Im interested. id definately wanna know the premise of the story before anything else
are we talking D&D in general? or like D&D/Forgotten Realms
The world of Enthaltsam has seen many changes wrought on it in the last few decades. Great evils were overthrown, wars that had raged for generations were brought to an end, and a kind of unfamiliar peace has settled across the continent. Twelve men and women are responsible for the majority of this, a band of adventurers calling themselves the Do-Gooders' Dozen. Living legends, they retired seven years ago after defeating the Demon-Wyrm A'Tuin. Scattered across the realms, they have each pursued their own goals, watching as the world they helped shape takes the first steps on the path they chose for it.
The forces of evil are not gone, however. Those that survived the upheaval have been lurking out of the sight of their enemies, waiting for their time to come around again. Their strength diminished, there is little that they can do to strike back, and most are forced to hide from the heroes and armies that would see them eradicated.
A message has been sent out, summoning them to the last bastion against the Light. The masters of the Black Citadel have called for all those who would see the world returned to darkness.
-----------------------------------------------------------
This is an RP I started back in '08, before it died and I stopped posting on the site. I'm back, and so is it. The basic rundown is that the players create representatives of various evil organizations and set out to undo the work done by the legendary heroes. While it's based loosely on 3.5th edition D&D, you don't actually need to know D&D rules to play.
Assuming anyone is interested, I will post more on the setting and the retired heroes so you can go kill them. There is a crapload of info for me to repost, and I don't want to scare people off with half a dozen massive text blocks.
If you're already thinking of possible characters, there are a few general guidelines. For the servants of darkness, we have D&D style gods, devils and demons just itching to send mortal champions into the world. Various monsterous tribes and minor kingdoms, mundane evils such as criminal organizations, and the ever-popular evil wizards all provide numerous options. I had a list to get people started, and I'll post it if anyone's interested.
Im interested. id definately wanna know the premise of the story before anything else
are we talking D&D in general? or like D&D/Forgotten Realms
Ah, the ever rare game with evil being the side we play. I have always wanted to do something like this, I am interested.
@ Inner Chaos:
General D&D. We'll be using my own setting, and the D&D rules only really make an appearance to provide some structure to the character creation process. Like I said, you won't need to know D&D rules to play, but it helps sort of define the freeform process. Or something.
@ Kilt
I just lost a few minutes laughing at your sig. But there will be no bears that shoot lasers out of their eyes in this game.
Since you're all interested, I'll post more.
--------------------------------------------------------
Enthaltsam is a typical fantasy setting, the temporal setting being shortly after the heroes have won. This is season two, if you will, where the bad guys come back. The players take control of evil adventurers trying to undo the work of the Dozen.
Blue lines: Rivers
Red Lines: Peak lines for mountain ranges
A: Dar Kadal: Loose alliance of the dozens of baronies and dwarven mines, the city-states collectively known as Dar Kadal is ruled by a council of representatives from each community.
B: The Gerhardt Baronies: The sons of King Gerhardt VI rule the Baronies after he refused to name one of them his heir. King Gerhardt lives in Gerhardt Keep, near the port city of Larhost, and has decreed that the son that impresses him with his rule over his own barony will be named heir to the empire. Larhost itself is home to the tower of Do-Gooder Silas Grebid, and this fact goes a long way towards dissuading any of the barons from attempting a military conquest. Fellow Do-Gooder Lerisha Faniyasi has made her estate in the northern reaches of the baronies, though she stays out of the political complexities of the realm.
C: Domus Superum: Technically a republic and effectively a theocracy, nearly every major religion has its primary temple located here. The nation is ruled by local dukes, barons, and governors, usually with the consent of religious leaders, and a vote between these rulers makes the decisions that affect the entire region.
D: Plague Lands. The armies of Dar Kadal, with auxiliaries from nearly every nation, have cut off the Plague Lands entirely, defending the Great Wall against waves of the naturally-occurring undead. Home to countless necromancers in search of the perfection of their craft. The great Lich King Heimgang rules the region, though he is content to let the necromancers pursue their own agendas, provided they do not interfere with him.
E: The Dominion of Lord Bryce: The benevolent King Bryce the Lame has ruled over this stretch of land for nearly fifty years. Good farmland and benevolent feudal lords have made it a prosperous nation. The Verdale, home of the Do-Gooder Leonel Shost, is located in the south-eastern corner of the kingdom, near Winter’s Lake.
F: The World's Teeth Coast, named for the mountain range that dominates the area. other than small villages dotting the area and the Way of the Mountain monastery, the area is of very little importance.
G: The Issfell Valleys. Isswood was destroyed when an Elder Evil was summoned, but the rest of Issfell continues life as normal. Issdale and Issfell Keep are the largest remaining communities.
H: Wedigo Rocks, home of the Long Fang tribes, cannibalistic savages who periodically raid the mainland for fresh meat and slaves.
I: The Selef Plains. Home to the majority of the orc tribes, as well as Selwood, ancient home of the elves. The elves have done a good job of keeping the roads safe, as have some of the more agreeable tribal leaders among the orcs. Some merchants have struck up trade relations with these tribes, though many of the orcs are perfectly willing to kill and rob anyone they happen to meet, so only the brave attempt these trade routes.
K: The Black Citadel: Home of the gnomes, the Black Citadel was created by Queen Harona, who still rules despite being somewhere around a millennia in age. The tower is fully a quarter-mile wide at the base, and rises over a mile straight up out of the scorched and blasted earth. Constructed entirely of black stone, the structure is studded with gothic gargoyles, arches, and balconies. The queen is capable of magically slaying anything within thirteen miles, and her virtually inexhaustible supply of magic is the only reason the Citadel has yet to be destroyed.
Alright, it sounds as though we have enough interest to at least start an OOC thread, with all the setting info.
http://roleplayerguild.com/f14/tippi...-reboot-86819/