Into the Accursed Lands - Myth-Weavers Lethe


Into the Accursed Lands


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Game Description

About the Plot
The western continent had seen a great war between the Tulmag Empire and the Kingdom of Kriesen. Someone on at least one side started to use arcane energies they couldn't control, the fabric of the world were torn and hungry things poured forth. For about 2 years, streams of refugees arrived back to the east, bringing news, and also unnerving half-breeds, half human and half monster pariahs. These half-breeds congregated in their own settlements, as no-one really trusted them, but more than a few proved themselves worthy of respect, at least professionally, and powerful figures started to employ them for their special skills.

Then suddenly, in less than a month, the continent went silent, at least with regards to human inhabitants. The eastern continent's cultures, especially on the western shore, braced for impact and rallied their armies. However, years after years passed, and no invading horde came.

After 20 years of waiting, the freshly crowned King Velko III commanded the Adamant Guard's leader, Captain Voyta, to bring news from the Accursed Lands, as the populace came to call the western continent. The captain didn't hesitate, he gathered his lieutenants and after a week of discussion they selected three brigades of 60 souls from among the best of the best, and put them on three ships to reach different points on the eastern shores and to establish footholds there. The mission primarily is scouting, and sending new lore back to the King, but it necessarily includes defending the outpost. For this reason, commanders and their immediate aides are drake riders trained in heavy combat.

The Swift Hawk, the ship with the PCs on board is heading for Castle Avadillo, a fortress overrun early in the invasion. It is definitely down south compared to Krasnayuri, where they set sail from, but not in the tropics yet.

Game Details

  • Exploring a weird and scary continent, scouting, sabotaging, precision strikes at vital points, socializing at the base, socializing with whoever / whatever the team manages to be on communicating terms, building the base (which means rebuilding the severly messed up castle), defending the base. Later probably building a frontier community with civilians.
  • no grid-based battle maps, only sketches
  • Xp can be earned for accomplishing goals for the group, not for killing things.
  • Post rate: 3-4 a week
  • Number of players: 4-6

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