Mournland Quest
Be a budding demigod living on the edge of the Mournland, an apocalyptic wasteland created by the deaths of two great gods.
Following in the footsteps of your father, you've joined The Word and The Law, a pseudo-religious police organization that also serve as guides into the Mournland for adventuring parties. You'll be delving deep into the devastation of the Mournland allongside novice adventurers, settling an underworld war and developing your divine powers all while trying to survive the attention of the Carrion of Dusk, the conspiracy which set this whole quest in motion.
Did I forget to mention the love triangle, the political battles and the slow awakening of an Elder God? Because there's that too.
Background Information[edit | edit source]
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.
Characters[edit | edit source]
- You: /tg/
- Menaram-Bennalak: One of your close friends. You joined The Word at the same time.
- Kyrie Emco, the Nightshade: Your sometimes friend, sometimes nemesis. A black harpy thief of the Emco family, you sometimes find yourself chasing after her for her extraordinary acts of theft, always failing to capture her. On the other hand, she still leaves you tips and information that The Word uses to capture rival gangs and corrupt nobles.