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Fantasy Tales of Europa - Kassidune

Rosavelt

New Member
TALES OF EUROPA: KASSIDUNE

The morning air was cold and dry, a low fog hung around. It took a midday sun to finally disperse the grey clouds. Even though the sun shined, a strange darkness lingered. The land looked drained of life. Everything was a bit more dark, the trees, the leaves, the grass, the grains. Even the blue sky seemed darker. On the borders of Kassus, where grass met crimson soil, piles of bodies slain from the night were being burned. The thick black smoke spoiled the air with a horrid stench. The crimson always had an appetite for the smoke, every pile burned near the crimson had it’s smoked sucked back into it. Where, instead of rising, the smoke fell to the ground and flowed like a low fog. Soldiers had gotten use to the strange magic, they didn’t mind the smoke being pulled away.

In the south of Kassus, a fort near Cedar Mines, was a young captain. He had been serving at the front for almost a year now and his time to go home was coming soon. In the last year he had done his duty and proven his value to the Kassus people. For seven months his fort held back raid after raid from wendu warring bands. Defeating every single one and suffering only minimal losses. It was just months ago that the young captain had led a raid of his own. The young captain cut quick and deep into wendu tribal lands, slaying thousands of wendu warriors unprepared. By the time the wendu had rallied, the young captain was safely retreating back into Kassus. Since the raid his area of the border had been silent, but tonight was different. A fog was forming in the distance. Wendu shamans were at work.

The fortress was in a hurry. Soldiers raced to their positions. Ballistas were armed, cannons prepared, and all sorts of defensive armaments manned. In the fields around the tall fort were defensive towers and barricades. Soldiers armed with crossbows and muskets hidden behind enchanted fortifications. Tall stone towers throughout the valley were being lit with lanterns and beacons. They emitted bright lights that blinded the wendu and made it much easier to see them in the fog. Horns were being blown and drums bang, war was coming.

By eight the fog had cross the crimson. It slowly crept it’s way to the fort. Within the grey clouds chanting could be heard, flickering torches were coming into view, and shadowy figures were marching. A loud deep voice roared out in foreign tongue. The young captain by now was at his post, a tall tower near the south east corner of the fort. He was looking directly out into the valley below, watching the scene unfold.



MAP
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Kassidune
Temperate grasslands surrounded by what is called “The Crimson.” Barren, cursed plains where the wendu tribes roam and the dead gather. For hundreds of years the people of Kassidune have fought back the corruption. A string of weak leaders and civil strife has left the civilization fractured and with much of the land polluted. Two rulers remain leading over the fragments of Kassidune.


Kassus.


The young king Artrius is the “ruler” of Kassus. The largest of the two kingdoms remaining in Kassidune. Kassus capital rules over what people refer to as, “The heart of Kassi.” Behind the walls of the capital city, the young king rules as a figurehead. A symbol of hope and tradition to the people. Outside of the capital, in the fortified towns, towers, and castles, the real leaders rule. They watch over valuable resources, manage trade, and make sure the economy is protected. A tax is paid to the young king, but other than that the military generals call the shots. The borders and lands of Kassus are usually well protected. Lately the wendu tribes have been launching many raids straining the Krassus military


The Pelonian Council.

Pelonia is a mere crumb of its former glory. Now reduced to its capital territory. Pelonia is a strong city with advanced defensive structures and facilities. The people are organized and efficiently work together to keep Pelonia running. Pelonia is also called The Isle of Pelo, since it is now surrounded by the crimson. Underground tunnels connect it to mainland Kassidune keeping it alive with trade and supplies. The city has a ruling senate of elders that constantly rival for power. It’s common for each election cycle to have a few assassinations.


The Wendu: Half man, half beast creatures from the crimson. They have lived in Kassidune for as long as the Kassidune people have. No one knows where they came from, legend has it that a she beast who is immortal is the queen of them all, continuously birthing more and more into the world. Wendu warriors layer themselves in animal hides, wrapping their body and heads with it. No one really knows what the face of a wendu looks like, old tales say that wendu faces look like goblins and orcs. Their legs are strong and many of them have hooves, it is also a common wendu practice to wear animal heads over their leather caps. The wendu only move at night and travel in the fog. Wendu shamans are believed to have control over the fog.


The Dead: The dead always seem to find their way back to life in the crimson. Horrid, and rotten souls without point besides misery. They wander the crimson and at times will pack together and move into Kassus or Pelonia. They are easily dispatched, but when paired with wendu warrior bands they become a much bigger threat. Because of the crimson curse all bodies must be burned after slaughter or death. Even the citizens and soldiers themselves. Only the royalty are buried in mausoleums. If buried or left out, the wendu will bring the parts back into the crimson to be cursed and brought back to life again.


Humans “Simple Folk”: Humans make up the majority of the population in Kassidune. The social system of Kassidune is split into distinct classes. Peasants, farmers, laborers, artisans/merchants, military, religious, ruling.

Dwarves: There is a small minority of dwarves in Kassidune. They mainly live in Cedar Mines and Melrond.

Mages: Mages are magical humans. They can interact with magical items and use them to their advantage. They are also generally taller and heavier than humans as well as being a bit stronger and faster. There is a large minority population of mages in Kassidune. Many serve in positions of power and influence, including the military. The rest reside in cities working as skilled artisans, traders, and priests.

Wizards/Witches: Wizards and witches are magical beings. Not only can they interact with magical items, but they can cast magic themselves. Spells, curses, jinxs, blesses, hexes, pretty much every other possible incantation. There are only a handful living in Kassidune and they mainly operate on their own.

Elves: No elf blood comes from Kassidune. Any elf here is definitely an outsider, most likely an explorer, ambassador, or merchant. Elves specialize in elven magic and use all types of strange items to their advantage.

Game
Kassidune will be where the players gather for this role play adventure. All players are foreigners to this land. Why you came to Kassidune is up to the player to create. All players are “familiar” with one another. How personal that relationship is, is up to the players, but everyone at least knows a little about each other. Players may choose between: mage, dwarf, and elf.

Game events will be created and carried out by players. Global game events will periodically happen with events for players to respond to. For the large part players are creating what they want to do in Kassidune, and if they want to work together. The DM will also present possible interactions for the players from time to time. The map will be used to help keep track of events and player movements. Players are encourage to incorporate their own art or art they find into the story. If anyone is interested feel free to leave a reply and/or fill out a character sheet to reserve a spot.


Character Sheet:

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