The Unseen Tide - Myth-Weavers Lethe


The Unseen Tide


Title
Game Masters


Game Information

Game Description

Looking for four players for a long term campaign. Roleplay more than Rollplay. A long term campaign with a gritty high fantasy feel.

The game system is 3.5e E6, using the UA generic classes with a few house rules. The game mechanics will have a more AD&D than 3e feel with streamlined combat and only the generic classes.

It will start on a homebrew but fairly standard high fantasy world, with the real possibility it could eventually go offworld.

This will be an open ended campaign with a long campaign arch and many smaller adventures, with flexibility and with down time between campaign events for sandbox playing to develop your characters.

Please note that in my world actions have consequences, it is very possible if you are not smart with your actions you could end up in legal trouble, or the target of assassins or worse. Murder hobos won't last long in my game.

Please don't apply if you can't make a long term commitment.
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Kyklos

An old world in relative peace and balance for centuries. City states maintain their power and independence, although their armies are shells of past glory, complacent and untested against each other in any living man's memory. Only minor troubles and petty squabbles occupy their time.
Some would say it is a stagnant world, a world running down.
The civilized lands are almost entirely monster free, the population is stable, perhaps slightly in decline, borders are well defined and accepted, trade and travel are relatively safe with the few bandits, mostly grassland barbarians or escaped convicts forced to ply their trade on the out of the way paths favored by those merchants trying to "avoid complications".
There is an undercurrent of dark activity, thieves guilds and powerful nobles loves their games after all, but for the common man life is stable and relatively easy.

Competition between trade houses, although fierce at times rarely results in bloodshed enough to be noticed.

A mages guild that exceeds the power of any king or church keeps strict control over wizardry and works to insure that the wars of the past are not repeated.

"Adventurers" are relegated to minor positions guarding caravans against the occasional bandits, or digging through old ruins for something that has escaped the last hundred digs, or crossing over mountains that hordes were driven back over in centuries past, usually in that case never to be seen again.

All that is changing. An unseen tide is rising, but few see the signs and many who do see them find reasons to doubt them and only deaf ears to their concerns. This tired world is about to be woken up.

You have been gathered, recruited, or chosen by chance to be there with your proverbial feet in the surf when the tide rushes in.
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