Current
Wont be around today, too busy dying from this massive hang over. Sorry guys!
10 yrs ago
This is asking for an RP in which the Southend-on-Sea furniture bots battle for control with the Korean casino bots, in an ultimate struggle that will destroy the world.
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likes
10 yrs ago
Suddenly building some kind of wall doesn't seem like a bad idea. Vote Frengo 2016 for RPG President.
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like
10 yrs ago
Is it sad that I bought a 10yo Netbook from Ebay with the sole intent of using it just to write my RP posts?
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10 yrs ago
Sea Gorillas are not a "personal" issue, and affect the entirety of mankind. It's morons like you that prevent social and cultural progress.
50 years ago, the Imperial Province of Iron Coast succumbed to a Necromancer by the name of Magnor Dragonblade, who unleashed an apocalyptic doomsday spell across the entire continent. Thousands died bringing Magnor down, including an Emperor, but Iron Coast has been cursed with an eternal aura of decay and undeath ever since. The Empire never returned, and few living remain; yet whispers abound that a wraith has taken residence in Magnor's former mage tower, and is plotting to finish what the Necromancer started.
A Timeline of Death and Ruin
I.R 421, Summer: Iron Coast annexed by the Empire after a brief military campaign; the native people were a backward lot, and easily subdued.
I.R 435, Summer: Fourteen years of Imperial rule see the previously sparsely populated continent prosper, as new cities are built, and bountiful resources are discovered. Traders from across the world settle in Iron Coast, looking to make quick coin in an emerging market.
I.R 461, Summer: Magnor Dragonblade, a powerful merchant and Chief of Iron Coast's Chamber of Commerce, demands that the Emperor reduces taxes on the entire region, to allow it to recover from a particularly nasty spell of crop failure. Dragonblade's family are slaughtered by Imperial troops, on the Emperor's orders, and the merchant is himself exiled for the crime of "encouraging treason." Many are critical of the Emperor's blood thirsty response, though none make their voices heard.
I.R 480, Summer: A green fog is seen emerging from the ground, across the entirety of Iron Coast. Imperial Magi identify the fog to be magical in nature, but composed of unknown properties. Outlying settlements start to become abandoned, their inhabitants seemingly vanishing without trace.
I.R 480, Winter: An army of decaying corpses emerges from seemingly nowhere, and marches on Shmern. The Imperial garrison is overrun, and the inhabitants slaughtered to the last woman and child. The Imperial Magi suspect that the undead are those who have been vanishing in Iron Coast's extremities. Believing the green fog has had a hand in matters, they urge the Emperor, Axis III, to quarantine the entire continent.
I.R 481, Spring: Emperor Axis III arrives in Iron Coast with a vast quantity of the Imperial Army's reserve, and sets about hunting down the undead menace responsible for the sacking of Shmern. However, as he led his forces through the shadow of the Iron Mountains, he was ambushed by a vast legion of dead men. A bitter struggle ensued, and though Imperial forces were on the cusp of victory, a mysterious Necromancer appeared and unleashed devastating magic upon the Emperor's men.
Unable to overcome the Necromancer, Emperor Axis III tried to retreat, but was cornered and slaughtered along with the remains of his army. The battle of Emperor's Folly marked the beginning of the end for the Empire elsewhere across the world.
I.R 481, Summer: The Necromancer establishes his own domain, west of the Iron Mountains, and builds a giant obsidian mage tower. All those who serve under him are dead men, and all living are slaughtered. The Empire loses control, but manages to cling to Campus Magnus and the town of Actium.
Eventually, the Necromancer agrees to a parlay with the local Imperial commander, so that diplomatic relations could be established. With the Empire being threatened elsewhere, the new Emperor, Tirium II, wished to recall as many legions as he could for its defense. By now, he had written Iron Coast off as a loss.
The Necromancer reveals himself as Magnor Dragonblade, and states that his mission was to avenge the deaths of his family, and that he wishes no further bloodshed. Unfortunately for him, the parlay was a trap set by the Imperial Magi, who ambushed him by the hundreds. A great magical battle unfolded, and Magnor revealed his terrifying potential as a master-class spell caster. However, numbers won the day, and he was eventually defeated. His body was cast into the sea, and his name struck from the histories.
The green fog dissipates, seemingly dispelled by the death of Magnor.
I.R 485, Spring: An Imperial Expedition to reclaim Iron Coast fails, as they soon find that the land is full of decay and the mindless dead. It retreats, and the Emperor decides that no more effort is to be wasted on a dead land that holds no promise.
I.R 531, Summer - Present Day: Word reaches Campus Magnus of vast columns of undead creatures gathering around Magnor Dragonblade's former mage tower, and that a wraith is seemingly commanding them. Unable to raise the man power, and outright ignored by the Emperor when he requested reinforcements, Imperator Gaius sends word across the Imperial realms and beyond:
A million gold denarii, for the wraith's demise.
Two million gold denarii, if the curse of Iron Coast can be lifted.
Either sum promises any man or woman a life time of immense luxury, and many answer the call.
Map
Places
Fort Octavius
Fort Octavius is a sprawling Imperial fortress, consisting of several concentric walls and studded with impressive towers. Hundreds of troops pass through its doors every day, and it is a regional black smithing power house.
It is governed by Imperator Melian, a foreigner from the Frozen North. Though he has the men to assist his counterpart in Campus Magnus, he is unwilling to spend resources without the Emperor's consent.
If you're looking for a good sword, or a good horse, then Fort Octavius is a fine place to start - just be sure you're not known for breaking any laws.
Entrium
An ancient fishing town that's been apart of the Empire for centuries. It is composed of many impressive villas, cobbled streets and bustling markets. A lot of coin passes through here, and goods of every kind can be obtained for the right price.
Looking for herbs? Food? Magic peddlers? You'll find it all here.
Campus Magnus
Mocked as "The Permanent Palisade", Campus Magnus found life as a staging point that was once used by Emperor Axis III in his ill fated campaign against Magnor Dragonblade. It is a large tented settlement, surrounded by intricate defenses, consisting of stakes, ditches and wooden walls.
Though not particularity nice to look at, it forms the bastion of Imperial might in Iron Coast. From there, Imperator Gaius rules with an iron fist. He is a skeptical man, with a total distrust of magic; many "suspected" necromancers burn nightly in the center of his fort.
If you're looking for a rest on a mattress of flea ridden straw, or to get your equipment seen to, then Campus Magnus can provide. Just don't give the Imperator a reason to suspect you're a necromancer.
Actium
Actium pre-dates the fall of the continent, and is rich with centuries old architecture. You'll find no villas here, but rather sturdy stone houses and thatched roofs. The streets are paved robustly, though they lack the attractiveness of Imperial decor. It mostly exists to serve the needs of the nearby Imperial troops.
Taverns, smiths, bath houses and markets - your average town, really. However, it lives under the shadows of constant threat - the mindless dead are known to walk into it from time to time, though they are always put down by the local garrison. Nevertheless, the recently deceased are always cremated here, and people are paranoid of outsiders. Many unsanctioned burnings of necromancers take place, though Imperator Gaius turns a blind eye to most of these events.
The Iron Forest
Called as such, because the trees are of a grey pallor. Before the fall of Iron Coast, the forest was rich with greens and lush. Now though, it is haunted nightmare, that takes unsuspecting travelers and keeps them forever.
Mindless undead, both man and beast, roam this cursed sprawl of vegetation. However, Imperial patrols do grace the area from time to time, in a futile effort to cull the encroaching darkness. If you plan to move through the Iron Forest, then bring your weapons, and bring your courage.
Corpsewood
Another colorfully named area of woodland, Corpsewood is as decayed as its neighbor, the Iron Forest. No one dwells in the wretched place, and it is infested with the mindless undead. The Empire patrols the nearby road, but rarely goes beneath the canopy.
Emperor's Folly
Emperor's Folly consists of a large ruined rampart, that stretches from the slopes of the mountains to the north, and connects to others in the south. It was a large defensive fortification in its hayday, built before the continent was brought under Imperial control.
Now it is just a battered collection of rocks and haunted towers.
Ahead of the ruins, is a land eternally scarred by a battle fought nearly fifty years ago. One can still see the countless skeletons and corpses of the Emperor's men, and the wide scars in the land left by Magnor's terrifying magical might.
It is said that ghosts of those who died in the battle, still haunt the area, and seek the flesh of the living. It is also said, that Emperor Axis III himself walks as a revenant, trapped in agonizing undeath, but who will reward the one that kills him. What this reward is, none can say, but it was rumored the Emperor used a magically imbued weapon created before the Empire's founding.
Fancey finding the dead Emperor? He'll be around there somewhere, weeping and cursing.
Saviour's Pass
When Iron Coast fell, and the Empire fought Magnor at the battle of Emperor's Folly, there was a second and lesser known engagement underway.
You see, the Imperial fort of Eleptus was under siege from an entire legion of dead men. The garrison was on the verge of being overrun, when a daring raid by Imperial Magi descended onto the undead host from a concealed pass in the Iron Mountains - Saviour's Pass.
The Imperial Magi broke the undead, and were able to evacuate the garrison before Magnor appeared to finish the job. Hundreds were saved that day.
Now however, it is believed haunted, and winged beasts are rumored to circle the pass - looking to pick off unsuspecting adventurers.
Ghost's Bastion
Formerly Fort Eleptus, Ghost's Bastion is named so because of the minor wraiths and revenants that inhabit the now derelict fortification.
These ethereal beings were trapped by Magnor's necromancy, damned to stand their posts until the end of time. Though what they guard, none can say - although, there is the story that concerns a one Imperator Hector, the commander of Fort Eleptus. It is said he died in the defense, leading his men to safety.
Hector was known for the use of an obsidian bow, of Dark Elven design. Not many like that in the world today - might be worth having a little dig around for it? If you intend to take on a host of ghosts, be sure to bring silver, and plenty of fire.
Gallowsford
A dead town, full of dead men. It was once the Provincial Capital, and now it is a Provincial Ruin. Gallowsford's villas lay in ruins, its churches burnt to ashes and is roads smashed. It is an apocalyptic labyrinth.
You wont find much here in the way of civilization, but you'll find plenty of riches - its former inhabitants had little time to abandon the town, before they were slaughtered by Magnor's insurrection.
Shadowgrim
Like Gallowsford, Shadowgrim is a ruined town full of mindless dead.
The enraged spirit of a former countess dwells here; she was a powerful witch in life, and it is said that she will grant they that free her from her misery a great reward - but what can a dead witch possibly offer? Look for her in the town's affluent districts... or what's left of them.
Serpent's Lair
A powerful evil is said to lurk here, and rumors speculate that a great serpent from ancient times dwells in the deep cave.
Such serpents are known for their hoarding of treasures, and it'll probably be a great place to go artifact hunting! Just don't end up as snake food.
The Unforgetting Woods
Now this is a truly fell place, and possibly the most lethal - depending on who you are.
It is said that whoever walks through the Unforgetting Woods, will be attacked by their sins. Whether it is by the memories of those they killed, or those they cheated, it matters little. The more wrong one has done in their life, and the heavier the conscience, then the more dangerous the woods become. Some magic in the world never forgets the wrongs of a life time, no matter how well they are concealed.
Though what is the cause of all this? None can say... but... it is rumored the remains of Magnor's family were buried there in a mass grave by their murderers.
Ruins of Shmern
The flash point of Magnor's attempt for vengeance, Shmern is a sunken ruin, full of dead men and ghosts. It is said you can still hear the screams of those murdered by Magnor's servants if you wander the streets, and it is also said that not all of the ruin's inhabitants will turn on the living.
It was Magnor Dragonblade's home town, where he lived before he fell from grace. Not that you care of course, but there might be something to find besides death and misery.
Dragonblade Tower
A giant obsidian tower, stretching up towards the clouds. It was built by the dead, and the dead keep it.
Magnor had it erected so that he could project his powers further afield, across the entire Empire, but something stopped him unleashing such destruction... and instead he opted for ill-fated diplomacy.
There's no telling what one may find here, but it has been recently rumored that a powerful wraith is gathering a new undead army to the tower.
Tread carefully, this could be the lair of an emerging successor to the Empire. Yet, if this being is an intelligent one, perhaps it can be conversed with? Perhaps it holds the key to the curse that has brought the continent to ruin?
Bestiary
Imperial Legionaries are professional soldiers, who have sacrificed a civilian life to serve in the Emperor's armies. They are skilled, well disciplined and extremely loyal to the Empire. A towershield and short sword forms the mainstay of their armory, but they are also excellent employers of cavalry and archers.
In the last fifty years, the Empire has seen several reverses across its vast frontier, and the quality of soldiers is starting to slip a little. As Campus Magnus is seen merely as a buffer zone between the Empire and the ruined Province, you will tend to find older and less healthy recruits manning the outposts.
They are formed from a multitude of races, from humans to Elves, Orcs to Dwarves, and are brave warriors. They will gladly give their lives for the glory of the Empire, and will pursue enemies relentlessly - foreign or domestic. Watch yourself around them, for few criminals escape the long arm of the Emperor's justice.
Imperial Magi is the organizational name given to all mages aligned to the Empire; they are a scheming lot, kept in constant check by the Emperor's spies and enforcers. The strength of Imperial Mages ranges drastically from individual to individual, and one only needs to be slightly gifted in the magical arts to attain the rank of Imperial Mage.
They are headed by Bishops, who are usually powerful spell casters with a taste for the divine. Aside from acting as the Emperor's magical military might, they also serve as inquisitors who seek out renegade magicians, wizards and witches. They usually have unbridled authority over standard Imperial troops, and often clash with Imperators when it comes to devising strategies.
Iron Coast is infested by hordes of mindless, roaming lesser undead. These creatures range from skeletal warriors to zombies, but are not exclusive to humanoids; undead wolves and bears also mar the settlements and forests of the former Imperial Province.
They are insane, and beyond reason, driven to madness by the permanent agony that is undeath. Some scattered memories remain, but not enough to allow them to think cohesively. They are merely shells, occupied by tortured souls.
Lesser Undead can use weapons and perform basic functions, but their movements are sluggish and only pose a significant threat in great numbers. A Holy hero may be able to ward them off with simple spells.
Destroying them with fire, or removing the head is the quickest way to unbind them from the Necromancy that holds them together. They cannot procreate by biting the living, however they are notorious for carrying disease - so watch yourself!
Lesser Revenants are those undead who were strong of will in their living days, and upon resurrection, retained most of their cognitive functions. They can think, talk and deal with logic; however, the agony of undeath has made them mentally unsound, and they relentlessly seek to wreak havoc on the living.
They have memories of their past lives, but their undeath has put them beyond compassion. Therefore they are effective warriors, and often wander the twisted landscapes alone or in bands of other Revenants. They generally ignore Lesser Undead, but will at times attack them if they prove a nuisance.
Lesser Revenants are capable of using minor magic spells, and have kept any combat experience they held in their previous lives. However, they can be felled easily with fire, or by destroying the head; additionally, silver proves extremely effective against their putrid flesh. In any case, tread carefully.
Lesser Wraiths are the restless spirits of the long dead, usually created by the demise of someone caught in a powerful emotional whirlwind. They are able to become ethereal, and light as a fog; this allows them to pass through walls, or hide in the shadows. Once they have located prey, they will become physical, and use a combination of magic (known to them before death) to destroy their enemy. The necromancy that binds them augments their spell casting, allowing them to access powers their living selves never could.
Mortal weapons will not harm a wraith when it is in ethereal form, but they will damage one in its physical form. Again, fire and silver are advised. An ethereal wraith is extremely vulnerable to silver and fire.
Lesser wraiths are able to raise Lesser Undead from the remains of man or animal, and also have the strength to command warbands - indeed, they will be rarely found without a handful of putrid guardians. Furthermore, they are as lucid as Lesser Revenants, and are able to converse with each other and their foe - but they are incapable of emotion, and lust after the living.
Revenants form the "aristocracy" of any Undead Domain. They were usually powerful individuals in their former lives, who even after undeath have kept most of their faculties, and are relatively sane. They are able to command Lesser Revenants and Lesser Undead, and could be considered to be officers or captains of any undead legion.
They are not lost to mindless rage, and they do not lust after the living; rather, they have accepted their fate, and overcome the immense grief by focusing on what's at hand: power. Revenants are usually driven by the desire to dominate all that they see, which often leads to in-fighting with their kin.
Revenants are deadly warriors; their skills and knowledge from a living life enhanced by unholy speed and vitality. Only silver and magic will avail you here, but even then, it might not be enough.
Interestingly, they can be reasoned with if a hero is in a position to parlay.
Wraiths are deadly beings, of considerable powers. They would have started their undead lives as Lesser Wraiths, but through long years of meditation, have been able to manifest themselves into a permanent physical presence. Their flesh, blood and bones are the creation of Necromancy, and their rotten hearts pulse with the kind of energy that could fell a hero at the blink of an eye.
By and large, they are deadly magic users, able to summon up vasts amount of energy and can outperform any living adversary - purely because they do not tire, and the limit of their power is subject only by the ability to focus. Therefore the older the wraith, then the more training they are likely to have done, and thus all the more powerful they will be.
They are sane, like Revenants, but are notorious schemers with a taste for causing misery. Converse with them if you will, but their every word is an arrow tipped with poison.
Wraiths can summon lesser wraiths and revenants at will, as well as lesser undead. However, the more minions they have, then the less powerful they themselves become - their energy tied up in maintaining the walking corpses under their command.
Silver and magic are the only means with which to slay them.
The creatures listed are only the most common of creatures a hero will encounter in Iron Coast, but there are many other varieties of undead that stalk the land; some are comparatively weak and stupid, but others are fiercely intelligent with their own agendas... and not all are undead monsters, but living and breathing monstrosities.
It is down to the players to encounter a creature not listed, and they will be given free reign - so long as no funny business occurs as a result.
Rules
1) Iron Coast is your oyster, and I have provided as much background for it as it reasonable. Go wherever you want, do whatever you want - but keep in mind that the overarching plot concerns the death of a suspected Wraith at Dragonblade Tower.
2) Do not attempt to kill other characters without permission of their owners. Simple as that. No agreement, then no death. In an event where a fall out occurs, I will intervene and bitch slap the lot of you to Kingdom Come.
3) The Undead are not defenceless, and so I'd ask you refrain from scenes that involve your character striking down mobs of them at a time - give your guy/gal some flesh, by showing that they are not invincible bad asses.
4) Only the most absurd custom races will be turned down.
5) Balance your character; their strength must be equaled by weakness.
So, What Will It Be? Glory? Gold? Death?
Name:
Age:
Gender:
Race: The Empire is composed of many races, humans being just one of them.
Race Overview: A brief overview of your race, not required for humans.
Titles: If applicable, an example would be The Dragon Slayer.
Appearance: Picture or text.
Weapons: Anything enchanted or otherwise un-ordinary is going to need explaining. Don't just put "Flaming Sword", because I'd wanna know what makes it so flamey.
Steed: If applicable; does your character have a horse? Or something similar? If so, what's its name? What does it look like?
Abilities: Anything unnatural that your character can perform, but is not strictly magical in nature. An example would be a vampire's various traits i.e hates sun light, has enhanced strength etc.
Talents: Mortal skills, if you will. Skilled in herb lore, an excellent marksman, a great sword fighter - that stuff.
Magic: What kind of magic can they use? And how does their school of magic work? There is no overarching magical mechanic at play, so there's room for different kinds.
Backstory: Who are they? Where they from? Been a pirate all their lives? A farmhand looking to break the monotony of life? A whore looking to escape her soiled past? A noble knight wanting to put some dead to sleep? An Imperial mage looking to correct the mistakes of a lifetime?
Starting Location: Actium, Fort Octavius, Campus Magnus, Entrium.
POST IN OOC FOR APPROVAL.
Or Perhaps, You Are A Soul Looking For An End To Your Torment?
These characters are Undead, strictly as a result of the Fall of Iron Coast, and they will primarily concern themselves with impeding the heroes. However, as a rule, these characters must and will die in battle against the living - they are essentially an NPC role, with intelligent life, for any player who has a taste for playing the "bad guys".
At the RP's start, they will have no alignment with the evil that lurks in Dragonblade Tower, and will have little knowledge about it themselves.
Name:
Creature Race: Lesser Undead/Revenant etc etc
Creature Race Overview: If a custom creature race.
Gender: If applicable.
Undeath Age: From the moment they died, no older than 51 years.
Appearance: Picture or text.
Abilities: What gifts has the Darkness imbued them with?
Talents: What skills have they retained from their living days?
Weapons:
Steed: Nothing says FEAR ME! like a skeletal horse!
Magic: Will be based in Necromancy, or similar unholy magic schools.
The Tale of a Corpse: What has your character been up to since it became an undead minion? Roam around mad as a hatter for a while? Sought out its ancestral home?
Alright, bestiary and rules have been added, and I've also allowed room for players to take on the role of the undead - though I may limit this severely if I find people trying to bundle it. Just thought it might make things a little more awesome, but I dunno.
What'd you guys think? The first post of this thread has been fully updated to reflect the finished product.
50 years ago, the Imperial Province of Iron Coast succumbed to a Necromancer by the name of Magnor Dragonblade, who unleashed an apocalyptic doomsday spell across the entire continent. Thousands died bringing Magnor down, including an Emperor, but Iron Coast has been cursed with an eternal aura of decay and undeath ever since. The Empire never returned, and few living remain; yet whispers abound that a wraith has taken residence in Magnor's former mage tower, and is plotting to finish what the Necromancer started.
A Timeline of Death and Ruin
I.R 421, Summer: Iron Coast annexed by the Empire after a brief military campaign; the native people were a backward lot, and easily subdued.
I.R 435, Summer: Fourteen years of Imperial rule see the previously sparsely populated continent prosper, as new cities are built, and bountiful resources are discovered. Traders from across the world settle on the Iron Coast, looking to make quick coin in an emerging market.
I.R 461, Summer: Magnor Dragonblade, a powerful merchant and Chief of the Iron Coast Chamber of Commerce, demands that the Emperor reduces taxes on the entire region, to allow it to recover from a particularly nasty spell of crop failure. Dragonblade's family are slaughtered by Imperial troops, on the Emperor's orders, and the merchant is himself exiled for the crime of "encouraging treason." Many are critical of the Emperor's blood thirsty response, though none make their voices heard.
I.R 480, Summer: A green fog is seen emerging from the ground, across the entirety of Iron Coast. Imperial Magi identify the fog to be magical in nature, but composed of unknown properties. Outlying settlements start to become abandoned, their inhabitants seemingly vanishing without trace.
I.R 480, Winter: An army of decaying corpses emerges from seemingly nowhere, and marches on Shmern. The Imperial garrison is overrun, and the inhabitants slaughtered to the last woman and child. The Imperial Magi suspect that the undead are those who have been vanishing in Iron Coast's extremities. Believing the green fog has had a hand in matters, they urge the Emperor, Axis III, to quarantine the entire continent.
I.R 481, Spring: Emperor Axis III arrives in Iron Coast with a vast quantity of the Imperial Army's reserve, and sets about hunting down the undead menace responsible for the sacking of Shmern. However, as he led his forces through the shadow of the Iron Mountains, he was ambushed by a vast legion of dead men. A bitter struggle ensued, and though Imperial forces were on the cusp of victory, a mysterious Necromancer appeared and unleashed devastating magic upon the Emperor's men.
Unable to overcome the Necromancer, Emperor Axis III tried to retreat, but was cornered and slaughtered along with the remains of his army. The battle of Emperor's Folly marked the beginning of the end for the Empire elsewhere across the world.
I.R 481, Summer: The Necromancer establishes his own domain, west of the Iron Mountains, and builds a giant obsidian mage tower. All those who live under him, are dead men, and all living are slaughtered. The Empire loses control, but manages to cling to Campus Magnus and the town of Actium.
Eventually, the Necromancer agress to a parlay with the local Imperial commander, so that diplomatic relations could be established. With the Empire being threatened elsewhere, the new Emperor, Tirium II, wished to recall as many legions as he could for its defence. By now, he had written the Iron Coast off as a loss.
The Necromancer reveals himself as Magnor Dragonblade, and states that his mission was to avenge the deaths of his family, and that he wishes no further bloodshed. Unfortunately for him, the parlay was a trap set by the Imperial Magi, who ambushed him by the hundreds. A great magical battle unfolded, and Magnor revealed his terrifying potential as a master-class spell caster. However, numbers won the day, and he was eventually defeated. His body was cast into the sea, and his name struck from the histories.
The green fog dissipates, seemingly dispelled by the death of Magnor.
I.R 485, Spring: An Imperial Expedition to reclaim the Iron Coast fails, as they soon find that the land is full of decay and the mindless dead. It retreats, and the Emperor decides that no more effort is to be wasted on a dead land that holds no promise.
I.R 531, Summer - Present Day: Word reaches Campus Magnus of vast columns of undead creatures gathering around Magnor Dragonblade's former mage tower, and that a wraith is seemingly commanding them. Unable to raise the man power, and outright ignored by the Emperor when he requested reinforcements, Imperator Gaius sends word across the Imperial realms and beyond:
A million gold denarii, for the wraith's demise.
Two million gold denarii, if the curse of Iron Coast can be lifted.
Either sum promises any man or woman a life time of immense luxury, and many answer the call.
Map
Places
Fort Octavius
Fort Octavius is a sprawling Imperial fortress, consisting of several concentric walls and studded with impressive towers. Hundreds of troops pass through its doors every day, and it is a regional black smithing power house.
It is governed by Imperator Melian, a foreigner from the Frozen North. Though he has the men to assist his counterpart in Campus Magnus, he is unwilling to spend resources without the Emperor's consent.
If you're looking for a good sword, or a good horse, then Fort Octavius is a fine place to start - just be sure you're not known for breaking any laws.
Entrium
An ancient fishing town that's been apart of the Empire for centuries. It is composed of many impressive villas, cobbled streets and bustling markets. A lot of coin passes through here, and goods of every kind can be obtained for the right price.
Looking for herbs? Food? Magic peddlers? You'll find it all here.
Campus Magnus
Mocked as "The Permanent Palisade", Campus Magnus found life as a staging point that was once used by Emperor Axis III in his ill fated campaign against Magnor Dragonblade. It is a large tented settlement, surrounded by intricate defenses, consisting of stakes, ditches and wooden walls.
Though not particularity nice to look at, it forms the bastion of Imperial might in Iron Coast. From there, Imperator Gaius rules with an iron fist. He is a skeptical man, with a total distrust of magic; many "suspected" necromancers burn nightly in the center of his fort.
If you're looking for a rest on a mattress of flea ridden straw, or to get your equipment seen to, then Campus Magnus can provide. Just don't give the Imperator a reason to suspect you're a necromancer.
Actium
Actium pre-dates the fall of the continent, and is rich with centuries old architecture. You'll find no villas here, but rather sturdy stone houses and thatched roofs. The streets are paved robustly, though they lack the attractiveness of Imperial decor. It mostly exists to serve the needs of the nearby Imperial troops.
Taverns, smiths, bath houses and markets - your average town, really. However, it lives under the shadows of constant threat - the mindless dead are known to walk into it from time to time, though they are always put down by the local garrison. Nevertheless, the recently deceased are always cremated here, and people are paranoid of outsiders. Many unsanctioned burnings of necromancers take place, though Imperator Gaius turns a blind eye to most of these events.
The Iron Forest
Called as such, because the trees are of a grey pallor. Before the fall of the Iron Coast, the forest was rich with greens and lush. Now though, it is haunted nightmare, that takes unsuspecting travelers and keeps them forever.
Mindless undead, both man and beast, roam this cursed sprawl of vegetation. However, Imperial patrols do grace the area from time to time, in a futile effort to cull the encroaching darkness. If you plan to move through the Iron Forest, then bring your weapons, and bring your courage.
Corpsewood
Another colorfully named area of woodland, Corpsewood is as decayed as its neighbor, the Iron Forest. No one dwells in the wretched place, and it is infested with the mindless undead. The Empire patrols the nearby road, but rarely goes beneath the canopy.
Emperor's Folly
Emperor's Folly consists of a large ruined rampart, that stretches from the slopes of the mountains to the north, and connects to others in the south. It was a large defensive fortification in its hayday, built before the continent was brought under Imperial control.
Now it is just a battered collection of rocks and haunted towers.
Ahead of the ruins, is a land eternally scarred by a battle fought nearly fifty years ago. One can still see the countless skeletons and corpses of the Emperor's men, and the wide scars in the land left by Magnor's terrifying magical might.
It is said that ghosts of those who died in the battle, still haunt the area, and seek the flesh of the living. It is also said, that Emperor Axis III himself walks as a revenant, trapped in agonizing undeath, but who will reward the one that kills him. What this reward is, none can say, but it was rumored the Emperor used a magically imbued weapon created before the Empire's founding.
Fancey finding the dead Emperor? He'll be around there somewhere, weeping and cursing.
Saviour's Pass
When the Iron Coast fell, and the Empire fought Magnor at the battle of Emperor's Folly, there was a second and lesser known engagement underway.
You see, the Imperial fort of Eleptus was under siege from an entire legion of dead men. The garrison was on the verge of being overrun, when a daring raid by Imperial Magi descended onto the undead host from a concealed pass in the Iron Mountains - Saviour's Pass.
The Imperial Magi broke the undead, and were able to evacuate the garrison before Magnor appeared to finish the job. Hundreds were saved that day.
Now however, it is believed haunted, and winged beasts are rumored to circle the pass - looking to pick off unsuspecting adventurers.
Ghost's Bastion
Formerly Fort Eleptus, Ghost's Bastion is named so because of the minor wraiths and revenants that inhabit the now derelict fortification.
These ethereal beings were trapped by Magnor's necromancy, damned to stand their posts until the end of time. Though what they guard, none can say - although, there is the story that concerns a one Imperator Hector, the commander of Fort Eleptus. It is said he died in the defense, leading his men to safety.
Hector was known for the use of an obsidian bow, of Dark Elven design. Not many like that in the world today - might be worth having a little dig around for it? If you intend to take on a host of ghosts, be sure to bring silver, and plenty of fire.
Gallowsford
A dead town, full of dead men. It was once the Provincial Capital, and now it is a Provincial Ruin. Gallowsford's villas lay in ruins, its churches burnt to ashes and is roads smashed. It is an apocalyptic labyrinth.
You wont find much here in the way of civilization, but you'll find plenty of riches - its former inhabitants had little time to abandon the town, before they were slaughtered by Magnor's insurrection.
Shadowgrim
Like Gallowsford, Shadowgrim is a ruined town full of mindless dead.
The enraged spirit of a former countess dwells here; she was a powerful witch in life, and it is said that she will grant they that free her from her misery a great reward - but what can a dead witch possibly offer? Look for her in the town's affluent districts... or what's left of them.
Serpent's Lair
A powerful evil is said to lurk here, and rumors speculate that a great serpent from ancient times dwells in the deep cave.
Such serpents are known for their hoarding of treasures, and it'll probably be a great place to go artifact hunting! Just don't end up as snake food.
The Unforgetting Woods
Now this is a truly fell place, and possibly the most lethal - depending on who you are.
It is said that whoever walks through the Unforgetting Woods, will be attacked by their sins. Whether it is by the memories of those they killed, or those they cheated, it matters little. The more wrong one has done in their life, and the heavier the conscience, then the more dangerous the woods become. Some magic in the world never forgets the wrongs of a life time, no matter how well they are concealed.
Though what is the cause of all this? None can say... but... it is rumored the remains of Magnor's family were buried there in a mass grave by their murderers.
Ruins of Shmern
The flash point of Magnor's attempt for vengeance, Shmern is a sunken ruin, full of dead men and ghosts. It is said you can still hear the screams of those murdered by Magnor's servants if you wander the streets, and it is also said that not all of the ruin's inhabitants will turn on the living.
It was Magnor Dragonblade's home town, where he lived before he fell from grace. Not that you care of course, but there might be something to find besides death and misery.
Dragonblade Tower
A giant obsidian tower, stretching up towards the clouds. It was built by the dead, and the dead keep it.
Magnor had it erected so that he could project his powers further afield, across the entire Empire, but something stopped him unleashing such destruction... and instead he opted for ill-fated diplomacy.
There's no telling what one may find here, but it has been recently rumored that a powerful wraith is gathering a new undead army to the tower.
Tread carefully, this could be the lair of an emerging successor to the Empire. Yet, if this being is an intelligent one, perhaps it can be conversed with? Perhaps it holds the key to the curse that has brought the continent to ruin?
Bestiary
Imperial Legionaries are professional soldiers, who have sacrificed a civilian life to serve in the Emperor's armies. They are skilled, well disciplined and extremely loyal to the Empire. A towershield and short sword forms the mainstay of their armory, but they are also excellent employers of cavalry and archers.
In the last fifty years, the Empire has seen several reverses across its vast frontier, and the quality of soldiers is starting to slip a little. As Campus Magnus is seen merely as a buffer zone between the Empire and the ruined Province, you will tend to find older and less healthy recruits manning the outposts.
They are formed from a multitude of races, from humans to Elves, Orcs to Dwarves, and are brave warriors. They will gladly give their lives for the glory of the Empire, and will pursue enemies relentlessly - foreign or domestic. Watch yourself around them, for few criminals escape the long arm of the Emperor's justice.
Imperial Magi is the organizational name given to all mages aligned to the Empire; they are a scheming lot, kept in constant check by the Emperor's spies and enforcers. The strength of Imperial Mages ranges drastically from individual to individual, and one only needs to be slightly gifted in the magical arts to attain the rank of Imperial Mage.
They are headed by Bishops, who are usually powerful spell casters with a taste for the divine. Aside from acting as the Emperor's magical military might, they also serve as inquisitors who seek out renegade magicians, wizards and witches. They usually have unbridled authority over standard Imperial troops, and often clash with Imperators when it comes to devising strategies.
Iron Coast is infested by hordes of mindless, roaming lesser undead. These creatures range from skeletal warriors to zombies, but are not exclusive to humanoids; undead wolves and bears also mar the settlements and forests of the former Imperial Province.
They are insane, and beyond reason, driven to madness by the permanent agony that is undeath. Some scattered memories remain, but not enough to allow them to think cohesively. They are merely shells, occupied by tortured souls.
Lesser Undead can use weapons and perform basic functions, but their movements are sluggish and only pose a significant threat in great numbers. A Holy hero may be able to ward them off with simple spells.
Destroying them with fire, or removing the head is the quickest way to unbind them from the Necromancy that holds them together. They cannot procreate by biting the living, however they are notorious for carrying disease - so watch yourself!
Lesser Revenants are those undead who were strong of will in their living days, and upon resurrection, retained most of their cognitive functions. They can think, talk and deal with logic; however, the agony of undeath has made them mentally unsound, and they relentlessly seek to wreak havoc on the living.
They have memories of their past lives, but their undeath has put them beyond compassion. Therefore they are effective warriors, and often wander the twisted landscapes alone or in bands of other Revenants. They generally ignore Lesser Undead, but will at times attack them if they prove a nuisance.
Lesser Revenants are capable of using minor magic spells, and have kept any combat experience they held in their previous lives. However, they can be felled easily with fire, or by destroying the head; additionally, silver proves extremely effective against their putrid flesh. In any case, tread carefully.
Lesser Wraiths are the restless spirits of the long dead, usually created by the demise of someone caught in a powerful emotional whirlwind. They are able to become ethereal, and light as a fog; this allows them to pass through walls, or hide in the shadows. Once they have located prey, they will become physical, and use a combination of magic (known to them before death) to destroy their enemy. The necromancy that binds them augments their spell casting, allowing them to access powers their living selves never could.
Mortal weapons will not harm a wraith when it is in ethereal form, but they will damage one in its physical form. Again, fire and silver are advised. An ethereal wraith is extremely vulnerable to silver and fire.
Lesser wraiths are able to raise Lesser Undead from the remains of man or animal, and also have the strength to command warbands - indeed, they will be rarely found without a handful of putrid guardians. Furthermore, they are as lucid as Lesser Revenants, and are able to converse with each other and their foe - but they are incapable of emotion, and lust after the living.
Revenants form the "aristocracy" of any Undead Domain. They were usually powerful individuals in their former lives, who even after undeath have kept most of their faculties, and are relatively sane. They are able to command Lesser Revenants and Lesser Undead, and could be considered to be officers or captains of any undead legion.
They are not lost to mindless rage, and they do not lust after the living; rather, they have accepted their fate, and overcome the immense grief by focusing on what's at hand: power. Revenants are usually driven by the desire to dominate all that they see, which often leads to in-fighting with their kin.
Revenants are deadly warriors; their skills and knowledge from a living life enhanced by unholy speed and vitality. Only silver and magic will avail you here, but even then, it might not be enough.
Interestingly, they can be reasoned with if a hero is in a position to parlay.
Wraiths are deadly beings, of considerable powers. They would have started their undead lives as Lesser Wraiths, but through long years of meditation, have been able to manifest themselves into a permanent physical presence. Their flesh, blood and bones are the creation of Necromancy, and their rotten hearts pulse with the kind of energy that could fell a hero at the blink of an eye.
By and large, they are deadly magic users, able to summon up vasts amount of energy and can outperform any living adversary - purely because they do not tire, and the limit of their power is subject only by the ability to focus. Therefore the older the wraith, then the more training they are likely to have done, and thus all the more powerful they will be.
They are sane, like Revenants, but are notorious schemers with a taste for causing misery. Converse with them if you will, but their every word is an arrow tipped with poison.
Wraiths can summon lesser wraiths and revenants at will, as well as lesser undead. However, the more minions they have, then the less powerful they themselves become - their energy tied up in maintaining the walking corpses under their command.
Silver and magic are the only means with which to slay them.
The creatures listed are only the most common of creatures a hero will encounter in Iron Coast, but there are many other varieties of undead that stalk the land; some are comparatively weak and stupid, but others are fiercely intelligent with their own agendas... and not all are undead monsters, but living and breathing monstrosities.
It is down to the players to encounter a creature not listed, and they will be given free reign - so long as no funny business occurs as a result.
Rules
1) Iron Coast is your oyster, and I have provided as much background for it as it reasonable. Go wherever you want, do whatever you want - but keep in mind that the overarching plot concerns the death of a suspected Wraith at Dragonblade Tower.
2) Do not attempt to kill other characters without permission of their owners. Simple as that. No agreement, then no death. In an event where a fall out occurs, I will intervene and bitch slap the lot of you to Kingdom Come.
3) The Undead are not defenceless, and so I'd ask you refrain from scenes that involve your character striking down mobs of them at a time - give your guy/gal some flesh, by showing that they are not invincible bad asses.
4) Only the most absurd custom races will be turned down.
5) Balance your character; their strength must be equaled by weakness.
So, What Will It Be? Glory? Gold? Death?
Name:
Age:
Gender:
Race: The Empire is composed of many races, humans being just one of them.
Race Overview: A brief overview of your race, not required for humans.
Titles: If applicable, an example would be The Dragon Slayer.
Appearance: Picture or text.
Weapons: Anything enchanted or otherwise un-ordinary is going to need explaining. Don't just put "Flaming Sword", because I'd wanna know what makes it so flamey.
Steed: If applicable; does your character have a horse? Or something similar? If so, what's its name? What does it look like?
Abilities: Anything unnatural that your character can perform, but is not strictly magical in nature. An example would be a vampire's various traits i.e hates sun light, has enhanced strength etc.
Talents: Mortal skills, if you will. Skilled in herb lore, an excellent marksman, a great sword fighter - that stuff.
Magic: What kind of magic can they use? And how does their school of magic work? There is no overarching magical mechanic at play, so there's room for different kinds.
Backstory: Who are they? Where they from? Been a pirate all their lives? A farmhand looking to break the monotony of life? A whore looking to escape her soiled past? A noble knight wanting to put some dead to sleep? An Imperial mage looking to correct the mistakes of a lifetime?
Starting Location: Actium, Fort Octavius, Campus Magnus, Entrium.
POST IN OCC FOR APPROVAL.
Or Perhaps, You Are A Soul Looking For An End To Your Torment?
These characters are Undead, strictly as a result of the Fall of Iron Coast, and they will primarily concern themselves with impeding the heroes. However, as a rule, these characters must and will die in battle against the living - they are essentially an NPC role, with intelligent life, for any player who has a taste for playing the "bad guys".
At the RP's start, they will have no alignment with the evil that lurks in Dragonblade Tower, and will have little knowledge about it themselves.
Name:
Creature Race: Lesser Undead/Revenant etc etc
Creature Race Overview: If a custom creature race.
Gender: If applicable.
Undeath Age: From the moment they died, no older than 51 years.
Appearance: Picture or text.
Abilities: What gifts has the Darkness imbued them with?
Talents: What skills have they retained from their living days?
Weapons:
Steed: Nothing says FEAR ME! like a skeletal horse!
Magic: Will be based in Necromancy, or similar unholy magic schools.
The Tale of a Corpse: What has your character been up to since it became an undead minion? Roam around mad as a hatter for a while? Sought out its ancestral home?
The squad of crazed soldiers didn't slow their pace, nor did they give a thought to tactical doctrine. They had rushed down the corridors, their broken minds still possessing intimate knowledge of the Rig's layout. They knew they had survivors in the armoury, and judging by the explosion that just rocked through the structure, they knew they were missing out on the fun!
The squad reached the T-Section, and bounded right; the armory was ahead, smoke billowing from the open door. They cheered and laughed, and started running forwards, firing their rifles sporadically. Bullets pinged off the metal work, ricocheting from the walls.
Jamie Alycia Reyes
Location: Armory
Jamie had finished loading her rifle, and securing a bunch of magazines to the equipment belt of her body armor. She'd also found herself some grenades, and hooked them to her chest. There were plenty of other guns and awesome looking hardware in the armory, but she had no idea how any of it worked, so she decided to stick with the one that had served her well so far.
Then sound of boots on metal startled her, and she threw herself behind the counter, grabbing Kahleen. "I'm not going anywhere until we've killed these sons of bitches, I'm sick of running," she hissed, poising her rifle over the top of the counter and looking down its sights. "Kal, shoot anything that moves."
A group of marines turned the corner ahead, and started running and firing. Jamie depressed the trigger of her rifle, sending bullets towards the direction of their attackers. Two of the marines fell, their bodies protecting those behind from Jamie's shooting.
Rifles clattered, and Jamie was forced to duck for cover as bullets tore into the metal counter.
Well yeah, someone had to, but I was lenient. This whole holiday thing has sorta thrown a spanner in my works; that Lyra hasnt been online at all is telling me she probably can't get near a computer, so I've spared her for now.
How does John fancey running a war zone? Salvation is at hand! Just gotta be careful the Apache don't mistake him for something else and throw a hellfire his way.
The others are totally fucked though. Etzer and Kahleen are gonna have to pull some extreme nonsense out of their arses to survive the next couple of posts.
The sound of guns being loaded, and the bleats and cheers of crazed soldiers could be heard clearly through the door to the armory. Jamie had gambled, almost gotten her share, but had lost everything in a single second; the armory was occupied, there would be no Hollywood-style montage concerning the three survivors arming themselves to the teeth.
A voice, high on the bloodlust of a crazed mind, echoed down the corridor. "WOOP! WOOP! LET'S BRING ON THE PAAAAAAAAAAAAAAAAAAAAAAAAAAAAIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNNNNN!"
Jamie looked back the way they had come; she knew the crazies had come for those who were still in Survivor Processing, though they were out of sight, beyond the T-section. If the three of them headed back, and took a left, then no doubt they'd run into them and get gunned down. Further more, trying to dodge them by traversing the t-section might result in them being spotted and chased down. Then again, what else was there? Who knew how many were in the armory?
"Awww fuck," Jamie said, throwing her rifle down in resignation. "Fuck, fuck, fuck."
The door suddenly hissed, its hydraulic mechanisms pushing and grinding. A red light above the door frame turned green.
Jamie picked up her rifle quicker than she'd thrown it, and as the armory door started to open, she screamed in primal fury. Her rifle rattled briefly, seven bullets sent into the armory and beyond.
Three Crazed Soldiers
Location: Armory
Jeremy laughed hysterically as a rifle bullet suddenly tore off his cheek, shattering his jaw and splintering teeth. The pain was hilarious! It felt so right! REALLLLY RIGHT! He hopped back, away from the door, and threw himself behind a sterile metal counter - on which were place several rifle magazines and hand grenades.
Ted wasn't so lucky, because he'd been standing right in front of the door as it opened. He fell backwards, giggling as blood frothed from his mouth.
Former USMC Captain Dawson didn't even flinch as a rifle shot ricocheted off the weapon cabinet, narrowly missing his head. Instead, he snickered, but barely offered a reaction beyond that. Instead, he patiently reached for a LAW (one-shot bazooka, basically) that he'd just dug out of its reinforced casing and started flicking up the sights.
Jeremy, his face a ruin of blood and bone, aimed his rifle at Jamie, Kahleen and Etzer. It appeared the blonde femme-fatal was out of bullets, judging by the funny way she was cursing and reaching for a knife.
It seemed the three had but a moment to kill Jeremy, before he tore them all to shreds. And then of course, there was the matter of Captain Dawson prepping an anti-tank weapon in the background.
Six Crazed Soldiers
Location: Survivor Processing
"WOOP! WOOP! LET'S BRING ON THE PAAAAAAAAAAAAAAAAAAAAAAAAAAAAIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNNNNNNNNNN!"
This was the last thing the civilians in Survivor Processing heard before a group of soldiers appeared at the door, their faces all smiles and madness. They didn't immediately open fire, instead they eyed each of their victims, as if assessing the situation - a rare display of restraint from the infected, who were never known for their hesitation.
"Well, what have we here?" asked one of the soldiers, stepping forwards. He was a muscled warrior, made grey through long years - perhaps a physically fit 60, or a mundane 50. "Looks like we got some people who don't wanna join the fun."
"Let's FUCKING KILLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLL them?" barked one of the other soldiers, a large black male with biceps the size of an average man's head.
"Naw man," the first soldier butted in. "Let's have some fun," he said, smiling crazily, and eyeing a a short blonde haired woman. She was armed, a pistol in her hand, but she had frozen like a hare caught in the head lights - or maybe she was waiting for them to make a move? Oh no, wait, she seemed to be shielding a little girl behind her. "I'm gonna fuck you in the ass, bitch!"
His last remark seemed to snap the woman back into reality, and her pistol flicked up in a move reminiscent of John Wayne's western flicks... for all the good it did her. The group of crazed marines opened fire, their assault rifles reducing the woman into a pile of minced meat in seconds. The rest of the civilians panicked, and the soldiers turned on them, unleashing an indiscriminate barrage into the mass of bodies. Man and women fell, perforated and bloody from bullet wounds, until none remained standing.
"Aww, that wasn't as nearly as fun as I thought it'd be," the first soldier snickered. "Ah well."
A woman screamed, though not from inside Survivor Processing, but from beyond - in the direction of the armory.
"Huh, looks like we got some rats outside. One of ya stay here!"
And with that, five of the marines exited the room as quickly as they had come, hollering bloody murder. The last marine shrugged, and started pacing among the corpses. His rifle was held lazily at his side, and every now and then he would stop to laugh randomly. Trouble was the last thing he was expecting.
So in measured breaths, Nataliya Arnikova plotted her next move from between two still-warm bodies of her former cell mates. The rope still hung from the walkway, and it suddenly seemed like a great idea... but that marine would have to go first. She could either pounce him as he neared her, or cause some kind of distraction.
And what of the young girl? Had she survived? Did her welfare even enter the Russian woman's mind at this particularly stressful time?
Seal Team
Location: Rig's Helipad
The Blackhawk veered left, and then right; two stinger missiles narrowly missing its sleek exterior. Inside, a team of twelve U.S Navy Seals hunched together in grizzled quiet as their pilot fought a war of evasive maneuvers with the Rig's new residents.
Pulling up the rear, was an Apache Gunship, sent from God to unleash divine justice upon those who would threaten its unarmed sister. A rocket pod screeched in short order, and a cannon thudded, as the hovering death machine coated the northern side of the Rig in fire and shrapnel. No more stingers came after that.
The Blackhawk touched town on the helipad; its contents already jumping onto the concrete before it had touched down. The Navy Seals were a relic of a world long lost - humanity's best, and for all that the members of the team knew, they were the last of the last.
Their mission? Extract an immune survivor... the first such reporting since the crisis had started.
The Seals were met with resistance the moment they'd disembarked; Crazies rained down fire on them from the various platforms that dotted the structure. Humanity's best fired back in short order, their training and discipline quickly dropping hostiles left and right.
Meanwhile, the Apache continued to prowl, firing at anything that showed itself on its heat sensors. There was little regard for blue-on-blue incidents at this stage of the War. The Rig had been consigned to its fate; anything that wasn't a civilian was getting a good pounding, regardless of what it had to say about matters.
But the crazies kept coming; the virus somehow knew collectively that it faced its first serious threat, and the Seals were having a hard time getting away from the helipad. They fired, cursed and grunted as the mother of all gun battles erupted.
The Apache made a pass, unleashing cannon fire, and blasting several of the infected to kingdom come before withdrawing to avoid a stinger missile shot from the Rig's interior.
If the survivors wanted off the structure, then they were going to have to run the gauntlet of besieged Seals and enraged Crazies. It was a war zone out there.