We were bound and hooded and taken to the Stone -- all of us thieves, murderers, witches and snares, all of us guilty by law. They dropped us like cattle at the bridge; while the airship took off, we were escorted inside at gunpoint. I remember a vaulted ceiling, pinpricks of sunlight, gears and mortar and something dark moving overhead -- I was shoved into my coffin and the lid was sealed.
I don't know how long I was asleep. Everything has less color now than it did before; it's all dead, hollow, broken and crumbling. I don't think anyone has been here in years. I don't know where we are, nor the way home -- if home still exists.
I hear movement inside the coffins . . .
I don't know how long I was asleep. Everything has less color now than it did before; it's all dead, hollow, broken and crumbling. I don't think anyone has been here in years. I don't know where we are, nor the way home -- if home still exists.
I hear movement inside the coffins . . .
PREMISE
For your crimes, you have been sentenced to the Stone: an enormous and ancient castle where only the worst criminals are condemned. It is popularly believed that within the Stone resides an Old God who feeds on the life energy of the condemned and grants peace to the kingdoms in return. You're shut into one of a thousand stone coffins and are put to sleep by a silent gas, never to be heard from again.
When you wake up, the lid of the coffin is cracked open and the Stone is in ruin. You're starving, there's no water to be found and no way of knowing how long it's been since you were locked away. There are creatures in the shadows that you've never seen before, strange lights and plantlife, and someone somewhere is singing.
GAMEPLAY
You could try to find your way back to civilization, if there is any left. You could investigate what happened that woke you up. You could decide to turn the world back to the way it was; eradicate these strange creatures or befriend them; or you could collect power and call the Stone your new stronghold from which to wage war. The choices and decisions are up to you how this story will proceed -- but rest assured there is an underlying story that will unfold in different ways depending on what the characters do.
Be prepared to drive the plot at times. I will present important decisions, but it is up to your character to make them. The fact that there are so many routes to take means that the characters might end up splitting up quite a bit -- that means you might end up writing 1x1 with the GM for awhile.
WORLD
This setting is a freeform fantasy/steampunk world. I imagine the characters probably all came from a steampunk city, not necessarily the same place -- but the Stone is located in mountainous wilderness where there are giants and ogres and rumors of dragons. The interior of the Stone is equal parts steampunk and whimsical fantasy.
It's easy to assume this will be a dark and gritty RP, and at times you might be right -- but there will be a definite sense of humor and color, perhaps some ridiculous situations you might find yourself in. If you like doom and gloom all the time, this is not the RP for you.
CHARACTER
Your character was condemned to the Stone by the judicial system of their city. Those sent to the Stone are usually the most terrible of criminals, as it is considered the equivalent of a slow execution -- but it's up to you why your character ended up in this predicament.
People may also be condemned for witchcraft. Magic exists in the form of Lovecraftian rituals, incantations and symbols, and draws power from an Old God, from other people, or from sacrifices. It's rarely used for honest purposes, but good witches do exist.
Snares are people who were born with animalistic or demonic attributes: horns, claws, yellow eyes, sharp teeth, unusual abilities (telekinesis, invisibility, acute hearing, etc). Snare children are allowed to grow to the age of ten under close monitoring, at which time they are either taken for study by the scientific community or taken to the Stone. If you make a Snare character, they probably were condemned as a child.
The majority of characters will come out of the coffin the same age they were when they went in -- their bodies will have been kept in perfect stasis. However, a few of the Snares may age at varying rates within the coffin due to their natural abilities. Keep in mind that even in this case, the Snare will only have the experience of a ten-year-old.