Sarky
Drunken master
Ahoy.
Mostly because Cthulhu_Wakes kept bugging me, I've decided to try out a short Ex3 campaign. I know S Skrakes and Chaka have registered an interest, but I would like a perfect circle of 5 players so here's me putting some feelers out for interested folks to maybe throw out a character concept and we can see where it all ends up. I ain't taking more than 5 players.
A little sales pitch blurb:
Characters would be starting Solars, with a backstory netting an extra 10 bonus points, giving you a total of 25 at character creation. Artifacts not in the 3rd ed book or custom evocations would need to be run by me first, but I'll consider any reasonable requests. The "omg you're a Solar TOO!?" thing has been done to death, so characters will at least know each other by reputation.
I'm planning a fairly diverse range of threats including demons, raksha, politics and assorted Grim Frozen North Tropes™. Set in and around the Haslanti League, mostly based off area lore from previous editions, seeing as I actually have those and we're unlikely to see another 3rd ed book in, ahem, some time.
Given how pricey martial arts are in 3rd ed I am considering offering a couple dots of Reputation or Face (from the 2nd ed books)if anyone really wants to go down that road. That said, combat will be a part of the game, not its sole focus.
So there it is. I'll give this a day or two, judge mercilessly, then see about setting things up.
Toodle-pip.
Mostly because Cthulhu_Wakes kept bugging me, I've decided to try out a short Ex3 campaign. I know S Skrakes and Chaka have registered an interest, but I would like a perfect circle of 5 players so here's me putting some feelers out for interested folks to maybe throw out a character concept and we can see where it all ends up. I ain't taking more than 5 players.
A little sales pitch blurb:
Amidst sparse tundras and freezing oceans, the Haslanti League carves out a dynamic new civilisation, balancing city-states with nomadic tribes, pragmatic cooperation with fierce independence. The harsh lands breed dangers to match, but freedom from the jewelled boot of the Scarlet Empire and the insidious hand of the Guild is worth the risk to the disparate peoples of the League.
Which is not to say they shun help from outside. They are a very practical people, after all. Ruins and secrets of an Age long past remain frozen beneath the immense glaciers north of the White Sea, but perhaps once in a generation their inscrutable flow and ebb will cough up a secret Creation was better off forgetting. A colossal ocean vessel has emerged from the thawing glaciers, reeking of death and sowing madness in its wake. Haslanti war machines cannot scratch it, their cleverest minds cannot penetrate it. There is but one entrance, and the ancient wards proclaim that none but the children of the Unconquered Sun may freely enter.
To make an open call for help would be to admit weakness in a land that shows no mercy to the weak. And so the League's pantheon of gods use more subtle channels. The Ennead of Ice, Fate and Dreams reaches beyond their borders, speaking to Sun-blessed champions in their sleep, calling them to enter this floating necropolis and end its threat.
Which is not to say they shun help from outside. They are a very practical people, after all. Ruins and secrets of an Age long past remain frozen beneath the immense glaciers north of the White Sea, but perhaps once in a generation their inscrutable flow and ebb will cough up a secret Creation was better off forgetting. A colossal ocean vessel has emerged from the thawing glaciers, reeking of death and sowing madness in its wake. Haslanti war machines cannot scratch it, their cleverest minds cannot penetrate it. There is but one entrance, and the ancient wards proclaim that none but the children of the Unconquered Sun may freely enter.
To make an open call for help would be to admit weakness in a land that shows no mercy to the weak. And so the League's pantheon of gods use more subtle channels. The Ennead of Ice, Fate and Dreams reaches beyond their borders, speaking to Sun-blessed champions in their sleep, calling them to enter this floating necropolis and end its threat.
Characters would be starting Solars, with a backstory netting an extra 10 bonus points, giving you a total of 25 at character creation. Artifacts not in the 3rd ed book or custom evocations would need to be run by me first, but I'll consider any reasonable requests. The "omg you're a Solar TOO!?" thing has been done to death, so characters will at least know each other by reputation.
I'm planning a fairly diverse range of threats including demons, raksha, politics and assorted Grim Frozen North Tropes™. Set in and around the Haslanti League, mostly based off area lore from previous editions, seeing as I actually have those and we're unlikely to see another 3rd ed book in, ahem, some time.
Given how pricey martial arts are in 3rd ed I am considering offering a couple dots of Reputation or Face (from the 2nd ed books)if anyone really wants to go down that road. That said, combat will be a part of the game, not its sole focus.
So there it is. I'll give this a day or two, judge mercilessly, then see about setting things up.
Toodle-pip.