The known world, Narda, are the lands from jagged peaks and stormy coasts far up in the north to dry steppe in the south, coastal lowlands in the west to a chain of mountain ranges in the east. A thousand leagues lie between the far north and the deep south, a journey that would take a healthy person hiking in the light of every day almost a year. It is the year 1129 (Human reckoning), and though it is not known to most of Narda's peoples what was before, there has been peace since ever. People live from the land's riches, agriculture, animal husbandry, fishing and have become very content with their subsistence, oblivious to what may be waiting behind their horizons and unconcerned with a future that so far has not brought negative surprises. A few extraordinary wise and intelligent people, at the lead of the lady Ana 'Ndela, head of the city of Lorkum and surrounding lands, abbot monk of the monastery of the Steady Hand, and Bombastus Varfax, dean of the academy of the arcane arts and abstract science (AAAS) in Lorkum felt that this indifference may not be sustainable in the case of unforeseen disruptions. In order not to stir up probably unfounded anxiety they founded an adventurers guild, and every year at Lorkum's Midsummer Games graduates playfully show off their skills in a competition, and under the watchful eyes of the patrons. It is rumoured that the best are being presented with an opportunity ... That's where our story starts.
- 2014 ruleset - start at level 1 - no evil alignments - point buy or standard array - beginners and experienced welcome - weekly play preferred, day, time and duration to be determined, depends ofc on everyone's availability and circumstances - Strictly no AI in this campaign.
Setting is somewhat similar to 9th-11th century Europe, surroundings unknown. Playstyle at campaign start a spectrum of collaboration, investigation, riddles and some combat. Intensive roleplay very welcome. Classes at the start: cleric, fighter, monk, rogue, wizard, barbarian, druid, ranger, bard. Races: dwarf, elf, halfling, human, gnome, half-orc, half-elf.
Please DM me if you're interested!
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The known world, Narda, are the lands from jagged peaks and stormy coasts far up in the north to dry steppe in the south, coastal lowlands in the west to a chain of mountain ranges in the east. A thousand leagues lie between the far north and the deep south, a journey that would take a healthy person hiking in the light of every day almost a year.
It is the year 1129 (Human reckoning), and though it is not known to most of Narda's peoples what was before, there has been peace since ever. People live from the land's riches, agriculture, animal husbandry, fishing and have become very content with their subsistence, oblivious to what may be waiting behind their horizons and unconcerned with a future that so far has not brought negative surprises.
A few extraordinary wise and intelligent people, at the lead of the lady Ana 'Ndela, head of the city of Lorkum and surrounding lands, abbot monk of the monastery of the Steady Hand, and Bombastus Varfax, dean of the academy of the arcane arts and abstract science (AAAS) in Lorkum felt that this indifference may not be sustainable in the case of unforeseen disruptions. In order not to stir up probably unfounded anxiety they founded an adventurers guild, and every year at Lorkum's Midsummer Games graduates playfully show off their skills in a competition, and under the watchful eyes of the patrons. It is rumoured that the best are being presented with an opportunity ...
That's where our story starts.
- 2014 ruleset
- start at level 1
- no evil alignments
- point buy or standard array
- beginners and experienced welcome
- weekly play preferred, day, time and duration to be determined, depends ofc on everyone's availability and circumstances
- Strictly no AI in this campaign.
Setting is somewhat similar to 9th-11th century Europe, surroundings unknown. Playstyle at campaign start a spectrum of collaboration, investigation, riddles and some combat. Intensive roleplay very welcome.
Classes at the start: cleric, fighter, monk, rogue, wizard, barbarian, druid, ranger, bard.
Races: dwarf, elf, halfling, human, gnome, half-orc, half-elf.
Please DM me if you're interested!