Post by Slavemaster on Jun 9, 2008 23:14:02 GMT
The story so far...
It is late in the summer of MS 5062. In Vanamor, capital of Palmyrion, the decorations from the victory celebrations after the battle of Zuttezna have hardly been taken down, when the devastating news of Lone Wolf's death at Torgar and the subsequent annihilation of the Palmyrian-Talestrian army spreads throughout the lands. The Darklords are preparing the counterattack and there is little hope of victory for the Freeland armies now. The Elector is hastily recruiting new soldiers, refugees are already pouring in from Talestria and rumours are whispered in the streets of great drakkar and giak armies amassing to once again scourge the Stornlands - and this time, no one will be able to stop them...
Not everyone is unhappy with this state of affairs; greedy merchants are making huge profits on arms and weapons manufacturing; the ever-present mercenary companies are now being hired to defend the land that some of them were already paid by the Darklords to take; and in shady inns, dark cellars and remote dens in the countryside, the agents of the Darklords - both the ones who have always been there, as well as those left behind after the Darklord's retreat earlier in the year - are once again gathering to ease the way for the armies of Naar.
It is a time for heroes. But it is also a time for opportunists who seek gold, and for the servants of darkness who seek the blood of the heroes...
Preliminaries
The Tears of Ishir is a campaign for those wanting to play the bad guys, or at least the not-good guys. All the evil classes from the sourcebooks and various fan-works are (generally) permitted, unless you come up with something really strange I have not found out about yet The Nad-Adez Konkor, the Cenerese, the Dark Warriors and Cultists and so on. It has to be pointed out that at least one of the players are assumed to be direct servants in the employ of the Darklords, expected to obey orders from those higher up in the dark hierarchy. Other classes could also fit, as long as they are not bound too much by ethics, although of the classes presented in the LWRPG, probably only the Buccaneer would fit. Sharnazim could also work - they might well belong to a faction still loyal to the demised Zakhan Kimah who are required to keep a low profile under the new Vassagonian regime. Basically, anything with a good enough backstory - that is, a reason for them to be in Palmyrion, and a reason for the Darklords to trust them with sensitive missions - will be allright.
Characters will also begin at level 6; a bit less generous than in Maerin's campaign, but good enough to survive. Keep in mind that if you play a servant of the Darklords, you will begin in a country that is hostile to you.
This thread will be used for sign-ups and for questions and answers. When characters have been created, I will start the OOC and IC threads.
The exact mechanics that will be used is still an open question - I really don't want a fight with a group of bandits to take two weeks - so the campaign will (hopefully) be heavy on travelling and detective work. When it comes to battles, we shall have to work something out and I'm sure it will be allright, we're all friends here, eh?
Finally, it should perhaps be pointed out that, while I have tried my hand at online RPG a few times, I may not be familiar with all of the various intricacies that might come up in this style of playing. I intend to "wing it" quite a bit, and rely on understanding players
So, if you want to be a bad guy, start sending in your suggestions for characters!
Edit:
Five players so far in this game:
Eviltb - NAK
Hawkeye - NAK
Beowuuf - Shadaki Buccaneer
Maerin - Corrupt Sage of Lyris
Agrarvyn - Right-Handed Sorcerer
As previously stated, you will begin at lvl 6. Going by the recommended Wealth per Level in D&D, this will give you 13000 gc as starting money, no more than 50% of which can be spent on any single item. This will allow you to buy good mundane gear, as well as one or two more special knick-knacks such as a magical weapon, a nadziranim power crystal or a supply of potions, from the equipment lists of LWRPG or The Darklands sourcebook. But once again I stress that you are supposed to work undercover; should you choose to prance around in your Drakkarim Assault armour and flashing your Dark Axe, then expect to take the consequences...
It is late in the summer of MS 5062. In Vanamor, capital of Palmyrion, the decorations from the victory celebrations after the battle of Zuttezna have hardly been taken down, when the devastating news of Lone Wolf's death at Torgar and the subsequent annihilation of the Palmyrian-Talestrian army spreads throughout the lands. The Darklords are preparing the counterattack and there is little hope of victory for the Freeland armies now. The Elector is hastily recruiting new soldiers, refugees are already pouring in from Talestria and rumours are whispered in the streets of great drakkar and giak armies amassing to once again scourge the Stornlands - and this time, no one will be able to stop them...
Not everyone is unhappy with this state of affairs; greedy merchants are making huge profits on arms and weapons manufacturing; the ever-present mercenary companies are now being hired to defend the land that some of them were already paid by the Darklords to take; and in shady inns, dark cellars and remote dens in the countryside, the agents of the Darklords - both the ones who have always been there, as well as those left behind after the Darklord's retreat earlier in the year - are once again gathering to ease the way for the armies of Naar.
It is a time for heroes. But it is also a time for opportunists who seek gold, and for the servants of darkness who seek the blood of the heroes...
Preliminaries
The Tears of Ishir is a campaign for those wanting to play the bad guys, or at least the not-good guys. All the evil classes from the sourcebooks and various fan-works are (generally) permitted, unless you come up with something really strange I have not found out about yet The Nad-Adez Konkor, the Cenerese, the Dark Warriors and Cultists and so on. It has to be pointed out that at least one of the players are assumed to be direct servants in the employ of the Darklords, expected to obey orders from those higher up in the dark hierarchy. Other classes could also fit, as long as they are not bound too much by ethics, although of the classes presented in the LWRPG, probably only the Buccaneer would fit. Sharnazim could also work - they might well belong to a faction still loyal to the demised Zakhan Kimah who are required to keep a low profile under the new Vassagonian regime. Basically, anything with a good enough backstory - that is, a reason for them to be in Palmyrion, and a reason for the Darklords to trust them with sensitive missions - will be allright.
Characters will also begin at level 6; a bit less generous than in Maerin's campaign, but good enough to survive. Keep in mind that if you play a servant of the Darklords, you will begin in a country that is hostile to you.
This thread will be used for sign-ups and for questions and answers. When characters have been created, I will start the OOC and IC threads.
The exact mechanics that will be used is still an open question - I really don't want a fight with a group of bandits to take two weeks - so the campaign will (hopefully) be heavy on travelling and detective work. When it comes to battles, we shall have to work something out and I'm sure it will be allright, we're all friends here, eh?
Finally, it should perhaps be pointed out that, while I have tried my hand at online RPG a few times, I may not be familiar with all of the various intricacies that might come up in this style of playing. I intend to "wing it" quite a bit, and rely on understanding players
So, if you want to be a bad guy, start sending in your suggestions for characters!
Edit:
Five players so far in this game:
Eviltb - NAK
Hawkeye - NAK
Beowuuf - Shadaki Buccaneer
Maerin - Corrupt Sage of Lyris
Agrarvyn - Right-Handed Sorcerer
As previously stated, you will begin at lvl 6. Going by the recommended Wealth per Level in D&D, this will give you 13000 gc as starting money, no more than 50% of which can be spent on any single item. This will allow you to buy good mundane gear, as well as one or two more special knick-knacks such as a magical weapon, a nadziranim power crystal or a supply of potions, from the equipment lists of LWRPG or The Darklands sourcebook. But once again I stress that you are supposed to work undercover; should you choose to prance around in your Drakkarim Assault armour and flashing your Dark Axe, then expect to take the consequences...