^ long enough topic title, right?
Anyway--I had an idea that recently came to me. An amalgamation from a ton of other ideas, but let me outline the basics for anyone who thinks they may be interested! So here we go, presented in easy-access, abridged paragraphs.
I'm probably looking for a decent size of people. Maybe like 8-10, excluding myself? Suggestions and ideas welcome! In fact, I encourage it.
The Setting:
- Our story will take place in the world of Xerra. It's a relatively small realm; its most prominent feature is the large city of Magisol, which floats a comfortable distance above the planet's surface. Magisol is a massive, sprawling city. It houses the rich, the poor, the workers, and the adventurers. The center of the magnificent city is a gargantuan clock tower. A grand symbol of the city, it is from this pillar that all of Magisol is built. The city houses an incredible diversity of people, their only commonality being a desire to pave their way in the world. Resources are scarce, and only the strong or clever thrive. Beyond the city limits, on the surface of Xerra, there is little more than sprawling desert. It is largely uninhabitable to all but monsters and the most hardy of people. However, hidden in its sands and rocky cliffs lie unseen bounty. Minerals, water, and all sorts of artifacts are systematically discovered and mined from the surface. Forests are also present, though scarce, only popping up surrounding oases and aquifers. Dungeons and other Ruins are aplenty, and the surface hides many secrets. A few small communities exist out on the surface, most established to specifically extract a resource and ship it to Magisol. Though a few operate as self-governed city-states, the majority of these communities are run by Guilds.
Guilds:
- Guilds, coalitions of like-minded people, rule the city. A Guild will generally amass resources and specialize in a service. There are information-seeking Guilds that run Libraries, Mercenary Guilds that provide hired hands, Mining Guilds that run the surface settlements, Treasure-Hunting Guilds, etc. There is even a Ruling Guild that operates as a sort of monarchy for the City. Being a member of a Guild affords you a higher quality of life--resources, companions, a livelihood. Success while operating as an Independent is not unheard of, but unless you possess a very specific and marketable skill, or are a wealthy merchant, your quality of life is likely very lackluster. To join a Guild, the prerequisite is that you are at least 15 years of age. Although recruitment requirements vary by organization, it is almost guaranteed that you must be in possession of a Talisman.
Talismans:
- This is the Magic System of the RP. The ability to use Magic is not innate with the people of Xerra. Talismans are any artifact that, when equipped and utilized, bestow abilities or other skills on the user. This can be anything from elemental magic, weapons, physical enhancements, etc. There are a seemingly limitless variety of abilities. However, only one person can use one Talisman at any given time. Once bonded with someone, that Talisman becomes theirs, until death or some other rite is performed. They can be stolen, yes, but not utilized by anyone other than the owner. There seem to be a set number of Talismans; most are found as treasures on the surface, but many are passed through family lines. It is unclear where Talismans originate, but they are an invaluable asset. The most respected Guilds contain people with incredibly powerful Talismans. Through continual use, the owner of a Talisman becomes more strongly-bonded with it, and unlocks further abilities. The utility of these Talismans is endless, but most seem to get the most mileage through combat. These strange artifacts seem to find their user through sheer force of fate, and appear to be perfectly indestructible.
Tech Level and Etc.:
- Steampunk level tech. We're probably all familiar with this trope. It's modern, but with a fantasy flair. Magic exists in the world of Xerra, through Talismans, but many modern devices exist as well. Many upper-class homes contain electric lights and appliances, and Guilds generally have their own radio transceivers to keep their memebers in contact over long distances. While things like television and the internet may not exist, that's not for a lack of possibility--it's just that no one has gotten around to inventing it yet! Humans are the only playable race (as of now), but that doesn't mean you can't bend physical appearances by using Talisman abilities.The planet of Xerra is also relatively small. This really won't affect the RP, and I'm going to ignore the real-life consequences of science, since I have magic talismans and other silly stuff like that. There's a sun, a moon, outer space, etc. It's just a smaller planet!
The RolePlay:
- So yeah, if you got through all that, here's the main idea: We will be playing characters of guild-ready age, and who likely have Talismans of their own. One of the most well-known and respected organizations, a Mercenary Guild, is now taking on new recruits. They recently experienced a huge disaster, and lost 75% of their Members. Crippled by this loss, it has opened up new opportunity for those wishing to get a start on Guild life! Simultaneously, the Ruling Guild has lost power over Magisol. This has created a power vacuum, with many Guilds attempting to gain control of the city, for better or worse. The Council, a temporary ruling body consisting of respected city elders, needs to name a new Ruling Guild. Sounds like the perfect opportunity for our characters to get in the mix of things! They will be joining this Mercenary Guild, for varying reasons, as the plot unfolds. Conspiracy and mysteries are afoot in the city of Magisol!