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Hidden 9 yrs ago Post by Dragoknighte
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@Afina Here's what I've thought up for the setting. Got any input?

The world has been consumed by the forest. Few know that there was even a world where one could leave the forest, and fewer still remember what that world was like. The forest in dark, merciless and perpetually hungry, consuming the foolish who do not know its ways. Pockets of humans survive in small communities, hiding from the beasts of the wild in great underground caves left behind by the ancients or in the few glades of relative safety found within. Of these humans, two specific groups have arisen in power, not before thought capable, the witches and the druids.

The druids, one with nature have learned the ways of the forest and seek to protect the world from further damage. Each druid has aligned themselves with a wild animal and can shift between the form of man or beast at will. There are 8 known druids, 1 for each of the following animals: deer, fox, wolf, moose, squirrel, owl, rabbit and bear. The druids sequester themselves away from the world, isolated from even each other so they can see that nature is properly attended to.

The witches were rediscovered when the forest took over. Rare, unaging individuals with the ability to alter the fabric of reality through the concoction of potions and brews, the witches have an agenda of their own, but nobody can be quite sure of what exactly theirs is. It is known that the witches travel through the woods on foot, and it is theorized that they have a single place in which they congregate, but such a place has been a tightly kept secret.

Legend tells of the three greatest sources of power in the forest, hidden from even the eyes of the witches. Great pools of condensed magic, each corresponding to a portion of a man, body, mind and soul. Tale goes that once a man was able to drink from all three of these pools and become a god among men who ruled for a millenia, and the druids and witches have a tiny portion of his blood in them, granting them their amazing powers. But as far as the common folk can tell, is just a tale. And, clever as they are, these pools have been dubbed the Three Great Soups.
Hidden 9 yrs ago Post by Afina
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I like it, now are we going for a Druid and a Witch pairing I this or are we going full mundane? (And by that I mean not even skills like we find in dnd like bard songs or grease spells)
Hidden 9 yrs ago Post by Dragoknighte
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The original short stor-

The plot generator had druid and witch, but I'm fine with any combination of character types.
Hidden 9 yrs ago Post by Afina
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I can pull a witch, have a few worked up already, different setting mind you but can rework them. Actually think I will go with a fresh one, I have a few ideas. With the title are we wanting to go more comical with this or serious?
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Well I already put in the effort to take what I was given and make an actual setting from it, let's try to keep things mostly serious.
Hidden 9 yrs ago Post by Afina
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Will do, that I can work with. Will start on a cs, anything you are looking for in particular spell wise, potion abilities. Such as limitations and the like or have a specific type of cs you want for this?
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Well, the way I have things in my head, the potions aren't really all that good for combat or anything. Like, a potion you carry on you can do relatively minor, but potentially powerful things like making things slippery, giving something bad luck, shaking something vigorously, etc. To pull off something really powerful requires mixing a lot of crazy ingredients in a big cauldron Macbeth-style. More prep-time=bigger pay-off. Assuming your character isn't a greenhorn, you should carry enough ingredients on you at any time to make at least a couple batches of some of their "staple" potions, which could take maybe a couple hours to put together. Ingredients for "common" potions are not too hard to come by if you know where to look. Also, add in some potion miscibility from 1st edition D&D, where ingesting/applying two potions in too short a time leads to weird effects since the magics interact in unpredictable ways.

I don't care about the format of the CS as long as I can read it.
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Hrm, okay. Yeah not going novice but not a master potion maker. Was thinking of her starting in an old cabin in the woods, cauldron included. There is an old song by a woman called Gypsy that is named "Two Witches" - was inspired to make a character based off the witch by the sea in the song.
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That should be fine, but perhaps instead of being in a cabin, she lives a not silver, miniscule bungalow filled with ginger eyebrows?
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Lmao, okay, can work with something along that. Brainstorming the cs.
Hidden 9 yrs ago Post by Dragoknighte
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Just to be completely clear, you totally don't have to go with the bungalow if you don't want to.
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I know, I have it as a base for size. Have an alternate idea. Think it will play out well, will have it in the cs.
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Hidden 9 yrs ago Post by Dragoknighte
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@Afina Alright, I only have a few nitpicks with your Character Sheet, although it's probably more on me than you because these are things I've only alluded to rather than explicitly state and a lot of things are just vague details in my head that I haven't properly communicated. The only known magic in this setting is the shapeshifting of druids and the potions of the witches. In theory, it could be possible harness magic in another form, but if so, it hasn't been figured out. The brewing of the potions is essentially a way to stabilize magic in a form that it could actually be put to use. It's a bit like how we can synthesize anti-matter, but it's almost immediately canceled out after creation since it touches matter. Nobody actually knows how druid shape-shifting works because the druids themselves don't really care, nor will they let the witches study it. So as it is, there are no conventional D&D spells and there aren't magical items. Kira could still know how to make wands and staffs, but they wouldn't be magical in nature. However, only those who know the secrets of magic (other witches) know this. Most people get the hell out of dodge if they see a witch pull a wand out of her sleeve because they don't want to be turned into a newt.

This is more of a semantics things, but all druids and witches are human. Like 1 in 200 girls will be born a witch, and a child born by a witch is most likely also going to be a witch, but otherwise bloodline doesn't really affect latent magical ability. I know you were probably using it as an easy way to differentiate the magical from the non-magic, but I feel like I had to bring it up.
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Okay, can remove spells easily enough. Other than that from what I am reading the rest is okay. (And staves and wands was just widdling, not magically atoning, so they would just be pretty sticks as it were)
Hidden 9 yrs ago Post by Dragoknighte
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I forgot to mention, potions here are a bit more flexible than they would be in a game of D&D. You can ingest it or rub it into something to apply the effects on an item as per usual, but they can also function like grenade weapons. Like if you threw a salve of slipperiness onto the ground, it would function like the grease spell. Or if you threw a potion of Inflict Wounds onto a cliff side covered with vines, they would snap and send anybody or anything climbing on them hurtling towards the ground. Contact with the solution is enough to transfuse the magic into it.
Hidden 9 yrs ago Post by Afina
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That sounds very useful, will keep that in mind.
Hidden 9 yrs ago Post by Dragoknighte
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Now I actually have to get off my butt and come up with a coherent plot.
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