Ok, there's almost too much information to put in here, too much has happened to really summerize, and our cast of characters has changed quite a bit since the beginning.

The basis of this campaign is that there is an evil Emperor who is trying (and succeeding) at taking over the world. He's managed to conquer quite a bit and is pushing the free-lands further east. A powerful artifact (an ankh) is found by the servants of Nature, who are instructed to remove it from their borders, and hide it from the Emperor. They set off, meet up with a group of adventurers who had fought many battles of their own, including fighting in a great battle against the Emperor's forces. Everyone travels on, heading North after hearing about dissappearing villages and learning that the Emperor's forces may be looking for them. A few of the party leave and a few new members join. The group continues on, eventually meeting a powerful man named Gremm. He is a werewolf, and eventually captures the group and convinces them to sign a contract with him to help fight the Emperor. They agree (as there isn't much choice) and are told to journey to Gremm's homeland for further instructions. The ankh, meanwhile is apparently in Gremm's hands....

We left off with the party traveling East across a desert, to Gremm's home (a 7 month journey). The group had come across an ancient temple overrun by undead who had dessicrated the holy temple. The party has just destroyed the undead, purifying the temple.

The Current Adventurers

Arïados - Human Monk (Reincarnated, was Elven)
Flippen Kenderkin - Kender Rouge
Laena Moonwing - Elven Ranger
Eranya Blackbriar - Elven Druid
Melinda - Human Paladin
Rose - Elven Wizard

Deceased/Other

Ariel - Elven Druid, (Deceased)
Dark Cloud - Half-Elf Monk, (Parted Ways)
Phae - Elven Cleric, (Dissappeared)
Raziel - Elven Fighter, (Parted Ways)
Stolig - Gnome Wizard, (Parted Ways)
Syvrel - Half-Elf Rouge, (Parted Ways)

Lurea - Wolf, animal companion to Eranya, (Deceased)
Rilmir - Wolf, animal companion to Laena

The storyline is passed around as an email, everyone contributing when they wish. Basically, it is is an e-mail based series of character interactments. This is an opportiunity to roleplay the characters and allow for development, hopefully as a group. Characters can talk to each other, speak to themselves of their problems or even speak to their gods (whether the gods will answer or not will of course be debatable..).

The storyline will be posted here, in chronological order (and spellchecked for those of us who have difficulty spelling). It should be relatively simple to navigate, I'll try to keep the pages short, so it isn't too difficult to read.

The Beginning- A Moment of Relaxation
Making Acquaintances and Fixing a Fence

*A Note from the GM:

Alright everyone, this is how it's going to work. We left off with you in the Temple of Morganu. Here are the first two places I will set up for you to talk and mingle. From there you can move on, either about the temple or around the town as you wish.

The Main Hall: Entering the Temple is the great hall which you all experienced before. Three floors high with balconies reaching around its curved walls on three sides it is a magnificent sight with its broad arches reaching up to a sky lit dome. A church information golem was found in a storage closet and still apears to be functioning. The golem has a general knowledge of all people and their whereabouts within the temple at all times. If one is becomes lost and or needs to find someone to speak to, just go to the information golem and it will try and help you out to the best of its abilities. The great hall is severely lacking in chairs.

The Sitting Room: There has been the discovery of a library deep beneath the catacombs of the temple as well as an extremely well furnished sitting room with a fireplace and overstuffed armchairs to boot. There is a beautiful full room rug, and tapestries cover every space of wall unadorned with bookshelves. A red and gold motif holds over this room. To the side an enormous vault leads to the library wherein only those worthy of entering may pass the extensive wards guarding its entrance.

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