Hidden 5 yrs ago 4 yrs ago Post by IceHeart
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There's been an idea that I've had for a while but haven't really finalized how I want to go about it. Well, I'll just showcase the idea for now and see what people think. I really want to make one with a very clear final objective to strive for.

So the idea is that a Kingdom was invaded and taken over but the young heirs managed to escape to a neighboring country. Years later, with some aid from said country, they attempt to take back their homeland by whatever means necessary. To do so they will need to recruit troops, make bargains, form resistance cells, sabotage, etc.

I think I want to give this idea an 18+ rating because there will be quite a bit of dark content. It won't be too dark but I don't want to limit the role play by not putting that 18+ rating there. You can expect some disturbing content here and there though I doubt it will ever reach grimdark type territory as I do want some light-hearted elements as well.

So the end goal is to take back their Kingdom along with whomever decides to lend their aid. Input and questions appreciated as I try to figure out exactly what I want to do with this idea.

Krovon Kingdom: The Krovon Kingdom was taken over by the Bourin Kingdom, their neighbors to the east. The Bourin military smashed their way to the capital and the war was over within a month, the Krovon Kingdom completely taken off guard. While most of the royal family were captured or slaughtered, the royal twins managed to escape thanks to the quick work of their retainers and guards. The Kingdom is currently under control of the Bourin military except for a small section in the west of the kingdom.

Corbon Keep: The last remaining stronghold of the Krovon Kingdom where the twins currently reside. More of a fortress than a castle, the Bourin military have decided to merely keep an eye on the location rather than to try and capture it. As most of the good productive land has already been captured there was seen no need to waste manpower on laying siege to the keep.
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Hidden 5 yrs ago Post by Jamesyco
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I'd be interested in something like this.
Hidden 5 yrs ago Post by The Harbinger of Ferocity
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I will voice my interest as well, @IceHeart, as this sounds to be more the variety of fantasy I prefer. As far as the world goes, could you perhaps describe the nature of tropes such as magic? As well as the roles you intend players to take? I imagine not all players would or should be various heirs, that there are others who can fulfill other niches such as ousted court mages, mystics who are sought out as advisers, former champions of the crown and the like, but I of course need ask.
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Hidden 5 yrs ago Post by IceHeart
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@The Harbinger of Ferocity Just the kind of questions I need to get my thoughts in order.

Let's start with player roles. For heirs to the kingdom I was planning on perhaps two, three at most. As for other roles people could choose, they could be other members of the royal court that escaped, guards, champions, mages, etc. Players could also be members of the nation the heirs had to flee too, those who wish to help for various reasons or sent there by the nation to act as spies and advisers to make sure events transpire the way they want to. Most would prefer the heirs to have some degree of success to make sure the invading force don't get any funny ideas and to put the heirs in their debt.

As for tropes like magic let's see. While important I'd rather it not become too center stage and be able to instantly change the course of battle with one mage. The way magic will work is that each person will have a rather limited mana pool, meaning if you want to be effective with magic you need to learn to be very efficient as an individual, or you need to pool a bunch of people's resources together for more devastating effects. As magic itself is rather limited in amount, many 'mages' would probably have knowledge of alchemy and pharmacy to lean back on. Once mana is used up it will take some time for a mage to recharge their supply, be it through natural sleep or meditation.

As for the types of magic there will be three main types: The Elements, Blessings, and Curses. The Elements are the manipulation of well, the elements, Fire, Air, Water, Earth, etc. Because this is a manipulation of nature this tends to be the most draining magic to use and can be used offensively the most easily, such as conjuring a fire blast. Blessings in general are ways to invigorate the body to help soldiers fight better or to increases a body's natural healing processes. You can think of Blessings as mostly just a small buff, won't make anyone superhuman but could be the edge needed to win a close battle. Finally there are Curses, mostly only useful in a one on one fight and tend to be more mental than physical. They can have various effects such as making someone more sensitive to pain, making them more likely to freak out, adding a little brain fog, etc.

As for fantasy elements like monsters, they do exist but are very few in number and in general can only be found in uninhabited areas. Mankind has done a pretty good job in exterminating any near human civilization, as such while there may be a few monster hunter specialists there is nothing like an Adventurer's Guild designed just for monster extermination. Basically there is a very low chance of running across a monster in the wild unless you were looking for them in the first place.
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Hidden 5 yrs ago Post by sly13
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this sounds like something I could potentially get behind.
Hidden 5 yrs ago 5 yrs ago Post by DX3214
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I know a lot of feudal/medieval politics to know that having more than one heir of a kingdom is the biggest inviter for shenanigans to the extreme that we call a "civil war of nobles" during foreign occupation it might WORK they might work together but after the end of the foreigners control i am just seeing problems but ain't gonna lie that will be a hell of a funny situation.
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Hidden 5 yrs ago Post by The Harbinger of Ferocity
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That is just the type of response I was looking for, @IceHeart. I appreciate the answer and that it was roughly along the lines of what I imagined would be in response. I intend to do something along the lines of mysticism so I was curious what role and form that might take in the greater plot outside obviously influencing the heirs themselves and whoever that aligns with. I am still certainly interested as well and intend to participate, along with having some ideas I will send in message about if and when this topic begins.
Hidden 5 yrs ago Post by IceHeart
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Nice to see some interest. Not sure when I'll get the drive to really get things thought out properly. Other, more important things to worry about for now.
Hidden 5 yrs ago Post by Lionel Samson
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@IceHeart

Hello! Well, I just joined a mecha RP because it popped right up, and I was itching to go. However, when I first came to RPGuild, I was hoping for something medieval drama/war with a healthy dose of magic. You are the answer!

I liked most of the discussion so far, it gave me food for thought. Here are my questions and inputs.

Question #1: I suspect that there would be noble Houses? As in, people who own land and run services on them that benefit the kingdom, and would have commoners live on their lands?

Input #1: I don't think I'd like to be an heir, as I'm very interested in playing a young knight with a low title who is seeking to redeem or restore her House's honor to its former glory, by striving to become a reliable leader and competent with blade & bow. But there's a twist, and here's a teaser: Her House's history isn't what she thinks it is.

Question #2: Will this story focus on the results of large armies battling each other for control of territory, while our characters either float around it or perhaps dive straight through it?

Question #3: Will there be any demonic or heavenly sources of magical power? Sounds like it is all self-energy based as it is. I'm just curious.

Question #4: I think I noticed in your magic system draft a lack of magical traps? Maybe it would be elements, but would mages be able to set, say, magical runes that react to certain environment conditions? IE: Someone enters this room and suddenly poisonous gas is conjured?

That's all I can think of for now. I hope things turn out better for you IceHeart, I'm rooting for you to put your foot down and rev up your RP !
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Hidden 5 yrs ago Post by IceHeart
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Question #1: I suspect that there would be noble Houses? As in, people who own land and run services on them that benefit the kingdom, and would have commoners live on their lands?


I would say that is a safe assumption. There would certainly be different noble houses in control of territories that pledge allegiance to certain lords. There would certainly be a feudalism type government set up though of course most land would be under invaders control along with the commoners living there.

Input #1: I don't think I'd like to be an heir, as I'm very interested in playing a young knight with a low title who is seeking to redeem or restore her House's honor to its former glory, by striving to become a reliable leader and competent with blade & bow. But there's a twist, and here's a teaser: Her House's history isn't what she thinks it is.


If I get this RP up and running I would look forward to seeing what kind of character that turns out to be.

Question #2: Will this story focus on the results of large armies battling each other for control of territory, while our characters either float around it or perhaps dive straight through it?


I certainly expect large battles to be a part of the roleplay, though, especially at first, it will be more about finding backing, setting up cells in taken over territories to run interference and preparing for the battles to come, etc. Small-scale at first but then ramping up whenever they decide to make a major move.

Question #3: Will there be any demonic or heavenly sources of magical power? Sounds like it is all self-energy based as it is. I'm just curious.


For the most part I'll keep magic a completely separate source from such influences. In the case of blessings and curses, faith could perhaps be used sort of 'boost' but as a whole magic will not be influenced much by such sources.

Question #4: I think I noticed in your magic system draft a lack of magical traps? Maybe it would be elements, but would mages be able to set, say, magical runes that react to certain environment conditions? IE: Someone enters this room and suddenly poisonous gas is conjured?


Magical traps could in fact be used and implemented but, they wouldn't last very long. You wouldn't just be able to carve a rune and then leave it for a week to wait for an enemy, either someone would have to recharge it every few hours, or they would have to be set a short time before an enemy arrived. Magical traps are possible but not very efficient and would require maintenance to make sure they had enough power to be of much use.
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Hidden 5 yrs ago Post by DX3214
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If faith can be used as a magical boost that means that... well here comes my worldbuilder side So here is the question it means that gods can actually exist if you believe that they exist? OR you don't plan on having gods
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Hidden 5 yrs ago Post by IceHeart
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@DX3214 Do they exist? Yes, but they'll have a very hands off approach to things so they won't directly exert influence on the world. Religion exists along with deities but in general won't be at the forefront of conflict. I doubt I'll spend a great deal of time planning out religions and the like.
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Hidden 5 yrs ago Post by DX3214
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Well depends if the Occupiers have a different state religion from the people they are occupying you can basically use that for your advantage The European wars of religion between Catholics and protestants are the best example you can pick.
Hidden 5 yrs ago Post by PrettyWings
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This looks interesting
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