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

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.