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[LF3P][Microscope][DnD5e] Nations of the Void - Worldbuilding, politics, drama and intrigue!

1557159686

Edited 1557246355
Arky
Plus
Greetings worldbuilders, plotters and schemers! Welcome to the Nations of the Void! On the bizarre planes of the dreamlands, floating in the glittering sea of stars, we will write history! Prepare for grand strategy with drama, magic, and intrigue! This is not your usual DnD game. You will not be playing as individual characters, rather as the rulers of factions. You will each design a faction for the setting. Be it a guild, a noble house, a cult or something else entirely. Through Microscope play we will expand on the history of the world and the factions, we will establish rivalries and alliances. (Microscope is a roleplaying game where you collaboratively build and roleplay a history by adding periods, events and scenes, playing them out and building on eachother's ideas. It is a bit like a structured brainstorm with plenty of roleplay). When that is done the game will be play-by-post on discord where each week the players send in a list of commands for their faction and its agents, which I will resolve as the GM (kind of like the Diplomacy board game if you've ever played that). Experience with Microscope is not required, however some experience with DnD 5e is good since the setting will be (loosely) based on it. It will have the same magic system and classes. I hope to start the first worldbuilding session this saturday (the 11th) at 5pm GMT. We'll play no longer than 3 hours. After one or two live sessions timezones will not matter as much since we will play by post. There might be some additional live sessions later, but I haven't planned any more as of yet. The Roll20 game will be an interactive map with tokens for the players to keep track of characters they control, as well as resources, locations, and such. If you are interested please send me a PM and I will invite you to the discord server. I am looking for 3 players at the moment! - - - - - - - - - - The Setting: It is a post-apocalyptic steampunk fantasy with an emphasis on planar travel. We will try to strive for some measure of realism. The world can have as much magic in it as we want, but we will try to consider what effect it has on society, the economy, religion, warfare, and so on. Resource management will be an important part of the strategy game, especially food, and so certain spells like Create Food and Water will either be cut or changed from the start. Narrative consistency is key. No joke characters, factions or real-world references. If this is not your cup of tea then please move along. - - - - - - - - - - The Story So Far: The old world suffered a cataclysmic event where the gods were vanquished (or banished, they are gone for all we know). After this the land slowly decayed. Each year the soil yielded less crops than the year before it. The sun started to dim and the colors of the world began to fade. Fertile fields would turn into deserts of grey dust. Thousands died from starvation and the little remnants of civilization that had survived collapsed entirely. Everything would have been lost forever if it was not for a coalition of magi who, having predicted the cataclysm had worked tiredlessly to find a refuge. They opened a massive portal to the shimmering dreamlands beyond the material realm, and together with hundreds of followers they left their doomed world behind them. They arrived in darkness at the very nexus of the void. A vast, black, stygian rock floating in a sea of stars. With no supplies to speak of, the survival of the people was far from certain. Opening small portals, the magi led the people to forage and hunt in the twisted and fantastical realms. Few returned. But eventually they found a lush swamp with strange plants and even stranger creatures. There were fruits to forage as well as fish and game aplenty. A small settlement soon formed, and ever so slowly civilization returned. - - - - - - - - - - Travel: Travel in the dreamlands is uncertain and dangerous. A mage must cast a spell that seperates their soul from their body, and then they must navigate the treacherous mist between worlds. If they should become distracted by the strange visions that assails them and lose concentration, then they will be lost, likely forever. If the mage reaches a different plane, then they can establish a connection and open a portal, safely returning their soul to their body. Another method is especially constructed ships which are able to float in the void. Two mages capable of casting the portal spell are required to operate it. It is a slower, safer means of travel. Since the ship is capable of moving between planes, carrying its cargo and passagers with it, the mages do not need to leave their physical bodies behind. Lastly is the construction of gateways, permanent portals between planes. These are exceptionally expensive to build and maintain. To keep them open, several mages must continually pour magical energy into both gates, at the same time. These are rare and they are usually only opened at specific intervals. - - - - - - - - - - Races: The planes of the dreamlands are not entirely real, and so they twist everything in them in subtle ways. Each plane has an aspect that shapes everything within it. People living in the plane will over the generations take on characteristics of that aspect. A question I will leave open for discussion is whether all the races that exist originated from humans who were changed by the planes, or if different races existed before the cataclysm, and were among the refuges. Even if we go with the standard DnD races it would be interesting if you put your own spin on them.
This looks very interesting!  Don't suppose you've still got space, by any chance?
I'd love to join, If you are still looking.
Unfortunately we are full
Hi Arky, thank you for letting us know your game is full.  I am closing this thread - feel free to start another should the need arise.