The Rheinvolsk Awaits - Myth-Weavers Lethe


The Rheinvolsk Awaits


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Game Description

https://i.imgur.com/gA5PxnU.jpg

"The Rhein does not suffer the weak."


CAN YOU SURVIVE THE WILD NORTH?

You are stranded in the north. Why? The Rhein does not care. The Rhein does not distinguish between fugitives, brigands, and adventurers. They all taste the same to the Wolves of the North.

You find yourself wind-battered and frost-scarred with nothing but the allies by your side. You've been double-crossed. Left to die in the frozen north, surrounded by dire wolves and crazed hill-men. You must search for the man who betrayed you and stole your treasure map while you survive the harsh Rheinvolsk wilderness. The map leads to the Tomb of the Jotunking, but it's incomplete. You need to find the thief before they can figure out the rest of the clues and steal what's yours by right.

The Wolfhearts march on the Redbadgers, and crazed, blood-covered Wilders have been seen on the roads. And in the Skorvar's Meadhall, a traveler mentioned a giant marching from the East...

Take revenge and claim your prize. If you can survive.


THE RHEIN

To the South lies the Empire. Safety. Stability. Peace. What fun is that? The North is where a man or woman can find glory, treasure, or a new life. The Rheinvolskers do not care where you were born, only how you use your steel.

The Rheinvolsk is the last free nation, never sullied by the long reach of the Empire.

The Rheinvolsk is wild, unexplored, untamed, open for the taking. The Clanholds provide bastions of safety across the snow. The ruins of the ancient kings hold treasure, danger, and more. The woods bristle with craven beasts, and the Jarlmen of the West speak of dragons returning from the Far North...

THE CAMPAIGN

https://i.imgur.com/m72e7M1.jpg

I was digging through some maps I drew a while back, and this one stood out to me. I've replayed Skyrim too many times to ever play it again, and recently I've found myself wanting to recapture that magic. How lucky I was to stumble across this old map!

This will be a small foray into the savage, frosty tundra of THE RHEINVOLSK. It will be a short and sweet campaign, a little adventure in the north.

This campaign will focus on survival and exploration. If you've ever wanted to have a little Skyrim (or Winterfell!) action in 5e, here's your chance! I'm not planning on this campaign being very long, just a short adventure through the frosty north. Might do more later, but keeping the scope small for now.

I'll be providing a more detailed, small-scale map when the game starts so you can have a better sense of where you're going.

About Me
I have a loose, improvisational style. I have an idea of where the adventure will go, the people you'll meet along the way, but I let you guys dictate most of what happens. I work best with players who are proactive, enjoy exploration, and want the freedom to move the adventure forward how they want to. I'm going to give you a goal, a map, and let you explore.

One of my goals this year is to cultivate a group of players who enjoy playing with each other. The #1 thing I look for in an application is a player that I think I'll get along with and want to game with. I have some big campaign ideas I want to explore in the future.

If this game seems interesting to you, please apply!

Special Rules
We'll be using the Slow Natural Healing variant from the DMG: at the end of a long rest, you do not regain any health, but you may spend hit dice to restore health (like a short rest). You regain hit dice, spell slots, class features, etc, as normal at the end of a long rest. Short rests are unchanged.

Applying

Basics

  • Start at Level 3
  • Roll 2 sets of 6x4d6 (drop lowest), and choose either set. Alternatively, point buy.
  • Default starting gear / gold by the player's handbook
  • All official WoTC book content (not UA) allowed

Your Character
This campaign is not going to be long so I don't need lengthy backstories. Just give me the "elevator pitch" for your character. What's most important about them? Why are you interested in them, from either a mechanical or roleplay perspective? What should I know about them? Feel free to make up / borrow lore as your character requires.

Lastly, we have to place your character in the world. Choose one of the following:
  • A Southerner. You're from the peaceful South, a summer babe who's never seen a true Rheinvolsk winter.
  • A Wilder. You have no tribe. You call the ground your home, and the beasts your family.
  • The Ironcrow Clan. You value knowledge and the cunning to use it.
  • The Wolfheart Clan. You value strength and the ruthlessness to enact your will.
  • The Stonebear Clan. You value resilience and the patience to rely on it.
  • The Redbadger Clan. You value wisdom and the wit to trust in it.

Any questions, post in this thread.

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