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    1. xCRAZYxFACEx 10 yrs ago

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@manifest@Bourgeoisie

you guys got any thoughts on the latest posts?
"Naomi."

The name clicked in his mind. He suddenly remembered that he had taken on an apprentice, and that she had been due any day now. Really, he had been looking forward to the company and the help. Enchanting wasn't exactly a dying art, but it wasn't particularly wide spread either. His attention refocused just in time to hear her say, "I'm looking for a man named Veeran. Are you him?"

Veeran scoffed lightly. "Not like I'd be anyone else, missy. Yes, I'm Veeran. So, Nawmy, right? I remember you sending that message asking me to take you on as an apprentice. Frankly I was expecting you at an earlier hour, not the end of the day." He shrugged, mostly to himself it seemed. "Well, you're here now. So the question is, are you expecting to start tonight? If so, you'll be sorely disappointed."

He began to wave her in, then thought better of it. "Well, I prepared a room for you in here a while back, in case you needed it. May as well discuss rooming while we're at it. You can stay here, free room and board, while you're studying under me. You'll also get the chance to sell your own creations, once you've advanced enough. So you won't be hurting for coin. That said, I understand if you don't want to listen to the snoring of an old geezer like me. You can pay for a room in an inn if you'd like, though that'll have to come out of your own pocket. Your choice, Nawmy."

His voice was gentle but firm, much like one would expect from a tutor.

"Oh, and first rule of enchanting: keep your gob shut. You don't want anything flying in there while you're working. Distractions are bad for business."

...He also had the eccentricities of an old man, much like one would expect from someone who was over 80 years old.
@Jerkchicken

...I can't tell if you're being serious or not. Though I don't think that's happening, considering someone else wants to play a dwarf.

I mean if he agrees to play something else and everyone is ok with no dwarves, then sure, but I want this to be inclusionary, not exclusionary
I totally want a location based off this: https://en.wikipedia.org/wiki/Xiaozhai_Tiankeng

Like a settlement that's a natural fortress due to being in a double nested sinkhole. Or I dunno maybe some dungeon or whatever. Regardless it's a rad setpiece to play with.


Sounds cool

Anyway for a really whimisical race I was thinking of like some slime critter that makes jelly/gummy type buildings.


Don't see why not, though I'm not sure if they'd be sentient or not

Also what if we made Orcs good guys and made the dwarves or elves assholes?


Sure, that works for me! Sounds like we have both a hub and our starting place.
@Jerkchicken
Erm... maybe only active to where they can bestow their boon upon followers, but not interfere directly with the affairs of mortals? I'm not too sure what to think of this, I'm used to gods playing more of a background role.

I'll toss in the guild of Indiana Joneses adventurer archaeologists to the mix of what will be in the world then, and there can also be a religion that's focused on one god outside the pantheon, their own thing that they believe is the one true god. How's that sound?

As for organization issues, I just mean issues that aren't central to the plot (necessarily) that affect only one or two groups. Something that isn't the big plot, but can be encountered if we interact with the right organization.

@Rockerman403
Sounds like the vote is for one pantheon with a god or two outside it. Works for me.

And I'll toss in engineering organization as well, a group that works to advance technology. As for the history club organization, how about a sister/brother organization that works with the archaeologist guild?

As for strange phenomena... I've got dibs on that. I already know what I want to do. But the war and the cult will be more on the frontline, the initial thing we deal with.

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So, overall, vote is for pantheon of 5-10 gods with a god or two outside of that, lets make it two. One that is currently being worshipped outside the pantheon and another that is dead, or really slumbering.

As for scope and party problems, again, seems like everyone wants to start small and work our way up in the world, which I have absolutely no problem with. We'll also start small with the scope of the world, adding onto it when necessary.

We'll intertwine the cult and the dragon war plots as well. The cult somehow sickened the dragon, killing it slowly, and helped to provoke the war that is now waging. In the confusion they are starting to summon up the demons that the dragons were defending against, and hoping to use them to wipe out non-humans. (Perhaps if it becomes a big enough problem, the heroes can convince the remaining dragons to help them? Just a thought)

We have some organizations, the big ones that are known across the world: (let me know if you think of additional guilds or if you think something should be changed/added on to) ((Of secondary note, besides the Elsinian, feel free to come up with names for the guilds other than the ones I give them. Or if you like the names I give, say as much so I know we don't need to change them))

The Elsiniam: Group of mages and wizards that take potential pupils and bring them to their own dimension, to teach them magical lore and spells. Upon becoming magical bamfs, they take on missions for the guild. The guild's goal is to preserve magical knowledge in all its forms, and to spread its usage across the land. They do this because magic is looked upon with mistrust from layfolk.

Explorers of the Depths: A guild of adventure archaeologists that seek out knowledge of the old world and of other dimensions, and try to bring them back to civilization. There are many different professions that are used and welcomed here, but most everyone has some form of combat training to defend themselves.

The Arisen: A sister organization to the Explorers of the Depths, this organization focuses on codifying the knowledge and resources the Explorers bring back from their delves. This group wishes to preserve all knowledge, not just magical knowledge like the Elsiniam. The members here have much less combat training than the Explorers, which is why they've come to do mostly research and cataloging.

Deforis Pietas: A religion that rejects the gods of the modern age and worships their own, singular god. This god's name is Dietas, an old word that means god.

Architects of the Future/Sin Magicae: An organization dedicated to exploring the physical properties of the world untouched by magic. They have developed numerous inventions over their brief lifespan, and have greatly improved the general quality of life for most folks without magic. Many of the recent siege engines have been developed by them, and steamwork contraptions have seen a steady rise in use. (Can potentially be in conflict with the Elsiniam; they can want to destroy or replace magic with technology)

The Travelers: A loosely affiliated organization that provides shelter to those travelling the lonely roads of the world. Anyone can accompany their caravans in order to be protected while they travel. Although they are loosely affiliated and have little authority over individual members, their mighty caravans aren't to be trifled with.

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Finally, let's get some nation names. Major nations, minor nations, it don't matter. I'll get us started, how about we start off in High Republic? A kingdom that tolerates many, and welcomes refugees from the war. Felrear and Cosland are the nations fighting the war over the dragon's hoard and land. (Names can be changed, if you don't like them say so! This is just a starting point. Also, add on your couple of nations, just something to fill out the world at large with)

Edit: One more thing, this game is going to have the typical fantasy races, you know, elves, dwarves, orcs, all that good jazz. But that doesn't exclude new races! If you want to add a race of your own creation, just mention it in the ooc. I'm gonna ask you don't just include one while we're in the middle of play, though. Like, let us know at least a little bit before hand. Why am I doing this? One, it's our own creation, we do what we want. Two, I want to add a race of my own, something of a pet project of mine that can potentially spice up the fantasy formula.

Cool? Cool.
Magic, in a nutshell, was complicated.

It required intense concentration, force of will, and the ability to be equally comfortable out in the field or cloistered away in a library. So few people tried to become magicians simply because the process to learn even a basic spell was both tedious and fraught with danger.

If one was smart, though, one would realize the best way to learn magic was through a mentor. Someone who could guide an aspiring mage into becoming a force of nature. Someone who knew many of the intricacies of magic, and was willing to take on an apprentice to teach them such minutiae.

Malan was one such mage. He had learned from his own mentor, two hundred and seventy three years ago, and he had retained and grown his vast repertoire of knowledge. Spells? He knew hundreds of them, plus their variations. Enchantment? He could weave magic like no one's business. Alchemy? He could bottle fame, brew glory, and even put a stopper in death.

The one thing he couldn't do, however, was pass on his knowledge. All of his apprentices had left him, either losing patience with his craft, driven away by his personality, or abusing his knowledge for their own gain at the risk of everyone else.

The latter group saddened him the most.

So here he was, magically de-aged to the ripe year of 65, and over three hundred years old. So what did he do in his magically expanded shack in the outskirts of the city of Durian? He read, and read, and read. Occasionally he crafted a new, experimental spell, but mostly he read, keeping up with the times, and keeping abreast of new breakthroughs in magic - or at least, the few breakthroughs that were deemed too important or too mundane to keep cloistered away in some other mage's personal library.

Fortunately, Malan was about to be broken out of his funk, and fairly soon at that.
@manifest

If we combine our answers for #5, we get something pretty interesting: A war is being waged for control over the dying dragon's hoard and territory.

A cult is trying to summon otherworldly demons now that the dragons no longer defend us, and are trying to control them to wipe out non-humans
Well, here it is. I'll get to work on a first post now.
Looks like fantasy wins. So, it's going to be high fantasy, definitely along the lines of swords and sorcery like manifest said. We'll go along with the advice the FATE core book says about creating worlds: broad strokes, and only nailing down stuff that's really important to the setting right off the bat.

So, some starter questions to get you thinking, and to answer what the setting will generally look like.

1. Are there gods? Are there no gods? Maybe just one god? And if multiple gods, are they different pantheons of gods?

2. What's the scope of the game? Relatively small, where we deal with local threats as we travel around? Big threats, something that threatens civilization? Or maybe somewhere between, where we start small and eventually move up in the world?

3. Branching off from that, is the setting going to be one county? A nation? A continent? A world? Multiple worlds? (Yes, even multiple worlds/dimensions. They'll use fantasy means to get there)

4. What are some of the organizations in this setting, both big and small? (Throw in anything you want here, anything's good while we're brainstorming this)

5. Depending on the scope of the game, what sort of threat/threats should we face? The book suggests one current issue and one impending issue to start off with, so think along those sorts of terms when it comes to the overall scheme of things.

6. Do the organizations, whether they be knightly orders or sprawling civilizations, have their own issues separate from the main game issues? (this one isn't as important to think about, we can always come up with something if we start interacting with said organization)

7. What sort of character would you play? Wizard? Rogue? Fighter? Loremaster? Commoner-turned-badass?

Final note here, do not hesitate to add stuff on to your suggestions/thoughts if you get another idea from someone else's post! And debate will definitely start shaping these ideas into a gameworld we can run amok in! :)

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Here are my own personal thoughts on these questions:

1. Definitely a multitude of gods, with different pantheons. Some gods are current and can help cleric-like players, and some are forgotten or eldritch in nature. And some are actually dead and ripe for resurrection/replacement.

2. I'd like to start small and work our way up to bigger and badder things.

3. I think we should just start with one continent, and stick there for a bit until we're ready to move on. As for kingdoms there, or nations, or whatever, I say there should be 1-3 total, maybe more if we're ambitious when it comes to creating nations.

4. Gotta start somewhere, right? For a nation name, how about Plegeland? (Tell me it's dumb, I dare you) As for an organization, how about one of organized magic users called the Elsinian? (Based off the god of magic, Elsimore. And if you get that reference, you win a cookie)

5. How about a good ol' fashioned war to be the current issue? Can be there for any number of reasons. And for impending issue, how about a cult that wants to summon demons (or something) to the world and cause havoc?

6. If we're going with a cult that's gonna be causing problems eventually, what if there's a opposite organization dedicated to fighting them?

7. I'd be playing the GM, so... yeah. Although if I weren't, I'd prolly play a prisoner that escaped and has nothing to his name, because why not.

Questions? Comments? Leave 'em below folks, and let's get this conversation started.
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