I am in like Flynn.
Not sure on who I'd be, though, but I have time to think it over.
It's a lot to read, so please bear with me. But this is a sword and sorcery style RPG placed in a real world setting that was set up by myself and my colleague, the poster SuperFerret, and attempted on another board that I would like to try and port to these, more fantasy RPG oriented boards...
Going straightforwardly simple, this game world will be set in Europe during sword and sorcery type, Medieval times. The Empires of Rome, Egypt, and Persia exist in their own little niches alongside the tribes of Norsemen, the Gauls, as well as the other races of the Earth.
My main focus is on Europe and around the Mediterranean Sea, but that's not to say that the other lands don't exist. Any grouping of people can be placed into the gameworld if so desired. I just rather would leave that, as well as fleshing out the rest of the Earth, up to the players.
There are only two of the human empires which I consider "ancient" by game standards (meaning they were once great civilizations which now are only found in ancient ruins, tomes, texts, etc), and they are Babylon and Sumeria.
The Empire of Rome controls the entirety of Italia as well as most of Gaul (France, Switzerland, and Belgium) and Germania (Germany, Netherlands, and Austria), and as far to the East (to include most of modern day Slovenia, Hungary, and Poland).
The Emperor Caesar Augustus sits upon the throne of Rome, as charismatic a leader as he is a skilled military tactician. Rome is the most "modern" of the the known world, boasting breakthroughs in healing and technology (especially warfare-based), as well as being on the cutting edge of philosophy and magical research.
Some of the greatest mages of the world, including the respected Apollonius, who resides in his personal estate in the Roman island of Corsica, call Rome home. Though he opposes his peoples' warmongering ways, Apollonius is a strong defender of his adopted Rome.
Though the Empire is always looking to expand it's borders, one place they were thoroughly defeated was in the once-Roman-ruled Briton (the entire British Isles).
In Briton, or Albion as it sometimes called, the rule of the First King, Arthur of Camelot, is under way after Arthur, with the help of an assortment of brave knights and the powerful wizard, Merlin, routed the occupying Roman forces and drove them from their lands. Now Arthur, dubbed King of the Britons, rules over a new English monarchy, though parts of the Isles have still not acknowledged his rule.
Ireland is still a lawless land, and is where the enemies of Camelot plot in secret the destruction of this fledgling country before it can even begin to grow.
The Land of Egypt is ruled over by the God-King, Khufu, who proclaims to have the blood of Horus flowing through his veins. Under Khufu's reign, Egypt has created many wondrous monuments, such as the Great Sphinx and the Pyramids at Giza, and has also added to the expansion of the Empire by conquering the tribes of the Sinai Peninsula and taking the land under Egyptian rule.
Much of the population of the Egyptian Empire rests along the great River Nile, though the deserts are far from barren. Alongside the monsters and the other creatures that dwell there, settlements formed close to oases are where the truly resolute of humanity struggle daily to survive amid the harsh environment.
Bands of raiders and cutthroats, along with dark and sinister cults, also call the wastelands of the Sahara home. For there is little in the way of law to keep them from their vile ways.
Stretching from the Eastern banks of the Sinai and modern Turkey, across the deserts of Northern Arabia, and into much of the Middle East and what is now Western India, is the Empire of Persia.
Ruled by Cyrus the Great, Persia is the oldest of the cultures currently in existence. Having been around for a thousand years, Persia has lost some of it's hold on the world to Rome and Egypt (even the Greeks managed to beat back the Persian war machine), but still maintains considerable influence on the world stage.
While a hub for mystics and the like, Persia has slowly become a Mecca for the sciences, where many intellectuals gather to express new ideas and theories without fear of persecution from ignorant clerics and the like (I'm blending a bit of the Middle Eastern Renaissance into G&M's Persia, where, during the European Dark Ages, the Middle East was a bastion for astronomy, mathematics, and the like).
Though Persia's expansionist mentality is currently dormant, the barking of those in positions of power who view the old ways of military conquest and bloodshed as admirable are becoming a growing concern for King Cyrus and his supporters.
Much of what comprised of ancient Sumeria and Babylon can be found in Persia, making the Empire a haven for the curious archeologist and hunter of rare antiquities.
Greece is comprised of many different City-States under their own leadership, but have come to form a semblance of a nation ruled by a "congress" of councilmen appointed from each of the City-States. The three largest members of what is affectionately called the Aegean Council are Athens, Corinth, and Sparta.
Athens, considered a center of learning and art throughout the world, is home to some of the most famous scholars and mystics in history, such as Aristotle, Archimedes, Herodotus, and Plato. Run by the Aegean Council's chairman, Pericles, Athens also boasts arguably the greatest school of magic in all of Europe, the Athenian School of the Art. Here potential mages from all across the known world seek council and learning under some of the wisest and skilled mages of our day.
Corinth is a naval powerhouse on the Mediterranean and is the largest center of trade in all of Greece. Ruled by King Sisyphus, Corinth is the richest of all the City-States, much in part due to the sea-bound trade routes that brings imports, and allows exports, of goods to and from all across the Mediterranean.
Even merchants from the Far Eastern lands can be found on occasion peddling their strange wares in the large Hemes' Agora. Greece arguably boasts the greatest seafarers of the known world, and the greatest of them seem to come from Corinth, Jewel of the Aegean.
If Athens is a center for knowledge, and Corinth for trade, then Sparta is where the Greeks have perfected warfare in all it's brutal glory. Still deemed "barbaric" by some of their kinsmen, the Spartans are a culture run by the sword and the principles of survival of the fittest.
Ruled by King Leonidas II, grandson of the legendary Leonidas, Sparta is as much feared as it is respected by it's fellow council members. Leonidas II, while having his grandfather's famous temper, has become known as a man of surprising intelligence to his peers, and his words carry weight with his fellow councilmen.
Sparta makes up the majority of the Greek Republic's military, even with some of the higher ranking Spartans going abroad to train the troops of other City-States so that they can properly defend themselves and not get in the way of their Spartan betters during warfare.
The great General Lysander, commander of the United Greek Army, hails from Sparta and is known by his enemies from around the world as a terrifyingly cunning warlord.
The Scandinavian Peninsula is comprised of many small kingdoms of a people that the rest of Europe have dubbed Northmen. More than just the barbarians they're made out to be (though they do their fare share of pillaging and sacking of ports all across Europe), the Northmen take great pride in all walks of life, and are very adept at farming and smithing.
The men of the North are also skilled navigators and seafarers, rivaling those of even Corinth. They are expert shipbuilders, and their long boats can travel in all types of waters, from the rough seas of the open ocean to the shallow rivers and canals that lead in to central Europe.
The largest known kingdom in the North is ruled by the Warrior King, Harald Hardrada, said to be descended from the god, Tyr. Harald has a dream of a unified Scandinavia, all under his banner, and is beginning to set in motions plans to bring his dream to fruition.
Other kingdoms across Africa and Asia exist, such as the Chinese, Japanese, and other human civilizations, to kingdoms of the Elves, Dwarves, Orcs, and the other various races found across the Earth.
China lies in the far East of Asia, and once consisted of five separate provinces. But, thanks to his military prowess, Qin Shi Huang has unified them into one unified China, and proclaimed himself the First Emperor of the Qin Dynasty.
Qin Shi Huang rules his China with an iron fist, burning books that would undermine his authority as well as silencing those who speak out against him. Despite his vindictive approach to dissent, the First Emperor has approved of the sciences, making China another haven for the great minds of the East.
China is also home to the various sects of Wushu, an ancient form of martial art as old as China itself. The most famous practitioners of Wushu are the mysterious and reclusive Shaolin Monks, who are said to be so attune with their abilities to the point of gaining almost supernatural powers.
The Silk Road, the longest trade route in the world that was founded by the famous Roman explorer Marco Polo, begins in the Chinese capital of Xianyang, running through Persia and Greece, and finally coming to an end in the great city of Rome.
Across the Sea of China lies the Land of the Rising Sun, Japan. Comprised of a handful of kingdoms ruled over by powerful Shoguns, Japan is a place of amazing beauty and xenophobia for any outsiders on it's shores, though the major ports, such as Osaka and Tokyo, do host trade ships from as far as the Rome.
Ruled by the warrior caste of the samurai, each Shogun is a powerful and charismatic warlord lording over a small army of equally skilled soldiers, who are ready to die for him on nothing more than a command.
The most powerful of these Shogun is a particularly proud man named Tokugawa Leyasu. Possessing dreams of grandeur, Tokugawa is assembling a large army of followers, both human and not, with thoughts of a Japan-wide Tokugawa Shogunate.
Also a powerful part of Japanese society are the many different ninja clans that operate among the populace. Not possessing any of the ideas of Bushido that the samurai maintain, the ninja are some of the most skilled, and feared, assassins on Earth. Operating in stealth, ninjas perform their tasks with frightening ease, be it theft, kidnapping, or even murder.
Even with these old cultures thrown together there exist other major races found throughout the world, different from man...
The Elves, or Fair Skins, as they are not-so-affectionately called by the other races, are one of the two most ancient of the humanoid races of the planet. As Elven legends go, when the Earth was young, the Elven species lived underground. But, as the planet changed and life began to flourish upon it's surface, a great schism occurred among them.
Certain tribes, much to the dismay of their brethren, made their way to the surface to carve out their place amid this "new" world. These prehistoric Elves would spread across the Earth, and evolve into the varied subspecies of Elf that exist today.
The Elves that remained underground grew to hate their surface dwelling brethren, becoming envious of the World Above (though Drow legends spin a much different tune). These elves become known as the Drow, or Dark Elves, and declared a blood feud against their surface kin.
Drow are the evil branch of the Elven species, and are one of the powers in the Underdark. Revering the Spider Queen, Lolth, Drow society is matriarchal in that it is ruled by Matron Mothers, the heads of the most powerful families in a given city and high priestesses of Lolth.
Males are treated as second class and often fall into the discipline of the blade or the mystical arts. Drow cities are usually as massive as they are ornate in their design, being carved right out rock face of massive caverns. The most famous of Drow city (and, truthfully, the only one that's existence is known of by the surface world) is the city of Menzoberranzan, which is a massive city nearly as large as the entire city-state of Athens.
The second of the ancient races, Dwarves are said to have been sculpted out of rock from the Earth's core by Moradin himself. More at home under the Earth than on top of it, Dwarves have carved out mighty kingdoms throughout the world's mountain ranges, the largest being the kingdom of Bryn-Ankor that rests inside Galdhř Peak in Scandinavia. Noted for their craftsmanship when it comes to weapons, armor, and gemwork, Dwarves are known around the planet as experts in all manner of smithing and mining.
Many of the land's larger settlements boast Dwarven merchants and embassies from Dwarven lands (which also double as high end retailers for weapons and armor).
Dwarves value honor, physical prowess, and hard work, and live for a challenge (be it in trade, by battle, or even in celebration). Their society is very theocratic in nature, following the tenets set forth by their creator god, Moradin (the Soul Forger), and the rest of the Dwarven pantheon (the Morndinsamman in the Dwarven tongue).
Also called the Small Folk, Hobbits, Kender (and the more derogatory Peck), Halflings are found all throughout the known world. If they have their own kingdom it remains a hidden secret, though some Halflings have banded together to form their own towns and settlements across Europe. Mainly farmers, Halflings spend most of their lives enjoying life to the fullest in carefree indulgence, frequently having celebrations and gatherings as an excuse to have a good time.
Some Halfling though feel an adventurous pull on their heart, a calling to the open road. Given their size (which allows them to often go unnoticed by the larger folk) and spectacular dexterity, Halflings make excellent thieves, though Halfling warriors are not an uncommon sight. Halflings worship the goddess Yondalla, Matriarch of the Halflings.
They are a peaceful people, rarely seeking out violence and conflict, but they possess a fierce will and courageous heart that often carries them through even the most hazardous of situations, as though Fortune herself was smiling down on them.
The most commonly encountered of the monstrous races of the world, the Orc are twisted, barbaric humanoids who dwell within tribes scattered throughout the wilds of the Earth. Orcs are a savage race, living for warfare and pillaging the settlements of the goodly races. Ruled by a theocratic dictatorship, the power of each tribe rests in the Chieftain, who gains the title by right of battle, and the Shamans, paganistic clerics of Gruumsh One-Eye, god of the Orcs.
Though the Chieftains rule the tribe, they cannot take power unless they are blessed by the tribe's Shamans. A fact that gives the mystics of Orc tribes considerable power in shaping their political structure. Like their deity, Gruumsh One-Eye, the Orcs have a particular and old hate for the Elves. Wanting nothing more than to see every Elf die, the Orcs have sworn an oath to their god to hunt down and kill any of the Fair Skins they find, though they tend to fear the Drow and show them a wide berth.
There are even a few who break free of their evil-hearted kin and choose to lead a decent life, though this is not only a rare happening, but it is also difficult to accomplish given their heritage which makes it extremely difficult to gain the trust of others.
Though these are just four of the major races that live alongside man on the planet, there are many others. For instance minotaurs in Crete, faeries in the British Isles, tribes of goblins throughout the lands, and giants in the Northlands.
This world is also home to a myriad of foul beasts and mythic creatures, from the wise and powerful sphinxes of Egypt, to the hydra and pegasi of Greece, to the mysterious and fearsome dragons found throughout the world.
Even demons inhabit this plane of existence, coming to the Material Plane to torment and tempt it's inhabitants. Though if defeated on the Material Plane, a demon is not killed but banished back to it's home dimension. Only on it's home plane can a demon truly be destroyed.
The demon's home plane is known throughout all the lands as the Nine Hells, a plane of existence made up of nine colossal layers, each ruled by a specific demon lord or dark god. Each layer may be different in appearance, but they all share a common trait: they are places of utter evil and suffering that no mortal should ever dare to go.
Despite these dangers throughout the world, there are great riches to be found. Many ancient treasures, artifacts, and relics from long forgotten civilizations, and ancient beings lay hidden in the deep places of the Earth just waiting to be discovered. Thus many travel the lands seeking fame and fortune to become the next great heroes of lore.
Most find death, or worse, but a rare few go on to become the stuff of legends...
Do you have what it takes?
RULES
You can create any character, be they hero or villain, in this Ancient World as long as they:
- Are NOT deities, gods, or demigods, or specific mythological/fantasy monsters (for instance no Scylla, Fafnir, or the Azhi Dahaka).
- Are true to the personality and abilities of the character, such as no Roman soldier casting spells, using wands, and reading magical scrolls as if he were a master mage, and no wizard out-dueling a swordmaster...
- Do NOT rip off preexisting heroes from myths and legends. Come up with your own creation. If your character is too similar to one in the ancient myths or in the fantasy genre you will be asked to change it or come up with a new character (your hero should aspire to follow in the footsteps of legends such as Sigurd or Achilles or King Arthur, not be a carbon copy of them).
- Do NOT criticize another poster’s character. We are not all as skilled as Homer or Shakespeare. Constructive criticism is okay as long as it is not offensive. This rule applies even if a poster asks for feedback.
- Your character should make sense. A battle-hardened orc chieftain doesn’t frolic in the meadows with the flowers and the birds. If you have a meek character, they shouldn’t be smacking other characters around.
- Communicate with others in your arc. This is key to the fun. It doesn’t matter how many fights you win, it matters if the fights were written well.
- Do NOT kill other Player Characters unless specifically asked by the player to do so. NPCs are fine to kill, with permission from anyone else using that NPC.
- The Game Masters have the final say in matters of character acceptance. You are welcome to alter the character to make it less powerful or more creative, but arguing with the Game Masters is not productive, not to mention something that you will not win. This is a game, let it be fun.
- This is a working environment, so you can travel to different places using your animals, vehicles, or your own two feet. Don't miraculously pop up unless you're using a teleportation spell, a magic item, etc...
- There are NO pre-established characters in this RPG, so it is a good idea to make your first post an origin post.
- You can reside in any place in the Ancient World (no Antarctica, or any of the Americas or Australia). Just Europe, Asia (including feudal Japan), & Africa. The rest of the world may be opened up in later seasons, but for now it's strictly Europe, Asia, and Africa.
- Don't do anything RANDOM like chopping off board user's heads or what not, unless your a villain chopping off NPC victims heads, then whatever, go with it, as long as it's not technically RANDOM (Don't be killing people without reason).
- Know your weaknesses and strengths, what you can or can't do. For instance, a Celtic warrior will lose against an ancient red dragon one on one, but may be able to use her allies to help her out or she can run away...very, very quickly.
- If you want to take part in this, just fill out an app and your name and character will appear on the roster, pending approval...
- You can form villain cabals, adventurer teams, military alliances, thieves guilds, sinister cults...the works...
- There can be a number of stories going on at once using different people...
- Act like your characters; ASSUME their traits and personalities...
- There are endless places to go and endless things to do: ENDLESS possibilities so get creative...
- There is no time travel at all. This preserves continuity easier and avoids confusion…
- People who disobey these rules, some more major than the others, will get BOOTED by the Game Masters.
- Stay true to the culture of your character (I.E. don't have your Chinese monk run around in Roman regalia praying to Odin).
- Even though this isn't specifically based on the Myths of old, take them into account when using monsters or mythical figures (for instance, don't have a plague of harpies in Norway when you know perfectly well that they're a Greek monster). More fantasy related creatures (such as a beholder or illithids) can theoretically be placed almost anywhere, provided the situation and surroundings fit.
- A player may also take up another race other than the ones listed above or in the racial traits section, but it first must be cleared by the GMs (all of them), and racial traits must be figured out by the GMs before the player can be considered for approval. Players can help create the traits for a character, but it is ultimately the GMs decision as to if those traits fit the race.
- As of now, no modern day religions are allowed in the game (Christianity, Islam, etc).
Gods & Men: The Ancient Myths RPG Character Application
Spoiler
- - - Updated - - -
I have parts on the magic system, racial traits, places of interest, the planes of existence (D&D's basic inner and outer planes with minor tweaks hear and there), and the Underdark (most of my tabletop games took place in the Forgotten Realms campaign setting, both as PC and DM, and I have come to love the Underdark, so I wanted to include it in the G&M world) that I will post later, depending on interest.
Last edited by Johnny Blaze; 02-22-2013 at 08:55 PM.
The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.
I am in like Flynn.
Not sure on who I'd be, though, but I have time to think it over.
Below The Bible Belt: A Southern-Fried Podcast
"You only live twice:
Once when you are born
And once when you look death in the face"
--Ian Fleming
Well, since I see I forgot to mention it in the opening post, I would allow a maximum of two characters per poster.
That being said, I know I'd definitely play a villain as one. The other, I'm leaning on a Greek explorer/adventurer.
The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.
Always knew you liked it Greek...
Below The Bible Belt: A Southern-Fried Podcast
"You only live twice:
Once when you are born
And once when you look death in the face"
--Ian Fleming
It's the insane amount of body hair that does it for me.
The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.
The Art Unbound: Magic in the Gods & Men World
(System created by SuperFerret)
There are eight schools of magic, and each spell caster chooses a number of them, limited only by their alignment, and their skill level in each school chosen. Certain powerful entities, such as the Advanced races (Dragons, Demons, and the like) are able to draw more powerful magic from more than one of the eight schools, although they too can have middling powers in the schools that if they spread their talents too thin. That character’s magic will fall within the limits of the chosen schools and none of the others (aside from Divination, as all spellcasters are assumed to have at least minor skill in that school).
Each spell-caster from the basic races has a maximum number of “slots” that will determine their capacity for magical aptitude. Mystics have the most at four slots apiece, while Paladins only get one slot (and must use it to gain Minor skill in the Protective school). Minstrels get two, and they must “spend” at least one to gain some skill in the Enchantment school, but what they do with the other slot is up to them. (The members of the Advanced races get two extra slots, regardless of their Class.)
The slots needed to be spent for each skill level is as follows:
Minor skill = 1 slot
Moderate skill = 2 slots
Mastery = 4 slots
(Examples of what each school can do at which skill level is given after the school’s description. The powers are NOT limited to these examples, and the GMs have final say on what power lies where.)
Necromancy is power over death and the spirits of the recently deceased. This form of Black Magic manifests itself in ways that come from that power. Snuffing out living essences, raising undead armies, commanding ghostly powers, all are in the Necromancers grasp.
(Necromancers must be of the Evil Alignment.)
Spoiler
Elemental Magic is power over the four basic elements of the world; fire, water, air, and earth. Elementalists are lords of their chosen element, shaping it within the confines of their imagination, and the most powerful of their number are able to manipulate it to the point of becoming one with the element and wielding its awesome power with the might of a demigod.
(Elementalists can be of any Alignment, but must choose one of the four elements to master: Fire, Water, Air, or Earth.)
Spoiler
Protective Magic is the ultimate defensive magic. Mystical shields, curative spells, the power to bring the freshly killed back to life, all this and more is at the fingertips of these White Mages. This magic is most commonly associated with divine powers such as angels, but can also be channeled through other sources.
(White Mages must be of the Good Alignment.)
Spoiler
Conjuration grants the ability to summon and bind creatures and beings to your location and allow you to exert limited command over them for a short time. Wielding what is potentially the most powerful form of magic, the life of a Conjurer is also wrought with great peril. Summoning and controlling a mundane beast is usually simple task, but a Lord of Demons or a demi-god is a different story, and the hazards of losing control of those situations are great. (Note: the skill levels below give examples of creatures that can be easily summoned and controlled by a Conjurer of that skill level. You can still try to summon something out of your skill level, but may the gods help you if you do lose control. Which you will.)
(Conjurers can be of any Alignment.)
Spoiler
Transformational Magic can change the world. Literally. Transmuters are able to shape the very fabric of reality, albeit for only a short time. Changing man into beast, mud into rock, lead into gold, sticks into snakes, these are just some examples of a Transmuters power.
(Transmuters can be of any Alignment.)
Spoiler
Enchantment is a two-fold magic. It grants either the ability to grant magical powers to items and beings, or the power of compulsion (from dominating the mind, to inducing paralysis, to inducing sleep, and much, much more). An enchanter must choose one of those variants of the school to master, they cannot do both.
(Enchanters can be of any alignment, with those specializing in compulsion leaning more towards neutral or evil.)
Spoiler
Phantasmal Magic is the ability to use magic to change others perceptions of the world. Creating illusions, making things invisible, altering one’s own outward appearance; such are the tools of an Illusionist.
(Illusionists can be of any Alignment, though their deceptive nature causes them to lean towards the Neutral or Evil ones.)
Spoiler
Divination is the only universal school, granting all mystics access to it’s minor powers (essentially limited clairvoyance and clairaudience). However, those who specialize in Divination, the Oracles, are granted the ability to see into the near future as well as the past, or the power to look into someone’s very soul and determine their Alignment.
(Oracles must be of the Neutral Alignment, as their power gives them a sort of detachment from the world of others.)
Spoiler
Druidic Magic is the power over the forces of nature itself. Encompassing many minor abilities related to elemental magic, such as manipulating the weather (air), causing tremors (earth), or shifting the tides (water). Druids also command power over the kingdoms of animals and plants, even allowing them to communicate with them (DISCLAIMER: Even though you can ask a tree a question, there's nothing saying that it has the capacity to give a detailed or even intelligent answer. It's still a tree, remember.)
(Druids can be of any alignment, but are mostly of the Neutral Alignment.)
Spoiler
- - - Updated - - -
And here are the handful or racial traits for non-humans from the game's previous life. Again I reiterate, these are not the only races available for play. Just those that already have their racial stats written up.
Racial Traits of Gods & Men
Whenever a new race becomes playable the racial traits created for them will be listed here for all to see. Certain, high-powered beings are available as playable characters, and these are known as Advanced Races, where as the standard races are known as Basic Races. Only one member of each Advanced race is playable at a time, and they include dragons, demons, celestials (i.e. angels), liches, vampires, and others. A short list of other examples is at the bottom of this post, but there are other races that may apply and the list will change over time.
* = Advanced race(no more than one allowed at any given time)
Dwarves:Spoiler
Elves:Spoiler
Dark Elves:Spoiler
Half-Elves:Spoiler
Halflings:Spoiler
Orcs:Spoiler
Centaurs:Spoiler
Lycanthrope (General):Spoiler
Merfolk:Spoiler
Last edited by Johnny Blaze; 02-26-2013 at 07:01 PM.
The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.
Well, Hound is in as well, and is already working on a character sheet. Would like to get at least five PCs before giving this a go.
The only position that leaves me with no cognitive dissonance is atheism. It is not a creed. Death is certain, replacing both the siren-song of Paradise and the dread of Hell. Life on this earth, with all its mystery and beauty and pain, is then to be lived far more intensely: we stumble and get up, we are sad, confident, insecure, feel loneliness and joy and love. There is nothing more; but I want nothing more.
C'mon, you sons of bitches! Get interested!![]()
Below The Bible Belt: A Southern-Fried Podcast
"You only live twice:
Once when you are born
And once when you look death in the face"
--Ian Fleming
I'm amped for this. Can't believe there's not people beating down the door for it. Looks like there's been a fair bit of work put in as well.
[/JOKE]
Now playing:
John F. Kennedy The Fighting Fathers: A "History" RPG IC Thread
The Goddamned Batcow The Singular Universe: An Ultimate Comics RPG IC
Marc Spector - The Soon to be Moon Knight The Singular Universe: An Ultimate Comics RPG IC
The Vigilante The Create-A-Hero IC Thread
and another 2, coming soon!
I'll join in as well, and if Senor Blaze wishes to keep his offer standing, I will accept a position as Assistant GM.
Faster than a speeding hamster!
More powerful than a box of tissues!
Able to leap off of tall buildings and hit the ground!