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  1. - Top - End - #1
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2017
    Location
    Michigan, USA
    Gender
    Male

    Post Chains of Kahetch - 3.5 Homebrew PbP (IC)

    -- OOC Thread --
    Tumbles and Scrapes, Intrigue and Glory; Post here for in character action for The Chains of Kahetch campaign!

    "Shackle spurned, May ye rake the Serpent in Her wicked eye." - Quimgonian blessing to parting guests



    A patchwork of nations and city states dot the known world. Populations eke out an existence on wave-tossed island chains, across frozen tundra, and through the dark embrace of the deepest earth. Fragile alliances hold the only promise of survival, pitting the common races against every monstrous threat imaginable. Won't you join the fight?

    STATUS:
    - Status OOC: Ongoing, working on offloading notes to secondary site, filling in world lore. 3 of 4 active slots filled, 1 characters on-boarding, 1 character tentative/recruiting as of 05/01/2017.
    - Status IC: Act I, Chapter 05: On the island nation of Yorder, setting foundations for the adventuring party. Meeting at an adventuring guild in Olgenwart. Eventually preparing for a voyage by sea to investigate the island of Sassero off of Termion.

    ABSTRACT:
    'The Chains of Kahetch' is an open world campaign set against a backdrop of the epic tidal forces of good and evil. The races are emerging from a vast dark age following centuries of enslavement and war. Now they leveraging glimpses of peace, order, and security into a new renaissance. Secrets long forgotten from early civilizations are recovered from dungeons and tomes alike on a regular basis. Stunted cultures seek to reclaim their identities and shore up their defenses. Artifacts and magics once the subject of myth are returning once again.

    The power level of the campaign is moderately high versus core. Typical NPC's are subjected to a tough and gritty life and accrue multiple hit dice over their careers. There is a severe case of 'survival of the fittest' in all but the most remote or posh areas. PC's are granted additional abilities drawn from prestige classes to set them apart.

    Play starts at level one with accelerated early levels. Currently characters are Levels 2-3. Characters of any level may find opportunities to change the course of history. The emphasis of world-altering narrative hooks is on levels seven through eighteen. Rewards are split between traditional 3.5e combat and player interaction with each other and the world. While the game is open-ended, story arcs small and large reveal themselves as the party investigates the world further.
    Last edited by Charon23; 2017-05-17 at 05:52 AM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2017
    Location
    Michigan, USA
    Gender
    Male

    Default Chains of Kahetch - Game Mechanics

    - Reserved for Game Mechanics and Conventions Used
    Spoiler: Character Creation & Skills
    Show
    • Starting Level: Currently Level 1. Lowest active PC level -1 thereafter. Options to gain additional XP via backstory and side-quest are provided in most cases, to gain most or all of the lost level.
    • Abilities: 32 Point Buy
    • Build: PC's are exceptional amid a high powered world. Prestige Class features and abilities are added to the base class on even levels, as negotiated with the DM. Multiclassing is allowed as per core rules. Classes with reduced or no casting gain additional bonuses at higher levels.
    • HP: Maximum at Level 1. Additional levels; Roll twice, keep the best. A third roll is optional but must be kept.
    • Gold: Level 1; (max base class * 3 [i.e. Barbarian = 480gp]). Character Wealth-by-Level * 1.25 thereafter. Gear subject to review with 1/3 value cap on most expensive item at creation (with the exception of masterwork arms and armor at level 1).
    • Knowledge(local): Ranks and checks are according to specific regions. 4 bonus points are granted upon character creation with backstory. Bonus points are granted thereafter at a rate of approximately one or two per season spent actively adventuring in a given region.
    • Profession: Like Knowledge(local) above, bonus points for specific Profession categories may be granted.


    Spoiler: Natural 1, Critical Failures and Fumbles
    Show
    95% of the time natural 1's simply mean that the subject fails to hit or save. A fumble may occur in extraordinary circumstances with overlapping factors.

    For instance, a fatigued archer who has been covered in slime may snap a bowstring. A shaken creature failing a Will save with a natural 1, from a Sorcerer's Repulsion spell, may increase their fear condition for a round.
    Last edited by Charon23; 2017-02-23 at 03:45 PM.

  3. - Top - End - #3
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2017
    Location
    Michigan, USA
    Gender
    Male

    Lightbulb Chains of Kahetch - Chapter Index

    - dates as 'day/month/year' -

    ACT 0
    • [ {{Prior to 1/4/KD3,624}} ]
    • Solomon joins via solo adventure.

    ACT 1
    [ 1-?/4/KD3,624 ]
    Spoiler: Act 1 Detail
    Show
    • [ 1/4/KD3,624 ]
    • Act I, Chapter 01: 'A Trade for Freedom'; Solomon and Wyonella retrieve the yet-unkown Altana from a jail in West Yorder.
    • Altana joins following a solo introduction.
    • Act I, Chapter 02: 'Bryell's Eye - Part I'; The magic themed inn greets the party with special images. Indulgences of baths and drink ensue.
    • Act I, Chapter 03: 'Bryell's Eye - Part II'; A plan is devised to investigate Captain Malpruit's ship in the morning. Solomon and Altana discuss morals and philosophy while Wyonella has her fortune read.
    • Vyncent joins sans-prequel.
    • [ 2/4/KD3,624 ]
    • Act I, Chapter 04: 'A Longship Named Desire'; The Feangeamh is located in the bay with the help of newcomer, Vyncent. A long carriage ride redirects the group to The Token of Nask's guild hall in east-central Olgenwart. Altana takes ill along the way and is redirected to a healing center near the guild hall.
    • Act I, Chapter 05: 'The Token of Nask'; Baldric, John, Solomon, and Vyncent meet at The Token of Nask's guild hall for a dinner meeting. Elder Olramdol hosts with Captain Malpruit and Muldmera Tiateren as noted guests. Lieutenant Erma Fowler, Hevlod, and Ghalma from Vamildale join. A plan is revealed to align efforts towards a treasure hunting expedition headed by Muldmera in the wild nation of Termion.
    • [ 3/4/KD3,624 ]
    • Act I, Chapter 06: 'Patience and Virtue'; Altana awakes from her blacked-out state and re-joins the party, while John is pulled from his assignment with the party. Baldric and Vyncent encounter a threatening gargoyle atop the roof of their lodging. The remaining four take another long wagon ride back to the docks near The Feangeamh.
    • John exits game.
    • [ 4/4/KD3,624 ]
    • Travel from Olgenwart to Alkinsenon, of Yorder.
    • [ 5-10/4/KD3,624 ]
    • Travel to northeast T'vessen and along coast.
    • [ 11-13/4/KD3,624 ]
    • Travel along western coast of T'vessen. Muldmere's ship takes hull damage while near the coast.
    • [ 13-17/4/KD3,624 ]
    • Several days are spent in a small port town in western T'vessen as repairs are made.
    • [ 18/4 - 3/5, /KD3,624 ]
    • Two weeks of open water brings the three ships to a relatively civilized portion of south Termion.
    Last edited by Charon23; 2017-07-12 at 12:39 AM.

  4. - Top - End - #4
    Barbarian in the Playground
     
    MindFlayer

    Join Date
    Jan 2017
    Location
    Michigan, USA
    Gender
    Male

    Post Re: Chains of Kahetch - Maps, Northern Hemisphere

    ====HEADER======================================== ==============

    Large area map of the north

    Area by region then common name (individual maps pending): ====end header============================================ ==========
    ====NORTH=======================================
    Spoiler: NORTH {1 - 10}
    Show
    NORTH {1 - 10}
    Spoiler: 01 - Kahetch-Drogaire
    Show
    [ 1 ]Kahetch-Drogaire, Abstract: No single name is sufficient for the frigid wasteland to the north. The central plateau is cited in some texts as some variant of, "The [vessel] of Kahetch," portal to the underworld. Deep networks of cave systems host hordes of monstrous races, pitting the north in an unending war.

    Drogaire is the most common catch-all term for the remaining settlements of the north. The name refers to depictions of a great dragon in totems by nomadic barbarian cultures. The seas freeze over in the deep winter, allowing its peoples to traverse between solid land masses.

    Cities: The most stable territories reside along the eastern coast of the western peninsula. These are the most common destination for incoming fighters and supplies. Grendigarridon is the current unofficial capitol. Other cities emerge and fall as territory is liberated and lost.

    Peoples: Natives of all common races are represented in Drogaire. Half-giants and uldras boast high numbers among the natives. Darfellans are common amidst the smaller islands off of the mainlands. Drogairians are known for their hardiness and nature wisdom. Many of their traditions and lore have trickled into the southern lands by way of festivals and plays, particularly since the eruption of war in their lands.

    Vamildale History: Efforts to assist the Drogarian territories predate the formation of Vamildale and its councils.
    • KD 3,322: The great frost beast, 'Kaekara', is felled with assistance of heroes from the south.
    • KD 3,532: Official campaign to assist Drogaire is launched.
    • KD 3,530: Official formation of Vamildale. Drogaire representatives join the following year.
    • KD 3,539: Grendigarridon is liberated from frost giant enslavement.
    • KD 3,614: Formal laws and punishments are established regarding information sharing and other acts of treason.
    • KD 3,624: ( Current Date )


    Spoiler: 02 - Grignatton
    Show
    [ 2 ]Grignatton, Abstract: Considered home to many a human and goblinoid tribe, the treatise between these lands struck a few centuries ago marked a turning point in the fight against evil forces. The larger mainland portions hide relatively temperate and protective valleys. The deep winter months bridge the islands and peninsulas with thick ice sheets to Drogairian lands. Grignatton shaman are said to divine portents in animal tracks, and speak with those long passed.

    Cities: Grig'Krongoak to the north is a goblinoid fortress well known for its impressive defenses. Talm to the southwest is the primary human citidel. The capitol of Grig'Talm is seated on the island portion, adjacent to Illiyos.

    Peoples: Humans and half-orc settlements favor the south while goblin and orc settlements favor the north. Bedroom towns have popped up along trade routes. These often cater to other races as battlefronts to the north have somewhat normalized.

    Vamildale History:
    • KD 2,957 - 3,299 The War of Godardash rages, primarily between humans and goblins.
    • KD 3,299: Peace accords are struck between human and goblin factions.
    • KD 3,314: A great plague sweeps the region. Many settlements are lost.
    • KD 3,530: Official formation of Vamildale with Grignatton representation present.
    • KD 3,614: Formal laws and punishments are established regarding information sharing and other acts of treason.
    • KD 3,624: ( Current Date )

    Spoiler: 03 - Berrimlyon / Pillars of Kech'yese
    Show
    [ 3 ]Berrimlyon / Pillars of Kech'yese, Abstract:
    Dwarves of all known lands claim the mountains and foothills of Berrimlyon proudly as their ancestral home. Though details vary, lore passed from ancient cultures cite this region as the last foothold of resistance during dark ages. It hosts some of the oldest temples and institutions, and is a popular destination for pilgrims and arcane scholars alike.

    Native Berrimlians are known to be highly superstitious or even precognitive on occasion. Folklore includes many incidents of groups avoiding certain death by following a gut instinct of one of their members.

    Peoples: Dwarves dominate much of Berrimlyon, particularly in the cities deep underground. Humans, Shifters, Half-Elves, and Half-Orcs are among the most common races top-side. Orcs and numerous other races hold territory through the south and central lands in concert with longstanding treaties.

    The Pillars of Kech'yese is the cursed land marked by spiky spires and twisted features along the northern border of Berrimlyon. Said to be the result of an ancient war between gods and demons, it is now an effective no-man's land between factions of the north and south. The least spoiled passes include some of the most persistent battlefronts of the greater war. Supply routes and outposts lace the entire area regardless of terrain from the south with extensive Vamil support.

    Spoiler: 04 - Illiyos
    Show
    [ 4 ]Illiyos Abstract:
    Illiyos is sandwiched between its islands' neighbors, sheltered by a ring of spires, gorges, and steep coastline. Trading ships and emissaries from the nation appear in other lands on occasion, but little is known of the land itself. It is the setting for many fanciful songs and plays, and thought to be the birthplace of grand heroes.

    Spoiler: 05 - Pivilos
    Show
    [ 5 ]Pivilos Abstract:
    Pivilos is shrouded under a cascade of fog from the mountains of Illiyos. It is bisected by a relatively temperate forest valley, with tundra and swamp to the west, and rolling pastoral hills to the east. Its inhabitants are known for their colorful curses and superstitions. It is a common setting for ghost stories, full of witches and vampires and the like.

    Spoiler: 06 - Yorder
    Show
    [ 6 ]Yorder Abstract:
    The island nation of Yorder stands as the gateway between the western islands and the continent to the east. Its bustling ports and sprawling towns act as a commerce hub and boiling pot of culture. Many nations still hold resentment toward Yorder for recent acts of war and piracy.

    Spoiler: 07 - T'lallielen
    Show
    [ 7 ]T'lallielen Abstract:
    T'lallielen is known as the homeland of the elves. The north is dominated by a dormant volcano that disappears into the clouds above. Port towns sweeping from the southwest to the east are home to many other races, though few non-elves venture further into the mainland.

    Spoiler: 08 - Quimgon
    Show
    [ 8 ]Quimgon Abstract:
    Quimgon is best known as the resettled home to the halfling peoples following an exodus from western Tresk. The once insular and downtrodden race has flourished in their new location and now enjoy a cultural renaissance. Quimgon is a popular destination for treasure hunters due to its history of battlegrounds and ruins, and its relatively stable current status. It is also known to host survivors of war, who ply their knowledge as mentors and military generals.

    Spoiler: 09 - Val-Haven
    Show
    [ 9 ]Val-Haven Abstract:
    Val-Haven is a compound nation cobbled from the devastated old capitol state of Val to the south and the ancient temples of Haven in the north. The current government consists of a council of priests and a rotating cast of warlords. While "Haven" may be referenced in words of blessing throughout the continent, "Val" is synonymous with tragedy. Val-Haven is another popular destination for archaeologists and scholars.

    Spoiler: 10 - Tresk
    Show
    [ 10 ]Tresk Abstract:
    Tresk has all but erased its early history as home to fiendish orc tribes and cruel giants. For the past several centuries a tradition of has passed leadership from one hero to another. The south is known as the source of the finest horses, as well as horse bound knights and archers. The northern peninsula narrows to a maze of trenches and strongholds along the front lines of the war.

    Shilyeri Forest: The northwest of Tresk borders the Shilyeri forest. It is the setting of tales of mystical creatures, strange encounters, and lone journeys to find one's purpose.
    ====end north=======================================
    ====SOUTH CENTRAL=======================================
    Spoiler: SOUTH CENTRAL {11 - 17}
    Show
    Spoiler: 11 - Soman
    Show
    [ 11 ]Soman Abstract:
    Soman is a sprawling empire pared aside Gar-Gale along the spine of the central mountain chain. The north hosts some of the finest workshops and dry docks. The shipyards are stocked by a regular flow of timbers sent by waterway from the south. The central peninsula is the site of Ordan, the monumental capital. The west consists primarily of farmland and dense forest, while several large towns and arcane schools are scattered throughout.

    Soman has a higher population of humans as compared to its neighbors. It also has some of the most strictly enforced codes of law which regularly land visitors in trouble. The combination has led to a common assumption that Soman is xenophobic, and to numerous joke punchlines. Regardless, Soman has produced some of the most successful knights and commanders for the war in recent times.

    Spoiler: 12 - Union of Gar-Gale
    Show
    [ 12 ]Union of Gar-Gale Abstract:
    Any given settlement in Gar-Gale has flown its share of flags over the centuries. It is known for its diversity in geography and natural riches, and successive struggles to become sovereign. Within the past century an accord was struck with the leadership of Vamildale. The Vamillion military forces pledge protection and order in exchange for a high tribute, while extending many freedoms to its citizens. Some natives chafe at this arrangement which has prompted a string of minor rebellions.

    Stories are mixed regarding the origin of Gar-Gale's name. One popular tale follows that two orc siblings shared an iron reign over most of the territory. When a small contingent of human explorers appeared by waterway in a damaged vessel they were brought before the rulers. The orcs, unimpressed by the newcomers but sharing no mutual language each cast a single curse word at the visitors. Mistaking the words for the rulers' respective names, the humans proceeded to litter these curses into their own responses. This in turn infuriated the orcs resulting in the humans' imprisonment and a series of comical misunderstandings. Historical scholars dismiss this story as metaphor, symbolizing the evolution of human and orc relations. The modern natives celebrate the stories in festivals, championing the comedic and free spirit entwined in their unique culture.

    'Gargalions' are known for their hospitality and kindness to travelers, and for their love of music and festivities.

    Ghenemyn is a wayfarer's guild with strong roots in Gar-Gale. Their symbol is a wreath of local flowers woven into a wagon wheel. Such symbols are a solace to weary travelers throughout the central continent, often indicating a fine inn or potable watering hole.

    Spoiler: 13 - T'vessen
    Show
    [ 13 ]T'vessen Abstract:
    T'vessen is often confused in casual conversation as the political capitol of the known lands. A citizen might readily agree, given its strong influence in the adjacent Vamildale. It is known mostly for its high society of nobility, merchants, and politicians. Indeed, many of these call T'vessen home, though most have moved their holdings to town outskirts following an economic downturn. The larger towns are said to be run by thugs and hooligans.

    Elves and half-elves are prominent throughout T'vessen. The mild culture clash with T'lallielen reveals a sibling rivalry of sorts.

    Spoiler: 13.5 - Vamildale
    Show
    [ 13.5 ]Vamildale Abstract:
    Vamildale holds a gargantuan citadel formed presumably by ancient magics. Once lost to myth, the site was discovered and excavations began just under a century ago. Since then the cleared portions of the upper castle have developed into a high security stronghold for leadership with supporting services handled within the second and third tiers of walls. Its territory extends to a ring of newly constructed towers that border the nearby plateau and waterways. It welcomes all factions who oppose the monstrous onslaught and intercedes on occasion when tensions give way to conflict. It is known for its military academies and libraries.

    Vamildale also handles international papers and contracts with embassies in most large towns. Forgery of its stamps or regalia is met with steep punishment.

    Vamildale boasts the largest and most diverse army, exerting its might on water and land. It is known to recruit peoples for all war-related purposes, and to seize resources for the war effort. Beyond this capacity it rarely meddles in local affairs.

    Spoiler: 14 - Krall
    Show
    [ 14 ]Krall Abstract:
    A common oath goes, "May I complain to a Krall." While it is governed by a goblin matriarchy, its inhabitants are actually quite diverse. Visitors often see the natives as insular, greedy, stubborn, and argumentative. Few would accuse them of having much in the way of civic duty though a number of champions have been born out of this region.

    Krall exports are highly sought after. The most popular include arrows, inks, dyes, ales, fine cloth and papers, and jerked meats. They contribute many of the common poisons used by allies in the war. Unlawful use still carries a steep penalty from Vamildale.

    Spoiler: 15 - Termion
    Show
    [ 15 ]Termion Abstract:


    ( 15 ) Termion Map

    Termion is a harsh mix of jagged mountain ranges, with a barren desert plateau to the east, and thick jungle and swamp to the west. Its name elicits stories of the Great Termion Empire now fallen millennia ago. It is a popular destination for treasure seekers and prize hunters.

    The island state of Balifore and adjacent shores of the Balif Gulf host the majority of ports and settlements. The capitol city of Olmion is a modern construction built over ruins of an ancient port, while the original capitol is still lost to history. Many waterways and highways exist for international traffic, though they are notoriously dangerous.

    Vamildale has an increased presence along Termion's seas and highways. It is known to recruit locals and adventuring guilds for exploratory quests into the wilderness. Termion is largely considered lawless outside of the coastal cities. It still manages multiple exports, famous for medicines and artifacts.

    Sassero in the southern gulf is considered part of Termion while smaller islands are left virtually unclaimed. (see below listing)

    Races: Shifters boast strong numbers throughout this region. Dwarfs, halflings, and half-orcs are rather common along with humans and half-elves in the cities. Gnomes are common visitors and are known to launch robust archaeological exploits. Natives of many races reside inland, isolated and dangerous much like the magical beasts of their respective territories.

    The Gosnatmetnah monastery sits perched high in the eastern mountain range. Depictions of its symbols and figures are common throughout the lands in and around the great mountain ranges.

    Spoiler: 15.3 - Termion_Sassero
    Show
    [ 15.3 ] Termion_Sassero Abstract:
    The posters from Guild Ghenemyn are hard to miss in many town centers along trade routes. Ghenemyn is known for highlighting exotic destinations every few years and this is their latest hot ticket. The bold colors advertise pristine beaches, frilly drinks, and lush tropical paradise. The resort towns clustered along the west of the island are billed as a great escape for the weary noble or the soldier with a few too many callouses. "STOP BY YOUR LOCAL GHENEMYN OFFICE TO BOOK YOUR STAY NOW!" The promotions list Termion, but Sassero is listed as a minor footnote.

    It would be a tougher sell if Sassero were cited prominently. The island could use a 'PR treatment' as it is best known for the House Trivulk prison complex in the east. There resides hardened criminals, prisoners of war, and enemies of Vamildale considered too dangerous for mainland jails. It's hard to escape the implication when many a child was told to, "be good or you'll find yourself on Sassero!"

    A cottage industry supporting adventuring expeditions has piggy-backed onto Guild Ghenemyn's efforts within the past year. The far west of the island was previously considered virginal land. Mysterious ruins and artifacts have been reported.


    Spoiler: 16 - Mal
    Show
    [ 16 ] Mal Abstract:
    Despite Mal's position on the central continent, mountains and terrain have left much of its history to its own devices. Conventional travel is often obstructed by sinkholes and shallow caverns, quicksand, thick jungle, and a regular onslaught of earthquakes. The rocky coast is witness to a constant supply of stormy and unpredictable seas. Mountain passages and levee systems have been erected with assistance by Vamildale and Ghenemyn efforts. The harbor-side city of Troandale now acts as the nation's capitol, while Maliwann retains much of the Ellishkin resources further inland.

    Mal is run by a theocracy, with all civilized territory engineered to advance the Church of Ellishkin. Prior to the efforts of Vamildale and unification of war efforts, Mal was known for little beside the occasional wandering evangelical emissary. These were often met poorly with many a priest running for safety from a town's perturbed crowd. The war has reversed the tide of these encounters. That is, most representatives are not met with slammed doors or drinks splashed in their face. Mal now enjoys a cultural renaissance of sorts due to its long history fighting aberrations of nature instead of its neighbors. Their folklore has crept into most bardic repertoire, and their champions are highly revered.

    The minor goddess Grezlipulk is represented on the flag of Mal as a fearsome red-coated weretiger. Her hind legs perch on a dark eclipse circle, face and front paws targeting a central pattern of black tentacles. Meanwhile the god Shi'El is represented by a yellow Couatl, swiping with extremity and ray at the black mass from an aura of sunlight on the left side.

    Shifters are somewhat prominent in Mal. Folklore suggests an early connection with Lycanthropes but the debate persists as to the Shifter's true origin. Regardless, Mal is a favored sanctuary for many shapeshifters and other outcasts of its neighbors. The receptive nature to races and abilities can make natives come across as tone-deaf in other lands where these are the object of criticism. Instead natives cast suspicion on those who would subvert the efforts of the Church of Ellishkin. The most zealous followers have been accused of 'witch-hunts' and other violent offenses, both in and out of Mal.


    Spoiler: 17 - Flalm
    Show
    [ 17 ] Flalm Abstract:
    If Yorder is the pirate capitol of the western seas then Flalm lays claim to the eastern seas and then some. The mainland is strewn with jungle fringed lakes, hiding an extensive navy in its maw. Historically it is pitted as a fierce rival against the Essyelk island-continent to the east. Its flag is adorned with a skull with large prismatic stars replacing the eye holes, and tentacles radiating outward around the cranium and from the mouth. The necromatic arts are revered in Flalm, considered a most practical means of retaining one's riches.

    Flalm hosts the most diverse array of nautical and amphibious races. It is not well regarded for its fair trade practices though its exports of ghost stories and fine native crafts are prized by many.

    Flalm folklore asserts that their peoples originated in distant lands. Their best warriors transcended mortality, walking on a path of stars across the sky to a second life. It is here that death is meaningless as their quest for glory and riches continues beyond the fragility of earthly flesh.

    Vamildale and most nations are leery at best of necromancy. The undead are a common threat to nearly all lands and one of the worse threats along the northern front. Vamildale has struck an uneasy alliance with Flalm to recruit their clerics and fighters. As opposed to the monstrous legions and their undead, Flalm's forces are not inherently evil despite its predilections of piracy and the dark arts. On the war front their troops are often partitioned away from the rest of the camps. Instead of taking this as an insult, Flalm considers this a source of pride.

    ====end south central=======================================
    ====SOUTH EAST CHAIN=======================================
    Spoiler: ESSYELK - SOUTH EAST CHAIN {18 - 21}
    Show
    Spoiler: 18 - 21, Essyelk Continent
    Show
    Essyelk [ issə-YILK ] Abstract: is the common name for the island chain and continent of the southeast seas. This includes Krelsiff, Essk, and Bionbarr, while the western nation is designated as, 'Essyelk Efrean.' The split into four nations instead of one was enacted around a half century ago on amicable grounds. The half-elf King and Queen Yoensoff were beloved by their peoples. They and two of their children died in a presumed accident at sea during a particularly fierce time of war. The kingdom was in dire straights, besieged from the west by rogue Flalm forces and the north by monstrous hordes. The eldest daughter, Traelsska Yoensoff, ascended as queen of Essyelk Efrean. She immediately allotted the eastern portions to the next oldest prince and two of her parent's most trusted advisers respectively. The remaining four children have since grown to be heroes in their own right.

    Successions of Essyelk royalty of the past are the subject of some of the best known stage productions. These plays are known to highlight fey and magical beasts of the surrounding lands. Bards and artists fortunate enough to visit the islands are treated to a culture rich in creative aspirations.

    Essyelk enjoys positive relations with its neighbors apart from Flalm. It was one of the earliest proponents of unified efforts among the nations, and maintains high representation in Vamildale.

    Spoiler: 18 - Essyelk-Efrean
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    [ 18 ] Essyelk-Efrean Abstract:
    Essyelk-Efrean is known for the soaring spires of the castles that dot its land. Despite its placement far to the south, much of the inland is surprisingly temperate. A pocket of desert to the south is dwarfed by a perimeter of low mountains with an inner swath of rolling hills. It border to the east within the Olsiff Forest is marked by lakes and rivers.

    Spoiler: 19 - Essyelk-Krelsiff
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    [ 19 ]Essyelk-Krelsiff Abstract:
    Essyelk-Krelsiff is ruled by King Yol Yoensoff. The forest-covered mountain in its center gives way to a network of small lakes to the north and south.

    Spoiler: 20 - Essyelk-Essk
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    [ 20 ]Essyelk-Essk Abstract:
    Essyelk-Essk is ruled by half-elf Queen Essif Molvow. She was a court priest and adviser for the previous Yoensoff dynasty prior to her ascension. The peninsula to the south extends to clusters of smaller islands to the north. These are known for their monumental cliff sides and cities extending into their rock faces.

    Spoiler: 21 - Essyelk-Bionbarr
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    [ 21 ]Essyelk-Bionbarr Abstract:
    Essyelk-Bionbarr is ruled by the halfling King Blaird Fiddlestick. He was a war hero and general in the previous Yoensoff court. The Bionbarr island is known for a strong tradition of archery and nimble watercraft.
    ====end south east chain=======================================
    ====SOUTH WEST CHAIN=======================================
    Spoiler: SOUTH WEST CHAIN {22 - 26}
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    Spoiler: 22 - Aelot
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    [ 22 ] Aelot Abstract:
    The lore of Aelot highlights the vast crumbled ruins that canvas its land and extend down into its waters. The weathered stones are evidence of an ancient human civilization long past. An epic poem from Esbon references the island, suggesting that the small kingdom fell to hubris. A circle of mages attempted to harness a mysterious power found in the depths below. A cataclysmic earthquake ensued, sinking much of the land and toppling its structures.

    Old hewn stone from these buildings are recycled for property fences and earthen mound huts. A handful of larger cities ring Aelot's coastline. The current inhabitants are predominantly human shepherds and fishers. The port towns host a diverse sampling of races and nationalities from all western lands, as Aelot is a common way-station along shipping lanes. The relatively poor state of the nation has left it open to the occasional attack, particularly from Yorder. A reputation has risen, however, for the Aelot people's fierce Guerrilla-style battle tactics, fending off invaders with relative ease.

    Aelot has few exports, though its perfumes, nets, and woolen yarns are highly sought after. Its contribution to the war has included several priests, monks, and stealthy hunters.


    Spoiler: 23 - Esbon
    Show
    [ 23 ] Esbon Abstract:
    Esbon is known best for its masterful animal trainers and griffon-mounted warriors. Prior to the formation of Vamildale their animal rearing services were purchased by governments and the very wealthy. Since the unification Vamildale has virtually commandeered these services for the war effort. Esbonian-facilitated offices have popped up in most lands with animals and beasts of interest.

    The islands in the north of Esbon's chain are purportedly griffon nesting grounds. The Esbonian naval fleet maintains a high presence in these waters, diverting friendly traffic and destroying would-be assailants with prejudice.

    Esbon's diversity of peoples extends beyond its port towns and into the smaller country-side villages. This fusion has led to numerous innovations, ranging from new spirits to advances in magic.


    Spoiler: 24 - Zindebot
    Show
    [ 24 ] Zindebot Abstract:
    The primary island of Zindebot is nearly synonymous with its private magic institutions founded long ago by competing factions of gnome wizards. Since the formation of Vamildale, Zindebot schools have expanded their scope by taking in thousands of young apprentices of all races. A knight academy coordinated by Somanese generals has recently opened with the intent of pairing groups of casters and traditional fighters on the battle front. This regimented approach suits the Zindebot spirit as opposed to the more chaotic battle ranks of Kimbni to the south.

    The western island of Zindebot are home to clusters of goblinoid hamlets and merfolk sea caverns. The gnome, goblin, and mer peoples share a gargantuan capitol city within the mainland's gulf harbor. There they trade wares and services, enjoying a mutually beneficial union that confounds most outsiders.

    The merfolk of Zindebot are among the greatest representation of nautical races in Vamildale. They are celebrated for daring missions to slay evil monsters lurking in the depths.

    The goblins of Zindebot are perhaps the most diverse within the same sub region. Each tribe favors a different approach to battle as evidenced by their love of gladiatorial sport.

    While Zindebot's islands cover a large swath of ocean. Many of them are avoided, however, due to superstitions of treading on sacred grounds and the magical beasts therein. Ships that pass through typically hire guides to navigate the waters safely.


    Spoiler: 25 - Kimbni
    Show
    [ 25 ] Kimbni Abstract:
    Kimbni in the south of the western islands is best known for stories of kobolds and gnomes slinging spells at each other in ages-old wars. The tropical island and its lesser counterparts are somewhat isolated from the greater conflict to the north. It is semantically paired with Zindebot to the north by outsiders whereas natives are confounded by the comparison. The nearby seas are notorious for whirlpools and maelstroms, giving rise to stories of vengeful water serpents and demigods. Until recently it was a footnote of the geographical record. Now gnomes from Zylongo appear throughout the region and are sought after for their unique take on magic. Vamildale embassies have cropped up over the past thirty years but its influence is minimal in these parts.

    ‘Kimbni-Gozni’ is a popular bar game throughout western lands that was inspired by bardic tails of Kimbni battles. It translates loosely to, "mine versus yours". In the southwest islands it is played with the traditional Qu'ochi fruit while elsewhere pastry mimics are used. The plum-sized Qu'ochi is known for its delicious outer fruit with a sticky and noxious inner core. The game is played with two or more players at a table by flicking small, lumpy, weighted bags at their opponent's array of targets. A light wound of the pale outer flesh allows the defender to eat the outside, reducing the target's size. A telltale leaky purple rupture from the core means they must down the whole thing. The last remaining player with unscathed cores is the winner. It should be noted that many bars with the game either designate a referee from House Illiehr for a small fee or require a damage deposit. While a beloved game it is known to break into a small skirmish of reeking and vomitous calamity.

    Kimbni is also associated with elemental magic and dragon lore, as dragons are said to be seen by sailors of the open western oceans. Kobold tribes have taken to trade with outsiders over the past few centuries.


    Spoiler: 26 - Zonn
    Show
    [ 26 ]Zonn Abstract:
    Little is known about this narrow island in the south. Most continent maps omit Zonn entirely in favor of fanciful illustrations of sea serpents and water deities. Reports indicate an insular native population of humans and shoal halflings along its coasts. No formal relation with Vamildale has been established despite speculative attempts.

    Explorers from the past century published varied accounts in the continental gazettes. Several found the experience eerie, noting a feeling of being watched during their brief treks inland. Others focused on learning more of the natives, reporting mysterious taboos and mysterious rituals. In recent years it has become a popular setting for pulpy stage productions targeting the commoner classes.
    ====end south west chain=======================================
    Last edited by Charon23; 2017-01-28 at 03:23 AM.

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    Post Re: Chains of Kahetch - Timeline

    - Reserved for Timeline
    Spoiler: COMMON RACES & TIMELINE
    Show
    Introduction - "The Shrine of Kahetch":
    Spoiler: The Shrine of Kahetch
    Show
    If a human set eyes on this pillar of stone they would certainly go mad. If a dwarf set foot in its deep shadow they would forsake the earth that bore them. If an elf dared to utter a prayer in its maw they would only hear blasphemous lies. Far, far away, rests this unhallowed shrine to Kahetch.

    A pilgrim shuffles forward bearing a sacrifice bound in sackcloth. Horns and barbs protrude through a rune encrusted cloak. The path of ceramic and bone fragments echo harshly under thick metal boots. The noise fuses with their own prayer chant and returns in a chorus of voices. It is a faux pas to shed light in this vile place but they appear to be alone now. It is such a shame to miss out on the majesty informed by deep jewel tones. The magic torch sputters violently as if it too knows its existence to be incorrect. The twisted figure lays the bundle down in a wide depression.

    Slowly the devoted soul ascends a serpentine path winding around the shrine’s perimeter and through its core. The walls warp and ripple revealing intricate and hideous depictions of evil in sculptural form. The pilgrim bows in awe at a favorite scene of Loammdib’s exploits some millennia ago.

    The subject matter is of gods and demigods and their multitudes of forms and heralds. The walls celebrate such beings’ grandeur whether in concert or conflict with one another. Mortals are set as props, sometimes quite literally. The living find use as labor or sustenance while the dead find utility as cobblestones. The forces of good are a mockery when they are not an afterthought.

    The figure returns satisfied and ready to perform the rite. Kahetch favored them with a bountiful decade following the last visit. Perhaps this sacrifice will merit an even greater reward.


    Common Races - ABSTRACT:
    Spoiler: ABSTRACT
    Show
    Early History and the Calendar:
    History prior to seven centuries ago is highly obfuscated by the oppressive dark ages. When accounts of earlier ages are unearthed they often conflict or cite unknown milestones. This is the subject of intense debate, particularly among gnome, elf, and dwarf scholars.

    The current date is KD3,624. The calendar is inherited from a recent empire dominating much of the known world by followers of the evil god Haff. The significance of year zero is unclear though many religions cite it as the awakening of the humanoid races.

    ((continued with synopsis of ages...))



    COMMON LAND RACES:

    HUMANS:
    DWARVES:
    ELVES:
    GNOMES:
    HALF-ELVES:
    HALF-GIANTS:
    HALF-ORCS:
    SHIFTERS:

    OTHER COMMON RACES:

    BUGBEARS:
    DARFELLANS:
    GOBLINS:
    HOBGOBLINS:
    KOBOLDS:
    ORCS:
    ULDRA:

    OTHER COMMON CATEGORIES:

    NAUTICAL:
    Last edited by Charon23; 2017-02-23 at 04:07 PM.

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    Default Re: Chains of Kahetch - World Info

    Spoiler: RELIGIONS OF THE WORLD
    Show
    Religions of the World

    Religion is not especially divisive in these parts. It is not uncommon to find shrines and temples of different deities along the same city avenue. Good and neutral churches coexist with relative ease throughout civilized lands. Individuals typically favor one deity or pantheon according to their heritage, though many expand this scope further. City squares and visitor centers post information regarding church resources and holiday calendars. Clerics of one deity may be seen paying respects to another, particularly when traversing foreign lands.

    Millennia ago the lesser races found themselves squarely under the heel of powerful evil forces. Chaos and Law were at odds just as much as Good and Evil. The common races scrambled to break their shackles. These attempts placed the races and fledgling nations in stiff competition with each other. While tensions remain from these wars, good will has also grown following successful cooperation. Within the past millennia these lands slowly gained back ground from evil influence. Races and cultures found themselves stunted, with feeble attempts to transcend the dark ages forced upon them.

    The influence of deities extend well beyond clerics and the devoted. The gods are a common subject throughout the arts and in folklore. An average commoner is familiar with stories involving about one quarter of the pantheon listed below. They recognize about half of the remainder from context, superstition, or vague references while details are confused. Those that they do not have reference to are typically region-specific or merged into the stories of the greater deities.

    Evil religions have been widely stamped out of these lands but evidence of evil aligned churches does crop up regularly. The corrupting influence of these forces are a constant threat. Prior to the formation of Vamildale they would prey on war-torn nations with great success. Now overt operations of evil priests are exceptionally rare. Stories of evil gods and their deeds also effuse the folklore of commoners and the bard's repertoire.





    Deities and Domains

    - Good & Neutral {Greater}

    The following deities are known at least by name or symbol in all but the most isolated of lands:

    Aldimard (N, Boccob) {Balance, Knowledge, Magic, Mind, Oracle, Trickery}:
    A beard of starry sky and cloak of silver adorn statues of Aldimard. Some depictions include a blindfold with a large central eye which acts as an alternative symbol. His churches typically overlap wizard schools, while smaller shrines are common elsewhere. Both casters and non-casters are known to petition Aldimard for insights out of respect for the mysteries of magic.

    Breankar (LG, Heironeous) {Glory, Good, Inquisition, Law, War}:
    This god is depicted as a spartan knight in gleaming platinum armor, with white and deep blue regalia. He is accompanied by Shen, an armored warhorse with spiked mane. Soman and Tresk are the source of most priests and churches. Devoted knights from these lands often escort groups from Vamildale abroad.

    Cullam (CN) {Destiny, Chaos, Dream, Fate, Illusion}:
    Cullam is favored by rogues illusionists, sorcerers, and some psions. It is said that the god walks through the dreams of deities, nudging their thoughts and redirecting their will toward his own mercurial whim. Many stories include Cullam as an unassuming wanderer who changes the course of history to the delight or fury of gods and kings. He is also the subject of many fables meant to teach lessons against hubris.

    Enivarra (N, Fharlanghn) {Celerity, Luck, Protection, Travel, Weather}:
    The patroness of travel is commonly associated with House Ghenemyn while her influence extends much further. A figurine of the unassuming woman with unkempt hair and walking stick adorns many a wagon drivers' bench and ship masters' cabin. Halflings are especially fond of Enivarra, pairing her as a halfling companion to Kinnifdie on her adventures.

    Folecknim (NG, Ehlonna) {Animal, Celerity, Good, Life, Plant, Sun}:
    A crude statuette of woven grasses around a twig depicts the great stag Folecknim. Such an ornament is common, particularly throughout the primary continent and in Aelot and Esbon. Folecknim is treated in many cultures as if his presence is unquestionable. Even non-believers have claimed witness to gentle eddies of leaves in the shape of a deer leading them to safety along treacherous forest paths. Small temples appear in large towns with healing and outreach services.

    Groanhull (CG, Kord) {Chaos, Competition, Good, Luck, Strength}:
    Groanhull is patron to warriors, and favored among good-inclined goblinoid tribes. He is depicted as a great dire bear with a golden coat, or a heroic goblinoid figure in golden leather armors. Zindebot is considered the home of the religion while Groanhull's influence has spread to any land where barbarian and goblinoid tribes live in relative peace with their neighbors. Small shrines stand in these peoples' training and sports grounds.

    Slollenveik (LN) {Inquisition, Knowledge, Law, Planning, Protection}:
    Slollenveik is often pitted against Cullam in myth. He is usually depicted as a bald sage with a stern expression though he and his heralds take many forms. They teach heroes to gain the upper hand through reason and insight. Judges, statesmen, wizards, monks, paladin, and psions favor Slollenveik.

    Quirdimli (N) {Air, Earth, Force, Fire, Water}:
    Quirdmli is the god of pure elements, favored by those who wish to create and those who wish to destroy. Quirdmli Is depicted as a tight spiral of elemental energy, one after the other in a kaleidoscope of colors. The church is most prominent in Kimbni while the god is followed elsewhere by naturalists and mages. Clerics are known to wander according to their own whim and are sought regularly for their elemental wisdom.

    Yellenoa (NG) {Animal, Good, Life, Purification, Trickery}:
    The centaur goddess is the protector of animals and magical beasts and their habitats. Hunters are known to mutter curses to Yellenoa when a hidden twig scares off their game or when a snare breaks inexplicably. She is a fierce enemy of aberrations and necromancers. Priests who purify blighted land claim that the goddess' presence is felt when such rites are performed.


    - Good & Neutral {Lesser}

    The following deities are specific to certain regions or are typically background characters in myth:

    Cyribdinn (NG) {Creation, Family, Good, Gnome, Illusion}:
    Churches of Cyribdinn are especially prominent in the southwest islands. The goddess is depicted as a maternal gnomish figure with a skirt of woven heather and crystal jewelry. Priests are known for their seemingly passive disposition.

    Dishelm (N) {Cold, Meditation, Oracle, Passion, Winter}:
    The frigid lands to the north are the domain of the great winter wolf, Dishelm. He is said to walk along the horizon, fur made of shimmering light. He confers wisdom to those who pass his tests of body and mind. While he is considered a lesser god, many who suffer tragedy in their life seek him for guidance in all but the southernmost lands.

    Frimmesh (CN) {Chaos, Ocean, Seafolk, Water, Windstorm}:
    The god and protector of nautical races is depicted as a mighty elder triton with a barbed whip. Sailors petition Frimmesh for safe passage, knowing well the danger of the stormy sea. Clerics usually stay in their natural aqueous habitat though they are known to coordinate with land races when motives align.

    Funremish, Esmodean (NG) {Celerity, Good, Nobility, Ocean, Passion}:
    Funremish was a grand sprite who is said to have fallen deeply in love with the pure-hearted king and explorer, Esmodean. Together they explored the world above and below the sea. The odd pairing humored Cullam when they crossed his path. He granted them the power to change their shape and eventually deified them. They proceeded to infiltrate civilized lands, playing matchmaker and nudging kingdoms toward peace and harmony. They are called upon by those who seek love. Clerics hold services in their beautiful temples while others wander the lands seeking to sew good will.

    Grezlipulk (CG) {Chaos, Good, Liberation, Pact, Portal}:
    The minor goddess, Grezlipulk, is depicted as a red-coated were-tiger. She is often attributed to Mal and tales of Shi-El, though stories including her extend to distant lands. She is also attributed to the shifter race due to their lycan heritage though few follow her exclusively.

    Himmelhald (LG, Moradin) {Creation, Dwarf, Earth, Good, Law, Protection}:
    The chief patron deity and protector of the dwarves is signified by the anvil and flame. Berrimlyon is the natural home of the religion while historically significant temples are known to exist in Haven. Himmelhald is depicted in many dwarven myth, and is often paired with Ulonkora in times of peril for the dwarves. Statues of Himmelhald show off his mighty war hammer and are made of light-colored stone, crystal, or metal. Maenbor is his brother.

    Ilkdebook (CN) {Chaos, Orc, Pride, Retribution, Strength} :
    The patron god of so called, 'civilized' orc peoples promotes a life with no regrets. Clerics of Ilkdebook are natural leaders who inspire their followers to greatness. In myth the orc god is pitted against nearly every other deity at one time or another. Of the evil gods Palksliklum is depicted most in leveraging Ilkdebook against the common races.

    Kinnifdie (CG) {Charm, Community, Halfling, Luck, Protection}:
    The patron goddess of halflings is often depicted in bronze as a comely halfling figure with a sly smile. In myth she uses her charm to wear down even the most unlikely god and hero where they become friends. Clerics typically act as leaders within halfling lands and diplomats elsewhere.

    Maenbor (LG) {Cavern, Earth, Good, Law, Metal}:
    The younger dwarven brother of Himmelhald is said to draw metal from earth as iron to a loadstone. He is the patron of dwarf miners and dungeon delvers. In myth he accompanies his brother and Breankar to defeat monsters from the depths. Statues of the dwarf god Maenbor show off his mighty pick axe and are sculpted of hard dark stone, obsidian, or iron.

    Maeveb (LN) {Artifice, Law, Rune, Spell, Summoner, Time}:
    The goddess Maeveb is depicted as a beautiful woman in a deep trance, entwined in rune-covered garb and swaths of her own flowing hair. In myth she is consulted by heroes and gods for her knowledge of the raw elements of arcane magics. Some stories depict such beings' fruitless attempt to bend Maeveb to their will. Those who solicit her rage pay a steep price if not outright destruction. Clerics typically work alongside powerful casters and artificers to unlock the secrets of the universe.

    Oellanheirr (CG, Corellon Larethian) {Chaos, Community, Elf, Good, Protection, War}:
    The patron deity of the elf race stands stalwart and defiant against their adversaries. Priests are almost exclusively elves while their shrines are petitioned by other races in diversified regions. T'lallielen hosts the chief leadership of the church and T'vessen promotes its interests in other lands.

    Shi-El (LG) {Good, Exorcism, Law, Moon, Mysticism}:
    The great yellow couatl is the chief god of the Mal nation and the Church of Ellishkin. He defends the living from otherworldly threats. Mal fables often pit Shi-El at odds with Grezlipulk though they both team up to fight evil of any variety. Their exploits are paired with the lunar calendar, with eclipses, new moons, and full moons being especially significant.

    Ulonkora (LG, Bahamut) {Air, Cold, Dragon, Good, Luck, Protection}:
    This lesser draconic deity is favored by the warrior peoples of Drogaire and Grignatton, regardless of alignment. Her influence extends also into Berrimlyon and Esbon where the devoted act as statespersons and diplomats. She is depicted as a sleek platinum dragon. Priests are rare though stories persist of their intervention in times of need.

    Viefurl (CN) {Chaos, Courage, Darkness, Windstorm, Undeath}:
    The patron deity of Flalm is depicted as a grinning and bejeweled spectre with a severe crown. Viefurl may be either gender and any common race while the unique artistic styling of Flalm makes such a representation unmistakable. Viefurl is almost exclusive to Flalm with its peoples showing little interest in the rest of the pantheon. Flalm peoples are thought to bow to no one but they are most inclined to show reverence to Viefurl's clerics of undeath.

    Wildrim (LN) {Commerce, Law, Nobility, Trade, Wealth}:
    The half-elf god is depicted with quill and paper or a small scale. In myth he spurns the chaotic tendencies of humans and elves, granting wealth and celebrity to those who build with care. He is a natural enemy of Cullam and friend to Stollenveik. T'vessen is the capitol of the Church of Wildrim. Clerics officiate contracts and centers of trade along trade routes, and assist Vamildale in other areas. Shops with the mark of Wildrim tend to have high prices but are known for quality and fairness. The Church of Wildrim also handles banking and money transfer services.





    - Evil {Greater}

    The following deities are known at least by name or symbol in all but the most isolated of lands:

    Kahetch (LE) {Death, Evil, Knowledge, Scalykind, War}:
    The great serpent deity plots and schemes from the depths, waging war on the living. She is often depicted in art as a fiendish medusa painted in a crude skeletal motif. Stories never show the direct actions of Kahetch. Instead those she moves as pawns play out tragic stories of loss.

    Loammdib (LE) {Earth, Evil, Law, Mentalism, Rune}:
    The patron of evil duergar bends mind and material to his will. He is depicted as a jagged-edged duergar figure sporting a pair of over-sized sickles and a rune encrusted scroll wrapped around his mouth. He is associated heavily with evil psions and other casters. He is said to ward Kahetch with his evil magics.

    Palksliklum (CE, Erythnul) {Chaos, Evil, Madness, Trickery, War}:
    The lands now known as Quimgon were witness to the most recent outbreak of this vile goddess' followers. Now centuries past the events surrounding the mass slaughter are taught as a stark warning. Palksliklum is depicted as a twisted female figure with two maniacal faces pointed away from each other in profile, barbed wire wrapped loosely around the eyes and fists. Physical depictions are highly taboo, often leading the discoverer to near madness until they can find a healer to relieve them of the perceived curse.

    Quillfroak (NE) {Gluttony, Evil, Greed, Pestilence, Sloth}:
    The horrid worg god sleeps fitfully until awoken by a foolish passerby. His matted black coat is sharp and crusted like porcupine quills. When awake he consumes with rabid glee until full, spreading blight wherever he goes. Folklore matches him to supernatural black and green clouds and thunder as he attempts to consume the entire sky. Quillfroak has no care of mortals or the politics of gods, but some myths have evil deities spurring the god awake to enhance their own plans.

    Rusknask (CE, Gruumsh) {Chaos, Domination, Envy, Evil, Strength, War}:
    This vile and jealous god is depicted as a horrid ogre, face obscured by streaks of pitch and blood. He is cited by elves and dwarves in particular for the enslavement of their peoples in ages past. Tales of his forces are common on the central continent and in Yorder and T'lallielen. Reports suggest a continued following among many of the evil forces of the north.

    Ulenkask (CE) {Chaos, Evil, Fire, Force, Hatred}:
    The fiery serpent deity despises all mortal life and their futile attempts at order. He is associated most with evil sorcerers and fire breathing dragons. In legend he is represented most in creation and end-time stories and is associated with violent volcanic eruptions.

    Wasterbroak (NE) {Decay, Fate, Necromancer, Trickery, Evil}:
    The god of death is usually depicted as a mummy or lich grasping a broken hourglass. In art he is also represented as a handsome man adorned in precious metals. Some legends place him as consort to Kahetch. He delights in toying with mortals as a cat may play with its food. While Wasterbroak and his followers are much feared, good peoples may display his symbol at times as an act of defiance.

    - Evil {Lesser}

    The following deities are specific to certain regions or are typically background characters in myth:

    Awnenoak (CE) {Chaos, Evil, Madness, Summoner, Water}:
    The shrieking sea serpent is feared by sailors and nautical races. He and his minions prod mortals into still water or whirlpools where they stay until they die or listen to his hateful song. Those who survive are said to return to their home where they attack mercilessly.

    Haff (LE, Hextor) {Destruction, Domination, Evil, Law, War}:
    This god is depicted as a dark knight with a war hammer and adorned with rope and shackles. His followers are known to take advantage of conflict, pitting others against each other before taking territory with relative ease. Grignatton, Yorder, and Pivilos teach of Haff in their chronicles, while evidence of his reach in the past is unearthed in all lands.

    Lloshyesk (LE) {Drow, Evil, Hatred, Pestilence, Spider}:
    The matron and spider-queen of the drow race pits her spawn against each other and against the elven race. It is considered unwise to reference her among elves.

    Oahoak (NE) {Air, Celerity, Destruction, Evil, Windstorm}:
    The god of the storm is depicted as a great dire bat with body and wings of dark clouds, hot lighting radiating from mouth and through the wingspan.

    Raeb (CE) {Chaos, Evil, Force, Magic, Mentalism}:
    Raeb is depicted as a beautiful woman, though stories vary from vampire, succubus, or other origins. In legend she sews chaos by breaking the will of royalty and heroes.

    Slinderbraek (CE) {Competition, Dragon, Evil, Slime, Tyranny}:
    This salamander-like god pits his spawn against one another. His are placed in an unending game to prove themselves worthy of godhood by causing destruction on the mortal plane.

    Stontenbroak (LE) {Deathbound, Dragon Below, Darkness, Evil, Hunger}:
    The dragon lich king prefers to create minions from powerful beings of all alignments. The ebony skeletal figure is often depicted gnawing on charred bones.

    Thamkilpulk (NE) {Evil, Gluttony, Portal, Shadow, Strength}:
    The patron god of evil lycanthropes is often depicted as a human with a gaping fanged mouth and white eyes. He is said to lurk between boundaries such as pools and doorways waiting for an opportunity to pounce on the unwitting passerby.

    Visperbroak (NE) {Blackwater, Evil, Slime, Suffering, Wrath}:
    This vile eel-like sea serpent god casts his aberrational minions into the seas to do his bidding. Mass die off of sea life and a noxious inky substance is thought to be an omen of his heralds.

    Wilderbroak, Yol (CE) {Chaos, Domination, Passion, Evil, Lust}:
    The demonic god and goddess delight in seducing mortals and drawing them to their ruin. They are often depicted intertwined with forked tongues, teeth and claws biting into one another.





    Player's Handbook: Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, Water

    Spell Compendium {Complete Arc., Adv., Div., War., etc.}: Balance, Cavern, Celerity, Charm, Cold, Community, Competition, Courage, Craft, Creation, Darkness, Deathbound, Domination, Dragon, Dream, Drow, Dwarf, Elf, Envy, Family, Fate, Force, Glory, Gluttony, Gnome, Greed, Halfling, Hatred, Hunger, Illusion, Inquisition, Liberation, Lust, Madness, Mentalism, Metal, Mind, Moon, Mysticism, Nobility, Ocean, Oracle, Orc, Pact, Pestilence, Planning, Portal, Pride, Purification, Renewal, Retribution, Rune, Scalykind, Slime, Sloth, Spell, Spider, Storm, Suffering, Summoner, Time, Trade, Tyranny, Undeath, Wealth, Windstorm, Wrath

    Eberron: Artifice, Commerce, Deathless, Decay, Dragon Below, Exorcism, Feast, Life, Meditation, Necromancer, Passion, Shadow, Weather
    Frostburn: Winter
    Races of Destiny: Destiny
    Stormwrack: Blackwater, Seafolk


    Magics of the World
    Last edited by Charon23; 2017-02-18 at 06:02 PM.

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    Post Re: Chains of Kahetch - Information

    (Off-site index here.)
    Last edited by Charon23; 2017-03-22 at 12:45 PM.

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    Post Re: Chains of Kahetch - A1Ch1 'Awakening'

    <back to chapter index>
    Act I, Chapter 01, 'A Trade for Freedom'


    The bugbear groans with a throaty rumble appropriate to such a large beast. His eyes widen with a burgeoning thought and he produces a ripple of burps that leave him smacking the roof of his mouth loudly. The legs of a chair grate loudly against the ground as he tips it, in turn dumping a pile of bound documents to the ground. He spins it back and slams a hand down, gesturing to the blonde woman to take a seat. He wanders to some shelves and pours over its contents loudly. "Shhhubiminnnner." The halfling passes a hand through her wild hair and asks to the air in a tone of exasperation "Kay, are you this 'Altana'-lady?"
    Last edited by Charon23; 2017-04-14 at 05:03 PM.

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    Bugbear in the Playground
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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    Altana

    The next person she expected to see was not the bugbear that came to the door. She is too grateful for a... humanoid face of any type that she doesn't complain. Except where the bugbear seems to continually poke at her to keep her moving forward and completely ignoring any of her attempts at conversation. She wanted to hug someone before. She still does. Too much longer and the bugbear will do nicely. At least she can hear another voice even if she cannot understand the exact words being used. Thank Whea...

    In the proceeding room, she stands a touch nervously. Arms gathered around her protectively. There are suddenly more people and now she has the feeling of being analyzed. Measured even. What will they do? She was supposedly just brought in for questioning. If it has anything to do with the box she was in or the silvery stuff, she has just as many if not more questions about that.

    "Yes," she answers quickly. "Yes, I am. I am Altana. H- How do you know my name?"

    She unconsciously moved right up to the barred window now completely ignoring the seat offered or demanded of her. Trembling hands reach out as if to grasp the bars like they were gentle hands to deliver her from her solitude. She stops though, clasping her hands over her breast. Suddenly frightened of all sorts of things. What if the metal became offended...?

  10. - Top - End - #10
    Barbarian in the Playground
     
    MindFlayer

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    The halfling crinkles her face and glances back between Altana and the bugbear. She answers tentatively as if venturing a guess to a riddle. "Ehhm, the name's on these papers? I mean'ta say..we've been sent this way with your name, an' on your b'half, if you'd like outta here?" The bugbear fumbles through papers, and he begins to hum while sopping a bundle with a trail of saliva as he holds it in his mouth. "Mmmmrrrrmmmm Mm MMmmmMmmm...Mrrrrr..."

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    Altana

    "Oh truly?" she gasps as she reaches now and takes a hold of the bars as if to will them apart like curtains. "Blessed Wheabemnaal, yes! Please, I don't know why I am even here. They said they were going to question me but no one has asked me any questions. I don't care anymore why. I just want to see the sky and the stars..."

    And a bath, but even her own smell over the past several days has become so ordinary that sure a lack of it would be odd. Oh but the water would be a treasured thing indeed. By Whea, her hair must be a mess.

  12. - Top - End - #12
    Barbarian in the Playground
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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    Solomon had been looking at the bugbear in disgust. Cruel prison guards were one thing. Dim, drunk guards was just plain insulting. This city's criminals deserved better. If due process was dependent on information being stamped in this one's head, prisoners would never again see daylight.

    As the blonde woman enters, Solomon shifts attention to her. He lets his companion do the talking. When Altana grasps the bars and practically pleads for freedom, he smiles wryly. Much like he expected, getting people to willingly follow them out of here would be easy.
    He sends the halfling a mental message:
    Spoiler: Mental message
    Show
    To Wyonella: "See? Told you it wouldn't be hard. Now let's hope we can shed some of that luck her way."

  13. - Top - End - #13
    Barbarian in the Playground
     
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    The halfling offers a scoff toward the bugbear who continues his epic quest, to open an ink jar. Papers are assembling in their own colonies on the floor.
    To Altana the halfling replies, "Ehm, well see, I'm Wyonella, and this, ehh, 'gentleman' is'mm, 'Solomon'. ..Still some daylight yet but plenty'a sky if'ya want?" She grumbles and speaks hushedly with a bite of impatience, "If the fool'd get on with it! How long've ya been stuck in this pit?"
    The ink jar is fighting valiantly. It clinks and whines as the metal top deflects under the bugbear's enormous nails. "Mmoss,godgehh!" The halfling squints skeptically into the air and grimaces slightly to no distinct reason before returning focus to Altana.
    Spoiler: Mental Reply
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    "Y'bet an' I'll wager a copper he'll lock us all in here, 'thout tryin', the dolt!"
    Last edited by Charon23; 2017-03-22 at 03:45 PM.

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    Altana

    "Four or five days," she replies while looking back and forth between the half-ling woman and the man who has so far remained silent. Wyonella and Solomon. She isn't going to question their motives. Not at this point. If she can get out then perhaps ask why. But... she wonders if there is a price for all this. Or, perhaps, if there was already a price and that she was recently purchased.

    But jut get out first...

    "A few or so days on a boat before that," she adds.

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    Wyonella dons a fragile smile of polite sympathy--One that may well break under a creased brow with intermittent twitches. She affects a more official tone to her speech but this too presents as forced. "Pleased to 'meet' you, 'Lady' Altana. Just so's, emm, Just to be 'clear'. We..him'n'eye-that is ((pointing a thumb toward Solomon)), we are here as amm..((glancing to Solomon for confirmation)) 'emissurleys?', of 'The Token of Nask'!, Yorder's, ehrm, 'premminand' guild for adventurers." She takes a moment as if to catch her breath. "We invite you, as a guest'n'all..to join us to the guild, hall. I understand you've, ehmm, run'foul'a them 'Vamil'-folk? An--they told me, Nask I mean, t'tell you, that they'd help clear that all up an' such?" She gulps and takes on a broader smile with eyes of a frightened animal.

    The bugbear seems to be making progress, to his own stumbling mind anyhow. A few official-looking forms are laid out before him, and some do not have inky clouds smeared all over them.

  16. - Top - End - #16
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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    Altana

    Wyonella seems nervous. Altana picked up on it a bit earlier. She's a halfling, though. That along side the strange land the priestess finds herself, there's truly no reading what. But her grip on the bars in front of her tightens. She knows this halfling and her silent companion are her way out. No questions. Nothing that would disqualify her for their gestures.

    "If you've the mead, I've the need," Altana says with a hopeful smile growing, threatening to break into laughter. "I'll sure say I ran... uh, fowl of the 'undisputed' Vamil-folk. I don't know how, but I ran it. Feathers and beaks and what-have-you."

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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    Solomon flinches involuntarily. 'Fowl, feather and beaks'? Urgh, that brings back memories...

    Growing increasingly irritated by the bugbear's apparent lack of progress, Solomon turns to him and says, "So, my well-built friend, is everything in order? If you need help, simply ask. We're more than happy to help important officials of this city."

  18. - Top - End - #18
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    The bugbear blinks slowly and looks to Solomon then paws at his canteen and raises it up, with his other hand pointing at it. "NNnnnNnNnnnn, Gilldessgommie..coverrdrawl, nisss." He attempts a coy wink but a few attempts leave him satisfied with a hard blink and he smiles contentedly. "Thissstiff isssjistebusst! Yawahnsem?" His voice cracks as he proffers the vessel to Solomon.

  19. - Top - End - #19
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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    Though every fiber of Solomon's being screams 'NO', he's running out of patience. If temporarily separating the hairy oaf from his tankard hurries this thing along, then so be it. Besides, he reasons, I'm an adventurer. I've faced worse than a strange drink. How bad could it be?
    Solomon shrugs, then nods and extends his hand to the vessel.

  20. - Top - End - #20
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    The cap is seated loose but even stopped so the drink emits a noxious odor, and Solomon's eyes and face tingle. Removing the cap fully puts his nostrils on fire, and taking a drink results in an out-of-body experience as his head bobs down involuntarily. This drink may well be a torture implement devised by cruel tricksters. Meanwhile the bugbear snorts happily and gestures for Solomon to take another while he rearranges a few items on his desk. "Gawwd'issnnNnn?"

    Wyonella relaxes her forced smile slightly and rolls her eyes at the bugbear before asking Altana, "They'ehh..treatin' you 'kay in there?"

  21. - Top - End - #21
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    Altana

    "I was in a hole," she answers while looking unsteadily at the exchange between Solomon and the bugbear. Curious, only just barely so, as to how the exchange of words ended with an exchange of drink. Mostly not curious. Mostly just anxious for this miracle half-ling and her no-longer-silent friend to do what they claimed to come to do and get her out. "I argued with myself so as to have conversation. I thought the wound on my leg had infected me and... turned my leg against me- you have to get me out of here. It's been... huntress, I don't know. I'm guessing days. But it could have been a week. I-... I got food. Water... maybe. Maybe it was water. I hope it was water..."

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    Wyonella's eyes flash daggers at the bugbear and her hands part her patchy-gray cloak as she rests her palms casually on the pommels of two long blades.

    He pays her no mind but proceeds to take a small blade tool and slices a heavily-inked sheet of parchment with great care. His tongue sticks out one side and the gods themselves must be in awe of his skill by his expression once the task is complete. He proceeds to slide the form over to Wyonella and points to a pen standing in a holder. "Jissneee, Derrmarssherr, annherr! ((indicating the same empty line twice))" She glares at him menacingly and looks down only long enough to target the line before signing her initials. The pen digs in with a loud scratching noise.


    [[Image: Inked Form]]

  23. - Top - End - #23
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    The bugbear hands an ink-soaked slip over to Wyonella and lumbers over to the rear corner of the office. From there he points to the opposite wall and announces, vaguely in Altana's direction, "Hawwkehh! Gowowerrernn'll..gishegown!" He proceeds to draw a bar-like item from a holder on the wall, and inserts one end into a nearby hole. As he turns this 'crank' a sally port reveals itself as one side's doorwary opens on the wall nearest Altana. The thick solid side rises, and she can see into the small intermediary room. A heavy grated door with two-inch openings of a similar size can be seen on the far side. Another wall can be seen beyond this, suggesting an abutting hallway. The walls and ceilings of the small room have a few ((murder)) holes along each surface, each radiating gentle light from the adjacent spaces.
    --
    "Jissmerrinaw! Illjustic. Aminnn!" After about a minute the first door is opened completely, and the bugbear gestures for Altana to enter the new space.

  24. - Top - End - #24
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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    ((Once Altana enters the room;)) The solid door drops speedily with a row of spikes on its bottom chomping down like the maw of a wolf. After a pause full of ringing ears and considerable darkness the grated door on the opposite side begins to crawl upward with rattling noises of chains on pulleys.

    A few more inches. Nearly a foot. Almost enough to crawl through if not for another row of spikes on the bottom. An inexplicable hesitation, then continued progress. And finally, the second door is raised. Peeking outside confirms a hallway with a single permanent light, with one direction leading to a thick closed door with a heavy latch. The other direction leads to a simple wooden door which is cracked open a few inches.

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    ((And if taken;)) The wooden door leads to a small junction that circles back to Wyonella and Solomon from whence they came.

  26. - Top - End - #26
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    Altana

    As the passage way opens, the blonde woman looks from where she grips those iron bars. It's a passage further than from the two people just through the opening that are promising her freedom. She doesn't want to move. Just remove the bars. Let her go that way. Freedom wasn't so long ago removed. A matter of days or weeks. But the impression imprisonment leaves on her is remarkable. She holds still to the bars until slowly peeling her fingers away. She looks to the halfling for... support. Confirmation. That going through that door is what she should do. But she focuses more on the bugbear than anything. And so Altana does until she is through the opening.

    The loud crash down startles her and she silently curses herself for being so. Slowly still, step by step she moves through the next door opening for her. Like a maw of some creature regurgitating her. Putrid fluids and all. She proceeds one soft sole step slowly after another until she is through even that door. She moves quickly this time fearing the door's collapse. A chance lost. Too bad... she didn't move fast enough, back to prison. No, she runs this time. For the light and the door. But stops just as she reaches it. Moving it open enough to enter, she steps into the light of the next room and sees in full her two rescuers.

    "Oh bless it,"
    she as gratitude washes over her with such force as to threaten her to her knees. "I can't thank you both enough."

  27. - Top - End - #27
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    Solomon takes one last taste of the drink, bringing his number of sips to an ill-advised total of 3. Upon Altana's release, he gingerly places the tankard back on the bugbear's desk. He is slightly taken aback by the strength of her gratitude. He had heard stories, of course, of the conditions in these prisons. But whatever he had envisioned apparently pales in comparison to the reality. Death was starting to seem preferable to any amount of time in here.

    "We humbly accept your gratitude, my lady, but perhaps it might be better expressed by a swift exit from this place. Have you any belongings that need be returned to you?"

    And if there are, then, by the gods, don't let there be more forms in need of filling for that, he thought.

  28. - Top - End - #28
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    Altana

    "I... did have a bundle that was taken," she replies. "I don't know where it went. It was wrapped... but... I doubt it wasn't searched."

  29. - Top - End - #29
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    The canteen is nearly empty and it slaps on the counter with the ringing of hollow metal. The strong drink pummels Solomon's self once again. His eyes begin to drag and his knees buckle. The taste is still terrible but a mild aftertaste of musky ripe berries lingers along with a hint of spoiled dairy.

    Spilled ink, poor hygiene, and sweaty intoxicated men makes for a wholly unappealing stench to the air. Wyonella seems to pay no mind until Solomon speaks near her. "Eaahhck! Point'e flame somewhere'lss, would'ya?" She wrinkles her nose and calls to the bugbear loudly, "Well y'got the lady's stuffs'rr not!?" In turn he raises a finger and exits the room, pregnant with thought. Or more belches. Or perhaps he's just off to relieve himself. Or maybe pass out. The thuds and groans and hiccuping murmurs from the next room beyond do not inspire confidence.

    After several minutes the bugbear reemerges with a rope-bound bundle nearing the height of the halfling. On top is a small leather satchel and a longer canvas and leather roll with hints of a weapon or staff protruding from its brass hardware. He drags the pile next to the sally port and wanders over to reenact the arduous process of opening the first side.

  30. - Top - End - #30
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    Default Re: Chains of Kahetch - 3.5 Homebrew PbP (IC)

    Altana

    "These... are them," she answers a little uncertain. One of the bundles she recognizes. But the other two? She doesn't recognize them. She isn't going to argue or do anything that could delay getting out of there. Especially when she is so close. She feels as if one small misstep can send her back her cell. Her smaller bundle at first contained items that she didn't recognize. Now she has more to add to her belongings? Whatever gets her out of there quickly. Sort it out later.

    Altana moves to gather her 'belongings' as soon as they are produced before them and the bugbear vacates the area.
    Last edited by An Amy; 2017-03-28 at 12:58 PM.

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