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Welcome to beyond the boundary

Far Beyond the Boundary

  Here lies a vast, ever-changing world of the Feywild. The land here is untamed tropical wilderness; dense jungles of magically living trees thrive under the hot sun. Further inland into the hot, humid and uncharted jungle, the world becomes increasingly more inhospitable and hostile. Of course, with new land come new varieties of plants, beasts and even monsters to discover. The peninsula is home to some of the most peculiar insects, monstrous reptiles, murderous undead and carnivorous beasts of every variety. The land itself shifts from day to day, new locations appear witout a warning, and the living forest itself might get you lost just for fun. Rivers constantly re-forge their way through the forests, lands, and even mountains the moment you look away. The water itself seems so sluggish, it can be difficult to determine which direction is upstream and which is down, picking up speed only when thundering down steep-sided gorges.   There are only a number of static landmarks in the mystical landscape that seem to stay in the same location, such as the few tribal coastal settlements with intelligent creatures, and of course, the town of Nyfold. Whether you have stumbled into this world on accident, or followed a well-planned voyage here, the guild-funded city of Nýfold resides as a welcoming beacon to lonely travelers and adventurers alike. Standing on the West Coastline, it is prospering with its economy, adventurers for hire, and ports that offer embarks on to the wild fey sea. Occasional supplies, and new guild recruits come in by boat. The most stable entry points into the realm are from the northeast if traveling by land, otherwise boat is your other safest bet.   Adventurer beware - so far there is no known exit from this world; once you take your first steps Beyond The Boundary, there is no way back.


What to expect


Beyond the Boundary is a Living-World style West Marches game with new Homebrew gameplay changes.

The actions you take will impact your future and the rest of the players in the West Marches. Every building you pay for, Expedition you risk yourself on for your Guild, and bond of relationship you build with your guildmates will change the course of the future for everyone who continues to play, and starts playing after you.

The most prominent changes being the addition of 'Fate Points', 'Stars', and a complete rework of the design of Armor and Weapons.

For your First Steps Beyond The Boundary

 
Reviewed the homebrew gameplay changes here; Make your character following the CHARACTER CREATION here, and join the next group heading out into the jungle.  
  • Explore the uncharted cities, vast jungle terrain, crumbling temples and jungle caverns excavate their lost relics and the denizens of these locations together to slowly move out and explore more of the map.
  • Find the relics that gave power to the Islands forefathers then barter, deal and wantonly gamble these relics with shady merchants.
  • After retrieving ancient runed artifacts from the Expedition sites you may trade them to the Guild merchants who seek to recover them. Each is interested in different varieties of artifacts and offers a unique trading experience for you to try to take advantage of: gambling, bartering, upselling or exchanging.
  • The changes made to martial skills and the homebrew alternate rules are attempting to provide new ways to improve your characters, be more effective in the three pillars of Dungeons and Dragons, "Exploration & Puzzles, Combat and Social" parts of the game.
  • Spend resources on your guild, or create settlements, and find ways to craft better and more powerful items as well as explore new training methods and abilities to unlock.

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