Hidden 6 yrs ago 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Often, for undaunted courage,
fate spares the man it has not already marked.
- Beowulf



So every bondman in his own hand bears
The power to cancel his captivity.
- Casca, Julius Caesar



I shivered oddly in the cold, thin air,
And wondered where I was and how I came,
When a cloaked form against a campfire’s glare
Rose and approached, and called me by my name.
Staring at that dead face beneath the hood,
I ceased to hope—because I understood.
- A Memory, Lovecraft



Welcome to Azoth.

Welcome to a world scarred by history, to a world broken by the wars of ancients known now only as the Old Ones.

Who or what they were is mysterious even to the most learned, for they destroyed themselves in ages so distant only confused myths and legends remain. Some tell of a race of gods descended from the stars, others of kingdoms of devils that dwell still in the many hells below the earth. Azoth is strewn with the ruins of these advanced and strange peoples, haunted by ghosts and demons, warped and mutated by untamed magic. Millenia have passed since the fall of the Old Ones, and societies have risen and fallen in their wake.

The Broken Lands

It is now the Year of the Setting Sun 7,801, as reckoned by the astrologers of the Dratha.

Aigoth Stone Foot, High King of the Crooked Isles and all the Broken Lands, is dead.

Aigoth II, a mere boy ruled over by his mother, stands in line to replace him.

The Jarls, Princelings and Kings of the Great Clans grow restless: some call for a Kingsmoot and a new High King elected, others seek the throne, others independence, others still allies in the face of the looming threats from north, where pale-men of have begun raiding and despoiling the sons of men once more.

To the South...

The Salished Empire, the mightiest nation in all Azoth, has signed a new armistice with the with its ancient enemies, the wizard-lords of the Drathan Union, ending the Third War of Priests and Sorcerers. With the Drathan city of Zar Vorgul now firmly in his grip and his border fortified, the Shashul is now free to strike at the Broken Lands from the south. His legions are ready, they await the Shashul's command.

Welcome!

Everyone will RP as a Clan or faction in the Kingdom of the Broken Lands, a (very) loosely norse-inspired confederation of tribes and peoples in the world of Azoth. You will design your faction- one of the Great Clans, headed by a Jarl or lesser Kings. The High King, to whom all Clans owed feudal obligations, is now dead, a power vacuum created just as the powerful Salished Empire to the South begins to turn its attention northwards.

This will be lowish fantasy, and while norse-inspired, we shouldnt feel particularly limited by that in creating the setting.

I would like all Clans to be mostly human, but I'm ok with demi- or non-human characters and elements (eg, perhaps your Clan is allied with a giant tribe or your royal bloodline are implied to be werewolves, etc).

The culture, religion, history, etc of the Broken Lands- and indeed, the world- will be fleshed out by players. As always, I'm big on the collaborative world building and telling cool stories as a group of writers. If you're here to play Civilization: the Text Edition, maybe this ain't the place to be.

About This RP

-It is dark fantasy nation RP set in a harsh and unforgiving fantasy world living among the ruins of ancient, hyper advanced civilizations. Azoth is crawling with mutants and monsters. Resources are scarce. This is Lovecraft meets Tolkien meets Skyrim.
-I'd like this to be an exercise in collaborative world building. That means that we want factions and characters that feel like they inhabit a shared world. Players will collaborate heavily in designing their factions.
-It is low-medium fantasy: magic exists. It is powerful and dangerous.


-It is vaguely Renaissance tech. Cannons and arquebus are new military technology, and would be very very very rare in the Broken Lands, which are generally barbarous and backwards.
-It has archeo-tech from a lost, highly advanced civilization. Salvaged/repurposed Old One tech is common in many places across Azoth, though the Broken Lands are backwards in this respect as well. Old One ruins are very common all over the world.
-It has original fantasy races. (GM approval needed for original races, which can be allied/part of your mostly human Clan)
-Inspired by Tolkien, Warhammer fantasy and 40K, Lovecraft, China Mieville, Morrowind, Skyrim, Song of Ice and Fire...looking forward to seeing what others bring to the table.
- Advanced writing standards.
-Discord

Map (courtesy of @gorgenmast)



Setting Details

Hidden 6 yrs ago Post by ArenaSnow
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ArenaSnow Devourer of Souls

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Don't count me as truly in, as I'm just watching to see how things pan out here, and if I'll be a decent fit. If I join, I'd probably end up on one of the later CS/NS submissions.

Any particular reason for the RP to be set in the advanced forum, as compared to the NRP forum? Trying to get away from the usual NRP apathy that seems to happen? :p
Hidden 6 yrs ago Post by Stale Pizza
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This RP seems interesting, though with finals coming up I might not finish the CS for a bit, but I'll try.
Hidden 6 yrs ago Post by gorgenmast
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I'm in. Will get started on the sheet tonight.
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Hidden 6 yrs ago 6 yrs ago Post by DELETED32084
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(Place names and such are rough ideas. Open to changing them)

Actually, whole thing is a bit rough right now. Let me know if you want changes or have ideas!

Hidden 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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(Place names and such are rough ideas. Open to changing them)

Actually, whole thing is a bit rough right now. Let me know if you want changes or have ideas!



Looks good! A few thoughts:

1) would love to see more detail on the giants and what their deal is.
2) Maybe resources in the Deep Wood are not really plentiful (besides wood, obviously). Hunting/gathering probly can't sustain a large Clan, and mining is probably tough in what is essentially a wilderness. Since the whole Clan is built around raiding the South, why not have that be one of the main reasons they do so? For resources.

Hidden 6 yrs ago Post by DELETED32084
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<Snipped quote by The Wyrm>

Looks good! A few thoughts:

1) would love to see more detail on the giants and what their deal is.
2) Maybe resources in the Deep Wood are not really plentiful (besides wood, obviously). Hunting/gathering probly can't sustain a large Clan, and mining is probably tough in what is essentially a wilderness. Since the whole Clan is built around raiding the South, why not have that be one of the main reasons they do so? For resources.


1. Copy, can do. Will let you know when it's done.
2. Well wood has lots of things to hunt, and ocean provides food. So maybe short on war materials and certainly on luxury items, which would explain the raiding?

Hidden 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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<Snipped quote by Flagg>

1. Copy, can do. Will let you know when it's done.
2. Well wood has lots of things to hunt, and ocean provides food. So maybe short on war materials and certainly on luxury items, which would explain the raiding?


yeah sounds good.
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Hidden 6 yrs ago Post by DELETED32084
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@FlaggHave another read?
Hidden 6 yrs ago Post by gorgenmast
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A map a I drew for the RP.
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Hidden 6 yrs ago Post by Dogematix
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@Flagg I'm pondering my own ideas for a clan and some lore. Would it be alright of me to make a pantheon of "Bright Gods" representing noble and benevolent spirits? I've got a few names ones in mind already.

@The Wyrm I'm also aiming to make them a southern coastal clan so howdy neighbour!
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Hidden 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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@Flagg I'm pondering my own ideas for a clan and some lore. Would it be alright of me to make a pantheon of "Bright Gods" representing noble and benevolent spirits? I've got a few names ones in mind already.


Absolutely. and as I mentioned in the OP, definitely work with the other players to flesh them and the whole pantheon out.
Hidden 6 yrs ago Post by Slamurai
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Whatever religion we make, it should probably be the central belief system of the whole Broken Lands; shared culture and all that. Maybe different individual patrons for different kingdoms in the style of Greek city-states, but each part of the same pantheon.
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Hidden 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Whatever religion we make, it should probably be the central belief system of the whole Broken Lands; shared culture and all that. Maybe different individual patrons for different kingdoms in the style of Greek city-states, but each part of the same pantheon.


Right. Not all Clans will need to worship all gods & there can be local variations, but basically the religion is something I'd like us to design together.

@dogematix coming up with a few gods should start us off, and we can make changes/add to his ideas as everyone designs their clans.
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Hidden 6 yrs ago Post by Legion02
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Working on a bunch of raiders & slavers who love war and blood a lil too much to be sane. They worship the Gore Lord. If that's okay of course.
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Hidden 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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Working on a bunch of raiders & slavers who love war and blood a lil too much to be sane. They worship the Gore Lord. If that's okay of course.


Yep!
Hidden 6 yrs ago Post by DELETED32084
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@Flagg Are we using Gorgens map? Or are we writing in where w wasn’t to be and you’re placing us accordingly?

Also, fixed the things you suggested in my app if you don’t mind taking another look. I’ll work with Dogmatix on God’s and such
Hidden 6 yrs ago 6 yrs ago Post by Flagg
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Flagg Strange. This outcome I did not foresee.

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@Flagg Are we using Gorgens map? Or are we writing in where w wasn’t to be and you’re placing us accordingly?

Also, fixed the things you suggested in my app if you don’t mind taking another look. I’ll work with Dogmatix on God’s and such


We will use @gorgenmast's map. I've not yet decided how placements will work, but if there's a place you'd like to be just stick that in the nation sheet. Just a disclaimer that I might change folks' positions around depending on how I decide to do this.

Im gonna review NSes all at once when a few more are submitted, then I'll be able to give better feedback.
Hidden 6 yrs ago Post by Slamurai
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Question - How independent are the Great Clans under the rule of the High King?
Hidden 6 yrs ago Post by Ashgan
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Hello folks. It's been a long time since I wrote anything and I want to get back into doing just that. If there aren't too many people already, and if you'll have me, I'd love to contribute; even though we never really got off the ground, Flagg, your RPs have always been fertile soil for my fantasy so that's good regardless. I had some preliminary thoughts, so if you'll indulge me I'll share them.

So, when about do we get some more info on the Pale-Men exactly? I was thinking about writing a people that's been raided by them so many times now that a significant portion of Pale-Man blood has mixed into their general gene pool. Every so often the gene is particularly prominent in a child and these pale born men and women are held in special regard. I imagined that pale-born would be sensitive to magical things and probably end up as occultists, witches, soothsayers and the like. In particular, I'd like to create a sort of shaman or witch cult around a strange artifact, probably Old One-related, that they both venerate and utilize as a tool for arcane rituals - sometimes successful, sometimes dubious, but always cruel.

What's more, I wanted to settle them in an area where a significant Old One city once stood, but which has since sunken beneath the earth of a soft-earthed bog so that only tall towers stick out of the stagnant waters now. Some of these structures can be entered from the top and explored towards the bottom, beneath the earth, but such expeditions rarely return, and if they do their faces speak volumes of terror - as they must, for their lips are forever sealed.

The artifact I mentioned - found atop the largest ruin by far, which by some estimates is argued to be either a great temple, a palace, or a tomb - is a large, iron tree. Its unearthly metal has the strange quality that it sucks up blood like a sponge, and indeed grows the tree further when watered with blood. Although it is difficult to remove pieces of the tree, its metal can be forged and wounds caused by this material allegedly never truly heal or stop bleeding. The idea is that the cult I talked about would make rich, bloody sacrifices of slaves and prisoners to the tree (or one of its saplings) in order to coax some of the magical power inside of it to the outside - hopefully with a desireable result.

Rough summary of my thoughts so far, figure it's gonna be helpful if there's still room for me and if we're supposed to develop the setting together.
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