Named thus for as long as any can remember no king or queen has truly ruled this realm. A sanctuary for bandits and bizarre cults, plagued by great beasts and abominations - none have tamed this wild and godless land. And yet daring and wayward souls continue to come seeking wealth and glory. And there is indeed wealth and glory to be claimed in Dahard. The bones of long forgotten ruins and ancient cities harbor lost riches and wonders beyond one’s imagining. Many brave adventurers have set out to the Lost Land seeking their fortunes. But Dahard is an unforgiving place and the weak and foolish do not survive long. Only those with fortitude can hope to harrow this land and unearth it’s secrets and claim it’s spoils.
Fate has ferried you to Dahard. Do you seek treasure, knowledge, or something else? Perhaps you follow the horn call of the conqueror. A powerful man from afar has come seeking to subjugate - to rule - like countless before him. He raises his banner proudly, welcoming any who would serve his will in Dahard. Join him in his endeavor or follow your own path, all will face their trials here at the whim of a beholder greater than any mortal being.
Welcome to Sandstriders : A Lost Land! _____________________________________________
In this RP players take up the role of a traveler newly arrived in Dahard, an unclaimed realm with a troubled and bloody history. For reasons your own you have come here be you a treasure hunter, intrepid explorer, or just a wandering vagabond. Regardless of your motivations you will find yourself swept up in a series of events that will shape the future of not just Dahard but the surrounding lands as well. It will be up to the player to decide what role you will fill and with whom you will stand by in the end.
This will be an open world experience, that said there will of course be a flowing narrative to be followed. Decisions made and paths taken by players will have various effects on the moving plot, the scale of these effects will vary of course based upon the stakes and elements of the scenario at hand. The main plot is centered on the arrival and exploits of a nobleman from a foreign land, his desire for prestige and power driving him to claim a prize that none before him have. His course however is just part of a greater design and the march of his army will stir forces beyond imagining.
Carve your name in the sand and stone as you meet your destiny in the Lost Land! Be it to serve the first true master of the realm and bring order or become an instrument of the forces of chaos leaving rivers of blood in your wake.
Expectations and an outline on gameplay and functions. _____________________________________________________________
• Adhere to the guild rules of course. • This will be 18+ but in cohesion with guild rules avoid sexually explicit themes and other fringe material that others may be uncomfortable with. • Please do not detach yourself from the storyline. As already clarified this RP is open world, the context being that players are allowed to pursue personal goals and explore the land of their own volition. That said everyone is expected to have a presence in the main plot as it unfolds so generally speaking keep your character in the loop. • Stay in sync with the main theme, specifically in regards to character creation. Opposite the typical high fantasy adventure this RP was founded on the culture and mythology of the Middle East, some specific inspirations were taken from the Indian subcontinent as well. Players are expected to stay true to this foundation throughout their participation. Ask me for further clarity if needed. • Players are allowed only one character at a time. If your character dies you are allowed to create a new one. • This will be a lite tabletop campaign. What I mean by this is that while we will be using tabletop devices - i.e dice, ability scores, etcetera - this is very much still a narrative driven RP. Putting a ratio to it this will be 2/3 narrative and 1/3 dice rolls and scoring. • Post content should range within three to ten paragraphs to put it roughly. In some instances less than three paragraphs is fine, but even then bare minimum should be no less than around eight to ten sentences. I am less strict on longer than average posts but even then let us try and keep things within the “casual to low advanced” scale. • Discord will be used for a notable amount of communication/discussion while IC content will remain onsite. • Please notify the GM of any extended absence you may need/have. I’m willing to work with you if you just let me know. If you have simply lost interest I would still appreciate a heads up with my guarantee of no hard feelings.
Map and background of Dahard as well as a guide on locations. (The map will be updated as players explore more of the land.) _____________________________________________________________
Dahard, or “the Lost Land” roughly in Eqarish, is a an almost wholly unsettled region on the southern borders of Esaad and Tawr. Despite centuries of conquests and colonization efforts no kingdom has survived here, no empire has managed to retain control of the realm for more than a few years at most. The last efforts made were those of a Tawrish expedition twenty years past that met a violent end, as is common in the Lost Land.
Despite it’s foreboding history Dahard is not devoid of human life. Small tribes of nomads - Baryakin - call this land their home. They hunt game along the steppes and forage plants and herbs that grow wild in the deserts. Oasis’s and freshwater springs provide them with sustenance. Life is not easy for these free people, when not threatened by the elements or food and water shortages they face the danger of the many beasts that lurk the sands. Giant scorpions, serpopards, werehyenas, and even the dreaded roc plague those who dare the wastes of Dahard.
Aside from the humble Baryakin other folk - many less than desirable - dwell here. Bandits, devil worshipping cults, and exiles are among the land’s inhabitants. Farther to the north caravans often skirt along the border and the Baryakin are known to set up camps here to trade with those passing by. These makeshift trade posts often serve as refuge and resting places for merchants and travelers. Mercenaries often linger about as well offering their services to those who need protection, be it merely to cross the desert safely or delve into an ancient ruin.
The further inland that one goes the dangers are greater, of course so are the spoils to be had. Within the maw of the dreaded Manudhe Desert are the remains of the many kingdoms lost over the centuries. These crumbling ruins hide the riches and power of long forgotten rulers, one most only have the strength and wit to find them.
GUIDE
• Arilqas: A humble trade post nestled on the border of Esaad and Dahard. While somewhat lively considering it’s location it is still little more than a rest stop. Aside from the small Baryakin encampment nearby it has few permanent residents. The only notable establishments are the inn, the chaki den, and some small craft houses - notably the local herbalist, swordsmith, and tailor. Arilquas has no ruling lord or garrison making it an attractive place for mercenaries and drifters to offer themselves as local protection for a price.
• Qadir: Like Arilqas, Qadir is a place for caravans and travelers to rest their feet after a long journey. Qadir however lacks the independence of Arilquas as it is ruled by Tawr from afar as a vassal of Maatrho. Tawrish soldiers stand vigilant over the place and the Imit - or “overseer” - enforces Maatrho’s will over the people. The Baryakin are forbidden from camping near Qadir and the Imit imposes the laws of Tawr on the locals at the ends of his lash and blade. While arguably safer than many of Dahard’s small settlements and outposts this is at the loss of local custom, culture, and even religion.
• Ruins of Prizata: The ruins of an ancient citadel left by the long departed Dirvek, these people first arose in what is now southeastern Esaad. Centuries ago their kingdom was destroyed by Esaad and Prizata sacked. Centuries of looting have left nothing of value though if one scrapes through the stone and ash enough cheap baubles and trinkets can be found.
• Tomb of Arbaz: The final resting place of Arbaz “The One King of Jush.” This underground catacomb holds the preserved remains of King Arbaz, his wife Jati, and his oath brother and protector Einas. Many have sought to seize upon this ancient tomb and claim King Arbaz’s treasures but all have failed. Aside from the dangers sealed within the tomb, it’s very entrance is impossible without a sacred phrase known only to a few living men.
• Muqaha Oasis: This humble oasis rests atop a hill overlooking the rolling land of the Jushites. It is here that their sages communicate with the gods and share their wisdom with the tribes. This is a holy sight for the Jushites and a place of pilgrimage, particularly for tribe leaders or young men coming of age seeking the wisdom of the oracles.
• Tower of Bennu: Built just under twenty years ago, this majestic limestone tower was meant to be a symbol of Tawrish grandeur and authority over Dahard. A beacon symbolizing the taming of a savage land and people. Named after the elder sister of the Maatrho, this monumental structure was sacked by bandits amid the slow withdrawal of the Tawrish. All within were slaughtered and anything of value that the bandits could carry was taken. Once a house of wonder and lavishness the Tower of Bennu is now naught but a monster infested ruin. Any traveler brave enough to enter can still with luck find treasures left behind or hidden away by the Tawrish nobles.
• Jalatha: A small Baryakin village, one of their few known permanent settlements. This small village lies beyond the Manudhe desert and is shielded from the perils of the open desert. While charitable it’s people are very closed and communal viewing outsiders with suspicion.
• Ruins of Sepperun: Originally a Tawrish colony, Sepperun was abandoned shortly after the fall of the Tower of Bennu. Already weakened by sickness and food shortage, the beleaguered garrison and population fled after the arrival of giant scorpions that tunneled up from beneath the sands. Many were killed in the sudden flight and less than half of the survivors made it back to Tawr. The scorpions remained and the forgotten colony had become a dwelling and nesting ground for them. This of course hasn’t stopped treasure hunters from daring the ruins over the years.
• Temple of Felgaphan: Felgaphan was a Dirvekish mythical being of endless debauchery and hedonistic nihilism. “A short life of pleasures and delights in a sadistic world,” so said the priests and followers of Felgaphan. This ancient temple was constructed after the fall of the Dirvekish kingdom beyond the reach of Esaad. While the various cults of Felgaphan have risen and fallen over time the temple has stood tall, maintained on the backs of slaves and hostages taken by the reclusive priests. The temple is protected by ancient wards and traps that have kept brigands - or those who revile the heathen following - from destroying and plundering it.
• Lost City of Kandrukati: Four hundred years ago the Baneghoran king Saathvik began the construction of Kandrukati amid his western expansion across the sea. Kandrukati rose from it’s simple origin as a coastal colony on the Umurud Sea to a bustling hive of commerce and shipping within a few short years, though this success was tragically short-lived. During Saathvik’s war with the Zakkites the native people were brutal in their methods to see the city fall. In the final days of the war the Zakkites finally seized Kandrukati and razed it, the Baneghoran citizens were slaughtered in gruesome fashions and their bodies mutilated and abused in the streets. Having driven the Baneghorans from their land the Zakkites returned to their desert homes. Kandrukati stands now as a blood painted husk of a city inhabited only by packs of werehyenas and restless spirits that stalk the streets at night.
• Kaganja: This small coastal outpost is the most recent effort of colonization, this time by the hand of Naakesh Kaanada, a Zemida from Baneghora. For now it is little more than a wooden stockade around a few hastily erected stone and lumber buildings.
An explanation of how our system will work. _____________________________________________________________
Let us start with basic character creation. The character sheet will for the most part be familiar and forward. Character name, age, sex, race, backstory and personality - the usual profile. Players will also have two score charts to fill out - attributes and skills. These attributes and skills will be critical in combat as well as scenes where particular prowesses are necessary such as picking locks, escaping cave-ins, or the ability to talk your way past a guard. So consider carefully when filling out your scores.
Players have eleven classes and three races (one of which has four sub-races) to choose from. Each class and race have respective bonuses and penalties on scores, something to be kept in mind.
Players are expected to shape their character in a way so that attributes and skills are on par with character backstory and to a slight extent class. Do not be shy about increasing character abilities in a diverse and nifty manner of course, but let us try and avoid stretching out our builds in bizarre ways that contradict background and class.
Attributes represent a character’s strengths and talents. There are six total attributes; Athletics, Dexterity, Intelligence, Wisdom, Charisma, Constitution
Each of these attributes - barring Constitution - is parent to specific relatable skills. These skills while basic are fundamental to shaping and diversifying character core abilities and influencing outcomes in various situations. Skills usually act as buffers for attributes and other times are independently employed though the latter is less frequent.
There are sixteen total skills: Strength (A), Agility (A), Stealth (D), Acrobatics (D), Trickery (D), History (I), Nature (I), Arcana (I), Religion (I), Perception (W), Medicine (W), Survival (W), Persuasion (C), Deception (C), Intimidation (C), Performance (C)
Players increase their attributes and skills by leveling up. Every two levels one attribute point is earned and every one level two skill points are earned.
• Athletics covers difficult situations characters encounter while climbing, jumping, or swimming for example. For melee fighters Athletics is used for attacks making it an important attribute. Strength and Agility are core buffers in melee combat. These skills are also used in circumstances demanding of physical ability, such as bashing through a blocked door (Strength) or avoiding a rock fall (Agility).
• Dexterity accounts for situations requiring a fluid, nimble approach such as sneaking, picking locks or pockets, or vaulting walls. It also is the core attribute for archers or other characters that use ranged attacks. Dexterity is host to the skills Stealth, Acrobatics, and Trickery. Stealth is of course the ability to sneak, useful for lurkers of shadow and agents of the night. Acrobatics is the ability to smoothly traverse particularly difficult terrain such as slippery mountain faces or across rooftops in the night. Trickery is the ability to pick locks, lift coin purses, and disarm traps and other mechanisms. Best for thieves and of course tricksters.
• Intelligence determines a characters’ general intellect and knowledgeability of the world (History, Nature, Religion). Those with magical ability use their understanding of magic and the planes to bend and use their power to their will. Arcana allows one to identify magical sources, items, and even creatures through planar traces. Those with the proper temperance - and a little luck - can tap into planar wells and increase their knowledge and magic alike.
• Wisdom measures a character's practicality, cleverness, and perceptiveness. Perception, Medicine, and Survival. Perception allows a character to notice clues, detect secret doors, follow tracks, or observe suspicious behavior in someone. Perception is particularly critical for archers as it buffers their Dexterity when they attack. Medicine is the ability to make poultices, brew tonics, and apply proper treatment to wounds. Survival is one’s ability to make it in the wilderness or in tough situations, this covers things such as foraging, hunting, and sheltering oneself from the elements.
• Charisma represents one’s ability to interact with and influence others. This attribute is host to the four skills Persuasion, Deception, Intimidation, and Performance. Charismatic characters can outdo others in a variety of ways when they play their cards right. Barter your way past a checkpoint or be taken in by impressionable nobility - or talk or threaten your way out of being arrested.
• Constitution measures a characters’ durability. The higher one’s constitution the more health points they have. (Multiply Constitution by x2.)
COMBAT
Melee: A single turn of melee has either one or two pairs of dice rolls involved; the initial attack and attempted dodge, and then potential contact - be it blocked or a hit. Character scores that play into this are the Athletics attribute and then the Strength and Agility skills. Here is an example to elaborate…
1. Karim moves to attack Rashad, hence the first roll. Both players roll two eight-sided dice. As the attacker Karim's Athletics score (14) is buffed by both his Strength (4) and his Agility (4). Rashad however only has his Agility score (4) to buff his Athletics (14). This is the rule in the first pair of rolls as in order to dodge Rashad must rely on his agility. Karim’s player rolls a 6 and 8 (14), add this to his overall buffed Athletics score of 22 which equals to 36. Rashad rolls a 5 and 4 which adds 9 to his 18 which equals 27. Rashad’s player has failed to dodge as his score his lower than Karim’s. Had Karim instead landed a 2 and 3 for example - giving him a 27 - and Rashad rolled two 6’s - giving him 30 - Rashad would have dodged and Karim missed his swing. (Ending Karim’s turn.)
2. Rashad has failed to dodge so he must defend from the attack. Both player’s dice are rolled again - this time both player’s Athletics are buffed with their Strength and Agility scores. Karim’s player rolls a 5 and 8, adding this to his overall score of 22 (14 Athletics + 4 Strength + 4 Agility) equals a 35. Rashad’s player rolls a 5 and 4 which adds 9 to his score of 20 (14 Athletics + 2 Strength + 4 Agility) equaling 29. Rashad has failed to block or parry Karim’s attack causing him damage. Subtracting the difference between Karim and Rashad’s score equals 6, damaging Rashad for 6 HP. Had Rashad scored higher he would have blocked or parried Karim’s attack.
Remember that HP are totaled by multiplying constitution by two, hence in this case - having a constitution of 13 - Rashad has lost 6 of 26 HP.
Ranged (Archery & Throwing): In the event of an archery or other ranged attack there is a single roll, each player rolling two eight-sided dice as with melee combat. The ranged attacker shoots/throws their missile and the defender can attempt to dodge the attack. Characters possessing a shield can attempt a block saving throw in the event of failing the dodge roll. Example…
1. Miswar shoots his bow, launching an arrow at Kesh. Both players roll their dice. Miswar’s Dexterity (16) is buffered by his Perception (6). His player rolls a 4 and an 8, totaling his score at 34. Kesh’s player meanwhile rolls two 7’s, adding this to his Athletics (14) and Agility (6) scores also equals 34, a tie. In the events of tie’s - and this transitions back to melee as well - while the dodge failed zero damage was done hence Miswar’s attack turn is over and Kesh suffered no injury.
2. Had Miswar outscored Kesh then - again, as with melee - the damage from his arrow would’ve been the outcome of the difference between his and Kesh‘s rolls. Had Kesh outscored Miswar then Miswar’s arrow would have missed. However, as mentioned, if Kesh has a shield a saving throw can be made that utilizes his Athletics and Agility scores like with dodging melee attacks, the necessity for agility here being to speedily deflect the incoming missile.
Ranged (Magic): The mechanics behind attacks are much like their non-magical counterparts. Aside from a shift in attributes and skills evoked only other magic users can deflect/block magical attacks, anyone else must evade or suffer the attack. Example…
1. Zane casts a fireball at Amad, a rogue. Both players roll their dice. Zane’s player rolls a 1 and 6 to add to his Intelligence (16) and Arcana (6) scores which equals 29. Amad’s player rolls a pair of 7’s, adding 14 to his Athletics (12) and Agility (8) scores totaling 34. Amad dodges Zane’s attack ending his turn.
2. If Zane had instead scored higher his fireball would have hit and afflicted fire damage on Amad.
3. (Alternative) Had Amad been a mage, magisword, or za’hir he could have - with a sufficient Intelligence and Arcana score - blocked/deflected Zane’s attack with a saving roll.
Just a note - dice rolling as far as combat is concerned will be strictly for “bosses” or unique/key enemies encountered. A reminder that, while employing a tabletop setup, this RP is still very narrative heavy and most combat will be scripted out.
ATTRIBUTE AND SKILL CHECKS
Throughout player adventures you will encounter situations that will demand particular skills to succeed in - or in some cases at least survive. These will call upon character attributes and skills of course, as for what attributes and skills are put to the test will depend on the circumstances at present. Some such as brawling, combing through an old library, or sneaking across a trap laden hallway will evoke all of one’s specialized abilities. Others - such as bribing a guard or tracking bandits across the desert - will demand a specific skill such as Persuasion or Perception.
When such checks arise against other characters typically they are resolved through scoring respective skills against each other. The method of doing this can vary depending on the abilities of the NPC player’s are dealing with or the nature of the check. Attempting to deceive or persuade a particularly perceptive NPC - even one with very low Charisma - is apt to fail while in other cases having a higher Charisma score than an NPC can work wonders. Or say a character is chasing after a thief and lacks the Acrobatics to follow him across walkways and overhead balconies, they can rely on their Perception and Agility skills to stay on his trail even if from below on the streets.
When facing environmental challenges dice rolls will typically be employed to challenge characters.
These checks are very influential in plot events and what direction the story goes based upon character choices and the outcome/consequences of these choices.
Warrior Fighters for master or for oneself, any man or woman who has mastered the blade, spear, or mace can call themself a warrior. Versatile and rounded for prolonged combat. +2 Athletics, +2 Strength, +2 Agility
Slayer For some strength is all that is needed, those who swing the largest weapon the hardest indeed draw much blood. Slayers are skilled in the wielding of greatswords, battle axes, halberds, and other two handed weapons. Some more recklessly, others with more control. +2 Athletics, +4 Strength
Archer The bow is deadly but eloquent, arrows like the smite of a god into the heart of an enemy. +2 Dexterity, +4 Perception
Thief Deft hands and a light foot are not always used honestly. A true thief melds with shadow, their skills giving them all the stealth of a cat when robbing their mark. +2 Dexterity, +2 Trickery, +1 Acrobatics, +1 Agility
Asazai Trained killers for coin, Asazai are like cobras in the night. Their entry unheard, their trail unseen, and their blade as lethal as a poisonous bite. +1 Athletics, +1 Agility, +2 Dexterity, +2 Trickery
Warrior Monk Some monks achieve balance and enlightenment through meditation, pilgrimage, and charity. Others through defense of their order, faith, or community. +2 Athletics, +1 Strength, +1 Agility, +1 Wisdom, +1 Acrobatics
Trickster Grifters and scoundrels, pickpockets and con artists, tricksters can come in any form and motivation. +2 Dexterity, +4 Charisma
Mage Those blessed - or cursed - with the blood of the elemental planes can bend the forces of nature around them. They can summon the elements to aid them in battle and channel their powers through items and objects of the world. +4 Intelligence, +2 Arcana
Magisword Not all those with the power of magic spend their time solely honing their ability to cast spells and unravel the secrets of the elemental planes. Indeed many do the opposite, channeling their power only when needed and relying more on their sword arm. +1 Athletics, +1 Strength, +1 Agility, +2 Intelligence, +1 Arcana
Mystic Monk Those with the power of the elements are reviled by much of the world but likewise embraced. Many monk orders and religious sects welcome those with the power of the elemental planes to join their ranks. Mystic Monks divide their attentiveness between mastering their blood born power and their physical and mental prowess. +2 Athletics, +2 Intelligence, +1 Wisdom, +1 Acrobatics, +1 Arcana
Za’hir Mind the one who can manipulate nature as they can the mind and hearts of men and women. Za’hir are both renowned and reviled for their silver tongues and magical abilities. These story tellers, poets, and singers are people of rumor and mystery said to converse with jinn and even devils. +2 Intelligence, +2 Arcana, +2 Charisma, +1 Performance
It has been a very long time since I've done anything beyond Gloomhaven with dice or a stat system, but I'd be lying if I didn't admit to being intrigued. If this moves beyond 'invite only', you could certainly colour me interested.
It has been a very long time since I've done anything beyond Gloomhaven with dice or a stat system, but I'd be lying if I didn't admit to being intrigued. If this moves beyond 'invite only', you could certainly colour me interested.
We are still waiting for two of our current five on the “list” to check in but even with all five present and active I will be letting in another one or two people definitely. Your interest is noted!
Update: A “guide” has been added under the settings tab. Until I get the lore thread properly refined this can do for basic detail into current noteworthy locations on the map.
Classes have been added also. I added one additional class - Mystic Monk - to allow for an elemental martial artist build. In regards to magic I will take this moment to clarify that all magic is elemental. The six elements are fire, water, air, earth, light, and dark. Also, magic is based upon bloodlines, meaning it is hereditary. (Yes, we are taking the Dragon Age approach.) Magic must run through one’s lineage. To avoid a “master of all elements” OP character from cropping up players are allowed no more than two elements to manifest within their character. (See the lore thread for more clarity on this.)
I will work on finishing up the lore and world (includes races, religions, magic, and surrounding regions) today. Look for the character sheet template tonight sometime (latest tomorrow). I apologize for seeming a bit scattered, it has been a busy week and weekend alike.
Is it possible to adjust the modifier of the classes?
I have this idea of having a Bene Gesserit-like character (from Dune franchise, though it's kinda obvious); it's likely similar with the Mystic Monk(Nun?) but instead of having +1 Acrobatic, she'd have initial buff in Charisma instead
Is it possible to adjust the modifier of the classes?
I have this idea of having a Bene Gesserit-like character (from Dune franchise, though it's kinda obvious); it's likely similar with the Mystic Monk(Nun?) but instead of having +1 Acrobatic, she'd have initial buff in Charisma instead
Modifiers are set.
Mystic monks are written as users of martial arts and magic alike so a Acrobatics modifier is rather necessary. What your suggesting might work better as a mage with a little more charisma than intelligence - with enough of an Arcana boost if you still want a higher magic attack. Mages are often enough allowed into religious sects, secret orders, and noble houses I will add.
I will provide heals through a water-based Mystic Monk based on Kichirō Takagi. Obviously Kichirō is OP in his current state. He will be modified accordingly.
Points: 12 (These points are meant to be distributed among the six attributes below. This is to be removed from the CS after points have been distributed. Remember to account for racial and class bonuses and penalties. Do not forget to show your work next to each ability regarding points added and subtracted!)
I will add more throughout today and of course on after. Magic and religion completion are my current priority and then languages of course. Despite my tardiness we are still on schedule to have things rolling later this week. If you have any questions, concerns or curiosities let me know!
@Force and Fury@VeyrinDay consider yourselves “on the ticket” as it were - assuming your still down. We have our 5 and with the addition of you that makes a nice 7 cap.
Also - if you do not mind - PM me your discord handles.
I will work on finishing up languages today and then get started on our list of creatures & monsters. Expect the official thread sometime this weekend or at the latest the first of this upcoming week. This should give everyone time to work on their characters with what I have added/included.
After the creation of our thread and the completion and approval of all characters we can begin! I appreciate all of you for being patient with me - especially given my lagging as of late (real life has no mercy for the hobby writer!).
If you have any questions, curiosities, or concerns just speak up! I am looking forward to this!
PS - Just to add; when creating your character do not hesitate to do some world building of your own. I left ambiguity in many areas for a reason which was to allow for player input/efforts in expanding and adding more to our world. So do not be shy about contributing to things via your character backstories and profiles!