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Zeroth Post
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Zeroth


Setting


Once magic flowed through the elements. A charge in the clouds which cast lightning in violet hue, a shimmer in the fog which made gray mist glitter, a soul in the fire which peered out from the flames. But magic faded from the world due to the folly of wizards. Greedy magicians and expensive spells sapped at the magic of the natural world until it began to run dry. Storms still thundered, fog still rolled, and fire still burned, but something was missing. The world went pale, spells began to fizzle at the fingertips of wizards and creatures of magic: elves, unicorns, even dragons, began to wither and die. Then the final death throes of magic came upon the world like a seizure of the earth itself. Massive cracks opened up over the now dead, dry ley lines as they collapsed into themselves. These cracks widened into great gulfs, swallowing up cities and countrysides whole. In the end, after the last rumbles of what would be forever called the Sundering, fell quiet, the world had been split apart. The once singular continent, Pangaea, lay shattered. Fractured lands called shards drifted across the void separated by clouds of wild magic, aether, the last out-gassing of the old ley lines.



Magic


Like water in a desert, magic in the modern post-sundering world is rare, valuable and highly sought after. Most remaining magic exists locked up within life itself. Living organisms all generate some degree of magical energy called charm and the more sentient the creature, the more charm its life-force creates. Such visceral magic is the only remaining sustenance for sorcerers and magical creatures alike. Blood-mages draw upon their own flesh or consume sacrifices to fuel their spells while rare sorcerers harness their own potent life essence. Meanwhile, those surviving magical creatures must consume at least some living flesh to feed their abilities or fade from the world like their forebears.

The only remaining magic outside the bounds of flesh, is to be found in the aether. Roiling, violet clouds that curtain the coast, they are a tantalizing but ultimately unobtainable enchanted resource. The charm embodied in the aether is too unpredictable to be harnessed to any useful purpose. Instead it represents an ever-present danger. Aethereal storms called Wendigos can assualt shards either from the coasts like hurricanes or from high above like devastating tornadoes. These disasters bring not only fierce winds and lightning but also horridly mutated beasts and insects called chimera which feed ravenously on living magic as long as the storm rages.



Player Characters


Dragons, once the eldest and most powerful monsters, like all their kindred, must now take refuge from the cold banal world. Like frogs out of water, they must find a way to shield themselves from the aridity or desiccate and die. Since the sundering, usable magic subsists only in the substance of living beings. The remaining dragons thus adapted to the new world by donning mundane living shapes, specifically human shapes. Their human forms shelter them from the harsh reality and although they can still resume their splendorous true forms, the act is costly and can only be sustained indefinitely by the consumption of flesh. Sometimes called dragonbloods or halfdragons, these beings are the last remnants of noble, civilized beasts who ruled the lands and skies of Pangaea for 100,000 years before the age of wizards. Wyrms, dragons who seek to resume their old power, turn to devouring humans so as to fuel their fantastic shapes. Some raid and pillage whole countrysides while others focus on hunting sorcerers of potent magical potential (stereotypically virginal females).

The player characters, unlike wyrms, are dragonbloods who seek a sustainable balance between their new human lives and their legendary heritage. Some may feed to fuel their abilities, but focus more often on livestock or the occasional bandit tribe. The general term for magical creatures which exist hidden behind human guise in this manner is Wight or Hidden One. Other wights include vampires, changelings and skinwalkers, the modern remnants of demons, fairies and beast-spirits respectively.



Setting Details








































Game Details


The game will consist of somewhere between four and eight players. I would prefer most PCs to be dragonblooded, but may be persuaded to allow one or two other character types assuming the write-up is good. The story will begin in Averyll in an industrial port city called New Verris with close ties to Eldross and the sorcerer nobility. Where the game goes from there is up to character choice. My only constriction is that players play true to their characters and attempt to keep the group together.

DA RULZ

1) Don't shoehorn dumb crap into the game
2) Don't powerplay
3) Post at least once week, more for leading roles


Hidden 7 yrs ago 7 yrs ago Post by Too Old 4 This
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Welcome!!
Hidden 7 yrs ago 7 yrs ago Post by hagroden
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Definitely getting in on this, I'll be posting a character soon!!


However, I am curious as to the specifics of Magic and technology. You mentioned that firearms are present in this world, what era of weapons would they be? In regards to magic, are characters restricted to Elemental magic, or would things like familiars/conjuring be present in this setting as well?
Hidden 7 yrs ago Post by Pathfinder
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@Too Old 4 This
I guess my last question before I settle is going to be how old are we supposed to be? Would we remember the pre-sundering world?
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@Too Old 4 This
I guess my last question before I settle is going to be how old are we supposed to be? Would we remember the pre-sundering world?


Such an elder dragon may be possible but none known to the PCs. Want to keep the exact nature of what happened around the sundering a mystery for the moment.
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Definitely getting in on this, I'll be posting a character soon!!


However, I am curious as to the specifics of Magic and technology. You mentioned that firearms are present in this world, what era of weapons would they be? In regards to magic, are characters restricted to Elemental magic, or would things like familiars/conjuring be present in this setting as well?


Awesome!

I want to keep firearms limited to singleshot at least at the start. Muskets and flintlocks. Magic for dragons would always reflect their elemental nature, but apart from that be creative. A talented flame dragonblood may be able to conjure a fire based familiar.
Hidden 7 yrs ago Post by Too Old 4 This
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To aid in character design, I've added lore for the three western fractures, Thanatos, Eldross and Averyll. Descriptions are loose and full of holes. I do this on purpose. I'm leaving the details for you to expand upon in your character backstories and for us to flesh out in game.
Hidden 7 yrs ago 7 yrs ago Post by Pathfinder
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@Too Old 4 This
Here is a WIP, I just need to hammer out the last couple of details of his history and then write up a zeroth post. Lemme know if anything won't fit with your story.


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@Too Old 4 This
Here is a WIP, I just need to hammer out the last couple of details of his history and then write up a zeroth post. Lemme know if anything won't fit with your story.




Looks great. I like the idea of aetheric corruption in a dragonblood and it bleeding into his human form. Very creative. Hopefully we can get a few more CSs. I am willing to go with a small group on this one but I want at least two.
Hidden 7 yrs ago Post by Rekaigan
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I'm quite interested in this one! I hope it's not full up already. (Or dead even.)

Is it restricted to Western dragons or am I allowed to be a noodle dragon?
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