Wednesday, August 4, 2010

Midrea One Page

This si the original idea behind Midrea, well at least beyond the "some place to run my games that actually has a name"

You'll also see some Iconics here that some day I may just post. I used Mnoren and Mary in games and Baran (all 35 levels of him) is a former PC. Tonzabar is named for a player as well, my "likes to talk world building" buddy though I've also called him Tanzar too.

I am nothing if not inconsistent.

Fantasy Setting Proposal for Midrea

1. Core Ethos Sentence.
Midrea is a world where hero’s deeds hold society and reality together.

2. Who are the heroes?
Mary Bow- Cynical Mercenary, holder of the Stone of the Pact and hero of the Nightfall War.
Mnoren, the self-appointed gatekeeper and master of the 13 gates
Baran, archmage and Master Magistar, the world’s most powerful wizard
Ravik Byrne, the leader of the Wizards Council
Megan Byrne, Ravik's daughter known as "Trouble"
Commenting on all this is the Adventuring Librarian Tonzabar, whose dry wit livens up any topic

4. What do they do?
Mary runs an Inn now called Mary’s Place, from time to time she sends foolish adventurers on a quest. She’d like to forget adventure but adventure has plans for her.
Mnoren watches the thirteen gates protecting man from, Other Things.
Baran? Well he studies magic until its needs it, which is more often than he'd like.
Ravik has his council to watch, evil plot to unwind and a troublemaking red headed to daughter to deal with him.
Megan, well there a lot to see and do out there and anyway isn't magic fun?
Tonzabar, he watches and comments on it all.

. Threats, Conflicts, Villains
Sometimes it’s hard not to find danger in Midrea. There are 13 gates Elsewhere
For more menace there is the Nether and the First Race. Netherspawn, the leftovers of the first attempt at creation are still out there and they hate all other life.
The First Race, time should have claimed them but Wizardry allows them to linger, still hiding out somewhere, making monsters and worse things. They will return.

6. Nature of magic
Magic comes from outer planar sources, the heavens (for clerical) the spirit world (for druids) the hells (for evil clerics) fae realm (Bards and Sorcerers) and the Nether for the fragments of creation, the spells of the Wizard.

7. What’s new? What’s different?
The flexible nature of the cosmology allows anything to be dropped in with a minimum of fuss. Since the humans on Midrea were originally from our world and time Roleplaying is easy, its Ren-Faire medievalism. And it makes sense. Even the timeline makes adventure fun and easy, historical “points’ help DM’s make a place for heroes.

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