Channelling the Wheel [ EDIT ]
This game has been retired! That means it's no longer being run.
A Burning Wheel Gold game which takes place in a world inspired by Avatar (Aang/Korra, not blue aliens).
The Great Wildernesses, which link oases of civilization are inhabited by spirits, wolves and elves, they are under threat from the resurgence of an ancient power.
Setting basics: a world based on Avatar. Instead of Faith, people can take the "Channeler" trait (basic cost, 2 or 3 pts) which gives access to several skills focused on manipulating that element.. Instead of Sorcery, Spirit Binding, Summoning and Circination are possible. Spirit Binding binds minor spirits, Summoning works only for Greater Spirits, who can be like as to Gods.
The Situation:
Various cities survive in small pockets of civilization. Each city has some of its bloodline that have been gifted the Channel the elements. Between the cities, wolves, spirits, and elves roam. Spirits have entered here from the Spirit Wilds, the beyond; the Wolves stake claim to the entirety of the wilderness, small packs either driving out the spirits or summoning them; the Elves are believed to be nomadic, but it’s believed that they colonized the mountains, and have a faraway Etharch guiding their movements.
Recently, rumours humans have been turning from the rightful worship, and failing to correctly venerate the spirits; the groups spreading this hateful doctrine have apparently been seen led by powerful creatures never seen outside the deepest wilds, claiming outlier settlements for their own.
Tying the parties together: a town has been given an ultimatum by oncoming forces, bow down in worship of "The Tower", their God-Spirit, and they will be spared. The party should be invested in this spark, either members of the town, or people involved in the ongoing situation.
The Great Wildernesses, which link oases of civilization are inhabited by spirits, wolves and elves, they are under threat from the resurgence of an ancient power.
Setting basics: a world based on Avatar. Instead of Faith, people can take the "Channeler" trait (basic cost, 2 or 3 pts) which gives access to several skills focused on manipulating that element.. Instead of Sorcery, Spirit Binding, Summoning and Circination are possible. Spirit Binding binds minor spirits, Summoning works only for Greater Spirits, who can be like as to Gods.
The Situation:
Various cities survive in small pockets of civilization. Each city has some of its bloodline that have been gifted the Channel the elements. Between the cities, wolves, spirits, and elves roam. Spirits have entered here from the Spirit Wilds, the beyond; the Wolves stake claim to the entirety of the wilderness, small packs either driving out the spirits or summoning them; the Elves are believed to be nomadic, but it’s believed that they colonized the mountains, and have a faraway Etharch guiding their movements.
Recently, rumours humans have been turning from the rightful worship, and failing to correctly venerate the spirits; the groups spreading this hateful doctrine have apparently been seen led by powerful creatures never seen outside the deepest wilds, claiming outlier settlements for their own.
Tying the parties together: a town has been given an ultimatum by oncoming forces, bow down in worship of "The Tower", their God-Spirit, and they will be spared. The party should be invested in this spark, either members of the town, or people involved in the ongoing situation.
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Likely to be 4LPs, maybe more; characters must be developed as part of a full conversation before burning them at all.
Elves, Humans (with some customization) and Great Wolves all acceptable.
Elves, Humans (with some customization) and Great Wolves all acceptable.
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