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Dice Lore: People, places, and interesting things of The Underways of Gethamane

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The City of Gethamane

Currently known facts:
Entry into the city of Gethamane is through the great onyx doors that close off the underground city from the world. The doors themselves stand thirty feet high, and when open is wide enough to allow a yeddim through unhindered. The doors open to the slightest touch, but cannot be budged by the strongest of blows. The doors are bound and inlaid with jade of all colors, runed with other magical metals that resist all attempts to divulge their meaning, or even their removal.

Introduced Fact: Deunan has partially deciphered the glyphs that rune the doors and the caverns themselves, as they appear to be a created language that can still be vaguely tracked back to Old Realm if one were to do an indepth study. Or be a Supernal Lore Solar... Currently still an 'unknown' language, but Deunan can decode parts of it with an Int+Linguistics Difficulty 3.

The tunnel into the city goes nearly a hundred yards in, before opening up to a vast cavern, twisting with stalactites and stalagmites that nearly touch each other. Vast darkness would greet a newcomer, except embedded into the rock are three foot tall flat black stones that glow with a cold light.

This is the first, highest level of Gethamane. Here is where what traders there are come, generally the Guild and the slave trade. The people of Gethamane trade furs, meats, gathered flora, and the occasional sorcerous item wrested from the depths of the Underways.

Gaining access to the lower levels of Gethamane require one to go through carved entryways in the stalagmites of the first level. Pathways from here lead down further into twisting tunnels that open up into smaller rooms and caves.


The second level of Gethamane is considered the Administrative section of the city. Here, the council and others run the city, enforcing the three laws.


The third level contains the pathways and chambers that make up the homes and living quarters of the people.

Introduced Fact: The Drunkard's Walk is a tavern on this level, and has some of the best, and most interesting, brews of alcohol. Known well enough that even those outside the insular population are willing to brave the wariness of the people to try a beer made from Garden mushrooms. Mushrooms that, when fermented, tend to have a staggeringly wild set of properties.


The fourth level is forbidden to Outsiders, as here larger caves give way to small fields of blue-lit grasses, and nestled in those grasses are the mushrooms that feed Gethamane. These are the Gardens of Gethamane, and it is through these Gardens that the people survive.

Riddled throughout all four levels of Gethamane are additional passages that bypass all levels and go directly to the Underways, the maze of caves and tunnels that cross under what is likely most of the Groaning Mountains. Most of these passages have been collapsed, some multiple times. All are guarded, for sometimes the monsters and unknown creatures that call the Underways home rise up...


Specific questions:
Slavery: Allowed, but usually held to the more rich as slaves are not considered citizens of Gethamane and therefore do not automatically receive a share of food from the Gardens. Any child that is a union of a citizen and a slave is a citizen. A child of born of two slaves is a citizen as well. Children born in this way are usually adopted out.
 
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Notable People

1. Gethamane
The Council of Twelve:
The ruling council of Gethamane, it is they who make most of the cities final administrative decisions. On the council are five Farmers, five Gatherers, and two Traders.


The Farmer's Guild
Each family that is involved in the farming of the mushroom fields is a member of the farmer's guild. The guild is tasked with ensuring everyone in Gethamane receives enough food to live off of, as the mushrooms are technically sufficient to live off.

The heads of the five largest families are usually the five farmer members of the council.

The Hunter's Guild
The hunter's guild is made up of those individuals who leave Gethamane to scavenge and hunt outside the city. Sometimes entire families, sometimes a single person from a much larger family of farmers. The five oldest hunters are the members of the council.

The Traders
While not a guild per se, the Traders are all those who deal with Outsiders, and usually play middle man to the rest of those living in Gethamane when they want to gain something outside their own means. The two Trader positions on the council are bartered for and sold, much like any other commodity.
 
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The Underways

A mishmash maze of tunnels that go underneath the city of Gethamane. Strange monsters roam these tunnels, occasionally forcing their way to the city itself and taking victims. No one has ever mapped these tunnels fully, and none have ever discovered the reason for the monsters.
 
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Duncan Hayat

  • demian.jpg Name: Duncan Hayat
    Caste: Dawn
    Supernal Ability: Martial Arts
    Age: 23

    Attributes
    Str: 3
    Dex: 5
    Sta: 3

    Cha: 2
    Man: 2
    App: 3

    Per: 3
    Int: 2
    Wits: 4

    Abilities
    Archery
    *Athletics: 3 - Feats of Strength
    *Awareness: 4 - Join Battle
    Brawl
    Bureaucracy
    Craft
    *Dodge: 1
    *Integrity: 1
    Investigation
    Larceny
    Linguistics: 1
    Lore
    **Martial Arts: 5 - Swords
    Medicine
    Melee
    *Occult: 2
    Performance: 2
    *Presence: 1
    *Resistance: 3 - Resisting Pain
    Ride: 2
    Sail
    Socialize
    *Stealth: 2
    Survival: 2
    Thrown
    War: 1

 
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Tepet Deunan

  • 120597.jpg Name: Tepet Deunan
    Caste: Twilight
    Supernal Ability: Lore
    Age: 31

    Attributes
    Str: 2
    Dex: 4
    Sta: 2

    Cha: 3
    Man: 3
    App: 3

    Per: 4
    Int: 5
    Wits: 2

    Abilities
    *Archery: 1 - Bows
    Athletics
    *Awareness: 3
    *Brawl: 1
    *Bureaucracy: 1
    Craft
    *Dodge: 5 - Ranged Opponents
    Integrity: 1
    *Investigation: 1
    Larceny
    Linguistics: 1
    **Lore: 5 - Research
    Martial Arts
    *Medicine: 1
    Melee
    *Occult: 5 - Sorcery
    Performance
    Presence
    *Resistance: 1
    Ride: 1
    Sail
    Socialize
    *Stealth: 1
    Survival: 2
    Thrown
    War

 
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Maximillian Ashburn

  • MaxBurnSerious.png
    Name: Maximillian Ashburn
    Caste: Night
    Concept: Underworld Brawler
    Age: 20
    Supernal: Dodge
    Hometown: Port Calin

    Background
    Max grew up in Port Calin as the child of a coal miner and a minor bureaucrat. With an older sister and younger brother, the boy was often left to his own troublesome devices as a kid, getting dragged into fights often from school age and well into adolescence. Shortly before graduating primary school, however, what was once a fairly stable home, turned to turmoil when his mother came down with a sudden illness. Max dipped out of school to watch over his ailing mother for two years while the family supported his older sister Liz in finishing school and younger brother Alan in primary school.

    Given old habits, it was a matter of time before Max began wandering out of the house while his mother lay in bed rest while his father worked the mines. Money'd been hard to come by and so Max ran with a few different street crews, mostly swiping small bits here and there off of passing nobles. Eventually, Max walked off the street and into the fighting pits, growing tired of petty crime.

    Underground fighting was legally frowned upon, mostly due to the brutality and deaths. For Max, it was what helped him feel most alive, weaving around the clumsy, battering the arrogant. The adrenaline, the achievement, the perfection of self... all of it drove his hunger for more. Eventually, the risk and reward method of earnings became too much, when the father came home late, missing a leg.

    From that day til Exaltation, Max took jobs as a personal guard and consultant for higher class thugs, making some contacts with bigger crime lords and some dirty merchant princes. It didn't always come with the high prize purse like the underground fight club, but it was stable, reliable, and mostly safe... so long as cooler heads prevailed. The bosses and associates often spoke of the benefits and virtues of Guild enlistment, Max shirked such invitations well into adulthood, seeing himself as somehow cleaner from his disassociation with the roots of greater evils than himself.

    When he did finally take the second breath, he'd Exalted under the full sight and fury of a Dynast while protecting a mobster's son. Max has had to flee his hometown to search for a new path while making sense of his new place in the world. Taking the only road he knew he could manage, the young fighter ran north to stow away with a caravan.

    Relationships
    Liz often voiced regret for Max's path, feeling as if she held some fault for some perceived theft of opportunity. Max has noticed a hint of such feelings, but was never able to discuss her move into their mother's field, and how proud he was of her. Being on the run on the Anathema has made keeping contact very difficult.

    Alan and Max always were at odds, brotherhood rivalry runs hot with those of similar age and Alan always balked at the scorn levied at him for Max's reputation as a ruffian and thief. Max had fled before they could reconcile bad blood and has no idea how his brother took the news of him being a Solar or even if he knows at all.

    Last Max knew both parents were either sick or crippled at home and in the care of his sister now entering the workforce while his brother Alan struggles through Secondary School.
 
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Snow Blossom

  • Name: Snow Blossom
    Caste: Zenith
    Age: 27

    Attributes
    Str: 3
    Dex: 3
    Sta: 5

    Cha: 4
    Man: 2
    App: 3

    Per: 2
    Int: 2
    Wits: 3

    Abilities
    Archery
    Athletics 2 (Balance)
    Awareness 2
    Brawl 3
    Bureaucracy
    Craft
    Dodge 1
    Integrity 3
    Investigation 1
    Larceny
    Linguistics (Native – Skytongue)
    Lore 4 (Fae)
    Martial Arts
    Medicine
    3 (Treating Injuries)
    Melee
    Occult 3
    Performance
    Presence 3
    Resistance 4
    Ride
    Sail
    Socialize
    Stealth
    Survival 5 (Animals of the North)
    Thrown
    War
 

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