Adventure Kingdom
Life, real life, isn’t for the faint of heart, nor is it for those who have something to lose. If you are brave enough, lucky enough, or clever enough, you can grasp the wonders of the world... or at least that’s how everybody imagines it to be.
Premise: Your characters are the underdogs, the broken, the dreamers, and the fools that are willing to risk their lives to dawn the title of “adventurer.” Whereas a mercenary has one task (violence) an adventurer is a jack of all trades functioning as detectives, messengers, enforcers, paranormal investigators, daredevils, exorcists, privateers, spies, explorers, decoys, and treasure hunters. However, their true talent lies in getting killed. They sort of have a knack for doing that. Yah... suuuuuuper popular in adventurer organizations right now.
While this sort of work is what you would like to do in the long term (unless of course, your character is looking for suicide by hazardous profession,) tasks are not exactly prevalent. So....*dum da da duumm!* while juggling your full time labors to pay the bills, you are moonlighting as an adventurer in your free time!
Setting: This a blend of historic fantasy and classic fantasy. Freedom is really not a concept many people know the meaning of well. Most likely you are going to be a serf, peasant, or knight locked into servitude to some noble. You reside in the kingdom of Fortchanar, in or near the village of Chazwall.
Good news though... your character’s story will encounter magic and gain options like being able to alter themselves into becoming mythological creatures, gain supernatural abilities, become flat out awesome, or even just find a new appreciation for normal.
Size: No fewer than 3 and no more than 6 players
Posting Frequency: About 3 times a week. Honestly frequency is better than length because it keeps the game moving.
Mood:
Rules: https://drive.google.com/file/d/0B4FeeTooQb04d1I2clBydGx5OGc/view
Furthermore, there are going to be a few rules specific to this game and are listed as follows:
-No one will start with magic but eventually the characters will encounter options to learn or utilize it.
-All characters are human... right now. Oooooowaaaaaooooooo! (Ever wondered why dwarves, elves, and orcs all look human-ish?)
-1 character per player (NPC’s need to be under GM control, if you have an NPC that shapes your character, work with me.)
-Rated PG (About the level of Star Wars)
Life, real life, isn’t for the faint of heart, nor is it for those who have something to lose. If you are brave enough, lucky enough, or clever enough, you can grasp the wonders of the world... or at least that’s how everybody imagines it to be.
Premise: Your characters are the underdogs, the broken, the dreamers, and the fools that are willing to risk their lives to dawn the title of “adventurer.” Whereas a mercenary has one task (violence) an adventurer is a jack of all trades functioning as detectives, messengers, enforcers, paranormal investigators, daredevils, exorcists, privateers, spies, explorers, decoys, and treasure hunters. However, their true talent lies in getting killed. They sort of have a knack for doing that. Yah... suuuuuuper popular in adventurer organizations right now.
While this sort of work is what you would like to do in the long term (unless of course, your character is looking for suicide by hazardous profession,) tasks are not exactly prevalent. So....*dum da da duumm!* while juggling your full time labors to pay the bills, you are moonlighting as an adventurer in your free time!
Setting: This a blend of historic fantasy and classic fantasy. Freedom is really not a concept many people know the meaning of well. Most likely you are going to be a serf, peasant, or knight locked into servitude to some noble. You reside in the kingdom of Fortchanar, in or near the village of Chazwall.
Good news though... your character’s story will encounter magic and gain options like being able to alter themselves into becoming mythological creatures, gain supernatural abilities, become flat out awesome, or even just find a new appreciation for normal.
Size: No fewer than 3 and no more than 6 players
Posting Frequency: About 3 times a week. Honestly frequency is better than length because it keeps the game moving.
Mood:
Rules: https://drive.google.com/file/d/0B4FeeTooQb04d1I2clBydGx5OGc/view
Furthermore, there are going to be a few rules specific to this game and are listed as follows:
-No one will start with magic but eventually the characters will encounter options to learn or utilize it.
-All characters are human... right now. Oooooowaaaaaooooooo! (Ever wondered why dwarves, elves, and orcs all look human-ish?)
-1 character per player (NPC’s need to be under GM control, if you have an NPC that shapes your character, work with me.)
-Rated PG (About the level of Star Wars)