IC is up for this always open RP.
roleplayerguild.com/topics/170412-the…
The world of Telduria is filled with dangers and opportunities. The world is made up of numerous factions, kingdoms and alliances. Most of the time there is relative peace but every now and then wars and skirmishes breaks out. There is a council of nations which tried to mediate peace between the nations. Each nation is represented along with the guilds which span the world.
The guilds have an invested interest in keeping the peace due to how they work across the borders. The different nations make up half of the council while the guilds make up the second half. The balance in the world is on a life's edge. A powder keg waiting to blow, but no one dares to make the first move.
After the formation of the adventures guild and the mercenary guild most nations dissolved their militaries and instead the army is more of a policing force than an offensive one while the guilds hunt down dangerous creatures and monsters that appears in the world.
The nations have changed their ways from war to one of assassination, espionage, economics and diplomacy. World leaders don't tend to survive very long if they don't have guards with them at all times.
While officially there is no assassin's guild or thievs guild they do sure exist and are thriving like never before in the current political climate. That and the other guilds don't stop them since they also hire their services from time to time.
The various temples and religions have no official power part from some nations which are based around a belief. In actuality though they have considerable powers since they control the masses just as well as the rulers themselves. Get on their bad side and you might just find an assassin coming for you.
The world is there for you to explore, exploit or serve. Which path with you take? Honour? Nobility? Perhaps a darker path? Its up to you to decide.
This RP is sandbox styled with focus on player choices and actions. The main story revolves around the players but there are numerous things happening behind the scenes that the players don't know about unless they investigate it themselves.
For example The players might hear a rumor about a daemomic cabal which wants to summon a daemonic horde to wipe out a country. The players choose instead to take over the country themselves. But then Perhaps a few years down the line the cabal succeed and crush the country, players included if they don't deal with the threat.
I as the GM would act like the environment and control the NPC's much in the way of how a DM would in tabletop games.
The rules are the standard rules you are everywhere with a few addons which I'll post in the OOC.
Pretty much they revolve around not being an ass.
While there is an underlying plotline and events, quests, ect, the players have complete freedom on what they want to focus on and do. I wont also you on the wrist for killing a town, but fully expect the consequences of your actions.
Want to live like bandits? Do that. I won't stop players from living out their fantasy in the RP. This also means that the RP will always be open for characters and multiple groups of any size. Player choices can bring the groups into conflict with each other, which is fine, as long as it gets solved realistically and in character.
There will be an alignment, fame and infamy system which I'll keep track of in the OOC.
Amongst other things.
Feel free to invite others to the RP. Any and all that you enjoy RP'ing with. Due to the dynamic there is a distinct chance that the different groups may never meet, or a while into the RP.
Existing guilds
Mercenaries
Adventurers
Merchants
Mages
Inventors
Miners
Builders
Teachers
Enchanters
Tailors
Blacksmiths
Leatherworkers
Hunters
Crafters
Shipwrights
Unofficial guilds
Assassins
Thieves
Bandits
Pirates
Holy orders
Four major ones
Religion
Four main ones
They all have priestly orders
Nations
At least 14
Current small skirmishes between nations: 3
Different forms of slavery
A plethora of player races
Elves
Humans
Gnomes
Dwarfs
Halflings
Orcs
Daemonic
Vampyric
Liche
Faries
Dryads
Other fey
Beastmen
Sea creatures with transform
A few divine entities
Non-player
Monsters
Sea creatures bound to sea
Devils
Undeads
Divine entities
Classes
Anything you can think of. Since there are so many combination of skills I'm not going to name any.
Basic character sheet
Name
Titles
Age
Race
Training
Personality
Equipment
Spell skills
Other skills
Affiliation and rank
History
roleplayerguild.com/topics/170412-the…
The world of Telduria is filled with dangers and opportunities. The world is made up of numerous factions, kingdoms and alliances. Most of the time there is relative peace but every now and then wars and skirmishes breaks out. There is a council of nations which tried to mediate peace between the nations. Each nation is represented along with the guilds which span the world.
The guilds have an invested interest in keeping the peace due to how they work across the borders. The different nations make up half of the council while the guilds make up the second half. The balance in the world is on a life's edge. A powder keg waiting to blow, but no one dares to make the first move.
After the formation of the adventures guild and the mercenary guild most nations dissolved their militaries and instead the army is more of a policing force than an offensive one while the guilds hunt down dangerous creatures and monsters that appears in the world.
The nations have changed their ways from war to one of assassination, espionage, economics and diplomacy. World leaders don't tend to survive very long if they don't have guards with them at all times.
While officially there is no assassin's guild or thievs guild they do sure exist and are thriving like never before in the current political climate. That and the other guilds don't stop them since they also hire their services from time to time.
The various temples and religions have no official power part from some nations which are based around a belief. In actuality though they have considerable powers since they control the masses just as well as the rulers themselves. Get on their bad side and you might just find an assassin coming for you.
The world is there for you to explore, exploit or serve. Which path with you take? Honour? Nobility? Perhaps a darker path? Its up to you to decide.
This RP is sandbox styled with focus on player choices and actions. The main story revolves around the players but there are numerous things happening behind the scenes that the players don't know about unless they investigate it themselves.
For example The players might hear a rumor about a daemomic cabal which wants to summon a daemonic horde to wipe out a country. The players choose instead to take over the country themselves. But then Perhaps a few years down the line the cabal succeed and crush the country, players included if they don't deal with the threat.
I as the GM would act like the environment and control the NPC's much in the way of how a DM would in tabletop games.
The rules are the standard rules you are everywhere with a few addons which I'll post in the OOC.
Pretty much they revolve around not being an ass.
While there is an underlying plotline and events, quests, ect, the players have complete freedom on what they want to focus on and do. I wont also you on the wrist for killing a town, but fully expect the consequences of your actions.
Want to live like bandits? Do that. I won't stop players from living out their fantasy in the RP. This also means that the RP will always be open for characters and multiple groups of any size. Player choices can bring the groups into conflict with each other, which is fine, as long as it gets solved realistically and in character.
There will be an alignment, fame and infamy system which I'll keep track of in the OOC.
Amongst other things.
Feel free to invite others to the RP. Any and all that you enjoy RP'ing with. Due to the dynamic there is a distinct chance that the different groups may never meet, or a while into the RP.
Existing guilds
Mercenaries
Adventurers
Merchants
Mages
Inventors
Miners
Builders
Teachers
Enchanters
Tailors
Blacksmiths
Leatherworkers
Hunters
Crafters
Shipwrights
Unofficial guilds
Assassins
Thieves
Bandits
Pirates
Holy orders
Four major ones
Religion
Four main ones
They all have priestly orders
Nations
At least 14
Current small skirmishes between nations: 3
Different forms of slavery
A plethora of player races
Elves
Humans
Gnomes
Dwarfs
Halflings
Orcs
Daemonic
Vampyric
Liche
Faries
Dryads
Other fey
Beastmen
Sea creatures with transform
A few divine entities
Non-player
Monsters
Sea creatures bound to sea
Devils
Undeads
Divine entities
Classes
Anything you can think of. Since there are so many combination of skills I'm not going to name any.
Basic character sheet
Name
Titles
Age
Race
Training
Personality
Equipment
Spell skills
Other skills
Affiliation and rank
History