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Roleplay: Eurreach
A new chapter unfolds...

Another Sequel to A New Age. Eurreach is a Pathfinder campaign run by Renagade and hosted on the Middle Ground Forums. Blurring the lines between Spiritual Successor and a Time Skip, Eurreach is set in the same world as A New Age, but more than half a century ahead in time and with completely new characters, with the older ones not showing up at all and only being mentioned in passing.

The kingdom of Ironfar is the only true major human presence in the country of Eurreach, with the rest of the land being mainly inhabited by the magical and mysterious Fey, and various monstrous humanoids such as the Nagakin, Minotaurs, Garoh, and Centaurs. This is on top of various isolated Elf and Dwarf cities.

Ironfar has existed in relative peace in Eurreach for several hundred years as a region of wealth and prosperity. Until one fateful day where an army of shadowy, undead constructs led by an eponymous figure known as the Shadow Witch stages a sudden coup on the city, destroying its hastily rallied army and cursing its people into bestial forms. However, the heirs of the kingdom narrowly escape with their lives, and now it is up to them and the rest of the party to unite the disjointed races of Eurreach, discover their fates, and stop the country, and the world, from being plunged into disaster and darkness.


The page turns...

  • Alchemy: Implemented in the game, but is rarely actually used.
  • All Men Are Perverts: At least Dar'khan and Gale are. Then again, they are Fey.
  • Altum Videtur: Aurvallis, roughly translated into English, means Golden Valley. Bonus points in that said valley used to hold the ancient capitol of Eurreach, the city of Aurvallis.
  • Always Chaotic Evil: Subverted by Greta and her coven. They have every element there of being evil swamp hags, warty skin, ominous cauldron, various animal parts used in their concoctions, evil cackling, and so on. But they actually aid the party and are downright friendly and amicable.
    • Averted with the Minotaurs. While most certainly aren't lawful, they are a playable race and thus can be of any alignment. Most of the minotaurs introduced in the story aren't evil in the slightest, and the one that is evil is Lawful Evil.
  • An Axe to Grind: The Reaver of Magnus, AKA the Legendary Axe of the minotaurs. One of the 5 Arms of Magnus designed to stop the end of the world.
  • An Interior Designer Is You: The party can purchase and install upgrades to their HQ.
  • Arc Words: "Seek the Seer."
    • Arc Number: Five. Five Distasters, Five Apocalypses, Five Fateless ones, Five Arms of Magnus.
  • Authority Equals Asskicking: Jackson is the self-proclaimed captain of the Eurrean army and is easily the best in the party at dealing massive amounts of damage in one blow. Ector is the young prince of Ironfar, second in line for the throne behind Elaine, and is the best DPSer in the party.
  • Awesome McCoolname: Minotaurs. They have a given name and a "legend" name, usually being a compound word denoting their fighting style or accomplishments in youth, as such we have examples like Duron Thunderhoof and Zaun Firefist.
  • Baleful Polymorph: The Kanin were once the humans of Ironfar, meant to be turned into commonplace hares and rabbits. But thanks to a convenient shove by the young prince, the spell was botched and only worked half way, instead turning them into Petting Zoo People.
  • Badass: We're talking about a Pathfinder party here. If the characters aren't this to some degree then there's an issue.
  • Black Knight: They're the regular grunt enemies of the campaign. Be afraid.
  • Bleak Level: Ironfar. The forest around the city is dead and plunged into eternal winter. Hemick Village, to the north, can barely farm crops, and the crops it does farm taste bitter and unappetizing, and the Darknights are everywhere, on patrol, seeking out dissidents and escaped Kanin.
  • Boring, but Practical: Alchemy, so boring that no one bothers, but had the party bothered, a good chunk of the battles they had faced would have been made much easier and less hectic.
  • Can't Catch Up: Sub-PCs. Designed to take the place of a main hero should said hero become indisposed. They will forever be one level lower than the main heroes.
  • The Corruption: The Shadow Witch's Eternal Winter. It basically killed the forest around Ironfar and plunged it into snow and ice, and is slowly spreading across Eurreach. However, in Elimine, it had a different effect. Elimine as a forest can't exactly be killed, but instead, once the Witch's influence hit the forest, it manifested as Fey Blight, and is now quickly spreading through the forest.
  • Cry for the Devil: Some party members did this when they realized that the sole reason the Shadow Witch exists is basically because when she was a child, the people of the south burned her little village in the north out of superstition, fear, and spite.
  • Cuteness Overload: Ector + Bath + Sauna + Towel = FLUFFEH! The party stood no chance.
  • Elemental Crafting: Likewise implemented, and actually does see use.
  • The Fair Folk: Elimine is a haven for them. The High Fey are a playable race, along with Fauns. And they're even led by a king named Oberon.
  • Fantastic Racism: All over the place. Kanin are generally looked down on due to their status as slaves and thus bringing trouble wherever they go. The High Fey are seen as insufferable pricks due to their tendency to cite their relation to Oberon. Centaurs and Nagakin DO NOT get along, neither do Garoh with the High Fey.
  • Fantasy Gun Control: Yep. Garton is the only man in the entire country who owns a gun. Ironfar's never heard of them and Wayside, the only trade town that deals with other countries, has banned their purchase and use.
  • Ghostly Chill: The Darknights coming? You'll know by the sudden drop in temperature.
  • Global Currency: Averted. Ren actually went and made actual currencies for the different regions of Eurreach, and not everywhere takes the standard gold piece.
  • Grim Up North: Icecrest, Highridge Mountains, and the Cold Wastes. Very snowy, very cold, very dangerous.
  • Hidden Elf Village: Lighthaven, the village Ector and Elaine grow up in after Ironfar was conquered.
  • Home Base: Circe's Manor, also doubles as an Island Base, technically. It's in the middle of a river as opposed to out at sea, but still close enough.
  • Immune to Fate: The Party. They were supposed to die in their backstories, but didn't, and now don't abide by the rules of fate, prophecy, and destiny.
  • Killer Rabbit: ...Sorry. Seriously though, Kanin who take Dexterity based classes or who become Swiftblades are essentially this. Especially Swiftblades.
  • Last Stand: Vaynard tried to pull this off with the fall of Ironfar, given the witch's army and the nature of how they operate, he did a passable job in stalling for as long as he could while the population attempted to evacuate.
  • Living Shadow: The Darknights, the minions and main driving force of the Shadow Witch's army. They appear as living suits of pitch-black armor, have both Undead and Construct traits, hit like bricks, And don't leave any loot when they die.
  • Loads and Loads of Characters: Just click on the characters page. There are easily thrice as many tropes on that page spread across over twenty characters. And there are yet still a great many more that go unmentioned on that page.
  • Memento MacGuffin: The Bunny Doll. It used to be the Shadow Witch's.
  • Mood Whiplash: Not uncommon, given the way Ren operates and the nature of the players, a serious moment followed by an uproariously funny one is common, and usually listed in the Crowning Moment of Funny page.
  • The Place: The campaign takes place entirely in the country of Eurreach, natch.
  • Petting Zoo People: The Kanin, as stated above, are gnome sized rabbit-folk who were once the humans of Ironfar.
  • Reality Ensues: Queen Aphelia, alone, stands before the Shadow Witch and her posse. She boasts about how she was trained in the army and is not just some pretty face, she's geared up for a handy fight. The Shadow Witch sighs, gives an off-hand order to Garton, her gunslinger cohort, and he simply shoots the queen, killing her instantly.
  • Revive Kills Darknight: Positive energy damages Darknights, Negative energy heals them.
  • Ridiculously Cute Critter: Much to Ector's chagrin, the Kanin are simply adorable.
  • Rightful King Returns: What the party is striving for. Putting Ector back on the throne.
  • Slippy-Slidey Ice World: The Cold Wastes, north of Highridge Mountains. Populated by Giants and unseelie fey.
  • Swamps Are Evil: Undead? Check. Half-sunken ruins and temples? Check. Wicked Witches? Check. Still, Dark Water? Check. The Dead Mire, ladies and gentlemen.
  • Storyboarding the Apocalypse: Circe's visions of the future in Chapter Seven.
  • Storybook Opening
  • Talking Is a Free Action: Fighting for your lives? Now is a perfect time to introduce yourselves!
  • Time Skip: The campaign starts in 1648 D.R. almost 50 years after the events of A New Age and 30 after Expeditions.
  • The Unchosen One: The entire party. They were supposed to die in their backstories, but didn't, and now seek to save the world not because it's their fate, but because they know they have a chance to successfully do it!
  • Well-Intentioned Extremist: The Garoh, Lanterners and Kingdom of Ironfar in regards to burning the Shadow Witch's hometown. The witchcraft being practiced there was causing issues, true. But the entire village didn't have to burn down to stop it.
  • Wicked Witch: Greta and her coven, to a nice degree. Gottie the Grotesque, played straight. And The Shadow Witch, though she's more young and beautiful.

And so, the chapter ends...
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