Quest - The Second Age : Introduction and Brief History of Game 13 Kharne

© 1990-1999 by KJC Games. All rights reserved.

This introduction and brief history of Kharne was written by Graham Orford, a previous newsletter editor.

An old mage lifts his tankard from the bar and make his way over to your group of young would be adventurers.

"So, you want to hear a tale of heroes and adventurers do you?"

The group smile eagerly at the mage and clear a path to the high backed chair next to the roaring log fire.

"Sit and listen" the old mage said. "I will tell you everything."

"Our land wasn�t always like this, once people walked the land free from fear. Then the gods took a hand in the events of this world. We fell into an age of sword and magic. In order to live you had to fight. Men and women, like yourselves, banded together, pacts forged by common needs for wealth and survival. At first each group travelled alone gaining skill and money by any possible means. Slowly, like minded groups found protection in numbers. The age of the alliance had begun."

"Small alliances at first, a few groups in each brought together by the worship of a common god or the desire to gather information. These alliances, although small, had the advantage through numbers and better information. Always remember knowledge is power, not only where to explore, but whom to avoid in combat and how best to fight. Many alliances grew and fell during those early days. One alliance which formed in those dark days, from followers of the evil gods, Ythcal and Fleyshur, was called the Children of the Abyss. So you have heard of them? And well you may as they still exist today and are the oldest alliance in our land. Many other evil alliances sprung up, members fuelled by greed and hatred, but none as long lived as the COTA."

"There were good alliances as well. These were formed on the basis of friendship and co-operation like the Still Water Clan. I seem to recall that they said that the only way to survive was to be strong. And for a while they were, but many died at the hands of evil and their strength finally failed. The few remaining members drifted away, some forming other alliances."

"As evil looked as though it would encompass our land, the first alliance to fight back with the blessing of Garthrana and Sundonak emerged as a force. Calling themselves The Circle of Light, their power and influence grew rapidly as those who trusted in the gods of good flocked to the banner of the Circle. I recall that at the time, the Disciples of Doom claimed supremacy over the land, but the true powers of our realm knew the truth about them and they were finally driven from our shores. However, the darkness grew and even the Circle of Light fell along with many other good alliances. A time of evil and chaos crept across our beautiful land once more. For sometime only darkness stalked, many thought the light had been extinguished forever."

"Then, from a city in the north an alliance made its mark on history ...the Knights Templars. They fought and defeated all that opposed them, as evil covered the land it was evil that felt the full force of the Knights. They killed evil but does this make them good? Who knows?"

"Another alliance formed around this time upholding the cause of the good was called the Knights of Garthrana. They were a very close alliance and although small in number had vast knowledge and information, powerful tools."

"For a time, all alliances grew in strength and power although apart from a few brief fights there was an uneasy silence. A great turning point in the struggle of good and evil happened when the Knights of Garthrana and the Knights Templars merged. Taking the Templars name but with the former Knights of Garthrana at its head, the Templars declared open war against evil."

"The COTA and the Templars drew up an agreement of war that groups would not attack each others HQ�s and the city of Parcuy (8) was declared the arena of war. Death came to many in the city, for it is a dangerous place to venture when warlords clash. As the Templars gained in strength the COTA became quieter, their members moving around the land, observing rather than attacking. Then the unthinkable happened within the Templars order. The most powerful alliance ever to hold sway, split in half. In what was an amicable split, a number of knights left to pursue their own brand of adventuring forming the Pagan Death Cult while the remainder kept the name, its virtues and assets."

"Recently a fourth alliance, The Devil�s Children, has appeared. With the apparent collapse of the COTA, at the hands of the Knights Templars, some say the Devil�s Children have risen from their ashes. What is certain is that the Devil�s Children are now aligned with the PDC who are currently at war with the Knights Templars. This makes Kharne a dangerous place for new and old groups alike."

The mage rose from his chair and looked around at the would be adventurers. He smiles and sits back down.

"So you still want to go out and write yourselves into the history books. Well, take these few pieces of advice."

"When you are in a city, get a newspaper. They will tell you a lot about what is going on but don�t believe everything you read. Talk to shop keepers, they often have errands to run that pay new groups some money. When you have gained some experience, go along to a temple and see if they have any quests which you can complete. These are higher paid jobs."

"Also, don�t be over eager to fight to the death even against what looks like a weaker creature. There is money to be made in dungeons, lairs and caves, but remember these are creatures homes and they will defend them fiercely."

"And the third most important things to remember:-"

"Stay Alive - Quest Well - And Have Fun."

The mage walks over to the bar, gives his empty glass to the bar tender and leaves the inn.



Page Created 26th December 1999
Last Updated 26th December 1999