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Related thread: The Search for Tomorrow
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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The Search for Tomorrow Q/A
This is to be the official Q/A thread for my new composition. It will be a place to look to when referencing is required, to view the different aspects of the world, or for anything else required for the background features of Baelenoa and our ongoing chronicle.
I will supply a long list of posts, each oriented towards a specific aspect of information. Character sheets, history, etc, as well as a summary of events will all be logged here for easy access. Just don't post here till I give the go-ahead
Posted on 2010-10-01 at 04:24:20.
Edited on 2011-10-25 at 03:46:26 by Tek
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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Dramatis Personae
The Cast
Nicholas Zahrdahl, Syln Cleric of St. Manquo (Shield Wolf)
Koriss Quickfoot, Raslan Rogue (Steelight)
Tobias Sennett, Syln Fighter (Ayrn)
Kresimir of the Ebon Bear, Gano Fighter/Barbarian (Kaelyn)
Kaimelle, Mith'ganni Wizard (Celeste)
Party Wealth
Ketch: 3
Silvers: 5
Coppers: 2
Party Inventory
Tikkla x6 (Held by Nicholas)
Kosa Leaves x12 (Held by Nicholas)
Skull Bandana (Held by Nicholas)
Six-Point Star Cloth (Held by Nicholas)
Blue and Black Bandanna (Worn on arm by Koriss)
Powder Packets x 6 (Held by Koriss)'
Fine Blue Gloves (Held by Koriss)
Health
Nicholas: 17/23 – Bandaged bicep on shield arm.
Koriss: 9/15 – Bandaged wound, broken nose (Reset).
Tobias: 18/31 – Bandaged shield arm.
Kresimir: 27/38 – Bandaged left flank, sliced left calf.
Kaimelle: 20/20 - Battered and bruised
Sustenance
Nicholas: 6 Days Rations/ Full Waterskin
Koriss: 1 Days Rations/ Full Waterskin
Tobias: 6 Days Rations/ Full Waterskin
Kresimir: 6 Days Rations/ Full Waterskin
Kaimelle:
Ammunition
Nicholas: N/A
Koriss: 4 Daggers
Tobias: 20 Arrows, 20 Crossbow Bolts
Kresimir: 20 Arrows
Kaimelle: N/A
Contacts
Posted on 2010-10-01 at 04:26:28.
Edited on 2011-06-04 at 04:07:17 by Tek
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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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.
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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
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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.
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Alcana
Capital: Vyrrmas
Major Cities: Aur Vennas, Gannfeld, Murdas Belfre
Identity: Alcanese
Climate: Temperate
Government: Monarchy/Regency
Population: 92,000 (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.
By their rightful duty, the Barovain family assumed temporary rulership of Alcana, their lineage being the right hand of the royalty for generations. But shortly after restoring order, a new panic erupted in the form of a witch hunt, declared by Cardinal Ilphian, of the temple of Mallien. Seeking to eliminate instigators of the plague, the inquisition saw hundred of declared arcanists publicly executed in a national cleansing. Most unexpectedly, a great number of the Barovains were brought to the scaffolds and put to the sword.
This era, declared Season of the Witch in history chronicles, reached its climax when a revolution force brought widespread attention to Cardinal Ilphian, proclaiming his inquisition aimed at offing the Barovains and allowing the Feirneise family in rulership position. This incident launched Alcana into a civil war as temple knights and Feirneise-commanded militant forces met with the insurrection groups, suppressing them and scattering them into the wildlands.
Now, refugee camps litter the countryside, and the capital is in an uneasy state. Temple knights work side by side with the army. Akkeyl Feirneise holds the Lionte throne, while most of the Barovains have been exterminated by the witch hunts. Tensions are high, but there are groups stirring in the reaches of the land who believe that now is the time for things to change for the better.
Posted on 2010-10-01 at 04:41:03.
Edited on 2011-02-09 at 05:12:42 by Tek
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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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 2010-10-01 at 04:44:52.
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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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.
Orchoal 1st, 1021: The majority of the Barovains have been executed in the witch trials. Alcana has fallen into extreme disorder and chaos.
Orchoal 10th, 1021: Akkeyl Feineise assumes the Lionte Throne as regent of Alcana, despite executions of a few of his own family.
Orchoal 16th, 1021: Order begins to establish itself as Akkeyl closes the borders of Alcana, effectively sealing the plague inside the borders. Political support for his rulership is gained from neighbouring Mercrea and Calerinth.
Velica 3rd, 1021: Infirmaries are set up in all major population centers, but little progress is made against the Flashfever.
Velica 13th, 1021: Unease is generated as Ilphian's Temple Knights begin to attain a more powerful position in Alcanese society and law enforcement.
Velica 25th, 1021: An unnatural heat wave sweeps Alcana. First signs of crop failure are evident.
Velica 32nd, 1021: Death rates rise as dehydration and heat exhaustion allow greater spreading of the Flashfever. Crops begin to wither.
Semri 5th, 1021: Food and medical supplies are imported to neutral zones on the borders of Alcana. Relief is shown among the masses, though Akkeyl's inability to absolve the epidemic is beginning to sway public support.
Semri 29th, 1021: A mysterious personality known as Erkand Vale leads an uprising in Gannfeld, making a public declaration regarding Ilphian's true motives behind the witch trials. Regent Akkeyl responds with a suppression force, which is routed by an unexpected resistance group led by Vale.
Semri 33rd, 1021: Cardinal Ilphian dispatches a group of Temple Knights to seek out Vale, and find Gannfeld in a state of armed revolt. Conflict ensues with casualties on both sides. Vale flees Gannfeld with a group of elite supporters.
Mallust 2nd, 1021: To prevent the incidents in Gannfeld from spreading, Akkeyl establishes the Temple Knights of Mallien as top of the national security force. Armed groups begin to deploy throughout Alcana in the search for Vale.
Mallust 13th, 1021: Erkand Vale is seen leading a public demonstration in Murdas Belfre. He barely flees the scene before Temple Knights arrive and silence the masses.
Mallust 20th, 1021: Armed groups of citizens begin revolting against the established order in many Alcanese towns. Vale is not seen again, though word of his revolution is spreading.
Mallust 28th, 1021: Nation-wide curfew is set on all major population centers. Word travels of a revolutionary army gathering somewhere in the east.
Rideygo 17th, 1021: Erkand Vale appears in Vyrrmas, denouncing Ilphian and Akkeyl by burning the doors off of the Temple of Mallien. Riots erupt in the city, and an immense conflict breaks out between the Alcanese army and Vale's revolutionaries, who had hidden within the city walls. The fighting carries on for several days in urban warfare. Much of the Old City and Temple District burns, though the temple of Mallien still stands.
Rideygo 21st, 1021: The revolutionaries are put down. Leaders are publicly executed, but Vale escapes. Official word declares him dead, though this has yet to be proven. Military rule tightens, driving many into the countryside.
Kelmar 1st, 1021: The first signs of refugee camps begin to appear throughout Alcana as winter begins to set in.
Posted on 2010-10-01 at 04:45:59.
Edited on 2010-11-25 at 07:40:36 by Tek
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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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 Juggernaut
(Neutral: Strength, Fortitude, 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.
Bachdani
The Shield for Each and Every
(Neutral-Good: Guardianship, Fortitude)
Bachdani is something of a militant deity, an embodiment of the strength and bravery it takes to put oneself in harms way for the betterment of others. Praising fortitude and the ability to stand tall under oppressive circumstances, Bachdani's followers are guided by the ideology of “Sacrificing the few for the many.” Through this mindset, priests of Bachdani tend to be viewed by skeptics as a suicide cult,though that mindset rapidly changes when one in need of aid finds himself behind the sturdy barrier of a cleric of The Shield for Each and Every. The colours worn by the priesthood is iron grey with gold trim, and the 'weapon' of choice is nothing less than a heavy shield to guard the lives of others.
Symbol: A kite shield adorned by a cross.
Posted on 2010-10-01 at 04:51:45.
Edited on 2010-10-30 at 16:38:14 by Tek
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Personalities
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.
Jauris Kand
The appointed leader of the Scarwood refugee camp, Jauris is a man in his mid-forties, wearing the scars and wrinkles of a man with a rough lifestyle. While his grizzled appearance may seem imposing to some, he is an extremely caring and apt leader, always looking out for the best interests of those in his charge. While he doesn't talk much about his background, many suspect that he was once involved in a military command position, due to his remarkable capacity to keep situations under control, as well as keep a calm mentality in a stressful position.
Sister Adriss Avairiss
A very motherly priestess of Liris, Adriss has assumed the effective role of the head of spiritual needs in the Scarwood camp. While her sermons typically focus on the teachings of the Angel of Mercy, she also accommodates to those of other faiths. Adriss has also made it her duty to oversee the health and well-being of the refugees as best as she can with the limited clerical support that arrived with her. She is a capable herbalist and is exceedingly wise, having spent much of her forty-some years cloistered in the temple at Aur Vennas. While she prefers to leave combat tasks to the more able, she has shown herself capable with a sword, as all servants to Liris are trained to be.
Posted on 2010-10-01 at 04:52:42.
Edited on 2010-11-25 at 01:26:13 by Tek
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Legends
The stuff of history.
Posted on 2010-10-01 at 04:53:33.
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Organizations
The noteworthy groups that make up the over and underworld of civilization.
Posted on 2010-10-01 at 04:54:39.
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Glossary
Cavaarii
A Kirvass term. Title for the wagon trains of each clan. An individual Cavaarii is made up one wagon per family in the clan, plus an additional one for the Gran Muussa.
Muussa
A seer of a Kirvass clan. Often capable of viewing omens, predicting the weather, and providing healing. Also specializing in herblore and folk medicine. A Muussa is responsible for the spiritual care of her clan, and trains beneath the Gran Muussa, for which there is only one in each Cavaarii.
Scarlet Flashfever
The Scarlet Flashfever is a highly contagious disease, originating only within Alcana, and largely contained to the borders, due to a national quarantine. Spread by touch, but not airborne, the name itself is derived from its fast-acting symptoms. While the infection is exceptionally easy to spread, it is only contagious by touch in its second of four stages. Blood contact can still spread the infection in the first stage.
First Stage: Muscle aches and unexplainable fatigue.
Second Stage: Rash and persistent cough.
Third Stage: Fever and severe nausea.
Fourth Stage: Delirium. Death.
Incubation varies from victim to victim, but typical advancement from contraction to stage four is fourteen days. Short of treatment from the most devout of the temple healers, patients do not recover from the Flashfever, though there have been folk medicines that can slow or lessen the effects.
The origin of the plague is still unknown, though the divinations of the Mallien priesthood determine that it is arcane in its creation, and thus is why it is near-impossible to control.
Season of the Witch: Declared on the third day of Volla, year 1021, by Cardinal-Deacon Ilphian of the temple of Mallien. Considered by many to be the day that freedom died. In response to the uncontrollable emergence of the Scarlet Flashfever and the death of King Alphonse the Third, a witch hunt was announced to eliminate all arcanists after Ilphian's divination determined that the Flashfever was magical in origin. Executions claimed the lives of hundreds, including almost the entirety of the Barovain noble family.
Tikkla: A healing item, popular in folk medicine. Easy enough to make, the three ingredients are Osda Root, Nettles, and a thickening agent. The dull orange colour comes from the root. Smells awful, but useful in pain alleviation and assists in blood clotting.
Posted on 2010-10-01 at 04:55:45.
Edited on 2011-09-26 at 16:35:56 by Tek
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Flora
The different useful or dangerous plantlife found all throughout the realms, be it woodland, aquatic, or in caverns.
Kosa Fern: A deep red-coloured fern that grows low to the ground. Leaves are broad, and about two feet long. Smooth texture makes them suitable for improvised bandages.
Posted on 2010-10-01 at 04:56:21.
Edited on 2011-01-17 at 19:18:42 by Tek
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The Departed
Important names of those punished by the trials. Updated as time passes.
Bronkald Barovain
Enzio Barovain
Rimelda Barovain
Fallon Barovain
Janna Barovain
Eppra Barovain
Martin Barovain
Matteo Barovain
Empu Feirneise
Llewyn Feirneise
Alta rio Vollas
Gilbert Ronaide
Posted on 2010-10-01 at 04:56:40.
Edited on 2010-11-16 at 09:21:44 by Tek
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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News
You can't be everywhere at once, but word does travel. Check here for news updates.
Posted on 2010-10-01 at 04:56:51.
Edited on 2010-10-26 at 20:32:40 by Tek
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Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
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Chessicfayth
Player - Chessicfayth
Name - Kiirnon Aldaloth
Race -Dur'amani/Selthani
Lvl 3 Ranger variant.
Alignment - Neutral
Deity - Mallien
Size - Medium
Age - 93
Height - 6'0"
Weight - 157 lbs
Eyes - Silver
Hair - Blonde
-----STATS-----
Str - 16 (3)
Dex - 17 (3)
Con - 14 (2)
Int - 16 (3)
Wis - 14 (2)
Cha - 10 (0)
Hp - 22
AC - 16
Initiative - +3
BAB - +3
Fort - +5
Ref - +6
Wis - +3
-----SKILLS-----
Climb - 2
Craft (arrows) - 5
Gather Information - 4
Heal - 6
Hide - 4
Jump - 1
Knowldege (Geography) - 5
Knowledge (Nature) - 6
Listen - 3
Move Silently - 4
Search - 3
Spot - 3
Survival - 5
Swim - 2
Use Rope - 1
-----FEATS and ABILITIES-----
--Class--
Ranger Focus - As a swift action, mark 1 target. +2 Attack and Damage
until target hits 0 or fewer hp, surrenders, or focus is changed. Can
be used once daily.
Track
Combat Style - Ranged - Rapid Shot
Endurance
--Feats--
Point Blank Shot
Self Sufficient - +2 Heal and Survival checks
-----Inventory-----
--Equipped--
Longbow - 100 ft.
Quiver - 20 arrows
Studded Leather Armor - +3 AC, +5 Max Dex, -1 Armor Check
Dagger
--Personal--
Backpack
3 Trail Rations
Bedroll
1 Waterskin
1 Tinderbox
1 Healing Kit (natural)
--Stored--
MW Artisan's Kit (arrows)
1 Quiver (20)
6 Trail Rations
10 Empty Sacks
3 Waterskins
50 ft. Hemp Rope
1 Healing Kit (natural)
-----OTHER-----
Phobia - Ondau'rii
Obsession - Witch Hunt
Ambition - Discover "truth" about Witch Hunts
Trigger - Violent acts of Prejudice
Posted on 2010-10-01 at 04:57:07.
Edited on 2011-09-11 at 04:35:03 by Tek
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Celeste
Player: Celeste
Name: Kaimelle
Race: Mith’ganni
Class: Wizard
Age: 142
Alignment: CG
Level: 3
Stats
STR 11 (+0)
DEX 18 (+4)
CON 16 (+3)
INT 15 (+2)
WIS 13 (+1)
CHA 12 (+1)
HP: 20
AC 14 = 10 (Base) +4 (Dex)
Init +4
BAB +1
Saves
Fort 4 = 1 (Base) +3 (Con)
Ref 5 = 1 (Base) +4 (Dex)
Will 4 = 3 (Base) +1 (Wis)
Racial Abilities:
+2 Dexterity, +2 Constitution:
-2 Intelligence:
+2 Ride, +2 Handle Animal:
+2 Craft; Clothing (Durable):
-2 Sense Motive, -2 Appraise:
-Restless Spirit
-Immune to magical sleep and +2 saving throw bonus against Enchantment. The Mith’ganni retain some of their resistances from their forest kindred.
Languages: Elven (Mith’ganni Dialect), Common. Draconic, Sylvan
Class Features:
**WIZARD**
Familiar: Owl, Adaron
Master gains +3 bonus on Spot checks in shadows.
Natural Armor: +2 / Intelligence 7
Alertness:The presence of the familiar sharpens its master’s senses. While a familiar is within arms reach, the master gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells:As the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link:The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low intelligence of a low-level master’s familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Skills (Ranks only) 32
Total – Ability Mod/Ranks/Misc
Concentration: 9 - 3/6
Craft: Clothing(Durable)): 6 - 2/2/2
Decipher Script: 6 - 2/4
Handle Animal: 3 -1/0/2
Knowledge:
Arcana: 6 -2/4
Geography: 6 -2/4
Nature: 8 -2/6
Ride: 6 - 4/0/2
Sense Motive: -1 - 1/0/-2
Spell Craft: 8 - 2/6
Feats:
Combat Casting
Spell Focus (Evocation)
Gear: CONFISCATED
Funds:
Gold:
Silver:
Copper:
Carrying Capacity
Light................Medium.........Heavy
Up to 38 lbs......76lbs............115lbs
Attack Options
Spells prepared: Will PM on a day to day basis if changes are made
Spells known:
Appearance
Kaimelle stands 5’7” at around 120lbs. Her figure is slight due to all of the studying of magic and lack of physical training. Her skin is a pale white with yellow eyes the color of fresh butter. Her hair is a shade of brown so light it is nearly gray and falls just below her shoulder blades. A set of light brown freckles extend from behind her left her to the base of her neck, and they don’t appear entirely random.
Background
Semri, 1012
I am Mith’ganni. I am Ondaru’rii. The first being who I am, and where I come from, the second is merely a state of being.
My mentor recommended that I begin a memoir of my life. I suggested to her that the oral tradition of my people was enough, but she was relentless. It’s hard to dissuade that Dur’amani when she puts her mind to something. So here begins the record of Kaimelle of the Onai clan.
It begins with the beginning. My parents named me Kaimelle, which is ‘Dreamer’, for even then I seemed to slip into trances for periods of time. I learned the ways of my clan and began to follow the stars. I began to manifest in the realm of ether years before I reached adulthood. The clan struggled with my fate, for there was none to teach me the ways. The Ether is a dangerous place for those who wander uneducated, but I yearned to be there. Unlike our traveling people, it was a place that never changed, and was always available when I called.
About ten years before my coming of age, the Onai clan crossed paths with a Dur’amani group. They were exploring that region of the world and gaining knowledge from the local plants and animals. One of the group, Leanna, was a mage. I never heard what discussion the elders had with the group, but I was told that the Dur’amani mage was willing to take me on as an apprentice. My emotions were vast, and I will not go into detail here, but I remember the stars that night. The moon was at her new, and Maelana’s Dagger cut the Path of Felaróf in twain.
From The Memoirs of Kaimelle Tir’Anoron Part I
Phobia
Small enclosed spaces. The Twilight Elf was born and raised under the roof of the trees and the sky.
Ambition
To fully understand her capabilities, and eventually be accepted back into her clan.
Obsession
Like nearly every Mith’ganni, Kaimelle is obsessed with the stars. She spends as much time as she can watching their movements, reading the signs that they divulge, and offering up silent prayers to the celestial bodies.
Trigger
Kaimelle gets irrationally angered when she finds out that she has been swindled. She takes it as a personal insult to her race since so many others attempt to pull the wool over their eyes. Enough badgering about the Mith’ganni, and she will lose her cool.
Posted on 2010-10-01 at 04:57:17.
Edited on 2011-06-04 at 04:06:56 by Tek
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