Mind Over Matter - Myth-Weavers Lethe


Mind Over Matter


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Hello Everyone!

First, my background. I have been DMing DnD 3.5 for about 7 years now. However, my campaigns seem to always fall apart. People move, lose interest, die, and so forth. I'm full of epic, sweeping story lines that never come to fruition. It's quite depressing. As such, Myth Weavers seems to be the last bastion of hope for a desperate DM. :D Im just going to pitch my favorite plot idea to the world. If there is enough interest in it, then I will fully flesh out the campaign, knuckle down, and have some fun. ;)

The Game:
This game will take place in Eberron, with a few key departures from the official campaign setting. There has never been psionics in Eberron. It just never existed. Same goes for kalashtar. With that in mind...

In the year 1004YK, a band of adventures delved deep into The Mournland. While they were never seen again, the effects of what are assumed to be their actions had wide reaching consequences. A massive pressure wave burst forth from the region. It was felt all across the continent, knocking down the elderly, blowing off hats, and generally causing a ruckus. Soon reports came flooding in. The mysterious fog covering The Mournland was gone. The entire region of Cyre was up for grabs, and many greedy nations were looking to grab a piece for themselves. Over the Lord of Blades (dead? no longer animated?) body.

10 years later, 1014YK. The Lord of Blades held his own. Still reeling from the last war, the largest nations of Khorvaire were in no hurry to get in huge fight. Acting quickly, the intrepid warforge secured a mutual defense pact with Karnnath, though no one is sure how. This further deterred the largest nations from stepping in and claiming land for themselves. As such an independent nation of warforged was almost universally, if not graciously, recognized. The first rumors of young children with strange powers, neither arcane nor divine surface, and is met with suspicion.

10 years later, 1024YK. (start of campaign) With the never ceasing productivity one would expect from warforged, The Blade Empire, is growing by leaps and bounds. Rumors of factories churning out troops by the thousands, with no need for upkeep, have instilled fear in the hearts of the leaders of Khorvaire. An uneasy peace has been mantained, though no one is sure how long it will last. The new power, labeled "psionics", is quickly demonized by the merchant Houses of Khorvaire. Powers and abilities usually gained through dragonmarks, or years of study, are appearing in young adults and children all over the continent. This threat to the dominance of the Houses could not go unanswered, and so the witch hunts begun. Forced into slavery as indentured servants, or outright killed in the less civilized areas, Psionics wielders, or those suspected of psionics, are persecuted, hunted, and at the very least, looked upon with mistrust and hate, thanks to a very effective propaganda campaign waged by the houses.

The campaign will start in the village of Woodwatch, just north of Woodhelm, Breland. Mainly exporting lumber from the lush surrounding forest, and ore from a nearby iron mine, the relatively high standard of living for such a small village is tempered by the constant threat of goblin or bandit incursion. An agreement struck with a nearby druid helps the village stay in a kindof stasis. They may only harvest a certain amount of goods each year. In exchange, the druidic circle offers protection, and good crops. Its a good life, particularly for peasants and common laborers.

If interested, I would like an application and a character sheet. Level 1, 32 point buy. As for source books? Feel free to make any character you want. Be warned however, that anything I deem "too weird" will not be allowed. Whats too weird? A dragonborn warforged is a good example. As for psionics. Psionics will play an important role in this campaign. I would like at least one psionic character in the party. That said, I dont want an all psionics party. So make what you would like to play.

Story is the most important aspect. Your character must be staying in Woodwatch for a prolonged period of time, but he does not need to be from the area. That said, here are some questions I would like answered? Why is your character in Woodwatch? Does he live there? Was he born there? Does he have family? Where are they? Is he on good relations with the townspeople? (They are generally hardworking honest focus, slow to give respect, but quick to defend those they do.) What does your character want to do with his/her/its life? Just settle down and have a family?

The characters with the best story, the most well thought out motivations, the characters that I will most enjoy weaving into my epic plot, will be the characters who get in. Everything make sense?

This is my first time starting a game. Im looking for 4-6 players. I have probably forgotten something. Please feel free to PM me.

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