It's late summer in Karn, with the start of autumn but several weeks away. Amberglenn is but one of the many towns and villages scattered across the mainland of Karn. The farmers are beginning preparations for the end of the last major growing season and the merchant's wares are changing. As with any other major town in the land, it has it's jails and cell blocks to cater to those who insist on breaking the laws. However, there is a certain set of prisoners who's situation is a bit different. The only thing that binds these people together aside from their shared imprisonment, is the fact that none of them can remember precisely why they were incarcerated, or anything else for the last month, for that matter.
-Your character starts at level 3, with only a Peasant's Outfit to their name, due to their incarcerated status.
-You are allowed up to two flaws and a trait
-To determine ability score, roll 5d6, take highest 3. You also receive one free 18 to replace your lowest score. Place the link to your rolls along with your character sheets here as well.
-Use Invisible Castle for all your rolling needs and Mythweaver for the character sheet.
-A good resource for the D&D books can be found here and D20srd.org is also a good resource.
World of Atneros
Karn
The continent of Karn is the setting from this story. Karn's demographics exhibits somewhat more diversity than some of the other regions, and has two commonly spoken languages. Galvan was brought to the landmass with the immigrates from the Anthess hundreds of years before. Trevon was already natively spoken. Calid lacks as much of a spread due to the fact that Palnorite and Calidan immigrates came after the Anthess.
Karn is ruled by a central King and his queen, currently King Abner and Queen Gloria. While they hold power, Karn is a vast region, and the true governance is more in the hands of the dukes and lords that hold the regions. There are a total of several dozen regions scattered over Karn, most having the same standardized laws and regulations. A few of them are more racist in their establishment, such as the Goblin lands to the northwest of the Mountain Pair or the Elven forest to the west, but in general, one can expect fair treatment where ever they go.
Like much of the world, the Karn landscape is littered with old dungeons and ruins, remnants of times long gone. In many cases, cities have developed over and around them. These cities have prominent statues or landmarks, most often near the main entrance to the dungeon they are built over; the focus of potent spell that is laid over the dungeons after they are cleared out to prevent evil from one more spawning within it. It is a necessary thing because of a nature spirit known as a Node. They inhabit complex cave networks and places like dungeons and ruins, sometimes even deep forests, enslaving or creating creatures to guard it's halls. It feeds on the energy of those within, and lures adventures with the gold and treasure it accumulates.
Seal of Sun and Moon
Amberglenn, like many of the cities across Karn, is built around a Dungeon that served some Dark Master ages before. The Dungeon has long since been cleared, purified, and cleansed, and a powerful seal placed over the city to protect it from Nodes or other malignant forces. Amberglenn's seal is the intricate stonework in the central square, and the six statues in plaza's around the town; Three women with a sun crest on their forehead, and three with a a crescent moon crest.
In the current day, most people don't realize the true significance they hold.
A Bit of History
Centuries Prior, there was little to say for benevolent rulers of any land. Through the ages, Evil Kings, Dark Sorcerers, Divine Caster of the Darker Gods and all sorts have at one point or another ruled some portion of the land. But the worse was without a doubt the Dark One. His name has long since been lost, deliberately forgotten because it is said he was too powerful to actually destroy, but was instead sealed away. He is the only one that ruled the entirety of the known world. His had, for some unknown reason, direct control of the nature of magic, and used his gift to seal much of it away from others. He was also the one to construct the Gate Network, which only helped to solidify his rule; allowing him to go almost anywhere within his realm with little notice.
He ruled for countless years, and much of the records of that time was destroyed. It was under his rule that many of the dungeons and ruins were created or destroyed, and some researchers believe that he also created what became the modern nodes.
Galvan- Is the commonly spoken language in much of Atneros. It is also one of the major languages used throughout all the regions and districts of Karn. It is the language spoken in Karn, Anthess, and to some degree; Rantii. The Galvanic nations are much like the European nations in terms of culture, generally ruled by a King and Queen who claim dominion over large expanses, with lower ranks rulers having governance over the districts.
Old Galvan- The predecessor of Galvan and Calid. It is a mostly dead language that is mostly known only in the high academic circles.
Old Tongue- Old Tongue is a dead language. It is the oldest written and spoken language know. It is theorized to be the original language of the gods. Runes identified as Old Tongue are sometimes found in the oldest ruins and dungeons, but precious few know what the proper pronunciation is. And those that do stumble across it sometimes wind up dead in strange circumstances, as Old Tongue seems to have some control over the very nature of magic.
Calid- the language spoken mostly in Caliden, Palnor, Gei Ali and the Coastal Alliance of Jin. The Calid nations have much in common with the African nations we know, and tend to favor tribal based governance and kingdoms. Each kingdom is on a much smaller scale than that of the Galvanic nations, more akin to
Yian- Spoken in Rantii, Tinne and Yil Thors. These nations are the asianics; Rantii and Tinne the Orientals, and Yil Thors much like the Indian. The origin of the similarities between the Rantii tongue and the Yil Thors is unclear, considering that there was little interaction between them prior the Greater Wars. Some suspect one or more of the deites were involved, but unlike the case of the Trevonics, as discussed below, there is no clear connection.
Trevon- The smaller nations of Orios, Jer Rain, Lennax, Ou' Ten and throughout many areas of Karn speak this language. The Misted Caverns found on all three landmasses, also known as the Tunnels of Loss, are believed to have facilitated this. They are the hallmark of Wanderer, and enable somewhat random teleportation between them.
Old Trev'n- The predecessor of Trevon. It is much like the other old languages, mostly dead and known for academic reasons. It, along with Old Galvan and Yiee, the predecessor of Yian, are sometimes found on ruin walls.
::Karn::
Karn is the setting for this tale. Like much of the western nations, it has a tendency to produce more sorcerers than wizards, and tends to have more favoured souls than it's middle eastern counterparts. Centuries before, the population was mainly beastfolk, gnomes, halflings, orcs and goblinoids, with humans, dwarves and elves being somewhat in the minority, but immigration and migration from and to the middle eastern nations is slowly having an effect on the mix.
::Anthess::
Anthess is a fairly large nation, encompassing the lands north of the World River. It is one of the more developed lands, with numerous cites scattered across it's breath. Humans, elves and dwarves are common in this region, though that isn't to say that others are not.
::Palnor::
Palnor is the nation south of Anthess. Unlike Anthess, which in one large Kingdom, Palnor is comprised of many smaller Kingdoms that work together under that same name. Palnor has a large population of orcs, half-orcs, halflings and beastfolk than it's sister nation.
::Gei Ali::
Gei Ali is a more recently developed region, and tends more towards the less obtrusive constructions, with little in terms of large sprawling cities. Many gnomes and other creative souls congregate there, and they have some of the best ports on that side of the world.
::Rantii::
Rantii is an oddity in the eastern world. It had little connection to the nations of the western continent, aside from a few raids, and has a completely different culture and language than it's neighbors.
::Coastal Alliance of Jin::
For centuries, the natural magic affecting effects of the World Spine and the extreme weather of the the southern coast keep the Palnor from venturing into those lands. The tales of caravans traveling into the Forbading Lands and not returning save for a few terrified horses did not help. But, eventually, and in response to the Antess sailing east, they did. Jin is not a nation mostly of merchants and traders, handling land and sea passage west.
::Caliden::
Caliden was born around the same time as Jin, though has still mostly limited itself to the south and the coast.
::Ou'Ten::
Much like Jin, Ou'Ten was born from a mix of the local Trevonic cultures in the region as well as the Calid explorers.
::Lennax::
Lennax is the southernmost Trevonic nation. Like it's neighbor Yil Thor, it is a largely beastfolk nation, and it has substantial relations with the Thors.
::Yil Thor::
An oddity. They speak Yian, there culture has some similarities with the Rantii, but there is little evidence of relations between the nations. They have relatively good relations with Lennax.
::Orius::
A small Island Continent, the smallest in fact. Due to the severe currents and weather conditions caused by the World Spine, their is a near perpetual fog between it and the southern continent, and it's first contact with the Galvanic and Calid nations was through it's contact with Karn. Even now, their is not reliable why through the shortest route.
::Jer Rain::
The fourth Trevonic continent. It had some contact with Rantii, but the currents and weather make landing on it's western shore somewhat tricky, and most ships are driving southwards below it.
Deities, world, map and such
The Greater Deities are divines created by the Firsts as a side effect of them adding life to the world. They define the major characteristics of the world, and are found at the abstract basis of alignment. They don't have a definite gender, though some prefer one over the other.
The Yellow Hound
The Hound (or wolf, fox, any canine in general) is the Spirit of law. He (or she) embodies the concept of order and accountability, with or without concern for good or evil.
The White Mystery
The Mystery is those named because that is what it is. Aside from the fact that it is the aspect of neutrality, not much else is know. More often manifests as a cloaked and hooded figure, rarely seen directly.
The Grey Cat
The Cat is pure chaos, and motivated only by self interest and desire. He can be the most difficult to get along with, as well as the easiest.
The Red Lady
As the embodiment of evil, the Red Lady is more often seen as battlegrounds and places of conflict.
The Blue Bound
The Bound is the aspect of Goodness. His chains are the links to all those around him.
The Hound - Law, healing, protection, animal, Sun, strength, plant, nobility
The Mystery - knowledge, magic, Nobility, Rune, Creation, Good, Evil, Earth
The Cat - Chaos, Trickery, Madness, Darkness, Animal, Charm, Luck, Air
The Lady - Destruction, Death, Fire, Evil, War, Glory, Darkness, Healing
The Bound - Good, Knowledge, Protection, Community, Repose, Creation, Healing, Water
The Lesser Spirits are the children of the Greater, and are the gods more commonly worshiped among mortals. Some are mortals who were ascended into divinity at some point in their life by the actions of the Greaters. The lessers are the deities generally worshiped by the populace and the
Si'ako, the objective judge
The bird of fate, he is seen either as an eagle or a raven depending on the fate of the judged. His symbol is a scale. He is worshiped by judges and those who seek to be objective in all matters. He is more aligned with neutral good, to true neutral, and views all matters equally.
Khaan, the impartial crafter
A large spider being who weaves and oversees the threads of destiny for all matters. He is a true neutral deity, and rarely takes undue interest in mortals unless their path takes them to some extraordinary event involving several souls and threads.
Cait, the capricious alterer
A feline who determines fortune. He is The Grey Cat's child, and a master of going against fate and destiny and predetermination. A true chaotic deity, he, like his Sire, is self-motivated and can be swayed to ones cause with the appropriate appeals and offerings, or if it pleases his whim.
Barbelo, the Maiden of War and Grevan, the Face of Vengeance
Children of the Red Lady and the Blue Bound, they are the gods of war, combat and honor/vengeance. Barbelo is a lawful good deity while her brother is Chaotic evil. However, they do not always hold fast to the Lawful/Chaotic markers, and their adherents come from all alignments.
Sage, the knowing
Sage is one of the Mystery's offspring or followers (it is always unclear when it come to him). He is the god of knowledge, secrets and magic (arcane).
Sis Aman, the Forceful
A deity of power, force and determination, he was the first of the dragons, and one of the foremost reptilian gods.
Neeis, the Deceiver
The god of deception, lies, seduction, inebreity and fertility. It was with his influence that the magic schools of polymorph, illusion and enchantments were developed. His followers are known for either having little restrain, or being schemes and deceivers. A popular saying is 'The Neeist is either the guy pulling the strings, or the guy passed out in front of the tavern."
Helein, the Enchantress or the Seducer
Helein is Neeis' daughter, born from just one of his many liaisons with mortal women. She is much like her father, and holds all but lies and deception. She is known as the enchantress and the seducer.
Wanderer, the Curious
The Wanderer is well known as the deity of discovery and travel, but also is one of the weather deities as well. He sometimes called the earthborn wind do to his itinerant nature. He commonly appears as a cat, and was spawned through the Mystery and the Grey Cat.
Fen, the Dusk
Fen is the child of The Hound and The Cat, appearing in a form somewhat like a black fox, cousin to Wanderer and Cait. He is the god of the night, shadows and hope. His symbol is a shadowy fox, often in black, dark red, or dark blue.
Fidelas, the Nurturing
Fidelas is the spirit of nature. She is something like the spirit of earth, and has dominion over many lesser animal spirits, some of which are referred to as gods by other races (eg. the god wolf, Hunter god, etc). She herself is one of the Mystery's offspring, and is a neutral deity, commonly worshiped by Druids.
Marvan, the Crafter
Marvan is the greater dwarven god of invention, crafting, precious metals and fire. He is believed to have been one of the dwarven folk heroes who unlocked the secrets of the forge and ascended to godhod. His symbol is a golden circle or a hammer.
Nemue, the Crow, Jovis the Heron, Kari the Falcon
Nemue is one of the death gods, concerned with those who die on the battle field or in combat situations, also called the choser of the slain. She escorts their souls to their determined fate. Jovis escorts souls of those who die peacefully, and is called the Divined Wings. Kari escorts the souls of people who fall in traumatic situations and is referred to as the Hunter. They are more commonly viewed collectively the death god Lois.
The Meddler
The Meddler was once a powerful mortal, ascended to godhood by Cait and his father the Cat, his habit of interjecting and meddling amusing them. However, the other gods eventually turned upon him and banished him, so he is something of a fallen deity. The Meddler is both one and many, as Cait often tips a hint of The Meddler's or his own power into other mortals, making them more or less Meddler Favored Souls. Some consider it a curse.
The Reaper
The reaper is/are an ascended mortal who works with the Lois. It is unsure how many they are, but they are associate with each aspect of Lois.
The Builders/Muses
The Builders or Muses are god of creativity, design, progress and inspiration. Another ascended mortal collective, they are they who left great marks in their life. Often worshiped by Bards.
'Though a candle burns in my house, there is nobody home'
'Please remain calm…as we attempt to rectify this most unfortunate circumstance.'
'Well, let me see; we have slow death, quick death, painful death, cold lonely death...'
'Holy crap, we dialed Pittsburgh.'
*pulls up a chair and waits while watching Yellow run around in an excited manner for the start of this RP*
"I can't believe he already forgot that he was hungry. It's not so much that his train of thought is slow, it's that it gets derailed and EXPLODES as soon as it starts."
Quote from the webcomic: Slightly Damned, I HIGHLY recommend you read through it; its funny as Hell! (haha...inside joke.) Be sure to vote for it!
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"Its so much harder not to sell your soul to the devil when the devil is trying to send it not to Hell, but to Heaven..."
-Lord Xaos: Quote from review of Friendship is Optimal.
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"Don't blink! Don't even blink! Blink and you're dead! They are fast, faster then you can believe! Don't turn your back, don't look away, and don't blink! Good luck."
-The Doctor; Weeping Angels warning
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"Leaving an open tab to a Jew from New Jersey...are you mad?"
Your Birthday gift: 20 Free Bio-titans + Ridiculous Tentacle Impregnation trait (no real effects, besides excessive tentacles not being creepy)
Originally Posted by Skallagrim
And the fact that not everyone fights, just tends to be the badguys *looks at Khan* and his cohorts are trying to gain land for their lord....
Originally Posted by Greycat
Khan. You are evil.
Originally Posted by mbl
Originally Posted by MelonHead
I'd insta kill it.
As I will with every opponent/group/army from now on.
Way I see it there is probably gonna be two ways fights play out for the rest of the story. Either the dwarf is going to auto-kill it or the dwarf is going to fail to auto-kill it and some other party member is going to assume that it wants to be their friend.
'Though a candle burns in my house, there is nobody home'
'Please remain calm…as we attempt to rectify this most unfortunate circumstance.'
'Well, let me see; we have slow death, quick death, painful death, cold lonely death...'
'Holy crap, we dialed Pittsburgh.'