Hosted and currently narrated by:
Hosted by:
Chris Flagel
(
DominionChris)
In Ancient times Magic existed forging the myths and legends of the world, but over centuries the magic faded giving rise to the modern era. Magic was forgotten, considered not real, until the middle of the Second World War. In mid 1942 the Nazi Thule society seeking a way to win the war used an ancient spell they thought would give them ultimate power, they were wrong.
With the spell unleashed magic freely poured out into the world affecting almost everything it touched. Technology more advanced than the steam engine shut down, radios went dead, planes fell out of the sky, it was disaster of epic proportions. Along with being forced back into the dark ages people found themselves transformed into new races, elves, dwarves, goblins etc. But the spell didn’t affect people alone, nature found itself magically evolved with forests springing up overnight, many wild creatures found themselves transformed into Unicorns, Dragons, Griffins, and the like. It was an apocalypse of sort, some called it Ragnarok, but it became known just as the Event.
The Event created a new era and brought down all but the hardiest of civilizations. Cut off and isolated new civilizations grew, not knowing about the rest of the world. In North America the once United States found themselves without a government to rely on, new governments formed throughout the continent, unable to spread their dominion across the harsh continent.
War was inevitable, as powers sought control over the limited resources left and fought with dangerous raiders, nomadic tribes, and other powers seeking domination. Conflict lasted the better half of a century until 1986 when a young mage Alexander Sinclair and James Morrison were able to restore radio and electricity to respectively using what they called Arcanotech.
With the ability to communicate from sea to shining sea and peace on the horizon a mysterious military commander from Boston called the White Knight called for the formation a task-force to protect the uneasy peace, that day the American Knight Guard was born. This story is not about them. Before the Knight Guard the Guilds where the closest thing to independent specialists.
Most guilds are relatively new, created in the late seventies or eighties, though fewer guilds formed after the Knight Guard was established, but the oldest Guild still around remains Dragon Fang. Founded in 1954 Detroit by Nathaniel McPherson and his allies after slaying a dragon that had been terrorizing the city the guild soon became legendary and one of the largest in the continent. Today the Guild has branches in over one hundred cities throughout the continent and thousands of members in the Guild, the only group capable of going toe to toe with the Knight Guard, and a major thorn in their side.
You are members of the Dragon Fang, an adventure guild in which you do jobs few others can do. You will likely have missions across the continent. Any questions can be asked in open lobby.
Collaboration style:
Standard
License: Community License w/ Creative Commons
Host’s rules: none specified
Info for invitees and applicants: none specified
While peace between the major nations has lasted uneasily since 86 the continent itself is not a peaceful place, independent towns and cities struggle to retain their independence from neighbors, raiders and monsters are a big problem running rampant outside the safety of walled cities.
Each nation maintains their own militarizes and militia comprised of War Wizards, Cleric Healers, Rangers, Military Knights, and soldiers of many backgrounds, but are often spread thinly outside of cities.
The Knight Guard itself is the largest singular organization across the continent, but are seen by nonhumans as speciest being comprised completely of pure-blood humans.
Magical disease is rare, but does exist with Vampirism and Lycanthropy being the two most common diseases that strangely only infect humans.
Religion and Christianity in particular are still an important figure in the world after the Event, with times of trouble people often turn to faith, though neopaganism is the second largest faith on the continent.
Dragon Fang and other guilds aren’t large solely on its own, the Guilds often work with various organizations.
Wizards and Druids unless having a master are often trained by Wizard Academies located in each major civilization on the continent. (Think like Harry Potter.) Paladins and Clerics join Guilds after learning from the Temples or Monasteries. Rangers tend to have military training or hunted for years. And Rogues come from many places.
Magic is classified into Offensive, Defensive and Support, (think Fairy Tail) Druids and Clerics usually specialize in Defensive and Support Magic.
Guild Members must be able to handle themselves in combat situations.
Card settings:
Standard
Heroic
Gritty
Custom
Word limits: 400 player /
3000 narrator
Triggers: none specified
Graphic Violence, Language.
This game completed Invalid date.
It started 09/14/2016
This game started 9 years ago
and has
12,271 words,
4 scenes,
68 moves,
and 150 comments.
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