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    Messages in A Single Stone... Q/A
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Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


A Single Stone... Q/A

This will be the Q/A thread for my new creation, A Single Stone...
Here is where character information, world information, events, etc... shall be posted. And, once I'm all done with getting that set up, then this is where we shall discuss things.

But until I give that go ahead and get this all organized, please no posting here!!

But please, gander all you like.


Posted on 2013-05-12 at 15:39:12.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Dramatis Personae

The Cast Moonwick Lightfinger - Buunta Thief (Played by Teller of Aryn) ~ Currently on hiatus... HP: 14/14

Bailox Steelbringer - Syln Fighter (Played by Duncan74)
HP: 14/22 - Damage to back and shoulder of sword arm.

Desrik Darraman - Syln Fighter (Played by Salvator Navaar)
HP: 11/18 - Pierced left flank, bleeding stopped by bandaging

Elberon Tantharon - Dur'amani Wizard (Played by Brundel)
HP: 7/7
Spells per day: Level One - 2/2

Adelror the Avenger - Duskarn Cleric of Dareen (Played by Hammer)
HP: 11/11
Spells per day: Level One - 3/4

Ja'aron Birch - Half-Dur'amani Druid (Played by Kaelyn)
HP: 16/16
Spells per day: Level One - 1/4

Seluume E'Aluinil - Half-Mith'ganni/Dur'amani Enchantresss (Played by Nimu)
HP: 5/5
Spells per day: Level One - 3/3

Party Pool
Party Allies and Contacts


Posted on 2013-05-12 at 15:39:36.
Edited on 2013-09-02 at 20:21:19 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


The Realm

Baelenoa
Baelenoa is a world with a complex history, filled with peaceful ebbs and dreadful flows along its course. Created long ago by a council of mighty gods, the waters, lands, and skies above were shaped by their hands and minds. But for the wonders forged, a great many were sundered during the calamity of the All Saint's War, a conflict between the Old Ones that nearly obliterated the very world they had worked so hard to craft from nothing. They abandoned their creation, their children, their dedicated efforts, and in their absence also burned out the stars of the night sky, plunging the world into a thousand year darkness known as the Emptiness.

Little remains of this chaotic time, where fear and uncertainty stained the souls of the tormented faithless. Untamed elements blasted the surface and heavens above, while the land reshaped itself into four continents; Delmaria, Erkor, Ylsis, and Qukonn. Some of the creatures the Gods had created vanished for good to the passing of time, while new ones arose in the darkness. With no guidance to the otherlife, and no place to remain, the souls of those deceased wandered aimlessly, haunting the domains of Baelenoa in an eerie, endless pilgrimage.

Then, a star appeared in the night sky, the marking of the day that a new God had ascended, finding the way to the abandoned Spires of Creation, Endless Watchtower, and Great Swamp. Slowly, the night sky began to repopulate with glittering lights, and the halls of the Pantheon began to fill once more. The New Gods had arrived, and with them came a new age known as The Enkindling.

Hope returned to the peoples of Baelenoa as guidance from the realms beyond the touchable once more comforted their souls. Stability returned to the tortured world, and new civilizations began to emerge from its surface. Knowledge of what the world had once been, as well as much of the lore of the Old Ones, had been annihilated in the discord of the Emptiness, but the New Pantheon worked hard to paint a beauty upon the scarred world that could hopefully allow it to regain what they believed to be its former grandeur.

The Baelenoan Calendar
Each month is thirty-five days long, resulting in a four hundred and twenty day year.

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

The passing of days is kept track of entirely in a numerical fashion. There is no conventional repeating 'day' of a week, nor an established week. In regards to all forms of timekeeping, identification of the day of the month runs from the First to the Thirty-Fifth

Delmaria
The largest of the four continents, Delmaria is a latitudinally vast land composed of eleven bordered nations: Dascau, Nordalo, The Principality of Veythor, Kaul, Alcana, The Mercrean Empire, Brandost, Tiernoth, Calanth, and Lambast. On the Southern Peninsula, the most extreme remains of the Emptiness sprawl; the burning Wastes of Telim Tak, separated from the governed regions by the treacherous Sleeping Giant peaks.

Many peoples of many races call Delmaria their home, and its cultures vary across the spread of its coastal boundaries. The far north is perpetually frozen, while volcanic crags dominate certain areas of its body. Mountains rise and roam as they will, and forests crop the reaches in their primal carpeting. From within their established borders, the Name-Giver peoples expand outwards, reshaping the land as their populations grow and change.

But despite this growth and seeming harmony, people are people, and intolerance is a trait that seems incapable of being bred out through the generations. Delmaria is never short of conflicting interests, whether it be in the political courts, the battlefields, or even the trading markets. However, it is that latter that also brings people together, for as the land is varied the further one walks, so too are the wares and goods that they are able to claim as their own domestics. Some regions require importing aid more than others do, but the tin coin, while differing in minting from country to country, is still the recognized binding agent to a conflicting world.

Brandost Capital: Parinos
Major Cities: Kerion, Bayrhone, Mahlport, Cill Cerces
Provinces: Haervath, Irvala
Government: United Monarchy
Mutual Cultural Identity: Brandish
Languages: Tradetongue (Common), Dur'Amani (Elvish), Duskarn (Dwarven)
Currency: Palts (Tin. One Palt = One Gold)
Primary Import: Copper, Limestone, Gems
Primary Export: Grain, Iron, Wool

Located in the central-eastern region of Delmaria, Brandost is a land less than a year old, though its two provinces were once nations of their own. Long at war with one another, the rulers of Haervath and Irvala have finally sought a peace which, though tense, has brought an ease to the hurts of the citizens of both. Now sharing one border, the two have become one, and in the newly elected capital of Parinos, a wedding between the firstborn of each will grant the people of Brandost their first united king and queen.

A country of fertile farmland, the nation is a heavy grain producer, and thus supports a sizeable part of the national economy. The majority of the nation is used for agriculture in some way or shape, though woodlands to decorate the golden fields with verdant green and brown towers. To the east is the coast, though hardly usable for sailing; the roughly hewn shores rim an area called The Maw, a choppy area filled with savage crags of rock adequately titled The Broken Teeth. Many kinds of fish can be landed from these rough waters, but few venture out in boats, lest they be scuttled in the hazardous bay.

Certain areas of the land possess fine mineral deposits, and have been successfully mined for their wealth, and as such, Brandost is able to produce a steady amount of iron, both enough to sustain the country itself and to export to certain buyers. However, limestone, once the favoured building material of Irvala, has been largely depleted, and as such is purchased from the neighbouring Tiernoth.

Human settlements are the primary groups found throughout the borders, though there is a small elven populous, and to the south, the Prallmere Mountains house a number of Dwarven clans. Spotted throughout the gentle, comforting landscape are a number of Halfling communities, though none of them boast an especially large population.

As the conflicts of the past are still so fresh in the minds of many, the new peace between the provinces is uneasy at best, though many hope that this will be a lasting solace. However, not all believe that the Lanner son should be wed to the daughter of the South, and this has created bitter whispers that one, rather than both, should rule. However, for the time, Lanner Taryn and Queen Celeste have made the treaty work, for which the great many are thankful.

Graffton
Graffton is located in western Irvala. Geographically speaking, it is not tremendously far from Cill Cerces, but bad road conditions to the south make that trek a ten day trip on foot. Like most other settlements, it is a grain community, serving its role to its the nation by the production of wheat, oat, and barley, although an iron mine a day and a half from the edge of town allows it to remain reasonably self-sufficient.

The populous numbers a few hundred, mostly Syln. The town sees a reasonable amount of travellers, though not as many as it used to, due to its proximity to Cill Cerces and its placement along a major trade circuit. Homes are typically made of fired mud bricks, and are simple in design, being of the dugout hut style. The exception to this architectural style is the Graffton Inn, which is a two story building built of mortared stone, and the forge of Maelon O'Meere, also stone.

The leader of Graffton is a man named Brandon Taer, who primarily serves as the representative to others during town matters, as well as the speaker if officials ever arrive from the Cities.

Businesses of Graffton and their Operators
The Graffton Inn (Bruce Taeves)
The Grinning Grasscat (Mary Silcher)
Bakery (Molly O'Kreen)
Seamstress (Lizbeth Brier)
Graffton Forge (Maelon O'Meere)
Graffton General Goods (Patrick Vaylin)
Goldenfield Grocer (Janice Filbur)
Woodworker (Sullivan Vann)
Graffton Stables (Roger and Ellie Finn)
Temple of Hamar (Sister Myrah Lonse)

On the first and seventeenth of each month, a merchant passes from the north, with whom trade orders can be placed for goods from Parinos. On the tenth and twenty-fifth, a merchant arrives in town from the south, enabling the grain production of Graffton to be transported back to the capital. While it does well enough for itself, the town is still far enough removed from the major urban centres to make it challenging to purchase certain things, and as such, special orders can often be placed with the merchants to make those goods attainable, if they're patient enough to wait.


Posted on 2013-05-12 at 15:40:15.
Edited on 2013-06-08 at 20:43:27 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


The New Pantheon

The First
Mallien, The Speaker for All The great diviner who discovered the way to repopulate the celestial domains in the darkness left behind by the old gods. The first to ascend, and the god of insight, truth, and discovery. Icon is a ten point star of gold against a black backing, to represent the first star in the empty sky, and the sacred object is the divining bowl.

Sepher, The Matron Mother The mother of the medicinal arts, bringing health and remedy to heal the hurts of a world lost of its faith for a thousand years. She governs medicine, herbalism, healing, and good health, and her faithful bring these upon the world in her name. Sepher is also the beloved of Atlam, and the mother of Mirros and Liris. Coloured in red and white, her blessed icon is two open hands folded together, and her item is the mortar and pestle.

Atlam, The Colossus Representing brawn and physical might, Atlam arose to give people courage in a time where few were possessing. The husband to Sepher, his interests touch loosely on the boundaries of her own influences. The Colossus teaches that one must be strong of body as well as faith in order to have a wholesome existence, and is associated with physical fitness, bravery, and might. His dedicated colours are brown and light blue, his symbol the sturdy triangle, and blessed object a bar of iron.

Prien, The Executioner During the thousand years of the Emptiness, souls became lost after death. Prien assumed the role of their gatekeeper, guiding them to the Great Swamp to remain in their demise. The axeman to those drifting from life, Prien is associated with illness, tragedy, and final death. The colours of his cloth are black and white, representing the two domains of physical existence, and his symbol is a hangman's knot worn from the neck. The sacred object of Prien is a sacrificial blade.

Yeil, The Storm Lord The Emptiness took with it the stability of the world's weather, and after the way to the heavens was opened, Yeil seized control of the shifting systems of Baelenoa. The lord of all weather, his faithful listen to the pleas of the praying and passing on the wishes to Yeil, who will either bless with a favourable day, or spite with bitter hail and lightning. He is the husband to Candri. Dark blue and bright yellow indicate the colours of the Storm Lord, and the symbol they bear is a cross of lightning bolts. As a sacred object, the guiding weather vane is borne by priests of Yeil.

Candri, The Wild Warden To watch over the untamed wild spaces of Baelenoa, Candri governs with a primal order. She ensures that the balance between nature and society remains always in check, that one not overtake the other, and that the creatures of the natural environs be kept safe in an ever-changing world. The mate of Yeil, it is often believed that in the wake of a natural calamity, the sky trembles with his sympathy for Candri's ire. The goddess of nature and the beasts within its places, her associated colours are brown and dark green. Her holy symbol is a standing oak tree, and blessed object is a broken animal trap.

Manquo, The Eternal Librarian Keeper of knowledge and great chronicler, Manquo endlessly scribes the passing of history into his vast tome of the ages. More an observer than one who acts upon the world, Manquo is nonetheless associated with wisdom and the acquisition of knowledge, for he himself is a scholar dedicated to tracking the events that pass across Baelenoa's surface. Garbed in flat grey, his worshippers wear the symbol of an open book, and to match it, their sacred object is a blank journal.

Deilver, The Solar Emperor The lord of the beloved Sun, Deilver is responsible to keep the flame alive evermore, and for its passing across the sky every day into night. In charge of light, hope, and the blazing sun, he dedicatedly rolls that flaming globe across the sky, from dawn till dusk of every day to ensure that all may receive its warming rays. He is the husband to his midnight counterpart, Ostra, and the father to Lun. His associated colours are orange and yellow, and his icon is a full sun. The object carried by the devout is a brass sundial.

Ostra, The Lunar Empress Lady of the night, Ostra casts her luminescent glow over the sleeping world from the face of the drifting moon. Responsible for the phases through which it passes, the Empress can either bestow a full shine over the land, or leave the darkest night looming. She is the wife to Deilver and mother to Lun, and is in charge of the moon and its phases, dreams, and slumber. Dressed in dark blue trimmed in white, her followers bear the crescent moon symbol, and carry a flat white disk with them as a special object.


The Second Jan-Kirith, The Voice Endless A great singer and musician, Jan-Kirith is loved by practitioners of the performing arts. Associated with song, merriment, and the power of the voice, Jan-Kirith arrived into the pantheon to correct the silence left even after the Enkindling, and reverence to the Voice is found all throughout the world. Inspiration to artists of all forms, Jan-Kirith prefers the colours pink and light green, and is recognized by the harp symbol the faithful wear, as well as the flute carried by men and women of the clergy.

Mirros, The Angel of Peace The daughter to Sepher and Atlam, and sister to Liris, Mirros listens to those seeking a world free from conflict and hatred. Taking much more after her mother than her father, the Angel of Peace promotes good faith and harmony throughout the world, though she gains strength taught from her father to not buckle beneath the challenges of a world full of intolerance and discord. Her colours are a soft white with pink, and image is a laurel branch, while the material object carried by clerics is a simple white feather.

Liris, The Angel of Mercy The son of Sepher and Atlam, and brother of Mirros, Liris is representative to those enduring hardship, be it physical or emotional. Offering solace to those in need, the faith in Liris is strongest among the oppressed and those in servitude. The Angel of Mercy teaches his clerics compassion, hope, and gentleness, though they are not forbidden from taking arms against oppressors. Dressed in white and yellow, and wearing the open hand of mercy, followers of Liris carry a candlestick to provide hope where there may only be darkness before.

Dareen, The Grand Warlord Where battles rage across the land, songs and prayers to Dareen echo in unity for blessing and prosperity over their foes. The patron of soldiers from all walks, the Warlord bestows favour upon those who bear arms, though does not differ between the cause, whether for good or for evil. Encouraging honour and prowess of arms, Dareen sends his clerics to the battlefield to lend their strength where it is needed. Their crimson and grey robes bear the clenched fist of the Warlord, and his blessed object is a battle helm.

Hamar, The Autumn King The lord of agriculture and growth, worshippers of Hamar are many among the farmers and field tenders of the world. His blessings show their form through the soil, allowing the ardours of those to manifest in a bountiful harvest to reward the dedicated for their labour. While official shrines generally do not exist to Hamar, the fields themselves are generally regarded as sacred sites where the faithful teach the ways of the Autumn King, dressed in their brown and gold attire. Holy symbol of Hamar is an image of a bundle of grain, and the blessed object borne by the clerics is a hoe.

Lun, The Midnight Captain Son of Deilver and Ostra, Lun ensures that the lights of the night sky never fade again, lighting the candles of the vast darkness in the wake of his father's motion of the sun. While he is responsible for the light in the darkness every nightfall, Lun's teachings are of patience, resolution, and order, for the lighting of the candles is long work. Black robes speckled with silver are the attire of the clergy, and the symbol of a burning candle is that of the Captain, while the blessed object carried by those of the cloth is an astrolabe.

Ash, The Judge The great mediator, Ash is revered by all to whom law is central. Teaching the ways of balance, justice, and fairness, clerics of the Judge find themselves typically immersed in leadership or lawmaking positions in society, where they may uphold the will of their lord through observation and upholding of man made laws. Grey and purple colours garb the clergy of Ash, and their icon is in the form of a set of scales, while their holy object is the gavel of a justice.

Bachdani, The Shield for Each and Every The resolute bastion to shelter those unable to protect themselves, Bachdani is the one prayed to by both the unfortunate, and those with shoulders big enough to carry the weight of hardships of others. Responsible for protection, guardianship, and shelter, the faithful of Shield stand unweathering against the trials of the world. The iron-grey and orange attire of clerics of Bachdani are as recognizable as their symbol of a circle quartered by intersecting lines. The material item borne by the clergy is an iron shield.

Urrik, The Ties Unbound The world is full of those who would seek to subjugate others, and Urrik is the one looked to by the sufferers of those ambitions. Clerics of Urrik are frequently seen together with those of Liris, though the former are more active in overthrowing the tyrants of the world, whether political or militant, and are often found wandering the land in search of those who seek their aid. Freedom and travel are the primary ideals of Urrik, and they are taught by those of the green and silver cloth of the clergy. Blessed icon of Urrik is that of shattered manacles, and the holy object is a straight length of chain.


Posted on 2013-05-12 at 15:41:05.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Name-Giver Races

Syln (Humans)
The widespread race across Baelenoa, the race of Man is an extremely hardy one, learning to adapt to any place it chooses to settle, be it the frozen north or the arid wastelands. Widely varied based on the regions they call home, the Syln are found all throughout the world, and everything from their eye and hair colour to complexion to cultural style changes with their environs. Responsible for many of the great sprawling creations of cities atop the surface world, humans are easily the dominant and most numerous peoples across all continents.

Elvenkind
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.
Dwarvenkin
Duskarn (Mountain 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.
The Smallfolk
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 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. While unusual for one to be smitten by the hunger for adventure, those who do wander out of their homes in search of the beyond are known to achieve great things.

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.


Posted on 2013-05-12 at 15:52:25.
Edited on 2013-06-01 at 22:05:34 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Notable Personalities

Lanner Taryn an'Khayle: Once the King of Haervath, the Lanner became the provincial lord in the signing of the national Unity. A wise ruler, Taryn is viewed by many as a hard man, placing a heavy emphasis on order within his boundaries. When it was its own nation, he ruled Haervath as a land governed by many laws. Known to carry out punishments with swift justice to those who would break his laws, the Lanner was also very well liked for his talents in maintaining the peace of his own citizens. With the conflict between his homeland and Irvala possessing no foreseeable end, it was he that proposed the Unity, though this pact between the nations has somewhat diminished his popularity among his citizens. However, the majority of the populous is still fiercely loyal to the Lanner. His wife perished before the signing took place, having fallen fatally ill with Ghost Tremble. He is the father to Loghain an'Khayle, who is to become the next Lanner, and the first King of Brandost.

Queen Celeste Gowan: The ruler of Irvala prior to its merging with the northern Haervath, Celeste took rulership position after the death of the King, Rupert Brandt. Considered by many to be a more competent leader than her late husband, Celeste put into effect many programs to improve the efficiency of Irvala's industries, as well as bolster its army. However, despite these efforts, the southern nation was never successful in gaining much ground during the conflicts. When the offer for an end to the fighting was presented by the Lanner, Celeste took it to spare her people a future of war, and signed her land into one shared nation. Her daughter, Allara Brandt, will be wed to Loghain an'Khayle, establishing her as the first queen of Brandost.



Posted on 2013-05-12 at 15:54:08.
Edited on 2013-06-01 at 22:19:15 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Flora

Sometimes its useful to know about different sorts of plants...


Posted on 2013-05-12 at 15:54:33.
Edited on 2013-06-01 at 22:05:53 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Legends

The Twelve Forgotten: The current pantheon of gods is not responsible for the creation of Baelenoa and its peoples; that was done by the hands of twelve Old Gods, now departed to reaches unknown to all but themselves. Their names remain, but beyond that, any lore still intact on who or what they were has been locked away in the tightest vaults in the most detached regions of the land.

Their names were:

Ark
Adrazelvius
Derion
Eden
Verdiocarth
Giervandon
Ittrussa
Naemuus
Marphenath
Rhivoss
Braun
Celiadonnis


Posted on 2013-05-12 at 15:55:05.
Edited on 2013-06-09 at 05:38:09 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Glossary

Lanner: The title of rulership of the An'Khayle family, derived from their coat of arms, the black Lanner Falcon against a scarlet field. Used freely in the place of King.

The Unity: The signing of a peace pact on Mairon 6th, 1120, between the two nations of Haervath and Irvala. Joining them into one land as Brandost, their borders receded to becoming provincial boundaries, and the decades-long conflict came to a tense rest. However, to the present date, there has been no official king of the new nation.

The New Pantheon: After the departure of the creator Gods, the sky became black and starless, the world abandoned by its makers. The New Pantheon, while not responsible for the building of Baelenoa, has assumed the role of caretakers, guiding the world along its new course. With their ascension to the divine realms of The Spires of Creation, The Endless Watchtower, and The Great Swamp, the world found itself once more with faith.

The Emptiness: When the Old Gods departed Baelenoa, the stars in the sky went out, plunging the world into a thousand years of black night skies. Magic grew scarce, untamed, and prayers went unheard. Fear of the unknown gripped the hearts of the children of the gods, and souls found no peace, nor rest in the afterlife until the pathway to the Great Swamp was lit once more by the lanterns of Prien.

The Enkindling: Marked when the first star relit the night sky in the wake of a thousand years of dark, a new age of new gods began. With the ascension of the new gods, more and more stars illuminated the sky, decorating it with constellations those born into the Emptiness could have never dreamed of. With the Enkindling came a way to peace for the dead, and hope in the souls for the living. A worldwide holiday, the First of Forma is called Enkindling Day, and upon this holiest of days, those who partake spend a night free of all light, paying respect to those who spent their lives without hope for salvation.


Posted on 2013-05-12 at 15:56:02.
Edited on 2013-06-09 at 05:38:01 by Tek

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


News

Word generally travels faster than feet do. Keep an eye on here when you come up on popular bits of information.


Posted on 2013-05-12 at 15:56:43.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Chronicles

This shall archive important events. Primarily aimed at the party, may also include others if the event is noteworthy.


Posted on 2013-05-12 at 15:57:24.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Organizations

There are groups out there that have made a name for themselves. As you learn about them, this shall update for easy reference.


Posted on 2013-05-12 at 15:58:17.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Commencing

It has begun. The game thread is officially open. Its not the greatest, but its also been over a year since I've DM'd anything, tabletop or online. So, take the opportunity to write yourselves in. Introduce yourself to the game, and have fun building up your start. You may take some liberties in how you write yourselves in in regards to NPCs (Though any shops, establishments, and officials are to be checked with me first)

I'm looking forward to seeing what you guys come up with. Glad to have you folks on board.

Keep an eye on this Q/A, as I'll be updating it with information regularly. Some things shall be developed, which others will be added. Be mindful that I've got lots going on, both in game and in RL, so I'll do what I can to provide you with information when I'm able.

Welcome to A Single Stone...


Posted on 2013-05-15 at 06:09:15.

Teller of Aryn
RDI Fixture
Karma: 21/1
509 Posts


The 1st question

Ok, a quick question; can we get a general description of Graffton? How large it is? What type of businesses are there? Inn? Etc.? I kind of need a setting to with which to start.


Posted on 2013-05-15 at 10:59:39.

Tek
Jumpin' Jack Smash
Karma: 44/13
675 Posts


Nothing to it

I'll have one up within the hour!


Posted on 2013-05-15 at 13:48:16.

   
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