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Forceful Ideas and Furious Scribbling


As a general rule, I have too many world and story ideas and not nearly enough time to do all of them justice. While some may very well be turned into novels, novellas, and short stories, there are many that I think would work better as RPGs or at least work in that format. Regardless of their status, they'll be listed here in rough form, without all of the fancy formatting that I usually like to include. I'll save that for my Interest Checks. The purpose of this thread is essentially to be a compendium where they can all be collected for later potential use.

Note that I'm quite a big fan of twists, mysteries, conspiracies (no, not the tinfoil hat kind), and psychological thrillers. What's posted here, however, are the spoiler-free or spoiler-lite versions of these stories, since they may be run at a later date. If anyone has questions, feedback, constructive critique, or just wants to help me massage the ol' ego, feel free to chime in below. If you think you'd be interested in participating in an RPG based on one of these concepts, give it a like so I know!


Contents
Father Sky & The Golden World

Overview
Father Sky Preview
The Golden World Preview
Unbound

Seasong

Gods of Our Own

Seventeen Queens

No Heroes

Behemoth



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_ _ _ _ __The Golden World
Father Sky__ _ _ _ _

The Golden World and Father Sky are a combined realistic sci-fi/metaverse mystery-thriller, blending reality-bending elements evocative of Total Recall and The Matrix with corporate/political intrigue closer to Elysium and Ready Player One. Set a few hundred years in the future, they follow two separate but ultimately interlinked storylines.

In the story of The Golden World, humanity has survived the near-complete collapse of Earth's biosphere by expanding into space following the timely development of the ICE (Ionic Corkscrew Electromagnetic) drive. A couple of centuries on from those primitive interstellar arks and the rushed and fragmented records surrounding the exodus, subsequent innovation has allowed us to break the universal 'speed limit' of lightspeed and push well beyond. Humans now live in dozens of star systems, on dozens of planets, maintaining lines of communication through the spacetime-warping hypernet, which allows near-instantaneous communication over staggering distances. However, the fantastical surroundings of interstellar space have not quite lived up to their billing. There was barely any life to be found among the stars, and certainly none of it was sentient. There are no Jedi, no space pirates, and no aliens. People go to work and school. They purchase property. They start families. They do it all under the watchful eye of governments and corporations. The bold science-fiction future that we had once dared to imagine is surprisingly mundane and, as in the present, escapism flourishes. In particular, many people spend their free time in the 'Golden World': a vast simulation materially indistinguishable from reality in its physics and realism. Some even live and work there near-permanently, hooked up to 'immersion beds' that maintain their bodies in health where their minds roam elsewhere.

For some, the Golden World serves a role in facilitating telepresence and exchange over long distances without time-consuming space travel. It enjoys an integrated economy where corporate interests flourish, and environs where people can live free of disease, disability, hunger, and peril. For others, however, it is a place of wonder. For the right price or commitment, you can be who and what you want in the Golden World: a fireball-flinging wizard, cyberpunk vigilante, or mermaid songstress? Some company active on its servers is sure to have you covered. Indeed, the late twenty-third century is a period of thriving competition. With the expansion into the stars, new companies have formed and been given space to grow, while old ones have become titans, purchasing entire worlds (both real and simulated) as private property.

Against this backdrop, it was agreed, when the Golden World was first established, that it would indefinitely remain an officially neutral ground. Though private companies operate within its servers and individual services are often subcontracted out, overall operations are overseen by a body known as ICON (Interstellar Council Of Neutrals). This is an impartial UN-style non-profit organization of programmers, experts, and advisors carefully chosen to manage the Golden World's in-sim operations as well as its massive server complexes, located on the desolate backwater of Mars.

This great system has worked like clockwork, more or less, for centuries before something changes. One day, while trying to save some money by traveling to an in-person symposium as a non-chartered (under the table) passenger on a small freighter, graduate student Cam Vickers witnesses the unthinkable: the planet Humber (where it was supposed to have taken place) simply disappears as if it were not even there. When he asks the crew if they'd noticed as well, they look at him strangely. There is no planet named Humber. They're headed to Belgravia, of course, where his meeting thing is. Right?

- - - - - Break - - - - -


The storyline of Father Sky is set on a semi-terraformed Mars, which seems to exist as an island unto itself, entirely irrelevant to the rest of the universe but for the massive server complexes that dominate its surface. After the twenty-second century ecological collapse that nearly wiped out humanity, Earth is gradually being terraformed back into working order, but that is a centuries-long project, carried out almost exclusively by robots. The rest of the Sol System hasn't fared much better. Venus is home to a failed cloud colony that was thought to be abandoned until recently, when the descendants of humans who had not evacuated two hundred years earlier were discovered living in primitive conditions. Ceres, a frigid dwarf planet in the asteroid belt, is a place declared strictly off-limits for reasons unknown. Titan is little more than a supply depot and signal waypoint.

Mars itself was humanity's very first colony and was once key to the species' survival. The great server complexes that stretch across its arid plains and the hundreds of liquid metal convection engines buried its crust to generate an artificial magnetic field are testament tot hat. It was once our species' plan for survival, and then the backup plan. However, it is now very much a forgotten place, left behind by the great arks as interstellar expansion proceeded. With a population of only some four million, it remains substantially colonized mainly due to the stubbornness of its residents, who have lived there for centuries, and because moving the servers established there centuries ago would be massively costly and require agreement between hundreds of often-feuding government and corporate entities.

To the 'Redlanders' who stick it out on Mars, it often feels very much like they are a 'colony' in a different sense. ICON 'administers' the entire planet from an imposing gated complex and opportunities on-world are few. There is little hope of escape either for this captive population. Due to the importance of maintaining the Golden World's servers, arrivals to and departures from outside of the Sol System are strictly regulated and only allowed within the complex. Applications for travel are a long and arduous process and very few are the people who bother with them. Besides, few Martians have much interest in physically visiting the worlds beyond their world. There is ample work to be done just maintaining the servers, which employ over fifty percent of them, not to mention the planet's vital infrastructure and rather lean food supply. If they really get curious, Mars is home to the Golden World's servers, after all, so citizens can always just visit virtually. It is something of an irony and a mark of how much of an afterthought its people are, however, that Mars is only linked to the Golden World via land lines and ironically has among the slowest connections in settled space.

The truth is that Mars is dying from greed and neglect. The atmosphere is still too thin to breathe at higher altitudes, despite repeated promises to speed up the centuries-old terraforming process. The northern seas remain shallow and briny. Most alarmingly, the vast machines that generate its tenuous and artificial magnetic field are in danger of failing, and a handful already have. The hardy people living there know that priority will be given to rescuing the servers before them, and they resent it. When offworlders arrive, it is never for long and they always seem strangely out of sorts. They poke around, heavily escorted, give some orders, and ensure that the robots that oversee and directly maintain the server facilities are in working order. Then, they disappear through guarded spaceport doors and are gone.

Martians have been told that the servers offer such a great service to humanity that any damage to them would be tantamount to murder and punishable by death. Indeed, the facility's guardian droids are given special dispensation to break Asimov's three laws and use deadly force, as a handful of drunks, foolhardy teenagers, and would-be rebels have found out. While that combination of moral impetus and threat that has been enough to hold the proud Redlanders back in the past, discontent has now reached a fever pitch. A Mars-First organization known as the Green Hand has exploded in popularity across the local Marsnet, despite the government's attempts to stamp it out. Clandestine cells have sprung up everywhere, from the cities of the Mariner Valley to the farms of New Arabia, the Arcadian Highlands, and the remote, windswept shores of the Hellenic Sea. Declared a terrorist organization by ICON and with no legal means of instigating change, the Green Hand has struck at the servers themselves in a daring attack, detonating a bomb which temporarily cut power to nearly ten percent of the vast complex. The ICON-appointed government has vowed swift retribution upon these criminals and murderers.


Character Sheets


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?QUERY=DATE:
...7-19-2412

?QUERY=LOCATION:
...SEDGEPLAINS-NEW-ARABIA-MARS

?QUERY=SERVER-STATUS:
...SERVER-ERROR

?QUERY=ERROR-REPORT:
...POWER-OUTAGE





The year is 2412 and, after the near complete ecological collapse of Earth, humanity has taken its place among the stars. Left behind when the interstellar arks departed two hundred years ago, our species' colony on Mars - the very first of its kind - has soldiered grimly on, finding new purpose as home to the server complexes that house a vast metaverse known as the Golden World. So important has this great simulation been deemed to the social, cultural, and economic well-being of the human species that Mars has been designated a sanctuary. One would think that would be a good thing...

In practice, it means that Mars is and shall remain nothing more than a colony: its entire purpose to serve the needs of the Golden World. Administered from a massive gated compound by a UN-sanctioned organization known as ICON (Interstellar Council Of Neutrals), the red planet is an island unto itself, with access severely restricted and the populace closely monitored. All high-level server operations are treated with extreme secrecy and the reasons for this are a cause of much speculation.

Daily life for Mars' four million inhabitants is often a mixture of hovering peril and crushing boredom. The atmosphere of this semi-terraformed world is tenuous and only thick enough to be breathable within the Mariner Valley and a handful of other lowlands. Crop growth is difficult in the thin, nutrient-poor soil and, during harsh Martian winters, night temperatures can plummet past one hundred degrees below zero.

The single most important piece of infrastructure for these people, however, is the series of one hundred eighty liquid metal convection engines that provide the world with its artificial magnetic field. These are nearly three centuries old and, through a mixture of neglect, cost-cutting measures, and corporate greed, they have begun to fail. Inhabitants are almost certain that the continued operation of the mostly-robotically run servers will be prioritized over their well-being, and they have tried to make their voices heard. The Green Hand, a citizens' alliance and protest movement, was formed to bring attention to their concerns, only for it to be labeled a terrorist organization by the ICON-appointed government. From within their walled compound, they warned that any harm done to the servers would be considered legal murder and made punishable by death.

Terrorists, Martians were called, for valuing human life over what is ultimately an entertainment platform. Terrorists they became. All across Mars, from the cities of the Mariner Valley to the rice paddies of New Arabia, the Arcadian Highlands, and the remote, windswept shores of the Hellenic Sea, clandestine cells have sprung up. On July 18, 2412, despite suffering heavy casualties at the hands of its automated defenses, members of the Green Hand succeeded in breaching the power supply of one of the server complexes. In an instant, one tenth of the simulated world winked out of existence and the galaxy was given no choice but to listen to them.




T H E R O L E P L A Y____ __ _ _ _ _ _ _

...1=This RPG is a twin of The Golden World and will take place simultaneously and in direct continuity. Characters may not initially move between the two RPGs. However, this will change as the story progresses.

...2= Father Sky is a semi-hard sci-fi roleplay with a driving central conflict and a mystery that will unfold and be revealed through the actions of player characters in both RPGs. Think of The Expanse with some elements of Total Recall. In general, I am looking for a group of four in each of the two games. Depending on interest, you may or may not be able to run characters in both.

...3= In terms of commitment, consider this high casual. A minimum of three paragraphs will be expected along with at least one post per week. I understand that English is not everybody's first language, but please try to use proper spelling, grammar, and punctuation. Should you be inactive without notice in the game thread and on discord for more than two weeks, your participation will be considered to have ended. I understand that life happens. No worries and no guilt. I get it. Please communicate, though.

...4= Please observe all of the usual rules about metagaming, powerplaying, and conducting yourself with decency. You people are pretty chill, but a GM has to cover their ass, right? The main rule here is just to be a good faith actor. If you're not, you will be warned. If it persists, you will be kicked. Inactive player characters may be taken over by myself, by other players, or may be killed off.

...5= It is important that you submit your Character Sheets through DM only, to myself and my Co-GMs @Medili and @pantothenic. Do not post them in this thread or in the OOC, when it opens, until you are approved. I will announce approved CSes one week after the submission deadline, which is currently TBA. At that point, the discord will open as well. For your convenience, a raw code character sheet template can be found below.











M A R S A W A I T S____ __ _ _ _ _

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"Sienna, what is the current date and time?"
"Hello, Cam! The date is July 19, 2412. It is 3:26 PM in our current location."

"Sienna, what is my current location?"
"That's a good question. You are currently on the McAdam Campus of Invercargill University, in New London, Belgravia. If you'd like to know more about attractions, shopping, and places to eat, don't be afraid -"

"Sienna, where is the planet Humber located?"
"...I'm not sure that I heard you correctly. Did you say 'planet Humber'?"

"Yes, planet Humber."
"I'm sorry, Cam. I can't seem to find a planet with that name. Is it a location from an intellectual property that I don't have access to?"

"...Nevermind, Sienna. Thank you."
"I'm sorry I couldn't be of more assistance, Cam. If there's anything else I can help you with, just let me know!"





Three hundred years ago, our species nearly went extinct. The collapse of Earth's biosphere, brought on by human action including climate change, resulted in mass extinctions and cataclysmic natural disasters that drove us from our mother world. Yet, it is when our collective back is against the wall that humanity is often at its best. Necessity is the mother of invention, after all. With the eleventh hour development of cryosleep technology and the ICE (Ionic Corkscrew Electromagnetic) drive, near-lightspeed travel became possible and billions of people were able to leave their dying planet in a Great Escape. Entering cryosleep for the journey, they bypassed the bleak, marginal colony on Mars in colossal interstellar arks and woke up on brave new worlds.

Since then, the human race has blossomed, living among the stars. Dozens of new solar systems have been colonized and thriving civilizations built. With further innovation, we have shattered the cosmic 'speed limit' of lightspeed and, from the precipice of extinction, our population has recently broken the trillion mark.

And yet... this bold interstellar adventure that had once seemed like a science fiction dream is perhaps not so incredible as we'd imagined. Extraterrestrial life turned out to be rarer than expected, and of sentient life we haven't caught so much as a whiff. There are no Jedi, no space pirates, no phasers to be set to stun, and certainly no aliens. People go to work and school. They purchase property. They start families. They do it all under the watchful eye of governments and corporations. If the future is now, it is disappointingly mundane. Perhaps it is little surprise, then, that escapism flourishes in this context.

Enter the Golden World. Utilizing the hypernet and cognitive immersion techniques pioneered for the entertainment of ark crew members during the Great Escape, this vast near-utopian metaverse is indistinguishable from reality in its physics and sensory realism. Yet here, people can live and work free of disease, disability, hunger, and peril. Here, for a nominal price, people can be whatever they want to be and go wherever they want to go. A fireball-flinging wizard, cyberpunk vigilante, or mermaid songstress? A vacation in the world of Star Wars or Harry Potter? A trip through time and space? There is always a company that can make your dreams a reality. Indeed, the early twenty-fifth century is a period of thriving competition. With humanity's expansion into the stars, new corporations have formed and been given space to grow, while old ones have become titans, purchasing entire worlds (both real and simulated) free from the tyranny of government.

Yet, for reasons of fairness, the great simulation of the Golden World falls under the jurisdiction of an independent UN-sanctioned organization known as ICON (Interstellar Council of Neutrals). Not only does this body of programmers, engineers, psychologists, artists, and other experts administer the physical servers on the bleak backwater of Mars, they maintain and manage all in-simulation operations as well. With them in charge, life is pretty good.

That is, except in the case of one young man. Hours ago, graduate student Cam Vickers, hoping to save some money by traveling unlisted (under the table) on a chartered freighter, was on his way to the world of Humber for an in-person symposium. He had friends there who he was looking forward to seeing. That was... until the world disappeared as if it had never even existed. Indeed, when he asked some of the crew members, all that they could do was look at him strangely. "Humber?" they asked. "Never heard of it, but you'd better strap in, kid. We're about to leave hyperspace at Belgravia. That's you. That's where your big university thing is, right?"




T H E R O L E P L A Y____ __ _ _ _ _ _ _

"Sienna, where and when is this set?"
Good question, player! This RPG is a twin of Father Sky and will take place simultaneously and in direct continuity. Characters may not initially move between the two RPGs. However, this will change and be allowed as the RPG progresses.

"Sienna, what will we be doing, exactly?"
I'm glad you asked! The Golden World is a semi-hard sci-fi roleplay with two settings: a sandbox metaverse and a vaguely cyberpunk-esque real world with a slightly less dystopian flavour. Think a bit of Ready Player One with shades of The Matrix. Players will have the ability to opt into a driving central mystery that will unfold and be revealed through the actions of player characters in both RPGs. In general, I am looking for a group of four in each of the two games. Depending on interest, you may or may not be able to run characters in both.

"Sienna, what is expected of me?"
Yes, that's an important one. In terms of commitment, consider this high casual. A minimum of three paragraphs will be expected along with at least one post per week. I understand that English is not everybody's first language, but please try to use proper spelling, grammar, and punctuation. Should you be inactive without notice in the game thread and on discord for more than two weeks, your participation will be considered to have ended. I know that life happens. No worries and no guilt. I understand completely. Please communicate, though.

"Sienna, since this is a metaverse, can I do pretty much whatever I want?"
Well, yes, more or less, but please remember to observe all of the usual rules about metagaming, powerplaying, and conducting yourself with decency. Of course, I wouldn't expect any problems from you, but I have to offer that disclaimer. The main rule here is just to be a good faith actor. If you're not, you will be warned. If it persists, you will be kicked. Inactive player characters may be taken over by myself, by other players, or may be killed off.

"Sienna, how do I actually join?"
Righto, player! That's the most important question of all and it might be a little different than you're used to. For this game, it is important that you submit your Character Sheets through DM only, to myself and my Co-GMs @Medili and @pantothenic. Do not post them in this thread or in the OOC (if/when it opens) until you are approved. I will announce approved CSes one week after the submission deadline, which is currently TBA. At that point, the discord will open as well. For your convenience, a raw code character sheet template can be found below.











A D V E N T U R E A W A I T S__ __ _ _


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"Hey Terra, what do you think of that canister everyone's talking about?"
"Canister?"
"Yeah, you know: the one that crashed into the old landing pad yesterday that's been like the only thing on people's minds!?"
"Oh, that. Heh. I don't really think about it."
"It's like... literally the biggest news in forever. You know people are saying Otherworlders sent it..."
"Mel..."
"Terra..."
"You know that Otherworlders aren't real. At least... not anymore."
"Seriously? How can you even think that? They literally built everything, including Unity, where we're like... living right now."
"That's why I said 'not anymore', dinkus. It's not like I don't wanna dream too sometimes: honestly. I just... think they already would've come if they were ever going to. Besides, this place isn't so bad."
"Constant threat of incineration and agonizing death aside."
"Only if you stay in Unity, you know."
"...Yeah, I know."
"Things go south here, I'm moving back to the skyforest."
"What if you can't?"
"Pfft. I've been hearing that word my whole life... or ever since... you know."
"...Yeah, I know."
"So I'll find a way, like I always do, and you should come with me."
"Pfft. I'll be up in the stars, and you'll be coming with me!"
"And how can you be so sure, huh?"
"I dunno... I just know."
"My little sister sure knows a lot today."


Three hundred years ago, the Otherworlders left. Most Venerians were smart and believed their Science. Those people left with them. Some Venerians, however, were stubborn, and believed their own. Those people stayed. Today, as all Venerians know, their descendants are the only people left. The Otherwordlers disappeared and haven't been heard from in over two centuries.

Some of the Otherworlders' Science was good, though. It was the thing that brought life to Venus, that created the floating cities that would one day join hands to create Unity. It has been nearly two hundred years since the Unification and one hundred since the first skyforests, born after long gestation from those floating pods of Science. The Old Books of Science are still followed by those trained in their ways, but their words are strange and arcane. Many of the tools of the Old Science that were not needed by the people were sacrificed so that Unity did not fall from the sky one hundred-thirty years ago when the Great Plunge was narrowly averted.

That was when the New Books of Science were written. In those, it was decreed that measurements of Unity's altitude were to always be taken, that weight and waste were to be assiduously kept to a minimum, and that nonessential items were to be jettisoned when necessary. When the skyforests emerged, the New Books were amended and the people learned to use them for resources, as the Old Books had predicted would happen one day. When the air recyclers and the teflon balloons, products of the Old Science, began to falter, the people placed their unswerving faith in both Sciences and ventured out in their sacred teflon suits, protected from the burning rains and air without oxygen. Supplements and, in some cases, replacements were found: the plants themselves pumped out the blessed gas at an incredible rate and their fibres were found to resist the rains. So it was that the New Books brought about the fulfillment of the Old and Unity, from the brink of the Great Plunge once again, knew life.

Yet, there are things that the people know they cannot replace: the core structure and the great engines built by the Old Science. Their own Science is new and not yet powerful enough. Gradually, at an almost unnoticeable rate, Unity is sinking. Most everything that could be stripped from it has been and, for a third time, the Great Plunge has been averted. With the stern and rational guidance of the Code of Responsible Stewardship (CORS), all conduct within the floating city is governed. Depending on one's role in society, behaviour, and knowledge of Sciences Old and - especially - New, each member of Unity is assigned to a level of privilege from Alpha to Omega. This comes with duties and responsibilities but, most importantly, with an assigned weight allowance for oneself and all personal possessions. Those among the lowest levels complain that it is too low: that they can have nothing more than the clothes on their backs and must starve themselves so as to make weight and avoid The Punishment. However, in doing so, they expose for all to see the lack of character that led to their status within Unity. Should they fail to make weight three times at the annual Festival, they will be punished, and sent to live in a forest the next time one drifts within range. There, they shall live a harsh, short, and savage existence among the ferocious flora and fauna created by the Old Science.

This is what the New Science has decreed, for it is what is necessary to postpone the Great Plunge until that Science can come of age. This is what keeps Unity in Balance. Or... at least it was. Thirty years ago, something strange happened: a shooting star entered the clouds of Venus. Only... it had flashing lights. It blinked and turned. Some people remember it, but most don't. The New Scientists, from their offices with their equipment, told the people what had happened: It was merely an old canister, from hundreds of years ago, that had gotten stuck in orbit during the rushed and foolish evacuation. That orbit had finally decayed and its automated systems had come online as it plunged through the atmosphere. The Otherworlders were no more. The people did not need to worry nor raise their hopes falsely and be disappointed.

Then, two days ago, on August 4, 301 AE, a second strange canister arrived. Only, this one didn't plunge through the clouds to die on the hellish Surface. It landed on the Derelict Platform, at the edge of Unity itself, and everybody saw it.




T H E R O L E P L A Y____ __ _ _ _ _ _ _

The Book shall tell us where we are and where we might go.
It is written that this RPG is a shadow triplet of Father Sky and The Golden World and will take place near-simultaneously and in direct continuity. Characters may not initially move between the three RPGs. However, this may be allowed later on depending on how the story progresses.

The Book declares what we shall do.
It is written that Burning Heaven is a semi-hard but slightly fanciful sci-fi roleplay set on an abandoned Venus colony some three hundred years after the last significant contact with outside human civilization. It is a place of beauty, oppression, and danger. Players will have the ability to opt into a driving central mystery and conflict that will unfold and be revealed through the actions of player characters in all three RPGs. In general, I am looking for a group of four in each of the games. Depending on interest, you may or may not be able to run characters in more than one.

The Book speaks of our responsibilities.
It is written that, in terms of commitment, this should be considered a high casual RPG. A minimum of three paragraphs will be expected along with at least one post per week. I understand that English is not everybody's first language, but please try to use proper spelling, grammar, and punctuation. Should you be inactive without notice in the game thread and on discord for more than two weeks, your participation will be considered to have ended. I understand that life happens. No worries and no guilt. I get it. Please communicate, though.

The Book decrees what our conduct shall be.
It is written that one must observe all of the customary rules about metagaming, powerplaying, and conducting yourself with decency. Of course, I wouldn't expect any problems from the people of Unity, but I have to offer that disclaimer. The main rule here is just to be a good faith actor. If you're not, you will be warned. If it persists, you will be removed. Inactive player characters may be taken over by myself, by other players, or may be killed off.

The Book shall tell us how to join the people.
This most important question is written last of all, and it may be a little different than you're used to. For this game, it is important that you submit your Character Sheets through DM only, to myself and my Co-GMs @Medili and (placeholder). Do not post them in this thread or in the OOC, when it opens, until you are approved. I will announce approved CSes one week after the submission deadline, which is currently TBA. At that point, the discord will open as well. For your convenience, a raw code character sheet template can be found below.









P E R I L A W A I T S__ __ _ _ _
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Burning Heaven Sky Forest Aesthetics:


_ _ _ _ __O N E__ _ _ _ _

_ _ _ _ __T W O__ _ _ _ _

_ _ _ _ __T H R E E__ _ _ _ _

_ _ _ _ __F O U R__ _ _ _ _



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Long ago, along the banks of the rivers now called the Asquelle, Oreuse, Vitroux, and Meine, there lived five tribes: one for each of the Gods, though these people were as yet ignorant of the Pentad. The land that Oraphe had gifted them was lush and green nonetheless, the climate fair, and the forests rich with game. At times, it was true that Echeran raised his mighty sword and there was war among them but, more often than not, there was bounty enough for all and so they lived in Ipté's peace.

Centuries passed and, as Chune granted them more of her wisdom, the five tribes began to apply her Gift of magic in simple ways. They built villages and towns, pushing back the forests with their dark, rugged reaches and savage beasts. Farms came to cover the hillsides: swaying seas of golden rye, barley, oats, and lentils dotted with thatched-roof huts and cottages. Gradually, the five peoples became one and their numbers grew. They began to call themselves something new: Parren. Dami was pleased by their sound judgement and blessed them greatly for many years.


But the five tribes-turned-one were simple yet, compared to their neighbours from the rocky, sweltering north. These had built a vast empire on blood, gold, and magic. They, too, were many, and greatly blessed by Echeran, whom they worshipped in marble temples. Now, they turned their greedy eyes south towards the lands of those they called Parencii. How simple was the conquest.

Yet, for all of their initial brutality, these Avincians proved just and fair as masters and, in time became brothers with the Parencii and the others whose lands they had marched upon. Once again the people of the Asquelle, Oreuse, Vitroux, and Meine thrived. They learned a great deal in this time - most of all, the names and magics of the Gods - and nobody could call them simple anymore. They built their homes of stone and plowed their fields with oxen and slaves gained from conquest. Their victories became those of the Avincians and the Avincians' theirs.


However, the same was true of their defeats, for such are the Gods of the Pentad that they give and they take. The peoples of Sipente ebb and flow no differently than their world does. Too much, those of the arid north liked their gold, and their empire weakened from within. From the south now, lands cold and unforgiving, blessed only with winds, snows, and a wealth of minerals, came a new threat: the Eskandr.

Their magics were fresh and strong and their fury and lust like nothing the Parencii nor their Avincian masters had ever seen. By fire and sword, they set upon the more civilized peoples' homes, farms, and businesses and razed them to the ground. To their frigid and desolate lands, the Eskandr took the accumulated wealth of generations: the gold, spices, and marble, the strong men as slaves, and the beautiful women as unwilling wives. Those left behind howled for vengeance and, within a decade, formed the backbone of the mighty Avincian legions which struck south.





On the banks of the Meine, the two armies fought to a bloody standstill. The empire recovered itself somewhat and staggered on for another two hundred years. The Eskandr bided their time but, when the thousand year city of Avince and its civilization fell, it was not they who did the deed. Rather, among others, it was the Parench. For quite some time, they had been doing the dragon's share of the work and receiving scant little of the reward.

For their greed, Dami judged them wanting and Echeran laid them low. Plague and famine swept the lands of the dead empire. Petty kings, conquerors, and strongmen carved the great corpse into small, feuding realms. Roads fell into disuse, temples into ruins, and forests full of wolves and bandits encroached upon farmland. As they lay bleaching in the subtropical sun, bricks were scavenged from the great, overgrown bones of the old Avincian cities. Public baths, stadiums, and libraries became humble huts and longhouses. Books became kindling and the practice of magic became strange and arcane.


Now, the Eskandr returned, and they feasted on the soft lands to the North. Under many banners but with one purpose and a common set of heathen gods, they raided up and down the coast and then began to strike inland. The villages of the Parench burned once more and there were a hundred different men who claimed that they would act as saviour to their people: the one to take on and defeat this scourge of Echeran. They would not share their glory, however and, instead, they carved their own lands up in bloody warfare. Only after dozens of these would-be heroes lay dead and the heathens ran rampant, extracting tribute and taking slaves, did the remainder swallow their pride and adopt the titles of dukes, counts, barons, and margraves.

On the shore of the Étroite Sea lies the old Avincian city of Solenium, with its handsome stone buildings, cobble streets in their original grid pattern, and palm trees that sway in the maritime breeze. Renamed Solenne by the Parrench, it was here that the proud lords of the land, near to broken from their wars against each other and Eskandr alike, gathered on the Ides of Verdi. As cathedral bells chimed and the year’s first flowers bloomed outside, they bowed their heads and pledged their fealty to a new king: a first among equals.


The ruler of the unified Parrench people, Arcel, is a young man, for it was truly his father Rouis who won the crown and then expired too soon to wear it. Some say he is clever, handsome, and strong in The Gift. Others say that his are a young man's dreams and too grand to make for reality. Dukes and counts whisper and scheme. Margravines curtsy and court him. They say he will fail but, in truth, he must succeed, or the bold experiment that is one Parrench nation will fail with him and become a feast for the Eskandr.

To that end, in cities, towns, and even the largest of villages, King Arcel's agents now appear. For those few who can read, parchments are hammered onto posts and church doors while innkeepers and town criers relay the king's message for the many who cannot. Arcel, first of his name, King of the Parrench, calls all willing and able warriors skilled in the use of The Gift to the town of Relouse, on the southern frontier. Knights, Wizards, Rangers, and Scoundrels alike, he calls them to fight for the future of their people.





Your Legend_________ __ __ _ _

First: The Story This is a low fantasy RPG set in the same world as The Hourglass Order, but eight hundred years prior, during the Dark Ages. It shares much of the same lore and deals with the coalescence and founding of the nation of Perrence. This takes place against the backdrop of merciless and persistent raids and invasions by the southern 'barbarians' known as Eskandr. Yet, these invaders face issues of their own. Their northernmost brethren - the Drudgunzeans - are increasingly forsaking their ancient ways and the faith of their fathers in favour of Quentism. You'll be playing warriors of a great many sorts who have answered the young king's call to fight for their country or else the very barbarians who seek to destroy it in order to preserve their ascendance.

Second: Character Creation This RPG involves magic and a handful of fantasy creatures, but is more concerned with a degree of realism than most fantasy. To that end, you'll be playing human characters. These should be setting-appropriate, which means no clockwork tinkerers, half-elves, unusually tall emo kids, rebellious princess-knights, or anime main characters. The people that you create don't have to revel in their outward uniqueness simply for its own sake. They can be archetypes but still be compelling if thought, nuance, and heart go into making them. Good Dark Ages character art is also very difficult to find, so I'll be allowing some leeway, but this is not a D&D campaign or an anime. Characters attire should be practical and reflect their setting and role.

Third: Conduct This will be a fast-paced game with plenty of action, intrigue, politics, and exploration. It will have a clearly defined goal and ending. Players will be expected to adhere to the standard rules on powerplaying, metagaming, and 'asspulling'. Play this game in good faith and it'll be rewarding. If you find yourself very focused on 'winning' against other players as opposed to telling a collaborative story, then I'd ask you to look elsewhere. In terms of activity level, I'm looking for at least two paragraphs per post a minimum of once per week. If you don't think that you can keep up with that activity level, then this isn't for you. If you go inactive on the forum and on discord without prior notice for more than a week, I will ping and Direct Message you. If you fail to respond after a second week of inactivity... your character will fall in service of the kingdom or join the Visitor in Grønhal.

Fourth: Deaths As participants in a wartime game, you run the risk of character death. These will not be random acts of the Gods, but risky choices are, well... risky. That is not to discourage risk-taking. There may be sizable rewards as well, but ill-advised decisions (and you will always receive a warning of the risks and possible benefits if you would like one) can also result in the maiming or death of your character. You are free, however, to re-enter with a second character if your first is taken by Echeran. You'll only be permanently kicked from the game in instances of counterproductive behaviour or extended inactivity without notice.

Fifth: Character Roles There are three main factions and ten Callings (otherwise known as classes). Some are fairly unique and there will be caps on how many characters are allowed of these types. For the sake of realism, if your character is going against the societal grain, I would like to see good, nuanced, developed reasons as to why. If you're rebelling in some way, it needs to have a compelling internal logic and thoughtful emotional justification. In general, to ensure a balanced spread of characters that reflects the spirit of the game, we'll be using a quota system. If there are too many characters submitted for a particular quota, the one best suited to the direction of the narrative will be taken. The other player may submit an alternate character if they wish.





The World_________ __ __ _ _


The world of Sipente, where our story takes place, is vast and complex, governed by the laws of nature and magic but, to its people, by those of the divine Pentad as covered in the holy Menanne. All Parrench and many Drudgunzeans believe firmly that it was through the will of the Gods that all things were brought into existence, by their leave that man flourishes, and by their wrath that he fails.

Distinct from most fantasy settings, this world is very much in its equivalent to the Dark Ages (though the later part of them). Tactics and technology are simpler than in later medieval times: castles humbler, siege warfare in its infancy, good steel more valuable, and mounted knights a relatively new innovation. Full plate armour does not yet exist. The trebuchet has not been invented. Still developing, too, are the social codes that will come to define the middle ages: chivalry is a mere idea that some people have, nobility is still as much a state of being and behaviour as it is a status that one inherits. Magic has become less schooled and more arcane, still widely used but with much of its written form and finer points having been lost. Kingdoms are generally small and evanescent in nature. Parrence is the first truly large one to form north of the Asquelle since the fall of the Avincian Empire. Its success or failure may very well determine what the continent's future will look like.

Many are the peoples, places, beasts, and legends of this world. However, in this brief guide, only those that may play a role in our story will be covered.


















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H I M I T S U N O S E N S Ō
The Secret War



A great many years ago, in a land known as Nikan, there was a shogun who grew old and fat. He had never fought a war. How the daimyo, how the samurai, how the shinobi gathered round like crows circling over a dying man. I would say that you should have seen them, but you would not have, for this was the secret war...



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𝅗𝅥... 𝅘𝅥... 𝅘𝅥𝅮... 𝅘𝅥𝅯...
𝅗𝅥... 𝅘𝅥... 𝅘𝅥𝅮... 𝅘𝅥𝅯...


🙠 Magic lives within 🙢
🙡 the margins. 🙣



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In days of yore, long before you or I entered this world, it is said that magic flowed freely and naturally through all things. These stories persist in dusty old tomes, folktales, and increasingly fanciful recountings. They speak of wise and terrible wizards, known as Zenos, who stretched their power across continents, grasping nobility who basked in the light and life of powers ancient and arcane, and great and fiendish demons who sought to bathe the lands of men in eternal darkness. That was, those voices from the past insist, before the Death of Magic.

The year is Dami 64, and the scholarship of any civilized nation rightly regards these primitive claims with rigorous skepticism. Even if we are to accept that once it was an invisible and fantastical application of magic that bound the brotherhood of man together, bands of steam, steel, and signal have superseded it now, and with growing efficacy. The engines of industry thunder forward in their tireless churn, producing the conveniences and opportunities of modernity. Towering smokestacks and stunning new edifices of iron, glass, and marble rise into the skies of grand old-world cities and their burgeoning new brethren across the Asperic Ocean. Where once travel was difficult, dangerous, and time-consuming, one can now move between Michaugo and Relouse in under a week, and this figure decreases with each passing year.

Key to this dynamic growth has been the Mephisto Company, headquartered in Blackthistle Manor, a sprawling industrial park on the outskirts of Harrowend, capital of the United Kingdom of Greater Enth and Hendland. It has been sixty years since the discovery of the symbiotic protists known as manas by founder and genius inventor Thaddeus Lowell. Where the ancients put their workings down to something as vague and arcane as 'magic', the vast majority struggling to harness this immense boon, modern science has isolated their ability to make use of energies both manmade and naturally occurring. Thermal, mechanical, electromagnetic, chemical, and atomic, the Mephisto Company's tools and machines have allowed people to harness each by interfacing with their bloodstream-dwelling symbiotes. To say that this has revolutionized life the world across would be an understatement, and the rising tide has lifted all, lord and labourer alike. Now, one may take his fate into his own hands and purchase the ability to wield this great Gift of the most Holy Pentad.

Yet, there are always outliers, ingrates, and rascals. There are those who decry the great work of the Mephisto Company and advocate for a return to the savage and unenlightened old ways of 'natural magic', where a privileged few ran roughshod over the rest, who subsisted in fear, darkness, and ignorance.

It was against this backdrop that, early this morning, Thaddeus, the greatest mind of his age, was found dead in his sleep at the age of eighty-seven. May he rest in Eshiran's peace and Shune's light. No word has yet reached the public, and his five heirs have gathered at his country estate in Briarthorn Weald to read his will. They have also invited you. To what purpose remains unspoken. Already there are whisperings that foul play and grasping ambition bubble just beneath a placid surface, threatening to boil over.
A Legend of Sipenta
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Tarlon: the shrouded continent.

Few ever lay eyes upon it. None call it home. For as long as men can remember, it has been an eerie
and unnatural place. Its silent shores emerge from the fog, littered with the timbers of shipwrecks and
failed settlements, a cold wall of pines standing stoic sentry. Why, then, are you foolish enough to try?
Is it because you know that the empire is collapsing, or is it because you've never truly liked or trusted
your human neighbours? Ever have they outnumbered the yasoi. Ever do they seek to claim land as
their own. Grasping is what they are. Yet, are you not doing as they do? Do you not seek advantage
for yourself and your kin, or is it something else that drives you? Something darker? Is it desperation?
Or have you come for Tarlon's secret?
You fool. This place will break you as it has broken all others.



A Legend of Sipenta
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