
Hey all!
For those who remember my other topic, my upcoming game is being moved from thursday nights to sunday days. This is due to my computer dying, and I'm resorting to using 'borrowed' PC's until I can get a new computer of my own. I can't get computers for Thursday nights, so I am forced to change the time. My apologies for any problems this might cause, but after two weeks of looking for options, this is the best I can do.
Who I am: My name is Vicky, V for short. I've been a gamer for over 20 years, and most of that as a GM. I'm still relatively new to D&D, but I've run a few games with it now and am getting the hang of it.
The game: The game is set in the forgotten realms, in the year 1484 DR. The players will be level 8, with all official races/classes allowed and with some custom rules if you so desire; contact me if you have a special request (We have one centaur player, for example). For gold/items, you get 500 gold to start, and 4 magic items; one up to level 8, one up to level 6, one up to level 4, and one up to level 2. This is done to show you're experienced adventurers, so have fun with it.
The story:
Short version: The nation of Amn is establishing itself as an empire, and has its eyes set on Baldur's gate. The current conflict centers on a mysterious isle that has risen from the depths near Baldur's Gate, as it is feared whoever wins control of the isle wins the war. For better or for worse, no one who go ashore on the isle return alive. Baldur's gate issues a call for heroes to claim the island, promising vast riches to whoever can tame the island. You head the call. Setting out from Baldur's gate, you sail to the mysterious Isle...
Long version: In the post spell plague world, society clings to 'points of light,' those major cities with large standing armies. National borders are less enforced, and smaller villages are diminishing. It takes great courage to leave a city's boundaries in this era of upheaval.
3 years ago (from the start of the game) the Nation of Amn on the sword coast declares it plans to change the world. The official proclamation talks of lofty goals, from routing monsters to securing borders, from eliminating bandits to establishing new cities and trade. Most other cities/nation ignore this bizarre announcement, until Amn begins to act. In less than a year's time, the armies or Amn re-establish the old borders. But they don't stop there; the armies push out even farther, attacking the territories of Muranndin, mostly controlled by Orcs and Ogres.
This begins what is known as the "Amn Expansion." In the following years, Armies that seem to have no end push the borders in every direction. To the south, Amn marches to the water, overruning the lands of Tethyr, Velen, and Calimshan. To the east, they push as far as the Snowflake Mountains. In the west, battles continue to dominate the Moonshae Isles. And then there is the north.
There, Amn forces the surrender of the Candlekeep, one of (if not THE) greatest center of learning on the continent. They march towards Baldur's Gate, which has one of the largest populations in the Forgotten Realms. Beyond Baldur's gate lies Waterdeep, the city of splendors. It is no secret Amn wishes to add these two cities to it's growing empire, but the advance slows as Baldur's gate refuses to fall.
Amn falls back, hoping to create a blockade of the city. But the Baldur's gate navy stays strong, and with support from Waterdeep, supplies continue to flow into the city. The Amn ships, having a long way to travel to even reach Baldur's gate and beyond, just can't keep up. And with no port of call for them to resupply at, the Amn navy can't gain the upper hand. It becomes a stale mate.
3 months before the start of the game, this changes. Near the coast of Baldur's gate, a mysterious Island has risen from the depths of the ocean overnight. Those sailing close to it speak of verdant forests, steep cliffs on most sides of the isle, and a sandy beach perfect for landing at on the isle's southern face. The odder tales tell of a solitary tower near the center of the isle, towering over the rest of the isle.
Tower regardless, the natural resources of the isle make it ideal for a port. And being close to Baldur's gate, it has become a central point in the conflict between Amn and the city. It is feared if Amn gains control of the Island, they can build a naval base to supply at, and wage war on the rest of the sword coast. Both Baldur's gate and Amn send many ships to the isle, but none who go ashore ever come back.
The rumors of the island spread. Those who sail past it claim many things of the new isle. Some claim it is haunted, having seen phantoms around the tower and hearing the cries of the damned from miles away. Others claim to have seen ritual fires from atop the tower, with vivid description of demonic creatures appearing out of thin air. Still others claim it is a remnant of returned Abier, a fortress ruled by ancient dragons with human slaves galore. Still, every telling of the tower has one common thread: any island with enough power to raise from the depths of the oceans is bound to be loaded with treasures.
No one knows for sure, and that's where you step in. The city of Baldur's gate sends out a call for heroes and adventurer's, offering vast rewards to the party who can tame this island. Specifically, the reward is listed as access to the vaults of the lords of the city, where you can take what you can carry. And perhaps the most tempting of prizes, those who can tame the island will be instated as the ruling class for the new city to be built there, with official titles of nobility. No matter your motivation, you have decided to answer the call, to aid Baldur's Gate in gaining control of the mysterious isle.
Other details:
As you can see from the long version of the plot's set up, I am a story heavy, role play heavy GM. I love a good battle as much as the next GM, but I put emphasis on the story first. For this game I will be asking people to develop back stories, and to send them to me via email. Knowing your hometown, family, friends, rivals, enemies, motivations, etc, etc, will be more important to me than knowing your exact stats. While how details you make your background is up to you, the more you give me to work with the better I can tailor the story. I don't require it, but I generally tell people to have at least 3 named friends and/or enemies in their background, so I can use them for a plot later.
The most common question I usually get is "how do i get my character involved into this story?" so I'll try to answer that one before it comes up. The easiest way? Be born in Baldur's gate. Your motivation is defending your homeland. If that's not to your liking, there is the well advertised reward of gold and promise of noble status to lure adventurer's, so that is another easy motivation. If that still doesn't suit, get creative: perhaps you're from one of the areas Amn has already conquered, and wish to help stop their advance. Perhaps you're from a foreign nation who fears Amn's expansion, and you are sent to help Baldur's gate. The exact reason doesn't matter, so long as you have a reason.
If you need help with this, I am always open to questions. If you need a map of the world and don't have the forgotten realms book, you can find one here:
<a href="http://www.maplib.net/map.php?id=11367" rel="nofollow">http://www.maplib.net/map.php?id=11367</a>
I know this is long and it's short notice, but hopefully we can form a group here to withstand this campaign ;)
Thank you for your time!
V