Editing
Mournland Quest
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Background Information== In the depths of time, the First Gods arose from the universe, and found it the haven of chaos. Defeating the ancient primordial, they created the world and the sea to contain their defeated enemies as they set about reshaping the sky. Upon this world, they set a watch of their own making, myriad life-forms and beings of their creation. Harpies, minotaurs, lamia, humans…and more. To assist them, the gods begat several mortal children and set them upon the world as leaders and reminders. As the eons passed, these gods had children of their own, great warriors and rulers or terrible tyrants as mortal nature dictates. The chthonic beings trapped beneath this world have woken before, struggled to escape the confines of their material prison, and been stopped by the efforts of man and god. This land, Thegame, was the site of a massive war seventeen years ago that saw the death of many gods and the creation of the Mournland in the heart of a once-mighty kingdom. The Mournland is covered by a blue fog, which mutates living things and has strange effects on the land and all within it. Its influence is contained by the geography of the continent; the Mournland is set atop a massive plateau that takes up roughly a third of the continent and is ringed by chains of even higher mountains to the east and west, separating it from the kingdom of Aitova and the remaining nations of the Varrunian Alliance, respectively. However, the Mournland still attracts adventurers of all sorts, looking for treasure or seeking to capture the strange creatures of the Mournland for use in private zoos or coliseums. You are [Gonna need a name, think Baylon or Sumerian], a young footman in the Word and the Law, the nationwide-police body for the kingdom of Ghemmenoch. Raised in the combined cities of Teh-vah-Koum, which sits in the sole pass through the western mountains of the Mournland, you are the first-born son of Knight-Lord Aum, once a great general and . Following in your father’s footsteps you act as both a city watchman and a guide, leading adventuring parties into the Mournland as well as cracking down on illegal smuggling of Mourning objects and keeping the peace in the city. In the last six months, your mother and father have both left the city; your mother to establish a magus association and your father to guide a party of experienced adventurers into the heart of the Mournland, the once-city of Kah-Dinga-Rah. Now you must deal with the politics of the Twin Cities, maintain your family’s holdings while fulfilling your duties as a member of the guard, and manage your developing divine powers. It won’t be easy, especially with the cities’ underworld about to explode into gang war and the god-hunters of Aitova seeking to complete the work they couldn’t finish seventeen years ago.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information