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Calm before the Storm.

Posted by Feast
Feast
member, 187 posts
Wed 8 Apr 2020
at 03:09
  • msg #1

Calm before the Storm

Despite established cities and kingdoms throughout the realm, not much is known about the vastness of the land. For hundred of years of a wartorn realm between kingdoms from the north, to the barbarian hordes that continues to lay siege in the blackened plains of the east, and the red plague that raged across the west due to poverty and famine brought about endless warfare has crippled the realm from the concept of ‘exploration’. Ancient relics, tombs and places of old lost in the anarchy of time, even the passage of history remains clouded with the veil of lies and discrepancies based on current writings.

The land ‘was’ consumed by fear and urgency that there was never a time of reprieve for the people of this realm. But twenty years ago a divergence and changing point of the annals of history has forever shifted the balance. Seemingly overnight which researches and scholars have yet to determine the cause but the wars of each kingdom ended abruptly while the barbarians in the east lay scattered and routed as famine and sickness quelled were easily quelled by magic as the whole realm of Vilandar slowly recovers from the unexpected peace and tranquility it has received. Kingdoms slowly prospered, trade routes established, order was returned and now slowly but surely progress was in the right direction.

In these 20 years, history was a blur, writings and ancient books that depict the tales of ‘magic’ and Gods are but myths and legends. (I’ll use forgotten realm Deities.) all temples have been destroyed and abandoned from the war but pockets of religious sects and small communities do still worship these Deities despite their lack of knowledge of what they truly are about. Magic is common but despite its familiar usage among Vilandar’s denizens, the purpose, the very concept of its nature and its history is lost through time.


This adventure series is set in and around the lands adjoining the Nether Mountain Range of The Silver Marches. Halved by the River Rauvin, these lands are a racial melting pot of the elves, human, halflings, dwarves, gnomes, orc’s and the occasional kobold or goblin.  Relations between the more “civilised” races and those of a more “barbaric” nature, often are strained to say the least. Orcish raids impact upon elvish and human settlements. Dwarvish interests, laying below ground, are less targeted by creatures living above, yet face their own set of perilous foes.

The River Rauvin acts as a trade route cutting through the area, with numerous settlements dotting its fertile banks. To the north, the Nether Mountains act as an imposing boundary, full of varying races and the odd blue dragon. South of the river, lies the expanse of the dense and somewhat sacred High Forrest. Rumoured to house at least two Uhtgarde Barbarian tribes, ancient elvish cities and numerous ruins. Civilised points of interest within this small region include the “Gem of the North”, Silverymoon, Everlund the merchant city, Sundabar the subterranean dwarvish city, and numerous smaller villages and towns.

This tale focuses on the humble beginnings of a band of unlikely people that eventually travels the world seeking the secrets of the land in search of treasure, history and perhaps even to save the fate of the realm from the impending destruction. But ofcourse.. with all stories it starts in a small resolute village of Jalanthar. This small village of some 300 souls features a number of humans, elves halflings and 3 or 4 half-orcs. These unlikely individuals would coincidentally settle in this meager community with their own personal reason whether it be passing through, looking to make a coin, starting a new life or have themselves stuck growing up in its lowly circle forever dreaming of adventure and freedom outside the village.



I would like to recruit about 5 players to do this campaign. This campaign starts small and short. However depending on the outcome and the results of your adventures, it might turn complex and long. Players will start at level 5 just to skip with all the level grind at the beginning while keeping in mind that I prefer fairly active players for I’ll be able to post, update ,and even manage the game on a daily basis so player activity of being able to post more than 3/week is something I’m looking for in a player. I also made this game to [Adult], to keep it safe from immaturity, ooc fights, and to capitalize on players knowing that this game has a certain quality to it and I like my players to keep to that standard.

Something to take note on if you are interested to join:
  • DnD 5th edition Based Game using official books that have been released (excluding Unearthed Arcana related classes and spells)
  • Players may contribute, are encouraged, to contribute to the world and story line.
  • Players can make their own background story for their characters and just add in why they decided to join the adventurer's guild as opposed to (Ex; continuing their holy training to be a paladin of -insert name here-)
  • If a player leaves the game due to RL reasons or inactivity during a quest, parties can leave them be, or I'll have them run away back to the guild center to keep the game moving quickly.
  • An ever evolving economy keeps players interested in trade and barter management.
  • Use of skills, encouraged, Skills will heavily effect some outcomes.
  • There will be certain house rules that will be made aware during the course of the game’s ‘evolution’ as it progresses.

If interested just look up the game, and read the RTJ thread carefully.
This message was last edited by the user at 03:17, Wed 08 Apr 2020.
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