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    SEASON TWO

    KARTHMERE

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    FACTIONS

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    HAMMERFORGE

    Capital: Hammerforge Empire

    Race: Dwarf

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    A feudal clan of dwarves who welcomed all dwarven kin to their empire. This mighty dwarven empire fell apart due to personal differences between the dwarves and later fell to the swarm.

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    THE BLACK COMPANY

    Capital: The Black Keep

    Race: Mixed

    A mercenary group from Aeston Isles. Mercenaries for hire. Getting the job done with no strings attached other than payment. The Black Company is not here to make friends. They're here to get paid.
    ​ Accepting recruits of all races other than elves.

     

    BILECHUGGERS

    Capital: Castle Braxis
    Race: Goblin

     

    We do not hate life. We need life. We feed off life. For without life, there can be no Rot, no decay. Life is the gateway to the Rot.

    The Ruins of Castle Braxis have found new owners

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    LAKETOWN

    Capital: Lake Town
    Race: Mixed


    A town made up of independent allies and merchants living together for peace and prosperity. Lake Town is run by an elected mayor and accepts all individuals looking for a home and a job. 

    THE PIXIES

    Capital: Witchlight Hollow

    Race: Pixie (Elf Buff)


    Very little is known about this capricious faction, for most sightings of them seem to be limited to glimpses through the undergrowth and cackling laughter through the trees. 

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    MORAG TONG

    Capital: New Ald'Moraa

    Race: Drow

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    A band of nomadic drow, known to travel the realm with exotic and rare items to trade. They are accepting of other drow kind but only seem to tolerate the other races at best.

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    SHARKTOOTH SHIPPING CO.

    Capital: Bootstrap Bay
    Race: Goblin


    Sharktooth is a goblin faction comprised of survivors of Aeston Isle's Sharktooth Shipping, and survivors of Karthmere's goblin xenocide. SS was known in Aeston Isle's for their shipping and trade services, who knows if their new members will have a differing agenda.

    THE SHROUD

    Capital: The Shroud

    Race: Mixed

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    The Shroud is a mysterious faction in the farthest reaches of the Northern mountains. The rumours go that The Shroud is a haunted place, where one can’t help but feel like the air is somehow heavier. 

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    SONS OF THE CROW

    Capital: UNKNOWN

    Race: UNKNOWN

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    A anarchist band of bandit rebels tired of the King and Nobles and what they view to be a corrupt system. The Sons of Crows ask all citizens tired of the political system to join them for a 'redistribution of wealth'.

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    WARSONG CLAN

    Capital: Thunderbluff
    Race: Orc


    Survivors from the mighty Warsong Clan of the Karthmere of old. They rebuilt on Karthmere but eventually their warsong lead them to sail off to the west in search of their higher purpose.

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    TALA'DOREI

    Capital: Nightspire Hold

    Race: Elves, Drow

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    We call ourselves the "Tala'dorei", or "Children of Survival" amongst other tongues; we are a people reforged on this new world, formed from the remnants of Kal'dorei survivors.
    We call out to all elves, particularly those of our fellow Kal'dorei, and other like-minded elven kin. Seek us out and we will find you along the banks of the great river, together we can carve out havens for our peoples and drive the barbarians out.

    THE SANCTUARY

    Capital: The Sanctuary
    Race: Unknown


    A group of exiled Shamans who had founded a new sanctuary in Karthmere. Their temple was open for all those who are spiritually inclined or wish to meditate. Their temple and its shamans were consumed by the swarm.

    WOODLAND HOBOS

    Capital: StrangeMan Keep

    Race: Mixed

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    A mixed race group of outcasts, exiles, and hobos living in the self named HoboWood. All are welcome to their lawless, but friendly lands. 

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    ZHAZHDA KROVI

    Capital: The Necropolis

    Race: Undead (Drow Buff)

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    There are those among us whose death was not their first, whose life was not their last, and whose thirst cannot be quenched. From the Necropolis the Zhazhda Krovi watch, stalk, and prey upon the blood of the living. All those wishing to be turned may seek these vampires out.

    TOAD LICKERS

    Capital: Amphibious

    Race: Goblin

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    On Aeston Isles the Toad Lickers were a kingdom of religious zealots, known for their peculiar devotion to both amphibians and the demigoddess Nienna. Now they are in unknown lands and without their demigod. Who knows what path they will take.

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    SUNDEW

    Vassalage: None

    Race: Mixed

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    A small and peaceful estate named for the sundew flowers common to the area. Sundew is home to mixed race settlers who were formerly under the Vassalage of Hammerforge Empire.

    THE LEAGUE OF MERCHANTS

    Capital: Port Hansa

    Race: Mixed

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    Port Hansa was owned and operated by a neutral faction of traders, aptly named the League of Merchants. The port served as a trade hub, and a neutral place for the factions to negotiate deals and speak to one another in relative safety. When the inhabitants went strangely quiet, Moon Cove settled on the abandoned land.

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    IUSTA

    Capital: Sapientiam

    Race: Mixed

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    Formerly The Vanguard - Fearless mercenaries just east-northeast of the Redwoods mountain. The Vanguard name is but ashes, with a new leader comes a new name and purpose.
    Iusta will hold the scythe and create a farm on the land of Sapientiam as a way-point for the weary. Iusta shall take up the quill and write the stories of the people, be it of their flame, or their ashes. They accept any lost souls into their midst should they wish it so.

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    DAEL & GNIMPS CO

    Capital: UNKNOWN

    Race: Mixed

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    A human and goblin team of assassins working out of Coin's Summit near Oriinshire. They claim to be an elite team willing to complete almost any job for coin.

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    FELLMOORE

    Capital: Fellmoore Copse

    Race: Mixed

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    A small and resilient family of farmers surviving on Karthmere. They are accepting of all walks of life, backgrounds, and races as long as those individuals would help them grow their farm and their family. 

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    HORNS OF TYR

    Capital: Odinn's Charge

    Race: Dwarf

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    A new dwarven clan born from the threat of chaos and war in Karthmere. They believe that the dwarves of Karthmere stand their best chance unified in these dark times.

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    KARTHMERE (LORE)

         The continent of Karthmere can trace its long and bloody history all the way back to the mortal realms of men. The Burning Isles were a chain of Islands that empires past would call home. The Burning Isles were controlled by 5 great Kingdoms. The Kingdom Of Old Ashton represented the race of Men. Clan Silverbeard would represent the race of Dwarves. The High Elves of the Kingdom Of Rathleverus would represent the Elven Races. The Orc Knights of Chapter House Corthug would represent their kin. And the the savage goblins of the realm would be represented by scattered warring tribes. 


         The Burning Isles enjoyed decades of peace and prosperity but years of consumption would eventually lead to a shortage of every major resource. Famine and plague would turn the once peaceful Kingdoms of the Isles into war torn empires fighting for survival. Enter Karthmere, the new world.

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         An island at the far edges of the Burning Isles, Karthmere would prove sustainable for the dying races of the old world. But who would control this prosperous continent? Early settlers of Elves and Men would be the first to settle, living in relative harmony. The dwarves would come next and with them they would bring Great War machines. Then came the orcs and goblins, forming an alliance out of necessity for survival. Political strife would eventually lead to a world war where every race was at odds with each other, bickering and infighting would plague the once great empires and a fight for crown would ensue. 

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         Only one Empire would be able to control this new country. In the late age, rumors of a great and powerful artifact would cause Lancaster Of Old Ashton to investigate. He would send his most powerful wizards to search for it, the throne would be his at any cost. After years of searching Lancaster would finally find it, deep within the sprawling caves of the continent. With the Realms of men dying, Lancaster would touch the artifact and gain great power, bringing it to his keep for safekeeping. The artifact would bring the Kingdoms who did not control it to their knees through mysterious power, they had no choice but to submit to their new king. King Lancaster Of Old Ashton would reign supreme and a short age of peace would begin. Lancaster would build up the island, constructing great work in tribute to himself, including the great arena of the king. But the power he wielded would corrupt him.

     

         Over time the madness of the King would become ever more insidious and each race would fall victim to his wrath. The King turned on his closest allies first, enslaving the Elves of Rathleverus. The Goblins were deemed too savage and became his next target. Lancaster had each tribe rounded up and systematically exterminated. The King would then start war with the Silverbeard Dwarves and the Knights of Corthug and the island would fall into despair.

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         As his cruelty grew, so did the Mad King’s carelessness. The artifact was lost during the war. With the power of the artifact no longer protecting the realm, the war would rage for millenias and claim millions of lives. With the destruction of their species imminent if war was allowed to continue, a small group of Orcs, Elves, Dwarves and Humans banded together to find a way to put an end to the war and the King’s madness once and for all. The great wizards and sorcerers from each race were brought together to summon otherworldly help.

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         We demigods have sat in our realm and watched the chaos unfold from the beginning, forbidden from meddling in mortal affairs. The wizards would tear a hole between our realms and summon us in a desperate plea to find the artifact of the chosen that was lost long ago. It was their last hope to restore peace, their last chance at survival.

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         No longer content to sit idly by during the suffering of this mortal realm I made a choice, for all of us, we would find the artifact. As we descended upon the location of the lost artifact, the great one would appear to us. We were too late. As punishment for interfering Karthmere was purged in holy fire and Godly wrath. We were forced to watch as the remaining survivors begged for the Gods forgiveness, ultimately turning back to war and depravity when their pleas went unanswered. Karthmere, now an uninhabited wasteland, would end up being our prison. We found that our souls had been bound to the artifact and we could no longer leave this realm. 

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         Any attempt to appeal to the Great One would always result in the same answer. He would simply warn us: A King must always hold and protect the artifact. 

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         Early into the first age, an ethereal ship would appear off the coast, its presence unfelt by the demigods. What manner of sorcery is this? 

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    Nienna would send the surviving souls of Aeston Isles into the godly realm, drifting for what seemed like years, but was actually hours, the souls would unexpectedly reach their new home, the continent of Karthmere

    SEASON 2 SUMMARY (OOC INFO)

    Pre-Season.

    Souls from Aeston Isles (Season 1) arrive on Karthmere's shores. Nienna, ferrier of lost souls, now uses this land as a new purgatory. The souls here can not truly die, they must prove themselves worthy of heaven or hell and pass over. Survivors from Aeston Isles quickly spread out and lay small claims to the land.

    Week 1.

    The shock of an influx of new visitors, and the aftermath of Aeston Isles cause many survivors and locals to team up and form mixed race factions despite Karthmere's past problem with race wars. Many choose to use Oriinshire, home to the demigods, as a neutral meeting territory. There they are warned by the demigods that a King must always sit on the throne, and the demigods carefully ensure that this happens.

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    • In the farthest reaches of the frozen North, a mysterious temple known as the Shroud stirs with life at the arrival of newcomers to their island.

    • The orks of Aeston Isles team up with the Warsong orcs, helping them rebuild Thunderbluff in the West. 

    • The dwarves build next to them in the north, forming the Hammerforge Empire

    • The goblins of Aeston Isles carry on their respective factions: Sharktooth Shipping and the Bilechuggers

    • A group of Drow traders take up residency in the Northeast, hoping to put some large walls in between themselves and the uncouth outsiders as quickly as possible

    • In the valley below them, many factionless individuals seek each other out to build a peaceful community on the lake. Lake Town becomes a well known trading hub.

    • Travelers passing through the forest often tell stories of mysterious sightings of mischevious pixies.

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    Week 2.

    More and more people trickle in, brought in on Nienna's ship. There is an uneasy peace in the land. No one wants to be the first to attack, and many prepare their buildings for the inevitable first strike. They bring that cautious energy to the coronation festival the demigods put on every 2 weeks. The Pixies win the crown and cause quite a controversial uproar. Many believe that a monkey has been crowned. The Pixie King decrees that caves remain unblocked, and that pants are forbidden on fridays. 

    • Vanguard, Sanctuary, and the League of Merchants come to the land. Newly lost souls.

    • Amphibious, another goblin faction from Aeston Isles, cautiously rebuilds in the familiar swamp lands.

    • The Black Company, another faction from Aeston Isles long believed to have been destroyed in past wars, suddenly appears again in a new Black Keep. 

    • New and old factions alike start expanding slowly. Warsong and Hammerforge take on vassals including the Exiles of Aeson Isles and Sundew.

    • Lake Town is visited by unknown creatures at night, nothing is stolen but blood. Rumors of vampires are rampant.

    • Shroud temples begin cropping up throughout the land.

    Week 3.

    With the Pixie King ruling over the lands and the demigods at his bidding, indignant whispers can be heard throughout the lands. Many are still too afraid of being the first to attack, so the citizens of Karthmere communicate in secret. Lake Town, the prospering merchant hub, becomes a secret black Market. They hire Black Company to protect them from the increasingly frequent night attacks.

    • Felllmoore Copse, a farming village, has had rumors surrounding them about the harboring of the Sons of Crows: a group of rebels plotting to overthrow the King.

    • Tala'Dorei, a group of night elves, begin to claim the land nearby.

    • Sharktooth Shipping continues to expand their borders in preparation for their plans to win the crown for themselves

    • Hammerforge Empire falls apart due to internal tribe conflict. The dwarves scatter.

    Week 4-5.

    Sharktooth Shipping wins the crown at the latest coronation festival. They keep the royal decree from the last king about no cave blocking, and add that all citizens of the land must have a  mailbox. As a shipping company, it makes sense, and yet strange notes start appearing in the mailboxes as soon as they are built. Black Company finds the vampire keep and attacks them, wiping out their precious nocturnal animals. The mayor of Lake Town, emboldened by his recent victories and prospering black market, hires their favorite mercenaries to steal the crown. Sharktooth has their own questionable ideas for the crown, and make plans to secure a 2nd term for themselves at the next coronation.

     

    The elf faction, Moon Cove, marches on Port Hansa and the League of Merchants to evict them. They arrive to a ghost town, the merchants are strangely no where to be found.

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    The orcs of Warsong make preparations to voyage away from Karthmere, believing their destinies to be elsewhere.

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    Vagrants and outcasts unify in the forests, claiming it as the Hobowood. Although seemingly simple ruffians, there are odd rumors and accusations of sorcery following the Hobos.

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    Black Company, not one to fail their contracts, declare War on Sharktooth for the Crown. 

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    Sharktooth and Black Company visit each faction in the realm, gathering allies and attempting to scare off the opposition.

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    Makeke, Mayor of Lake Town who contracted Black Company to retrieve the crown, flees Lake Town fearing they may suspect him.

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    Across Karthmere, strange earthquakes have become common. 

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    Week 6.

    Black Company marches on Sharktooth Shipping. The siege is drawn out, Black Company preferring to play cat and mouse with their enemies. They are joined by the Hobos of Hobowood. Sharktooth is joined by many allies. The earthquakes have become ominously frequent. The day before the siege, the ground across from Bootstrap Bay splits and a rift opens up. Thousands upon thousands of spiders, worms, and bugs crawl forth.

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    Black Company continues their siege, ignoring the odd happenings across Karthmere as they suspect Sharktooth may be the cause.

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    Black Company successfully infiltrate Sharktooth's Keep. Unfortunately X is killed in the middle of negotiations, drawing out the war longer. Black Company retreat for the night. They are too late to stop Sharktooths true intentions however. For nearly 4 weeks they had been siphoning the power of the King's artifact into an artifact from their old God, Andas. Andas was the Chaos Demigod from Aeston Isles, who sadly perished in the final battle for the Isles against Vexor the necromancer. In an attempt to resurrect their cherised God, Sharktooth Shipping had resorted to dark magic. They tricked and sacrificed Lurz the Honourable, one of the demigods of Karthmere. The unexplained missing persons across Karthmere - also sacrifices to power the artifact. And the blood spilled in Black Company's siege was the final power they needed. With the power siphoned completely, the chaos artifact was put to work, calling a Chaos God from the depths of the Underworld. But Andas was trapped beyond reach, so another Chaos God was sent in his place. The Chaos Witch Illiax.

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    Week 7.

    With the artifact destroyed, the demigods bound to Karthmere were freed. Many left, but Avron, demigod of Greed stayed behind. Tied to Karthmere by his love for some of the mortals there. 

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    The Gods who had bound them, were furious. The lands trembled, the seas boiled, and the skies thundered with their anger. The Chaos Witch thrived, spreading her swarm across Karthmere.

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    Other gods were sent to Karthmere as well, as punishment for Karthmere's actions.

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    The Angel Raphael attempted to build a temple on Karthmere to help the poor souls their, but was quickly banished, his wings torn off.

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    Many factions have been lost to the swarm and the smiting. The remaining factions have formed a council to attempt to find a way to stop the Chaos.

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    An old race, older than the crown, has awoken due to the changes in Karthmere. A race of high elves, living in the frozen north.

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    Meanwhile Sharktooth and Black Company continue to war. Sharktooth surrendered them the crown but refuse to bow down to their new King. 

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    Laketown has been taken up by new leaders, The Zhazhda Krovi. The vampires who stalked them by night, now rule over them. They give them protection in exchange for a blood tax.

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    Week 8

    CURRENT WEEK

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    THE DEMIGODS

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    AVRON, DEMIGOD OF GREED

    CHAOS WITCH ILLIAX

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