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Lycanthropy
 
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Lycanthropy is the transformation of a human being into a wolf. Lycanthropy may be thought similar to metamorphosis. There are two types: the first type is exhibited as a mania in which the person imagines himself as being a wolf, and has a craving for blood. The second type is the magical-ecstatic transformation of a person into a werewolf which is usually accomplished through the use of ointments or charms.

 

From the town of Kartakass you have received word of a possible Lycanthropy signs. You have decided to pack up your gear to make the long journey to Kartakass to check to see if these attacks are from a normal wolf or from a werewolf.

 

Kartakass (Click for More Info)

 

Cultural Level: Medieval.

Landscape: Full Ecology (Temperate Forests and Hills).

 

Located in the south-central Core, Kartakass (KAR-ta-kass) is a land of music where joyful song echoes through the black forests, tinged ever so slightly by a tone of fear. It is a domain of dense woodlands blanketing a region of rocky upland terrain southwest of the Balinok Mountains. The forests are wild and treacherous here, from the thorny undergrowth to the fierce wolves that stalk the wooded ridges. The wilderness is far from lonely, however, as the sweet baritone voices of lumberjacks at work float over the hills. The domain is riddled with spectacular natural caverns, endlessly branching labyrinths of limestone that wind deep into the cold earth. As daylight begins to wane, silvery fog rises from the ground, settling in low places and making travel through the forests all the more dangerous. The Musarde River's headwaters lie in Kartakass, and here the mighty waterway is clear and sparkling, pooling into serene ponds and lakes on its way to the valleys of Sithicus. Buildings in Kartakass are massive log lodges with broad facades and towering thatch roofs. Rows of narrow windows, bold wooden carvings, and delicate floral patterns grace the fronts of homes and shops. Most structures feature enormous central fireplaces ringed by a raised dais for musical performances and storytelling. Natural surroundings are frequently incorporated directly into the domain's architecture. Living trees may be employed as natural pillars, or a structure may open up directly into a cavern of glittering crystal. Even the humblest settlements feature public amphitheaters for annual singing contests. Kartakass's climate is generally moderate, but harsh winters sometimes strike the domain.

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