The world is in shambles; The heroes lost, and the Icons are barely holding on. The unconsecrated dead rise within hours of passing. Orcs fight demons in the street as the poor and the weak sell themselves to vampires for protection.
Desperate imperials seek aid of the Lich King as The Diabolist flies through the night sky, spreading corruption and chaos. First Triumph has been reclaimed by Abyss, while the Crusader has invaded the Cathedral. The Elf Queen is dead and the Dwarf King has her head on a pike.
The seat of the Empire, Axis, is overrun by the Orc Lord, though they are beaten back, for a time, by the High Druid. With his system of magical wards destroyed, the Archmage spirited away the Emperor, and has not been seen since. The Three would now be The Four, as the Elf Queen's death released The Green, but The Prince has added the dragon to his own hoard.
The world may be ending, and death may come soon to all, but there is one question that all men ask. Where is The Gold?
WHERE YOU COME IN
It's been five years since the Gold has gone missing, five years of ceaseless invasion from the Abyss, the Orc Lord, the Three, and the High Druid. You're staying at Wilson's Risk, a refugee camp smack-dab in the middle of a graveyard and war memorial. Surrounded by undead clad in arms and armor, your camp is buffered from the demons and orcs that lay seige to Axis.
PEOPLE ARE GOING TO COMPARE THIS TO THE WALKING DEAD, BUT I'VE NEVER WATCHED THE SHOW
The camp is about 300 strong, including 50 able to hold their own in a fight, and 100 too young, too old, or too sick to defend themselves. Food reserves are believed to be enough to hold off starvation for another year, but half rations of potatoes, beans, and hot cereal is enough to drive anyone mad in a few months.
Danis (Half Orc), son of the late Wilson, and de facto leader of the camp. He rules with an iron smile, forceful to get done what needs to be done, but with enough tact to not worsen morale.
Belit (Halfling), alchemist and healer of the camp. He greatly prefers to be left alone, but does his duties with a forced kindness that most find offputting, but preferable to dying of dysentary.
Ko'oor (Elf), militia captain and keeper of the peace. Gruff and sour, she's more Dwarf than Elf (careful not to say that to her face).
Billy (Human), procurer of rare items (which is everything in this day and age). The only person who's left the camp by himself and made it back alive, and he's done it a hundred times.
While everyone at Wilson's Risk wears many hats, you four are often Ko'oor's first pick for search parties and taking down any undead that wander too far towards camp. You may not get along, but you all know each other at least by reputation.
Level one, point buy as detailed in the book, all core races and classes as well as 13 True Ways and multiclassing. No restrictions on Icons, feel free to be besties with the Lich King or the Diabolist. We'll also be skipping alignment in this game.
Gods and the afterlife: People don't believe in the gods so much as a karmic philosophy and reincarnation. Kindness, generosity, duty, and honor lead to Good Karma (knowns as The Divine), ensuring that death will result in an pleasant afterlife. Failure to live a virtuous life means you a doomed to reincarnate and try again. Most believe that the truly vile are turned to Demons as a punishment, and their appearance in the world signals its end (and they may be right).
Rather than gods (Zeus, Anubis), most people follow philosphies and philosophers like Nietchze, Confucious, or the Proverbs of Solomon and Sirach.
Looking for 3-4 players. Looking to will choose posse a week from today, will start soon after.
Post any questions below.