"I got us a little job." Quinten smirked as he lounged on the wooden chair.
They were in the little, windowless room that served as Cassandras' office. It contained only the two chairs they were each sitting in and a small desk covered in official documents, the Koranberg Chronicle, dated last week, and reports to the local garrison. Nailed to the door was the cross of Dol Arrah, and lighting everything was a dim everglow lantern.
Cassandra cocked her head. One side of her mouth twitched, in amusement or annoyance it was hard to tell."Oh really? Where from?"
"An old friend of the family."
"Your friend the gnome?" Cassandra nodded to herself and started rearranging her papers, the stone gears of her left arm grinding together softly.
Quintens' cocky smile faded a bit, and he leaned forward. "Look, we haven't had work in two months. I know you don't trust him, and I don't either, but this is no time to be picky. Besides, this job shouldn't be too hard, and it has excellent benefits."
Cassandra sat completely still for a few moments. It was one of those little habits she retained, from the old days, and it made most people nervous, but Quinten was used to his Captain's habits by now. Finally she locked her bright black eyes on his. "And exactly what does this job involve?"
Thursday, December 31, 2009
Friday, January 23, 2009
DRAMATIS PERSONAE
-SILVERHANDS COMPANY-
Captain CASSANDRA IR'BANEK (Silverhand):
Leutenant BLOODMANE:
Leutenant QUINTEN D'LYRANDER:
Chaplain CHATI TAE'MA SHARISA TERYN ONI'LANYRI:
HAN STRIKER:
KOL STRIKER:
Artificer JOSIAH HAMMER:
Wizard GARRETT:
HELJAH, oF CLAN MERIK:
FAITH:
SORN LEODYCHUS:
VALASAR:
-NEMESIS-
Captain IRESELAN:
Captain CASSANDRA IR'BANEK (Silverhand):
Leutenant BLOODMANE:
Leutenant QUINTEN D'LYRANDER:
Chaplain CHATI TAE'MA SHARISA TERYN ONI'LANYRI:
HAN STRIKER:
KOL STRIKER:
Artificer JOSIAH HAMMER:
Wizard GARRETT:
HELJAH, oF CLAN MERIK:
FAITH:
SORN LEODYCHUS:
VALASAR:
-NEMESIS-
Captain IRESELAN:
ATLAS
EBERON-
KOVAR: land of the FIVE NATIONS, Remnants of the once great Coranus Empire. The Great War that split the empire lasted for almost a hundred years before the Five Nations signed the Treaty of Thalingrad.
*BREELAND Republic and industrial powerhouse
Sharn- The city of towers, largest city in the world of Kovar, at the mouth of the Brae River, Home Port of Silverhands' company
*THRANE Theocracy of the Pure Flame
*KARNATH Military regime that relies heavily on the undead
*ANDAIR Kingdom of magic and agriculture
*CYRE Senate-ruled center of trade and culture
ARGONA:
*EL HAZAR Loose coalition of Pirate Princes
*VALENA roaming grounds of tribes of fierce elven riders
*SHU ruled by the mighty Goliath Clans
*DROM Ruled by the Three Fates, land of monsters
*DAARGUN ancient empire of the goblin tribes, now fallen into ruin
SARONA: ancient homeland of all humanoids
*TALENTA
*NUMAIR
*RIEDRA
ELDEN: Primal forest frontier, home oof gigantic and ferocious creatures
*AERENA homeland of the Aerenesti elves who revere their departed Ancestors
ZENIS: Mysterious jungles full of the shattered ruins of the giants
KOVAR: land of the FIVE NATIONS, Remnants of the once great Coranus Empire. The Great War that split the empire lasted for almost a hundred years before the Five Nations signed the Treaty of Thalingrad.
*BREELAND Republic and industrial powerhouse
Sharn- The city of towers, largest city in the world of Kovar, at the mouth of the Brae River, Home Port of Silverhands' company
*THRANE Theocracy of the Pure Flame
*KARNATH Military regime that relies heavily on the undead
*ANDAIR Kingdom of magic and agriculture
*CYRE Senate-ruled center of trade and culture
ARGONA:
*EL HAZAR Loose coalition of Pirate Princes
*VALENA roaming grounds of tribes of fierce elven riders
*SHU ruled by the mighty Goliath Clans
*DROM Ruled by the Three Fates, land of monsters
*DAARGUN ancient empire of the goblin tribes, now fallen into ruin
SARONA: ancient homeland of all humanoids
*TALENTA
*NUMAIR
*RIEDRA
ELDEN: Primal forest frontier, home oof gigantic and ferocious creatures
*AERENA homeland of the Aerenesti elves who revere their departed Ancestors
ZENIS: Mysterious jungles full of the shattered ruins of the giants
Glossary
DRAGONS- the dragons of Eberon fall into five major species, which have been in near constant conflict since before recorded history. Dragons are in general solitary creatures with an obsession for valuable items and powerful magical abilities. All true dragons have wings and four legs, can fly, speak, and exhale a powerful breath weapon. The five species of dragon are
Drakus Rex (TIAMAT)-Tiamats are generally a reddish, orange, or burnt umber color with darker markings, thick overlapping scales, large soaring wings, a powerful build, and a crown of horns on the head. Tiamats enjoy high mountainous or dry, hot areas and breathe huge gouts of flame.
Drakus Verdis (BAMET)-Bamets often have a mottled green or brown coloration that blends well with their surroundings, large thornlike spines along the back and at the joints, jagged scales, and short, broad wings for maneuvering between trees. Bamets are very patient dragons and often stalk prey for miles until they grow exausted. They choose heavily forested areas to call home and spew forth superheated steam.
Drakus Torentus (SYBERIS)-Syberis dragons have the most varied coloration of the dragon species, from the pearly white and pale blue to green, lavender, azule, and on to darker shades of navy blue and black-green. Some even have brownish colorations. They have flat, heavy tails for swimming, small rounded scales, and good maneuverabilty in the air, with webbed fronds growing along the spine. A Syberis will roost near large water sources, such as the ocean, or big rivers, defending its territory with bolts of lightning.
Drakus Imperius (KYBER)-Kybers are dull gray, deep violet or black in color, with forward pointing horns, ragged-looking wings that enhance silent flight, and heavy alligator-like scales. They nest in swamps and underground, in the vast caverns of the underdark. Kybers enjoy creating elaborate traps for their prey. They breathe out casutic necrotic energy that saps the strength and eats away at the tissues of those caught in the blast.
Drakus Cerules (AIZA)-Aizas are bright gold or copper colors, often with extensive white markings. They grow long, whisker-like protrusions around the mouth and a main around the top of the head, with branching horns and small fine scales. Their wings are fan-shaped, and they fly similar to a ray in the water. Aizas are expert manipulators, prefer wide grassy plains, and exhale deadly streams of sparks.
FREEROADS- roads criss-crossing the continents of Kovar, Sarona, and Argona have been built with a special magic which cuts the travel time between two places in half. These special roads, known as freeroads, are maintained by the Guildhouse Orien.
GUILDHOUSE- fourteen major organizations that control a broad range of commercial and political interests through magical secrets and abilities. The fourteen Guildhouses are
Guildhouse CANITH- smiths, carpentry, and tinkers
Guildhouse DENEATH- policing and defensive forces
Guildhouse GALANDRA- hospitality, cooking, and innkeeping
Guildhouse JORASCO- medicine and healing
Guildhouse KUNDRAK- banking and security systems
Guildhouse LYRANDER- sailing and weather
Guildhouse MEDANI- detection and surveillance
Guildhouse ORIEN- travel and freeroads
Guildhouse PHIRALIN- farming and forestry
Guildhouse SIVIS- scribes and official communications
Guildhouse THARASHK- mercenaries and exploration
Guildhouse TURANI- entertainment, art, and illusions
Guildhouse VIDALIS- animal husbandry
Guildhouse TARKAN- (unnofficial) thieves, robbers, and assasins
Drakus Rex (TIAMAT)-
Drakus Verdis (BAMET)-
Drakus Torentus (SYBERIS)-
Drakus Imperius (KYBER)-
Drakus Cerules (AIZA)-
FREEROADS- roads criss-crossing the continents of Kovar, Sarona, and Argona have been built with a special magic which cuts the travel time between two places in half. These special roads, known as freeroads, are maintained by the Guildhouse Orien.
GUILDHOUSE- fourteen major organizations that control a broad range of commercial and political interests through magical secrets and abilities. The fourteen Guildhouses are
Guildhouse CANITH- smiths, carpentry, and tinkers
Guildhouse DENEATH- policing and defensive forces
Guildhouse GALANDRA- hospitality, cooking, and innkeeping
Guildhouse JORASCO- medicine and healing
Guildhouse KUNDRAK- banking and security systems
Guildhouse LYRANDER- sailing and weather
Guildhouse MEDANI- detection and surveillance
Guildhouse ORIEN- travel and freeroads
Guildhouse PHIRALIN- farming and forestry
Guildhouse SIVIS- scribes and official communications
Guildhouse THARASHK- mercenaries and exploration
Guildhouse TURANI- entertainment, art, and illusions
Guildhouse VIDALIS- animal husbandry
Guildhouse TARKAN- (unnofficial) thieves, robbers, and assasins
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