The Endless Falls is a world of great extremes, of mountains that don't just scrape the sky, but pierce it, and if you care to climb, you could find yourself knocking on the door to the gods' realms, of plains that hold grass that nourishes animals of astounding size and power, and occasionally grass that eats the animals, of vast cities that span not just continents, but the transitive planes between, and all manner of creatures and knowledge can be found.
You are the crew of to-be-christaned isle-ship, a sailing vessel wrought of earth with living trees for masts, flowing with pure water, a well of fire in its heart, and its own breeze to follow it. Such a prize, however, doesn't come without price. Your deeds of daring and heroism won you the ship from a greatful omnielemental prince, but others of his court protested giving it to mere mortals. A violent coup took place, your prince was slain, and you were suddenly on the run, a high price on your heads.
You've sailed into the Sea of Fire and Ice, a treacherous near-ocean filled with currents of salt and pure water, stretches of ice and rimefire, flows of stones and desert waste, and waves of all sorts of elemental matter. Amongst this place you may find allies, as sure as your enemies will find you!
~~~
You omnielemental prince was named Taala. He had four brides of the four greater (read classic) elementals, and children of all conceivable elemental, para-elemental, and quasi-elemental type. Taala oversaw the Kingdom of Knowledge, a small but powerful country no more than a few hundred square miles. It contains the massive Iceangel Lake and the twin mountains Ironguard and Stonemaw. There are environments here to satisfy nearly elemental.
There are two main exports of Kingdom of Knowledge: pure elements and prophecy. The great elemental weirds, keepers of knowledge and oracles without peer, reside in unusually high numbers in the kingdom, and Taala controls access to all of them. Those seeking their counsel pay homage and tribute to Taala or fumble through on their own wits.
The coup against Taala happened when he presented you with the isle-ship, though it was only an excuse to ignite resentment that had been brewing for years. By Taala's own laws, only greater elementals, omnielementals, or tempests could assume positions of power in his kingdom. He feels only a quartet of greater elementals or a single omnielemental or tempest can have a fair and balance viewpoint to rule the Kingdom of Knowledge.
This caused great resentment from the other elementals. The paraelmentals often had minor positions, as their duel-elemental nature gave them some insight, but could not ascend higher. But the quasi-elementals, with their smaller spheres, could not possibly be fair, and are barred from any kind of powerful position. Acid, lightning, obsidian, storm and other elementals, along with other elemental creatures like the immoth, living holocaust, and chraal, grew terribly resentful and angry at their powerlessness. However, their resentment may have simmered forever, had it not been for the time and psionic elementals.
Powerful beyond measure, but forbidden power over others as well as personal power, the royal time elementals, the leaders of the rebellion in progress, bided their time, waiting for the correct moment, for they knew the value of patience. When one of the rare, powerful, newly-complete isle-ships was given to fleshy mortal servants instead of any of Taala's deserving elemental brethren, that was the single spark that was needed to begin the coup.
The reason the royal time elementals are now on your tail is because you carry Taala's regalia with you. The crown, scepter, and orb of the Kingdom of Knowledge are bound to the soul of the land, and without them, no one can command the loyalty of the land's fey and weirds. Without this, the Kingdom of Knowledge cannot keep the lock on their goods, and the small but powerful kingdom with dissolve.
~~~~~
Those Who Are Anything But Normal
Shayuri with Trebuchet, LN Neuter Warforged Warmage 8
Erekose13 with Brightstar Vaukriel, Angel of Splendor, CG Male Illumian Unfettered (Clever Blade Saint) 5 / Duskblade 3
D20Dazza with Tempest Wintersquall, N Male Half-Air Elemental Hadozee 'Winged Deck Ape' Spellthief 5
Kelleris with Lupaz, the Hound of Ill Omen, N Male Blink Dog Hexmaster 5
Rystil Arden with Ianissa, daughter of prophecy, CG Female Nereid Beguiler 2
Voidrazor with Oobobooboo, CN sentient ooze
Bront with Ekilu ka Wooli (Ekilu the White), Unknown Alignment male Darfellan Spirit Shamen 6/Storm Lord 2
~~~~
It is morning now, a full day since you fled the Kingdom of Knowledge. You're in a flow of saltwater today, and if there wasn't a channel of burning sand off the starboard bow, you could almost imagine you were in a normal sea. The isle ship beneath your feet also strains the illusion of normalcy. A perfect representation of the four elements working in harmony, it resembles a ship made of terra-cotta, with grass growing on the deck. Water runs through the ship, splashing in the head and the galley, and ropes made of compressed wind trim the fiery golden sails. This ship can sail through earth, dive beneath the waves, race through fire, and soar through the air, if it's so inclined.
At the helm stands one of your allies, Manarro Merricanath, or Captain Merri as he's known to most of you. Captain Merri is a short and lithe duskling with blue-gray skin, an unruly shock of hair and bushy beard both in navy blue, and dark blue eyes. He wears loose clothing in shades of gray and dark blue, and carries a purple-blue dagger in his belt. In a faint echo over his own body is the ghost-like form of the mighty gray render. Dark chitinous plates protect his chest and throat, and a belt of glowing fiery feathers encircles his waist. Surmounting his head is the pale while nodule and mandibles of a frost worm, and his feet are covered with slightly glowing blue sandals. Pale blue leather bracers encircle each wrist, and a pale silver cloak, ever blowing in the breeze, flows from his shoulders. From time to time you can see him playing with some dice in his hand. A fey born of the soul-magic of incarnum, Captain Merri is always glad to see something being shaken up a bit. Captaining a new isle-ship with a bunch of renegades on-board is just his style.
Other sailors move purposefully about on, above, and below deck. There's a dozen in all, eight water genasi and four salt genasi, and all are quite loyal to Captain Merri, and by extension, to you. A few have an incarnum knack, others can do a spell or two, and several know their way with a cutlass. While nowhere near as powerful as you, the crew would not be entirely helpless if the ship came under attack. Which it may, at any moment.
Captain Merri beckons you all over as dawn breaks over the bow, a serious expresson on his wrinkled face. "Laddies and ladies, I have a serious question to put to ye. This ship be without a name, and that be four seas' worth of unluck. We'll be needin' all we can get, don't doubt that at all. Look," he says, pointing to the bow. Normally there would be a figurehead there, but now is only a rather unsightly lump. "she has no way of knowin' herself. Name the lass, and then we can be talkin' about where the winds are carryin' us next."
You are the crew of to-be-christaned isle-ship, a sailing vessel wrought of earth with living trees for masts, flowing with pure water, a well of fire in its heart, and its own breeze to follow it. Such a prize, however, doesn't come without price. Your deeds of daring and heroism won you the ship from a greatful omnielemental prince, but others of his court protested giving it to mere mortals. A violent coup took place, your prince was slain, and you were suddenly on the run, a high price on your heads.
You've sailed into the Sea of Fire and Ice, a treacherous near-ocean filled with currents of salt and pure water, stretches of ice and rimefire, flows of stones and desert waste, and waves of all sorts of elemental matter. Amongst this place you may find allies, as sure as your enemies will find you!
~~~
You omnielemental prince was named Taala. He had four brides of the four greater (read classic) elementals, and children of all conceivable elemental, para-elemental, and quasi-elemental type. Taala oversaw the Kingdom of Knowledge, a small but powerful country no more than a few hundred square miles. It contains the massive Iceangel Lake and the twin mountains Ironguard and Stonemaw. There are environments here to satisfy nearly elemental.
There are two main exports of Kingdom of Knowledge: pure elements and prophecy. The great elemental weirds, keepers of knowledge and oracles without peer, reside in unusually high numbers in the kingdom, and Taala controls access to all of them. Those seeking their counsel pay homage and tribute to Taala or fumble through on their own wits.
The coup against Taala happened when he presented you with the isle-ship, though it was only an excuse to ignite resentment that had been brewing for years. By Taala's own laws, only greater elementals, omnielementals, or tempests could assume positions of power in his kingdom. He feels only a quartet of greater elementals or a single omnielemental or tempest can have a fair and balance viewpoint to rule the Kingdom of Knowledge.
This caused great resentment from the other elementals. The paraelmentals often had minor positions, as their duel-elemental nature gave them some insight, but could not ascend higher. But the quasi-elementals, with their smaller spheres, could not possibly be fair, and are barred from any kind of powerful position. Acid, lightning, obsidian, storm and other elementals, along with other elemental creatures like the immoth, living holocaust, and chraal, grew terribly resentful and angry at their powerlessness. However, their resentment may have simmered forever, had it not been for the time and psionic elementals.
Powerful beyond measure, but forbidden power over others as well as personal power, the royal time elementals, the leaders of the rebellion in progress, bided their time, waiting for the correct moment, for they knew the value of patience. When one of the rare, powerful, newly-complete isle-ships was given to fleshy mortal servants instead of any of Taala's deserving elemental brethren, that was the single spark that was needed to begin the coup.
The reason the royal time elementals are now on your tail is because you carry Taala's regalia with you. The crown, scepter, and orb of the Kingdom of Knowledge are bound to the soul of the land, and without them, no one can command the loyalty of the land's fey and weirds. Without this, the Kingdom of Knowledge cannot keep the lock on their goods, and the small but powerful kingdom with dissolve.
~~~~~
Those Who Are Anything But Normal
Shayuri with Trebuchet, LN Neuter Warforged Warmage 8
Erekose13 with Brightstar Vaukriel, Angel of Splendor, CG Male Illumian Unfettered (Clever Blade Saint) 5 / Duskblade 3
D20Dazza with Tempest Wintersquall, N Male Half-Air Elemental Hadozee 'Winged Deck Ape' Spellthief 5
Kelleris with Lupaz, the Hound of Ill Omen, N Male Blink Dog Hexmaster 5
Rystil Arden with Ianissa, daughter of prophecy, CG Female Nereid Beguiler 2
Voidrazor with Oobobooboo, CN sentient ooze
Bront with Ekilu ka Wooli (Ekilu the White), Unknown Alignment male Darfellan Spirit Shamen 6/Storm Lord 2
~~~~
It is morning now, a full day since you fled the Kingdom of Knowledge. You're in a flow of saltwater today, and if there wasn't a channel of burning sand off the starboard bow, you could almost imagine you were in a normal sea. The isle ship beneath your feet also strains the illusion of normalcy. A perfect representation of the four elements working in harmony, it resembles a ship made of terra-cotta, with grass growing on the deck. Water runs through the ship, splashing in the head and the galley, and ropes made of compressed wind trim the fiery golden sails. This ship can sail through earth, dive beneath the waves, race through fire, and soar through the air, if it's so inclined.
At the helm stands one of your allies, Manarro Merricanath, or Captain Merri as he's known to most of you. Captain Merri is a short and lithe duskling with blue-gray skin, an unruly shock of hair and bushy beard both in navy blue, and dark blue eyes. He wears loose clothing in shades of gray and dark blue, and carries a purple-blue dagger in his belt. In a faint echo over his own body is the ghost-like form of the mighty gray render. Dark chitinous plates protect his chest and throat, and a belt of glowing fiery feathers encircles his waist. Surmounting his head is the pale while nodule and mandibles of a frost worm, and his feet are covered with slightly glowing blue sandals. Pale blue leather bracers encircle each wrist, and a pale silver cloak, ever blowing in the breeze, flows from his shoulders. From time to time you can see him playing with some dice in his hand. A fey born of the soul-magic of incarnum, Captain Merri is always glad to see something being shaken up a bit. Captaining a new isle-ship with a bunch of renegades on-board is just his style.
Other sailors move purposefully about on, above, and below deck. There's a dozen in all, eight water genasi and four salt genasi, and all are quite loyal to Captain Merri, and by extension, to you. A few have an incarnum knack, others can do a spell or two, and several know their way with a cutlass. While nowhere near as powerful as you, the crew would not be entirely helpless if the ship came under attack. Which it may, at any moment.
Captain Merri beckons you all over as dawn breaks over the bow, a serious expresson on his wrinkled face. "Laddies and ladies, I have a serious question to put to ye. This ship be without a name, and that be four seas' worth of unluck. We'll be needin' all we can get, don't doubt that at all. Look," he says, pointing to the bow. Normally there would be a figurehead there, but now is only a rather unsightly lump. "she has no way of knowin' herself. Name the lass, and then we can be talkin' about where the winds are carryin' us next."