AVISTRATH | FANTASY AGE CAMPAIGNThe game of Avistrath begins on the year 1008 Iron. Three-hundred years after the collapse of an immense empire that ruled from one corner of the world to the other. The Empire's cities destroyed, its land scorched, its link with civilizations of old severed. The noble houses that lorded over provinces and commanded vast armies have withdrawn to rule from their broken city-states. Once seduced by the prospect of power, constantly fighting for affluence and influence, now they fear losing what little they have left. An endless, silent struggle for dominance in a world where none of it matters any longer. The wars with the gods did immeasurable damage to scientific and arcane research and as a result the world has become stagnant. Where mistrust, prudence and petty plays at power are common, progress is solely reliant on the rediscovery of long forgotten libraries, forges and arcane facilities. The Noble Houses lack the resources and the will to restore the structures and societies of knowledge, and technological and societal advancement have become a commodity to be traded, sabotaged or stolen. Hucksters peddle ancient wares of no value to the ignorant, while the Lords seek and hoard artifacts they barely understand. Loyalty is transitory and the rule of law is easily bought. Alliances and reputations are sometimes the difference between life and death - a misspoken word or an unpaid tribute can pose dire consequences. The journey begins in the quaint village of Tinggård. You are one of only five survivors as you watch your family, friends, and countrymen die in agony all around you. A terrible sickness ripped through your community in the middle of the harsh winters. Blizzards last for months and the sun's rays disappear as darkness washes over the Waking Lands for the duration. With little food you and the others were forced to feast on the plagued flesh of your fellows. Even with a hunter in your midst, those who understand Avistrath recognize the cursed lightless lurking outside of the gates are far too dangerous to take on during the middle of winter. Now that the storms have subsided, this is your one and only chance to escape. You must head north to the village of Woden and hope you can make it there in time before the icy storms return, for that would certainly spell doom for your party. ROLL20 LINK: https://app.roll20.net/join/13712263/bsUL-QComments are closed.
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