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Game Description

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Our story opens in the nation of Deloria, which is looking its last days in the eye. The modest country is set to be the latest in a long string of conquests across the continent by a charismatic young wizard-king named Vremen Shas. How he managed to sieze power from the Council in Gredylt is still unclear, but many believe that he used forbidden magic to turn the minds of the weak-willed and snuff out the life force of the strong. Rumors fly about the devils he allegedly consorts with, and the power he's buying at the cost of innocent souls, but this far from Gredylt, it's hard to be sure.

Still, Vremen's army has driven through nation after nation, subjugating or destroying them with awesome arcane might. No one ever thought the fight would come to peaceful Deloria, yet here it is. Two weeks ago, the city of Gimwood was burned to the ground, and now the bulk of Deloria's army is holed up in the capitol city of Halmern, preparing for a last-ditch effort to fend off the tide of evil. Soldiers huddle side by side with civilians and refugees, looking nervously out over the walls, wondering just how the end will come...

Act I - Wandering Stars

Displaced from their homeland of Deloria by the invading army of the wizard-king Vremen Shas, a small number of adventurers led a band of refugees through a portal to a mysterious new world. What they found was a wasted land, a desert scorching beneath a white sun, a world of strange people scraping out a ragged existence on a planet given over to desolation and despair.

They have struggled to assert a new home for the refugees in their charge, and are now racing through hostile lands to find a way back to the world of Lanthas before Vremen's assassins catch up to them.

Special Rules
Fate points: Everyone starts with one Fate Point. At any time as a free action, you may spend this fate point to avert death or automatically succeed at a failed attack, save, or skill check. Once spent, the outcome of the action is in the DM's hands--a character who would have been killed by an attack may instead parry at the last moment with his enchanted sword, a move which saves his life but destroys his weapon. A character who has to make the perfect shot might wait a bit too long to release the drawstring and get singed by the dragon's breath in the process of landing a hit with her bow. Results will vary, but usually the most entertaining thing possible will happen.

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