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Post by skyman on Feb 9, 2011 0:08:14 GMT
So I am planning an OpenRPG game. Most likely this will be played with Pathfinder, although I am considering other systems and open to suggestions. The pathfinder srd is here: www.d20pfsrd.com/--------- There are two main routes I'm considering for the style, and would like input: A somewhat gritty but fantastical fantasy epic. Or a more comedic take poking fun at fantasy tradition and game mechanics. ---------- The time is also still undetermined. For me and Paul Sunday seems like the best day, but if that doesn't work for anyone let me know. ---------- Current thoughts on system/character creation, again still in flux: No alignment. There are alignment subtypes for creatures, like Evil for demons and Chaotic for Cthulhu style outsiders, so paladins can smite these. A paladin might personally act vile towards other humans, though, since his/her abilities are trained, not granted by a god (or, in a more comedic setting, there might be a god known as The Schizophrenic or The Apathetic who supports all divine magic). Level 3 or 4, or something around there. 15 points on the Pathfinder ability score cost chart. The setting will include some but not all core classes, and likely a few base classes and 3rd party classes. However, any of those will likely be allowed as a character coming from another land or having a unique origin. For the most part there likely will be no clerics or monks from the core classes (although a monk could come from overseas). Priests and/or oracles would replace clerics, and might be changed to a more "white mage" flavor. Witches might replace sorcerers. Alchemists, summoners, and artificers will probably be in. --------- Magic: If the game goes more serious, some spells like create water might be removed, and of course removing alignment will affect some spells ------- Currently nothing's confirmed but it sounds like Davide, Joe, and Paul are all interested. Anyone else please let me know, and you guys feel free to make your preferences for the game known here.
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Post by skyman on Feb 9, 2011 2:23:22 GMT
Ok here's one direction that I'm currently leaning, although if people aren't into it that's fine, and it could all change.
A world that is relatively high magic compared to what we've done, but in a dark pulp sense, with a bit of Conan or Korgoth of Barbaria. This might be stretched to comedic extremes or might be played straight, or some of both.
There are thousands of little nations, slave empires, magocracies, independent hamlets fighting off ravenous beasts as best they can, etc. Demons, mutants, maybe even extraterrestrials haunt the fringes. Ancient pre-cataclysmic ruins are filled with strange artifacts for heroes to seek out (a much more likely source of magic items than just buying from a wizard).
In general levels of competent adults would range from 3 (common professional soldier, although these guys would have lower ability scores) to 10 (great hero), with the PCs probably starting around 4 or 5. Certain types of magic (resurrection and teleportation for instance) would almost certainly only be available through magic items. Items with basic numerical bonuses would be common enough to fit the standard power curve, but invisibility, teleportation, etc. would be rarer. Many powerful items will have curses or drawbacks.
It would very much be an episodic adventuring game, with something new and surprising beyond each hill, interspersed with more extended adventures in great cities or fighting in a war. It might take place over years, with plenty of time in between adventures for the conquering heroes to lose all their gold on ale and whores.
Thoughts?
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Post by skyman on Feb 16, 2011 6:21:06 GMT
Some incomplete info. (Sorry Davide, not much about Priva at this point, mainly been focusing on the northern continent as its where most of the game will likely take place, feel free to come up with ideas for it or ask me questions that you're particularly interested in)
The Countless Kingdoms
NATIONS AND REGION
The continents and peninsulas There has never been any agreement over what to call the regions of the known world, let alone how to divide them up. People in one town might call each continent or peninsula by a different name than those in the next town over, although some terms are more common than others. Travelers and those who interact with them on the northern continent have largely accepted the rather unimaginative names given by the Chroniclers of Metropos out of convenience: the southern continent Priva (original land, as the likely birthplace of humankind), the northern continent Neova (new land), and the peninsulas Unen, Duen, Trien, and Quaren. At least early on the game will focus on Duen, which most locals refer to as the Countless Kingdoms, the Shattered Kingdoms, or just "our peninsula".
Duen - The Countless Kingdoms The largest of the four peninsulas and the most populous, Duen has an illustrious history. These lands have been populated since time immemorial. Elves, goblins, and saurians all have tales of ruling the peninsula before the arrival of humans. Duen was most recently (mostly) united four hundred years ago, before the collapse of Anthraleb, a great mage empire that ended with a mysterious plague that affected only spellcasters. Its ruins dot the landscape along with those of older civilizations. Since then, petty warlords, independent towns, and orders of warriors, thinkers, magicians, and thieves have competed for power throughout the land, while inhuman threats have moved in to poorly defended areas.
Metropos Metropos is the perhaps the most influential city on Duen, though not the most populous. It was built over the ruins of a great Anthraleb city in the midst of many great lakes, and it is here that most research into that civilization's secrets has been performed. A council runs the city, with representatives from the Guilds of Wizards, Artificers, Alchemists, and Chroniclers (historians and researchers), as well as more mundane trades. The agricultural region around the city is as prone to danger as anywhere else, but within the sturdy walls of Metropos few fear even Meyids or demons. Those seeking trade or knowledge are welcomed, although weapons and magic are regulated.
Amarya Tales say that Queen Amarya is immortal, born nearly one hundred and fifty years ago but still young and beautiful. Of course, she stays almost entirely within her palace and only a few get an opportunity to see her, so it is hard to verify such tales. She was once a lowly peasant, but she claimed visions of the gods, and her miraculous powers won her converts. Soon she was worshiped as representative of the heavens and daughter of Drago and Yanetha, and a nation was built around her, going by her name because she is synonymous with it. Amarya (the nation) is quite insular and regimented, although not necessarily tyrannical. Missionaries from Amarya are a not uncommon site throughout Duen, and they are often pleasant and helpful if, according to some, slightly creepy. Clerics, priests, and paladins are common among them.
Goblin territory Goblins can be found throughout Neova following warlords and sometimes integrated with human society, but the northern reaches of Duen are the only place they have their own society. Goblins here will often pick fights with poorly defended humans, but those who tread carefully or with enough strength can sometimes make it through. It is best to watch most carefully for orcs, the more savage and physically powerful mutation affecting about one in five goblin children. The city of Gobbogobbo is said to be the meeting place of the great goblin chieftains, but few humans dare to venture there.
Meyidthrel (the Meyid Empire) They Meyids are an ancient people, but for a long time they were considered to be no threat. They were barbarians fighting amongst themselves, and it seemed impossible for them to unite. But they always valued both strength and canniness, and their skill in making and using weapons was peerless, so when a great general arose and united the tribes as the first Emperor, the Meyids reached their potential. They quickly conquered Trien and Quaren, adopting some more civilized elements of Quaren society, as well as its war magic.
About one hundred years ago Meyidthrel began to expand its reach, conquering northern sections of Priva and the elven home island of Alvalora. The Meyids have a strong sense of cultural, but not racial superiority. Lands that resisted would be enslaved and brutalized, but over time, if their people made worthy contributions, integrated. The Emperors are not hereditary, chosen instead through examinations and contests, and often come from the cultures newly raised to imperial citizenship, for those people thirst for respect. One great mystery of Meyid behavior is their treatment of the elves, for they had dealt with most nonhumans without particular prejudice (goblins, saurians, and more exotic species are numbered amongst them). The elves they conquered, controlled, but did not enslave, and showed no inclination of seeking to integrate them over time. Fifty years ago the Meyids suddenly exterminated the populace of Alvalora and the elves elsewhere in the Empire. A few fled, and a few were already living beyond imperial borders. Estimates are difficult, ranging from a tenth to a hundredth of the original elven population surviving.
Soon after this atrocity, Meyidthrel launched offensives into Duen. They conquered much of the Eastern half of the peninsula, using powerful professional soldiers, war wizards, and trained warbeasts brought from Priva. But it was slow going, for the countless kingdoms of Duen were willing to band together to fight, but were still too disparate to surrender en masse. The offensives began to falter and the Meyid border to recede to the coast. Duenians say it was their prowess that accomplished this, but there is also word of civil war in the empire, of a dozen emperors declaring themselves and generals fighting over spoils. In Priva, the Meyids have been entirely driven out, though some still raid the coast. The Meyids left on Duen are still a dangerous foe, but not the unified force of conquest they once were.
MAGIC
Magic's existence is well recognized in the Countless Kingdoms, and most have seen some evidence of it, if subtle. Ruins dot the landscape, and uncontained magical energy creates strange happenings around them. The Meyids used powerful war magic in their conquests, countered by the magic of Metropos, Amarya, and others. Some insular communities are frightened by magic, while others have a certain wary greed for it, recognizing its great power.
All spellcasting appears to have some fundamental similarities. The actual creation of magical energy likely does not come from within the body or from any rare mystical connection to the universe, but simply from making intricate and specific gestures and sounds at quite specific speeds. What differs between magic users is where the ability to make those gestures and sounds comes from. Such movements seem beyond human capacity to perform consistently. Wizards train their minds in complex formulas and visualizations to help them perform correctly, but this is mentally taxing and most find it difficult to keep using the same spell without being exhausted. Witches open their minds to extraplanar beings (some say demons) who inhabit the brain and provide knowledge of the rituals in exchange for feeding off of the vicarious experiences of the witch*. Summoners are mentally connected to their eidolons, who provide the same knowledge. Priests and clerics learn to connect to the extraplanar realms directly (or, some say, to a god) through elaborate ritual, repetition, and introspection/meditation. Oracles and druids are the most mysterious, seemingly becoming so attuned to existence that they get insights about spellcasting. Bards gain insights by listening to tones or performing the movements of dance. Some powerful spellcasters are able to forgo the gestures and sounds, but they say they still envision or hear them clearly in their heads.
*Some say that witches constantly struggle with the being inside them, and the struggle isn't visible. She won't necessarily seem like a new person if she loses, she'll just be replaced by a new conscious being happily living her life.
Saurian magic The saurians were the first to recognize that some individuals simply have a natural ability to call forth the knowledge of spellcasting, and remain the race with the highest proportion of sorcerers.
Elven magic The elves were particularly known for their attunement to the natural world, with druidic magic developing into an integral part of their culture.
Human magic Among humans in recent times, Metropos, Priva, and the mystery cults of Quaren have been the centers of magical development. Some rediscovered works of the techniques of the ancients and created the first modern wizards, learning magic through rigorous discipline. The only forms of magic which are associated particularly with the humans of the Countless Kingdoms are witchery and bardic magic, but all sorts can be found.
Magical items and artifacts Some arcane gewgaws are produced by artificers, and magically infused potions are expensive but available from traders (for those who are lucky or canny enough not to be sold fakes). Ruins are omnipresent in the Countless Kingdoms, and these are where the most interesting items come from (whether taken by intrepid adventurers, or held by inhabitants of a town built over an ancient tomb). Most items are not of great power, though they are valuable nonetheless (swords rarely need sharpening and are often beautiful, cloaks protect amazingly well against the elements). There are also stories of more powerful items, as well as dangerous and cursed ones. Since it's often hard to tell the difference, most people avoid such things.
RELIGION
Neova Throughout most of Neova, including Duen, the Elder Pantheon is worshiped, a mythology derived from the beliefs of Anthraleb, although much changed. The gods are seen as powerful and wise, but also sometimes cruel and fickle, as is their right as higher beings. Drago (associated with mental and physical strength, fatherhood, industry, the sky, fire, and lightning) and Yanetha (associated with compassion, motherhood, vengeance and justice, agriculture, domestic crafts, and fresh water) are brother and sister, husband and wife, and rulers of the gods. Their important children include Balxo (warfare and revelry), Lenaya (sex, romantic love, and sweet food and drink), Ordwo (wilderness and animals, hearty food), and Arysana (the sea, music). The only major god unrelated to the others is Heshuxen, god of death, magic, and scholarship, who has prerecorded the deaths of all, including the gods themselves.
Meyidthrel The Meyids have their own religion, believing that a being called Creator made the world and all living things out of cruelty, to watch the suffering and chaos that would ensue. People struggled against this chaos, forging society, producing tools and buildings and weapons. Even magic is a human activity of forcing entropic nature to conform to whatever order they create. When Meyid civilization has spread across the world, and all sentient beings are united for order, the Creator will leave, end his attempts at torment, and peace and happiness will ensue. The Meyid civil war is likely considered a grave setback to this cause.
Elven The elves of Alvalora believed in spirits inhabiting all living things as well as many nonliving natural features. They did not have gods, but saw all spirits as connected, as part of one greater being that made up the world and provided life, growth, pleasure, and magic. Since the destruction of Alvalora, some have clung to the old ways while others have adopted human religion or rejected superstition entirely.
Priva Priva has much less religious unity than Neova. Preachers for specific gods, philosophers with unique ideas, and many variations on major religious movements all compete for individual believers. Most individuals feel free to think about the nature of the world themselves through introspection, asceticism, drug use, or even logic. Magic is closely connected to many of these activities.
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Post by skyman on Feb 18, 2011 0:07:54 GMT
So this Sunday I'm gonna try to start at 12:00 my time rather than 12:30 (this would be 20:00 GMT or 21:00 in Italy I think). If people don't get the message in time that's fine. I'll try to log in and set up sometime from 11:00-11:30 and discuss any final details with players. I'm not too concerned about characters being 100% finished in background details, we can work some things out as the game progresses.
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