Tales of the Demon Lord [ EDIT ]
This game has been retired! That means it's no longer being run.
A backwater province of the troubled Empire, the Northern Reach covers the lands east and north of the Shield Mountains, stretching as far north as the Desolation and east to the Auroral Ocean. Littered with the ruins of vanished peoples, much of this land remains a wilderness—trackless, unexplored, haunted by the faerie, ravaged by beastmen, and shadowed by the undead that besiege the citadels of the Crusader States. But even with all the dangers afoot in these lands, civilization thrives.
At the center of the Northern Reach, Crossings spreads across a ring of hills overlooking the lake known as the Dark Waters. Six pale spires rise above the city, obscured by the perpetual smoke spewing from the stacks of its industrial district. Miles of farmland spread to the east, while the rolling hills known as the Barrows form a natural border to the south, curling around to the Black Hills where the city pries iron ore from dwarf-dug mines deep within the earth.
The present city is the latest in a long line of communities that have stood on the shores of the Dark Waters. Evidence of previous settlements can be seen in the city’s architecture, from looming faerie spires to the arches left by the First People, to the castles raised by the Edene when they ruled these lands. The city’s cobbled streets, ancient cemeteries, and statues of people and events long forgotten have all withstood the tide of years.
The Crossings of today grew from exiles, bandits, and refugees fleeing the Empire’s tyranny and squatting in the ruins of a town emptied by the plague. Though the new settlement was a lawless and dangerous place, the influx of settlers and the march of the crusaders to establish their citadels tempered the community’s excesses and helped its people establish a rule of law that has made the last century a stable one. Isolation and wealth have given Crossings a great deal of autonomy, and the city acknowledges the rule of the provincial capital of Sixton in name only.
Humans make up most of the people living in the city. Half that population can trace its ancestry to the indigenous peoples of the Northern Reach, and are distinguished by their auburn hair and dusky features. Many also have tribal tattoos that often depict divine symbols of the Old Faith gods. The rest of the city’s humans hail from across the Empire’s lands.
Halflings are the second most significant population in the city. However, their numbers are even larger in the countryside, where they maintain their farms and tend to their herds. Halflings mingle freely with humans, and marriages between humans and halflings happen from time to time.
Alongside those two races, Crossings features all the other peoples living in and around the Empire. Brutish orcs can be found haunting the taverns in Old Town or brawling with jotun exiles that ventured north to find their fortunes. Goblins tend to the city’s sewers and keep its streets clean. Changelings infiltrate the city in human and halfling guise. And clockworks, either fashioned locally or having arrived from far-flung places, struggle to find their place on the frontier.
At the center of the Northern Reach, Crossings spreads across a ring of hills overlooking the lake known as the Dark Waters. Six pale spires rise above the city, obscured by the perpetual smoke spewing from the stacks of its industrial district. Miles of farmland spread to the east, while the rolling hills known as the Barrows form a natural border to the south, curling around to the Black Hills where the city pries iron ore from dwarf-dug mines deep within the earth.
The present city is the latest in a long line of communities that have stood on the shores of the Dark Waters. Evidence of previous settlements can be seen in the city’s architecture, from looming faerie spires to the arches left by the First People, to the castles raised by the Edene when they ruled these lands. The city’s cobbled streets, ancient cemeteries, and statues of people and events long forgotten have all withstood the tide of years.
The Crossings of today grew from exiles, bandits, and refugees fleeing the Empire’s tyranny and squatting in the ruins of a town emptied by the plague. Though the new settlement was a lawless and dangerous place, the influx of settlers and the march of the crusaders to establish their citadels tempered the community’s excesses and helped its people establish a rule of law that has made the last century a stable one. Isolation and wealth have given Crossings a great deal of autonomy, and the city acknowledges the rule of the provincial capital of Sixton in name only.
Humans make up most of the people living in the city. Half that population can trace its ancestry to the indigenous peoples of the Northern Reach, and are distinguished by their auburn hair and dusky features. Many also have tribal tattoos that often depict divine symbols of the Old Faith gods. The rest of the city’s humans hail from across the Empire’s lands.
Halflings are the second most significant population in the city. However, their numbers are even larger in the countryside, where they maintain their farms and tend to their herds. Halflings mingle freely with humans, and marriages between humans and halflings happen from time to time.
Alongside those two races, Crossings features all the other peoples living in and around the Empire. Brutish orcs can be found haunting the taverns in Old Town or brawling with jotun exiles that ventured north to find their fortunes. Goblins tend to the city’s sewers and keep its streets clean. Changelings infiltrate the city in human and halfling guise. And clockworks, either fashioned locally or having arrived from far-flung places, struggle to find their place on the frontier.
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