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On a scale of 1-5 how difficult do you want this to be? With 1 being a rather easy beginners campaign mostly with hack and slash combat and 5 being a challenging campaign requiring a myriad of skills and thought.
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Jans Viper
Crew

PostPosted: Wed Sep 21, 2005 1:04 pm


I actually have a good idea on what the campaign's going to be like and about. As soon as we have enough players I should be ready.

And here we go.

The campaign is going to take place on the Prime Material Plane of Weave.

Those of you who are familiar with my work (Tac, compfreak) would recognize Weave as the world I've been working on as a extremely geologically diverse landscape where two factions, Lawfully aligned and Chaotically aligned, are constantly at tension with one another while groups of highly trained mercenaries dive in and out of conflicts.

The campaign itself takes place in the Lawfully Good city of White Shield at The Blood Ajoining along the Shadow's Path in The Wilds.

White Shield: A large city surrounded by massive granite walls. A thriving economy has sprung up around the huge castle that makes up its heart. The surprisingly democratic seat of the military and religious governments of the Law faction. A training grounds for eager young adventurers like yourselves.

The Blood Ajoining: The only way to safely navigate The Wilds is through the numerous Paths that run through it. Most are control by one of the two factions and policed rigously, but one specific exception exists. The Shadow's Path is said to extend across ever inch of Weave's face and more. It is a secret and closely guarded road in which anyone can have safe passage without regard for motive or intent. The Blood Ajoining is several dozen branches of the Shadow's Path meet. White Shield was built on this spot to police this heavy trafficked area.

The Artery: The section of the Shadow's Path within The Wilds after the Blood Ajoining. Runs past White Shield and into the highlands.

The Shadow's Path: An ancient magical "roadway" of sorts that various thieves, killers, criminals, dissidents, illegal immigrants, etc. travel on their way through Weave. Their is a truce of sorts on The Path, above groups are at constant peace with one another. The Lawfully aligned faction on the other hand is near dedicated to wiping out its criminal presence. The Chaotically alighed faction doesn't really care, that is until they begin interfering with trade. Black Markets get hit hard and fast. The Path is one of the few "safe" paths through The Wilds.

The Wilds: Forests that elves won't claim. Caves that orcs won't stake out. Lush woodland meets spires of sandstone and granite meets hundreds of miniscule lakes all in the span of a square mile. And that's just the habitable spots. The Wilds is one of the least friendly places in the multiverse. Oddly enough it also hosts one of the best Hexblade, Warmage, other sorts of battlecasters, etc. schools out there as well as a center for technology and trade in White Shield.

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If you'd like to know a little bit more about Weave and the environment you'll be playing in read on. Otherwise you can stop here.
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The Cliff Wall: A massive rift that spans thousands of miles of Weave in a circular fashion. Almost fifty stories high at a sheer 90 degree angle with less that 20 safe paths across its massive length and all of those are either dangerous as hell or controlled by one of the Factions. Not. Fun. It seperates The Wilds from the rest of Weave.

Lawful Faction: A basically good and strongly Lawfully aligned Parlimentary Monoarchy. Their system is very hierachial and has strict rules for jobs, payment, class, etc.

Chaotic Faction: A basically good and strongly Chaotically aligned Oligarchy with the merchant and trade guilds as a ruling class. The system is unstructured for the most part (except when trade is concerned) and based mostly on trade.

Mercenary Faction: A shadowy organization that trains and hires out groups of mercenaries from shadowy seat of unquestioned authority. Groups could even be put against one another at times. No one really knows quite what this faction's goals are, but they really like money, almost as much or more than the Chaotic Faction. They also acquire power, land, people, whatever. Additionally, the Mercenary Faction supposedly runs The Shadow Path.

Emperor's Remnant: Far to the west of the warring factions once existed a powerful Empire that ruled fair and justly with respect to all alignments and people. The Emperor was beloved across Weave, right up until the Empire was nearly wiped out in its entirety. No one quite knows who destroyed the Empire as they closed their borders and stopped all expansion almost at the edge of the former Empire's boundaries. The Emperor lives in seclusion in a small city called Setrosi partly to the west of the capital of the Chaotic Faction.

Setrosi: A heavily fortifided castle surrounded by peaceful farmlands and townsfolk who enjoy the lowest taxes and expectations of peasants almost anywhere. It is said that Setrosi is the end of the Shadow's Leg, but no one investigates this. In addition to having extremely happy peasants Setrosi is widely "rumored" to have one of the most lethal fighting forces in all of Weave. Widely. Rumored.

The Shadow's Arm: A section of the Shadow's Path between The Citadel and the City of Shadows. Heavily patrolled by the Lawful Faction.

The Shadow's Leg: A section of the Shadow's Path between the City of Shadows and Setrosi. Less heavily patrolled, but more heavily guarded by the Lawful Faction.

City of Shadows: A stop-over between the Shadow's Arm and the Shadow's Leg. A ancient and mysterious city with ancient and mysterious forces at work. No one really knows anything about the City of Shadows, except for the fact that even the Gods fear entering with bad intent. The City has been around as long as the Shadow's Path, which is to say since the beginning of Weave itself.

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Wow, I'm adding something to this! ^_^
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Elite Plains

 
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