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Thieves of Capere
 
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  General
No New Topic General Discussion
Here you can talk about anything you like!
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Topics: Rogues' Gambit Revis...
Posted by:
Ethelrede
01/10/2009 23:21 PM
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No New Topic The Shamancy of Yerk
The Shamancy of Yerk is home of the oldest known surviving virgin forest on the face of New Urth. The Shamancy is the region of the world claimed by the Yerk Elphs and they ardent defend it against ALL Humani intrusion and or invasion. The Shamancy's trees have NEVER known the touch of an steel axe blade, while they yet lived. This is not to say that no lumbering is conducted within the confines of the Shamancy, only that lumbering is kept to a bare minimum and the axes used to hew down these trees are NEVER crafted of steel. Elphs view the crafting of steel as unnatural and it is an affront to their belief in the sanctity of nature and in all natural living things. This does NOT include mutant lifeforms. And Elphs have no qualms about enchanting steel weapons to help exterminate these aberrations of nature. To cut down trees in the Shamancy flint, chitin, shale, jade, and obsidian bladed axes are used. Traffic through the Shamancy is extremely well regulated by the Yerk Elphs and rare. Only tribal humani are allowed regular egress into the Shamancy's forest and even then this is ONLY into the outer precincts of the forest. The Yerk Elphs' largest city has NEVER had humani visitors and indeed the city itself has never been SEEN by a humani . Leastways, a one that was ever seen or heard from, again. Not much is known about the Shamancy apart from the fact its trees and other plant life supplies fully 60% of New Urth's carbon dioxide (a quintessential element for making the gravity heavy planet of New Urth breathable by the humani race) and is the home of tens of millions of species of plant and animal life that have suffered the least amount of humani wrought mutations. The vast majority of forests that previously helped support this production of carbon dioxide were swallowed by the world's oceans and seas during the Ice Age and have either yet to be rediscovered; or have as yet not re-emerged from the vast oceans and seas that swallowed them up.
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No New Topic The Nieghing Hippocampus Inn
The Inn where, Benevaar Brindlehair, aka The Golden Bear, meets Alera Tai'var
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No New Topic Darkholme
Darkholme, which now lies mostly in ruins is located high in the Caperean Mountain Range. It was built several decades ago by the Mountain Dwarves who were exiled by Taal Zodo from Capa City. Darkholme was constructed of Caperean granite and white marble excavated from some of the highest mountain slopes in the Caperean Mountain Range. To both the west and east of the ever-industrious Mountain Dwarves built massive toll bridges and gates designed to regulate the ebb and flow of merchant caravans crossing overland from Aleut to all the coastal cities of the Peoples' Republic of Capere. As far back as Humaniti can remember no tribe of peoples have EVER successfully tried and built a city further inland.
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No New Topic Cardinal Point
This is a solitary mountain in the northernmost point of the ancient Tresskellion Continent. The mountain, rich in iron and other mineral deposits is itself a rusty red color. There is a small town built around the mountain's base whose population consisting of bands of nomads and spiritual pilgrims who claim the mountain is holy.
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No New Topic Pseudoaurum
Pseudoaurum has been the capitol since after the Third Breaking, and remains the capitol. While sections of the city have been irreparably destroyed, what remains of the city dates back from the time of the Empire of Chalcedonia before the Third Breaking. Psuedoaurum is a bustling city, full of life and history.
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No New Topic Feli City
Feli City was once a luxuriously architectured resort town. However, since the rule of Taal Zodo, it has fallen into a state of dilapidation and now exists only as a sleepy seaport town.
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No New Topic Bellitose
Bellitose is a town named after the old capital city of the Empire of Chaladonia, from before the Third Breaking. This city, though large, is nowhere near the size of the old Bellitose. Its only resemblance to the former Bellitose is in its name and architectural styles.
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No New Topic Atro City
Atro City is a small seaport town overlooking the mist shrouded Vapid Vanuatu. It is said to be haunted by the errant spirits, which by means unknown have recently found a way to escape the Vapid.
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No New Topic Peoples Republic of Capere
The landmass known only as Capere. The northern half is primarily one large desert known as the Pyre Desert. It is also home to the Caperean Wastes. It is the area of the People's Republic of Capere. The Caperean Mountains cuts the landmass in half, with its southern half being a lush green virgin forest and home to the ancient nation of Aleut.
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No New Topic Elven Burrough
An elven village, whose population consists primarily of Grey Elves. Most of its population went into the slave trade (or were themselves taken as slaves) during the advent of General Amon's rule.
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No New Topic Kard
Kard is a Dark Elf village and coastal port town built from stone excavated deep within the bowels of the earth. It is also a stronghold for those non-elves loyal to Taal Zodo's unholy regime.
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No New Topic Player Character Profiles
the profiles of the personae dramatis
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No New Topic Open Gaming License
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b) “Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts, creatures, characters, stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000. Wizards of the Coast, Inc; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Beta playtest edition. Copyright 2008, Paizo Publishing, LLC; Author: Jason Bulmahn. The Book of Experimental Might. Copyright 2008, Malhavoc Press; Author: Monte J. Cook. PathfinderRPG Wiki Copyright 2008, Timothy Green, Chief Editor: Timothy Green.
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  Peoples Republic of Capere
No New Topic Capa City
One of the oldest cities in all of the known world, it is a city that has borne many names in the past. It is also the largest Old World city left standing and is the capital of the People's Republic of Capere. During this rulership of Taal Zodo, it has recently been renamed New Xodia City and made the capital of his vast empire.
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Topics: The making of a city...
Posted by:
Ethelrede
12/22/2008 16:58 PM
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No New Topic The Caperean Wastes
The former location of Utopia is now termed the Caperean Wastes and few are they who venture in that ever come out, again. The corona of land that surrounds the Caperean Wastes is covered with a fine crystalline layer of ash and soot, but caravaners and other nomads know all too well the hidden danger that lies beneath and is sporadically uncovered and borne aloft by the strong winds that whirl and writhe about the corona. For just beneath the surface of ash and soot lies hundreds of millions(perhaps billions) of tons of granulated steel and glass, which not only steals away the breath of those who do not or cannot not protect themselves from it, but also assails them with sudden sandstorms that cut and tear away flesh and bone like tomb scarabs, if they numbered in the billions. It has also been speculated that the Caperean Wastes is a necropolis and Utopia is now the abode of the undead and the wandering place of millions of wandering spirits who suddenly found themselves instantaneously stripped of living flesh, life-giving blood and marrow. Some of which have yet to even realise that their mortal bodies were ever killed as they go about a now eternal deathless existence. These are continually terrorised by and flee their fellow undead screaming in blood curdling terror; but have nowhere to go to the which they can escape them. By night these screams sometimes reach a crescendo that can even be felt in the realm of the living. Many have been driven mad who have been exposed to the unUrthly sound. Most wisely avoid being caught inside the corona of desert that surrounds the Caperean Wastes at night, as the eerily howling, physically deadly winds rob travellers of all sense of direction. And this often proves fatal when the travellers seek shelter from the unnatural storms inside the very ruins of Utopia.
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No New Topic Capa City (New Xodia)
Capa City is one of the most ancient of the still surviving cities of the shriven (and for the most part, sunken)Treskellion Continent and today serves as the capitol of the Republic of Capere. Thought to have originally been a Dwarvish stronghold called Middengard(or Middenheim)Capa City was build atop a dormant volcano which borders the Gulf of Grentzen to the west and the Pyre Desert to the south. Desalinization processes had managed to take back a small stretch of land outside the city's massive heavily fortified walls and turn it into fertile farmland which helped to feed the peoples who dwell in the sprawling metropolis. But the farmland was burned to ashes and the people who farmed that land were either imprisoned in Capa City dungeons or slain. Or taken captive and hauled out into the Pyre Desert to be traded to desert raiders and taken in shackles out to the Grid Iron Those captives taken the Grid Iron were then forced to fight for their lives as gladiators in the arena for the entertainment of the decadent nobility of Capa City. Capa City is comprised of an admixture of the world that was before the Second Breaking and that which came after. The powerful magics that supplied power to the ancient technologies is gone. But Capa City itself was located far enough away from the epicenter of the cataclysm that created the Pyre Desert that alot of its Old World architecture still existed when the first peoples ventured forth from their subterranean enclaves. The same enclaves entered into by their progenitors and ancestors in the weeks and months preceding the Ice Age. That which was not dismantled and salvaged by the ever-enterprising dwarves still does. Unlike the chiefest of Humani architecturists, who preferred working concrete glass and steel, the Dwarves preferred stone and the hardest stone in the known world was Caperean granite. Orichulum, a shell like-stone, was far harder but dwarves cannot swim, due their great bodies masses, and gargantuan monsters filled New Urth seas and oceans, making escavating orichulum a far more expensive and death-defying venture better off left to the Humani, who somewhat lacked the deepsea exploration/undersea construction equipment in the heydays of their colonization of New Urth. In the time before the Second Breaking stone had been much, much more plentiful as in addition to lush and green forests, woodlands, lakes, river, and streams, mountains aplenty existed in the Republic of Capere in those days. Great craggy mountains in the which the hardy dwarves had thrived. But the cataclysm that destroyed Utopia also vaporised a goodly number of these mountains. Though were it not for the buffer zone that was created by these now obliterated mountains it is highly doubtful Capa City would still be standing, outermost eastward facing walls blackened by unfathomably hot flames and fiery ash and encrusted with billions of microscopic bits of fragmented steel and glass though it might be. This same encrustation makes Capa City's eastward facing outermost wall gleam and sparkle in the light of New Urth's twin suns, making it visible to travelling merchant caravans for miles before they actually pass through the presincts of the Pyre Desert, in the hours of daylight. And giving the occupants of Capa City a distinct strategic advantage over would be- invaders coming in from the east. It should be noted that owing to this same encrustation it is unfeasible, and extremely hazardous, to try and scale these eastward facing walls, either from within, or without, Capa City. Dwarves built their homes and businesses with stone. The small population of Elves who settled in Capa City built their of transplanted and magically grown trees and shrubs and adobe. The Humani; however, as ever, just had to be different. Instead of being satisfied with stone or wooden homes, they had to built their homes in the ruins of the Old World, which the Dwarves had not yet got around to dismantling or salvaging for manufacturing metallic armor and weaponry. Though their race did not possess the technology that had gone into constructing these edifices, nor anything that even approached its level of sophistication, being told their progenitors had in fact created these ruined edifices, the Humani demanded they be given them back, again. The Dwarves consented to this unwarranted reappropriation of their lawful salvage, because they hoped thereby to curtail or prevent any racial infighting such as they had experienced during the Ice Age. But they refused to share their remembered and occasionally formerly shared technologies with the Humani race. And they furthermore adamantly refused to teach the urstwhile Humani descendants their manufacturing secrets and methodologies. Instead they agreed to do all the manufacturing FOR the Humani in exchange for services rendered. Consequently, the Humani as a whole did not complain overmuch when Capa City came to be occupied by Taal Zodo, and the Dwarves were driven out of the city to live or die by their own ingenuity and survivability. The Elves, being the second(or possibly third) most xenophobic sentient race of New Urth, were to remain largely non-partisan, warning the Dwarves only superficially that they too remembered well what the Humani were like; and that only misery could come to the Dwarves (and, by extension, themselves) for their allowing the Humani to come back in amongst them. The Dwarves; however, remembered the elitist attitude of the Elves towards them, also, during the possibly cold and bleak era of the Ice Age, and accepted the Elves' uncharacteristically forboding warnings with their usual tacticurn and dour attitude. The Dwarves would survive regardless what'er befall the Humani, the Elves, the mindless Faeries(which had immigrated to the island nation of Eleusia), or even the impossibly annoying, and thankfully scarce, Gnomes. True to the Elves' forewarning, it wasn't long before the infighting between the Humani began anew. This also came to involve, to some extent their non-humani neighbors. Eventually the fighting grew so fierce and so nigh uncontrollable, with humani murdering humani and members of the other races, that the Dwarves had decided to pull their most deadly inventions out of storage and annihilate the Humani themselves; when in stepped the Half-gyaunt barbarian chieftain, Grentzen Estabon, and imposed upon the Humani his own tribal laws. Note: It should be noted that it wasn't until after Taal Zodo exiled the Dwarves from Capa City that the Humani discovered* the secret of reproducing "smokepower". Though it wasn't until only recently, with the help of the ever-industrious Gnomes that the Humani, began to mass produce the Dwarven (re-)*invention of the firearm. Note: *Sages have recently un-Urthed evidence, with the invalueable help of the Gnomes, that it was the ancient Humani ( and not the Dwarves) themselves who first introduced "firearms" to New Urth. Moreover, trace evidence un-Urthed by the Gnomes points to the supposition that the arrival of the first Humani colonists on New Urth pre-dates, by at least a hundred years, the day the Dwarves' ancestors first stepped foot on New Urthen soil. Or that the Dwarves might indeed be the mutated offspring of the Humani race. These are claims all sane Dwarves adamantly deny decrying the Gnomes as being unarguably insane. And, indeed, no one possessing any appreciable degree of intelligence can argue the Dwarves' point; the Gnomes ARE, in fact, quite insane. It would take a madman, or a Fey, to even comprehend their spoken speech. And all known examples of the Gnomes' written language show no punctuation, whatsoever. The "original" Dwarven layout of Capa City was very uniform with wide cobbled streets and tall sturdily built buildings and temples dedicated to the Deity and to the lesser nature gods and goddesses. The buildings were very utilitarian, beautiful and awe-inspiring but somewhat lacking in the fine artistry and nature-using and or non-invasive architecture of the Elves. The dwarves build foundries and forges, blacksmithies, and banks. The Elves built open air auditoriums, aviaries and urban parks. The Dwarves built museums. The Elves built art museums and universities. The Dwarves built market places. The Elves built petting zoos and botanical gardens. The Faerie didn't build much of anything, but what few chose to stay in Capa City dwelt amongst the Elves and made Elfish parks aviaries and botanical gardens their homes. They built no roofs over their not-so-private abodes but simply relied on the canapies of trees and shrubs and bush to shelter them from New Urth's fiercely burning twin suns and the elements. The Humans chose to reside in the ruins of the Old World, for the most part, but there were many who would have ( and briefly did) intruded upon the Dwarves. To curtail this unwanted intrusion the Dwarves built up walls and heavily fortified gates separating the various districts of Capa City in an attempt to at least try and control the ebb and flow of foot traffic throughout the city. The Dwaves saw the young Human race as parasitic but a tolerable evil so long as the Humans spent their hard earned gold and silver buying Dwarven made weaponry and armor and contracting Dwarves to built their homes, businesses and temples*. *The largest of which, before the coming of Zodo was the Cathedral of the Church of the Mogen David. Grand in scale the Cathedral, as per holy edict, boasted no statuary depicting the Deity to whom it had been dedicated. According to the most ancient writings of the Church there were to be none, as to try and represent the Deity, by using a form of anything found in creation, was considered the most heretical form of insult to the divine Creator of all Things.
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No New Topic Bosco's Winery
This moderately fortified village houses the seedy brothel, tavern and casino that serves as a store front for the criminal organization headed by the infamous Bosco Family
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No New Topic Grentzen's Mansion
A heavily fortified stone keep overlaid with a wooden facade. Serves as the lair of the Fallen Lord, Lord, Taal Zodo while he stays in Capa City. Deep beneath the mansion lie the city's donjons, ancient Dwarven catacombs and the headquarters for the infamous Rubemeistry
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No New Topic Ruins of Kimeria
Ruins of an ancient Mountain Dwarf fortress with subterranean catacombs that reach out like a Krakon's tentacles deep into the heart of the Pyre Desert and home to many breeds of chimera.
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No New Topic The Grid Iron
Large stone coliseum where people taken captive by desert raiders fight on a grill-like grid-iron over huge vats hot coals and sometimes open flame. A small town named Pyre Market is built around it.
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No New Topic The Capa City Metropolitan Opera House
the palatial opera house which serves as a store front for the Caperean Branch of the Underground Resistance Movement
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No New Topic The Shamancy of Yerk
The Shamancy of Yerk is home of the oldest known surviving virgin forest on the face of New Urth. The Shamancy is the region of the world claimed by the Yerk Elphs and they ardent defend it against ALL Humani intrusion and or invasion. The Shamancy's trees have NEVER known the touch of an steel axe blade, while they yet lived. This is not to say that no lumbering is conducted within the confines of the Shamancy, only that lumbering is kept to a bare minimum and the axes used to hew down these trees are NEVER crafted of steel. Elphs view the crafting of steel as unnatural and it is an affront to their belief in the sanctity of nature and in all natural living things. This does NOT include mutant lifeforms. And Elphs have no qualms about enchanting steel weapons to help exterminate these aberrations of nature. To cut down trees in the Shamancy flint, chitin, shale, jade, and obsidian bladed axes are used. Traffic through the Shamancy is extremely well regulated by the Yerk Elphs and rare. Only tribal humani are allowed regular egress into the Shamancy's forest and even then this is ONLY into the outer precincts of the forest. The Yerk Elphs' largest city has NEVER had humani visitors and indeed the city itself has never been SEEN by a humani . Leastways, a one that was ever seen or heard from, again. Not much is known about the Shamancy apart from the fact its trees and other plant life supplies fully 60% of New Urth's carbon dioxide (a quintessential element for making the gravity heavy planet of New Urth breathable by the humani race) and is the home of tens of millions of species of plant and animal life that have suffered the least amount of humani wrought mutations. The vast majority of forests that previously helped support this production of carbon dioxide were swallowed by the world's oceans and seas during the Ice Age and have either yet to be rediscovered; or have as yet not re-emerged from the vast oceans and seas that swallowed them up.
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No New Topic Iron Wood
This forest is really a forest of metal, hidden in the Caperean Mountain Range. The trees were constructed to resemble live trees and so too the other flora one expects to find in a forest, except that they are crafted out various types of metal. Most of which has long since succumb to oxidation and become overgrown with hostile mutant plant-life. This forest is also home to golems that look like traditional wood life creatures. No one remembers how or when this forest came into existence. Very few are they (apart from the Yerk Elves) who even know its exact location. And most others, whom have never ventured into the sylvan depths of the Yerk Shamancy assume it is no more than a myth.
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  Kingdom of Eleusia
No New Topic The Great Tree
The Great Tree had always served as a secondary capital city of Eleusia. During the Battle of Elgin Wood, the High Elf,Tannhauser Na'Dir used it as a place from which to execute his attacks on Zodan forces scattered throughout his beleaguered kingdom in a seemingly vain attempt to free Eleusia from General Amon troops. It stands as the last vestige of hope for the free peoples of Eleusia.
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No New Topic Elgin
A Wood Elf village unfortunately located on the outskirts of the foreboding Elgin Wood. This village plays a strategic role during the Battle of Elgin Wood. And due to a number of harrowing calamities which take place during the course of the battle much of it was brought to ruination. However, the Elves who as yet fold fast to oaths of loyalty to the dethroned King Tannhauser Na'Dir are working hard to restore this historic enclave even as warring factions continue to strive to tear the Kingdom of Eleusia asunder.
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No New Topic Elgin Wood
This forest is said to come alive and react to the forces which control this mysterious magical land. Even now, this thick forest holds a pall of Stygian darkness, a pervading darkness, and a debilitating aura of dread, discontent, and impending doom takes hold of anyone who dares to invade and remain within its shadowy precincts for more than a fortnight. A constant sorcerously fueled rainstorm exists in the forest's deepest, darkest, dankest regions. It is there too that sinister forces loyal to the Fallen Lord, Taal Zodo, can be found waiting to spring out of cover and devour anyone foolish enough to stray too far from their fellows....
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Posted by:
Ethelrede
12/08/2008 16:57 PM
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No New Topic Elven Burrough
An elven village, whose population consists primarily of Grey Elves. Most of its population went into the slave trade (or were themselves taken as slaves) during the advent of General Amon's rule.
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No New Topic Kard
Kard is a Dark Elf village and coastal port town built from stone excavated deep within the bowels of the earth. It is also a stronghold for those non-elves loyal to Taal Zodo's unholy regime.
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  Na'Dir Isle
No New Topic 'de Rente
These ruins are all that remain of what was once the proud captial of Eleusia. It has since fallen into a seeming irreparable state of disrepair due to the treatment visited upon it of Amon's forces, largely comprised of Dark Elphs, which harbour in their black hearts an undying hatred of all things cherished and venerated by their surface dwelling cousins.
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No New Topic Palace Na'Dir
This was the palace from which the High Elf, Tannhauser Na'Dir ruled all of elf-dom. When Taal Zodo's forces took Eleusia (and threw Maelstrom of Astaria into the palace donjons when he attempted to come to the High Elf's rescue), though, it became the demesnes of his general Amon, who proclaimed himself governor of Eleusia. The once grand palace has been laid about with barbed wire fences and wickedly sharp shards of metal, horned gargoyles were positioned all along the battlements, and catapults were erected atop the cloud-piercing towers of Palace Na'Dir. The ancient aviary was turned into an arboretum and the botanical gardens were utterly destroyed when the kobolds that serve as slaves to the Dark Elphs transplanted the gardens with zombie vines and blood-red vampire roses and other aberrant plant-like. Flesh rending sturgeons and other aquatic and amphibious creatures were introduced into the decorative ponds that had been built more than a century ago to grace the palace grounds.
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  Empire of the Chalcedon (aka Chalcedonia)
No New Topic Pseudoarum
Pseudoaurum has been the capitol since after the Third Breaking, and remains the capitol. While sections of the city have been irreparably destroyed, what remains of the city dates back from the time of the Empire of Chalcedonia before the Third Breaking. Psuedoaurum is a bustling city, full of life and history.
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No New Topic Cardinal Point
This is a solitary mountain in the northernmost point of the ancient Tresskellion Continent. The mountain, rich in iron and other mineral deposits is itself a rusty red color. There is a small town built around the mountain's base whose population consisting of bands of nomads and spiritual pilgrims who claim the mountain is holy.
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No New Topic Parallayx Desert
The Parallayx Desert is a sizable desert located north of Bellitose. Unlike most deserts, though, it is highly magnetized and can distort the sense of direction of those who attempt to circumvent its largely lifeless wastelands. At the epicentre of the Parallayx is located the ruins of New Eden, one of only a handful of cities built by the ancient People of the Eagle that was not visited by complete and utter devastation.
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  Kingdom of Talusia
No New Topic Dragon Bay
Large industrialised seaport city overlooking the Inner Sea. Dragon Bay has fallen under the plutocracy created by the unprecedented rise to power of the Church of the Holy Body The infamous Rubemeistry also holds a garrison here, which has replaced the City Watch as local constabulary and upholders of Talusian law.
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No New Topic Castle Talus
This was the ancestral home of the king of Talusia. However now most of it is in ruins thanks to the wars of occupation Only the main hall still stands.
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  Asteria
  Bosco's Winery
No New Topic The Caperean Wastes
The former location of Utopia is now termed the Caperean Wastes and few are they who venture in that ever come out, again. The corona of land that surrounds the Caperean Wastes is covered with a fine crystalline layer of ash and soot, but caravaners and other nomads know all too well the hidden danger that lies beneath and is sporadically uncovered and borne aloft by the strong winds that whirl and writhe about the corona. For just beneath the surface of ash and soot lies hundreds of millions(perhaps billions) of tons of granulated steel and glass, which not only steals away the breath of those who do not or cannot not protect themselves from it, but also assails them with sudden sandstorms that cut and tear away flesh and bone like tomb scarabs, if they numbered in the billions. It has also been speculated that the Caperean Wastes is a necropolis and Utopia is now the abode of the undead and the wandering place of millions of wandering spirits who suddenly found themselves instantaneously stripped of living flesh, life-giving blood and marrow. Some of which have yet to even realise that their mortal bodies were ever killed as they go about a now eternal deathless existence. These are continually terrorised by and flee their fellow undead screaming in blood curdling terror; but have nowhere to go to the which they can escape them. By night these screams sometimes reach a crescendo that can even be felt in the realm of the living. Many have been driven mad who have been exposed to the unUrthly sound. Most wisely avoid being caught inside the corona of desert that surrounds the Caperean Wastes at night, as the eerily howling, physically deadly winds rob travellers of all sense of direction. And this often proves fatal when the travellers seek shelter from the unnatural storms inside the very ruins of Utopia.
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  Player Character Profiles
  Non Player Character Profiles
  Role Play Archives
No New Topic The Peoples' Republic of Capere
Archives of role-playing threads set on the continent of Capere
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No New Topic The Kingdom of Eleusia
Archives of role-playing threads set in Eleusia
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No New Topic Kingdom of Talusia
Archives of role-playing threads set on the continent of Talusia
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No New Topic The Empire of the Chacedon
Archived role-playing threads set on the continent of Chalcedonia
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  Creative Musings
  MSN Group Archive
Thieves of Capere

This club-based group is designed for members, former members and potential members of the The Legend of Mythus/Legends of Nor'Ova role playing groups who are not in total agreement with the present administration and want a more role playing gamer-friendly format and less Chatty Kathy/chat forum/yahoo role playing chat room form of role playing, gamers who like sci-fi/fantasy role playing in a world rich in historical and geo-political formatting, and do not believe that good role-playing can, or should take place in a vacuum. This site will feature indoor and outdoor maps and floor plans and detailed descriptors of each and every role playing environ, much like those would find in Dungeon or Dragon magazines. The results of all armed and unarmed and magical forms of combat will be determined by the Admin (hereafter to be known as the Overseer) and his appointed moderators. The appointments of moderatorship will fluctuate in accordance to creativity and or originality exhibited in

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