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[Cypher][Friday 7:30pm EST] [Campaign][Fantasy/SteamPunk] Adventures in Veeris: The City At The Center of Creation

UPDATE: CLOSED Setting: Homebrew Setting/Setting Travel Campaign. Date and Time: Fridays 7:30pm Est Open Slots: 5/5 Adventures in Veeris: The City At The Center of Creation Welcome to the Ever Growing City of Veeris. A magical city in the center of Creation itself. Trade, homesteads and industry thrive here in the land of beginnings, and with it being central for travelers, those who would define their lot as Mercs or Adventurers can find respite and opportunity within a swords swing, or a rifles reach Your adventures will start small, helping the common folk through both the mundane and fantastic, but before long you may deal with cults of dark powers and machines, corruption born of mortal invention and celestial damnation; let alone your own characters wants and desires. Do you seek as much Adventure as you do comfort? Do you strive for glory and honor, as well as peace and family? Then look no further than joining the dangerous but lucrative profession of an Adventurer In the Ethereal Seas of Veeris.
Man, I've been seeking a steampunk campaign, and Cypher is one of my face systems.  I just can't play Friday nights.
The Batman said: Man, I've been seeking a steampunk campaign, and Cypher is one of my face systems.  I just can't play Friday nights. is there by chance a dif day that works for you?
Morning Bump: here is some more to.possinky entice you all.  Elves: Out of all the cultures and traditions lost in the Fallen Era, Elves might have lost the most. When a magical or spiritually powerful Elf dreams or seeks knowledge of their ancestry, they learn how far and wide their kind could reach. Cities and cultures that thrived in the most hellish of lands, the darkest depths of the ocean, or even reaching the heavens with spires of gold and silver, but those memories are swiftly fading away. Perhaps this is a lasting punishment of their ancestors' failures at the fall of existence. Perhaps an unjust curse. Whatever the reason, Elven kind have come together in this new era to learn from what mistakes they can glean from history, which is to say, stop longingly staring back at it.  Elves realized they were just as long lived then as they are now, but their progenitors saw this ability to avoid age, unlike Humans and Orcs, as a sign of superiority. A History of repeated isolation and unmoving dedication to cultural stagnation led to a less direct but all too guilty allowance of the end of their era. In modern times Elves have bolstered an opposing ideology, letting their reach grow as far and wide as they could, and bringing home what knowledge and skills their neighbors could offer, and accepting it.  This has led Elven kind to be numerous as humans and orcs while losing the “proper” blood lines but regaining the variety in cultures and reach, creating elves of the sky, sea and even underground. These changes and variants of Elven physiology have taken centuries to achieve but shows the people always had the potential. Regardless of their long life abilities Elves often pass in age around their 2nd or 3rd century, as their spirit has grown older than their bodies, and they yearn for release to their loved ones lost to time. Elves are often the source of the “died of a broken heart” narrat ive.
Lore Bump: Origins: The idea of how reality functions in this campaign is thus. At some point, possibly eons ago, reality began to not collapse, but collide. Scholars theorize that originally, universes or Prime Realms existed parallel to one another but barred from each other. The theory is that each realm had an essence of matter that made them all real, but not compatible, thus constantly repelling one another, forming a Web of Repulsion.  However, somewhere down this web, one or maybe several realms seemed to alter themselves, allowing for neighboring realms to be brought together. This mixing of realities broke the web, and when two realms of equal yet incompatible realities came together, they caused explosions of energies that went from one realm to the next; constantly buffeting debris and mixtures of separate realities further down the Web of Repulsion, and reversing its nature. Bringing realms together and causing separate collisions to assimilate into the wild energies of collisions prior. Either this happened due to some influence of the inhabitants of the realms, or these barriers were always a finite barricade.  This series of collisions began to create what we know now as the Wild Expanse or Living Storm and the Mother Ocean. While the storm ever rages, as the collisions continue in perpetuity, somewhere along the path of collision, the energies settle, and form into a separate raw life giving waters. From those depths, what remained of the previous realms, float to the surface of the Ethereal Seas, and slowly find themselves returning to the storm. Some simply break down and funnel back to the depths, but others are strong enough to survive the buffeting storms and grow from the debris of other floating remnants of the old Prime Realms, and expand by soaking in the energies of the storm, thus causing the new Realms we know today.