The Lost Lands
Prologue
There exists a story that has been long relegated to the works of fiction by time.Once the world was said to be made up of two opposed forces, that of the light and that of the dark. Since the beginning these ideals clashed with one another, each so persistent to be rid of the other. Yet, as they were two halves of the same, neither could truly vanquish the other, but this did not stop their attempts. The Kingdom of Light and the Kingdom of Darkness together saw to it in their conflict that creation would arise. Soon, when the time came that was, man cast in his hand and many obeyed the call they felt within their heart; to fight on behalf the light. Those few who opposed, the ones fallen to the darkness, struggled just as relentlessly in turn, still nursing scorned spirits. However, the balance of these two delicate forces of existence, the fundamentals of all creation and all worlds, had already fallen out of alignment.
The light beat back the Kingdom of Darkness, chasing it into the corners in which it then hid. Not content with this, never again wishing to fight such a terrible battle, man used the gifts they had received to seal away the defeated darkness. This gift today we know as magic in many forms, just as it was then too, but of far greater power than anything of imagination. So when they closed that doorway which bridged the Realms of Light and Dark, so too did their light fade.
But man was complacent.
For a time they no longer had served the Kingdom of Light and its unknowable good, instead having turned to that which they could understand. In so doing they created gods, shrines, temples, stories, myths and legends, all good and bad. Cut off from the light and darkness, they began to lose understanding of which was which; they ignored their hearts and believed what only they saw with their eyes. So just as they pushed the light away as they had the dark before, they unknowingly allowed the ever seeping shadow to follow the void, growing stronger wherever it found weakness. Foolish students of foolish masters, they attributed their misfortunes to mortal plights rather than the enemy they had forgotten, the same now that stared so clearly back at them; the Kingdom of Darkness, still weakened from the battle so, so long ago, preyed now upon that absence of light and the belief it did not exist.
As man turned against man the great world they had created for themselves fell apart, a disaster of their own creation. This world you know personally, as it was your home. Yet, that was not what collapsed it into the Kingdom of Darkness where it now resides potentially lost forever. No, that was your own doing.
By some means or another, beyond explanation or understanding, you and a few kindred spirits were granted the spark of good within you. You, by your nature, are good at your core. Perhaps not always was this the case, almost certainly not for all of you, but it was what allowed you to survive. It is this same mysterious power that drew you all together, united as one against an enemy you could not explain or even truly defeat. Foe after foe you felled, only to watch them to disperse into inky mists and fade away. You battled to the seat of your realm's power and discovered again what had laid hidden in plain sight.
The Door to the Realm of Light and Dark, the very thing that held your world in balance, could not be seen by those who were blind to both good and evil. It was what tethered your world together, everything you knew and loved, and from its edges seeped terrible darkness. There was nowhere to go but forward as your enemy manifest relentlessly here before it. Only was it when you flung open those long sealed doors, ready to do battle, did the powers of existence return truly.
You, in no fault of your own, unleashed upon all worlds both those powers of the Kingdom of Light and the Kingdom of Darkness once more...
Drown out by the darkness, you too would have been consumed like your world was, but that hope within you shielded you more powerfully ever than before. It is your duty and that of your allies to be the lights in the darkness, to be the first and foremost of the Kingdom of Light and return the realms to order, all of them, including your own in the process. You know those hearts, those souls, are not lost forever. That there can be redemption and rescue for all things of existence.
... but it will take a battle to do so.
Overview
The rules and stakes are made simple, in that your character must not lose the light - the ambiguous, almost indescribable tenants of good - or face fighting the darkness internally or externally. Thus, all characters must be Good aligned on at least one axis; if they are former foes redeemed by being called to light or if they were born with the best ideals of good in them, they are heroes through and through. Their party is their friends, the only people they have come to know to rely upon. This is not to say they think others are bad, on the contrary, but they know it is difficult to convince others to surrender even the smallest evils in their hearts.It is important to note that one cannot kindle hope, kindness, joy, passion and other noble ideals in others without living it themselves. Thus the characters should be of lighter spirits, motivated that they are by chance the heroes of a benevolent force that wishes to bring balance once again and through them and their actions, chase back the evil forces at work. From this, it should be noted that certain things are always considered evil, just by their nature - something the characters in time will need to learn to confront. Worse yet, while the characters should attempt to avoid unneeded conflict, especially with those of neutral or other good hearts, not everyone is so kind or well meaning; evil can be as deceitful as it delights in being prideful and bombastic.
Magic and swords will often come into play, especially with the shadowy figures - emanations of darkness itself personified - that assault the heroes and others as they travel across the realms. Threats vary from Planar beings and creatures, to evil itself. Fortunately, whereas darkness represents nothingness, the characters are embodiments of something given form. Defeat, short of the loss of the entire party, is penalized minimally. So as one can reasonably expect, battle will be frequent, fast, dynamic and lively; a spirit of high fantasy with ample rewards for those who seek out their calling. Owing to this, it is encouraged characters have both martial and magical talents.
While the story proper begins not long after their opening of the doorway and finding themselves cast into the Planes, the campaign will start with a flashback to moments prior. From there, they will see themselves on an expansive story crossing a great amount of terrain. It should be noted that while they will start off more mundane, the arms, armor, equipment, environment and setting will quickly progress toward high fantasy sword and sorcery.
Rules
- The characters will all begin at 2nd character level, able to be crafted from any published Wizards of the Coast material or Unearthed Arcana, using the most current version of any.
- The characters may be "reflavored" background and class-wise as seen fit, but should match the overall tone and theme of the setting.
- The characters must be Good aligned and are strongly suggested to be aasimar, elves, half elves or humans. They are in character aware that they need act as a force of good and know the party they have been traveling with enough to trust them.
- The characters will use the average hit points for their level with maximum at 1st as normal.
- The characters will have their ability scores sent to them by private message request of the Dungeon Master who in return will also pose them with a few personal, secret questions and a reward.
- The characters begin with all starting equipment and gold from their background and class combined. In addition, they may have any non-magical items they so wish that cost less than 50gp, unless the item is relatively equivalent to that (such as a hand crossbow).
- The characters, when completed, will be put on a Myth Weavers sheet for ease of access and forwarded to the Dungeon Master.
- The players are free to inquire in private or in public anything they wish of the Dungeon Master. Judgments and rules will follow the most current rulings possible. Where no rulings exist, a new ruling will be created, favoring the players.
- The players have no time limit between posts out of initiative order but are expected to be active roughly every three days. If need be the Dungeon Master will contact a delinquent player and notify them they need post, even if their character is not actively being engaged. Inactivity and loss of interaction is extremely damaging to morale and plot.
- The players will have two days in initiative order to post and failing this will have their turn and character assumed by the Dungeon Master. While under the Dungeon Master's control, the character will behave according to their person and make the best decision they can for themselves and their party.
- The players should be mindful of the maturity level; assume this game, more lighthearted and noble as it is, intentionally strays away from the more serious topics. If you are unsure what would be questionable, contact the Dungeon Master in private first.
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The following users indicated interest: @JBRam2002, @Decker126, @Gordian Nought, @Cu Chulainn, @Chaotic Chao, @Zverda
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