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Online[[$25][Other][Cypher][Campaign][Sunday 7PM EST Biweekly]Adventures In Veeris: The City at The Center of Creation

Start Playing Link: <a href="https://startplaying.games/adventure/cmgatraiz00hwk7045yazmgsj" rel="nofollow">https://startplaying.games/adventure/cmgatraiz00hwk7045yazmgsj</a> Intro: 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. Game System Details: To be more Direct, Cypher is a rules medium, setting agnostic game system, where there are rules and materials to run any kind of story you'd like, from fantasy, sci fi, western and even some life sim. Not to mention the opportunity to kit bash any or all of these genres together. Generally the game is played using a d20 for most tasks, whether it be for combat or rp. The gm NEVER rolls, only the players. As your gm, my job is to present to you, challenges in all aspects of gameplay: RP, Combat, Exploration. I provide an expected difficulty level between 1-10, with Level 4 tasks being a middle ground of possible but challenging. Once the task level is declared, we then multiply the level by 3 and that represents what you the player must meet or beat on a d20 roll. Factor in the skills and abilities your character has; and your allies willingness to get in on any shenanigans, and you can lower any declared difficulty down to a 0, an immediate success OR lower a ungodly impossible task of 10(30) into a slim but believable chance. I've become a big fan of this rule set because it really pushes for players to get creative with how clever or strong their characters are, while making every second of the game be about them. If the players roll to attack, defend, deflect, and charm, then there's always a reason to pay attention, to help or even just make comments on the results. This also allows me as the GM, to spend more time writing good frame works and stories for my players to explore without needing to spend just as many hours building a mechanically perfect scenario. All i need is to understand how strong of a level enemy you as a group can handle, and build/borrow mechanics from my plethora of materials gathered from loving this hobby. There is more i can say and geek out over but the best way for me to show you the magic of a game system like Cypher and my setting of Veeris, is for you to come by and try a few rounds for free. So, how bout it Adventurer? Are you cool enough to play the steampunk fantasy cowboy, the Adorable Frog Knight, or Magitech In fused Chef of your dreams?
Daily Bump and some Chunky Lore to Read:&nbsp; Origins: At some point, 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 collision 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 magical energies further down the Web of Repulsion; reversing its nature. Bringing realms together and causing separate collisions to assimilate the remnants of previous realities crashing together.&nbsp; Either this happened due to some influence of the inhabitants of the realms, or these barriers were always a finite barricade. We do not have an understanding of the Realm Walls and what they consisted of to be able to be definitive This series of collisions began to create what we know now as the Wild Expanse or Living Storm. 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&nbsp; surface of Ethereal Seas; pockets of the storm’s energies that have separated and calmed, eventually returning to the storm when leaving those Seas. 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.
Daily Bump and More Lore Drop: The only current example of an Ethereal Sea documented. At this point of understanding, Veerisian Scholars believe the realm Veerin resides in,Mother Ocean, is itself a very different kind of Prime Realm, dubbed an Ethereal Sea. It consists primarily of storm energies that collided together and eventually formed its own realm. While in the Wild Expanse, the energies of creation would collide in such a way that they made a pocket of calm. This eventually became its own Prime Realm with its own weaker Repulsion. Being made of the storm itself, unmarked by debris, this created a middle ground of existence, where debris of the Fallen Era are able to pause, float up, and slowly take in the energies of the expanse. With luck, the empowered Recursion returns to the storm and survivies the Fallen Debris and wild energies, becoming a new Prime Realm This is where the rules bend. As Veerisians when they leave for a new realm, do not suffer the Repulsion effects as harshly as other visitors. Due to these beings spending prolonged time existing around and within the waters of life and creation, Veerisians have grown to be resistant to the changes of the Living Storm and the neighboring realms. Some changes have been documented that after a few days in a new realm, a Veerisian can understand languages they previously could not, or have understandings of magics or technology of the realm they did not or could not before comprehend. There is new research as well that another part of this that may effect a Veerisians natural resistance to the changes, is that the Island of Veeris is a piece of a greater body of mass that travels through the storm, and thus its insane magical properties enrich the lands and thus the food and water Veerisians consume, accelerating the natural process of resistance AND giving new visitors the same prolonged abilities if they stay long enough. Could there be others like Veerin? Possibly yet no one of Veeris has encountered such other pools of water. One theory suggesting that if such expansive waters exist, they eventually collide and assimilate with Mother Ocean; given that in the thousand years of the city of Veeris, the edges of this reality where one can see the Living storm have expanded so far out that it takes at least a day to reach the Wild Expanse and leave Mother Ocean. This also explains how debris from the Fallen Era find their way into becoming new separate realms. Eventually the storm brings them to the depths of Mother Ocean, and over time the idea, memory, nightmare, life finds its way back to the storm, now empowered by the waters that tried to batter it before.