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War of the dark God
#1
New game starts very soon at:
http://www.pbem.dk/


1 Introduction

It is some 300 years after the MageWar, some 200 years after the Troll Wars, and 178 years after the subsequent collapse
of the Great Empire of Chard. The scattered pieces of the once glorious empire are now five small human nations,
uncoordinated where not outright at war with each other. The other “old” major powers of Chard are the Pirates of Pyr,
the Druids, and various nations of non-humans. Then there are the three new powers, but we will come to them later.
Just north of the continent of Chard, in the Cold Sea, lies the Northern Isles where a human king rules what was once the
farthest outpost of the Great Empire. In the northern reaches of the continent itself are scattered the castles of the Order
of Quama, descendants of the finest order of knighthood of the old empire. Together with the two elven kingdoms and
the Druids, these two human nations have hitherto dominated the northern part of the continent, except for the northeast.
Here the swamps and deserts are home to the Snakemen, so called because of their scaly skin and their slightly flattened
heads and yellow eyes. On the far northeastern tip of the continent, where once one of the great battles of the Mage War
were fought, are mountains and harsh wastelands where a few scattered humans struggle to survive. The central part of
the northern half of the continent is mostly covered with forests. In the eastern part of the forested lands lies the kingdom
of the Elves of Windwood. Otherwise, the forests are home to the scattered human followers of the Druids, an ancient
priesthood for the goddess of nature,Wenollin.
On the eastern shores of the southern half of Chard lies the Eastern Kingdom, once the strongest province in the Empire.
The fertile lands of the Eastern Kingdom are shielded in the west by the Grey Range, and west of those mountains lie the
lands that were once the heart of the Great Empire. Now the old heartland has only a fraction of its original population,
concentrated around a few independent walled towns. In the southern part of the Grey Range lies the kingdom of the
Dwarves, on good terms with the its human neighbours to the east.
The far southern tip of the continent is the Wey peninsula. This is ruled by a ruthless and powerful queen who is ever at
war with her neighbour the Caliph of El-Sha’al, who rules a great populous nation on the plains northwest of Wey. North
of Wey and the Caliphate, the great Din’aral jungle stretches in a green belt across the continent from east to west. In the
hilly country just north of Din’aral, from the western shore and northeast towards the old heartland of the empire, one
finds the kingdom of the Gnomes. Unlike his dwarven counterpart, the gnome king does not care much for humans, a
resentment that dates back to the Troll Wars where the Great Empire punished the gnomes for their neutrality.
From the lands of the Gnomes, the Black range stretches northwards as far as the great northern forests where the Druids
and the Elves of Windwood reside. In the middle of the Black Range itself, the Trolls have once again begun to gain in
power, although they are nowhere near their strength from before the Troll Wars. They have enslaved the nearby tribes of
goblins, and with the power vacuum in the old heartland of the empire they are looking to expand their influence towards
the east. On the shores west of the Black Range lies the kingdom of the High Elves, ever a thorn in the side of the troll
king. The High Elves, together with their cousins the Elves of Windwood, situated further east, have hitherto prevented
the trolls from expanding northwards out of the Black Range.
In the great western bay that stretches from the High Elves in the north to the Caliphate in the south lies the islands of the
human Pirates of Pyr. They used to raid the shores of the continent until the great battle at South Point where the navy
of the Great Empire destroyed most of the pirate fleet. Since then Pyr has built a new though smaller fleet and is now so
strong that the trade by sea between the Caliphate and the High Elves has dwindled to almost nothing.

Enter the Dark God.
The Dark God Ozzaxytl is a conqueror of worlds in several planes of existence (or dimensions, if you will). Ozzaxytl has
now cast his hungry eyes on the world of Chard. He is currently unable to manifest in Chard but has to work through
minions and agents. In order to bring about the manifestation of their master, the agents have to gain control of seven
power spots, specific locations where the lines of power that bind the world meet, and erect a dark obelisk on each power
spot. A few obelisks have already been erected, and as more are added, the power that Ozzaxytl can channel to his minions
will increase. The Old Gods of the world of Chard were unaware of the threat from Ozzaxytl until the erection of the first
obelisks changed the power pattern of their world. They cannot oppose the much stronger Ozzaxytl directly but have to
work through their followers to prevent the erection of the obelisks.
Ozzaxytl’s influence has introduced three new major powers on Chard: The Vampire Lord, the Sorcerer and the Beast
Master, none of which were previously powerful enough to threaten any of the regular nations. The Vampire Lord has
his realm in the far north east of the continent, just north of the Snakemen. The Sorcerer’s castle is located in the Red
Ridge Mountains, a range that runs along the western coast of Chard, from the kingdom of the High Elves in the south
to the Cold Sea in the north. The Beast Master lives somewhere in the wilderness of the east, south of the Snakemen and
southeast of Windwood. The emergence of these three powers very much threatens the elven kingdoms, the Druids and
the Order of Quama.
TheWar of the Dark God is about to begin. It will end when either all seven dark obelisks are in place or when all existing
obelisks have been destroyed and the Old Gods again reign supreme.
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#2
I've played this game and it is by far the best Pb(e)m game I've played.

There are two teams that vie for supremacy, so even if your are new you are not alone. It is fully documented on the site, so the old player don't have access to more info than the newbie.

There are 16 different positions to choose from. Examples:

Vampire lord...commander of undeads... knows magic and has stong questing units...

Eastern Kingdom, wealthy human nation initially with little military, but good potential for expancion.

Elves of windwood, strong missile units and nature magic, close neighbour of the druids but also the evil Beastmaster....

And many more...

Come and join us.

/Barnfield

(11-23-2012, 06:15 PM)walter Wrote: New game starts very soon at:
http://www.pbem.dk/


1 Introduction

It is some 300 years after the MageWar, some 200 years after the Troll Wars, and 178 years after the subsequent collapse
of the Great Empire of Chard. ...


Attached Files
.pdf   War of the Dark God.pdf (Size: 181.51 KB / Downloads: 3)
Reply
#3
How much does it cost, and does anyone have any copies of past turn results that they can share, so that any who might be interested can get a better idea of what a turn actually looks like?
Reply
#4
(11-26-2012, 04:37 AM)GrimFinger Wrote: How much does it cost, and does anyone have any copies of past turn results that they can share, so that any who might be interested can get a better idea of what a turn actually looks like?


Sure see attached files...

Barnfield


Attached Files
.pdf   druidsTurn17.pdf (Size: 52.57 KB / Downloads: 13)
.pdf   DruidsMap17.pdf (Size: 75.98 KB / Downloads: 8)
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#5
Ohh.... forgot the price info. A full game costs less than 70€. This is for 24 turns. Every turn take 14 days. It is possible to by at set-up and e.g. 6 turns.

I cannot remember all the prices for different combinations but they are available at www.pbem.dk

Barnfield
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