Runestones, commonly called 'runes', are the most used source of magic. They can be created by transferring magic to an object, with various materials being less or more effective at receiving and storing magic.
A rune is created when a mage directs the energies from the world's core or from another source to the receptacle. The resulting rune is not always the same, taking after the mage's intent, but also magical skill and history as well as the source and location where the rune was created. The magic creates a glowing rune on the receptacle, which is used to identify the runestone.
Runic casting
Runestones can be used directly for casting, not only as a source, but also to form a spell, by activating the runes in a sequence. The basic spell always contains an action, object, target and guidance type runes, which can be combined and enhanced by modifier type runes. Modifier runes are placed before the augumented rune. A special modifier rune is the 'add' rune, which allows for coupling more runes or spells together.
Wizards that have practiced a spell with runes long enough will eventually learn to cast the spell using merely a source that is not a runestone, often using incantations or motion of one's body as aid before achieving true mastery of casting with just a thought. A sufficiently capacitous receptacle may not hold just an aspect of a spell like a runestone, but an entire spell. Such an item can be activated by a novice to cast even the greatest of spells.
Arcane magic
Basic magic taught in most lands of the world. Arcane magic can manipulate all aspects of nature, but it can not create or destroy them, obeying the law of equivalent exchange. While transmutation is theoretically possible, it is prohibitively draining to the caster, to the point when even Demons in the Abyss do not attempt it. It is however the most used magic for healing. It requires a source of power to cast, such as a magic well, an object imbued with magic energy, such as the runestones.
Foul magic
Considered evil by the users of Arcane magic. A spell or runestone is considered foul if it serves to decay, subvert and corrupt any element of nature, including souls, personalities and individualities of sentient beings. Most often practiced by demons and black dragons, less so by humans and scorned by dwarves, dragons, elves and actively reversed by Fairies.
Divine magic
Magic unique to demigods and old ogds. Only magic that can create life. It can not be sourced or bestowed, one has to be born with it. A divine being can however cast it for their followers if they are intrigued by it or if the person gathered enough favor with them, usually in response to a prayer or as a curse.
Forgotten magic
There is an ancient magic left in the world that no practitioners of other magics can identify, save for the Old Gods, but even they can only use it, rather than manipulate or cast it. Epistemus theorizes that it is the work of the Forgotten, who is not affecting the world directly, but his presence has to be taken into account.
Untold eons ago, the universe was created by a force even the old gods do not know. When the universe was new, there was merely an empty existence. But in it slumbered the old gods - titans of terrible power, together personifying all the power in the universe. First of them awoke the Forgotten, who has toiled in the universe before even the other gods rose. It is rumored that it was him who filled the universe with stars and their light.
The light woke the other gods, and of them, Hiraga was not satisfied with the universe, so she created the basis of what would become her residence, that which is called the World.
Dragons and dwarves (25 000 years ago)
And so, upon this barren companion of a star, she sought to create something to her liking, to fill the void in her heart with anything else than her brothers' voices. She created dragons, and gave them the power to help her shape her new world to their own liking, and marvelled as they created the lands, oceans and skies, and warmed the World up so that plants and animals could come to life.
One of Hiraga’s brothers, Damaesk, saw the beauty of the new world, and decided to come there and took it in. But to him, it felt imperfect. Things, even the living beings, just were, existed, unchanging, without purpose. Even his sister’s companions now lay still, resting after their grand work was complete. And so, within the deeps of Iron mountains, he made companions of his own, who would help him shape the components of the World and give them purpose.
Divine war (10 000 years ago)
Then came the third brother, Werwirren, and jealous of the world’s beauty, sought to take it for himself. With a mighty bellow he thrown his spear into the land, breaching its crust and unleashing the magic that lay dormant within its core. Of the magic, another race was born, not created by the gods, but happening on chance. The third brother whispered in the ears of the chiefs among them, to rise and take their place in the world that belonged to Dragons and Dwarves.
The battles lasted long years, until the newborns cast a terrible spell that turned a fifth of the dragon kind into black dragons. Repulsed by what they have done, a majority of the newcomers vowed to never use such spells again, and left the war for the dragon homeland, to start undoing their mistake, eventually becoming Fairies. The remaining core of the warriors was forced to seek shelter in the Abyss and empower themselves with it's magic to survive, becoming today's demons.
Younger races and war for Altheim (5 000 years ago)
Not long after came Hiraga’s youngest brother, Epistemus, intrigued by what he has seen from afar and yearning to see more. But the world was largely void of smart creatures after the many deaths of the Divine war. So he created the young races and loosed them on the world to fill that void.
As the world recovered, and the vigilant Hiraga fell to slumber, the Elves set their eyes on Altheim, wishing to be closer to their gods, and created the kingdoms of Solaris, Velaris, Unaris and Saros. But the humans, haunted by the inhospitality of their home, came from the sea like a tidal wave of determination, and conquered Unaris and Saros kingdoms before they were stopped at the Volen river by the two remaining elven tribes who armed themselves with dwarven weapons.
Recent history
Since then, the world has stabilised and the old wounds have scabbed over, leaving all the talk of war to drunkards in pubs and nobles stewing in their private chambers, with the exception of demons who are still attempting to rule the world, albeit they have switched to the political arena. The era of peace ushered in an age of discovery, where wizards and alchemists alike unlock one of nature's secrets after another. But with all the new things comes hunger for more, and some things are better left undiscovered.
The first continent inhabited, Altheim is where the old gods chose to put their great halls, and it is the place where Hiraga sleeps. The land is crossing the equator, with 80% lying on the northern hemisphere. Unlike their ancient homelands which generally only have one country belonging to each of the races, Altheim has been colonized by all the younger species other than the native dwarves, leading to multiple kingdoms sprouting on it’s soil.
The human kingdoms are Aranelia in the south, with provinces of Basur and Egania to the east, and Volen in the north, with the province of Stoneport to the west. The human kingdoms stretch from the south of Altheim to about the center, where the kingdom of Volen controls the heavily traversed river and channel that shorten sailing times between the kingdoms.
The northern part is split off by impregnable ridge called Iron mountains, where the two large dwarven cities, Fathermine and Greatforge, are dug.
North of the Iron mountains are isolated dragon cities of Infernis, Hightown, Termus, Port Serenity, and Atlantis below the surface of the north western sea.
Between the human lands and the Iron mountains lie elven kingdoms, Solaris and Velaris, flanking the Lost Forest, where everyone can venture, but no one has ever returned from.
The demons do not inhabit this land, only coming when they have business there, are summoned by Foul magic users, or at times willingly insert themselves or enter the services of powerful people. Some Fairies live in Altheim, but they are relatively rare and spread out between the other kingdoms.
It is said that the Lost Forest is where Hiraga lies dormant. Damaesk built his Artisan’s Hall under the largest volcano of the Iron Mountains. Werwirren’s Halls of Heroes are located in the middle of the desert in the Stoneport province. Epistemus’ Great Library is located in the dragon city of Hightown. There are several menhir circles scattered around the continent, believed to be somehow connected to the Forgotten One.
Älfa
Älfa is the ancient home of the elves, where most of their tribes still live. They are almost as isolationist as dragons, rarely letting a foreign ship into their ports, usually only due to being curious about who built a ship that could cross the ocean and want of learning of their techniques. They trade overseas with the occasional visiting dragon, as while Elven produce may not be of such quality and beauty as Dwarven one, it is a wonder in on itself, as they can use magic to manipulate material to grow or flow into the desired shape, rather than working it.
Fairyhome
To the far east, the dragons have created their refuge. After their exit from the Divine War, the Fairies have been allowed to make home among them, and as gratitude, they serve as caretakers to the slumbering dragons, and help out with things the dragons are to large for. Fairyhome is a strange and magical land, hosting all possible climates to accommodate the various dragon flights, and strange nature that defies biology and physics.
Cradle
The Cradle is the home of Humans. An inhospitable piece of mud and rock with every animal being dangerous, it was luck for the humans that it was so close to Altheim they could cross on primitive boats. Nowadays, Cradle is almost completely abandoned, with only a few nomadic and backwards tribes remaining there. That said, the continent is rich in valuables, and adventurers sometimes venture there to seek the promise of quick wealth.
Abyss
The Abyss is a large cave and tunnel system created by tectonic forces and magma flows in the bedrock, deeper than even the dwarves can dig. The place is filled with strange magical materials and beings, and it is where the Demons retreated after the Divine war ended. Lesser races and fairies can not survive here without the aid of either very special equipment or protective magic. Those who can enter however can find great riches, unless they are swindled out of their pants by the demons who call this place home.
The first beings, created along with the universe by unknown means. They wield divine magic, capable of creating and destroying entire worlds if they so desire. They are the creators of all sentient life in the World. They are immortal and eternal, and most do not have weaknesses that could be exploited by lesser beings. Ever since the young races came to be, they learned that they could draw power from their beliefs, and thus they took patronage of various things to help them gain a following.
Dragons (Unplayable)
The dragons were created by Hiraga to help her shape the world, and thus they have been made with inborn magic. There are several types of dragons called flights - White dragons are known for using magic related to air and being philosophers and performers, Red flight has a tradition of using fire magic, recording history and fighting, Blue flight's magic most often concerns water, they are hunters and explorers, and green flight practices the earth magic and alchemy. In the Divine War, some dragons were corrupted by Foul magic, and became the black flight, who are naturally skilled in usage of Foul magic. The dragons do not have a lifespan or any other need of sustenance, but they require increasingly longer sleep periods to revitalize themselves.
Dwarves (Playable)
Dwarves are beings created by Damaesk to put beauty into the world. Legends say that the ancient dwarves crafted the Great Halls of the Old Gods, among other things. They are excellent miners and crafters due to their natural strength and instinctive knowledge of many materials and how to obtain and work them. When needed, they are also skilled warriors, relying on their superior equipment to balance their short height, which is a bit of a hindrance. They are a tough people who live up to 500 years. The dwarves do not practice agriculture, thus they have a limited population despite being one of the first races created. Accustomed to life in dim light, Dwarven eyes can see in low-light conditions, although their vision in the dark is blurry and monochromatic.
Fairies (Playable)
Fairies and demons originated as one race, but being highly magical in nature, their bodies are affected by the magic they practice. As those who are known as Fairies refuse to use self-empowering, degenerative and destructive magic, they are small hominids with transparent wings. They do not reach more than a foot in height and are relatively frail compared to other races, but their wings can convert collected pollen into the magical fairy dust. They are fortunately peaceful and little shy people, preferring to accompany and aid others than going after a goal of their own, still trying to undo the wrongs of the Divine war. They are eternal, but not immortal. Fairies create runes in Fairyhome's magical wells where the Abyssal caves open to the surface.
Demons (Playable)
Brothers and sisters of the fairies, they are beings of various, twisted shapes, from humanoid through insects to amorphous blobs with mouths and eyes scattered all over their bodies. This is the result of their use of foul magic and or empowering themselves, making them tougher than most. They are tricksters, practical jokers or evil beings who took it upon themselves to give chaos, surprise and mischief to the World. On Altheim, they can be found where the Abyssal caverns reach the surface or the dwarven mines, and they insert themselves into power structures as advisors and spies, and they create foul runestones in the depths of the Abyss. As their bodies are used to living in the deep abyss for eons, the air on the surface is a bit too thin for them, lowering their stamina.
Humans (Playable)
What do you think? Non-magical creatures, jack of all trades, master of none. They live up to 90 years, and have the second most advanced civilization and culture after the Dwarves. What they lack in sophistication, they make up for with numbers, and they have managed to take the better half of Altheim for themselves after a scrap with the elves, when they sent two of four tribes running back to Älfa. They are adaptable and durable people with comparatively high levels of stamina. With the exception of elves, humans are in good graces of all races and thus have good bartering charms. Their biggest weakness is their natural ineptitude with magic.
Elves (Playable)
Humanoid beings, sailors and shipbuilders but otherwise technologically backwards. Created as fourth kind along with the Humans to live in the world and worship the old gods. Four tribes exist - Sea elves, forest elves, night elves and mountain elves. They live up to 250 years. Since they fought a losing war with Humans during their expansion north, Elves mostly keep to themselves. Instead they constantly squabble among themselves, driving a wedge between Solaris and Velaris. Elves of all tribes have instinctive knowledge of the plants and herbs found within the realm, exceptional eyesight, but due to their attitude, they are universally disliked, hampering their trade
Demigods (Special approval)
Demigods are mixed descendants of an old god and a member of another species. They are immortal, but with one or more crippling weaknesses associated either with their attribute or old god parent. They are stronger than the other members of their race due to their divine origin and can also get power from worshippers. The first demigods were the Elemental dragons, mothers and fathers of the current dragonflights spawned by Hiraga from her own essence. Among others are the legendary elven shipwright Efeanor, the father of dwarven wizadry Gert Hermann or the human king Arthurias, who lead the invasion to Altheim.
The guardian of the world. If the world fares well, she weakens and falls asleep during a golden age. If the world suffers, she wakes and gains power, up to a point where she can decide to end the world and recreate it. She is the creator of the dragons, and her followers - druids - can call upon her to manipulate nature. To her followers she offers reincarnation after death, although not necessarily as the same species.
Damaesk, Divine Crafter
The divine crafter, and the creator of the dwarves. He is the patron of all artisans, having no formal church, but still having a great following of any skilled worker. As one who stands for creation, he is opposed to the users of Foul magic and warmongers. He has however no qualms with crafters felling entire forests to make new things, something that at times puts him in Hiraga’s crosshairs. His followers, if they were not swindling and conducted themselves well as workers, are accepted into his divine workshop to practice their crafts in peace with unlimited resources until the soul decides to return to the world to learn a new craft.
Werwirren, Lord of War
The warrior god and patron of rulers. He inspires his followers to take what they need rather than make it, putting him at odds with Damaesk. His role in creating large scale conflicts and destruction also earns him Hiraga’s ire. His believers, if they did well as warriors or leaders, are taken into his hall, where the world’s largest wargames are conducted in turn with the world’s largest feasts. The souls accepted to Werwirren’s halls do not reincarnate, but they can be given a temporary body of a mythological beast by the god of war to be sent to aid the living in their wars. It was a war he fought with Damaesk that created the Fairies and Demons.
Epistemus, Keeper of the Past
The divine historian and philosopher, who records everything that happened in the world. He can give counsel to mortals and his fellow gods alike due to his infinite knowledge, and is often relied on to pass judgement in the most difficult of cases. The souls of his followers are welcome in his library, where they can study or help him in recording history and knowledge. These souls do not reincarnate, but if they choose to, they can return to the mortal world where their presence gives inspiration and bright ideas to those around them, based on the knowledge of the dead soul. He created the Elves and Humans.
The Forgotten
A much unknown and long unseen deity who dominated existence before Hiraga awoke and created the basis of the World. Most often associated with the night sky, he is worshipped by the elven sailors and occult groups. It is also believed that he gives place to souls rejected by the other gods as stars on the night sky.
Marooned is a classic fantasy set in original world. The game is intended to be post-by-post, with some tabletop mechanics in the background handled by the GMs. Unlike most guild RPs, Marooned has a map with locations that have prepared scenarios that will be ran by the GMs for the players to interact with. The scenarios have progressive difficulty and are built with multiple possible endings to the game.
That said, the game is built to last a relatively short time in hope to avoid dying and dropouts, leaving plenty of possible sequels based on which ending is reached if the player base remains interested.
The setting
The characters tab will be organized as a wiki of sorts, with the 0th post acting as a table of contents. Visit the characters tab for more info about the setting of the game.
Characters
Please submit your character applications into the OOC. GMs will transfer approved characters into the Characters tab in order to maintain their inventory records.
[b][u]Name:[/u][/b] The name of your character
[b][u]Alias:[/u][/b] Optional. The alias or aliases of your character, for example how they are known in languages of different races.
[b][u]Race:[/u][/b] Pick form the list of playable races, or, if you wish to play a different race, run it by the GMs first before investing too much effort. Most custom races should be falling into the demigod category though for story related reasons.
[b][u]Gender:[/u][/b]
[b][u]Age:[/u][/b]
[b][u]Occupation:[/u][/b] Who is your character (Soldier, alchemist, merchant, mage...)?
[b][u]Appearance:[/u][/b] If you feel the need to use an image, stick to photorealistic or normal illustrations, we would like to avoid manga here.
[b][u]Personality:[/u][/b] Optional. If you do not list this for yourself, do take care for your character to be consistent.
[b][u]History:[/u][/b] At least a brief overview of events that significantly shaped your character's life so far.
[b][u]Inventory:[/u][/b] What of your character’s stuff survived the wreck (Attire/armor, weapons, runes...)?
[b][u]Traits:[/u][/b] Given by your character's race, or a combination for halfbreeds. One positive trait, one negative trait, one economical trait.
[b][u]Talents:[/u][/b] What’s your character good (or utterly incompetent) at (fighting, crafting, medicine, bartering...)?
Demons
Demonic constitution: Demons are hardy beings empowered by magic, many even possessing natural armor on their bodies.
Low stamina: Accustomed to life deep within the Abyss, the surface air is too thin, making them run out of breath faster than usual.
Foul magic experts: As heavy users of foul magic, Demons are apt at creating foul runestones, which are highly valued to all other races other than fairies.
Dwarves
Darksight: Accustomed to life in dim light, Dwarven eyes can see in low-light conditions, although their vision in the dark is blurry and monochromatic.
Size: Dwarves are, unsurprisingly, small. This has several drawbacks, from short reach in combat to long treks quickly tiring them out.
Materialism: Dwarves possess a natural instinctive knowledge of where to find and how to use various materials.
Elves
Eyesight: Elven eyes see far and sharp, as long as there is enough light to go around.
Bad reputation: Elves are universally disliked, even by other Elves, hampering their bartering charms.
Herblore: Elves possess instinctive knowledge of herbs, where to find them and how to use them.
Fairies
Expert mages: Fairies are universally regarded as the best mages in the Realm, better even than their brothers, the Demons.
Frail: Fairies are physically weak and frail, forcing them to rely on external protection or agility in combat.
Fairy dust: Pollen collected on fairy wings is changed into a high value magical commodity.
Humans
High stamina: With the exception of Demons within the Abyss, Humans will keep going where others would have to stop to take a breath.
Inexperienced mages: Human mages are generally considered inferior to even Dwarven ones, though there are exceptions to the rule.
Good reputation: Humans are well-regarded by all except Elves, as Humans almost drove them from Altheim.
Rules
1) Scenarios have a post order, so let us know in advance if you'll be unavailable for a time.
2) If you have to leave mid-scenario, your character temporarily falls under GM control. Outside of scenarios, your character will be considered sitting at camp or something to that effect. If you know ahead you'll be gone, you can ask whoever to take over for you.
3) Only one appeal against a GM's word, then the issue is considered settled.
4) Rules may be subject to change. We'll notify you in the OOC and highlight the new/changed rules in the 0th post.
Mechanics
Map
The game area is set on a map that will be revealed as the characters explore and travel. If the characters split up, GMs will create personalised maps for each unless they decide to share with the other characters in-game.
Scenarios
Scenarios are special parts of the game map that have special story, rewards and NPCs that will provide advantages to those that find them. Some scenarios will be repeatable to facilitate resource gathering and opportunities for the characters to sharpen their abilities.
Day-night cycle and posting order
In non-scenario zones, players may post in any order and for however long they see fit. These zones (taverns etc.) will be open for the entire day to post if the character chooses not to move somewhere else or enter a scenario. There is no posting order in these zones.
In scenario zones, there may be only a set amount of time to complete it before nightfall, when character will be forced to abandon it and return to a safe zone unless they acquired supplies and tools that will allow them to continue into the night or at least safely wait out into the next day. In scenario zones, there will be a set posting order - each character participating in the scenario will get one post, followed by a GM post evaluating the character's actions and providing information for the next turn.
The length of the game day will be decided by the GMs based on the scenario and current player disposition, regarding vacations, the upcoming christmas etc.
Character' name
Location: Location/Scenario name
Main body of the post [center][h3]Character' name[/h3][b][i]Location:[/i][/b] Location/Scenario name[/center] Main body of the post
NPCs
In certain areas of the map, NPCs may be encountered to assign additional quests, trade items and services or provide advice and aid to the player characters. The characters’ actions will have an impact on their reputation with them, which will affect the services offered to the given character and may even open up a different ending.
Crafting
The characters can find different materials in scenarios and trade them between each other and with NPCs. There is a recipe system created for the game, and players can invent them in two ways - experimenting with the materials, or asking a GM for the end result to be provided a list of components. Consult the characters tab for more information.
Magic
Basic magic, available to every character, works by combining runes to get the desired effect. Much like crafting, you may ask a GM for the runes required for a spell or a list of runes known by your character to create the desired spell yourself, or simply attempt to activate a random sequence of runes to see what happens. Advanced magic, available to well-practiced mages, does not rely on runes to cast. Consult the characters tab for more information.
Races
Each of the playable races - Demons, Dwarves, Elves, Fairies and Humans - has traits that impact your character’s abilities, working to your advantage or disadvantage in situations from combat to exploration to interacting with other characters. Consult the characters tab for more information.
There are other races wandering the world, that will be subject to individual scrutiny by the GMs should you wish to play them.
We hope so, it will be a bit of an experiment. I'm hoping for at least one more person to have the party somewhat decently sized without multiple characters per player, so if you know anyone pass a recommendation :)