| Playing | |
| Next Game Will Be | 1403289000 |
| Total Players Needed | 11 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Video and Voice |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | No |
| Pick Up Game i | No |
For a thousand years an ancient secret has rested safely in the world of Eberron. It is the Heart of Siberys, a source of limitless power. Three factions are poised to decide its fate: the Order of the Flame, the Umbragen and the Lizardfolk.
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The plotline of the Atari/Liquid Entertainment game D&D: Dragonshard will be adapted for 3.5e tabletop, making use of the Fields of Blood (the most well-acclaimed D20 system for mass combat and PC interaction) rulebook for mass combat, realm management and warfare.
Two parties will participate in this campaign: one party for the Order of the Flame and one party for the Lizardfolk Tribes. Four to five heroes will participate in each party, every character starting at level 6 as champions or leaders of their respective orders or tribes. You may expect to be nearing or just past level 10 by the late end of the campaign. Those of you who have played the Dragonshard game will be familiar with the original cast of Champion units; your PCs will be replacing these champions as your own cast, whilst also co-operating to undergo dungeon crawling and large-scale combat command.
The campaign is expected to last for approximately 10-12 sessions for each party, not accounting for combined PvP engagement sessions (intended to be scheduled for weekends, and not every week). Depending on demographics the campaign may be weekly or bi-weekly. Each party will have separate sessions approximately four hours long. Large-scale PvP confrontations will take place on a saturday or sunday and will be organised with the whole group in mind for availability.
The campaign will contain plenty of traditional dungeon-crawling and roleplaying, as well as Mass Combat conflict with NPC factions controlled by the DM; not all army battles will take place between the two PC factions. Voice chat will be required for combat in order to expedite the usually longest sections of any session. Voice chat may also be required at other times at my discretion, so make sure you are comfortable with using a microphone before applying. I will not expect you to do silly lizard accents (although you can if you want).
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Savage native defenders of the Ring of Storms. Aeons ago the immense magical power radiating from the Heart of Siberys, a gargantuan dragonshard dominating the central mountain of the Ring of Storms, transformed the local wildlife - it mutated them and gave them sentience, giving birth to the proud Lizardfolk race.
Each of the heroes within the Lizardfolk faction is a champion, representative or chieftain of a tribe. These tribes' warriors and devotees generally specialise in the same disciplines as the hero leading them and must work in tandem to form a confederation and oust the softskin invaders.
The Lizardfolk society is Barbaric (Fields of Blood Realm type), suffering from a lack of advanced agriculture or technology but enjoying a strong warrior culture devoted to territorial protection and religious piety. Possible Lizardfolk character archetypes include tribal shamans, dark necromancers, blooded warriors, treacherous stalkers, sharpshooting boghunters and wily beast-tamers.
Lizardfolk heroes may be of the Lizardfolk or Yuan-Ti racial types. Homebrew suggestions will be acceptable and considered for balance. Recommended alignments are Neutral, Evil and Chaotic. Whilst savage and xenophobic, the Lizardfolk of Dragonshard are not necessarily villains.
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Heroic paragons of virtue hailing from the continent of Khorvaire. the Order of the Flame have come to Xen'drik in search of the mythic artefact of immense power known as the Heart of Siberys, rumoured to be the most powerful Dragonshard in existence. The Order of the Flame seek to acquire the Heart to prevent it from falling into the hands of evil.
Each of the heroes within the Order of the Flame is a paragon, exemplar or commander of a cloister. The cloisters to which the heroes are sworn are generally specialised in the same disciplines as the hero leading them and must work in tandem to stand as an Order and seize the Heart of Siberys.
The Order of the Flame is Civilised (Fields of Blood Realm type), enjoying strong technological advantages and terraforming techniques but suffering from citizen baggage - the companions joining the warriors of the Order provide necessary support but cannot defend themselves well. Possible Order of the Flame character archetypes include pious clerics, esoteric magi, heroic paladins, crafty rogues, keen-eyed rangers and Warforged.
Order heroes may be of the Elf, Dwarf, Human, Halfling, Gnome, Half-Elf, Half-Orc, Aasimar or Warforged races. Recommended alignments are Chaotic Neutral through to Lawful Good.
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Player's Handbook (PHB)
Monster Manual I (MM1)
Dungeon Master's Guide (DMG)
"Complete" Series ("Complete Arcane", "Complete Divine", "Complete Scoundrel", etc. EXCLUDING "Complete Psionics")
Arms and Equipment
Fields of Blood
Applicants are required to post a link to a completed character sheet, their skype contact details, their timezone, their work schedule and - obviously - preferred faction. A description of the character's tribe/cloister will also be required. Participants who have a good synthesis of timezone and work schedule may be asked to switch factions accordingly, but I will not force anyone to change if they find playing the alternative wholly unpalatable.
32 point buy.
Max HP up until level 6. 8,000 GP to spend.
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