- Posting Speed
- Speed of Light
- Writing Levels
- Douche
- Preferred Character Gender
- No Preferences
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Crimvale Keep
In the world of Serendark, all nations agree on two things. Firstly, that the world is fucked. And lastly, that the Age of Discovery is upon us.
Crimvale Keep has resurfaced, like a bad dream in the psyche. The world has remembered, and is born again in greed and daring.
Pioneers land on every shore. Thieves and rogue wizards find new havens. Armies squabble with fledgling cults and empire-builders. All in Crimvale is ripe for the plucking.
There are competing theories on why the Flint and Steel Guild is best known of the adventuring parties in Crimvale. Some say it's because their leader takes care of his friends. Others talk about that incident with the Green Dragon. Still more mutter about a Jackal and her Hell Baby.
Whatever the truth - YOU know where you're headed. The Flint and Steel Guild is the place you need to be. It's your ticket into the deeper chambers of Crimvale. Your golden opportunity for treasure, glory... and power.
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• The Heartland Kingdom – Originally the cursed kingdoms of Orveria and Tolgore. They were united 400 years ago by King Garnweld Lyterman, a warrior who made peace with the fey spirits of the forest. With the lifting of the curse, the mortal races were allowed to expand their cities. The kingdom is progressive, wealthy and lawful, with a human majority and numerous forest-based races.
• Kragtar – An arid kingdom, home to centaurs and dragon-worshippers. Its wealth is in its mines and it trades precious ores with Varigard and the Heartland Kingdom. There are many secrets beneath its surface.
• Varigard – A mystical nation of High Elves, Aasimar and Halflings. Said to have many portals to the Celestial Plane. The high mountains are considered holy, and the floodlands between them places of Halfling utopia.
• Gaskaron – A largely unexplored nation, with thick jungle and impenetrable mountains. The exact races are not known here, but during the Crimvale Siege many marauder fleets set sail from Gaskaron to frustrate the Demon King's navy. It is roamed by tribes and plagued by monsters.
• Shenzing – A nation of monks and master craftsmen who worship the Oriental pantheon. Shenzing was all but destroyed by the weather magics of the Demon King, and it has made a slow recovery over recent centuries. It is now considered a nation with the potential to outstrip the wealth of the Heartland Kingdom.
• Einbluth – A holy island, home to pilgrims, paladins and priests of all races. It is said that the world of Serendark was born from this island, with the other continents flowing from its volcanic heart.
• Vonheldus – The Cursed Nation. This land is in the perpetual grip of winter, for a crime long forgotten. It is ruled by hardy dwarves who forge the finest weapons found in Serendark. -
• This is Pathfinder without the dice. Assume all the same races, magical conventions, deities, and character conventions found in the Pathfinder system reference.
• My GMing style is hijack-heavy. If the story needs to go somewhere, and you're being inactive/dumb/overly-passive, I'll make an assessment of your motivations and move you to where the scene needs you to be. If you are not a strong storyteller, do not join. I don't need character studies. I need people who can help out.
• I have given you the setting; but the plot will be driven by YOUR characters. Whatever you post here will inform the story - what we're looking for, why we're travelling, who we've pissed off, who we serve, etc.
• Posting expectations are once-to-twice a week. Tegan and I have busy lives and are writing professionally, so this roleplay will be our shits and giggles practice time. If it gets too strenuous, we'll probably dump this on Unanun and fuck off back to real life.
• Multiple characters are allowed, as long as we can ACTUALLY TELL THE FUCKING DIFFERENCE BETWEEN THEM. Use the Tab code to put them all in one post.
• We're here to capture the THRILL of D&D - not the nerdy nitpicking bullshit. -
The Flint & Steel Party have been together for a few weeks. They are led by Lorn and Torrim - two grizzled adventurers who have spent a decade in the Drow City of Nuthessin. In their return to the upper levels they have picked up old friends and made new allies. Now they arrive in the chambers beneath Westyard - a corner of the Keep Torrim once called home.
With them is an amulet, taken from a group of mercenaries who tried to rob them. The negative energy device is in the keeping of Darath the Cleric, who intends to hand it over to an officer of his church. -
Torrim - After 15 years in the Drow City of Nuthessin, Torrim is returning to check on his old adventuring grounds.
Lorn - The were-jackal is returning to the higher chambers with her friend Torrim. Along the way, she is dealing with her tempestuous daughter, Siege, who is coming of age, and the equally troublesome Scrote, who is trying his best to not get eaten.
Sasami - At the behest of her ominous goat skull companion, Sasami is accompanying the party. The skull has made mention of many Shinies along the River of God, and Sasami herself has heard Torrim mention this place. She feels the draw of fate, stronger than it has ever been.
Darath - As an agent of his church, Darath is under strict orders. Those orders come from an inquisitor, who has placed his trust in Darath to channel key information on the discoveries of the Flint & Steel Guild.
Garrick - More than anyone alive, Garrick knows the greater threats that shadow the Guild. He has glimpsed the plans of angels... terrible plans that will spell the eradication of this very timeline.
Sift - Well-traveled in the outer chambers, Sift is an old friend of the Guild who has truly come into her own. She has rejoined now, with fond memories of the great leaps in power she was granted under the Guild's protection.
Erastian - The fortunes of the Fairbane family will turn at last. What awaits Erastian in the deeps of Crimvale is a secret tangled with the legacy of his fathers, and the fate of all Serendark.
Ina-Oster - The stories of the Guild are laced with shapeshifters. The Tale of Chernobog, The Madness of Jaderith, The Howls of the Mournwood; even the anecdotes of Lorn the Werejackal. Is Ina-Oster just another chapter in this history? Or will answers to his own nature be found?
Veptoria - When asked why he is allowing a Tiefling to journey with him, Torrim will scowl... as if he can't quite remember. Then he will mutter something about second chances, and say no more.
Zhiyong - The life that is slower than a killing whisper. These were the last words of her sifu, before he turned his back and bid her make the journey. Zhiyong does not know why she is here. But her enlightenment is set to play a part in darker schemes. -
Quinarious - a human inquisitor of the Church of Iomedae. At 45 he has made his bloodline proud and followed his father's path as an intermediary between the Heartland Kingdoms and the Aasimar of Varigard. The church is the strongest link between the races, and Quin is a tireless investigator and enforcer of the border cities. His latest assignment, to Crimvale Keep, has placed him as the handler of a dozen Clerics dispatched on various missions in the outer chambers. He is Darath's direct superior, and a source of good intelligence.
Relka - a human mulitclassed in rogue, cleric and sorcerer talents. Relka was born in the Giant Chambers of Gigas and was part of a community descended from the household servants of the Demon King. She was saved by the Guild 15 years ago when giant insects tore her apart. It was the first time she had witnessed magical healing, and she came to believe that Lorn and Torrim were gods. Relka convinced her people to go to the surface and serve the Flint & Steel Guild. It is a decision she perhaps regrets, now that many of her people believe the Guild to be in league with demons. -
Harker - a fat and angry sahuagin with a grudge against the Guild. 15 years ago, when the Flint & Steel Adventurers were finding their first treasure hordes, it caused an economic shift in the town of Westyard. Nobles switched over to the more exotic meats the Guild provided, turned to Guild wizards for spell components; even entrusted them with supply missions and storage duties. The Merchant's Guild of Westyard was outraged, and in a bid to reclaim his contracts, Harker the Loan Shark took the lead in sullying the name of the Flint & Steel party. His plan almost succeeded, until an Orc invasion proved that the adventurers were essential to Westyard's safety. Harker was locked up by a noble who supported the Guild, and was held there for 5 years till his family could buy his freedom. Now Harker is back in Crimvale, rebuilding his militia and plotting revenge.
Lord Alaistor - Once a leading member of the Guild, Alaistor returned from a side-quest and was utterly changed. He is now suspected to be an Eldritch Knight, in service to an evil beyond imagining. Yet little can be proven. He rules Westyard, a collection of chambers on the southwest edge of Crimvale, where most pioneers from the Heartland Kingdoms have made a home. They believe Alaistor to be a paladin of the light, just as they believe his claims that the Flint & Steel party are agents of devilry. It is a kingdom of lies - a kingdom in which one's very soul is eroded. And all to feed Alaistor's unknown master.
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