On the shore of the Sea of Gales lies the port town of Brighthaven. Although its official name sounds pleasant enough, you would get another idea of the place once you heard the natives names for it; Bloodhaven or Thief Town being among the more popular ones. It is a big, wild place, full of people of all sorts of questionable occupations and backgrounds. It is not a place for the weak of heart. Living here is risking everything, but still people flock to the place like flies to freshly spilled faeces. Why, you might ask? Because of Norn, that's why.
Just a days travel north of the city lies the great forest of Morkador, and within it, the ruins of ancient Norn. Norn was once the capitol of the Nornum empire, a realm of great power and influence which fell to an unknown catastrophy over a thousand years ago. Although a long time has passed since then, and despite the numerous expeditions into the dark woods, the place is still teeming with treasure. Gold, jewels, silver, and foremost of them all: magical artifacts.
Magic is rare nowadays. Some say it is leaking out of the world. Others say that the art has simply been lost to time. Whatever the case may be, the fact of the matter is that the most potent, and valuable, pieces of enchanted goods can be found only in this place. But delving into Morkador is not without risk.
In fact, most expeditions into the dark forest end up as failures, or are never heard from again. The woods hold all sorts of nasty surprises for the unwary and expert traveller alike; beasts, ghosts, bandits and other adversaries haunt the ruins of old Norn, and have proven a daunting challenge even for the most illustrious of adventurers.
But still they come, from near and far, and for every imaginable reason. Its a great gamble, with your life at stake, but the treasures of Norn and the promise it brings just might be worth the dangers of Morkador.
Right, so now that we got that our of the way here's the basic rule set:
1. My word is law. Standard RP/D&D stuff. While I'm willing to hear you out if you want to contest something, it's not garuntee that you'll get your way and frankly if I find that you're pushing it too much, you're out.
2. This is a 5e game with 5e mechanics. While I'm open to homebrew or house ruling, bring it up to me first before you implement it. Ignoring or forgetting this rule will invalidate your actions, making you fail at whatever you were attempting and wasting all of our time.
3. Let's get this our of the way soon: If you want to fight another PC IC, feel free to do so, but it will be conducted with the standard rules of combat. Fighting IC is fine, but chances are that it will cause a stir OoC, so I demand that both sides keep OoC arguing or combat out until the fight is resolved. If you don't wanna face off against your fellows, tread carefully.
4. Death will happen. I'm not going to pull my punches here; you will be outnumbered, you will run into enemies above your level, and I have plenty of traps in mind to screw you over when it's most inconvenient. While I am not a blood thirsty GM, that doesn't mean recklessness will be rewarded and like it or not, there are things in this RP that seeks to kill your character in the most brutal and dishonorable way doable.
5. For newcomers or hopefuls who wish to join, you begin at level 3, your budget is whatever you could get with your starter class options plus 150 GP, and any source from the Core, Unearthed Arcana, and Xanathar's guide is allowed. Any homebrewed content must be passed by me first, and if I have any question about your abilities, spells, or items, I expect you to have a legitimate source for it. That is to say, you can't simply tell me, you need to show it to me on official documents.
6. More rules to be added as I see fit.
Character sheets will be made through this Google Sheet. Copy it and save your own file. I will reference your sheet ever so often as I need to.
@Searat@Duthguy@Riaxh
And so the game begins. I actually haven't seen Assallya in a while so she may or may not be playing. Since I decided that we'll be doing Norn, it should be easier to have new players come and join, though I would still prefer if we only get one or two more players. In any case, please post up a link to your CS here in the OOC, and when I have the time I'll get started on the first IC post.
Just a days travel north of the city lies the great forest of Morkador, and within it, the ruins of ancient Norn. Norn was once the capitol of the Nornum empire, a realm of great power and influence which fell to an unknown catastrophy over a thousand years ago. Although a long time has passed since then, and despite the numerous expeditions into the dark woods, the place is still teeming with treasure. Gold, jewels, silver, and foremost of them all: magical artifacts.
Magic is rare nowadays. Some say it is leaking out of the world. Others say that the art has simply been lost to time. Whatever the case may be, the fact of the matter is that the most potent, and valuable, pieces of enchanted goods can be found only in this place. But delving into Morkador is not without risk.
In fact, most expeditions into the dark forest end up as failures, or are never heard from again. The woods hold all sorts of nasty surprises for the unwary and expert traveller alike; beasts, ghosts, bandits and other adversaries haunt the ruins of old Norn, and have proven a daunting challenge even for the most illustrious of adventurers.
But still they come, from near and far, and for every imaginable reason. Its a great gamble, with your life at stake, but the treasures of Norn and the promise it brings just might be worth the dangers of Morkador.
Right, so now that we got that our of the way here's the basic rule set:
1. My word is law. Standard RP/D&D stuff. While I'm willing to hear you out if you want to contest something, it's not garuntee that you'll get your way and frankly if I find that you're pushing it too much, you're out.
2. This is a 5e game with 5e mechanics. While I'm open to homebrew or house ruling, bring it up to me first before you implement it. Ignoring or forgetting this rule will invalidate your actions, making you fail at whatever you were attempting and wasting all of our time.
3. Let's get this our of the way soon: If you want to fight another PC IC, feel free to do so, but it will be conducted with the standard rules of combat. Fighting IC is fine, but chances are that it will cause a stir OoC, so I demand that both sides keep OoC arguing or combat out until the fight is resolved. If you don't wanna face off against your fellows, tread carefully.
4. Death will happen. I'm not going to pull my punches here; you will be outnumbered, you will run into enemies above your level, and I have plenty of traps in mind to screw you over when it's most inconvenient. While I am not a blood thirsty GM, that doesn't mean recklessness will be rewarded and like it or not, there are things in this RP that seeks to kill your character in the most brutal and dishonorable way doable.
5. For newcomers or hopefuls who wish to join, you begin at level 3, your budget is whatever you could get with your starter class options plus 150 GP, and any source from the Core, Unearthed Arcana, and Xanathar's guide is allowed. Any homebrewed content must be passed by me first, and if I have any question about your abilities, spells, or items, I expect you to have a legitimate source for it. That is to say, you can't simply tell me, you need to show it to me on official documents.
6. More rules to be added as I see fit.
Character sheets will be made through this Google Sheet. Copy it and save your own file. I will reference your sheet ever so often as I need to.
@Searat@Duthguy@Riaxh
And so the game begins. I actually haven't seen Assallya in a while so she may or may not be playing. Since I decided that we'll be doing Norn, it should be easier to have new players come and join, though I would still prefer if we only get one or two more players. In any case, please post up a link to your CS here in the OOC, and when I have the time I'll get started on the first IC post.