Carnifex's Story Hour (Updated January 20th, "The Union")

I survived!

Well, would you look at that- I survived the wolf attack. Now let's see if I can make it through wolf battle, round two.

Is it just me, or are we going to have the wierdest group ever, once we finally meet up? We have a fish girl, a nice necromancer, smurfette, a walking statue, a portly enigma, a mute druid, a blind dwarf, a farmer-cum-warrior, and one wierd ol merc. Aren't we the ragtag bunch of heroes...
 
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Re: I survived!

Stinky said:
Well, would you look at that- I survived the wolf attack. Now let's see if I can make it through wolf battle, round two.

Is it just me, or are we going to have the wierdest group ever, once we finally meet up? We have a fish girl, a nice necromancer, smurfette, a walking statue, a portly enigma, a mute druid, a blind dwarf, a farmer-cum-warrior, and one wierd ol merc. Aren't we the ragtag bunch of heroes...

It is really an odd group. Let me see if I get these right

fish-girl= Wyshira
nice necro = Burl
smurfette = Melisande
walking statue = Sandslipper
portly enigma = ebri zol (?)
mute druid = Meg'anna
blind dwarf = Cord
farmer-cum-warrior = Sebastian
weird ol merc = Wolf

So are you tellin' me that crazy Kale is normal?
 

I guess 'wierd ol' is a misnomer. I was referring to Kale, but 'crazy young' is no doubt a better label for the lad, you are correct. I would wager that Sebastion is the most normal of the group, followed by Kale at a bit of a distance. Not that Kale's normal, but DANG, we've got a wierd group. Yes, Ebri is the portly enigma- kinda chunky (but still fit for fight and travel), and full of mystery.

Can't wait to meet up. Corvus, you guys spank the hell out of those monks, I don't want Kale to have o deal with anyone who is sneakier than he is...
 

Excellent! Now that Morrus has sorted out the problem with cookies, I can post again - so expect some updates soon. The 'Day of the Werewolves' is nearly ready to be posted up, and I've got some updates to do for the Corvus City band too.

Then, yes, soon indeed, the party will be united, and the prologue of this campaign will be over. It'll be time to begin on Chapter 1: The Arcanist's Tower...
 

Okay, I thought I'd shed some light on this question: "What on earth possessed you to play a two-hundred-year-plus, born blind, dwarven monk?"

Well, coincidence, really. :D It started with the idea of playing a blind monk. It sounded pretty cool. A monk already has that sixth sense, both in terms of game mechanics and flavor, and being blind seemed a natural extension of that. Who better to have that sixth sense except the one who could not rely on the first?

Anyway, from there I thought a non human would be fun to play. So far, strangely enough, I've only played human women the past few years. I thought I'd try something . . . well . . . normal. :cool:

And why Cord? Well, I always thought that would be a cool name.

So, there you have it: A really old, completely blind, male dwarven monk.

Hope he survives the night. ;)
 

Curious

[COLOR=sea-green]I am curious to see what Carnifex end up with for the Pantheon and such. I think that Meg'anna will go on a bit of a *religious* kick for a bit, maybe flirting with becoming an initiate in some religon. I say some, as I'm not too sure what options I have open to me. I'm sure once the two companies get together, Meg will have a TON of questions for Wyshria, who may not be able to answer them all! LOL

Was reading the wolf encounter. Carnifex.... you are out there man! Babies as shields! No wonder it took them so long to give you a board! LOL Very very cool. Kale is proving to be rather resourceful as well. Good Luck with that one guys! Hopefully everyone survives!

I think that Meg will be in for quite a surprise when she finds out that Melisande isnt dead! Resurrection isnt something that is real common in the forest. Perhaps it will all lend itself to the *religous experience.

Speaking of experience, when are we getting updated, Carnifex? New levels might come in handy with all the death and destruction that you are handing out lately ;)

Cheers for now.
-Oak
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Well, here's the new pantheon list that Oak has requested :) BTW, the baby shields idea was shamlessly stolen from Piratecat's story hour on these boards.

Note: This is the list of gods of a young world that had existed for only a few hundred years before the Divine War. Barely a thousand years have passed since that catastrophe, and still civilisation is recovering; unlike an old established world such as Faerun there is not the hierarchy of established deities and their deific servants. During the Divine War many would-be gods and demi-deities were destroyed, and prevented from ever reaching their full potential.

Note also that this is a list of the deities known within the known region of the world for the characters and as such more religions may exist that they have yet to come across.

Aasor - Lawful Neutral
Domains: Guardian, Protection, Trade
Favoured Weapon: Light Mace
Holy Symbol: A silver dragon.
This religion is but a recent one, yet growing in its influence. Legend has it that Aasor was a silver dragon, the protector of the Irilson family, one of the merchant houses of Iril; the family has long had a cult dedicated to the dragon but now its numbers seem to be swelling and becoming more powerful, especially within Iril. The Aasorians have managed to gain themselves official control of the prisons and prisonships of the city, in the aspect of Aasir as a guardian.

Charon - Neutral Evil
Domains: Death, Evil, Knowledge, Magic, Undeath
Favoured Weapon: Dagger
Holy Symbol: A skull within a circle.
The Lord of the Dead is the deity of death, and is widely feared, as are his few followers. He is also worshipped in his aspect of knowledge and death, focusing on the passage of souls to the afterlife, as well as by Manipulators in his aspect called the Fleshtwister. A dark and sinister god, he nonetheless plays an important role in the marshalling of the dead to their final resting places, yet delights too in the creation of undead and half-alive abominations.

Fenris - Chaotic Neutral
Domains: Animal, Chaos, Fire, Strength, Survival
Favoured Weapon: Shortspear
Holy Symbol: A snarling wolf's head or a running wolf.
The Fire Wolf is a powerful nature spirit that symbolises the struggle of life to survive against difficult odds. Fenris is more savage and primal than the benevolent Lliras, representing a different facet of nature. People focused on survival, such as rangers and barbarians, worship him; he is the primary deity amongst the spirits revered by the Ascarians. A prayer is also often said to Fenris before a hunt, asking for good fortune.

Gilamesh - Lawful Evil
Domains: Darkness, Destruction, Evil, Fire, Scalykind
Favoured Weapon: Heavy Mace
Holy Symbol: A flame within a circle, or a snarling dragons visage.
The Dragon Lord was once one of the almighty Elder Gods, power incarnate that walked the land, yet after his destruction during the Divine War Gilamesh was not totally extinguished. A spark of him survived, now seemingly cured of the insanity that had siezed the Elders and caused the War, yet he was consumed by rage and hate of those who had defeated him. The patron deity of many of the peoples who had followed him loyally into the Divine War despite it all, Gilamesh is the Father of Dragons and god of fire. He has few followers amidst civilised nations who worship the Younger Gods.

Great Prophet - Unknown
Domains: Unknown
Favoured Weapon: Unknown
Holy Symbol: An eye within a triangle within a circle.
A mysterious and enigmatic deity, it was for a while believed that its religion had died out centuries ago, but today it is known that some few still worship this god, such as the Nephians. Discovering more is a hard task requiring sifting fact from rumour and myth, and a fruitless task when confronted with no real reliable sources.

Grumand - Neutral
Domains: Cavern, Earth, Knowledge, Protection, Strength
Favoured Weapon: Heavy Mace
Holy Symbol: A mountain within a circle, or a jewel crafted in the form of an eye.
A powerful nature spirit of Earth, the Stonelord is a deity of the strength and resilience of rock, and the hidden knowledge of the earth. Many of the races which dwell below the earth offer him prayer, for protection from cave-ins and other such dangers, and most dwarven cultures worship him almost exclusively. Those living in mountainous areas, along with miners and suchlike, also give worship to Grumand, as well as dwellers of desert areas.

Hashrukk - Chaotic Evil
Once an Elder God, Hashrukk seems to have been reduced to a mere shade after his death during the Divine War. He certainly seems to have had some influence since the War, but his status is at most a demon lord, and he has no following to speak of.

Immar - Chaotic Good
Domains: Good, Luck, Protection, Travel
Favoured Weapon: Quarterstaff
Holy Symbol: A gnollish runic emblem meaning 'the Guide'.
The Wanderer is a deity of inconstance, change and travel - he is also the deity of luck and fortune, and as such receives a few prayers from anyone hoping for good luck in a venture, from gamblers to a merchant risking a dangerous journey. Patron of travellers, he looks after them and cares for them, and any wanderer is glad to see a shrine of Immar. He is also worshipped widely by those who live in the wilderness and travel much, such as gnolls.

Ishrak - Chaotic Neutral
Domains: Air, Chaos, Ocean, Storm, Water
Favoured Weapon: Javelin
Holy Symbol: A lightning bolt through a circle, or a dolphin or eagle.
The Storm Lady is the powerful goddess of the seas and skies. Chaotic, unpredictable and often dangerous, those who depend on the sea for their livelihood - from fishermen to merchants to common sailors - often offer her a prayer or two, while most ports have at least a small temple dedicated to her.

Kevayek - Chaotic Evil
Domains: Chaos, Evil, Pestilence, Slime, Suffering
Favoured Weapon: A flail
Holy Symbol: Vermin (a rat or mosquito), or a diseased eye.
The Bringer of Pestilence is the deity of disease and suffering, an evil and hateful god that seeks to subvert all life to its epidemics. Understandably few in following, the religion is driven out where it is found, but many offer a small prayer to Kevayek hoping he will spare them illness.

Lliras - Neutral Good
Domains: Animal, Family, Good, Healing, Plant
Favoured Weapon: Quarterstaff
Holy Symbol: An oak tree or stag head within a circle.
Lliras is the goddess of life, nature, fertility and family, a benevolent nature deity who heals and aids. Worshipped by many cultures that live in the wilds, as well as by farmers, peasants, and forest-dwelling elven cultures, Lliras exists as a different aspect of nature to that of Fenris.

Naskha - Chaotic Neutral
Domains: Chaos, Knowledge, Magic, Spell, Trickery
Favoured Weapon: Dagger
Holy Symbol: A golden dragon head within a circle.
The Great Sorcerer is the patron deity of sorcerous magic in general, and the noble houses of Naseria in particular. He is also worshipped by some rogues, as well as many wizards and bards, although not widely worshipped outside of Naseria

Shauku - Chaotic Evil
Domains: Evil, Ice, Illusion,Trickery
Favoured Weapon: Dagger
Holy Symbol: Three fiendish visages, a snowflake.
Shauku was once one of the powerful Elder Gods, yet after his defeat at the claws of Fenris and Naskha during the Divine War was reduced to a mere fraction of his former power. Worshipped primarily by evil beings who live on cold areas, Shauku also has some few cults of human followers. Some few hundred years ago, his three servants the Ice Demons nearly defeated Fenris and his Ice Horde ravaged the northlands, but they were ultimately defeated and his remaining power more or less extinguished. Today he has very little influence except as a malign presence of the north.

Solanthar - Lawful Neutral
Domains: Destruction, Good, Law, Retribution, Sun
Favoured Weapon: Heavy Mace
Holy Symbol: A blazing sun.
The Sun Lord is the mighty deity of the sun, and also of vengeance. He is worshipped primarily in the aspect of the sun as a destructive thing, but his goodly aspect as a life-giver is also revered. Worshipped by many, especially within Adbar, Solanthar has a very militant clergy and many knightly orders follow him.

Toran - Neutral Evil
Domains: Destruction, Evil, Hatred, Strength, War
Favoured Weapon: Battleaxe
Holy Symbol: Crossed battleaxes or a black dragon.
The god of the Carthagians, Toran represents the darker side of war - slaughter, mercilessness, and destruction. He is also known as The Liberator for he is the patron of those who, in times of oppression and slavery, turn to hatred and malice to see them through.

Urazel - Lawful Neutral
Domains: Fire, Law, Planning, Strength, War
Favoured Weapon: Longsword
Holy Symbol: A red dragon or a fiery brazier, or the two combined.
Urazel is the god of war in its aspect of strategy and planning, as well as personal might and skill at arms. He is also the patron deity of horsemanship, and the people of Huron, where his religion is strongest, include many skilled riders. Warriors and soldiers often offer him prayer, and he also has links to red dragon-kind.

Edit: Added Strength to the domains of Fenris.
 
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Broccli_Head: Thanks for the praise :) As for maps - you'll get a map when either I learn how to draw 'em or some kind soul volunteers to draw one for me ;)

Anyway, I've updated the game notes section of the game site again to include a 'world events' section. Here it is so far:

1136 Late Autumn - Huronese soldiers defeat large sarsnik horde in Myrmecia.
1136 Winter - Church of Toran deploys a number of fleshtearers into the Sudokan valley, the border between Carthagia and the wild Drakkath.
1137 Early Winter - Merchant shipping on the Azure Coast begins to suffer greater than normal levels of piracy.
1137 Early Spring - The campaign begins!
1137 Early Spring - Domain of Mirayek established in western Drakkath by a local warlord, aided by the Church of Kevayek.
1137 Spring - Expeditionary force of Cryosian troops sent over the Azure Sea, destination undisclosed by the authorities.
1137 Late Spring - King of Corinthia overthrown in coup by merchant houses. Period of confusion and anarchy breaks out.
1137 Late Spring - Adbar begins to annex lands to the east of its borders.

Oh, BTW, all dates are reckoned from the end of the divine war between the Elder and Younger gods.
 

A short little update on the ventures of the Corvus Company...

In answer to the sorcerers question, Melisande's stock answer instinctually comes to her lips - "I'm really a normal person, I'm just blue." But this really isn't a very suitable answer to the situation, so she continues on, "Or maybe I'm an aasimar, I don't know. But I do know I'm a sorceress, and that's why I came to Naseria. I was--uh--I mean--"

And she realises that telling them "I'm fleeing Carthagia to join forces with the enemy" might not sound like a very truthful answer.

The muddled conversation continues for a while. The party discovers that the sorcerer they face here is the brother of Lady Corvus, the head of the noble family, and hence more than slightly important. It quickly becomes obvious that he no longer regards them as a threat, releasing Mel from the entrapping webs. When Sebastion calls Mel a foolish rustic on her first time in a major city, she strikes back by identifying him as a Carthagian mercenary and the sorcerer glowers at him, reprimanding him to be more respectful to a sorceress - in Naseria, sorcerers are held in very high standing, even foreign ones. Eventually their captor decides to take them in for questioning in the city watch headquarters, to sort out the whole mess, especially since Mel hints that she has information that the company found while in the borderlands that might be of use to the Corvus family.

They're taken into an interrogation room in the large, grand watch building, and the sorcerer rejoins them along with Alaric, a Flame Hawk squire and Naserian noble.

"I am Lord Falkmar Corvus, and this is Alaric Valiere, Flame Hawk squire and heir to the Valiere lordship. Young lady, I think that now is time for you to tell me exactly what is going on, don't you?"

And she does, more or less. She tells them of the battle between Carthagian forces and dreadspawn, and of the previous conflict between gnolls and Carthagians. She tells them of the crucified fleshtearer, and the one unleashed by the Carthagians in the dreadspawn battle. She tells them of their flight through the kobold caves and eventually to safety. She tells them that the reason she waved the rod around was because she wanted to indicate the Wizard's Guild, the place that she wanted to visit to see if they could identify the item.

"Draw whatever conclusions you will--I'm sure you're much more abreast of the politics than I am--but the fact that Carthagia is moving into the borderlands with fleshtearers to fight dreadspawn sounds interesting to me."

Falkmar doesn't really agree - Carthagian border sweeps are not uncommon. The amount of gnoll activity occurring he does consider significant enough to warn his cousins of House Merlihr in the east about, since they have considerable political and diplomatic interests with the gnolls. Then Sandslipper speaks up, revealing she has a package for the man Ecurius Tarravus - Falkmar recognises the name as being that of a Truth Seeker of the royal house, adn as soon as Sandslipper tells him that the package is from someone caled Fireball his entire attitude changes. The party are swiftly set free, and he assigns Alaric to the party to lead them north to the capital city. The young squire is happy about the proposition, since Falkmar promises him he will acquire Errant status for the young mage-knight, and it gives him the chance to visit the training grounds of the Wind Hawks in Tarravus, the mage-knights of the Elemental Order of Air.

Once free, they gather together and decide that they will all travel north together, for their various own reasons. First stop though, is the wizards' guild…
 

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