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The City on the Gyre of Dreams. 

Posted by Eur512
Eur512
member, 689 posts
Wed 22 Jul 2015
at 14:09
  • msg #1

The City on the Gyre of Dreams. 

The City on the Gyre of Dreams.

The Planescape Setting, re-imagined, using the simple, readily available Dungeon World rules.  If you don't know them, don't worry!  Pretty basic stuff!

(Rebooted!)

 Twenty three days ago, the world ended.  If not the whole world, at least our part of it, destroyed by a monster that consumed entire civilizations.  But we’re alive, and our town, the hillside haven of the arts called Rainbow Falls, remains.. well... more or less.  We’re alive because in the face of that terrible, unstoppable and all-consuming enemy, our wizard somehow transported the entire city into another realm of existence, something called the Astral Plane.

A sky without end, without horizon, no sun, moons, clouds, nothing of home.  A pale shimmer from above bathing us in light, a deep indigo emptiness far below, and our town, floating like a boat in a waveless sea, on a broken plate of land.  We are the last of everything we knew.  Out of a mighty civilization, millions of people, rich and poor, pomp and circumstance, we are all that remains.  We alone survived the end of the world.

Now we have to survive this.  Our town is alone and adrift, in a distant half-forgotten, lonely reach of the Astral Plane.   According to the one visitor we've had, we are well off the "beaten path" even by Astral standards.  It attracts runaways, exiles, and the debris of fate.  The power of the dreams exerts a power over the plane itself, and so everything is in motion, slowly drifting around the portals that glow like little suns.  We were told that this region has mystic connections to the subconscious thoughts of beings on other planes, including our own, and it is called the Gyre of Dreams.


Update- a small group of intrepid people, the Explorer's Guild, may be the hope of the town.  They have successfully gotten off the floating town and returned, scouting out new places, finding new friends and enemies.  The city has begun to harvest the resources of the mysterious "floating forest" suspended in the void, nearby.   Now, the Explorers are preparing for their third expedition.


** ** ** ** ** ** ** ** ** ** ** **
This message was last edited by the user at 22:04, Wed 14 Sept 2016.
Eur512
member, 694 posts
Thu 13 Aug 2015
at 19:54
  • [deleted]
  • msg #2

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

This message was deleted by the user at 23:08, Thu 06 Sept 2018.
Eur512
member, 699 posts
Mon 14 Sep 2015
at 13:06
  • [deleted]
  • msg #3

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

This message was deleted by the user at 23:08, Thu 06 Sept 2018.
Eur512
member, 700 posts
Mon 21 Sep 2015
at 15:07
  • [deleted]
  • msg #4

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

This message was deleted by the user at 23:08, Thu 06 Sept 2018.
Eur512
member, 715 posts
Tue 5 Jan 2016
at 16:08
  • [deleted]
  • msg #5

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

This message was deleted by the user at 23:08, Thu 06 Sept 2018.
Eur512
member, 719 posts
Tue 12 Jan 2016
at 21:03
  • [deleted]
  • msg #6

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

This message was deleted by the user at 23:09, Thu 06 Sept 2018.
Eur512
member, 721 posts
Tue 19 Jan 2016
at 23:07
  • msg #7

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

Still open.
Eur512
member, 724 posts
Wed 27 Jan 2016
at 15:11
  • msg #8

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

Let's give this one more try. Our 3 active players could use some help.
Eur512
member, 738 posts
Mon 21 Mar 2016
at 02:40
  • msg #9

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

The Bump.
Turbo Beholder
member, 2 posts
Sun 3 Apr 2016
at 00:02
  • msg #10

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

In reply to Eur512 (msg # 9):

Sounds curious, but as for the whole city - what would they do there, other than quickly dying out?
Even besides githyanki, it's not like there's food and water floating around.
Eur512
member, 748 posts
Thu 2 Jun 2016
at 14:42
  • msg #11

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

Moving ahead with the third expedition- and a bump.
Eur512
member, 750 posts
Tue 28 Jun 2016
at 14:44
  • msg #12

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

Bumped.
Eur512
member, 756 posts
Wed 7 Sep 2016
at 20:52
  • msg #13

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

Rebooting this with Dungeon World rather than The Window.  Let's see how it goes.
Eur512
member, 757 posts
Wed 14 Sep 2016
at 22:05
  • msg #14

Re: The City on the Gyre of Dreams.  Planescape, but Lite rules

We still have room for a few more who want to explore strange old worlds.
Nalthanzo
member, 1 post
Thu 15 Sep 2016
at 15:54
  • msg #15

The City on the Gyre of Dreams. 

In reply to Eur512 (msg # 1):

I'd be interested in joining. I've never used this forum before but I am very familiar with D&D. The setting seems pretty interesting! How many people are currently in the campaign right now? Also, I want to play a Homebrew-ish Wizard class called a Spiral Mage. He focuses mainly on casting orb spells and can maintain them to orbit him.  He can also roll Wisdom checks to block incoming attacks with his orbs. Here's what I got so far, would this be okay? If not, it's fine.



SPIRAL MAGE
Dream energy has forever altered the way adventurers function, granting them endless possibilities of party roles and combat styles. The Spiral Mage is a peculiar strand of spell caster that uses the energy to command and surround themselves with casted orbs to use as agile protection and deadly projectiles.

GAME RULE INFORMATION
Abilities: Intelligence is the Spiral Mage’s key ability, as it determines how many orbs they can maintain at one time. A high Wisdom score lets Spiral Mages use their orbs as shields against incoming attacks, and as with any spell casting class, it’s always nice to have reasonable Dexterity and Constitution scores.

Alignment: Any

Hit Die: d4

Class Skills: Concentration (Con), Decipher Script (Int), Intimidate (Cha), Knowledge Arcana (Int), Profession (Wis), Scry (Int), Spellcraft (Int), Use Magic Device (Cha)
Skill Points at 1st Level: (6 x Int Modifier) x 4
Skill Points at Next Levels: 4 + Int Modifier

CLASS FEATURES
Weapon and Armor Proficiency: A Spiral Mage is proficient with a club, dagger, crossbow, and quarterstaff. They are not proficient with any armor or shield. Armor impedes effective movements and orb revolutions. Besides, who needs armor when you can block attacks with magical orbs?

Spells: A Spiral Mage can learn arcane spells by inscribing and studying them in his spell book. He can learn any spell he wants, but benefits most from Orbs and Rays. Spiral Mages have the unique ability to rewrite a spell as an Orb or Ray spell. If choosing to specialize in a school of magic, the Spiral Mage can only select Abjuration, Enchantment, or Evocation.

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