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Homebrew Medieval Fantasy

The Diurnal

GM MaltholLoth · 0 players · posts Every few days

This is a slightly crunchy d100 game with opposed rolls. All characters are capable of magic or wielding weapons etc but capabilities will differ. I've tried to balance it in a way that even with a different build, capability remains equal. Currently it's in its beta phase, so there may be additions or amendments if/as feedback and suggestions are resolved.


The free country of Solaria sat on the coast in peace song with many other countries. With abundant enough resources, and baked of equality, freedom, education and art, the people were happy. Though the leaders kept an eye further than just their near neighbours, and they had foreseen their impending doom. Other regions had been expanding their empires in vast wars that crept ever closer.

The leaders choose a radical plan to ensure their principles lived on. The plan was to build 3 massive mobile cities that could be used to create the future home of the citizens and support then until they find a new place to settle. The cities would be set afloat in huge boats to carry them over the ocean to me lands. Once there, they were to be capable of moving over the land powered by simple quartz crystals that were found in large clusters.

These 3 fortresses were named The Valour, The Chariot, and The Diurnal. Each was a different design, as different factions within the city pushed and pulled at the planners with what they thought was for the best, and often led to resources being "relocated". Many nobles influenced the creation of The Chariot, fanciful designs evident from the outside. The Valour was the primary child of the military, taking a lot of the resources. The Diurnal was largely ignored, given it was mostly to be populated by the lower or working class. Surprisingly, each was still made with all due speed and efficiency that could be managed. However, despite expecting to be a unified trio afterwards, the squabbling over resources once built intensified.

It's thought foreign entities from the waring nations had found out this plan and had been fuelling the disputes, then when the boats and their cities were complete, they manipulated things so that incomplete provisions were marked as full. Then as a final stroke, panic and disorder were sewn in the populace causing confusion and some to rush to board the 3 vessels and be released to sail away before they were full.

The time at sea was just as eventful as a long storm covered the skies for a long time and navigation was rendered impossible as by the time they'd cleared, the stars were new. When land was spotted the following day, the decision was made to land and exploration for a new home begin.

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