What version are you playing on? The mod goes from like Canada to the Norther South America. Also, even if you start on East Coast US, you can still see across the country I think.
I meant that in /this/ RP everything west of the East Coast is unknown. I'm well aware that the CK2 mod has basically the entire western hemisphere at this point.
Expect to see an OOC up within a day or two, folks.
I take that this is taken from the CK2 mod of the same name?
That's where I stole the name shamelessly from, yeah, but you'll find that the environment isn't very similar (in that everything that isn't the East Coast is terra incognita). Surprisingly, nobody got it last time around.
Here's an RP that I started up eight months ago but had to abandon due to lack of time to manage it. I'm looking to do a reboot, though, so feel free to join in.
After the End -- A Post-Apocaylptic Fantasy RP
Background
The year is unknown, and the world has fallen into chaos. Though none still alive recall the reason, nor whether it was a hundred or a thousand years ago, "modern" civilization befell a great catastrophe, and the shattered remnants of humanity were plunged suddenly into the dark ages. Once-gleaming metropolises are now left as either rubble, relics of an ancient culture half-revered and half-deified, or crudely fashioned into sprawling castles and keeps that fuse crumbling concrete with fresh-hewn stone bricks. Up and down the eastern coast of what was once known as North America, dozens or hundreds of squabbling city-states feud with one another over struggling farms and isolated villages and crumbling roads. Men fight and clash and die as the ancestors of their ancestors did, with sword and armor -- only the barest traces of musketry are beginning to reappear on the horizon. Most powerful, though, are the very few remaining artifacts of a time long past, rumored capable of spewing fire for hundreds of yards to fell armored knights mid-charge.
The year is unknown, yes, but one thing remains constant: the desire for glory. Half-crazed travelers have returned from a land far across the continent's inland wastes, claiming to have discovered riches beyond anyone's wildest dreams across the endless scrubby plains and toxic sands. And so your party has been assembled, from every corner of a hundred feuding realms, your mission to travel across what was once a proud and unfathomably advanced civilization, to find what truth there might be to these allegations of great treasures, and to return for the glory of your people.
But is anything ever quite so simple?
OOC
So there's the concept -- essentially, a post-post-apocalyptic world in which some unknown catastrophe befell the 21st-century world a significant amount of time ago and society has reverted to a much simpler medieval-ish level of technology. I'm aiming to go for primarily a low-fantasy setting, i.e. there probably won't be any spooky demons from beyond the abyss involved. Your characters will be relatively unknown individuals who have volunteered to attempt to cross the wastelands of central North America, and bring back the incredible treasures that are rumored to be on the other side of the continent.
Traits
One way that I hope to set this RP apart mechanically from the others is the introduction of a basic trait system. The point of these are to outline your character's primary skills and weaknesses in a way that makes them easy to process and for other players to understand. They shouldn't be viewed as the end-all-be-all of your character (that is, don't let yourself be limited by them) but rather as a few distilled bullet-points summarizing the ten-page-essay that is their life.
In addition, you might find that players who roleplay their character's actions in accord with their traits are rewarded, while things may not go so well for those who try to exploit or ignore them.
Everyone gets 7 points to work with. Positive traits cost points, while negative traits give you them. In other words, if you've already used up your seven but absolutely must have another positive trait, you can take some negatives to balance things out.
Positive:
Hardy - You have high endurance. +1 Tall - You are of significantly imposing size. +1 Defender - You are excellent at using a shield. +1 Thick-Skinned - You can withstand inclement and unpleasant weather. +1
Basic Weapons - You are skilled with the usage of less specialized weapons, such as knives, clubs and staffs. +1 Intermediate Weapons - You are trained with more advanced weapons, such as one-handed swords, lances and axes. +2 Heavy Weapons - You can wield two-handed weapons, such as greatswords or battleaxes, with relative ease. +3 Ranged Weapons - You are skilled in the operation of bows, crossbows, or perhaps even javelins or slings. +2
Light Armors - You are comfortable in leather, chain and scale armors. +1 Heavy Armors - You are accustomed to bearing the encumberance of heavy armors such as plate mail. +2
Agile - You are quick and light on your feet. +1 Sprinter - You can run faster, and for longer distances, than the average person. +1 Ambidextrous - You can use both hands with equal skill. +1 Grappler - You are skilled in hand-to-hand combat and unorthodox fighting tactics. +1 Quiet - You make little noise, and are adept at sneaking around. +2 Burglar - You can pick locks and disarm traps. +2 Alchemist - You have an impressive knowledge of herbs, salves, and even poisons, and how how to identify and create them. +3
Soldier - You have direct, firsthand experience fighting on the front lines of a battle. +1 Woodsman - You can fish, identify edible plants, and create basic shelters. +1 Hunter - You are skilled at hunting, cleaning, and cooking wild animals of all kinds. +1 Rider - You are of above-average skill at horse riding, and are able to make use of a horse in combat. +1 Chef - You can prepare and preserve food better than most. +1 Medic - You can perform basic first-aid to a certain degree of skill. +2 Doctor - You have extensive experience in more advanced medical operations. +3 Scholar - You are an expert in some "scientific" field. +3 Craftsman - You can construct relatively complex tools and structures, given the time. +3 Affluent - You belong to the (very thin) upper crust of society, and have the wealth to prove it. +3 Artificer - You are more skilled than most (read: still not very good) at the operation of humanity's ancient and powerful relics. +4 Master - You have some particular talent in which you are an absolute expert. Please specify exactly what this is when you choose it, e.g. "Master Baiter". +5
Theatric - You are a performer, skilled with impressions and disguises. +1 Intelligent - You are naturally smart. +2 Learned - You are literate and have a relatively advanced education, in comparison to the common man. +2 Charismatic - You are eloquent, convincing, and at ease when speaking in public. +2 Lucky - Things occasionally just go well for you. +2
Negative:
Dumb - You're less intelligent than most. -1 Clumsy - You are a klutz. -1 Lame - You have a limp. -1 Weak - You are not physically strong. -1 Loud - Your movements are particularly noticeable. -1 Heavy Eater - You have a big belly. -1
Slow - You cannot move quickly. -2 Hot-Headed - It is sometimes difficult for you to think clearly. -2 Sickly - You have a persistent illness. -2 Frail - You have little stamina. -2 Unlucky - Things just don't tend to go well for you. -2 Proud - You are unused to harsh living conditions or menial labor, and unwilling to perform degrading tasks. -2
Reckless - You take unnecessary risks. -3 Old - You are elderly, with the decrease in stamina and memory that accompanies such a status. -3 Untrustworthy - You are a habitual liar or a thief, and everyone knows it. -3
Maimed - You are missing a limb. -4 Crippled - You have a physical problem that severely limits your mobility. -5
The Setting
The only known bastion of human civilization, the fractured and eternally rivaled city-states scattered along the eastern coast of what was once North America. They are almost entirely feudal, ruled by kings who lounge in castles that are half crumbling concrete and half rough stone. In general, any particular lord holds sway over a number of farms, several large towns, and a scattering of villages. The rulers of the Hundred Realms often feud with one another over superiority and resources.
The modern knowledge of humanity's ancestors is slim, with most records either inaccessible, destroyed in the unknown cataclysm, or degraded over time. Many physical remnants (primarily buildings) still remain, however, and as a result their advancements are revered -- or even sometimes worshiped -- by the comparatively-devolved society.
What were once the world's major population centers are either leveled or toxic, and permanent inhabitation in former cities is largely impossible -- even scholars who attempt to study the advancements within often fall victim to strange invisible illnesses. As a result the cities are primarily shunned, believed to be homes to terrible plagues, though the lowlives of society will occasionally hide out (and, often, die) within.
A few vestiges of the predecessors' ancient and powerful technologies still litter the earth. From compact horseless carriages to staffs that can fire a ball of metal for hundreds of yards, the power that these items hold -- and the loyalty and fear that they inspire -- has caused the rise and ruin of vast realms.
However, the vast majority of such relics are rusted or otherwise lost to the ages, and those that remain are . . . unreliable at best. Only a few are known to remain in the world, in the hands of the very elite. The same pricelessness of such artifacts is also their owners' downfall, however, as they are heavily guarded -- and as a result, rarely researched or even actually used. To ask to make a study of one might be the equivalent of asking to "research" your king's wife, or to rule his lands for the next few years in the name of science.
The Style
I intend for the style of roleplay within this RP to more closely resemble a tabletop experience than your average freeform do-what-you-want adventure. That is to say, while there won't be XP tables and stat lists, the general pattern of RP will involve characters emoting their planned actions and the "DM" (myself) arbitrating the results. There are a few reasons for this:
1) It keeps things on track and ensures that the plot moves smoothly from point A to point B without being thrown majorly off-kilter (unless the group comes up with something ingenuous enough to shift the plot dramatically). 2) It helps tie in the trait system to the actual roleplaying. 3) It ensures that the more dangerous excesses of freeform roleplaying (like powergaming and godmodding) are kept to a minimum. 4) It keeps things exciting!
In most situations it'll be handled pretty casually, and if you want to do something that's reasonable within the setting / the limitations of your character I'll accommodate it. In high-stress situations, though, there may be some behind-the-scenes dice rolls by yours truly (weighting things like your backstory, traits, and current state of being) to determine the results of actions.
Also, be prepared for some pretty significant time skips (days to weeks, sometimes longer). The North American continent is large, even moreso when traversing it by medieval means, so usually there'll be events at certain locations followed by some jumping ahead once things have quieted down.
If you've made it this far it means you managed to wade through the sea of half-baked exposition and far-too-lengthy rule explanation that is this interest check, so congratulations. If you're interested by now, feel free to say so below.
First of all, sorry about the unexplained absence. Quite frankly, I've been too busy with real-life things to manage an advanced RP, even one with players as gracious and patient as you guys, and I don't see that changing in the foreseeable future. Apologies for leaving you guys in limbo for two weeks.
If any of you are interested in taking over the GM-ship, PM me and I'll hook you up with the small amount of "secret" information on fun topics such as the apocalypse and set you up as a co-GM of the thread. Otherwise, you folks have my complete permission to do a full reboot of the concept if you like, or to let it gather dust, as you prefer.
Again, sorry for both the unexplained absence, the conditions behind it, and the result. Best of luck to all of you in your future roleplaying endeavors.
Hello again, folks. I hope all of your collaborations are going well! I'll have another update up once everyone's made a post (or enough time has passed that we need to move on).
A night of drinking with friends -- 2g per person
A keg of mead -- 4g
Two spears -- 4g per if they're melee-fighting spears, 3g per if they're throwing spears
Oil and lantern -- 2g
Tar and pitch -- 1g
Tinderbox -- 1g
Rope -- 1g
A sewing kit -- 2g
So your total cost hovers around ~19, depending on a few factors that I'm sure you can figure out yourselves (are friends chipping in for the drinks?)
Alrighty, another post is up. As far as possession of NPCs goes, the commandeering of minor characters is fine so long as they act believably, and if you'd like to conduct business in a timely manner with someone more important you can either ask me for permission to act for them or we could work together on a compiled post. Apologies for not making this clearer.
Your characters will find that the market probably contains most anything they could find critical, though within reason (and perhaps not at an entirely fair price!) I'll go ahead and quantify the money here by stating that everyone has thirty coins to spend the pouches they were given by the king -- excepting Eve, who being affluent has brought sixty. If you want a price on something specific, PM me and I'll give you a quote.
[center]Eve and Rory The captain seems to be significantly less introspective when it came to his own purpose. After a long sip of his drink, he begins to speak. "I am a simple man with a simple purpose, Ms. Rutherford. I am being paid excellently to ferry you and your misfit companions to Kebek, and so the oars move northward. When you are safely back on land, I will fill my holds with cargo instead of donkeys and be paid even more excellently for it.
"You must know, however, that your journey is doomed. No man has traveled to the west and back, no matter what some fool merchant trying to curry favor with a king may claim. The roads are rife with bandits, and the forests are full of predators -- and not all on four legs. And you will forgive me when I say that the company you keep on this mission will not serve for such a grueling journey. Quite frankly, I must say that I will be surprised if you make it a week out of Kebek."
The captain returns to his usual demeanor after a few moments, remarking in a gruff tone on less serious matters until the last of the food has been cleared. As you leave the cabin, he offers a few more choice words. "You'd best know when your friends will bring you more harm than your enemies, Ms. Rutherford."
Amos and Cormack The captain is, as you might expect, entirely opposed to the idea that "some drunken soldier knows my own ship better than I do." He seems to take the claim that the mast is near to collapse as a personal affront against his ability to maintain the cog that he captains. Nonetheless, as the conversation progresses, he moves from anger to brooding silence to a begrudging desire to see this so-called issue for himself.
Within a short time a crowd has gathered around the mast, with Cormack and the captain at the center. It takes nearly an hour and the lowering of the main sail to determine the exact magnitude of the issue -- a number of hairline fractures, only noticeable with the captain's spyglass and a keen eye, littering the mast from top to bottom. While it does not seem that the mast is likely to collapse any second, the captain refuses the mere notion of ignoring it for even a moment longer. "There are pirates on the seas," he explains, "even this far north. If we get caught in a storm and that behemoth of a sail topples, we might as well ring the dinner bell for them."
A few days later, you find yourselves pulling into the modest harbor city of Falmouth. The town itself is nothing remarkable, consisting primarily of long rows of stone-and-timber buildings surrounding the occasional crumbling concrete facade. The harbor, however, is somewhat renowned for its shipwrights, who the captain predicts will be able to repair the mast enough to ensure that it remains solidly attached for the remainder of the journey. Regardless, it will be a number of days at the least until the ship is ready to set off once more.
In the meantime, the city sits tantalizingly on the shore, eager to be investigated. Just next to the harbor are a number of brightly-painted merchant stands, advertising all sorts of wares -- well-worn weapons, hauberks of chain mail, rations of food, trinkets of all shapes and sizes. One merchant is selling solely boots, but quite well-made boots nonetheless.
Perhaps even more interesting than the plethora of goods for sale are the two individuals who approach the party a short time after the ship arrives. As they explain it, they are two adventurers who would like to enlist themselves on the journey to find great treasure in the West. One, a certain Jorrick, is an artificer -- the other, Viktor, is a bit more secretive but carries a noble air about him. The news of expedition brought itself to their ears too late, it seems, but as luck would chance it they have both found themselves in Falmouth at the same time as the party.
Alrighty, everyone. Sorry about things, I was a bit busy for a couple of days. First up, I have to ask: what do you guys honestly think about how my post was done? I'm relatively new to GMing and want your opinions -- the goal was to be able to keep the plot spurring forward at a decent pace (since it's a pretty long time period that we're talking about here, and I don't think anyone wants to spend a month on a boat post-by-post), but I can understand if people don't like it because it's a bit railroad-y.
For the moment, as far as chronology goes, it's not of too much particular importance so long as you place it within a week or so of everyone else (or it could be at the same time, that's fine as well). Whatever you guys want to do. For sailing on a pretty small boat, especially, there's not a ton to do so I've been a bit liberal with the timescale. For the sake of you guys' planning, I plan on having 1-2 more 'big' compiled posts that take place at sea before everyone finds themselves back on terra firma.
Character Name: Jorrick Anderson/Male/26
Accepted. I'll go about getting you into the thick of things with my next post, which should be . . . soonish. I think we're still waiting on one more person to post?
The sun is high on the horizon by the time that the party finds itself on the riverbank. The king was not particularly enthusiastic about the proposal to take a long path westward, and some of the group members themselves are not entirely sold, but after some time spent negotiating all involved have been convinced that it is better for the group to return late and laden with treasure than to die quickly on the wide roads.
At the docks, the castle's steward travels from ship to ship, offering an impressive amount of coin to any captain that will ferry the party northwards. Eventually the owner of a medium-sized cargo boat accepts, and the process begins to transferring the group's goods -- including two mules, a cart, and a very ill-tempered horse -- across the gangplank and below-decks. While the ship contains ample room for cloth and wheat and dyes, it has less for human inhabitants -- in the end Amos, Rhys, Heinz and Cormack are made to share a larger room while the more affluent blind woman and her servant are treated to a smaller, but separate, chamber.
The journey downriver is a slow one, as the cog maneuvers clumsily around shallows and small islands. By the time that the sun sets on the horizon, however, the wind is blowing northwards and the ship is afloat on the open seas.
The captain himself is a wiry man of tan complexion, with a thinning head of black hair and a scraggly beard. He says but little, only moving from the helm to goad the rowers into putting their backs into the oars. Beneath the deck, the three animals whinny and bray nervously, but they have been seen to well enough. Soon the days begin to fade into one another -- the captain has promised a twenty-eight day trip to Kebec, assuming that the winds are neither particularly favorable nor nonexistent.
Heinz You spend much of your days in the hold with Bear, calming the horse as the boat rocks back and forth. Within a few days, the stallion has taken to the boat as a fish to water, though it is restless for lack of space to move. You find yourself excited to strike up conversations with your new traveling companions, though some of them seem less than savory.
Cormack The captain has not taken with any particular warmth to you, scarred and maimed and rude as you are, so you have begun to spend most of your time getting drunk on ale with the oarsmen. Within a week, you find yourself telling crass jokes and passing bottles from bench to bench with the best of them.
One day, you note as you walk by that the ship's main mast seems to be swaying a bit too much in the wind -- perhaps it is nothing to worry about, but with your knowledge of engineering and construction you cannot help but feel as if the mast is not entirely sound. Perhaps you'd best speak of the matter with the captain, if he'll listen.
Amos While the others travel constantly out and about aboard the ship, you are content to remain in your bunk for much of the days, sorting through your inventory of herbs and salves and spices. At one point, four days in, you stitch up a sailor who split his head open on the railing after a particularly large wave hits. Other than that, the quiet is calming, and allows you time to reflect on the journey ahead.
You find yourself growing restless on the ship, however, a feeling not at all helped when seasickness sets in about a week into the journey. Perhaps you'd best take your mind off the rise and fall of the boat by taking a look around, or striking up a conversation with the captain or one of your party members.
Rhys You are . . . less than thrilled by the ship's sleeping situation, though it is a necessity. Nervous at the best of times, you cannot help but feel at almost every moment that someone will catch on -- but little enough happens. Perhaps everyone is too occupied with their own pursuits.
Regardless, you also feel a sense of freedom, of adventure. From this point forward, you may write whatever you choose in the book of your life. Perhaps that will begin with endeavoring to learn a bit about the companions with whom you will be traveling for months westward.
Eve Your accommodations are more than the other party members have received, but they are still in your opinion entirely unsuitable for such a person as yourself. In addition, it is incredibly precarious for a blind woman to navigate a swaying ship -- even after a few days, you feel as though without your attendant you would have fallen over the railing a dozen times.
The captain attempts to extend a small courtesy to a lady of your status in inviting you to dine with him one night, two days into the voyage. As you munch on fare orders of magnitude better than the swill that you have smelled the oarsmen consuming, he asks a pointed question: "Exactly what is a woman of your station, and of your . . . situation, doing journeying west towards almost-certain death?"