You find yourselves thrust into a realm very different from the one they grew up in - our Earth Aug 21, 2017. Unlike the realm of their birth there is “no magic”, no demons, no undead. The science of the humans that live here have reached levels that transcend magic altogether. They build great towers that dwarf the tallest keeps. They have horseless carriages, great metal carriages that fly in the sky like dragons.
You came here by trying to ride the portal bridge the forces of Shadow rode to invade this innocent world. It was a world into which the demons and Unlife could not follow. But they have sent their agents in to pave the way.
Your quest is simple. Stop the agents of the Iron Wind from gaining a foothold and spare the humans from becoming slaves.
Our main characters MUST be able to blend in and pass for human - at least at a glance. (Remember Spock in all those time travel scenarios on Earth? An Elf will do so long as their skin is a human color and they cover their ears. But if government agents get ahold of one you may find yourselves trying to explain about accidents with rice pickers.)
The general levels and experience of the main characters should be akin to the sort that would have adventures in AD&D modules like the Drow, Demonweb, Giant. In other words, not your basic Bilbo Baggins out for his first adventure. Your gear should NOT be mundane, but the result of past adventures. Joe Average doesn’t go jumping into a portal to chase down Uruk Hai, Uralchai (War trolls - which are a highly intelligent hybrid of troll and elf), and Drow hell bent on summoning dark gods to an innocent world.
While the knowledge of any rpg rules won’t be necessary, I am going to list some of the rpg’s from which I have drawn my ideas. I pretty much stopped tabletop rpg’s by 1999.
AD&D 2nd ed - sorry, but I never bothered with 3rd and later editions. I considered them a betrayal of the original system. I stopped playing in the mid 1980’s. I do plan on using Lolth and Iuz.
Chivalry and Sorcery - not a well known. I also stopped at 3rd edition here. This was probably the most realistic setting developed for fantasy rpg’s. But the math was unwieldy. This system had excellent rules for the creation of magic items, as well as Black Magic and Demonology.
GURPS - designed for cross genre and hence will have the greatest influence. One of the most important aspects will be the effects of mana levels.
Rolemaster - The concept of the Iron Wind was drawn from this system. I do plan on using some of the Dark Gods from Shadow World.
Magic DOES work, but very poorly - both in effective skill and power. (If you have ever played the GURPS RPG, this Earth would have Low Mana.) The only plus is that failures have little or no effect. It is possible to find places where magic will work better. So yes, you may be a Magic User. Clerics, however, may have issues as they depend on sanctity. If their faith doesn’t exist on Earth, then they won’t be able to cast any miracles. Druids would do better. I am NOT using Avatar type magic. Sorry, but I am old school. Think AD&D 2nd ed. Yes, really old school.
The portal spell that brought you to Earth will also teach you the local language. (English)
I plan to start the RP in the USA. Exactly where is up for discussion, but should be in the SE USA near the end of the path of the 2017 total solar eclipse But it will be important to note that the geography of this Earth will be very similar to your realm. Some of the major variations will be man made alterations like lakes created by large dams. The name of your realm is up for discussion.
I want a detailed CS, with a good pic. The face should be very clear. In other words, no pics of some guy in armor where you can’t even see the face. People on Earth don’t walk around in armor. To blend you will have to remove yours.
You should have a well designed personality - likes, dislikes, etc. Alignment should be “Good”. A backstory of some sort would help. Remember, those who travel with you should know your personality. But your backstory might be a mystery.
Races - not much leeway here. Humans, Half Elves, and Elves. Class will be the real thing that makes you unique in the group.
You will arrive with all your gear, including horses, mules, pets, chainmail, swords, bows, etc. You will need to have these listed on your CS. You may also have henchmen, but consider the loyalty you would need to get a henchman to travel to some unknown realm. It would have to be very high. Please, no dragons, etc.
You may develop some NPC group henchmen who can NOT pass for human. (Keep this limited to 1). These will have to stay out of cities or at least out of sight. But all the characters MUST be of a “Good” alignment. They should have a CS just like your main. They should, however, be less experienced, have lesser gear, etc. Yes, you will need a good pic for each one. Backstories should include how they came to be henchmen.