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KammeryndHouse Rules Rangers! We got right on our Side!
Carved forty years ago from the northern frontiers of Gastron, the Sovereign Duchy of Kammerynd stands as a bulwark against the forces of the wild north, who periodically seek to conquer the rich southern lands. Kammerynd guards the Gateway to the Plain of Heroes, a vast wasteland which contains the remains of those who have died there over the last millennium to keep the South safe. House Rules (updated 2003/11/12)Coup de Repose Feats Puzzling situations Weapons of Quality d20: Ability Scores d20: Health Check d20: Luck d20:Unconsciousness, and Death These are the rules changes that are used on the continent of Koehpahr. Rangers! We got right on our Side! (updated 2003/11/12)1002 Late Autumn- A Brief Recap Wardens of Kammerynd For forty years the Duchy of Kammerynd has stood as a bulwark in the north, protecting the rich farmlands of Gastron from the forces of the Lich Lordes of Golysmir. For all of this time, the Forest Duchy's lands have been coveted by the Slaver Dukes of Molhi and Molkai. The Molaerans raided ceaselessly over the great escarpment that separates Kammerynd from its arid neighbors. For fifteen years the villages of eastern Kammerynd suffered these raids until Leander McNelly, a priest of Forseti took up the sword, and recruited a force to protect his flock. For the next decade Leander and his Wardens patrolled the borders from Gastron to the Plain of Heroes. Then came the Lich Wars, when Golysmir attempted to invade through the Gateway to the Plain. McNelly's Wardens were pulled off of the border to aid in stemming the undead tide. After two years of hard fighting, the northerners were turned back, though the people of Kammerynd had paid a terrible price. One in ten of the civilian militia was slain on the f [ more... ] |