We are working on a project. In short, it is a vampire hunting, and we need vampire hunters. Someone who wants to be a hero and liberate regions so Karnsworth peasants can mine and farm again, the sun finally rises, and the economy starts again.
We are looking for at least 3 players for this thing to start. Preferably someone who doesn't mind a bit of structure and commitment. The number is not set in stone however. The setting is high fantasy but grounded in realism, so magic and all those wacky races exist.
So, bring your church-sanctioned liquid, bring your crossbow, Silver Sword, Witcher Potions---anything to turn those pesky bloodsuckers into a pile of ashes! Or you can romance them, or make them your waifu, whatever...
Yes, those are the important things. Do you want more details?! Alright.
Clarifying Notes
Just in case.
#1 Tonally, the lead GM was much or less inspired by... those Chinese *ahem* anime-style action-adventure games, no, not those colorful ones. It's those with a grittier tone, so pardon me if you found some similarities in the structure of this RP or its overall tone.
But it doesn't mean this will be a grimdark adventure. Karnsworth is a bad place, but you are the agents to make it better. There is a hope promised. But hope has a price.
About Karnsworth, the lore.
Empires rise and fall. Dynasties changed, peacefully or through usurpation. The realm located north of the continent was somewhat an obscure part of history, known only by a few. A land where those who have been exiled dwell. Mostly from Tretagor over the hundred years of its bloody history.
The former aristocracy who ended up there rebuilt. Small settlements initially, then grew into cities and trading ports. Then, resources were discovered: iron and copper— mined, smelted, and sold overseas. Their sailors were hardy and brave, and for 200 years, Karnsworth too became renowned as the primary exporter of whale oil. This oil was then used by the Helvetians to light their streets and palaces, and by the Varenheim elves for their soap industry. Barrels upon barrels, and crates containing smelted metals, sold in bulk, bearing the name of a nation known only by merchants, mattered less for those who mine and peddle, as long as the payment was right and the taxman got their cut.
Prosper time it was. And Karnsworth was no longer just a collection of settlements, but a self-reliant nation. A proper kingdom consisting of three provinces. Her towns were built tall, permanent, and secure. Her people prospered and paid no heed to whether their town was obscure to the world’s attention.
Then something changed quickly. It wasn’t due to a blunder, or if it was, it wasn’t caused by the people of Karnsworth. It all began in Vesperia, where reports of missing townsfolk began to surface almost daily. The guards worked tirelessly, day and night; some missing individuals were eventually returned, but they came back with a temperament resembling that of a beast.
The doctors… did what they could. Until they give up. The victims multiplied in each passing day, and nobody knows why or the cure. Years passed, decades followed, and abandoned settlements dotted the land. The tragedy spread to another region. The creature became bolder. Those who were bitten and abandoned by their families would resurrect and reappear from time to time, preying on others. Some even gained sentience, becoming increasingly coordinated in their actions.
Vespera was the first place to bear the brunt of the war between the people of Karnsworth and their kin, who had turned deathly pale and bloodthirsty. One mutant could easily overwhelm three regular warriors, making victory a rare occurrence. After twenty years of fighting, Vespera fell, followed by Evermoon, which was also subjugated after another twenty years of battle of attrition. The heart of the kingdom was slowly and systematically weakened from within and eventually surrounded.
A dark spell was cast from the old towers, blocking the sky and ensuring the sun never rose again. It was the day when all three provinces finally fell under the vampire’s rule. The king and the leaders had no choice but to flee to the southwest, abandoning their people so the fight could continue with better preparation.
The war had been going on for almost a hundred years. Jacob Radaman pioneered the creation and led a special forces unit to fight the vampires. Then, after his death, his son, Argon Radaman, inherited the title. The king had long been dead, and the clans wanted the power for themselves. For efficiency, they said, but the fight still continues, their territory becomes smaller in each passing day, and no one dared to answer the question: what had become the people they had abandoned?
****
Council of Nations' view on the crisis:
"Over the decades of war with the Mutants, the Karnsworth Military has drawn a substantial amount of support from the Council in an effort to contain the Threat. The Council recognizes the importance of such an aid, but has faced several constraints from both the external (The Tretagor Civil War) and from the Karnsworth ruling body.
The Previous Regent Lord, Jacob Redaman, was very strong in his rejection of the Council's direct solution to handle the crisis, citing the nation's sovereignty and self-reliance as imperatives that must be respected. The council deferred to this sentiment until it was apparent that the threat had failed to be contained and was currently developing into a state of exigency."
-Council's Senior Liaison Anderson Mikarspano
****
"The Council of Nations saw it all. Every decade, every erased village, every death report. Their Liaisons came and went, offering 'aid' like crumbs from a high table. And yes, after fifty years of slaughter, we no longer fight alone. But do not be fooled, my son. I was selective of their charity, for their help carries a hidden interest rate.
Pay attention to how deliberate the amount is. They could claim the Civil War in Tretagor interferes with their supply lines until their mouths froth, but I know the truth. They wanted to keep us alive and weaken us.
Do not thank them. Never harbor the delusion that you owe them a debt. Their aid was sent because keeping us alive—keeping us bleeding—is a convenience for them. These supplies are our right; they are a meager tax paid to keep their precious continent safe while we serve as their shield. Be wary of their offers, as I was. If you drop your guard, the war we have paid for with the blood of our kin will belong to them. We will wake up to find we are no longer a kingdom, but a vassal state—a puppet they pull by the strings of our own desperation."
-Jacob Radaman in his last letter to his son.
Map of Karnsworth, and a summary of its geographical details: climate, terrain, etc.
This intel was provided by Cloudsong-Southwind Integrated Cells, Authorized Eyes Only. Karnsworth is an island nation located north of Tretagor. It has a total area of approximately 90,232 square kilometers. For the purpose of making the assessment of its size easier, one may travel from its farthest end to another in 2-3 weeks on horseback. Its landmass consists of a large flat tundra that dominates the southern part of the nation, and a mountainous range that splits the nation into several regions.
Regional climate transitions from sub-tropical in the south to temperate and sub-arctic in the north. Average temperatures have dropped two to three degrees since the Vampire occupied Vesepera, Evermoon, and Isvalia. Their anti-sun enchantment has effectively prolonged winter by several weeks, causing catastrophic crop failures and climate instabilities.
Each province has its own major cities, built in extension of already existing ancient structures. The most prominent example of such structures is the old towers the Vampire has repurposed to house and transmit their anti-sun device.
Several major rivers bisect the terrain. Historically, mining companies utilized these for commodity transport—vital waterways that ensured Karnsworth's self-reliance. Currently, they offer no strategic utility, a status that will remain, at least until Isvalia is liberated.
Due to its predominantly uniform terrain, several ports and historic shipyards were constructed along the southern coast of the nation. However, only a few of these ports remain operational under the control of the Resistance, while the status of the remaining infrastructure within Isvalia is currently uncertain. Should the Council of Nations decide to deploy ground forces in this region, it is imperative to secure and repurpose these ports in order to guarantee the provision of sufficient supplies.
How the RP is structured and how it will be conducted
The structure of this roleplay will be a mix of linear and freeform elements. It will become linear when a mission starts and shift to freeform during downtime. During such downtime, players are given freedom to decide for themselves which points on the map they will want to explore next, or any points of interest, as long as it serves the ultimate goal of this campaign.
Currently, the RP is planned to consist of three major arcs. For the sake of logistics, accessibility, and continuity, a thread may be declared concluded once an arc is finished. During the intermission between arcs, you can choose to retire or deploy a character or decide to conclude your involvement—it's entirely up to you.
In this game, combat is presented and resolved without the use of dice rolls. Players may determine the outcomes in a fight against common adversaries, but against elites and the 'bosses', the rules changed slightly; the Game Masters (GMs) will serve as the arbiters who consider your inputs fairly and declare the results in their posts. Be prepared for consequences and expect consistency; the GMs will enforce the logic of the game world, which is most of the time, parallel to its real-world counterpart. We judge based on your character's established skills, tactical positioning, and the monster's known weaknesses. Flashy and creative descriptions are encouraged and celebrated, but do not always determine success.
While consequences are real, Death is unlikely in this RP. You will not be defeated easily, as long as you don't make an obviously suboptimal choice.
If at any point you feel the rulings are too arbitrary, please reach out to us via private message. Our goal is to ensure everyone has fun, but success must be earned.
How about player characters?
Your character (Player Character) will be one of the members of the Task Force. The name of the task Force is Player-Determined. You could be a veteran or newbie, tied to a clan or a foreign mercenary, or just a well-trained citizen who harbors a vendetta against the vampires. While you are part of a Task Force, your character's personal goals, secrets, and reasons for fighting are what will drive the story forward.
Regarding non-human characters.
While the story focuses on the struggle of a human nation, we also have means so that non-human races might fit into this conflict. Elves, orcs, youkai, and demons exist, and the GM has an extensive document regarding races, each with its own lore and philosophical baggage. But it could wait for later. You are allowed to bring your own flavor, within some constraints, of course. If, later, the original lore of the races in this world intrigues you and you want your character to be lore-accurate, it is much appreciated. If not, it is fine! Really, the GM can adapt.
Either way, if that strikes your fancy, let’s talk so we can weave your heritage into the plot as deeply as we have for our existing NPCs.
Magic and technology.
As far as magic goes, I actually prefer it simple. Standard elemental spells are vanilla but with big potential. Unique ones have their constraints. Enchantment, artificing, and illusion exist. Mana system is defined. The details will be discussed in session Zero
The technological level varies significantly among nations and factions. In Karnsworth and most other places, you can expect a late-medieval standard of technology. Helvetia boasts Victorian-era advancements, while Tretagor has reached an early Renaissance level. Varenheim has achieved the highest level of progress in specific areas such as magic, hygiene, and overall quality of life. It's important to note that technology is tightly regulated by the Council of Nations, although black markets do exist.
The Format of the Character's Sheet
It should be like this. As usual, feel free to add some flavors to your character sheet. Just remember the essentials. Keep in mind that your character profile will have to be evaluated in a case-by-case manner by the GM before it can be officially accepted.
Name:
Species: (What is your character’s race)
Age:
Gender:
Appearance: (What do they look like, and what do they wear)
Nationality: (If it's outside Karnsworth, discussing with the GMs is mandatory)
Passives: (What kind of passive talents and traits do they have? Your character may have two)
Spells: (What kind of spells do they know? Your character may have four)
Mundane Skills: (mundane and maybe trivial things that they can do)
Equipment: (What kind of tools and weapons do they have with them)
Other: (What other things should we know about your character)
What to Expect from the GMs and This RP
-Consistent schedule. Desire to make a story we finish together. A tenacity to make it happen as long as the players want to. -Rulings that will be arbitrated as fairly as possible and promise to hear the player's input. -Communication and basic decency that are universally known. -Preparations. -Coherent lore and story. -To make your agency matter within the framework of this RP.
What the GMs expect from the players
-Communication and basic decency that are universally known -Ability to follow the posting schedule. One post every three days is the norm, and once every 7 days at the latest. Please notify us when you cannot. I know life sometimes gets in the way, it is fine. We all do. All I ask is to let us know. -If possible, post that carries momentum, something that others can work with. -To follow the rules of the RPGuild. -To understand that after a certain point, the GMs always have the final say. Appeal is possible, negotiation is fine. I want your cool ideas to work. I'm on your side. But every game has its fundamentals and boundaries. Or there is no world at all. -To read, understand, and respect the tone and how the RP will be conducted as stated above
When life gets in the way, or you are being naughty.
-When you feel like you can't continue, communicate with us, and we will work together so we can safely sideline your character. We will keep them safe, and we will always welcome your return. -The game will move without those who miss the schedule without prior notice -Removal from the RP for failure to adhere to the Rules of the site, and destructive behavior in both IC and OOC -Characters abandoned by their players will be controlled by the GM to be used as the narrative sees fit, until the story reaches the point where it is possible to dignifiedly retire them. This, however, does not discount injury or even death, although the latter is still unlikely.
I think that should be all for now. If you've read this far, I'd love to hear from you. Please don't hesitate to ask anything!
Sounds interesting, I'll keep an eye on this. I did have some questions though:
- Did you plan on having any moral ambiguity in terms of the dynamic of hunting vampires? Are they just mindless parasites that hunt and devour innocents indiscriminately, or are they able to think and reason like the other races?
- Will the dice rolls that determine battle outcomes be altered by story and character progression?
Welcome! I will answer your question straight away!
- Did you plan on having any moral ambiguity in terms of the dynamic of hunting vampires? Are they just mindless parasites that hunt and devour innocents indiscriminately, or are they able to think and reason like the other races?
Yes and yes. The narrative, as it is presented, is filtered through Karnsworth's military and The Council's observation. They are prone to overlook nuances like infected citizens who wanted nothing but to find the cure, or the vampires that defect for that purpose. The Council, however, has no aversion to a fight-fire-with-fire approach. If recruiting vampire could accelerate their end goal, they would approve.
It also means, yes. Some vampires still retain sentience after being turned. To be able to control 70 percent of Karnsworth consistently means they don't also possess unique control magic, but also the capacity to rule, and also diplomacy.
- Will the dice rolls that determine battle outcomes be altered by story and character progression?
For most of the time, we don't plan to use dice rolls in our rulings.
- Are players limited to one CS per entry?
I think it will depend on the total number of players applying and other considerations. It is possible to have players have more than one CS, But for now,, we would like to keep it one per player.
As a GM, I am curious what kind of character were you thinking of playing?
Welcome! I will answer your question straight away!
<Snipped quote>
Yes and yes. The narrative, as it is presented, is filtered through Karnsworth's military and The Council's observation. They are prone to overlook nuances like infected citizens who wanted nothing but to find the cure, or the vampires that defect for that purpose. The Council, however, has no aversion to a fight-fire-with-fire approach. If recruiting vampire could accelerate their end goal, they would approve.
It also means, yes. Some vampires still retain sentience after being turned. To be able to control 70 percent of Karnsworth consistently means they don't also possess unique control magic, but also the capacity to rule, and also diplomacy.
<Snipped quote> For most of the time, we don't plan to use dice rolls in our rulings.
<Snipped quote> I think it will depend on the total number of players applying and other considerations. It is possible to have players have more than one CS, But for now,, we would like to keep it one per player.
As a GM, I am curious what kind of character were you thinking of playing?
I see. As for a character I was thinking of a few of ideas
- A bishounen stoic elf boi summoner with a gambling addiction
- A bunny mage girl with chunnibyou delusions
- A Yuki-Onna yokai who's watched Samurai Deeper Kyo and Demon Slayer one too many times
I am fine with all three. Though I must admit the elf boy and the Yuki-Onna hello Hiyuki from Wuthering Waves intrigues me the most. I don't have extensive knowledge about anime anymore these days, I'm afraid, so I'd be happy to see the details.
Did someone said oil? Fret not, a Yorker will come and save the day.
- She is the 3rd generation to inherit the blue pupils and ice powers of Adela and the only daughter of Linceleste. Born in Helvetia.
Hello! Waffel. Thanks for your interest. Yes, they have oils. Not the mineral ones, yet, but yeah I can see that it can be an important resource for the Helvetian industry.