Post by doctorx on May 21, 2012 9:16:47 GMT -5
THE ISLE OF FAERIE.
As long as there has been a world the Elder Kindreds have held the Isle of Faerie.
This was their home from the Beginning, these spirits of earth and tree, sky and wave and stone. Here they lived their lives, wove their spells, waged their wars, forged their plots. From here they set forth to make the world their own - and paid no heed to Men.
Man was a beast – a brutish animal confined to the Wild Lands beyond the Grey Waves; A creature to be scorned, mocked, enslaved – even hunted.
But Man could learn. And quickly.
He learned of the Art of Magic that he stole from the Elves. He learned of the forging of iron that he won from the Dwarfs. He learned to hate. He learned to be patient. And when the time came, the other kindreds learned of the one thing Man possessed that they did not.
Numbers.
When the Empire of Man marched forth under the banner of the Serpent Knife, their legions were beyond count. Everywhere the armies of the Elder Kindreds were driven back, their lands burnt, their riches plundered, their thrones cast down, their people herded into slavery. Only Faerie stood firm – far out in a trackless sea, surrounded by rocks, warded by spells. Enchanted. Unreachable. Impregnable.
Until the day the ships of Kendor rose up out of the dawn mists.
The first Kendor was a warrior, a sailor, above all an adventurer – charged by the Empire of Man with the unlocking of the sealed gateway to the Faerie Isle. This he did, some say by seamanship, others by sorcery, others still by luck, the wisest, by a union of the three. The iron-shod armies of the Empire surged inland, urged on by the sermons of the priests of the White Temple who foretold that the destiny of Men was to crush the Elder Kindreds and inherit the world. Victory seemed certain – until the unthinkable happened. Elves, dwarfs and trolls – the bitterest of enemies since the birth of the world – joined together in alliance and broke the armies of the Empire, driving them back across the River Conqueror towards their landing grounds.
But Kendor was no fool. He had fortified the river bank and wreathed it with spells. The line held. The Empire of Man could advance no further, but neither could it be driven from the Faerie Isle.
And for some two hundred years since, things have stood thus. A Southern foothold on the isle of Faerie is held by the Empire under the leadership of Alvannus Kendor, Lord of the Faerie Marches, descendant of the freebooter who first led Men hence. The small settlement his grandfather founded and named after himself has grown into a bustling, exotic and dangerous frontier town, home to folk of many lands and races, warring merchant houses, cunning thieves, the glittering altars of the White Temple and the shadowy cloisters of the Mage Guild. Beyond lies the Conqueror’s River, where the fortifications of the Empire stand manned and watchful.
And beyond the river lies FAERIE – the last bastion of the Elder Kindreds; unmapped, unknown – a place of rumour, dread, enchantment, fearful monsters... and whispers of vast treasure and long-forgotten magics...
A lure to every adventurer worthy of the name...
Hello and welcome to THE ISLE OF FAERIE - a campaign for 5TH EDITION TUNNELS & TROLLS with a smattering of house rules. Players take the role of bold adventurers drawn to seek their fortune on the enchanted shores of the isle, (although they may have other, hidden motivations and agendas then the simple accumulation of wealth). I’m looking for ideally 6 players running 1 character a-piece, though I’ll be happy to go with a minimum of 4 and a maximum of – well, I’ve run adventures in this setting for up to 12, so I’m quite willing to work with high numbers, although please bear in mind this is my first attempt at a PBP! Dungeon-Mastering I’m very familiar with, the Super Information Highway rather less so!
Okay, I've had about four expressions of interest so far, so I think that's enough to try and get things started. I'll start putting up house-rules over the course of the next 24 hours and we'll get on with creating characters. Please note the game is still open. More players are welcome so feel free to sign up any time.
So welcome, all! The realm of FAERIE awaits...
As long as there has been a world the Elder Kindreds have held the Isle of Faerie.
This was their home from the Beginning, these spirits of earth and tree, sky and wave and stone. Here they lived their lives, wove their spells, waged their wars, forged their plots. From here they set forth to make the world their own - and paid no heed to Men.
Man was a beast – a brutish animal confined to the Wild Lands beyond the Grey Waves; A creature to be scorned, mocked, enslaved – even hunted.
But Man could learn. And quickly.
He learned of the Art of Magic that he stole from the Elves. He learned of the forging of iron that he won from the Dwarfs. He learned to hate. He learned to be patient. And when the time came, the other kindreds learned of the one thing Man possessed that they did not.
Numbers.
When the Empire of Man marched forth under the banner of the Serpent Knife, their legions were beyond count. Everywhere the armies of the Elder Kindreds were driven back, their lands burnt, their riches plundered, their thrones cast down, their people herded into slavery. Only Faerie stood firm – far out in a trackless sea, surrounded by rocks, warded by spells. Enchanted. Unreachable. Impregnable.
Until the day the ships of Kendor rose up out of the dawn mists.
The first Kendor was a warrior, a sailor, above all an adventurer – charged by the Empire of Man with the unlocking of the sealed gateway to the Faerie Isle. This he did, some say by seamanship, others by sorcery, others still by luck, the wisest, by a union of the three. The iron-shod armies of the Empire surged inland, urged on by the sermons of the priests of the White Temple who foretold that the destiny of Men was to crush the Elder Kindreds and inherit the world. Victory seemed certain – until the unthinkable happened. Elves, dwarfs and trolls – the bitterest of enemies since the birth of the world – joined together in alliance and broke the armies of the Empire, driving them back across the River Conqueror towards their landing grounds.
But Kendor was no fool. He had fortified the river bank and wreathed it with spells. The line held. The Empire of Man could advance no further, but neither could it be driven from the Faerie Isle.
And for some two hundred years since, things have stood thus. A Southern foothold on the isle of Faerie is held by the Empire under the leadership of Alvannus Kendor, Lord of the Faerie Marches, descendant of the freebooter who first led Men hence. The small settlement his grandfather founded and named after himself has grown into a bustling, exotic and dangerous frontier town, home to folk of many lands and races, warring merchant houses, cunning thieves, the glittering altars of the White Temple and the shadowy cloisters of the Mage Guild. Beyond lies the Conqueror’s River, where the fortifications of the Empire stand manned and watchful.
And beyond the river lies FAERIE – the last bastion of the Elder Kindreds; unmapped, unknown – a place of rumour, dread, enchantment, fearful monsters... and whispers of vast treasure and long-forgotten magics...
A lure to every adventurer worthy of the name...
Hello and welcome to THE ISLE OF FAERIE - a campaign for 5TH EDITION TUNNELS & TROLLS with a smattering of house rules. Players take the role of bold adventurers drawn to seek their fortune on the enchanted shores of the isle, (although they may have other, hidden motivations and agendas then the simple accumulation of wealth). I’m looking for ideally 6 players running 1 character a-piece, though I’ll be happy to go with a minimum of 4 and a maximum of – well, I’ve run adventures in this setting for up to 12, so I’m quite willing to work with high numbers, although please bear in mind this is my first attempt at a PBP! Dungeon-Mastering I’m very familiar with, the Super Information Highway rather less so!
Okay, I've had about four expressions of interest so far, so I think that's enough to try and get things started. I'll start putting up house-rules over the course of the next 24 hours and we'll get on with creating characters. Please note the game is still open. More players are welcome so feel free to sign up any time.

So welcome, all! The realm of FAERIE awaits...