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| Mini-session; Moar Recruiting | |
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| Tweet Topic Started: Sep 2 2008, 12:02 PM (659 Views) | |
| Silinrul Darastrix7 | Sep 2 2008, 12:02 PM Post #1 |
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Endless Fighter
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Okay, so the basic idea is that Baruk and I...for particular reasons, want to start a small mini-session aside from the games we have going now. As of yet, starting date and all of the time stuff is up in the air. The only detail we know is that it will be 4th Edition. So basically, we're asking for two people to join up. Let us know it here if you want to be in. |
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| Namillus | Sep 2 2008, 12:29 PM Post #2 |
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Happiness Officer
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Details for joining players to be found here. Character Creation System: 4th Edition Ability Scores: 4E Point Buy Starting Level: 1st Available Books: Player's Handbook, Forgotten Realms Player's Guide (well, all the stuff that isn't setting-specific, at any rate), Adventurer's Vault. More books may be added as they are released. Deities: Player's Handbook. Current Players: Emrald???, Seikh. Player Slots: 2/4 Creation Resource: Myth-Weavers The Setting Elevidaar is a single continent, shrouded by a perpetual storm of magical origin that prevents ships from entering, sundering the vessels before they make it even halfway through the tumult. Despite this isolation from the rest of the world, Elevidaar flourishes, civilizations prospering wherever they can. Locations of Importance Balaheim: The western region of the continent, and the largest, hemmed in by the mountains of the Midila Range and hostile coastline, Balaheim is a kingdom steadily falling into ruin, for political infighting weakens the king's influence and subverts the kingdom's defenses. Ordinarily, Balaheim enjoys prosperous trade relations with the Rathuris and Arkamia regions. The capital city of Sulanth is said to be one of the finest sights of the land (save for Arkamia's magecity Tolaria), the proud dome of the Grand Temple striking beside Balaheim Castle. Midila: A roughly central region on the continent, Midila spreads to the eastern coast, with the mountain range that shares its name running south along the border between the Narwenna region and Balaheim, then following the Balaheim/Rathuris border. Midila is politically stable, with a peace treaty forged with Rathuris to defend their shared open border. The underground city of Muran is the trade and commerce centre, but the official capital is the fortress city Khor-Krinde. Both are said to have been built by Dwarves hundreds of years ago during the Grey War. Narwenna: The smallest region on the continent, Narwenna has little political power, but is the location of the largest, densest forest on the continent, the Dryrku Forest, the home of the elves and fey and only partially present on the Material Plane. The town of Kynth enjoys a prosperous relationship with the denizens of the wood, which is bisected by the Narwenna River. Narwenna borders Midila, the land divided between them by a tributary to Narwenna River, and is inaccessible from Arkamia or Balaheim. Rathuris: This southern region borders Midila and Balaheim, but is far less prosperous than either of them. Its cities and towns are tumbledown, and it has little to contribute to its border nations - since the rise of the Great Storm two centuries ago, the maritime trade that saw the land flourish thanks to the port city of Revoda has become miniscule, the nation only providing fresh fish now from trade with a small offshore island and its own fisheries. This is not sufficient to support its formerly bustling economy, and the nation is steadily sliding into ruin. The veldt in the western area is home to some Orc gypsy tribes, who have a civilization all their own and come into little conflict with the collapsing settlements of the other races. Dragonborn clans also roam these lands. Arkamia: The second smallest region on the continent, Arkamia nevertheless wields significant political might, thanks to the capital Tolaria's Spire Academy, the pre-eminent magic college of the land, training potent spellcasters of all stripes to further their research into the energies that suffuse the land. The Elder Council is made up of the eight finest wizards, one for each school of Arcane magic, and the Elder Archmage, who serves as the final arbiter for the Council's decisions. Emissaries from Arkamia often assist other nations in resolving political unrest. It is said that a cult of Arkamian humans once tried to steal fell powers from the Nine Hells, and in vengeance their bloodlines were cursed with the fiendish aspect. Their descendants are known as Tieflings today. REDUNDANT EDIT: Correction for posterity. |
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| Emrald??? | Sep 3 2008, 06:49 PM Post #3 |
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Advanced Member
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I can't believe I'm doing this >.< |
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| Anise | Nov 6 2008, 06:09 AM Post #4 |
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the cute one
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so how exactly do you play over the internet? |
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| Silinrul Darastrix7 | Nov 6 2008, 12:18 PM Post #5 |
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Endless Fighter
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Ya know we proally shoulda made it clear that this game is -not- going anymore...^_^; j00 can find the active ones under the title here http://z11.invisionfree.com/GurhalGuardian...?showtopic=1192 Anyhao, we originally did, and in fact still do, play it over MSN. You can find that in the descriptions of our games.Of course Baruk found a handy tool for us now, and some are starting to consider using it instead. I am gonna be the first. |
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| Anise | Nov 6 2008, 03:22 PM Post #6 |
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the cute one
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gonna the the first? what does that mean? |
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| Silinrul Darastrix7 | Nov 6 2008, 04:57 PM Post #7 |
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Endless Fighter
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It means the typo demon got to me. D= I fixed it. |
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| Anise | Nov 6 2008, 08:29 PM Post #8 |
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the cute one
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oh ok |
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| Namillus | Mar 2 2009, 09:21 AM Post #9 |
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Happiness Officer
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Pains me to do this, but games fall by the wayside sometimes. TOPIC LOCKED. PM me if it you want it unlocked. |
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You can find that in the descriptions of our games.
2:33 PM Jul 11