This is a world run by divine figures more whimsical and cruel than our own, mysterious powers vie for control and in the process, have created a fault in the world. Right at the centre. Out of which spills forth Everything. Those in the Know theorise on what it truly is. In my world, it is literal. A physical thing. Out of which spills forth humanity, and which a huge city spills out of, generations built up around itself. Some smaller lands exist around, and some rumours exist of distant lands and sharp toothed men with savage tools.
At the very centre is the spire. Jutting out and piercing your view if you manage to focus on it surrounded by vast black stone walls., jutting into the sky cutting off the horizon outside. The entire region is set on a high plateau, inside lies a deserted scrubland with a crumbling citadel laying in the centre, dark gothic spires reaching towards the divine.
Despite the walled plateau being in the very centre of the world, it is a remote prison. The gate rarely opens and the Hands of the Warden ensure only entry into the walls. No one has ever succeeded in leaving. Due to this, the area is remote and avoided by all but the most intrepid adventurers. Despite being the centrepiece of the world.
The prison-lands draw in a handful of adventurers every few decades, they great stone portcullis that is flanked by a pair of ginormous stone hands on the inside opens mysteriously when someone tries to enter. Then shuts before they have the chance to exit. The hands impose an aura of divine might. You get the feeling you should leave soon.
The world outside is hazy compared to the stark reality of your new domain. The prison-lands are your new life now.
You play the part of a group of adventurers, met on the harsh road that funnels towards the crumbling citadel inside the divine walls. I don't plan on developing the world outside the walls, it's your classic dark medieval fantasy world. Firearms exist but training and ammunition are scarce. Your character can have a more specific reason for entering the prison, but the motivation is an intuitive draw to enter the gates, despite the knowledge they will likely never exit.
Death is not firm in this land, and it is even more broken within the walls. Your characters will all be humans, but they can have some racial variance or cultural knowledge/abilities. They're all pretty much guaranteed to become undead at some point. Magic is prominent, so are fantastical weapons and fighting styles. In general, the rule of cool applies.
I'm thinking a group of 4-5 people with a healthy balance of roles will best suit this. I don't plan on getting super specific with the magic "system", but my idea for it is to have Wizards/sorcerers that have magical ability through arduous study and great practice. These casters usually focus on offensive spells, especially kinesis or enchantment. On the flip side are Priests, Clerics, or any sort of faith-based appeal to the divine sort of miracle casting. Miracles cover healing magic and pyromancy.
Character death will be relatively common and will hold some roleplay consequences. These will be revealed and your characters come to understand the world better. Mainly the characters will return as undead.
The start point for the story will be just outside the open maw of the gates, gathered on the horse cart of Old Maeve the Blind Seer. She will serve as the non-combatant guide to the party, a wise woman who has mastered campcraft and forging relationships with sane people.
I'm expecting good grammar, posts of at least two paragraphs, and weekly posts (life comes first, inspiration ebbs and flows, I get consistency can be difficult and shit happens, this requirement is flexible.
At the very centre is the spire. Jutting out and piercing your view if you manage to focus on it surrounded by vast black stone walls., jutting into the sky cutting off the horizon outside. The entire region is set on a high plateau, inside lies a deserted scrubland with a crumbling citadel laying in the centre, dark gothic spires reaching towards the divine.
Despite the walled plateau being in the very centre of the world, it is a remote prison. The gate rarely opens and the Hands of the Warden ensure only entry into the walls. No one has ever succeeded in leaving. Due to this, the area is remote and avoided by all but the most intrepid adventurers. Despite being the centrepiece of the world.
The prison-lands draw in a handful of adventurers every few decades, they great stone portcullis that is flanked by a pair of ginormous stone hands on the inside opens mysteriously when someone tries to enter. Then shuts before they have the chance to exit. The hands impose an aura of divine might. You get the feeling you should leave soon.
The world outside is hazy compared to the stark reality of your new domain. The prison-lands are your new life now.
You play the part of a group of adventurers, met on the harsh road that funnels towards the crumbling citadel inside the divine walls. I don't plan on developing the world outside the walls, it's your classic dark medieval fantasy world. Firearms exist but training and ammunition are scarce. Your character can have a more specific reason for entering the prison, but the motivation is an intuitive draw to enter the gates, despite the knowledge they will likely never exit.
Death is not firm in this land, and it is even more broken within the walls. Your characters will all be humans, but they can have some racial variance or cultural knowledge/abilities. They're all pretty much guaranteed to become undead at some point. Magic is prominent, so are fantastical weapons and fighting styles. In general, the rule of cool applies.
I'm thinking a group of 4-5 people with a healthy balance of roles will best suit this. I don't plan on getting super specific with the magic "system", but my idea for it is to have Wizards/sorcerers that have magical ability through arduous study and great practice. These casters usually focus on offensive spells, especially kinesis or enchantment. On the flip side are Priests, Clerics, or any sort of faith-based appeal to the divine sort of miracle casting. Miracles cover healing magic and pyromancy.
Character death will be relatively common and will hold some roleplay consequences. These will be revealed and your characters come to understand the world better. Mainly the characters will return as undead.
The start point for the story will be just outside the open maw of the gates, gathered on the horse cart of Old Maeve the Blind Seer. She will serve as the non-combatant guide to the party, a wise woman who has mastered campcraft and forging relationships with sane people.
I'm expecting good grammar, posts of at least two paragraphs, and weekly posts (life comes first, inspiration ebbs and flows, I get consistency can be difficult and shit happens, this requirement is flexible.
