Hidden 10 yrs ago Post by Maxwell
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OOC THREAD


The kingdom of Altranor has fallen, her cities burn and her people are being put to the sword - well, apart from the vast majority, who honestly could not care less who they pay taxes to. There was some grumbling about soldiers trampling their crops, but such is war. Most of the cities are actually fairly intact as well, since the few that had the means to put up any kind of defence were mostly taken out by poisoned water supplies and rotting corpses being flung over the walls via catapult. Not even the corpses of slain attackers, oh no - opposing necromancers simply marched the corpses in from nearby graveyards, infected them with a variety of ingenious plagues and chucked them right into town. Certainly, the Altranorian priests and healers - the few that had not been called off to war - were able to stave off the first couple of waves, but there are far more corpses than priests in the world. So, as the world turns, the life of the common man goes on, one lord replaces another, and the two things that remain constant are death and taxes.

Now, don't think that makes the whole thing any less tragic - for anyone. Even if you don't care about the raping and the pillaging, the destruction of ancient castles, the burning libraries and the pitched battles that killed thousands, you had a personal stake in all of this. King Erasmus the Indomitable, ruler of the greatest realm in all of the Fanged Isles, is dead - your liege lord and personal friend, thrown off the highest tower of his own castle to a humiliating death, his neck broken as he crashed through a pigsty. The banner of the Yellow Raven, king Bernard of Ghant, flies high above castle Altranor, and his soldiers are celebrating their victory in Erasmus' wine cellar. Your king and his family is dead, your realm is no more, and all the status and prestige you worked a lifetime to attain is gone forever. You, the last remnants of the royal court, may still be alive, but it's only a matter of time before they find you. For all your power, you generals, court wizards and spymasters, cannot hope to defeat them all - at least not here, at least not now. There is nothing left but to flee and seek retribution. Your enemy has won the war, and he believes himself secure, but there will be a terrible reckoning.

Bernard of Ghant was not even present at the killing, or even at the battle, it seems. You know this, because you are standing right there in the aftermath, watching from wherever you've concealed yourself as the pigs sniff at the cooling corpse of your monarch. Sounds of distant fighting tell you that you still are not alone in the castle, and though you know you can't save every yeoman, perhaps you can find some allies in your quest for vengeance.

Out of Character:
Whaddup, prospective role players. I'm an old fart who's been role playing since the early 2000s and joined the role player guild back in late 2007 (or early 2008, I can't remember), sort of just stopped playing forum games for a couple of years, and then came back to the great RPGuild crash of last year (or was it early this year?). Now I've decided to try again, and hopefully make a couple of friends along the way. This game, I hope, is going to be the fantasy version of a road trip slaughterhouse movie, a darkly humourous romp through fairy tale land, all about the thirst for vengeance and the gratification of crushing a man's skull with your bare hands. The game is NOT first come, first served, and I expect each one of you whipper-snappers to think about party chemistry when you make your characters. This story isn't about any one of you, it's about all of you, you know the drill.

Setting & Background:
The Fanged Islands is a massive archipelago, far from the mainland. An ecosystem unto itself, it was colonized many generations ago, and is home to no less than eight kingdoms. It is a land embroiled in permanent conflict, as the monstrous natives of the islands battle for territory against the burgeoning kingdoms, whose lords war against one another even as they struggle to impose order on their own domains. Warlords and monsters rule the unclaimed fringes, and safe ports are few and far between among the vast reefs and jagged cliffs that give the Fanged Islands their name. A variety of races and monsters inhabit the islands, some more intelligent than others, and the environments found there range from snow-covered mountains, to plains and forests, and even a handful of tropical swamps.

Altranor, the realm of king Erasmus, was the largest, most stable kingdom in all the realm. Having successfully stayed out of the bickering between the smaller nations for most of his career, the aging Erasmus had seen his realm flourish and grow as it edged out warlords and monsters and put counts and barons in their place. Unfortunately, success like that could not possibly stand. The invaders came in force, following the banners of the Yellow Raven Bernard of Ghant, his cousin August the Green Crow of Thandonia, and with them Queen Evangeline of Soven - all bitter enemies that had come together to split Erasmus' realm between them. Altranor could not withstand the onslaught, for her armies were spread thin protecting her borders. The Yellow Raven's army marched straight on through to the capital, his allies engaging any reinforcements intended for the king, and finally Erasmus was conquered and met his ignoble end.

Magic: (No need to read this unless you wanna throw spells around. I warn you, it's longer than it needs to be! If you get bored from too much reading, you're probably not wizard material anyway, you jock)


Martial Combat and Technology:
Across the Fanged Islands, many schools of armed and unarmed combat vie for glory and wealthy patrons. So far, black powder weapons are only a distant gleam in the eye of the most accomplished chymists and engineers, and heavy cavalry will dominate the battlefield for a long time to come. Large scale battles follow the usual tactics of the late medieval era, although the use of artillery magics, flying beasts and inhumanly powerful warriors forces commanders to prepare for anything. In terms of personal combat, the humble sword remains a favourite of those who must be armed at all times, as carrying say, a halberd around in your everyday life is an inconvenience that would challenge even the most patient of warriors. Unconventional styles abound, of course, and everything from punch daggers to flying guillotines can be found in the arsenals of the eccentric. The general guideline is that it is not the weapon that makes the warrior - certain magical arms excepted.

Scholars of certain cultures claim to be able to harness an energy they refer to as ki, which is supposedly the basis of all truly skilled warriors' prowess. This philosophy has taken hold in certain areas of the Fanged Isles as well, where warriors meditate under waterfalls and balance on thin poles in order to become better warriors, somehow. Those who prefer actually training and participating in combat to improve their skill usually scoff at these methods and deride them as pure fantasy. The truth has not been confirmed, but since these communities survive at all, they must be doing something right.

Enchanted Items:
Enchanted items are rare, but not unheard of. More powerful items are exponentially rarer, but many nobles pride themselves on owning swords that never need sharpening, armour that maintains a bright silver sheen and throws off dirt and blood, and other such trinkets. Blades that are sharper than blades can be, bows that never run out of arrows, silk garments as resilient as steel - these are the things that are found in the hands of generals and warlords. The mightiest man-made artifacts are usually found in the hands of kings and emperors, and otherwise usually in the treasure hoards of kings and emperors. These are the flaming swords that cleave through steel like butter, the protective rings that turn aside blows long before they hit and so on.

When a magical creature, such as a dragon or a lich dies, its flesh still contains magical power, in a far purer and more refined form than that wizards draw from the air. Techniques have been developed, through lengthy and difficult rituals, to draw that power from the flesh and use it to imbue items with magical properties. The process is incredibly wasteful, requiring creatures of immense potency to create even basic magical gear, and even great artisan-mages often fail their task completely.

Divine magical items are a different matter. Sometimes, a truly devout warrior will simply notice his blade cutting swifter, holding a better edge, or developing other qualities through the battles he experiences. A wizard might detect divine magic about the weapon and take note, but others will rarely notice, or even regard it as a figment of the warrior's imagination. None of that matters to the true believer, of course, as he knows his god is with him.

Character Creation Guidelines:


Character Sheet, feel free to make additions if it seems necessary:


Feel free to add to and define parts of the setting, large or small - for accepted characters, the rest of the Fanged Isles will be designed around your additions - but try to avoid sweeping statements that limit the entire world. If your background includes the words "the world's only" or "the best in the world at", that's probably taking it too far. The Fanged Islands are big, and the world is bigger still. If you want to be the chess champion at court, that's fine, but avoid stuff like "the strongest mortal in all the realm" in a setting where there might be giants. Unless you're playing a giant. But even then.

Additionally, avoid giving too many traits to the king. He was left vague on purpose, so that every character could have their own reason to be loyal, without any of them ever being confirmed or denied. In general, it's better if you describe something in terms of your character's views, popular opinion and so forth. Makes it less likely for backgrounds to clash - I'm still gonna go with the characters I feel are best-written, but it makes for less jigging.

Last, but not least, ask questions! Communication is the key to a good, lasting campaign, whether you're playing pen & paper or play by post.
Hidden 10 yrs ago Post by Maxwell
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Also, if someone would tell this confused old man why his hiders aren't working, that would be much appreciated as well.
Hidden 10 yrs ago Post by Ashgan
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Hey. I just wanted to drop by to tell you that the hiders aren't working because you haven't named them. The correct syntax would be (hider=something here) X (/hider), with the correct type of brackets of course. Hiders display a text in the button, which is why you can't leave it blank as of now.

That said, I don't actually have an interest in this; sorry! Good luck though, and consider it a free bump.
Hidden 10 yrs ago Post by Hank
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Hey man, I remember you! You always did craft excellent roleplays and settings. Colour me interested. Are you expecting any character sheets before you have enough interest/make an OOC thread?

EDIT: Fuck it, why wait? I'll start with the first draft of my character sheet.
Hidden 10 yrs ago Post by Maxwell
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Yes and no. There certainly isn't any reason to make anyone finish a sheet before there's interest, before I actually make the IC thread, I'd like to have them done. My ambition is to write an opening post that's a bit longer than two paltry paragraphs, where I flesh out the world and provide more background on everyone's situation. If you want to just discuss character ideas and what not in the meantime, that's fine too.

Now I feel terrible about not remembering a single name from the old guild.
Hidden 10 yrs ago Post by Hank
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For shame, Maxwell, for shame. I participated in your roleplays maybe once or twice. Does Hank J. Wimbleton ring a bell?
Hidden 10 yrs ago Post by Maxwell
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Actually, yes. Weren't you in the IRC channel a lot, as well?
Hidden 10 yrs ago Post by Hank
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Jackpot, baby. I dropped the "J. Wimbleton" a few years ago as it had become superfluous (everyone just called me Hank). I was in the IRC a lot under the monicker "HJW". So you do remember me.
Hidden 10 yrs ago Post by Bridgeburner
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Oh, this sounds awesome!

You can count me in.
Hidden 10 yrs ago Post by Maxwell
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Oh, and even though this isn't first come, first served, you may want to consider throwing your character ideas out there, so we don't end up with several people wanting to play the royal librarian or something.
Hidden 10 yrs ago Post by Bridgeburner
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I call dibs on the Royal Jester.

Just kidding - although that's actually not a bad character development idea.

I'm leaning on being an individual, of not too noble beginnings, who received his knighthood from the King after years of service and squiring. If this archetype is too prevalent among the character sheets I would change it to something else.
Hidden 10 yrs ago Post by Maxwell
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When you say knight, are you thinking "knight of the round table" tier bff to the king, or the low nobility kind? Just so we're all clear - the first is what you should aim for.

Hidden 10 yrs ago Post by Hank
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My character idea is a middle-aged arcanist sorcerer whose feats of magic and tactical command in wars of the past earned him a place by the King's side at the court, perhaps as an advisor or court wizard.
Hidden 10 yrs ago Post by Bridgeburner
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Maxwell said
When you say knight, are you thinking "knight of the round table" tier bff to the king, or the low nobility kind? Just so we're all clear - the first is what you should aim for.


The King's right hand commander it is!

Also, the power of the hider is strong in this one....
Hidden 10 yrs ago Post by Nemaisare
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Ooh this looks fun! And interesting and promising, And such. :)

Two questions for you.

Could I make a dog? And can I make a god? Obviously, I won't be put out if you say no. Otherwise I wouldn't ask. :P The basic premise is of a lowgrade god that came down to the world and got turned into a dog by a wizard. I think I was reading the magic section correctly when I came to the conclusion that this could, theoretically, be possible. Not sure though. The actual character would have the physical prowess of a larger dog, slightly under greyhound size, but roughly the same shape. And very little actual magic either. As gods seem to work through people, he'd require a priest's prayer to actually accomplish anything, and even then, might not manage. He is more sentient than a dog though, and has a certain sense of humour, and while he does tend to be more of an observer character, I do not mind that or letting others move him as they like, since he'd prefer to not give himself away and most dogs, especially if they're in the king's kennels, are going to be obedient. I am also not against working with you to make him fit better than I've managed here. ;)
Hidden 10 yrs ago Post by Hank
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Sounds to me like that character completely misses the point of the RP.
Hidden 10 yrs ago Post by Lexicon
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Expressing tentative interest, though I also have a question. How are women regarded in this setting?
Hidden 10 yrs ago Post by Maxwell
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Yes, that was exactly the kind of question that needed to pop up right as I was going to bed. :P

I hate to say no, especially since I didn't warn anyone about this specifically - though I suppose I could get away with saying that decisions about the divine order of things goes under sweeping setting changes - but gods were never really intended to be playable. In fact, they aren't even really supposed to be knowable.

What you could do, though, is just play a dog (or some dog-like magical beast of human intelligence if you'd rather. Winter wolves are pretty cool, pun intended), if that's what you're after. Just like sentient beings, a truly exceptional animal could grow far beyond its realistic strength and intelligence, given the right training, luck and life experiences. While it will probably never be a rocket scientist, it could become a very smart dog. It could certainly understand the logic of "master dead -> tear out offender's throat".

What concerns me the most about this character, though, is its lack of interaction with other characters. In fact, I think a super-dog would be better for that, with the whole pack mentality thing probably being better for that than what I assume is the enigmatic aloofness of a deity.

Now that I've delayed bedtime by a half-hour (worth it), I'm going to sleep. Will answer any further questions tomorrow.

Edit: Okay, I'll answer one more. Women are regarded differently in different cultures, and different cultures may exist within the same kingdom, as most peasants never travel beyond the next couple of villages in their lives. Women who can punch horses to death (i.e. player characters in this game) are universally regarded with fear, the intelligence required for effective magic use is rare enough that few wizard academies turn women away, and "god answers my prayers, look" is usually enough to get into any church, regardless of gender. If god chooses that exact moment not to answer your prayer, then clearly he intended for you to get booted out, and you can either slink back home or do a Joan of Arc.
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