For centuries the nomads spoke of a place at the center of the world where high above the burning hot sands a mortal could stand in full radiance of Solaris itself, and there the sun would fill him with such energies that he would live forever. So the legends said, and so the people believed. When they lay on their death bed, mighty warriors would dream of their spirits being welcomed into the sun with their ancestors, to live on in a perfect heaven.
As travelers walked from the center of the world the light from Solaris waned, causing the light of day to dissipate, and the darkness of night would slowly creep into their soul. The few who would dare to travel to the ends of the earth, where the light of Solaris did not reach, were changed horribly, if they returned at all. Creatures of pure evil waited at the edge of the world, for one day the light of Solaris would weaken and allow them to encroach upon the world of mortals.
And so the Tribes of the Sun settled in the borderlands, where Solaris would not burn them and the darkness would not come for them. The people struggled and forged small cities in which they could protect themselves from the beasts spawned of darkness, and the madmen that would dare to grasp at the very sun itself. Generations spawned heroes that were willing to give their very lives to travel into the center of the world, and villains that would attempt to tame the edges.
Everything living, or dead, has its secrets. There is a time and a place for everybody’s secret to be unraveled, and when all have fallen under the weight of truth, only the strongest will survive to claim what remains. Sometimes the end of the world is not what the prophets warn us about…
The Sands of Solaris is a d20 D&D Game using the 3.5 rules (some house rules will apply). Since this is my first PBP game at EN World I hope that all the lovely people here will be able to handle a reasonably frequent posting game, to keep the story moving.
This particular game will have a very special focus on spell-users, but it will require the expert assistance of sword swingers, diplomats, and visionaries to brave the dangers that the party will face.
I’m looking for four players at the moment, but due to the restrictions of the lands the Cleric Class is not available. The characters that begin with Armour Proficiency: Heavy are required to exchange this Feat for another available as a fighter bonus feat (heavy armours are not available). Characters should have a distinctly Persian flavour to them, but take note: very few of the cities of Solaris have any real riches or complex governments and nobility.
I would like to see characters that grew up in smaller towns, caravans, merchant communities, and other remote locations. No deities are available at the beginning of the game as most communities partake in either ancestor or nature worship (allowing paladins and monks to follow this path). All calculations of attributes, skills, feats, and other rolls should be clearly calculated for my viewing. Characters begin at 1st level with maximum hit points, maximum gold, and 22 points to purchase their ability scores with. Available races are restricted to the PHB (but no half-orcs, please) and all should have an exotic ‘feel’ to them, show me something a little different.
Interested parties should note, I'm not interested in people that Min/Max or plan their character’s stats out levels in advance. Prestige Classes as well as any other new classes will be offered to PCs that follow the right leads to learn the skills required to add new classes.
IC Thread
http://www.enworld.org/forums/showthread.php?p=1319156#post1319156
Rogues Gallery
http://www.enworld.org/forums/showthread.php?p=1317220#post1317220
As travelers walked from the center of the world the light from Solaris waned, causing the light of day to dissipate, and the darkness of night would slowly creep into their soul. The few who would dare to travel to the ends of the earth, where the light of Solaris did not reach, were changed horribly, if they returned at all. Creatures of pure evil waited at the edge of the world, for one day the light of Solaris would weaken and allow them to encroach upon the world of mortals.
And so the Tribes of the Sun settled in the borderlands, where Solaris would not burn them and the darkness would not come for them. The people struggled and forged small cities in which they could protect themselves from the beasts spawned of darkness, and the madmen that would dare to grasp at the very sun itself. Generations spawned heroes that were willing to give their very lives to travel into the center of the world, and villains that would attempt to tame the edges.
Everything living, or dead, has its secrets. There is a time and a place for everybody’s secret to be unraveled, and when all have fallen under the weight of truth, only the strongest will survive to claim what remains. Sometimes the end of the world is not what the prophets warn us about…
-------------------------------------
The Sands of Solaris is a d20 D&D Game using the 3.5 rules (some house rules will apply). Since this is my first PBP game at EN World I hope that all the lovely people here will be able to handle a reasonably frequent posting game, to keep the story moving.
This particular game will have a very special focus on spell-users, but it will require the expert assistance of sword swingers, diplomats, and visionaries to brave the dangers that the party will face.
I’m looking for four players at the moment, but due to the restrictions of the lands the Cleric Class is not available. The characters that begin with Armour Proficiency: Heavy are required to exchange this Feat for another available as a fighter bonus feat (heavy armours are not available). Characters should have a distinctly Persian flavour to them, but take note: very few of the cities of Solaris have any real riches or complex governments and nobility.
I would like to see characters that grew up in smaller towns, caravans, merchant communities, and other remote locations. No deities are available at the beginning of the game as most communities partake in either ancestor or nature worship (allowing paladins and monks to follow this path). All calculations of attributes, skills, feats, and other rolls should be clearly calculated for my viewing. Characters begin at 1st level with maximum hit points, maximum gold, and 22 points to purchase their ability scores with. Available races are restricted to the PHB (but no half-orcs, please) and all should have an exotic ‘feel’ to them, show me something a little different.
Interested parties should note, I'm not interested in people that Min/Max or plan their character’s stats out levels in advance. Prestige Classes as well as any other new classes will be offered to PCs that follow the right leads to learn the skills required to add new classes.
IC Thread
http://www.enworld.org/forums/showthread.php?p=1319156#post1319156
Rogues Gallery
http://www.enworld.org/forums/showthread.php?p=1317220#post1317220
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