Hidden 8 yrs ago 8 yrs ago Post by Famotill
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The world of Ithea is a wondrous one; fraught with powerful nations and technologies that aim to shake the foundations of this realm. Be it the High Elves of Valenndale, the Orcs of High Mist, or the humans of Carthus and Penult. This tale is one of triumph, exploration, and conquest. The adventures of this band of heroes begins in the Miner's Prison in the city of Ardent's Fall. From the slums of Ardent the adventurers will etch their names in the annals of history- for better or for worse. Our heroes will shape and bend the world around them to their will. How will they do it? Through the might of their arms and magics? Or through diplomacy and cunning? Only the Gods may know.

Beware the misty glimmer of Ithean shores; not all is at it seems. For even the owl's golden feathers may be plucked, and even the wolf's fangs, dulled.

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Hey all, so in case you couldn't tell- this is a fantasy RP. I'm borrowing inspiration from the likes of Dragon Age, Fable and D&D. The setting is medieval with slight hints of an industrial era thrown in. I want to really emphasize player choice in this RP (this is where D&D influence really shows through), and I wanted to have an open world with a dynamic political climate and an 'alive' kind of feel. If you have any questions please feel free to ask me, or if you have any suggestions- that'd be awesome too! Thanks for reading; I hope there's some interest!

Hidden 8 yrs ago Post by TheMinorFall
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Fantasy rp's are a little hit or miss for me, but I'm interested enough to want to know more.
Hidden 8 yrs ago Post by Famotill
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Awesome! As I said, I'd love to hear some suggestions so that I can make this an optimal experience for players and myself. The story is really shaped by the players, so while I have a story-line mapped out, nothing is set in stone. I want this experience to feel different from other fantasy RPs, so if you have any thoughts on how to best do that (or what to avoid) feel free to let me know!
Hidden 8 yrs ago Post by Jozarin
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Interested.
Hidden 8 yrs ago Post by Kejmur
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Industrial era in a way that steampunk elements may be included or something closer to our industrial era ? Because it's kind of strange combination, but if it works, why not :D.

May be interested, want to see how it looks in more detail later on.
Hidden 8 yrs ago 8 yrs ago Post by Famotill
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I'm thinking the world will be pre-industrial, as in gunpowder has been discovered but it isn't incredibly prevalent just yet (some firearms are used, but close combat and magic is still preferred). The world is a bit more 'advanced' in scientific study and research, but even then it's still probably not incredibly advanced by industrial standards. The more industrial feel comes from the study of magic. This world is fixated with studying magic, and has come to understand some of its properties. Thoughts about the Gods and magic is being questioned by prominent scientists, and magic is being weaponized (and halted) in innovative ways. The era certainly isn't our Industrial Revolution, but it's inching ever-closer to it.

As well, there will be geographical differences in technologies. Some areas/nations will be more advanced than others.
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Hidden 8 yrs ago Post by The Fox Without
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Oh I'd be up for some High fantasy. Curious about how many of the DnD races youd be allowing in. I had a fun sorc/bard teifling that made for an rp on here that never really took off unfortunately. Probably would have to scale him back a bit since that rp was supposed to take place after they retired from adventuring.
Hidden 8 yrs ago 8 yrs ago Post by Famotill
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Since the emphasis of the RP is character choices I plan on personally working with each player to make sure they are playing a character that they are comfortable with (and one that feels organic to the world). I don't see why I'd have any objections to a tiefling character. I want to personally talk to each RPer so that I can tie personal backstories into the narrative, and I think an exotic race could really add an interesting story to the RP.

I haven't quite decided the experience level of each character, but I was thinking that novice level might be the best route.
Hidden 8 yrs ago 8 yrs ago Post by Kejmur
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I'm thinking the world will be pre-industrial, as in gunpowder has been discovered but it isn't incredibly prevalent just yet (some firearms are used, but close combat and magic is still preferred). The world is a bit more 'advanced' in scientific study and research, but even then it's still probably not incredibly advanced by industrial standards. The more industrial feel comes from the study of magic. This world is fixated with studying magic, and has come to understand some of its properties. Thoughts about the Gods and magic is being questioned by prominent scientists, and magic is being weaponized (and halted) in innovative ways. The era certainly isn't our Industrial Revolution, but it's inching ever-closer to it.

As well, there will be geographical differences in technologies. Some areas/nations will be more advanced than others.


So to keep it short it wasn't technology (and genius minds) which actually pushed advancement of humanity (although in this case it would be more fitting to say sentient beings/humanoids) but magic was responsible for that progress... well, sounds cool to me.

Although isn't this kind of similar to D&D Eberron (not sure if you heard about it) ? There are still crucial differences, but Eberron in short is kind of steampunk world mixed with magic (high level magic exist there, but it's far less common then in standard D&D systems) and low level magic is far more common here.

And go with novice level. Simple dice throwing may decide success or failure of some actions, but I don't think it's really necessary.
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<Snipped quote by Famotill>

So to keep it short it wasn't technology (and genius minds) which actually pushed advancement of humanity (although in this case it would be more fitting to say sentient beings/humanoids) but magic was responsible for that progress... well, sounds cool to me.

Although isn't this kind of similar to D&D Eberron (not sure if you heard about it) ?


I'd like to think it was a bit of both. People's fear (and interest) in magic furthered the desire to discover its secrets. Meanwhile, these discoveries about magic helped to enhance other technological marvels.

While I haven't played Eberron, I'm sure there are quite a few settings that are similar. My intent wasn't to be the most original in terms of setting, but to create an original and unique experience through world building and character interaction. I'm definitely taking influences from Dragon Age, Elder Scrolls, Fable, D&D, etc. I'm hoping that the players and I can work to make it more than just a period piece. I hope that helps, and thank you for the questions! It's helping me put the ideas to paper keyboard.
Hidden 8 yrs ago 8 yrs ago Post by Kejmur
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<Snipped quote by Kejmur>

I'd like to think it was a bit of both. People's fear (and interest) in magic furthered the desire to discover its secrets. Meanwhile, these discoveries about magic helped to enhance other technological marvels.

While I haven't played Eberron, I'm sure there are quite a few settings that are similar. My intent wasn't to be the most original in terms of setting, but to create an original and unique experience through world building and character interaction. I'm definitely taking influences from Dragon Age, Elder Scrolls, Fable, D&D, etc. I'm hoping that the players and I can work to make it more than just a period piece. I hope that helps, and thank you for the questions! It's helping me put the ideas to paper keyboard.


I didn't mean it's a bad thing that you aren't 100% original. Good luck finding truly original idea in internet era, it's really hard. And in my years of RPG playing I can count the amount of this kind of magic worlds on one hand, it's actually rare.

Personally I wouldn't mind if this idea for example was actually connected with our history. It would be amusing to see for example Napoleon forces with orc and elves mixed in (just random pick :D). For example the nations you mentioned are behind some sort of 'barrier' (if you read or watched Rosario & Vampire this kind of thing) which was some sort of 'pocket dimension' connected to our pre-industrial world. Those two suddenly started to connect with each other, causing fantasy creatures showing up in our realm. Kind of pre-industrial/steampunk version of Shadowrun. Just throwing this idea here. Improving technological level wouldn't be bad as well, the battle between firearms/canons and magic in my book always sound interesting.

But if you just want to go with 100% your own work, it looks good as well. And sure, I don't mind brainstorming and I may always suggest something if you want me to.

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That sounds like an awesome idea actually. While historical tie-ins might not fit what I'm going for with this campaign- it really is an amazing idea. I'd be down to play in or host that kind of RP sometime as well!

Anyway, the technology of this world will change based on the choices of the players. Should a mage character go on murderous rampages and harm civilians- the world will become far more aggressive towards mages and will actively work to counter magic (though some of this tech already exists). Additionally, high elven society is actually rather technologically advanced (certainly the closest to the industrial era). Meanwhile the human countries on the continent of Penult are not nearly as technologically advanced as countries in Carthus. So there are certainly variations (and the players can work to further innovation...or crush it).
Hidden 8 yrs ago Post by The Fox Without
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@Famotill Is magic something you learn, a la wizards, or is it something you need to be born with like a sorcerer. Or is it a mix where some can do it with no training, but anyone can learn with enough knowledge and training.
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@Famotill Is magic something you learn, a la wizards, or is it something you need to be born with like a sorcerer. Or is it a mix where some can do it with no training, but anyone can learn with enough knowledge and training.


Most magic is something that you are born with. I really enjoy the 'rarity' of Dragon Age mages. I think it makes them feel a bit more special in that they were born with these gifts.

Of course, this is high fantasy- so there would certainly be other means of using and harnessing magic. As I said, I want to work with everyone on an individual level. I can be pretty flexible in terms of story concepts :)
Hidden 8 yrs ago 8 yrs ago Post by Kejmur
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<Snipped quote by The Fox Without>

Most magic is something that you are born with. I really enjoy the 'rarity' of Dragon Age mages. I think it makes them feel a bit more special in that they were born with these gifts.

Of course, this is high fantasy- so there would certainly be other means of using and harnessing magic. As I said, I want to work with everyone on an individual level. I can be pretty flexible in terms of story concepts :)


I think most optimal option would be this:

A) You are born with strong mana to apply into magic spells, which makes them more powerful, but you can't learn as many spells. Let's call those sorcerer (so unoriginal :D) or warlocks, whatever.

B) You study magic with some sort of books/scrolls (or something more modern to fit in) and learn how to gain 'access' to your inner energy as every single being has access to it (yeah, this sounds Naruto like) and manage to transfer it into... let's say mana which is main source of spells. In other words in this concept there are other energy sources (chakra/ki/psionic/whatever) which every single living being has, but you need to learn how to use those. And to become some sort of self-made mage you need to learn how to change those energies into mana. Let's call those wizards (yeah, again, no creativity). This would still let you throw in concepts like 'monks', 'psionics' etc. to keep it high fantasy while it wouldn't limit access to magic for someone who wasn't born with it. It would be just far harder to do then just get it from birth. In this case mana would be the most powerful energy source to requite additional work here.
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@Kejmur I like this idea. I would think that those born with mana would take on one school of magic- thus permanently aligning their mana to one type of magic (blood magic, primal/nature, etc.) Perhaps some sort of writ of passage would complete this transference. I would think that mages in most societies would be required to train their magics (with certain magics being forbidden).

Perhaps when it comes to ki and whatnot, some people have 'latent magic' which is more flexible, but also "less powerful". This way we still have those in the world without any kind of magic, some who have the potential for magic, and those who are 'destined' to use magic. In this way, we can think of magic and mana as existing on a spectrum rather than the have and have nots.
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Hidden 8 yrs ago Post by Kejmur
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@Kejmur I like this idea. I would think that those born with mana would take on one school of magic- thus permanently aligning their mana to one type of magic (blood magic, primal/nature, etc.) Perhaps some sort of writ of passage would complete this transference. I would think that mages in most societies would be required to train their magics (with certain magics being forbidden).

Perhaps when it comes to ki and whatnot, some people have 'latent magic' which is more flexible, but also "less powerful". This way we still have those in the world without any kind of magic, some who have the potential for magic, and those who are 'destined' to use magic. In this way, we can think of magic and mana as existing on a spectrum rather than the have and have nots.


Yep, this looks good. I would add in some sort of bonus for characters without any sort of energy (let's say they learn things faster, use technology better, if there is any sort of mechanic they gain additional experience from learning/fighting/etc., some other ideas) to balance things out ? But yeah, this is more detailed version of what I suggested.
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<Snipped quote by Famotill>

Yep, this looks good. I would add in some sort of bonus for characters without any sort of energy (let's say they learn things faster, use technology better, if there is any sort of mechanic they gain additional experience from learning/fighting/etc., some other ideas) to balance things out ? But yeah, this is more detailed version of what I suggested.


Definitely! We can add things like potions, divine blessings, enchanted weapons, etc. There is also a 'puzzle' mechanic I'm implementing in the roleplay so that mages can't just always rely on their magic. I suppose this isn't a spoiler, as it'd be common knowledge. In certain areas (especially where nobility and royalty operate) there are magic glyphs tailored to counter certain level spells (level 1 spell-counter glyph, level 2 spell-counter glyph, etc.) While these can't be used together- they can pose a challenge and force players to think outside the box.

I don't know if we'll be incorporating dice rolls, and if so, how much. It's definitely something I'd like to hash out with the players though.
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<Snipped quote by Kejmur>

Definitely! We can add things like potions, divine blessings, enchanted weapons, etc. There is also a 'puzzle' mechanic I'm implementing in the roleplay so that mages can't just always rely on their magic. I suppose this isn't a spoiler, as it'd be common knowledge. In certain areas (especially where nobility and royalty operate) there are magic glyphs tailored to counter certain level spells (level 1 spell-counter glyph, level 2 spell-counter glyph, etc.) While these can't be used together- they can pose a challenge and force players to think outside the box.

I don't know if we'll be incorporating dice rolls, and if so, how much. It's definitely something I'd like to hash out with the players though.


Personally I'm a fan of keeping things as simple as possible in forum play. Even coin flip(s) for each action should work perfectly fine. If you are good with certain skills you may let's say gain additional chances for positive result on coin flip. Let's say you are good thief - you gain additional 2 chances of coin flip. If you are brilliant - you gain additional let's say 4 chances. Simple to the point and you avoid some potential even if not intentional godmodding.

And in other words there are tools to deal with energy users, which is good.
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<Snipped quote by Famotill>

Personally I'm a fan of keeping things as simple as possible in forum play. Even coin flip(s) for each action should work perfectly fine. If you are good with certain skills you may let's say gain additional chances for positive result on coin flip. Let's say you are good thief - you gain additional 2 chances of coin flip. If you are brilliant - you gain additional let's say 4 chances. Simple to the point and you avoid some potential even if not intentional godmodding.

And in other words there are tools to deal with energy users, which is good.


Agreed, I'd rather not over-complicate people, but I'd like some structure. If anyone else has ideas, please feel free to share them!
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