newest creation.
The first several posts are going to be held up exclusively for information, be it on characters, events, world information, or what-have-you. I'll be trying to keep this updated regularly.
I would ask that nobody post here until I give the go-ahead. Until I do, please continue using the existing recruiting thread. I will try to get some information in here tonight, but most of it should appear between today and tomorrow.
Posted on 2009-11-25 at 04:35:13.
Edited on 2009-12-17 at 01:05:07 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Dramatis Personae
The Cast
Anora Rose’-Blanche Arlessa, Syln Paladin of Liris (Kaelyn)
Thealora Justinia, Syln Cleric of Mirros (Merideth)
Agrin Stoneoath, Krosan Cleric of Hamar (Grugg)
Igni Stonelighter, Duskarn Sorcerer (Ion Kired)
Éofara, Mith'ganni Ranger (Loki)
Joseph David Gabriel Feroz, Kirvass Druid (Dragonblood)
Roderick “Rory” Collins aka “Pipit”, Raslan Rogue (Ayrn)
Luke "The Finch" Collins, Raslan Ranger (Shield Wolf)
Kammie, Syln Rogue (Tempest) - MIA
Party Wealth
Party Inventory
Strange Tea
Spider Medallion Key
Sustenance
Anora: 2 Ration/ Half Waterskin
Thealora: 6 Ration/ Half Waterskin
Igni: 6 Ration/ Half Waterskin
Agrin: 1 Ration/ Half Waterskin
Éofara: 3 Ration/ Half Waterskin
Joseph: 1.5 Ration/ Half Waterskin
Rory: 2 Ration/ Full Waterskin
Luke: 20 Ration/ Full Waterskin
Ammunition
Anora: 20 Arrows
Thealora: N/A
Igni: 37 Bolts
Agrin: 20 Bolts
Éofara: 50 Arrows
Joseph: 20 Arrows
Luke: 15 Darts
Contacts
Erkand Vale
Widam (Thealora)
Slum Birds (Luke and Rory)
Posted on 2009-11-25 at 04:36:29.
Edited on 2010-03-23 at 18:36:39 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Baelenoa
The World of Baelenoa
Baelenoa is a world with a long past, despite its relatively young age. Borne and placed in the orbit of a single large sun by a council of twelve Ancients, it is surrounded by six moons, the closest being that of Ostra.
Throughout its timeline, wars have ravaged the lands, fought by rising peoples seeking to eke out a name for their kind. Civilizations have arose and crumbled, leaving behind a legacy often picked up by a following, seeking people to relight, and carry with them into the future. The children of the Gods are numerous and varied, creating a very dynamic and exotic base of flora and fauna. Some say that the Gods themselves walk the land, though it is undeniable that Legends themselves do. Myths are often fragmented, but those earning the title of a true Legend always remain, captured by the magics of the world.
Three major continents make up the land mass of the world, though each is ignorant of the existence of the others. Tales always tell of a land across the sea, but they are yet to be backed by any support. Oceans fill the majority of surface area of the world, and are filled with an impossibly diverse ecosystem outdoing the wonders of the surface world many times over. As civilizations have arisen on land, so have they beneath the waves, and likewise, have fallen.
The winds of magic blow powerfully, a gift left behind by the Ancient Ones, and carried onwards by those residing within the halls of the New Pantheon. It is these very magics that breathe life into the peoples, to their wonders and their dreams, of the world of Baelenoa. Although the world is always shaping itself according to the continuity of existence, the powers granted so long ago shall never die so long as the Celestial Spire is occupied.
_______________________________________
The Baelenoan Calendar
Each month is thirty-five days long, resulting in a four hundred and twenty day year.
Months
Forma: Mid-Winter
Kalemri: Late-Winter
Deysor: Early-Spring
Mairon: Mid-Spring
Volla: Late-Spring
Tirmut: Early-Summer
Orchoal: Mid-Summer
Velica: Late-Summer
Semri: Early-Fall
Mallust: Mid-Fall
Rideygo: Late-Fall
Kelmar: Early-Winter
_______________________________________
Delmaria
Delmaria is the largest landmass on the face of the world. Consisting of over a dozen nations, it is divided up and painted with a vast number of different ecosystems. Deserts lay in the eastern lands, while the far north grows increasingly more frigid and icecapped. During the terrible conflict of the Gods, known by historians as The All-Saints War, the great ridge of mountains known as The World’s Spine arose between the land of Rekumaru, and the desert known as Telim Tak. Ravaged in the war, the land became later titled The Wastes of Telim Tak, and is a region that few venture forth into anymore, becoming an arid badland where devils are said to walk the shifting sands. The most famed of explorers tell of a land to the south of the continent where the rain never ceases, and the trees grow high enough to blot out the sky. Whether these are fact or fiction is yet to be proven.
The races that reside within the rims of Delmaria are quite varied, and though many hold shaky alliances, the intolerance of one another that is resident within all sentient creatures remains consistent and bitter. Wars often break out simply over the inability to accept those who are different, and more often than not, about religious beliefs. The cycle continues ever onwards; while the fighting halts, great wonders rise up from the ground, only to burn to cinders when tempers flare.
Despite the hatred many bear for one-another, there are no nations completely dominated by one race in specific. Peoples of many backgrounds and cultures occupy the regions between borders, accepted begrudgingly by one another as a general, but unfortunate, constant.
Trade is one thing that unites nations even during the harshest times of war. As the land is so geographically and geologically varied, there are always things that one will posses that another wants. As such, currency seems to determine fate almost as much as might of arms and zealous faith, and many crucial decisions literally fall upon the flip of a coin.
_______________________________________
Alcana
Capital: Vyrrmas
Major Cities: Aur Vennas, Gannfeld, Murdas Belfre
Identity: Alcanese
Climate: Temperate
Government: Monarchy/Regency
Population: 21,000 (Mainly humans, elves, and dwarves)
Languages: Alcanese Common, Mercrean Common, Elvish, Dwarven
Currency: Ketch
Primary Import: Grain, Steel
Primary Export: Lumber, Hides
Primary Religion: Mallien
Minor Religion: Candri, Darm, Hamar
Alcana is primarily forested and rolling, containing little natural farmland. Developed slash and burn techniques combined with newly discovered crop rotation have allowed for small, but efficient, farms. Simple crops can be grown and supplied in efficient quantities, but lacking the large amounts of plains required for grains, much of it is imported from Mercrea to the west.
Large masses of woodlands provide naturally rich timber resources and much game to be hunted. The forests are also home to many natural predators, mainly gnolls and goblinkin. Highways are routinely patrolled, but the abundance of cover makes easy hiding places for bandits. To the southeast are the Mountains of An’Kessta, the home of the dwarves. Migration to the city has been significantly more common since a strange explosion collapsed one of the peaks. Information regarding such is extremely rare, even among immigrants.
Spotted all throughout the wilderness are old ruins of ancient forts and holds. Many are home to bands of creatures, setting them up as their lairs, but there is never a shortage of locations for gutsy treasure hunters. Such features tend to draw a large number of seekers from other lands, as well as create a sufficient body of supporters to operate numerous guilds. Historical artifacts tend to fetch a very high price with correct buyers.
As of recent months, an outbreak of plague in the northern territories, called Scarlet Flashfever, has been destroying the population at alarming rates. Clergymen from all faiths have been working to subdue this plague, but have met with only limited success. The sickness rapidly spread to the central core, and to the east. Contaminated game meat and animal by-products has been a primary spreading agent.
Infection rates in the north began to subside as a remedy was developed and distributed, but the death rate has effectively produced the early stages of a famine. Panic and riots broke out in Vyrrmas when the plague reached its walls, but the combined efforts of all temples managed to subdue it fairly effectively. However, the nation fell into darkness when the uncontrolled infection of King Alphonse III took the life from his body and left the Lionte Throne empty.
Posted on 2009-11-25 at 04:38:03.
Edited on 2009-11-25 at 05:59:15 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Peoples
Humans
Syln (Caucasian)
The most common humans seen upon the continent, the Syln are found in almost every country. Their hair and eyes come in many colourations, and their height generally varies from anywhere between 5’3 to 6’2 for males; 5’0” to 5’7” for females. Syln typically adapt well to whatever culture they are introduced to, which partially explains why there are so many on Delmaria.
K’urn (Native American)
The primary residents of the Wastes of Telim Tak, the K’urn are a hardy people. Their skin is a reddish-brown, their hair is almost always black, and their eyes dark and slightly slanted. Clan structures are the basis of their way of life, but aside from that, not much is known about them due to their isolation on the other side of the World’s Spine.
Gano (Celt/Nordic)
The Gano are a tribal peoples who reside in the northern areas of the continent, though not necessarily just the frozen regions. Anywhere along the north-central coastline and forests, as well as the Dascauri Peninsula to the far north, are largely populated by Gano. They are fair of skin, large of stature, and generally have red, blond, or brown hair. Beards are very common among men, and their way of dress usually consists of furs, hides, and bone ornaments. Common heights for males is anywhere between 5’6” and 6’5”, and 5’3” to 5’10” for females.
Andaru (African)
Sturdy of build and dark of skin, the Andaru are the indigenous folk of the volcanic nation of Kaul. While traditional ways are more important to the Andaru than advancing technologically, they are quite talented in metallurgy and the ways of war. Feelings of unity are strong, and inter-tribal conflict is not common, though they frequently make war on nearby nations, particularly Veythor to the north. Average male height ranges from 5’6” to 6’3”, and 5’1” to 5’11”.
Rekushu (Asian)
The people of the eastern land of Rekumaru. Almost nothing is known of them in the world beyond the Kei Kessen wall, the great barrier that shuts out the remainder of the continent to the west. Consequently, next to nothing is known of their home, aside from the fact that the nation is divided into eight major territories, each owned by one of the great clans.
Kirvass (Slavic)
The Kirvass are the people of the south-east regions near the World's Spine. Generally not fond of large urbanized areas, they establish smaller communities within which family is the primary focal point. Extremely fair-skinned and dark of hair, the Kirvass typically dress in dull, flat colours. Unlike most other human cultures, folklore and superstition are extremely commonplace among their people, and as such, religion is important in personal and family protection. Those who venture away from their home communities generally band together with other Kirvass, creating a sort of mobile 'village' consisting largely of wagons and horses. Due to their somewhat unconventional lifestyle, Kirvass who appear in other lands are often regarded with suspicion and mistrust, and their strange folk dances and beliefs tend to be viewed as a bad omen in one's home.
Elves
Dur’amani (Woodland Elves)
The folk of the woodlands, Dur’amani are slender, delicate, and graceful beings. Fair of skin and features, they have hair that ranges in colour from platinum blond to a light coppery red. Males do not grow facial hair. Eyes are typically violet, blue, or green, although light brown is not uncommon, and the shape resembles an almond. Dur’amani build their homes within the forests of the world, either shaping the ground and natural clearings to suit their needs, or building their homes in the treetops. Typical height for both males and females is between 5’3” and 6’0”.
Selthani (Snow Elves)
Selthani are the albino-skinned cousins of the Dur’amani, living their lives in the tundras of the north amidst the snow and ice. They are masters of moving through the drifts and across the ices of the north, and are described by many as the Ghosts of the Ice. Very light of hair and skin, they possess a natural ability to blend in amongst their snowy environment. Even their eyes are grey or silver, most often. Colourations and style of dress aside, they look like the Dur’amani. The average height is not known, though they seem to generally be fairly tall.
Mith’ganni (Twilight Elves)
The Mith’ganni are residents of the vast, rolling plains of Elrithia. Much like the wandering nomads of the western lands, Mith’ganni tend to reject permanent settlements, and live in tent camps as they roam the grasslands. They are a fairly standoffish people, due to their dwindling numbers, though they do tend to make trade with those they encounter in their wanderings in a grab-attempt to gain some edge over fate. Nobody but the Mith’ganni and a very few number of scholars know why this failing of their species occurs, though due to their almost obsessed reverence with the moons, it can be assumed that it has something to do with the lunar cycle. Though they look much like Dur’amani, they eyes are slightly different, being more slanted and almost always a unique yellow, much like the moon. They’re tall and slender, but their average heights are not known. Much unlike the more elegant elves of the woodlands, the Mith’ganni favour fur and hide clothing, and are very adept at horsemanship.
Ondau’rii (Dark Elves)
The Ondau’rii are not a people as a whole, exactly. Rather, they are the exiles of other elven cultures, banished for violating the established ways of life in some extreme fashion. Sometimes they gather together in tribes or groups, but generally, the Ondau’rii intermingle in the societies of other races, trying to forget about the lives they left behind, and starting anew.
Dwarves
Duskarn (Hill Dwarves)
The Duskarn are the dwarvenfolk who live in the more upper regions of mountains and among the foothills of the ranges. Wondrous craftsmen with any form of metal, stone, or mineral, they are known as shrewd merchants who generally possess much disdain for others. Short and stocky, generally between 4'0" and 4'8", Duskarn are perfectly suited for subterranean life. Tough of body and resolve, Duskarn are not the friendliest of sorts, though they are not against trade with others. Beards are extremely important among Duskarn society, being worn long and often decorated with all manner of beads, bones, and metal ornaments. Hair colour typically comes in the shades of red, brown, black, or white, and when possible, is worn long. Clans are the backbone of Duskarn society, and are often viewed to be stronger than the rock beneath which they dwell, and the lifespans of clan members often range several hundred years to further this claim.
Krosan (Rock Dwarves)
Ancestors of the Duskarn, the Krosan are even more isolated, dwelling far beneath the ancient mountains of the world. Reputedly old as the mountains themselves, few people ever encounter the reclusive Krosan unless they themselves venture forth from their great stone vaults. Similar in appearance in most ways to their Hill cousins, the Krosan possess pale skin and largely dilated pupils. Hair colours are lighter, but in all other ways they appear to be Duskarn. Different from Duskarn - and most other peoples of Baelenoa, is their legendary intolerance of all people different from themselves, so intense that most encounters with Krosan leave both parties with fuming tempers.
Halflings
Buunta (Burrow Halflings)
The little folk who reside in the low hills of the land, forming communities of burrows in which only Halflings reside. Standing on average around three feet tall, they have large, hairy feet, spry statures (Though they love to eat and drink, often developing portly figures), and typically have curly hair. They appear in most ways to be small humans. Preferring the home life over that of danger, Buunta are often shy, but at the same time possess a great curiosity for the world beyond their burrows.
Raslan (Gutter Folk)
Raslan are halflings who have been caught up in the metropolitan areas of the world, adapting to living in the underworlds of cities, where they get by on a living of theft and larceny. Very similar in appearance to Buunta, the Raslan often practice the unusual concept of footbinding in an effort to disguise their larger feet and thus enhance their ability to blend in as orphans or children. Typically abandoned and shunned by others, Raslan are viewed with immense distrust, known for their underhanding ways in the streets and gutters of the urban environments.
***(More approaching)
Posted on 2009-11-25 at 04:39:10.
Edited on 2009-11-30 at 19:14:01 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Chronicles
Deysor 3rd, 1021: The first outbreak of Scarlet Flashfever ravages northern Alcana. Infection rate is high, and death count rapidly rises.
Deysor 13th, 1021: Clergymen from across Alcana assemble in the north in efforts to heal the rapidly spreading sickness.
Deysor 20th, 1021: Little success is attained. Sickness spreads rapidly to the south and eastern regions. Priests largely abandon the north to attempt aid elsewhere.
Deysor 29th, 1021: The first signs of Scarlet Flashfever have reached Vyrrmas.
Mairon 1st, 1021: Sickness spreads extremely rapidly. Panic erupts as temples take on more and more patients. Success rates of healing are low, but higher than in the north.
Mairon 11th, 1021: A breakthrough is made in concocting a remedy. Distribution in the central core shows signs of recovery. Infection rate in the north begins to subside naturally.
Mairon 16th, 1021: King Alphonse III is diagnosed as bearing the fever.
Mairon 19th, 1021: Despite all efforts, Alphonse perishes from the fever. The Lionte Throne is empty without heir.
Mairon 20th, 1021: Cuthburt Barovain assumes position of Regent until a proper ruler can be decided upon.
Mairon 24th, 1021: Distribution of remedy increases in rate, and recoveries continue. Death counts begin to decrease.
Mairon 26th, 1021: Jiran Feirniese proposes to the council that his nephew Akkeyl assume rulership of Alcana.
Mairon 27th, 1021: The council rejects the proposal, stating that the King must be from a more noble lineage, or at least possess stronger political favour.
Volla 3rd, 1021: Cardinal-Deacon Ilphian, of the temple of Mallien, declares a witch hunt, instigated by successful divination that the Scarlet Flashfever was initiated through Arcane means.
Volla 4th, 1021: Non-sanctioned magic is banned. Practice is punishable by arrest and detainment, and often execution.
Volla 9th, 1021: Bronkald Barovain is arrested and executed for practice of witchcraft.
Posted on 2009-11-25 at 04:39:47.
Edited on 2009-11-25 at 08:56:56 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Faith
The Baelenoan Pantheon
The New Pantheon
Since the departure of the Ancient Ones, a number of deities have ascended to fulfill their roles. While lacking in the sheer power that The Twelve possessed, the New Pantheon is successful in governing The Celestial Spire, The Endless Watchtower, and The Oblivion, as well as the planes of mortals.
Religion is a very powerful tool among all races occupying Delmaria. Civilizations have risen and fallen due to the faith of the peoples, and while it continues to unite the faithful, it is also among the mightiest dividers of man.
Yeil
The Storm Lord.
(Chaotic-Good: Weather, Lightning, Thunder)
One of the first to the New Pantheon, Yeil is in charge of the weather of Baelenoa. Snow, rain, drought. All belong to the portfolio of the Storm Lord. Yeil spends nearly all of his time watching over the world, expressing himself through the elements around those who populate Baelenoa. As his emotions change, so do the weather patterns of the various nations that he is currently watching over. Bearing javelins as his preferred weapon to battle, Yeil hurls them with the ferocity of the most wicked of lightning bolts. Yeil’s followers wear the colors of lightning and fire - yellow, red, and orange.
Symbol: A stormcloud with crossed lightning bolts.
Vill
Trickster.
(Chaotic-Neutral: Trickery, Joking, Playfulness, Theft)
A latecomer to the New Pantheon is Vil, who earned his way by managing to successfully fool Prien himself. For this, Jan-Kirith elected him to accompany them in the heavens, but has ever since left him a target of Prien’s axe. However, the Trickster has always managed to elude the Executioner, and has managed to escape the headsman’s block on more than one occasion. Vil’s chosen weapon is best fitting to his name: the war fans found in Rekumaru. The colors he wears, and that his followers do, are selected to amaze and confuse: Bright red, bright blue, and black.
Symbol: A grinning mask.
Mirros
The Angel of Peace.
(Neutral-Good: Peace, Tranquility, Friendship)
The twin sister of Liris, the two were born into the New Pantheon by Sepher, the Healing Mother. With her brother, the pair seek to end all wars and suffering in the world, but have so far been unsuccessful due to the presence of Dareen in the heavens. However, there is no animosity between them,as Mirros and Liris cannot feel hatred. As such, they are fairly well-liked by most members of the pantheon. Seeking peace for the world, Mirros will bear no arms, and forbids her followers from doing such. However, they are permitted to use nonviolent means of unarmed force to try to bring peace to others. Mirros wears a white gown laced with pale blue.
Symbol: Two open hands, crossing each other.
Liris
The Angel of Mercy.
(Neutral-Good: Mercy, Forgiveness)
Twin brother of Mirros, Liris is the counterpart of his sister, born of one of the purest of the gods ever seen within the pantheon. While his sister strives for peace, Liris accompanies her in his goals to bring mercy to all. He believes that there are none who should be declined mercy, and aims to teach that to the peoples of Baelenoa. It is his belief that if he can show mercy to any, then perhaps there will be less suffering in the world. Granting mercy to the suffering with either a slender long sword or an open hand, Liris’ white and yellow robes are the final thing that the wounded and dying see before they reach the gates of Prien.
Symbol: A sword hilt with a white feather replacing the blade.
Candri
The Guardian of the Wild.
(Chaotic-Good: Nature, Animals, Growth)
One of the first to appear in the New Pantheon, Candri has always been a crusader for the preservation of the wilds of Baelenoa. The wife of the Autumn King Hamar, she shields their realm with courage and ferocity. It is the duty of her followers to protect the forest lands, the plains, the mountains, and so forth. One hundred and thirty-seven years into her governing within the pantheon, Candri elected a new member: the Wolf Lord Darm. Ever since, the giant wolf has been the faithful companion of Candri in her prowlings of the primal lands of Baelenoa. Candri’s guardianship weapon, a long bow and arrows, are wielded with pride by her followers, and the mixed colors of dark and light green are trademark to her cause.
Symbol: An Elm Tree in full growth
Dareen
The Grand Warlord.
(Chaotic-Neutral: War, Conquest, Domination)
Dareen came to join the New Pantheon about forty years after its creation. Elected for his battle prowess and enormous courage, he was charged with governing the fields of war. Though he knows very well that Mirros and Liris strive to bring peace to the world, he holds no dislike for either of the twins, for they are very incapable of the emotion of hatred. Dareen does not associate with either of them on a regular basis, but tolerates their presence within the heavens. To represent the absolute ferocity of battle, Dareen prefers the brutal two handed battle mallet. His colors that he so proudly wears in the fires of war are bright red and orange.
Symbol: A Hammer crossed with an Axe.
Prien
The Executioner
(Lawful-Evil: Death, passing, demise)
Prien was among the first to join the New Pantheon, being the brother of Yeil, who came at the same time as he. While his brother governs the weather patterns of the world, Prien is in charge of making sure that the souls of the dying are removed from their bodies and sent to Faxareth. For centuries, he has roamed the world, cutting away the threads that still tie the deceased to their bodies. Recently, however, Prien has found himself at ends with Bachdani, who believes that even the deceased should receive protection in their passing to the otherworld. On several occasions, the Great Guardian has tried to interfere with Prien’s axe. This has built great tension between the two. The clerics of Prien wear black and grey, and often carry the favored weapon of their lord: the two-handed war axe.
Symbol: A pair of axes crossed behind a grinning skull
Hamar
The Autumn King
(Neutral-Good: Earth, agriculture, harvest)
Husband of Candri, Hamar appeared in the Pantheon just under one hundred years after she did. His domain is the world upon which his wife so valiantly protects from harm, and within this area of ruler ship, he ensures that the peoples are able to grow the food they need to survive, as well as the plants that rise from his body. In times of absolute anger, his rage can be felt all over with world with violent quakes that emanate from within. Such is his power that there are few who dare defy him. The devout of Hamar wear dull brown and light green clothing, and carry the sacred sickle with which ritual harvests are always performed.
Symbol: A world emblem
Urrik
The Freedom Fighter
(Chaotic-Neutral: Freedom, choice, rebellion)
Urrik was elected to the Pantheon by Vil, who admired the ways that he was able to constantly evade the so-terribly corrupted authorities where he preached his beliefs. Though it wasn’t overly a council decision, they others approved of Urrik’s ability to govern fairly with the portfolio that was given to him by the Trickster. As such, he was able to remain in the New Pantheon as a god. Urrik despises rulers who govern through tyranny and corruption, and has many orders established across the continent whose primary goals are to overthrow such organizations, and set up a people’s rule where freedom may be truly granted. While still a mortal, Urrik always favored the dagger as his weapon, for it was easy to conceal for use in his speeches. His followers wear yellow and indigo for their colors.
Symbol: A broken chain
Ash
The Judge
(Lawful-Neutral: Retribution, justice)
When the members of the New Pantheon struggled over the determination of many worldly events, a mediator was selected to deal with them. A man named Ash rose above others in the elections, and was appointed god hood in the position of the arbitrator of justice and injustice. Even disputes and conflicts among the gods end up in Ash’s court, for it is in his hands that matters of law and order are determined. Ash deals out justice with a broad-headed warhammer, made use of as his gaval, and his colors are white and black, the robes he once wore as a judge on the mortal plane.
Symbol: A merchant’s scale
Darm
The Howling Master
(Chaotic-Neutral: Wolves)
Darm is the hunting companion of Candri, brought to the Pantheon by his master. The largest of any of the wolves native to Dascau, Darm protected the frozen wastelands with an incredible zeal. This impressed Candri enough to ask the giant wolf to accompany her on her prowlings through the wilds. Darm accepted, and ever since has been faithful to a fault. Minor god, Darm is not overly liked by many members of the Pantheon who believe that one day he shall lose control and ravage the heavens. Though he has only a scant few followers, the faithful of Darm bear daggers to replicate his gnashing fangs, and they wear robes of dark grey.
Symbol: A wolf howling against a full moon
Aster
The Queen of Snow
(Neutral-Evil: Ice, snow)
Aster is the older sister of Hephtu, and has long since declared war on her younger sibling. With their granted portfolios, they violently conflict with one another, though neither has yet triumphed. The rest of the New Pantheon refuses to get involved in their sqaubbles, though Ash has spent many years trying to determine a way to settle things between the two. Although their war has been going on ever since the birth of Hephtu into the heavens, both are fairly new to the council of the gods. Like a mighty icicle, Aster bears a long spear to battle against her brother. Followers of the Queen of Snow wear many shades of blue, particularly pale, against white.
Symbol: An eight-point snowflake
Hephtu
The Conflagration
(Chaotic-Neutral: Fire, passion, desire, love, rage)
Ever since his birth into the New Pantheon, Hephtu has been at war with his older sister, Aster. Their battles are over little more than simple animosity, though it was not he that began it. Rather, his sister was intolerant of one to oppose her portfolio, and instantly began the conflict bettwen them. Hephtu governs the flames of the world, both physically and metaphorically. Lovers praise him, while the Keepers of the Sacred Flame worship him eternally, devoted to keeping alight the pyres that burn within temples dedicated to him. To battle his sibling, Hephtu weilds an immense two-handed flail, and his faithful wear orange and red garb to replicate a raging fire.
Symbol: A ball of fire with a curving tail
St. Manquo
The Eternal Librarian
(True-Neutral: Knowledge, lore, history)
St. Manquo was one of the very first to begin construction of the New Pantheon. With knowledge accumulated from the centuries onwards from 18 A.L., he created the libraries in which his faithful pray to him. Taking the role of churches. these grand libraries contain knowledge gained by both St. Manquo and the survivors of the epic battles in which the Ancients fought. St. Manquo is often called upon by Ash to attend the judicial court, asked to bring his immense knowledge to help determine the outcomes of many of the more complex trials he must deal with. If you could consider it a weapon, St. Manquo bears an enormous tome wherever he may wander, and wears the colors grey and dull brown.
Symbol: An open book
Ostra
The Lunar Empress
(Lawful-Neutral: Moon)
Ostra is the bride of Deilver, the lord of the sun. Together, along with their daughter, Lun, they command the events that take place in the sky above the face of the world. Though there is not one moon, but two, they are known as the Eye’s of Ostra, each having their own title. Alhura is the name of Ostra’s left eye, the white moon; and Dalmae is the right eye, the yellow moon. Ostra and Deilver were among the first to fill a position in the New Pantheon, elected to govern the moons and sun of the heavens. Ostra bears no weapon, for it is Deilver’s job to defend her, but the colors her followers wear are white, yellow, and silver.
Symbol: Two crescent moons, their points touching one another
Deilver
The Solar Emperor
(Lawful-Good: Sun)
The husband of Ostra, Deilver guides the sun across the heavens every day, pulling it with his golden chariot. A lone phoenix draws the chariot, whether or not Deilver is actually in the driver’s position. In his time as a mortal, Deilver was a great king of a long-forgotten nation, lost beneath the sands of time. Before the fall of the magnificant civiliazation of Tiremet, Deilver and his wife, Ostra, were elected to join the gods in the heavens. Because of the number of solariums that were present in Tiremet, designed by Deilver himself, he was chosen to govern the great sun of Baelenoa. To defend his beloved Ostra, Deilver goes to battle bearing a morning star, and his colors are fiery orange and gold.
Symbol: A blazing sun
Lun
The Midnight Captain
(Chaotic-Good: Stars)
Lun is the only child of Deilver and Ostra. As her parents govern the sun and moons, Lun was given permission to sail the stars of the universe. Her curiosity allows her to interact very well with Vester, who often joins her on her journeys through the heavens. Lun is assigned the duty of constantly making certain that new constellations that form in the night sky are not replicating those of the members of the council, and is granted free-reign of sailing to the furthest reaches of the star-sea. Although her mother does not bear arms, Lun carries a number of four-point daggers designed for throwing (Known as shuriken in Rekumaru). Followers of the Midnight Captain wear colors of midnight blue and gold.
Symbol: A five-point star
Atlam
The Juggernaught
(Neutral: Strength, Might)
Elected from the great Krath of a distant land, Atlam was the mightiest chieftan of their people. Not only was he bigger and fiercer than any of the others, but he was also blessed with great leadership that allowed his tribe to emerge victorious from nearly any conflict. The gods looked upon him with such favor that, when he was finally felled in combat, he awoke within the Pantheon, rather than in the otherworld. Ever since, he has been governing the spheres of strength and power. Atlam’s favorite fighting style was to wrestle, but his preferred weapon is a viscious waraxe, and his followers wear, as his tribe once did, brown and forest green.
Symbol: A triangle, with all angles projecting a line inwards to create three triangles within
Zivistis
The Zephyr Knight
(Chaotic-Good: Winds)
Of the Elrithian horsemen, none in legend have ever compared to the talents and courage of Ephemor Dalanastis and his warhorse, Melanon. Stories told that he could ride faster than the wind could, and strike as fast as a sudden gust of air. Feared by all enemies of Elrithia, Ephemor led every charge in the conflict he took part in, always at the forefront of each battle. He commanded such respect that all who heard his name bowed their heads in praise, and those who fought against him could not help but be overwhelmed by awe. As such, he earned the name “The Zephyr Knight”. Ephemor, however, was not a selfish man, and always did good for the sake of others. The gods in the heavens admired the man’s deeds so greatly that Yeil, Ash, Hamar, Candri, and Ostra all assumed mortal forms to speak with the knight. Forming a small council, they asked a number of questions, one being “What lengths would you go to to continue bringing good to the world?” His response was felt to be without self, for the sake of others, and impressed the council enough to bestow godhood upon the man, returning to the heavens with he and his mount by their side. Placing him in charge of the wind, which he best represented, he assumed the title Zivistis, and joined the deities in the upper planes. His chosen colors are those he wore in his mortal life, being white and silver, and his preferred weapon is the horsemans’s lance.
Symbol: Five horizontal, parallel lines, each curving slightly downwards on the left, and slightly upwards on the right.
Mallien
The Speaker for All
(True-Neutral: Truth, Identity)
Mallien is a curiosity in the pantheon, having arrived on his own accord and well before any of the others. It is believed that he appeared to resolve the conflicts left in the wake of the All-Saints War, in which the Ancient Ones left Baelenoa for good. With his single eye that may see only truth, Mallien witnessed the remains of the stars left by the warring Gods, and recounted the events to the newcomers to the Pantheon, instructing that such a thing may never happen again. He is the voice for those who may not themselves speak, and encourages that his followers follow in kind. The truth must always be upheld, no matter the cost, for a world without truth is a mirage upon which no basis can be established. Followers of Mallien wear grey robes with a black sash about the waist, and to ensure that the truth not be obscured, clerics are trained as archers to pierce through the veils of deceit.
Symbol: An open, lidless eye.
Posted on 2009-11-25 at 05:50:44.
Edited on 2009-11-25 at 18:54:20 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Personalities
The big names in the land. These are somebodies that just about everybody who didn't grow up in a cave know about. And then, some of them are even that famous.
Cuthburt Barovain
Head of the Barovain noble house and the right hand of the King, Cuthburt has always been a part of the council in the royal court, as the Barovain family has always been in Alcana. Preferring reason over militant might, Cuthburt is renowned for his ability to make rational decisions in difficult times, and such was his prime trait when being selected as Regent to hold the Throne until a new king can be elected. However, since the declaration of the witch hunt, Cuthburt has been placed under an entirely new kind of pressure as a member of his own family has been accused of witchcraft, but in the public eye, Cuthburt still shows a resolve of steel in his elected duty.
Cardinal-Deacon Ilphian
In charge of all clerical duties of the Vyrrmas Temple of Mallien, Ilphian is a reserved, reclusive man known for his harsh judgment upon heretics. Reclusive and insightful, Ilphian does not often meet with the public, though is oftentimes consulted as an adviser to the royal council due to his ability to divine the correct path. In the wake of the death of Alphonse III, Ilphian's declaration of Season of the Witch has turned the nation upside-down in search of heretics, with Temple Knights becoming the leaders of the security force. However, by rooting out those who would create the Scarlet Flashfever, order and peace can be restored, and many see his actions as a necessary change for the time being.
Posted on 2009-11-25 at 06:01:58.
Edited on 2009-11-30 at 19:39:40 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Legends
The stuff that makes history what it is.
Posted on 2009-11-26 at 06:45:56.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Organizations
The groups and orders that make up the over-and-underworld of Baelenoa. Also includes religious orders and workings.
The Oz Company: A group composed of mercenaries and services-for-hire that spans the lands of Delmaria. Primarily selling out combatants to the highest bidder, Oz also is notorious for accepting contracts to serve as a paramilitary force when situations call for it. While arms are the main selling point, Oz also possesses numerous other agents and services up for hire.
Icon: An axe, upright, paired with a sword, inverted.
Posted on 2009-11-26 at 06:46:41.
Edited on 2009-12-17 at 04:48:29 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Glossary
Every setting has its bounds of terms unique to it. This is where you'll discover them.
Lionte Throne: The ancestral throne of Alcana, ruled by generations of the Lionte Royal Family. King Alphonse Lionte III was the last of the Lionte bloodline before the Scarlet Flashfever left the throne empty. For three hundred and thirty years, only a Lionte has held the Alcanese throne.
Shalma: Proper scholar's term for Arcane Magic.
Posted on 2009-11-26 at 06:48:57.
Edited on 2009-12-22 at 22:18:45 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Flora
The different useful or dangerous plantlife found all throughout the realms, be it woodland or in caverns.
Kamsha Tree: A small, thin tree that tends to grow in mossy areas, usually not exceeding eight feet in height. The branches are slender, and bear light green leaves in the shapes of arrowheads. The light brown bark is edible, and tastes slightly sour.
Posted on 2009-11-26 at 06:49:47.
Edited on 2010-02-06 at 22:23:42 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Misc.
...
Posted on 2009-11-29 at 22:58:18.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Misc.
...
Posted on 2009-11-29 at 22:58:33.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Misc.
...
Posted on 2009-11-29 at 22:58:50.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Anora Arlessa
Player: Chris
Character: Anora Rose’-Blanche Arlessa
Race: Human (Syln)
Class: Paladin of Liris 1
Alignment: Lawful Good:
Characteristics:
Losing her family/the vinyard. ---Phobia
To one day ride a Pegasus/Unicorn----Aspiration
Patience/Understanding: Having been raised to be a negotiator and consort, Anora is exceptionally well adapted to seeing other peoples opinions and perspectives and finding suitable compromises for most mundane disputes.----Virtue
Sexuality: Raised by her mother to employ everything a beautiful woman has at her disposal to achieve the best possible outcome, Anora is no innocent child when it comes to sexuality, and though she has donned the vestments of faith, she does not shy away from the pleasures of the flesh, for during such encounters does she feel most at peace with herself ---Vice
Vengeance: Though taught that mercy begets mercy, Anora holds a deep inner hatred for the collaborators of the Scarlet Feverflash which robbed her of her brother Samual and constantly seeks information to hopefully seek retribution.--------Obsession
5 Monsters of familiarity:
Goblinoids
Undead-Skeletal
Pegasus
Unicorn
Owlbears
Statistics:
Strength: 14
Dexterity: 16
Constitution: 13
Intelligence: 16
Wisdom: 14
Charisma: 18
Saves: Total -Base-Ability Modifier-Magic Modifier-Misc Modifier-Temp Modifier
Fort: ----3-------2---------------1
Ref:-----3--------0--------------3
Will:----2--------0--------------2
Saves: Notes:
~~~~~
Combat Block:
Base Attack: 1
Grapple: 3 (Base atk +2 strength)
Melee: +3
Long sword: Atk: +4 Damage: 1d8 +2 Critical 19-20/2
Ranged: +4
Short bow: Atk +3 Damage 1d6 Critical x3
AC: 10+4 (Scale Mail -1 Damaged) +2 (Heavy Wooden Shield) +3 (Dexterity) =18
Hit Points: 11
Armor: Scale Mail
Shield: Heavy Wooden
~~~~~~~~~~~
Feats:
Lvl 1: Weapon Focus Longsword
Lv1 1 Human Bonus: Mounted Combat
Skills: (2xInt Modifier)
Lvl 1: (2x3)x4(lvl1)+4(human)= 28points:
Concentration: 4 +1(con) =5
Craft:
Diplomacy: 4 +4 (Cha) =8
Handle Animal: 2+4 (Cha)= 6
Heal: 2+2 (wis) =4
Knowledge: Nobility/Royalty: 4+3 (int) =7
Knowledge: Religion 4+3 (int) =7
Profession:
Ride: 4+ 3 (Dex) =7
Sense Motive: 4+2 (wis) =6
~~~~~~~~~~~~`
Class Abilities:
Aura of Good
Detect Evil
Smite Evil 1/day
~~~~~~~~
Equipment:
Scale mail (equipped)
Heavy wooden Shield, (equipped)
Longsword (equipped)
Short bow (equipped)
Quiver with 20 arrows
Backpack with Waterskin,
1 day's trail rations,
bedroll,
sack,
flint and steel,
Hooded Lantern,
three pints oil,
Wooden Holy symbol of Liris.
Monetary Wealth:
Total Monetary Wealth: 18 Ketch (Gold)
Ketch/Gold: 15
Silver: 20
Copper: 100
Background
Anora ‘Rose Blanche’ Arlessa, is the youngest of three siblings, and the only daughter of Harmond and Miriam of House Arlessa; a noteworthy noble house of good standing in the capital of Vyrrmas known for their contributions to the Alcanese trade efforts. For six generations House Arlessa have produced ambassadors, consorts, emissaries and liaisons acting on behalf or commission of the Monarchy or current Regency. Harmond owns and runs the largest independently operated vineyard in Alcana. Miriam acts as a personal consul to the regent when fostering relations with foreign nationals or brokering trade agreements for the import or export of goods.
Anora has two older brothers, Jacob, a well traveled and distinguished wine and spirit merchant acting on behalf of the house name, and Samual, who until recently served under Harmond in the management of the vineyard as his lead hand, being tailored towards continuing the family business. Anora knew little of Jacob, as he was rarely home except to pick up a shipment or another, but Samual and Anora were extremely close. They played in the fields, and studied together whenever Samual wasn’t working, or chasing away any would-be suitor who looked at his sister the wrong way, and to Samual any way was the wrong way. “I’ll always protect my little flower” he’d say with a grin and a flex of his muscular arms .
Anora stands at a dainty 5’2”, and weighs only 117 lbs. Lithe in frame she has the body of a dancer, for truly that is one of her favourite respites aside from riding the countryside. Long strawberry blonde locks cascade over fair skinned shoulders to hang midway down her back, while framing her flawless face, accentuating eyes of stunning green that shimmer with intelligence and curiosity. Often wearing the simplest of pure cotton or silk attire, white preferably, unlike many of her fellow noble women-in-waiting however, Anora often shuns the fineries her status in life could afford her, preferring simple garments without gaudy accessories or adorned with valuable gemstones. Her mother had always told her that trinkets and jewels would only draw the wrong kind of attention, that of gold diggers and thieves, and that a woman’s true beauty and worth would always outshine any gem in the eyes of those who truly mattered. Thankfully Anora was blessed with an abundance of physical beauty, passed down from her mother of course, a woman in her forties who looked more the role of an older sister to the 19 year old Anora than the woman who brought her into the world.
Ever since childhood, Anora has been raised to follow in the footsteps of her family lineage, particularly that of her mother, as her birth marked the first daughter of blood entering the family in almost forty years. Grace, professionalism, and diplomacy have been engrained into her very being. A creature of poise and beauty, Anora has always blended in well enough with the other women of her all girls academy, though classmates and professors often claim to find her staring off seemingly into nothingness, her eyes twinkling, the crease of her mouth curling into a smirk or a scowl as though her in mind she were far away from the classroom. Educated in the ways of politics, trade negotiations, and persuasion using her ‘ample ‘feminine guile, Anora was well on her way to becoming a fine young lady ready to join her mother in her important work…
Until the plague arrived.
Living on such an acreage of size put House Arlessa outside the protective walls of Vyrrmas. When it first came to Alcana and beset a farmhand, little was thought of the isolated incident; but as more and more succumbed to illness and the first of almost a dozen deaths occurred a panic broke out. Anora’s father and brother Samual moved to calm those in their employ and intervene, but fear and paranoia spread like wildfire, with proclamations of the plague having infected the very ground upon which they stood, the very grapes and grains which served as the lifeblood of House Arlessa. Desperate and afraid, fires were set to cleanse the ‘tainted’ fruit, and as the fields burned out of control, Harmond and Samual ran too and fro doing whatever they could do to quell the hungering flames, to little avail. A call went to the local Chantry, and with their divine help the fires were eventually extinguished, and arrests were made. Not before more than a third of the harvestable crops however lay ruined as was one of the largest storehouses used for holding wine and spirits ready for export. It was in the burned and charred husk of the storehouse that Samual was found dead, his body blackened amidst shattered glass and casks, the stench of alcohol and burned flesh an almost sickeningly sweet scent permeating the air. It is said Samual’s body was found crouched over a single wooden case, almost protectively, a wooden support beam from the roof having landed upon his back, breaking his spine though he cradled the crate. Inside were a dozen bottles of Anora 1002 Rose Blanche wines, their deep green glass protecting an expensive year of wine, and pride of the Arlessian House to celebrate Anora’s birth. To the very end, Samual protected his little flower, and it cost him his life.
Anora was away on a trip across the countryside when the plague happened and her brother lost his life protecting a symbol of something dear to him, but when she arrived home and learned of the news of what had transpired, the woman was filled with sorrow, an emptiness that had no direction, no focal point.. That is until Cardinal-Deacon Ilphian, declared the results of divination had proven that the plague which had claimed the lives of many, and by all accounts the life of her brother was the result of arcane magic users.
Anora had heard little of magic outside of the sanctioned mages of noble houses or royalty, in fact the thought of apostates and ‘witches’ had never even entered the innocent girls mind. But as the witch hunt was declared, Anora found her sorrow quickly turn into anger, and fueled by the pain of her lost sibling, Anora decided she needed a purpose with which to direct those feelings tumultuous as they were inside her heart and mind. Against her mother’s advice, but not without her blessings Anora dropped out of school and joined the Chantry, throwing herself into wisdom of the Gods, and the hope they provided, praying that one might take pity upon her tortured soul, and provide clarity. Someone to guide her hand towards purging the lands of plague and disease, and those deviants who would instigate such terrible curses. For this she prays night after night, awaiting her call to be answered..
(This takes Anora up to Volla 9th 2021 or beyond in your timeline. You’ll note I haven’t specified a deity as well I don’t know which one she’ll pick yet, but that will be covered likely with an in game or OOG flavour text post much like this one. It's pretty rough but I hope it's ok, and obviously changes can be made as per Tek's request/ direction)
Posted on 2009-11-29 at 22:59:59.
Edited on 2010-03-14 at 00:18:42 by Tek
|
|
|
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.You must enable cookies and javascript to use all features of this site.
|
|