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Not my own words, but: "Enjoy memes and have a good time online, but develop a solid sense of self-worth that is rooted in a reality that doesn't disappear when the battery charge is empty."
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roleplayerguild.com/topics/151013-into..

Here you go, guys! Sheets can be PM'ed to me for acceptance, then dropped in the CS tab.
Our Dice roller: roleplayerguild.com/campaigns/125





We begin in the Kingdom of Aabran. Aabran is an unusual place; it is said that its founders made pacts with denizens of the netherworld to assure their dominion. It would seem that is true, as families often have their own demonic household patrons, and imps of many shapes and sizes roam the streets alongside their masters. Though Aabran may walk a fine line between stability and damnation, ancient laws and tradition decree which entities may be dealt with safely, and which ones should not, under any circumstances be summoned. Against all reason, it would seem that Aabran has a thriving, beneficial relationship with its netherworld counterparts.

That is, until news reaches your ears of a terrible murder in the city of Lyra. Don't let its consorting with spirits fool you; Aabran is a civilized nation like any other, and cold-blooded murder is definitely illegal! The deceased has been identified as Ophelia Pesh, a well-known blueblood involved in the city's textile business. Her autopsy showed she died of asphyxiation, but there are no marks on her throat. Who knows what she was doing on the Street of the Sleepy Fox at that time of night, but the only evidence seems to be tracks that lead from Lyra into the Wilderdeep; a place where not even the local Aabranians have the stomach to go.

Lyra is ablaze with rumors, but you know better than to trust idle chatter. The reward for Ophelia's justice is great, and the Wilderdeep smells of a danger you simply can't resist.


---------------An Intro to Dungeon World---------------


Hello there!

Into Darkness is an adventure using the Dungeon World rules system. DW is an RPG that focuses on narrative action. There is little dice rolling, except to determine damage and how successful player actions are. All things considered, DW is a simple game, focused on characters doing awesome things, like exploring worlds and braving danger. It's all about 'playing to find out what happens.'

At its core, DW is a series of questions and answers, all of which have bearing on the narrative and in-game action. It looks something like this:

1. The GM gives the setup of a threat, but not the conclusion.
2. The player responds and probably rolls some dice.
3. The GM narrates the results, based on the player's roll.

These steps snowball into what will become the players' adventure, following a basic mechanic. DW actions have three potential results.
  • On a 10+, the player gets a full success. He dodges his enemy's attack and counters with his own. Or he jumps the gap and lands safely.
  • On a 7-9, it's a partial success. You might hit the monster, but loose your footing. You might cast the spell, but on the wrong target. A partial success doesn't get you exactly what you want, or it might with an added consequence.
  • On a 6 or lower, they've failed. Their action may take unintended forms and have negative or complex consequences.

These rolls are adjusted according to modifiers on an appropriate basis. If you're trying to scale a cliff, you might roll 2d6 plus your strength or dexterity modifier. If you're trying to remember ancient lore, you might roll and add that of your wisdom.

In the DW rules as written, these actions, or moves, are numerous. Attacking a prepared enemy in melee is called Hack 'n Slash. Firing a bow is called Volley. These actions, and many others, can be found in the SRD. While it may seem like a lot to remember, the player only needs to know what he wants to do (hit the skeleton, swing on the rope, search for clues). The GM will consult the appropriate move as written and work out the results.

Everything one needs to know can be found on the Dungeon World SRD, and I will also do my best to help. Compared to systems like 3.5, DW is a very simple, quick 'n dirty game, and can be a lot of fun!

---------------The Setting---------------


In Dungeon World, the setting is a malleable, ever-growing place. The GM does not usually have every last detail fleshed out at the start of an adventure. It's up to the players to help build the world as they play! At the beginning of an adventure, the GM may ask "Thief: You know the Evergloom is home to untold treasures, lost to time. Who is your contact that told you of this place and what do you hope to find?" or he may ask, "Ranger: You know that the Dargur Steppes are a dangerous and wild place. What manner of beasts should the party be wary of? Where is it safe to tread?"
In these pre-adventure questionnaires, the GM lets his players contribute to the setting, and gives the characters a place in the world, rather than being cut-and-glued into a fantasy backdrop.

So far, we begin knowing a little about the Kingdom of Aabran and the city of Lyra. Aabran is a moderately-wealthy country located in the east of the continent, Eln. It is connected to the sea on its eastern side, and to the west and south are other kingdoms and states; some of which do business with Aabran, and others with which it has tenuous relations. Aabran is best-known for its dealings with extraplanar entities. It has a high number of mages and clerics, which commune with and revere these powers. It is also a large trade power; its location on the sea ensures a steady flow of goods from around the world, and its port cities are cosmopolitan havens.

Lyra is one of these cities, located in the north. It is more remote than other ports, in contrast, but is still a thriving, lively place. It is located very close to the Wilderdeep; an immense forest that stretches out for miles. It has been the subject of Aabranian folklore for millennia, and feared by most who live in its shadow. Evidently, whatever dwells in that wilderness is more frightening than the denizens of the planes Aabranians deal with! The source of this hysteria has been long forgotten; everyone has a different tale. What matters is this wilderness is a damned place that never returns the souls that enter.

---------------Roleplaying & Gameplay---------------


As we're adapting a dice-based tabletop system to a play-by-post format, the game will be a little different. The IC will be where we write all our in-game information: what your characters do, see, say, etc. We'll also confirm their actions with a hider, or parenthesis, or however you see fit. So [fiction] followed by [action]. These posts can be as long as you like, but will usually respond to a simple prompt by me. If I push a monster your way, you can describe how your character approaches the situation; if you attack, you'll mention you're making a [hack 'n slash] move, or using one of your offensive abilities. If you're casting a spell, you'll describe the gesture, words or however you cast it, and mention the effect: [cast a spell - Magic Missle], for example.
The OOC should be an active place, where we can also discuss what's going on, confirm our actions, clear up rules, etc. I don't want to get bogged down in the details though, so we can keep things loose and fresh.

---------------Character Sheets---------------


Please read the entry for the class you want on the SRD, and fill in your sheets according to the playbook for that class. Any questions can be PM'ed or discussed in the OOC; I'm happy to help clear anything up!

Name:
XP:
HP Max:
HP Current: _/_
Base Damage: d_
Armor:
Alignment:
Look:
Race:

Bonds: Max 4


Stats: Assign 16(+2), 15(+1), 13(+1), 12(0), 9(0), 8(-1) as you see fit
STR:
DEX:
CON:
INT:
WIS:
CHA:

Gear:


Ammo:
Coin:
Load: _/_

Starting Moves:


Advanced Moves:
Paraffin has some good ideas; what sort of entity you follow as a Cleric, or consult with as a Wizard is all up to you. The SRD and rulebook have some ideas in the respective class sections. The Cleric gets different Petitions depending on the precept of his/her religion, and the ways in which you can commune, pray or give offerings to said entity are also open for you to interpret.

I'm glad we've managed to wrangle up this amount of interest; one or two more players will give us plenty to work with. Expect an OOC later tonight or tomorrow - most of the worldbuilding is done mid-RP, with player input, so don't expect too detailed a world just yet! The details are going to be ironed out as we play.
This sounds pretty neat! The prospect of both roleplaying characters and commanding armies should be fun.
@ParaffinThanks for the interest! Here's hoping we'll get a few more players soon. I'm thinking three will be enough to start, and more are welcome after.
Hello there!

This is a gauge of interest for an adventure using the Dungeon World rules system. DW is an RPG that focuses on narrative action. There is little dice rolling, except to determine damage and how successful player actions are. All things considered, DW is a simple game, focused on characters doing awesome things, like exploring worlds and braving danger. It's all about 'playing to find out what happens.'

At its core, DW is a series of questions and answers, all of which have bearing on the narrative and in-game action. It looks something like this:

1. The GM gives the setup of a threat, but not the conclusion.
2. The player responds and probably rolls some dice.
3. The GM narrates the results, based on the player's roll.

These steps snowball into what will become the players' adventure, following a basic mechanic. DW actions have three potential results.
  • On a 10+, the player gets a full success. He dodges his enemy's attack and counters with his own. Or he jumps the gap and lands safely.
  • On a 7-9, it's a partial success. You might hit the monster, but loose your footing. You might cast the spell, but on the wrong target. A partial success doesn't get you exactly what you want, or it might with an added consequence.
  • On a 6 or lower, they've failed. Self-explanatory.

These rolls are adjusted according to modifiers on an appropriate basis. If you're trying to scale a cliff, you might roll 2d6 plus your strength or dexterity modifier. If you're trying to remember ancient lore, you might roll and add that of your wisdom.

In the DW rules as written, these actions, or moves, are numerous. Attacking a prepared enemy in melee is called Hack 'n Slash. Firing a bow is called Volley. These actions, and many others, can be found in the SRD. While it may seem like a lot to remember, the player only needs to know what he wants to do (hit the skeleton, swing on the rope, search for clues). The GM will consult the appropriate move as written and work out the results.

Everything one needs to know can be found on the Dungeon World SRD, and I will also do my best to help. Compared to systems like 3.5, DW is a very simple, quick 'n dirty game, and can be a lot of fun!

---------------


Now we get to the setting! There's no telling how far we'll travel or what we might encounter, but our premise is simple and sweet.

We begin in the Kingdom of Aabran. Aabran is an unusual place; it is said that its founders made pacts with denizens of the netherworld to assure their dominion. It would seem that is true, as families often have their own demonic household patrons, and imps of many shapes and sizes roam the streets alongside their masters. Though Aabran may walk a fine line between stability and damnation, ancient laws and tradition decree which entities may be dealt with safely, and which ones should not, under any circumstances be summoned. Against all reason, it would seem that Aabran has a thriving, beneficial relationship with its netherworld counterparts.

That is, until news reaches your ears of a terrible murder in the city of Lyra. Don't let its consorting with spirits fool you; Aabran is a civilized nation like any other, and cold-blooded murder is definitely illegal! The deceased has been identified as Ophelia Pesh, a well-known blueblood involved in the city's textile business. Her autopsy showed she died of asphyxiation, but there are no marks on her throat. Who knows what she was doing on the Street of the Sleepy Fox at that time of night, but the only evidence seems to be tracks that lead from Lyra into the Wilderdeep; a place where not even the local Aabranians have the stomach to go.

Lyra is ablaze with rumors, but you know better than to trust idle chatter. The reward for Ophelia's justice is great, and the Wilderdeep smells of a danger you simply can't resist.



This outlines only the beginning of our adventure. It remains to be seen where our journey goes after the ball gets rolling, but in DW, we must keep playing to find out what happens! I'm happy to walk players through examples of how to play DW, and assist them in character creation. I'll be honest - I have no set expectations how this will turn out, but it's a game I've been wanting to play for a while, and I think it'll be fun to implement it here.

Rangers, it's collabin' time!
Titum, Southern Cimbria


Beads of sweat had formed on Calren's face, soaking his pillow as he twisted and turned. Beneath their lids, his eyes danced, trying to make sense of what they could not see. His breaths came uneven, jittery, and he clawed at his sheets, unconciously flinging them from the bed.

He was falling. As if from a great height, Calren saw the sky, smouldering with towers of black smoke. Below, a red-orange glow that burned at his vision. It should have been agonizing, yet there was no pain. Just a warm embrace as he sunk into the pool, like the arms of a lover.

Down he went, his eyes blurred by the liquid glow. He couldn't breathe, but his lungs didn't grow restless, and his mind grew ever calm. Calren didn't feel the need to do anything, he felt liberated.

The magma gurgled, and he felt the muscles around he ears strain to catch the origin of the disturbence. There was another gurgle, an bubbles rose. Soon more bubbles formed, each sound causing Calren's ears to strain, until he heard words behind each gurgle and pop.

"Listen." the bodiless sound commanded.

The words knocked Calren out of his stupor, and he opened his eyes, turning about to locate the source of their speaker. There was no one, just a hazy, orange void that permeated every fiber of his body. He waved his arms through the void feeling the viscous substance flow over his skin, as if he was swimming in a container of honey.

"Who- who's there?" he stammered, words a barely-audible whisper.

The liquid belched, "You know me." a stream of bubbles flew over Calren, bursting against him, "But what is your name?"

The myrr recoiled as the magma sent him drifting backwards, and he kicked through the muck to remain upright. As far as he could tell, however, there was no up nor down in this place.

"My name. My name is Calren Huss," he replied, with less timidity than before. The magma was starting to feel less alien, less claustrophobic. Instead, he could swear he was starting to feel empowered.

The magma seemed to spin him slowly, as if sizing him up. More bubbles broke, "Yes, Calren Huss."

There was a pause, and then the magma erupted with a sea of bubbles, the popping sending the alien voice in all directions, "Calren Huss, I find you a worthy being. I have a task for you, just for you."

The voice was assertive, heavy, but never bordered on intimidating. Where he first felt shock, Calren found a kind of solace in the mouthless speech. His body ceased squirming, and he floated comfortably in the mire.

"I- I understand. What would you ask of me?" He was not himself certain why his own reply was so agreeable, so eager to serve. But it felt right.

"I wish for you to fetch my eye, as it has fallen into the hands of a criminal," the bubbles popped against his ears, almost as if attempting to lean in and emphasize the importance.

When the voice answered, Calren's eyes closed again. He saw a form, a humanoid. Its skin was adorned in impossibly precise patterns of scar tissue, and two smoldering, red eyes burned beneath its hood. Then, the vision imploded on itself, transforming into a spherical object. Its surface was dark, like clotted blood, but as it caught the light, it shone so violently that Calren held up his hands to his face. He sensed the image had passed, and untensed. As his eyes opened, he found himself floating above a forest, bubbles floating around him. As if he had been here before, he already knew exactly where he was, and looking down he saw the hooded figure running, the eye swinging around her neck.

"You know your task and what you seek," the bubbles gurgled as the scene tinted orange the feel of the magma returned, "Go forth!"

Before Calren could speak another word, he felt his body being launched upwards, headfirst. Bubbles stormed around him, and for a moment, he felt panic. He wanted to stay, to bathe in the comfort of the mire for the rest of his years. But his body did not stop, and as he felt the void grow thinner, he thrashed and kicked, trying to let out a cry, but the stuff flooded his lungs and he could not speak. Then, he broke the surface and gave a wanton gasp for air.

He awoke. His knuckles were white, fingers clutching his bedsheets so tightly, his nails dug into his palms. Calren heaved, slowly acclimating himself back to reality, to his room. The moon was retreating from his window, and he could hear the morning birds begin their song. Then, he remembered what he had seen, and threw himself from the bed with newfound determination.
Alrighty, I have a new idea for Cimbrian Orthodoxy. Let me know what you think:

Relevant lore information right here!



I was about to ask for some relevant info to make a proper reply in my post, but then I remembered this bit!
In any case, I want to break my silence and get rolling, so I'm writing up something for Carlo.
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