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Breddik Pass.

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#1 brewcrew

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Posted 01 July 2013 - 08:52 PM

There are areas for just about all the races, ie Kantele for elves.

 

With so many halflings around the realm, where are they from?

So with that in mind I figured i would just spitball some stuff on here.

 

Work in progress, feel free to comment add descriptions, bosses, drops, or whatever. Feedback is appreciated!

 

Breddik Pass.

 

Located far beyond Mount Sentant, a small village of Breddik Pass is nestled safely among the rocks and treeline. For years the people of Breddik have been sending their young out into the world of men to prove themselves, and gain glory for their families. The halflings who live here are hard working folks. They trap much needed skins from the wilderness to sell to the realms. Their small size and speed makes them more than suited for the task of traipsing through the forest unseen, hunting the wildlife that lives there.

 

One fortuitous day, an eager halfling child off on his first hunt impatiently waits for his elder brother to wake. Jerle is ready to hunt his first stag. He has been the top disciple of famed huntsman Kormik Half-fingers. While waiting for his brother to greet the day, he sees a white stag. An omen to the halfling people, he decides to follow it into the forest. Unbeknownst to Jerle, a sleeping entity rests within the forest of Qui'lar.

 

Moving as fast as he can, Jerle quickly catches up to the stag. Weary of his surroundings he realizes the stag has taken him too far.

 

He is standing in the middle of the ruins. Since he was a youngling he was told to stay away from the ruins. As children halflings are taught that the ruins without name house a great evil that once ravaged the land. The halflings of Breddik pass live in the remote wilderness to protect the secret of the runes, and to safeguard the evil that lies dormant. No living soul has set foot in the ruins for hundreds of years, until today.

 

Most halflings believe that the story of the ruins, and of the village is just that a story. Even so, they still have reservations about the ruins. There is an eerie aura surrounding the grove and the people of Breddik instinctively stay away.

 

....Back at the village.

 

Jorn is finally waking, reluctant to open his eyes. He had too much mead last night at they 7 sons tavern. Now he has to get himself ready to take his youngling brother out on his first stag hunt. He should be excited, but the thought of spending all day with his younger sibling while hung over detested him.

 

His brooding was cut short by a blood curdling scream echoing in the distance. As Jorn quickly dons his tunic and breeches, he runs outside just as a beam of green light shines brightly from the forest. Time seems to stop as a darkness can be seen through the middle of the green haze. Pulsing through the void the Black Spire slowly makes its way back to the land of the living.

 

Slowly Jorn realizes that the scream he heard came from the forest and it was his brother....

 

"ELDER! What is this? We need to go into the ruins, my brother was in there!" Jorn pleads.

 

Elder Dribb contemplates how his people will react to the secret passed from elder to elder, as his village is frantically pleading for answers at his feet.

 

"Calm thy selves, Jorn you must have patience if Jerle is to be saved. Listen now and listen well, for centuries we have guarded the Ruins of No Name. Last we are, the ones who remember and safeguard all the world from a terrible evil. The other races have forgotten, too long have they had to their own devices. Too introspective the races have become. All save us. Centuries ago, a terrible plague swept across the land. Mages of the highest order, in their quest for power, stumbled upon a darkness that almost eradicated all life. The leader of the Order of Wyrda, an elf named Arashi, and his disciples discovered an untapped well of magical energy. This branch of magic was forbidden by all the laws of nature. It required the spell worker to channel the energy of death. The Order of Wyrda unearthed the darkest secret of magic, a secret all magical guilds once strived to protect, but ultimately forgot. And thus Necromancers were born into the realm of the living.

 

The Order of Wyrda, Arathi and its followers were seduced and tainted by their lust for power. And thus Arathi and his disciples became Minions of the Void. They became more wraith than man, every time they tapped into the Well of Souls within the void they became more and more corrupted. They waged war against every nation, every race, and tore a swath of destruction so large that all life was at the precipice of extinction. Until the council of races pulled all their knowledge and resources into one final assault. It was a risky gamble, the last recourse of a dying world. Every race gathered together to perform a spell, a spell so powerful that it would change the face of our realm forever.

 

As the Army of Races marched upon the Black Citadel in what is now our own Forest, they prepared themselves for their last stand. All life left in the world poured all their energy, magical and life energy itself, to banish The Order of Wyrda from the realm. The Black Citadel, once an institution of higher learning, corrupted and now perverse, was the last hope of all life. The spell woven by all, opened the void and encompassed the darkened spire, banishing the Necromancers and their ilk into the void from whence their power is derived. The spell served another purpose, wiping the memory of their destruction from the minds of the races.

 

The memories were too frightening to hold on to, life would not be able to move on if the knowledge had been allowed to remain in the world. So the races decided to banish the memories with the Spire, except for our ancestors. Our homeland had been utterly destroyed by the War, and our leader Elder Kvost, had been appointed with the task of protecting the portal into the void, and our ancestors settled here in Breddik Pass. Now is the time we must fulfill our promise. To protect the world of the living, from the dead.

 

We must recall our kin from the world of men, it falls upon us to lead this charge. Jorn, you must gather our kinsman, bring them back here as we prepare to confront this sleeping evil.

 

While other races forget the dangers of the forest and of the ruins of no name, never can they say that we have forgotten our duty. NEVER WILL THEY SAY OUR HONOR IS TAINTED. NEVER WILL THEY SAY WE DID NOT FIGHT TO OUR LAST!!!!!!!!!!!!!!!"

 

 



Also was thinking this area would be Halfling only, which is why the story goes the way it does.


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#2 brewcrew

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Posted 01 July 2013 - 08:58 PM

Also, I thought this would be a good way to explain why necromancers are no longer part of the game as playable classes lol....just a thought


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