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Anarenn solo campaign (Loth keep out)
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<blockquote data-quote="Nightbreeze" data-source="post: 3977362" data-attributes="member: 46755"><p>Will send a private message asap.</p><p></p><p></p><p></p><p>I see. Well, ask me about some races and I will give you some background on them.</p><p></p><p></p><p></p><p>Eh...the question is not that simple. There's a difference between the Anarenn forests and the classic fantasy forest. There are exceptions, but generally the ancient forests of Anarenn are far darker, nastier and less merrier places. There are no beatiful elven cities with happy animals passing by: there are nasty, old, grim and ancients spirits of the land, who mercilessly squash any human who dares enter the sacred groves. There are ravenous beasts, who prey on the hunters. There are the so-called grey forests, where all of this is twice as bad. </p><p></p><p>Of course, not every forest is THAT bad. There are better forests, but even there the fey population is really small (and most of the times, not really those good fellas you use to know). Now, a druid who has travelled a little bit knows where are those places where he can find benevolent spirits, treants and gnomes, but he will likely has to travel a lot from one to the other. </p><p></p><p>There are few exceptions however: somewhere on Anarenn there's a huge forest that is almost exactly the way you described it. I just wanted to give you the general feeling of Anarenn. </p><p></p><p>You have two options: a grim campaign, where you have to move a lot, and you can't expect much benevolence from your natural allies, or a "classic" druid campaign, but mostly limited to the same country, at list for a while.</p><p></p><p></p><p></p><p>As I have edited the dragons "canon" knowledge, I have (even more) edited afterlife and cosmology. If I showed all of it to you, you won't probably recognize it. And besides, there are no demons/devils, at least not in the way D&D has always presented them. </p><p></p><p></p><p></p><p>Regarding the holy mountains, as you could have guessed, most of the monk orders in Anarenn come from there. There are rumors that some of the senseis are centuries old, but of course, no one can just go and ask them if that's true. It often happens that a monk is sent away from his monastery with a quest, or just to make him experience 10 years of life in the outside world.</p><p></p><p>The Azur Temple is an entirely different thing. It is somewhat lika a city built on a plateu, and a road connects it to the imperial way that connects the three commercial cities. Heavy (but unguarded) walls form several blocks on the road, until it gets to Azur. Then there's a little city built before the last wall (that one is guarder day and night), and behind that there are the gardens of Azur. You can see the top of the towers of Azur and nothing else. Common folk are not admitted behind the Blue Wall: they have no reason to go beyond it, as if they are sick, they will get cured outside of it. If they are hungry, they will be fed in the city. Usually, when a pilgrim arrives, the azurites help him and send him away after a month or so: they have a lot of friendly nobles, merchants or simply land-owners, and they always try to send a good word to one of them regarding the pilgrim.</p><p></p><p>As for unusual races risen by the Temple, there's a specific order who has a tradition for having non-standard members. They are however a little bit out of the society, as those not capable of mating with humans cannot get any noble title (they would have no human or half-human son/daughter). They are certainly respected...but they just are different.</p><p></p><p>As for races....I'll leave it up to you. I don't have nothing ready on that, so just give me a list of races and I will adress them. I have no custom races (as for now).</p><p></p><p></p><p></p><p>Whatever you chose to play, there are some things that will inevitably pop out in any campaign: mainly all the different orders of the church, war scenarios, and the wizards. The former have an agreement: none of them shows up on the battlefield support one army or another, as it could lead to in-fight between the wizard towers. The only exception to this rule are the warmages trained by the empire, and the wizards of Relentas, who give the empire the subtle kind of magic that the warmages don't have. </p><p></p><p>Ah, important not on the magic: no fly spells. And no teleports <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Also, no sendings <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Playing a wizard will be painful, because you will get sucked in training until you are 5th level, then they will give you two bodyguards and ask if you want to join some tower. Most of the wizards do, because that a secure way to learn new spells. There are few spells available, and it is really difficult to research new ones, so most of the wizards try to just steal or find new one in ancient ruins. </p><p></p><p>An idea that crossed my mind is that you may try to be a gryphon rider: they are used by the empire as scouts and messengers. This campaign would need some twist, because it gets boring after a little bit.</p><p></p><p>You could also be "just" a merchant/noble anywhere you want, or you may try something else. Or you can live as a mercenary (pretty common in the Virdee). </p><p></p><p>There is a little population of water-born creatures. As I said, there are no seas, but there are great rivers and lakes, and near the center of Anarenn there's a lake that is similar to a see (and in the center of it there are the islands where the Fortresses of Magic are: that is the "capitol city" of the wizards)</p></blockquote><p></p>
[QUOTE="Nightbreeze, post: 3977362, member: 46755"] Will send a private message asap. I see. Well, ask me about some races and I will give you some background on them. Eh...the question is not that simple. There's a difference between the Anarenn forests and the classic fantasy forest. There are exceptions, but generally the ancient forests of Anarenn are far darker, nastier and less merrier places. There are no beatiful elven cities with happy animals passing by: there are nasty, old, grim and ancients spirits of the land, who mercilessly squash any human who dares enter the sacred groves. There are ravenous beasts, who prey on the hunters. There are the so-called grey forests, where all of this is twice as bad. Of course, not every forest is THAT bad. There are better forests, but even there the fey population is really small (and most of the times, not really those good fellas you use to know). Now, a druid who has travelled a little bit knows where are those places where he can find benevolent spirits, treants and gnomes, but he will likely has to travel a lot from one to the other. There are few exceptions however: somewhere on Anarenn there's a huge forest that is almost exactly the way you described it. I just wanted to give you the general feeling of Anarenn. You have two options: a grim campaign, where you have to move a lot, and you can't expect much benevolence from your natural allies, or a "classic" druid campaign, but mostly limited to the same country, at list for a while. As I have edited the dragons "canon" knowledge, I have (even more) edited afterlife and cosmology. If I showed all of it to you, you won't probably recognize it. And besides, there are no demons/devils, at least not in the way D&D has always presented them. Regarding the holy mountains, as you could have guessed, most of the monk orders in Anarenn come from there. There are rumors that some of the senseis are centuries old, but of course, no one can just go and ask them if that's true. It often happens that a monk is sent away from his monastery with a quest, or just to make him experience 10 years of life in the outside world. The Azur Temple is an entirely different thing. It is somewhat lika a city built on a plateu, and a road connects it to the imperial way that connects the three commercial cities. Heavy (but unguarded) walls form several blocks on the road, until it gets to Azur. Then there's a little city built before the last wall (that one is guarder day and night), and behind that there are the gardens of Azur. You can see the top of the towers of Azur and nothing else. Common folk are not admitted behind the Blue Wall: they have no reason to go beyond it, as if they are sick, they will get cured outside of it. If they are hungry, they will be fed in the city. Usually, when a pilgrim arrives, the azurites help him and send him away after a month or so: they have a lot of friendly nobles, merchants or simply land-owners, and they always try to send a good word to one of them regarding the pilgrim. As for unusual races risen by the Temple, there's a specific order who has a tradition for having non-standard members. They are however a little bit out of the society, as those not capable of mating with humans cannot get any noble title (they would have no human or half-human son/daughter). They are certainly respected...but they just are different. As for races....I'll leave it up to you. I don't have nothing ready on that, so just give me a list of races and I will adress them. I have no custom races (as for now). Whatever you chose to play, there are some things that will inevitably pop out in any campaign: mainly all the different orders of the church, war scenarios, and the wizards. The former have an agreement: none of them shows up on the battlefield support one army or another, as it could lead to in-fight between the wizard towers. The only exception to this rule are the warmages trained by the empire, and the wizards of Relentas, who give the empire the subtle kind of magic that the warmages don't have. Ah, important not on the magic: no fly spells. And no teleports :). Also, no sendings :) Playing a wizard will be painful, because you will get sucked in training until you are 5th level, then they will give you two bodyguards and ask if you want to join some tower. Most of the wizards do, because that a secure way to learn new spells. There are few spells available, and it is really difficult to research new ones, so most of the wizards try to just steal or find new one in ancient ruins. An idea that crossed my mind is that you may try to be a gryphon rider: they are used by the empire as scouts and messengers. This campaign would need some twist, because it gets boring after a little bit. You could also be "just" a merchant/noble anywhere you want, or you may try something else. Or you can live as a mercenary (pretty common in the Virdee). There is a little population of water-born creatures. As I said, there are no seas, but there are great rivers and lakes, and near the center of Anarenn there's a lake that is similar to a see (and in the center of it there are the islands where the Fortresses of Magic are: that is the "capitol city" of the wizards) [/QUOTE]
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