Grey
Dialectical Hermeticist
This RP will be for 4-6 players, a group of misfits, cutthroats, and scoundrels with hearts of gold.
The system is easy enough to learn, a dice-pool system that's simple to use but has mechanical depth if you want to engage with it.
No prior experience with this game or dice games required. All skill levels welcome.
One post a week is ideal, once a month is acceptable.
No set post length - just post what you feel is necessary to move things along.
===========================
The world is vast and strange, where sorcerer-kings rule from steel towers, where a secret society of mystic engineers controls an ancient city with literal iron fists, where noble houses descended from the gods themselves sweep bystanders up in their epic feuds and romances.
What's an honest criminal to do?
You five misfits, criminals, and tortured souls have been set a task - to recover a mystical artifact before the Desolator Annan can reach it and wreak her terrible revenge on Zendis City.
What destiny will you forge in these darkening skies?
=============================================
You have a slew of options for fun characters.
Here are some example if you just want to dive in - yes, yes, it is a reference.
SAMPLE CHARACTERS
Humans
Among the most widespread peoples on the continent, humans are hardy, industrious, and diverse. Humans seem to meddle in anything new they find and have reshaped the world since the end of the last war. Many of the world's Magi are human.
Rats
Humankind's best friend, rats and humans have worked and lived together for so long now you'll rarely find a society with one and not the other.
Short, dexterous, and furry, with powerful senses, rats are sometimes joked to be the brains to humans' brawn.
Trollkin
The insular Trollkin live in the cold north; huge and wise woolly Trolls, stoic and disciplined Orcs, and cunning, inventive Goblins.
It's rare for one of their kind to be exiled, but it happens, and a Trollkin cannot live without some kind of family.
Crantiré
The mysterious rulers of The Awakened Wood, the Treefolk, rare and wise. They rarely leave their strange and hostile homeland; those that do are often powerful Magi.
Elementals
The other inhabitants of the Wood, who some call the guard dogs of the Crantiré. Roving clans who can harness elemental energies and defend the borders of the Wood with furious zeal, practicing esoteric martial arts that bend fire, earth, wind, and water to their will.
Scions
Said to be the descendants of the gods who left this world in disgust long ago. The seven Houses are powerful militarily, magically, and politically powerful, unbound to any nation. Each Scion is a living legend, or on the way to becoming one.
You can find out more about the world here: Darkening Skies
The system is easy enough to learn, a dice-pool system that's simple to use but has mechanical depth if you want to engage with it.
No prior experience with this game or dice games required. All skill levels welcome.
One post a week is ideal, once a month is acceptable.
No set post length - just post what you feel is necessary to move things along.
===========================
The world is vast and strange, where sorcerer-kings rule from steel towers, where a secret society of mystic engineers controls an ancient city with literal iron fists, where noble houses descended from the gods themselves sweep bystanders up in their epic feuds and romances.
What's an honest criminal to do?
You five misfits, criminals, and tortured souls have been set a task - to recover a mystical artifact before the Desolator Annan can reach it and wreak her terrible revenge on Zendis City.
What destiny will you forge in these darkening skies?
=============================================
You have a slew of options for fun characters.
Here are some example if you just want to dive in - yes, yes, it is a reference.
SAMPLE CHARACTERS
Humans
Among the most widespread peoples on the continent, humans are hardy, industrious, and diverse. Humans seem to meddle in anything new they find and have reshaped the world since the end of the last war. Many of the world's Magi are human.
Rats
Humankind's best friend, rats and humans have worked and lived together for so long now you'll rarely find a society with one and not the other.
Short, dexterous, and furry, with powerful senses, rats are sometimes joked to be the brains to humans' brawn.
Trollkin
The insular Trollkin live in the cold north; huge and wise woolly Trolls, stoic and disciplined Orcs, and cunning, inventive Goblins.
It's rare for one of their kind to be exiled, but it happens, and a Trollkin cannot live without some kind of family.
Crantiré
The mysterious rulers of The Awakened Wood, the Treefolk, rare and wise. They rarely leave their strange and hostile homeland; those that do are often powerful Magi.
Elementals
The other inhabitants of the Wood, who some call the guard dogs of the Crantiré. Roving clans who can harness elemental energies and defend the borders of the Wood with furious zeal, practicing esoteric martial arts that bend fire, earth, wind, and water to their will.
Scions
Said to be the descendants of the gods who left this world in disgust long ago. The seven Houses are powerful militarily, magically, and politically powerful, unbound to any nation. Each Scion is a living legend, or on the way to becoming one.
You can find out more about the world here: Darkening Skies