"Be careful how you handle that map, you lout! This is a priceless relic of a bygone age! This venerable scroll is a map of Nevendaar, the way our forefathers three generations ago knew it! This aged parchment holds memories by the thousands and though much has changed, the land remembers, so treat it with respect!
~ Korryl, Imperial Scribe and Scholar, to his future wife."
"We live in a vast world, my laddie. A vast world filled with wondrous sights. If you take but a moment, to gaze upon the beautiful landscapes...you might forget, just for a moment, that the living scurrying betwixt stone walls, mountain halls, forest glens and darkened dens have no meaning. No squabble between men, no ancient dwarvish hatred, no passionate elvish grudge and no fearsome orcish rage will ever take the beauty from our fair, fair Nevendaar.
~Sendry, a simple old man, to his grandson."
Now that I'm done with the flavor text and whatnot, lets get down to the meat of the matter, the specifics. What is Nevendaar?
Well, it's the continent which serves as the setting for the events in the Disciples 1 and Disciples 2 Turn-Based Strategy fantasy games (the 3rd installment is the ugly sibling, don't go near that one with a 10-foot pole). Really unique games with a (in my opinion, at least) very enriching story and tons of potential.
What kind of RP is this?
It's a blend of several types, to be honest. It's part nation-RP, part adventure-RP. Here is what that translates to: The player takes the role of a single character, who is the only representative or one of the representatives of one of three races, a lord, a thane, the scion of an influential clan or house and his/her job is to work with several other representatives in order to establish peace in a war-torn and very unstable land.
The races in question are time-honored classics:
Humankind - All humans on the continent (save for some barbaric tribes in the north) have been united into one Empire for as long as anybody can remember. Their culture is quite broad, but most everyone has adopted a more "Western" feudal culture, with knights and nobles, some deserving their titles, others not so much. The representatives of this race would be:
~One of the Emperor's Sons.
~A high-ranking lord, or a high-ranking lord's son.
~An influential knight (an actual knight in shining arms and armor, who earned praise fighting in the front lines, the master of a guild of thieves who provided financial assistance and espionage to the Empire, a mage who distinguished himself with skill in his art and valor in combat)
The Dwarvish Clans - The dwarves on the continent have all united into a merry band of clans, who have, sadly due to recent events, lost many numbers and many clans stand precariously on the edge of oblivion. A representative of this race would be:
~A son of the Dwarvish High King. The High King is elected in a meeting between the scions of the clans and the venerable Loremasters, who test each candidate and proclaim the most deserving High King (just a bit more flavor text!)
~A distinguished war-hero in the last war. (It could be anything from one of the King's Personal honour guard, an engineer pioneering steam-powered crossbows or explosives, or a young loremaster in training who went beyond his duty as a scholar to aid his people in battle with the dwarvish rune magics)
The Elvish Houses - Following the last war, the elvish race was split into two factions, one embracing the bestial and feral aspect of nature, the others retaining their peaceful and artistic culture. The Feralkin, as the first faction was dubbed, were all slain in the war they began with the Empire of Man, which almost led to the Empire's ruination, as they fought on three fronts against demons, undead and elvish madmen. A representative of this race would be (a member of the other faction that was also involved in the war, but not fighting against humans or dwarves):
~The young scion of an elvish house.
~One of the now deceased elvish queen's children.
~An elvish war-hero (a master archer who coordinated numerous ambushes against demons and undead, a swordmaster in the frontlines, a prodigy of elemental magic)
This is an opportunity to explore the facets of Nation RP that don't focus as much on the personal expansion and the attempts of one player's nation to dominate the others in some way, but rather, the attempts of a group of players to overcome the difficulties of a world shaken by war, where the established rulers are weakened and countless others would seek to gain the upper hand. Of course, that doesn't mean somebody among the player characters can't be looking out for his own personal interests, or the interests of his race or faction exclusively
This is also an opportunity to be creative. The ideas for representatives up there are just that, ideas and not set in stone, so I strongly recommend you have a look through the Googles about the Disciples 1 and Disciples 2 games and check up a bit on their lore if you're interested. Not everything will be the same, but most of it will. Just one look at the capitol cities of each faction should tell you a lot about the race that inhabits them. Heck, a look through the various trees of units could even give you a hint at martial and other facets of that race's culture. I realize it may be difficult to try and get into a story for a world that you're completely unfamiliar with, but I"ll be honest in saying I'm ready to work with everybody to flesh out a character and give everybody a deep understanding of the world.
I'm planning on really fleshing out and condensing the lore into the OOC, should there be some interest, so everybody is on even ground as to where things stand with the different factions, that war with demons and undead that I've been going on about for so long and where the whole trip begins and just what is going on.
TL;DR version:
Nation RP where all the players are working on establishing 1 nation...in a fantasy setting.
My expectations of prospective players, and the specific way in which I'd like the RP's progression to go.
1. Be consistent, be patient. Do not vanish on me out of the blue. Send me PMs if you have problems, or questions. Please, actually do this.
2. No antagonists, or as I like to call them, Sir But of Thurt characters. The story I have in mind, will in fact, revolve around a small-to-medium group of characters (think 4-6 people, but I'm willing to work with more!). You do not get to play a misanthrope who's always whining, complaining and insulting his fellow adventurers and companions, because that sort of person would've been left behind, pissed-drunk and long-forgotten at the last pub, if not worse.
3. No villain Player Characters. I mean it. You don't get to be the bad guy. In fact, I'm hoping that distinctions between Good and Bad wont exactly be that simple. No binary choices, no two-dimensional characters. Your character may not have always been a "good guy" or "somewhere in-between", but they are now, at the start of the story. Think of characters as having goals, and a predisposition to accomplishing those goals in a certain way.
4. No "god-gaming" from the players and I mean it. The scheme of the RP (which I hope will work well, in fact) involves Actions followed by Consequences, which might prompt further Actions and so on and so forth. Who'll be the judge of the consequences? Me.
5. Listen to your Game Master (Me), when I say that something happens ICly, it happens. If I say that somebody gets kicked off the game, they do. I will accept people willing to co-GM, but no more than 1 and I will hope to keep in touch with that person during the length of the RP.
Note: I'll do my best to be fair, but strict in this.
6. Despite the apparent severity of these rules, they make sense. Keep that in mind and you'll be able to get rule number 6, which is ---> Have Fun! We're all friends here, unless somebody decides not to be.