The meat and potatoes to any good RP is dedicated players, interesting characters and an active plot. this shouldn't be hard to achieve at all. So I propose to keep things nice and simple (at least to start with).
First, clear choices in a 'Choose your own adventure' style will be given at the end of most of the narrator's posts. You will still have a free agency within the posts to act and say whatever you wish, but to keep the story focused I will employ this technique.
Second, there wont be any long waiting period to start or prologues to pour over. You will have a world, and a starting location and you will figure out the world and the plot from the IC as you play it. Choices and survival will be difficult and combat will challenge you as a character and a player.
Third, we only need two players to get started, the rest will join the party 'fellowship style' as the story advances. The writing level will be low-advanced. Let's have some fun!
The Fantasy World of Terraixa
A traditional sword, sorcery and savior setting where I base all my high fantasy stories and characters.
Welcome to the lands of Alvion, the 1st of the main provinces, you can find this area of land in the north east part of the world. The Alvion Kingdom is a living example of a fairy tale royal city. The Country has mainly forrests and plains and the neighboring towns monstly deal in horses and tools. The very mixed community are moderately intergrated with each other. Although elves prefer to live in forest towns and the majority of dwarves live underground. Halflings seem to live quite closely with humans, and even the demon folk are generally left to their own business. Population: 50% Humans 20% Elves 10% Dwarves 10% Halflings 5% Demonfolk, 5% Other
To the south of Alvion the landmass is connected to a harsh desert area known as the domain of Roh, the sun has scorched most of the land into endless miles of desert and savannah the Royal City of Roh is run by the beautiful council, a group of 6 beautiful women said to be over 1000 years old but never age. The Country has very few natural resources so makes most of its income through trading exotic spices, cusines,tourism and assasins. Human's make up the vast majority of the land and there are some tensions between those and the Demonfolk who are known to be murderers and thieves, the other small pockets of races keep to themselves and dont have established communities. Population: 70% Humans, 5% Dwarves, 20% Demonfolk, 3% Elves, 2% Other
Across The Grand Ocean Past the Bishop and Knight Isles in the North East is the ice capped region of Ispar. This nation takes pride in it's highly developed democracy, technology and education, the people of this nation are also very studious and well versed in magic, which contrast to the large burly Dwarves and Human lumberjacks who harvest the Frostwood, some of the finest timber to survive in such a cold country. The reigon is home to many mountains, ice caves, and frozen rivers, the main city of Ispar is controlled by the Greater Ispar Government. The diverse racial makeup of land is very well integrated and all beings live together in the advanced cities. Population 30% Dwarves, 30% Human, 35% Elves, 5% Other
Population: Humans 75%, Elves 15%, Demonfolk 9%, 1% other Finally in the south west of the world you will find the Gothic Empire of Naveroth, a very ancient and secluded nation made up of swamps, and very urban towns with stone pavements. The Naveroth main city, is home to the Empress and very little is known about her beyond her solitude, independence and authority over her people. The few large business chains in the land specialise in weapons and the notorious bio-pit is home to some of the most dangerous creatures who are thought to be bred and mutated by Naveroth's highly developed but unethical science community. The City's are almost all Human and the Elves have been driven out to live in small towns in the middle of the swamps. Segregation and Racism is a huge issue here.
The Costa Islands are dotted around the south cost of Roh, where the weather is more tropical than desert-like, although technically owned by the Roh council the Costa is generally seen as 'free islands' where most of the tourists come to relax and Inns and markets flourish at this beautiful resort land. There is no real ruler but the very rich Halfling produce merchants have a lot of control of what goes on and generally keep order. Population: Always changing but the main inhabitants are currently humans and halflings.
Population: No offical demographics, but home to many demonfolk. These very small islands in the centre of the map fall under two different controllers, the Knight Islands Port towns are run by pirates and organised criminals from around the world, and the Bishop Isles are run by insane cults and mystics. The Islands are generally considered dangerous places to be and the 4 kingdoms have largely turned a blind eye to the dealings of the two communities mainly because they are contained in centre of the world map where they are surrouned and generally inactive globally. The Pirates sell stolen goods and train deadly mercenaries while, the mystics of bishop will sometimes part with their ancient artifacts for the right price. Tensions are obviously very high and the communities are unstable at best.
(WIP)
Character Sheet
Name: (Full Please) Age: 15-70 Height: Weight: Class: (knight, wizard, thief. assasin, beserker, etc) Race:(Dwarf, Human, Elf, Halfling,) Weapons & Equipment: (details but fairly brief) Skills and Abilities: (expertise, techniques, and magic go here) Bio: (must be AT LEAST on paragraph long, please use the small amount of lore that I have provided in the lands and intro to help shape your background and backstory)
Demonfolk are essentially low powered demons who roam the mortal world, their demon blood is heavily diluted with human and dark elven blood but they have demonic markers such as dark blue/grey skin and red/yellow eyes. Sometimes tails or horns too. They are said to all be the descendent of one demon family who escaped from the underworld , others claim they are just mutant dark elves whose radical appearance can be explained with inbreeding.
Hello there, I'm also quite interested. I have a profile of a healer mage with the typical smart guy archetype or a bit of a martial artist berserker, who takes a role as a big guy tank.
How much can we add to our histories? Making up organizations or places and the like? I promise it won't conflict with anything you already made.
@ShwiggityShwah The smart healer sounds awesome, try and flesh your character out as much as possible, give him quirks, loves, fears, dreams and all that stuff. This universe I have is one of my big original worlds, and any character you add becomes a part of the lore and continuity!
And yes, add locations and backstory as long as it loosely fits in with the provinces already presented!
How powerful are you looking at for magic users and what limitations are there in their usage?
I've encountered far too many "tanks" over the years with form fitting force fields that make them near invulnerable while hurling fireballs that can level a city block.
@Assallya Hey there its been a while, we RPd once or twice nearly 3 years ago!
And yes very good point. The magic level for the player character would be in the 'low to mid' power. With the more destructive spells taking a lot of time and energy (even life force) to cast. So maybe some mid sized fire balls and small lightning abilities. A fighting mage would be even more limited.
@ShwiggityShwah submit this work in progress in the OOC in the above link, I dont mind if you wait until hes completed.
Also, with his weapon arsenal you need to be specific how much he is carrying of each weapon like his darts and grenades, and crossbow bolts of course,