Thread: O Master Where Art Thou?

Now this certainly looks interesting. I could run a PF or 5e game for you in a homebrew world. While still a fantasy world, there are a number of modern amenities duplicated by magicalchemy liquid sunlight streetlights and permanent levitate elevators, for example. As for plot, there are two I had in mind. The first involves investigating the Eye of the World and the secrets it holds. This one will be mostly in the wilderness, and most of the sexual parts will be with various mystical creatures. The second is more political and revolves around the oceans outside of Temposis. There will be many more people in this one, but as you're an adventurer, you'll always come into contact with monsters. I'd also prefer IM I'm mostly on skype, but I can get whatever IM system you use if needed. World Information See more The world of Temposis. A single continent dominated by two large empires, Duramel and Amiron, that are constantly at the brink of war. The sea past the horizon is uncharted and unknown, save for a few shipping routes to island nations. The continent itself holds a myriad of different terrains, spanning from freezing arctic in the north to burning desert in the south. In the center of the continent is a circular mountain range known as the Eye of the World, holding a strange unclaimed land heavily infused with magic and strange creatures. Excerpts from Library Prime in Vrietel See more The western empire, Duramel is a land of progress and power. It covers roughly half of Temposis, an arc from the Lance River in the north to the Crescent Desert in the south. The empire is ruled by the Council, a group of five people who each manage one aspect of the empire agriculture, commerce, internal affairs, magic, and military. Due to a long history of monster attacks and naturally greater resources, Duramel's military and technology are the greatest in the world. Major Cities of Duramel Vrietel Capital of the empire. Located on the coast of the Edge Sea. This is a massive sprawling city covering over a hundred square miles of land along the coastline. The sheltered ports serve as an easy gateway to trade amongst the smaller island nations, as well as for transport to other coastal cities. Vralix Located near the southern half of Duramel. While technically a city, this is more accurately an enormous military-industrial complex that houses the majority of the empire's military and equipment, as well as designing more of the same. The only civilians that permanently live here are the families of those who work here. Mavicora A northern port city used as both a naval base and a port of call for trade ships heading to and from the islands. Also has the largest shipyards in the empire, as well as an incredible shipwright academy. Excerpts from the Arcadium in Illitarn See more Amiron is the eastern empire on the continent of Temposis, stretching from the Lance River in the north to the Crescent Desert in the south. Under the rule of Queen Cantora Valiar, it is a empire steeped in a long history of magical and exploratory success. Major Cities of Amiron Faeloria Capital of the empire. Located in the center of the empire on a massive hill that allows it to overlook the lands beyond. It also extends halfway to the clouds in a truly massive feat of engineering and magic. It is primarily a center of government and culture, although there is a significant standing garrison located there. Illitarn The center of magic for the empire. Constructed within a large forest, this city houses the Arcadium, a massive library and magical research center. Lantai A city built along the Lance River, it has been heavily fortified to deal with the constant fighting on the border, and thus houses a large garrison and is the northern center of Amiron's military. Excerpts from the Amiron Exploratory Corps Database See more The Eye of the World is perhaps the strangest anomaly on Temposis. Located within the Tor mountain range, a ring of high mountains that blocks nearly all entrances to the Eye. A layer of heavy fog perpetually hangs over the interior, making aerial reconnaissance impossible. The mountains themselves are considered neutral territory by both empires, as the effort needed to secure and fortify any major outposts on them would far outweigh the benefits. The benefit of this neutrality is that a guild has developed that specializes in exploring the Eye for science and for the rare materials that may be found. There are two known safe although some would debate the use of the word safe entrances the Lance River and Dragon Claw Pass. The first is a river traveling north from a crack in the mountains that feeds into the Edge Sea. The second is a jagged break in the mountain range that, while treacherous, is far safer than any other known pass. Only a small area around the entrances has been fully explored and is still considered dangerous territory. The only constant about the Eye is that it is an untamed wilderness bursting with life and magic beyond anything outside.