Post by David on May 16, 2020 16:19:36 GMT -5
The strange group of companions (Connel MacHamish, the young man Gabriel, Gimble Gemnose the gnome, Gretle the alchemist, Ra Ma Lon the world wanderer, Ramson son of Domar, and Saundra the Enlightened) tend their wounds and then retire to a luxurious, well-appointed linen closet to sleep on pillows of the finest silks and cottons they can imagine. Their dreams are vivid and insightful...
Flying through the sky, you see yourselves alone, soaring over the tree tops of a dark, forested land with small, scattered islands of human civilization amid vast untamed wilderness. This is a strange, mundane world, nearly free of monsters of the non-human variety yet also largely bereft of magic. A powerful faith dominates all life. But it is better than where you were. Here you may flourish again and reveal in your magical powers...
Your family settles Laterre for a time, centuries pass, enough generations that you forget that the blood of immortals flows through your family's veins and your ancestors quested with godlings. Ever eccentric, your family has a true gift for the mystic arts and are particularly called to the Dark ones as well as secrets humanity is Not Meant To Know. Lycanthropes and vampires swirl around the lives of the family d'Amberville...
The followers of the simple god are not happy. They reject your sorcerous gifts. They accuse you of the truth, of delving into dark places and alien horrors beyond time. Of tampering with dangerous, mind-bending powers too mighty to contemplate. Magic is forbidden and your family is hunted to the brink of extinction...
Desperate, you flee between dimensions, to another world, the homeland of a family friend. Here in Glantri, wizardry is respected and honored. No more must the Ambers hide their awesome gifts. You thrive here, strangers in a wonderous new land awash in dweomercraft, and you bring a certain colorful, bombastic, quirky, elitist, larger-than-life aesthetic from your theocratic homeland...
Soon, indeed, after but a few generations, the nation of Glantri finds itself falling into the hands of la famille d'Ambervilles, each new Prince a member of the Council. There are concerns, scheming, and a curse. The twins, mightiest wizards in untold generations, Stephan and Etienne unleash a counter curse. And all dissolves into the dreaded mist, with dark-hearted beings of a similar, tainted nature...
Floating in an island of gray mist, the family dwells in their palace outside of time. Ever comfortable with esoteric magics banned to mortals, to conepts outside of human understanding, the family turns in on itself, gives into its strangeness, trapped but unwilling to succub to boredom. Near their forebearers and almost within sight of the horrors Beyond, trapped forever like bugs in amber, until...
Heroes from beyond these worlds, drawn into a strange web of destiny and fate, woven from the complicated tapestry of the history d'Ambervilles, each individual somehow distantly tied to the family's history, light or dark.
Good morning
Flying through the sky, you see yourselves alone, soaring over the tree tops of a dark, forested land with small, scattered islands of human civilization amid vast untamed wilderness. This is a strange, mundane world, nearly free of monsters of the non-human variety yet also largely bereft of magic. A powerful faith dominates all life. But it is better than where you were. Here you may flourish again and reveal in your magical powers...
Your family settles Laterre for a time, centuries pass, enough generations that you forget that the blood of immortals flows through your family's veins and your ancestors quested with godlings. Ever eccentric, your family has a true gift for the mystic arts and are particularly called to the Dark ones as well as secrets humanity is Not Meant To Know. Lycanthropes and vampires swirl around the lives of the family d'Amberville...
The followers of the simple god are not happy. They reject your sorcerous gifts. They accuse you of the truth, of delving into dark places and alien horrors beyond time. Of tampering with dangerous, mind-bending powers too mighty to contemplate. Magic is forbidden and your family is hunted to the brink of extinction...
Desperate, you flee between dimensions, to another world, the homeland of a family friend. Here in Glantri, wizardry is respected and honored. No more must the Ambers hide their awesome gifts. You thrive here, strangers in a wonderous new land awash in dweomercraft, and you bring a certain colorful, bombastic, quirky, elitist, larger-than-life aesthetic from your theocratic homeland...
Soon, indeed, after but a few generations, the nation of Glantri finds itself falling into the hands of la famille d'Ambervilles, each new Prince a member of the Council. There are concerns, scheming, and a curse. The twins, mightiest wizards in untold generations, Stephan and Etienne unleash a counter curse. And all dissolves into the dreaded mist, with dark-hearted beings of a similar, tainted nature...
Floating in an island of gray mist, the family dwells in their palace outside of time. Ever comfortable with esoteric magics banned to mortals, to conepts outside of human understanding, the family turns in on itself, gives into its strangeness, trapped but unwilling to succub to boredom. Near their forebearers and almost within sight of the horrors Beyond, trapped forever like bugs in amber, until...
Heroes from beyond these worlds, drawn into a strange web of destiny and fate, woven from the complicated tapestry of the history d'Ambervilles, each individual somehow distantly tied to the family's history, light or dark.
Good morning