You are an explorer lodging at the Murasa Expeditionary House in central Kazandu, a region of enormous jaddi trees and perilous canyons. To the southwest lies the Murasan Wall, a range of tall, clifflike mountains that encircle the continent, as well as the Tumbled Palace, the capital of the Tajuru People, and Sunder Bay, one of two main entrances into Murasa, where kor, humans, and Tajuru elves help guide ships through the treacherous reef to a safe dock.
To the south of Murasa lies Ondu, a large continent with several human, elven, and kor settlements, as well as its three islands, Beyeen, Agadeem, and Jwar. To the east is Tazeem, home to Sea Gate, the center of civilization on Zendikar, as well as Halimar, the inland sea that it borders, and the Vastwood, an enormous forest full of dangerous beasts.
To the southeast lies Akoum, a volcanic continent where a few small forts and some goblin camps are the only settlement and hellkites rule the skies. Further still to the southeast lies Bala Ged, an enormous continent of treacherous marshes and jungles as well as limestone caverns. Bala Ged is home to the two other elven nations of Zendikar, the Joraga and the Mul Daya, as well as the Surrakar, a lizardlike race of questionable sentience. To the south of Bala Ged, connected by a practically impassible marsh, is Guul Draz, home to Malakir, the largest city on Zendikar, which is ruled by five influential vampire bloodlines: the Kalastria, the Ghet, the Urnaav, the Emevera, and the Nirkana. Guul Draz has more ruins than other continents, but explorers beware: its perils are greater too.
Finally, to the far north lies Sejiri, an enormous tundra that is extremely difficult to traverse. Legends tell of an ancient civilization of ice merfolk that dwelt near the frozen lakes in Sejiri’s far northern region.
Are you ready to find perils and treasures?
Welcome to Zendikar Expeditions! In this Magic-inspired RPG, up to four adventurers can create a character and explore the world of Zendikar, searching for treasures and exploring vast ruins. ZE is set in between the Eldrazi's arrival on Zendikar and their liberation, meaning that hedrons and the Merfolk and Kor pantheons exist, but you won't encounter any Eldrazi on your travels (for a thousand years or so).
To join, simply post below and create a character.
Lastly, choose one or two colors for your character's color identity and write a couple of sentences about your character (i.e. history, defining traits, home town/continent, etc.)
Once three or four players sign up, I'll post character sheets based on your character choices and start it off!
Can I still join?
I would like a human wizard, mono black. Not born on zendikar, but is here studying the hedrons for an experiment of sorts. Aethenlor is his name, he is also drawing mana from the mana rich swamps of Zendikar.
If you want to start thinking of a character, feel free. Because the Colosseum forum on here isn't the most active, I'm probably going to launch a version of this over at myth-weavers.com in 2 weeks or so. I DMed a game on there soon after posting this and it went well for several months. The new game will be larger-scale and probably encompass many planes — I've been brainstorming settings in this thread. I will post here with a link and more info when the game is up and running.
To the south of Murasa lies Ondu, a large continent with several human, elven, and kor settlements, as well as its three islands, Beyeen, Agadeem, and Jwar. To the east is Tazeem, home to Sea Gate, the center of civilization on Zendikar, as well as Halimar, the inland sea that it borders, and the Vastwood, an enormous forest full of dangerous beasts.
To the southeast lies Akoum, a volcanic continent where a few small forts and some goblin camps are the only settlement and hellkites rule the skies. Further still to the southeast lies Bala Ged, an enormous continent of treacherous marshes and jungles as well as limestone caverns. Bala Ged is home to the two other elven nations of Zendikar, the Joraga and the Mul Daya, as well as the Surrakar, a lizardlike race of questionable sentience. To the south of Bala Ged, connected by a practically impassible marsh, is Guul Draz, home to Malakir, the largest city on Zendikar, which is ruled by five influential vampire bloodlines: the Kalastria, the Ghet, the Urnaav, the Emevera, and the Nirkana. Guul Draz has more ruins than other continents, but explorers beware: its perils are greater too.
Finally, to the far north lies Sejiri, an enormous tundra that is extremely difficult to traverse. Legends tell of an ancient civilization of ice merfolk that dwelt near the frozen lakes in Sejiri’s far northern region.
Are you ready to find perils and treasures?
Welcome to Zendikar Expeditions! In this Magic-inspired RPG, up to four adventurers can create a character and explore the world of Zendikar, searching for treasures and exploring vast ruins. ZE is set in between the Eldrazi's arrival on Zendikar and their liberation, meaning that hedrons and the Merfolk and Kor pantheons exist, but you won't encounter any Eldrazi on your travels (for a thousand years or so).
To join, simply post below and create a character.
Your choices of race are:
Goblin
Human
Kor
Merfolk
Your choices of class are:
Artificer
Berserker
Cleric
Healer
Merchant
Ranger
Rogue
Shaman
Soldier
Warrior
Wizard
Lastly, choose one or two colors for your character's color identity and write a couple of sentences about your character (i.e. history, defining traits, home town/continent, etc.)
Once three or four players sign up, I'll post character sheets based on your character choices and start it off!
I would like a human wizard, mono black. Not born on zendikar, but is here studying the hedrons for an experiment of sorts. Aethenlor is his name, he is also drawing mana from the mana rich swamps of Zendikar.