The Middle Kingdom
Welcome to Morashtar,
where no boundaries bind your imagination,
where your mind can journey far,
into the dreamscape of the Upper Kingdom,
or the darkest abyss of Acheron.
Explore landscapes vast and untamed,
in the lands of in-between.
Acquaint yourself with wonders unnamed,
and intrigues never before seen,
in a world of violent oceans,
and forest marches of verdant green.
Brave the dangers and deceptions,
with true courage if you dare,
Encounter creatures beyond perception,
beings of dreams and nightmares.
Seek adventures and perils,
amidst the shadows and grandure.
Visit the citadels and castles.
As a King or a commoner.
See the world through the eyes of a fantastic race,
Be it a creature of darkness or of eternal grace.
Come, and let your imagination uncage your mind.
In Morashtar, where no champion gets left behind.
Important Note about Planetary Wards
PLANETARY WARDS ARE CURRENTLY DOWN
To restrict hostilities and invasions between continents, there is a field of energy around Morashtar which prohibits gate powers across oceans and seas. If one is compelled to cross an ocean, they must do so by ship or winged flight. Gating across land in Mephais on the other hand is not possible much as it is overlapped by the gate barrier. That was very likely not an accident inasmuch as the Westfold has been at war with Eastfold for many ages. An ancient Methao Wizard named Proktorees got around the gate barrier eons ago by erecting fixed gate markers of standing stones at various intervals across the lands from the far west to the great seas desert of the far east. Only by these markers can a mage use gate powers to cross the threshold into Mephais, or within Mephais by gating from marker to marker. One can only arrive at a gate marker in Mephais from another continent from another fixed gate set to lock onto one of the these markers.
There are ways around the planetary gate barrier by means of destination if a character (and their player) can discover the methods.
Important OOC Information
Those of you who are considering joining us; Please be aware that MOST page information is for reference. We believe in creative play.
- Character Sheets are for your benefit as well as everyone else's. Please make a character sheet either before playing or as you play.
- Use the bestiary to build your character and familiarize yourself with your chosen character type's abilities and potential.
- Choose or customize a race you are comfortable playing.
- If creating a custom character type, use ATTRIBUTE pages in CHARACTER BUILDING.
- If playing free-form or 'On the Fly' character, choose character race and play by bestiary stats, then add character information, history, skills, powers, traits and abilities to a blank sheet as you play and improvise what character can and cannot do. Level up +1 each time each skill is used three times successfully or ten times unsuccessfully or use forum rank dots to level up.
- If a character type is too complex for your tastes choose another type.
- Also use BESTIARY to see what kind of people, creatures and animals your character can encounter in TMK's environments.
- Refer to the MAPS as you need them to see where your character is going, what is near their present location, or where you wish for them to travel. MAPS come in four types; World, Continent, Area and Interior. Link from larger maps to more detailed areas.
- If something is unlikely or not possible IC, the GM will inform players in a responding post, by E-Mail, and or Message if something is impracticle and offer some more feasible alternatives.
- Use CHARACTER BUILDING and POWER pages to build your character. This can be done gradually, over time, AS your character gains skills and power and evolves, or all at once so you can see upcoming advancements all laid out.
- Use DICE pages if building a character for table top or online dicing with other TMK characters.
- Non-Dice characters gain levels by post counts, and by using each skill, power and ability so many times per level. See XP page.
- Use LANGUAGE pages to name native characters and places, and if you want to post your character speaking native words or language.
- Resource pages, Information and History sections on pages, location information, and log chapters are there to read if and when you wish, have the need, or if you love detail, and its use is optional. It is also there for GMs to use as a game guide.
- When not dicing; Use Character stats and levels as they apply to gauge when an action will succeed by comparing stats against an opposing character's levels and stats. Levels cover powers, skills and abilities while stats cover checks and vital stats.
- When Dicing; If you wish, roll dice to determine an outcome. Dice are level = #d6, highest number of Aces (6s) wins. On a tie, highest number of successes (4-5 = 1 success each, 6 = 5 successes each) wins.
All of the dice information is for dicing and table top so need not apply to SL (story line) characters. Dice are optional, but are good to have in case an issue needs to be settled when a post cannot decide something. Dice can always be added at any time if you want to carry your character to a dice game. Levels can also be gained through SL play via posts and use of abilities. See XP. Characters can be fully developed with character sheets, and or web pages, or be built on the fly through improvisation. See 'Character FAQ for our easy, step by step instructions on building a character.
Like ripples on the water,
those first undercurrents began.
Without cause or provocation,
good, true, and rational men,
began to attack immortals at random.
In Hawker's Fort there was an incident,
then at the Lake of Shadows Inn.
it happened also in Mephais,
then Morendor on the shores of Demon Horn,
hence there was an incident in Hawker's Fort again.
The violence was on the rise,
so too were the deceptive lies,
hence the trust began to crumble,
between the ancients and mortal men.
How did it happen?
What inflamed this unprovoked conflict?
Where did the malcontent all begin?
It was no accident.
It was a dark lord's well conceived ploy,
whose agenda was to enslave,
to subjugate and destroy,
all who stood in his way.
A madman whose own scapegoats were in place;
Minions who would take the fall,
if his designs were uncovered.
whom should his schemes miscarry,
bear the weight of his disgrace,
and shroud him from discovery.
Yet despite his carefully wraught plans,
the Prince of Hawker's Fort,
and the first Knight of Castleguard,
had their own suspicions.
Men they had known all their lives,
who had been steady as the cliffs,
which held back the ocean,
had suddenly lost all regard,
and committed acts which could not be forgiven.
The word possessed was uttered by Castelarn's first knight,
who arrested his own man at arms.
A loyal, devoted and honorable Knight of the Castelarn.
The penalty for those crimes he committed,
on an innocent immortal woman,
was death by execution.
He witnessed the beheading of his brother, his friend,
as the sun spread its blanket over a red dawn.
More and more the word possessed was being heard on the streets.
There was no rhyme or reason to these senseless deeds.
A man reported that his brother had acted as one possessed,
when he stabbed a vampire in a dark alley,
A woman said her husband was possessed by violence,
when he killed a kind young demon.
Trust had always been shaky,
between the short and long lived.
The fragile trust had been splintered,
and quarrels were harder to forgive.
Some men suspected what was going on.
The king, the Prince, and their knights of Castelarn.
Was it enough that they knew?
Not without proof.
Meanwhile the demons swayed the hearts and persuasions of their allies,
and in secrecy wove a web of conspiracy, deception and clever lies,
Could they gain the support needed before the mortals got ahead of it?
Would the demon apartaid mass the numbers needed to prevail?
Or would all their efforts to oppress and own mortal-kind fail?
Be one of those who takes this journey,
into this undiscovered country,
Be a part of history as it unfolds;
Be among those who shape the fate of a world.