Yakmar

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Here we go...


~Welcome to Aetheras~
Welcome to Aetheras, a world devastated by a war between the Aetherasians and their gods on one side and a strange god from the Vastness called Vitro Kin-Sithra and its servants on the other, a war which ended in the Great Blast when the goddess Andastra sacrificed herself and all the other remaining gods to destroy Vitro. The Great Blast tore the Veil Between Worlds asunder, and the demons of Hell were free to invade Aetheras.
That is how the story goes.

It is 546 AB (After the Blast) and half the world is ruled by demons and the insane and ruthless wizards and warlocks who are allied with them, and people are fighting to survive in a world forever changed and devastated by the Great Blast and by the war against the demons, which has come to be known as the Endless War. New gods have arisen, mortals that have found a piece of a Phadra (a dead god's soul) and merged themselves with it, but many of these gods go mad, as they were never meant to have such power in the first place. Much of the knowledge of the technology of the Old World before the Great Blast has been lost, but there are those who find tech which is still functional and learn how to use it, and some of that tech grants a much needed advantage in the war against the demons.

Welcome to a twisted and dangerous fantasy world.
Welcome to Aetheras.

What I'm looking for:
About four players (as I already have a few) interested in playing with custom races in a fantasy world which is quite different.

Character Creation:
Read the Player's Guide and use it to create an interesting character, the more depth the better.

Pace of the game:
It is still hard to say what the pace of the game will be like. The best possible scenario would be to get a dynamic enough group together and get an engaging enough game going, that there will be at least a few posts each day.

Looking forward to read your application and/or answer any questions you might have.


Kara Sitala and Aleyn Soath:

What to do...what to do...

It wasn't an odd scenario. She was a lone woman traveling to the outskirts of the city Phendras. Certain individuals would take it upon themselves to accompany an existence such as her's, no matter how much she protested. Thankfully, it seemed a survivor of war had stepped forward and aided her in scaring off the ruffian.

"Thank you," she said sincerely. The older soldier shook his head.

"It should be thanking you miss."
"Oh?"
"Yer Kara Sitala right? The one who ended the war."
"I am, but I really didn't-"

He lifted his hand to stop her and shook his head.

"I'm not sure if you 'member me, but you saved my life during the Cirithian Siege."

He lifted his shirt to reveal a scar that covered the entierty of his lover chest and left side.

"Everyone else said I was done for, Just prayed for me and left me to my fate. It was so cold, and I whimpering for my mother."

He blushed at this, bashful at his past display of weakness.

"But then," he continued, "when my vision had all but faded, someone held my hand and told me 'I'm here, your mother's here.' I woke up a week later in the recovery ward, but I'll never forget the comfort you gave me, and how you saved my life."

Now Kara was blushing. Here in broad daylight and public transportation, was a man twenty years her senior professing his gratitude. She had helped so many, it was hard to keep track as people lived and died. But here was a living testament to her efforts.

"Please, you owe me nothing," She said embracing him. One living being to another. "I'm just glad you survived."

"If you're not busy later, would you like to come over to my place. I have someone who wants to meet you."

"Oh?"

"My wife and son, a former refugee and war orphan. They'd like to meet the hero who saved my life."

He was grinning ear to ear. And so was she.
___________________________________

The large skyship which looked somewhat like a giant gleaming silver stingray with a large metalic hump on its underside began its descend through the fluffy white clouds and soon the city of Phendras and the purple Obaaz River appeared far below them.

Kara was standing by the window bay taking in the sight. Her encounter with the man she had once saved, had replaced the frustration from the meetings she had just attended in Calys with a feeling of joy and accomplishment.

Another ship was further below them. It was a smaller vessel, dark blue, with a silvery figurehead and silver wings, and a green glass dome on its top. It was smoking and descending in an odd manner.

Twenty minutes later, the metalic stingray had docked on the top of the collossal building which was the Phendras skyship docks. A long metalic stairway extended from the platform below up to the ship. As Kara walked down the stairs, she saw the smoking ship docked on one of the other platforms. Large bronze canons was shooting water at the burning skyship, and a man with a blue beard was walking down the stairs from it.

Halfway between the docking platform and the arrival terminal, a large dome of copper and green glass, Kara ended up walking next to the man with the blue beard.
____________________________________________________________________


Here we go.


Looking for a couple more players (I already have four) for a new campaign set in the strange world of Aetheras.

The campaign will begin in the city of Phendras, a city built around an ancient wreck of some kind of skyship, much larger than an ordinary skyship and constructed with alien technology. Inside the skyship a magical sphere was found - the so-called Phendric Sphere. It protects the city and has strange (and sometimes dangerous) effects on anyone in close proximity of it. An order of paladins called the Phendric Cynaad guard the Sphere.

The game will have pregenerated characters (to start off with at least). The pregens can be found here. Four have already been taken.

The rules will be modified Pathfinder rules. You won't have the typical races or classes for example.

Looking forward to hear from you.


Gameplay thread open.


Discussion thread is now open


Magecraze: Chronicles of Kraeon
A homebrew RPG in a homebrew world
Immerse yourself in the world of Kraeon, a world torn by strife and beset by chaos. A world where the goddess of magic Aveila has been usurped by the mad god Melevarn Thandos, the former Mage Empyr of Ashantar, and the Flux of Magic has become tainted with Melevarn's madness, causing many mages to lose their minds and become so-called Ravagers.

Kraeon is a world besieged by dark forces. The Breaking caused by Melevarn Thandos tore up the Veil Between Worlds, allowing all sorts of otherworldly horrors to creep through. The mages of the Arcane Conclave work to mend the Rifts in the Veil, but that is no small task and the Conclave mages have other problems to deal with as well. They are desperately searching for the mortal reincarnation of Aveila, the only hope of truly ending the Magecraze and restoring order in Kraeon. Mages of the Arcane Conclave are branded with a Signa, a magical glyph which stills their minds and dulls their feelings, in order to lower the risk of them getting afflicted with the Magecraze.

The War in the Wake, the civil war in Ashantar that followed the Breaking and lasted for half a century has come to an end with the Treaty of Cirindia, and now the eight former provinces of Ashantar have become independent baronies - the so-called Baronies of the Broken Empire. But peace did not come with the Treaty of Cirindia. While the Baronies were busy fighting each other in the War in the Wake, the demon lord Sarvorath has amassed a horde of monsters in the orc fortress of Gor Marak in the Tordrak Mountains, and his armies have already conquered the Barony of Avandor.

While all this has been going on in Kraeon, the Fey Realm of Falanthas has become conquered by Myrkloth the Shade King, who has imprisoned Falan Feris, the god of the Fey, beneath the city of Delember, and has begun corrupting the fey of Falanthas, turning them into soulless evil creatures, and killing those who resist his corruption.

Things are looking dark in Kraeon. The world needs heroes more than ever, to rise up against the forces of darkness that threaten to overtake the world.

Game Info: Magecraze is a game using homebrew rules (which you can find below) that have yet to be playtested (so they might be quite flawed). Due to an event called the Breaking, where the Mage Empyr of Ashantar - Melevarn Thandos cast a spell that made him the new god of magic but made him mad in the process, spellcasters are at risk of losing Sanity when they cast spells. The game is set in the world of Kraeon, a world threatened by dark forces. The demon lord Sarvorath has conquered the barony of Avandor and his army is now moving towards the barony of Dornbrack. You play as the members of an elite mercenary company there to fight on the side of Dornbrack.

The Dreadnoughts roll in: *In the village of Gerund's Fork near Gelandar Keep, the dwerro mercenary captain Logarth Drover, leader of Drover's Dreadnoughts and his men have just arrived in their three carriages, two of them dark green and bearing the Drover's Dreadnoughts symbol – a crossed black axe and black sword beneath a black bull's head, and the third armored with something mounted on top, covered in a sheet. It is time for a last comfortable stay at a tavern before they reach the army camp at Gelandar Keep.*

The Rules: [Click Here]


Arglondar - The Land of the Red Griffon, was a wild
and inhospitable frontierland called the Griffonhaunt,
until Arglon Caeldaran united men and dhouvarr and
tamed the land and its griffons. Arglon became known
as Arglon Griffonheart, and the Griffonhaunt became
known as Arglondar. That was many centuries ago. In
the centuries since, Arglondar grew and became strong. So strong, that
the dhouvarr of Khaladur sought refuge in Arglondar, when the Dark
One's Conquest reached the Spine of Korthas in the year 1099 DE,
the Year of the Dark One's Rise. Arglondar withstood Sarvorath's undead
and monstrous armies for the duration of the Great War, but not without
taking great losses. At the Battle of Highcrest, thousands upon thousands
of arglondarans lost their lives, and Highcrest would henceforth be known
as Mournstone. But all that is in the past. The Great War ended 138 years
ago, when Auluras Amathane vanquished Sarvorath, and Arglondar has
seen over a century of peace. But things are about to change again...
A darkness is forming in the Spine of Korthas mountains west of Arglondar, a darkness
with a heart full of vengeance, a darkness that will sweep over Arglondar
like a storm. Who will stand against this darkness?...

Hello and welcome to the Darkness over Arglondar Re-recruitment thread.

Darkness over Arglondar is set in my homebrew world Myrndur, a world engulfed by an omnipresent invisible weave of raw magical power called Myst.

The game is set in the kingdom of Arglondar in the north of the continent of Korthas.

Recap:
A group of adventurers consisting of the dhouvarr brewmaster Magnes Coalbrow, the aasimar paladin of the Lady of Love Rhialla Arken, the lhurienathi gunslinger Kevroth, the ikaiji arcanist Koija Hirano, the bhakiri Acolyte of the Dragon Matron Bhalur Blackthorn and his pseudodragon familiar Shaer, and the bhakiri warrior Sabrik, has been on a quest to the town of Dalkalar in the Kranath Mountains to rescue Calisia Galtroban, the daughter of Lord Aerdwin Galtroban, who had allegedly been kidnapped by a dhampir and taken to his ancestral home, Castle Blackrose.

It turned out that she hadn't been kidnapped and that her and her lover, Greven Blackrose, and some townspeople from Dalkalar had been captured by morlocks and their master, Agalar Delmalacan, who was the servant of a creature of the Darkendeep known as Ykthra.

The adventurers defeated Ykthra and Agalar and rescued Calisia, Greven and the townspeople. They helped convince the people of Dalkalar to accept Greven and Calisia as their lord and lady, and went back to Bhelskar, the City of Swords, capital of Arglondar.

It has been about a month since the adventurers' endeavors in Dalkalar, and four members of the group: Rhialla, Magnes, Bhalur and Kevroth have met up in the Brass Dragon Inn in Bhelskar to discuss their next move.

The Group:
Bhalur Blackthorn (bhakiri Acolyte of the Dragon Matron 2)
Rhialla Arken (aasimar Paladin of Larafae 2)
Magnes Coalbrow (dhouvarr alchemist 2)
Kevroth (lhurienathi gunslinger 2)

What we're looking for:
We're looking for a couple of new players to join the group at this opportune time.

  • Preferably full casters, clerics, wizards, Arcanists and such.
  • You'll begin play as level 2.
  • The game is fast, with several posts per day, so we're looking for players who are interested in this.

    Link to the original recruitment thread
    Link to Rhialla's Diary (campaign journal)


  • Hi everyone.
    I'm working on creating my own campaign setting for Pathfinder/d20 and I'd like feedback and critique, and possibly even contributors if anyone's interested.

    Here's the worldmap of Myrndur

    Here's the current iteration of the main pdf.


    Abalday, Ambran 1st, 1247 DE

    The night is slowly falling upon the land of Arglondar. Somewhere in the Laerngern Woods near Bhelskar, four travelers are gathered by happenstance by the dhouvarr brewmaster Magnes Coalbrow's campfire.


    Discussion thread open


    1 person marked this as a favorite.

    Arglondar - The Land of the Red Griffon, was a wild
    and inhospitable frontierland called the Griffonhaunt,
    until Arglon Caeldaran united men and dhouvarr and
    tamed the land and its griffons. Arglon became known
    as Arglon Griffonheart, and the Griffonhaunt became
    known as Arglondar. That was many centuries ago. In
    the centuries since, Arglondar grew and became strong. So strong, that
    the dhouvarr of Khaladur sought refuge in Arglondar, when the Dark
    One's Conquest reached the Spine of Korthas in the year 1099 DE,
    the Year of the Dark One's Rise. Arglondar withstood Sarvorath's undead
    and monstrous armies for the duration of the Great War, but not without
    taking great losses. At the Battle of Highcrest, thousands upon thousands
    of arglondarans lost their lives, and Highcrest would henceforth be known
    as Mournstone. But all that is in the past. The Great War ended 138 years
    ago, when Auluras Amathane vanquished Sarvorath, and Arglondar has
    seen over a century of peace. But things are about to change again...
    A darkness is forming in the Ylrim Mountains north of Arglondar, a darkness
    with a heart full of vengeance, a darkness that will sweep over Arglondar
    like a storm. Who will stand against this darkness?...

    Welcome to the recruitment thread for Darkness over Arglondar.
    The game is set in my homebrew world, Myrndur, a world engulfed
    by an omnipresent invisible weave of raw magical power called Myst.
    This is the second pbp game I will be running in Myrndur, and
    both games will serve as playtests and inspiration for creating
    the Mystworld: Realms of Myrndur campaign setting.
    Note that the campaign setting is a work in progress.

    I expect:

  • High post frequency. At least one post per day.
  • Immersive roleplay.

    Things that are different:

  • Magic I use an alternative energy-based magic system I call Mystweaving. The rules for Mystweaving can be found here.
  • Defense Bonus and Damage Reduction from armor: Each class has a Defense Bonus which they may add to their AC, and you gain DR from armor. The DR from the armor is equal to its armor bonus. You get a Defense Bonus from your class. Defense bonus and armor bonus does not stack. If your character is wearing armor, you use the higher of the bonuses to calculate AC. The exception being the Fighter who has a slower Defense Bonus progression but gets Armor Compatibility, which allows him to stack his Defense Bonus with his armor bonuses.

    Current iteration of the Mystworld: Realms of Myrndur pdf: Link.
    The other game set in Mystworld: Link.

    Character Generation:

  • Ability Scores: 20 point buy or roll 6 x 4d6 drop the lowest and assign.
  • Classes: Core classes, base classes and hybrid classes + classes from the Mystworld: Realms of Myrndur pdf.
    Races: The races of Myrndur can be found here.
    Traits: Two.
    Starting Wealth: Average by Class
    Alignment: Any
    HP: Max at 1st level, Half + 1 each additional level


  • Talsday, Ambran 4th, 1247 DE
    Three bleak and rainy days have passed since the party set out from Kelderhaag in Gelben, Land of the Silver Bear, hired by the caravan master Lambrecht to escort a caravan of six wagons to the city of Palanost in Andara. So far, the trip has been uneventful, traveling mainly through Gelben's southern farmlands, and the only exitement was having to show papers to the gelbenese soldiers at Fort Seuderwald.

    After Fort Seuderwald, the farms became fewer and the road in between them longer, until there were no more farms, only wilderness. The terrain became hilly and rugged and the road became more winding. That was the day before yesterday. Yesterday, farms began appearing again, and the caravan reached Amsel, the last gelbenese town before Andara, and stopped for the night at Amsel Arms Inn.

    You remember Lambrecht's words that evening: "The last part of the journey will be more dangerous, as the road will go through the Brinwood. Brinwood's notorious for its beasts and bandits. I suggest you get a good night's rest, as everyone needs to be at their sharpest for the rest of the journey."

    Today you reached the Brinwood, the large forest separating Gelben from Andara. The trees arch over the road, creating a tunnel of brown and green. Sunlight seeps through the canopy, but the sky above can't be seen. Ferns grow tall in between the trees and moss-covered rocks, and the forest gives off a wet earthy smell. Water drips from the large leaves above, though it is no longer raining, and it is eerily quiet aside from the creaking wagon wheels and the occasional bird chirping.

    It was afternoon when you entered the Brinwood, and you have been traveling for a few hours when you enter a large glade in the forest with a campsite which have seen a lot of use, evident by the lack of grass on the large patch of ground where the campsite is. There are tree-trunk benches around two fireplaces and two wooden shelters. A small creek flows through the southern part of the glade. A large menhir stands in the middle of the glade.
    "Galwan's Glade," Lambrecht announces. "We will camp here for the night."
    The sky is both dark grey and blazing orange, as the sun is slowly setting and dusk is approaching.


    Discussion thread open


    Myrndur is an ancient and magical world ripe with adventure and teeming with danger. The Myst engulfs Myrndur. Invisible to most, it is like a vast ocean of raw magical energy to those who can perceive it. To those who can manipulate it, it is a source of power beyond imagination. The Myst is the very essence of life. Souls consists of Myst, and when a person dies his soul returns to the Myst. Even the mighty gods consist of Myst. Some say that the Myst is the soul of Myrndur. One thing is certain. If there was no Myst, there would be no Myrndur.

    Hi everyone. I'm working on a campaign setting compatible with the Pathfinder rules called Mystwold: Realms of Myrndur, and I'd like to run a pbp game on these boards to playtest it.

    It's the first time I'll be running a pbp game as a DM, and I'm not super experienced as a pbp player either, but I am confident I can pull it off.

    I'm looking for six players, who'd be interested in exploring new lands and play-testing new races, classes, and rules that are still a work in progress. The rules will primarily be Pathfinder rules, with some slight variations. The major deviation from the Pathfinder rules is the alternate magic system called Mystweaving that I want to playtest. Those rules can be seen here. Second, armor has Damage Reduction equal to the armor bonus it gives, and each class has a Defense Bonus the character adds to his AC if he doesn't wear armor.

    The current iteration of the Mystworld: Realms of Myrndur pdf will be accessible from Campaign Info, once I've set that up.

    Character Generation


    • Ability Scores: 20 point buy or roll 6 x 4d6 drop the lowest and assign.
    • Classes: Core classes, base classes and hybrid classes + classes from the Mystworld: Realms of Myrndur pdf.
      Races: The races of Myrndur can be found here.
      Traits: Two.
      Starting Wealth: Average by Class
      Alignment: Any
      HP: Max at 1st level, Half + 1 each additional level

    Andara

    The game will take place in the kingdom of Andara.

    Andara, Land of the Blue Rose and the Black Lions, is a kingdom of aratheël and humans united by a common enemy. It lies in the far west of Korthas by the sea known as Alamar's Deep, and it is neighbored by the land Nakraath, a land of monsters ruled over by the terrible Volhymarlagath, more commonly known as Morgenfang the One-Eyed Tyrant, a dragon of immense power.

    Andara has been at war with Nakraath for over a hundred years, and for over a hundred years the andaran commonfolk have lived with the fear that one day Morgenfang will defeat the Andaran Lions, the courageous men and women who hold the borderland between Andara and Nakraath, and devastate Andara.

    Andara used to be two nations. The aratheël nation of Tylethar in the west and the human nation of Palanar in the east. The two nations were combined into one under the hero Andar Blacklion, whom the nation is named after. Today, Queen Elsefir Silverleaf, a wise and kind-hearted half-elven sorceress, rules the nation from the city of Ambaraun, the old capital of Tylethar.

    More information can be found in the Mystworld: Realms of Myrndur pdf in Campaign Info.