Memories of Annwn is a high fantasy game centred around a group working towards a common goal. The game is set in a fae-filled world inspired primarily by Cymraeg and British folklore, so expect magic, trickery and fun takes on fairytale archetypes.
Vanora's Watch, the group that player characters will be a part of, is a militia that is working to study the Faewilds and protect the people of Antumnos from the evil within.
Those who aren't able to partake in typical combat are usually shoehorned into the medic, crafter or magic game. In Memories of Annwn, we've done our best to expand your options. Everyone can do magic - as much or as little as they want - and there will be opportunities for Abstract Combat for those who can't fight but want to play a warrior. We want our players to be any character they wish, and use whatever skills they choose without worrying about their out of character capabilities.
Magic is saturated in every part of Antumnos, including its inhabitants. Magic is an inherent talent, not an earned skill, it's what you choose to use that magic for that's important. All characters will have access to some magic, which can be skilled into or ignored as much as the player desires.
Vanora's Watch is an independent organisation that operates with the support of all five Nations of Antumnos. Players are encouraged to explore the differences between these Nations, both internally as a character and externally with others. Is your character here because they want to be, and embrace the community of the Watch? Or are they less inclined to integrate, instead favouring the company of their own people? Is Vanora's Watch a threat to the status quo, or the spark for a new beginning?
With the above being said, Memories of Annwn is a collaborative setting, with an emphasis on working together for the greater good. The idea is to protect the people of Antumnos, not bring them down. The game is geared towards the primary conflict coming from outside.
During Memories of Annwn, you will learn much about the history of the world. All choices have consequences, and some are still yet to be known. What will your choices be?
All complex worlds have levity and sobriety within them, and this game is no different. While darker themes may be explored through characters and plot, this isn't a SeriousTM game. In the monotony and isolation of basecamp life, fun and lightheartedness is both allowed and encouraged. Who knows, maybe you'll look forward to that game of croquet (whatever that is) after you're done fighting a ████████.
If you are unsure which “darker themes” are permitted, please see our Acceptable Themes.
A few inspirations behind Memories of Annwn are: