Penchant
July 13th, 2010, 19:35
Ok, guys. I am setting aside the homebrew campaign setting I have run for the past 7 years or so and am starting from scratch. My new game setting (still under construction) is a little more contemporary, a fantasy epic set in an alternate Prussian Empire, so here is a synopsis:
Earth: 1327
It has been over a century since the apocalypse. The ensuing armageddon has subsided and a new peace marches across the land with the establishment of new empires. This peace would not be possible without the beloved help of our new gods. They came to our troubled world and, in exchange only for our devotion, quelled the upheaval of the world. True, there is much chaos still thriving in the land. Beasts never before seen or seen only the the tomes of legend still walk. Wizards arise trying to master the forces of magic that now flood the aether. And the other side can still be glimpsed in lands not yet tamed by the gods' wills. But now this world offers us hope for salvation and a greater promise of the future. So sayeth the gods.
The Earth existed along side other worlds in parallel dimensions. While this world was free of true monsters, magic and careless divine intervention, the nearest parallel world was much different. That world was ruled by petty gods who unleashed floods of power in a vain attempt to prove to each other who was greater. The human followers worshipped them and were consumed by constant holy wars. The creations of the gods worshipped them and were consumed in holy wars. The excess power corrupted the land to create monstrous abominations and pervert otherwise good creations into twisted evil versions of themselves. No where in this world did any government last beyond a generation, when the powerful men who forged it died. No where did something beautiful created by one god go unmolested by the jealousy of another god. And so the world was filled with misery.
Finally, the veil between their world and Earth did weaken and began to allow things to travel from one to the other. And with one final holy war did the bonds between world snap. Lakes, rivers and mountains merged between worlds transforming the land. Whole nations of monsters were dumped into the peaceful countrysides of nations used to war only with distant foes. And some good creatures seeking refuge from a world of terror are met with fear and hatred. The gods from the other side looked at last upon the relative uptopia of earth, with its nations that have stood for hundreds or even thousands of years. They looked at astounding cathedrals and monuments to gods that they could not see. They looked at the bounty of humanity in numbers that were beyond imagination. And they grew covetous.
The gods crept though the veil and spoke to the leaders of the world. They show them the source of the apocalypse and promised that if the old gods were abandoned and that these new gods would be worshipped in their stead that they would halt the chaos, seal up the breach and bring peace once again to the land. Some kings agreed readily. Others were not convinced and still loved the gods of their forefathers. To seal the deal, the new gods offered a way for the kings of the world to ensure their place in a world that had already seen kingdoms fall. The gods would give a blessing of holy power to each of their bloodlines. They would be masters of magic, able to be gods among men. They would pass this power down through their heirs and hold, for all time, their thrones.
The kingdoms of mankind agreed and so began to spread power and stability through the world. One thing the gods had underestimated, however, was the power of noble infidelity. After generations have passed this holy power can now turn up in the oddest of places.
Still, through the effort of will, the gods do keep the breach closed... for the most part. And this will continue so long as it remains in their best interests... hopefully.
This game begins at first level and involves a dungeon. This dungeon should carry the party at least to fifth level (or until the party gets bored with it). Then it goes freeform from there with the party growing to either become vassals of the Prussian empire or striking off to forge their own kingdom.
Each PC will be a bastard of noble lineage and receive sorcerer spellcasting for free (with certain limitations). Pathfinder core plus other classes are negotiable.
We play every other saturday around 2:30pm central time or whenever convenient. We use skype along with Fantasy Grounds, so you can't be timid. We are all older players, so kids need not apply. This is about 50% hack 'n' slash and 50% Role playing, usually but expect the dungeon to be combat focused. The game is in session but its possible to jump in. I have three strong players already but can use two more dependable players.
Message me or reply below with questions or interest. Thanks, and good gaming.
Edit: You can also sign up at the game calendar: pathfinder Gestalt (https://www.fantasygrounds.com/calendar/?id=505)
Earth: 1327
It has been over a century since the apocalypse. The ensuing armageddon has subsided and a new peace marches across the land with the establishment of new empires. This peace would not be possible without the beloved help of our new gods. They came to our troubled world and, in exchange only for our devotion, quelled the upheaval of the world. True, there is much chaos still thriving in the land. Beasts never before seen or seen only the the tomes of legend still walk. Wizards arise trying to master the forces of magic that now flood the aether. And the other side can still be glimpsed in lands not yet tamed by the gods' wills. But now this world offers us hope for salvation and a greater promise of the future. So sayeth the gods.
The Earth existed along side other worlds in parallel dimensions. While this world was free of true monsters, magic and careless divine intervention, the nearest parallel world was much different. That world was ruled by petty gods who unleashed floods of power in a vain attempt to prove to each other who was greater. The human followers worshipped them and were consumed by constant holy wars. The creations of the gods worshipped them and were consumed in holy wars. The excess power corrupted the land to create monstrous abominations and pervert otherwise good creations into twisted evil versions of themselves. No where in this world did any government last beyond a generation, when the powerful men who forged it died. No where did something beautiful created by one god go unmolested by the jealousy of another god. And so the world was filled with misery.
Finally, the veil between their world and Earth did weaken and began to allow things to travel from one to the other. And with one final holy war did the bonds between world snap. Lakes, rivers and mountains merged between worlds transforming the land. Whole nations of monsters were dumped into the peaceful countrysides of nations used to war only with distant foes. And some good creatures seeking refuge from a world of terror are met with fear and hatred. The gods from the other side looked at last upon the relative uptopia of earth, with its nations that have stood for hundreds or even thousands of years. They looked at astounding cathedrals and monuments to gods that they could not see. They looked at the bounty of humanity in numbers that were beyond imagination. And they grew covetous.
The gods crept though the veil and spoke to the leaders of the world. They show them the source of the apocalypse and promised that if the old gods were abandoned and that these new gods would be worshipped in their stead that they would halt the chaos, seal up the breach and bring peace once again to the land. Some kings agreed readily. Others were not convinced and still loved the gods of their forefathers. To seal the deal, the new gods offered a way for the kings of the world to ensure their place in a world that had already seen kingdoms fall. The gods would give a blessing of holy power to each of their bloodlines. They would be masters of magic, able to be gods among men. They would pass this power down through their heirs and hold, for all time, their thrones.
The kingdoms of mankind agreed and so began to spread power and stability through the world. One thing the gods had underestimated, however, was the power of noble infidelity. After generations have passed this holy power can now turn up in the oddest of places.
Still, through the effort of will, the gods do keep the breach closed... for the most part. And this will continue so long as it remains in their best interests... hopefully.
This game begins at first level and involves a dungeon. This dungeon should carry the party at least to fifth level (or until the party gets bored with it). Then it goes freeform from there with the party growing to either become vassals of the Prussian empire or striking off to forge their own kingdom.
Each PC will be a bastard of noble lineage and receive sorcerer spellcasting for free (with certain limitations). Pathfinder core plus other classes are negotiable.
We play every other saturday around 2:30pm central time or whenever convenient. We use skype along with Fantasy Grounds, so you can't be timid. We are all older players, so kids need not apply. This is about 50% hack 'n' slash and 50% Role playing, usually but expect the dungeon to be combat focused. The game is in session but its possible to jump in. I have three strong players already but can use two more dependable players.
Message me or reply below with questions or interest. Thanks, and good gaming.
Edit: You can also sign up at the game calendar: pathfinder Gestalt (https://www.fantasygrounds.com/calendar/?id=505)