Sep 5, 2019 4:09 am
Hello, everyone!
I've just arrived, looking for a chance to return to PBPs and RPGs after a while away!
This is an intrigue/adventure game based on the arthurian legends. It's a low-magic, mature, political and questing game, mixing up that High Middle Ages feel with a little bit of Game of Thrones. Lots of room for player creation (it's a player-driven game). Take a look and give me a shout if you're interested!
GAME NAME: THE ROUND
SYSTEM: DnD 5e
GAME WORLD: Arda (Homebrew)
LEVELS: 4-8
ALLOWED RACES: Humans, Elves, Half-Elves, Dwarves, Gnomes, Halflings (absolutely NO DEMONIC THINGS AT ALL!)
ALLOWED CLASSES: Any (no demonic pacts or the likes of it for warlocks or any other classes. I'm Christian and I must respect certain limitations while writing and DMing.)
MAGIC LEVEL: Low magic. Players are, of course, allowed to play mages, warlocks or sorcerers as they see fit. Magic isn't common knowledge, though. Most people can't explain magic events - or even recognize them for what they are. Schools of magic are rare - but very important to rulers. Eventually, new knowledge will have to be sought out, as well as ingredients for spells. As compensation, subtle magic - mind control, illusions - will hardly be recognized for what they are. The same applies to divine magic and druidic magic: clerics are rare and perform real miracles; druids are sages on their own rights, as well. Magic items are rare enough that they'll get their own names after they're created. Powerful magic, artifacts and items do exist, and they are a point of dispute for man kings and lords!
PLAYERS: mature players, willing to engage in quality writing and storytelling; beyond the aforementioned restrictions, tons of space for player creation; EVERYONE IS WELCOME!
PLAYER LIST: (4 spots left)
[b]TABLE RULES: keep it clean, respectful and healthy. Once again, everyone is welcome to join! We treat each other with respect and stay clean (you know exactly what I mean).
THEME: the confrontation between the petty kingdoms of a 9th century-style fictional world, where the characters (of any class) are members of the Chamber of the Round, advisors to the Carlian king Mark II. It's a game of political intrigue, war and questing, focused on the distinctions between monotheistic and druidic cultures).
DESCRIPTION: After centuries of struggle, the Carlian king Mark II received the Imperial Crown of Albiona from the Supreme Regent of the Church of the Unifier. With the suport of the clergy, Mark and his Twelve Warsworn of the Round have begun a campaign to unify the kingdoms of Albiona under one ruler, pacifying the lands once and for all. Despite Mark's righteous cause, many oppose his imperial ambitions: the northern kings of Aellia, Kupria and Muria plot to strike Carlia and usurp the imperial crown before they're bound in servitude through sheer force; Dania, land of the elfic house of the Sidhe, scorns the pretensions of the Church of the Unifier, gathering the powers of war and nature to face their southern enemy; From Vinlanda, the Dvergar Seawolves attack the southern coasts, harnessing the strength of their native cousins, the dwarves of the Sexxe; the halfmen merchants of Inimonu seek to profit from the clash of kingdoms, while the western isle of Íbres gathers the thirty-two red clans of Ludd to invade the main land.
You have been honored with a seat at the Chamber of the Round. Paladin or priest, druid or rogue, your talents are essential to ensure the victory of the Carlian Empire over its foes, saving Albiona from an age of darkness. Will you be loyal to the King of all Kings, or will you join their enemies in treachery and betrayal?
DEITIES:
CHURCH OF THE UNIFIER
The Unifier - Creator and supreme god, the Unifier gathers many mortals under his service. Any aspects are under his command and he graces his priests with many a gift. The Unifier prefers healing and persuasion talents, though, being represented mostly by prophets, pacifists or knight-warriors.
The Redeemer - After creation, the Unifier sent forth an avatar in the figure of the Redeemer. He walked for a lifetime amidst mortals, teaching humility and servitude. This aspect of the Unifier prefers gifts linked to pilgrimage and self-sacrifice.
The Enforcer - The awareness that fortifies. This aspect of the Unifier prefers gifts of communication, war and inspiration.
THE PAGANS
Albionan pagan practices aren't centered around cults. In fact, druidic teachings establish the unity of all life, bringing sentient pupils to ntegrate with their surroundings by shaping the élan vital that permeates all things.
Nevertheless, the foreigners have a different perspective on divinity. The Dvergar Seawolves and the Sexxe, for example, practice a form of ancestor-worship. Each ancestor for each clan holds special qualities and offer specific gifts for the priests (clan and family patriarchs are proclaimed priests of their lines, and some hold levels as clerics). There are four main ancestors, respected and honored by many dwarves in Albiona. They are:
Rur - The warlord, holding domain over warfare, command and strategy spheres of influence.
Tir - The seafarer, holding domain over water and tempest spheres of influence.
Lor - The sage, holding domain over command, languages and knowledge in general, including magical knowledge.
Sar- The herbalist, healer, seer and watcher.
(Players are encouraged to create their own ancestors).
The Danu-Sidhe view the world in a unique way. Having taught the druids their principles, the Sidhe are the only ones that fully understand their own wisdom. Beyond unity between all things, the Sidhe understand that the world is a single living entity, and they commune with it in a linguistic, fully aware, level. They gather strength from what they call voices, ideas that emerge from the sea of existence to give them strength. Each voice is roughly the same as an ancestor, granting domain over certain spheres of influence. To them, these voices are archetipal responses to their relationship to nature: voices are expressions of one's inner self. They are fiercely opposed by the Church of the Unifier, which views their dispositions as individualistic, egocentric and outright heretic (since only the Unifier can perform miracles and grant wisdom).
More to come...
I've just arrived, looking for a chance to return to PBPs and RPGs after a while away!
This is an intrigue/adventure game based on the arthurian legends. It's a low-magic, mature, political and questing game, mixing up that High Middle Ages feel with a little bit of Game of Thrones. Lots of room for player creation (it's a player-driven game). Take a look and give me a shout if you're interested!
GAME NAME: THE ROUND
SYSTEM: DnD 5e
GAME WORLD: Arda (Homebrew)
LEVELS: 4-8
ALLOWED RACES: Humans, Elves, Half-Elves, Dwarves, Gnomes, Halflings (absolutely NO DEMONIC THINGS AT ALL!)
ALLOWED CLASSES: Any (no demonic pacts or the likes of it for warlocks or any other classes. I'm Christian and I must respect certain limitations while writing and DMing.)
MAGIC LEVEL: Low magic. Players are, of course, allowed to play mages, warlocks or sorcerers as they see fit. Magic isn't common knowledge, though. Most people can't explain magic events - or even recognize them for what they are. Schools of magic are rare - but very important to rulers. Eventually, new knowledge will have to be sought out, as well as ingredients for spells. As compensation, subtle magic - mind control, illusions - will hardly be recognized for what they are. The same applies to divine magic and druidic magic: clerics are rare and perform real miracles; druids are sages on their own rights, as well. Magic items are rare enough that they'll get their own names after they're created. Powerful magic, artifacts and items do exist, and they are a point of dispute for man kings and lords!
PLAYERS: mature players, willing to engage in quality writing and storytelling; beyond the aforementioned restrictions, tons of space for player creation; EVERYONE IS WELCOME!
PLAYER LIST: (4 spots left)
[b]TABLE RULES: keep it clean, respectful and healthy. Once again, everyone is welcome to join! We treat each other with respect and stay clean (you know exactly what I mean).
THEME: the confrontation between the petty kingdoms of a 9th century-style fictional world, where the characters (of any class) are members of the Chamber of the Round, advisors to the Carlian king Mark II. It's a game of political intrigue, war and questing, focused on the distinctions between monotheistic and druidic cultures).
DESCRIPTION: After centuries of struggle, the Carlian king Mark II received the Imperial Crown of Albiona from the Supreme Regent of the Church of the Unifier. With the suport of the clergy, Mark and his Twelve Warsworn of the Round have begun a campaign to unify the kingdoms of Albiona under one ruler, pacifying the lands once and for all. Despite Mark's righteous cause, many oppose his imperial ambitions: the northern kings of Aellia, Kupria and Muria plot to strike Carlia and usurp the imperial crown before they're bound in servitude through sheer force; Dania, land of the elfic house of the Sidhe, scorns the pretensions of the Church of the Unifier, gathering the powers of war and nature to face their southern enemy; From Vinlanda, the Dvergar Seawolves attack the southern coasts, harnessing the strength of their native cousins, the dwarves of the Sexxe; the halfmen merchants of Inimonu seek to profit from the clash of kingdoms, while the western isle of Íbres gathers the thirty-two red clans of Ludd to invade the main land.
You have been honored with a seat at the Chamber of the Round. Paladin or priest, druid or rogue, your talents are essential to ensure the victory of the Carlian Empire over its foes, saving Albiona from an age of darkness. Will you be loyal to the King of all Kings, or will you join their enemies in treachery and betrayal?
DEITIES:
CHURCH OF THE UNIFIER
The Unifier - Creator and supreme god, the Unifier gathers many mortals under his service. Any aspects are under his command and he graces his priests with many a gift. The Unifier prefers healing and persuasion talents, though, being represented mostly by prophets, pacifists or knight-warriors.
The Redeemer - After creation, the Unifier sent forth an avatar in the figure of the Redeemer. He walked for a lifetime amidst mortals, teaching humility and servitude. This aspect of the Unifier prefers gifts linked to pilgrimage and self-sacrifice.
The Enforcer - The awareness that fortifies. This aspect of the Unifier prefers gifts of communication, war and inspiration.
THE PAGANS
Albionan pagan practices aren't centered around cults. In fact, druidic teachings establish the unity of all life, bringing sentient pupils to ntegrate with their surroundings by shaping the élan vital that permeates all things.
Nevertheless, the foreigners have a different perspective on divinity. The Dvergar Seawolves and the Sexxe, for example, practice a form of ancestor-worship. Each ancestor for each clan holds special qualities and offer specific gifts for the priests (clan and family patriarchs are proclaimed priests of their lines, and some hold levels as clerics). There are four main ancestors, respected and honored by many dwarves in Albiona. They are:
Rur - The warlord, holding domain over warfare, command and strategy spheres of influence.
Tir - The seafarer, holding domain over water and tempest spheres of influence.
Lor - The sage, holding domain over command, languages and knowledge in general, including magical knowledge.
Sar- The herbalist, healer, seer and watcher.
(Players are encouraged to create their own ancestors).
The Danu-Sidhe view the world in a unique way. Having taught the druids their principles, the Sidhe are the only ones that fully understand their own wisdom. Beyond unity between all things, the Sidhe understand that the world is a single living entity, and they commune with it in a linguistic, fully aware, level. They gather strength from what they call voices, ideas that emerge from the sea of existence to give them strength. Each voice is roughly the same as an ancestor, granting domain over certain spheres of influence. To them, these voices are archetipal responses to their relationship to nature: voices are expressions of one's inner self. They are fiercely opposed by the Church of the Unifier, which views their dispositions as individualistic, egocentric and outright heretic (since only the Unifier can perform miracles and grant wisdom).
More to come...
Last edited September 5, 2019 7:49 pm