"In a world of sprawling empires across dozens of continents, nearly every corner of the world had been explored. Wilds tamed, monsters brought to heel -- and a dark, iron-fisted order and law -- guaranteed by the Underlords of Muurdaan, was absolute. Borders are stable, and for many life is stagnant and opportunities short. Many yearn for new lands, somehow a chance to make their fortune -- and finally that day may be coming. Eyes have turned to the last continent, the lost continent, the outlaw continent: An enormous land that centuries ago was ruled by powerful wizard kings and queens. In ages past they sealed their lands away from the rest of the world, vessels and travelers were forever turned away from its shores. Magical storms and enchantments confounded instruments and destroyed ships or other conveyances who dared to go near it. Stifled trade permitted by the Mage Kings slowed and then stopped hundreds of years ago -- and in the ages that passed, the spells that locked their lands away have slowly faded.
The Underlords immediately saw this new Jewel to claw permanently into the rest of their realms, but the bonds are not yet weak enough to allow an army or great heroes to reach the new world -- but they are weak enough to allow aspiring heroes and small groups of settlers to pass unseen. The Underlords made proclamations to those who would risk their lives for influence, riches, and the opportunities of a new land -- Any worthy persons would be given a Ship and a small community of pioneers with supplies to make landfall and settlement. In return, They would explore, tame, and claim the new lands for themselves -- Tithing a portion of any riches they find to their patrons and supporting the trade of treasures, magic, and exotics found in the new land for gold and finished goods that would no doubt be needed in the new settlements.
You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell."
NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!
That said, I am sure if you read even a bit of the story you can see that it's worth the effort! game on!
________________________
The Story so Far: (The existing thread is 13+ pages of amazing posts, with OOC chat considerably longer prior this re-boot!)
The Old World has been left behind. Almost a dozen factions have set sail for the new world... the "Lost Continent" -- some did not survive the sea voyage, some have returned home, some have succumbed to the dangers of the new world or merely vanished -- but standing in defiance a colony has been founded, and yet remains.
The Human Faction of the Attolians have strengthened relations with the fragmented exiles. The wood elves too, now without leadership find warm but uncertain homes with the fierce minotaurs of Harun'taras -- the Tyren. The high elves continue to consolidate their position with them they would call their lessers, and the growing cult of Dracos preaches of dragons and redemption in a land now thought to be the graveyard of fallen gods.
The newly arrived ratkin still seek to make their place in the order forming out of the chaos called "Marketplatz" -- with Aggressive Gnoll Natives and the mysterious "Mud-Elves" who seek to destroy the colony as a sacrifice to their Pagan god... The mysterious Zebani "Imps" lurk in the sewers beneath the colony... eluding any classification of friend or foe... and what of the Great Crocodile Men, The Aymarans? After finding their homes in the colony's sewers some whisper they may have disappeared almost overnight -- surely such rumors cannot be true?
All this, and the Snakemen and clockwork soldiers in the north -- and a sprawling ruin of skeletons and restless spirits at the very doorstep of the fledgling colony.
The colony stands alone, out of contact with the old world -- without even an Imperial Magistrate to guide or rule them... and still new factions of settlers may be landing any day... Will you take the help to lead one such expedition? Will your faction make it's place, and unlock the mysteries of the Lost continent?
___________________
This is a formal interest check for an established Nation-building game ("LOST CONTINENT: FLIGHT FROM MUURDAAN") -- we presently number around 5 returning players to the re-active thread, but looking for one or two more players that are truly interested and a great fit to the game. Post here if you might be interested, with an idea of the type of leader(s)/character(s) you'd be interested in playing and what fantasy races interest you... the game has already seen diversity from regular humans, to ratkin, to lizardmen, elves, and minotaurs and more! If you've got ideas and interest lets talk about them!
-BeckonCall : GM and servant to the most holy PC!
The Underlords immediately saw this new Jewel to claw permanently into the rest of their realms, but the bonds are not yet weak enough to allow an army or great heroes to reach the new world -- but they are weak enough to allow aspiring heroes and small groups of settlers to pass unseen. The Underlords made proclamations to those who would risk their lives for influence, riches, and the opportunities of a new land -- Any worthy persons would be given a Ship and a small community of pioneers with supplies to make landfall and settlement. In return, They would explore, tame, and claim the new lands for themselves -- Tithing a portion of any riches they find to their patrons and supporting the trade of treasures, magic, and exotics found in the new land for gold and finished goods that would no doubt be needed in the new settlements.
You could be one such leader. Each leader shall guide a faction, and the factions will co-operate, compete, and make or break the community in this new world. Can the settlers put aside the grudges and vendettas of the old world behind? Can diverse races and cultures live together side by side in a hostile wilderness and establish a common law? Time will tell."
NOTE: This is a detailed fantasy nation building game that has it's emphasis in resource/people management, struggling against adversity, risk, and loss. DO NOT consider joining this game if you: Don't like reading or making detailed posts regularly or are only interested in seeing your character win (this game has dice AND loss and death can be EXPECTED if characters are reckless.) Also, bigotry, racial tension, as well as issues of diversity are themes as well, be warned!
That said, I am sure if you read even a bit of the story you can see that it's worth the effort! game on!
________________________
The Story so Far: (The existing thread is 13+ pages of amazing posts, with OOC chat considerably longer prior this re-boot!)
The Old World has been left behind. Almost a dozen factions have set sail for the new world... the "Lost Continent" -- some did not survive the sea voyage, some have returned home, some have succumbed to the dangers of the new world or merely vanished -- but standing in defiance a colony has been founded, and yet remains.
The Human Faction of the Attolians have strengthened relations with the fragmented exiles. The wood elves too, now without leadership find warm but uncertain homes with the fierce minotaurs of Harun'taras -- the Tyren. The high elves continue to consolidate their position with them they would call their lessers, and the growing cult of Dracos preaches of dragons and redemption in a land now thought to be the graveyard of fallen gods.
The newly arrived ratkin still seek to make their place in the order forming out of the chaos called "Marketplatz" -- with Aggressive Gnoll Natives and the mysterious "Mud-Elves" who seek to destroy the colony as a sacrifice to their Pagan god... The mysterious Zebani "Imps" lurk in the sewers beneath the colony... eluding any classification of friend or foe... and what of the Great Crocodile Men, The Aymarans? After finding their homes in the colony's sewers some whisper they may have disappeared almost overnight -- surely such rumors cannot be true?
All this, and the Snakemen and clockwork soldiers in the north -- and a sprawling ruin of skeletons and restless spirits at the very doorstep of the fledgling colony.
The colony stands alone, out of contact with the old world -- without even an Imperial Magistrate to guide or rule them... and still new factions of settlers may be landing any day... Will you take the help to lead one such expedition? Will your faction make it's place, and unlock the mysteries of the Lost continent?
___________________
This is a formal interest check for an established Nation-building game ("LOST CONTINENT: FLIGHT FROM MUURDAAN") -- we presently number around 5 returning players to the re-active thread, but looking for one or two more players that are truly interested and a great fit to the game. Post here if you might be interested, with an idea of the type of leader(s)/character(s) you'd be interested in playing and what fantasy races interest you... the game has already seen diversity from regular humans, to ratkin, to lizardmen, elves, and minotaurs and more! If you've got ideas and interest lets talk about them!
-BeckonCall : GM and servant to the most holy PC!