Current
No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.
6
likes
2 mos ago
Today is my birthday! I wish you all a truly enchanted day!
19
likes
1 yr ago
Arguing over petty details at times of dimensional emergency was a familiar wizardly trait.
2
likes
1 yr ago
It's my birthday! I wish you all an excellent day!
18
likes
1 yr ago
A wizard never had friends, at least not friends who were wizards. It needed a different word. Ah yes, that was it. Enemies. But a very different class of enemies. Gentlemen.
Welcome! In this game we take on the roles of a party of dwarves going on a grand adventure. We will meet elves in the forest, goblins in the caves, and a dragon guarding its hoard. On the way there we will explore dwarven culture and have many a good laughs around the campfire.
Join in if you want to live out a story in the fashion of oldtime fairytales, full of mystery and adventure!
But let's discuss details, I think so far we're looking at a high fantasy setting with magic. What form or type of magic in use is still being debated, and I have one individual who is working on a unique system, but we'll see how it turns out.
I'm all for magic, as long as it's what it should be: magic and mysterious. Worlds where everyone has access to arcane forces are boring. Those worlds have managed to take something awesome and turn it into an everyday thing, and it's sad. Make it so that magi and magic items exist but are rare and legendary (or at least uncommon and famous/infamous). Make it something that you have to spend your entire life studying to fully understand. Make it something dangerous that takes a part of you with it everytime you use it.
General Visual Description: A few scattered hollowed-out hills with paths connecting them by a lake in the middle of the forest. There are doors mounted at the entrances and chimneys sticking out of the tops of the burrows. The interior of the burrows differ but are generally timbered in a robust, homely fashion.
Settlement Garrison and Defences: The dwarves living in Pinegrove have no formal defence force and everyone is expected to aid if danger should arise.
Structures of Interest: Orin's Inn is the only building which isn't a private home. It is also the largest structure in the village. Here weary travellers can rest their feet and have a pint of ale or mead, and there are three rooms for those that wish to stay the night.
People of Interest: Orin the inkeeper, and old greybeard that likes to regale his visitors with one or two of his many stories. Unni the huntress, the villages first ranger and master at arms.
Settlement's Leader: Pinegrove has no official leader, but people tend to listen to either Orin or Unni.
Location: By a lake in the middle of a large forest north of the iron mountains. Name: Blackblight
Inhabitants: Zombies
Lair Type: Cave
Alignment: Hostile
General Visual Description: The Blackblight caverns is a network of tunnels and hollows under a small mountaneous part of a forest. They are dark, cold and moist. Many sections of the caverns are partly flooded with stale water, making passage difficult. It is easy to get lost in the gloom.
Population: 30
Places of Interest: One of the lower hollows has a great black obelisk in it. The surface of the obelisk is covered in strange runes, and the room has a dark aura about it. Torchlight is nearly useless here. A faint rabid whispering can be heard here as well. Creatures that spend more than a few minutes in the chamber tend to get aggressive and confused.
People of Interest: The zombies are unusually well preserved and also very well armed - many are wearing mail armor and wield steel weapons such as swords, axes and maces.
Lair's Master: The ghost of an old necromancer, Gol Goroth, haunts the black obelisk in the lower hollows. His menacing spirit keeps reanimating any and all creatures that perish inside the caverns. He cannot be hurt by magical or physical means - the only way to defeat him is by destroying the black obelisk.
Location: In the southern parts of the large forest located north of the iron mountains.
Maybe the new King/Queen endorses an entirely new deity and plans on making the rest of the nation worship it as well? Fucking with peoples traditions is a sure way to get them riled up. The sovereign could also have issued a taxation of the people that some find lawful and some don't (like with King John in England). Maybe there's always been tensions between two or three groups in the population, and now that the sovereign has allied with one of them the others are rebelling?
I'm very much interested, but I'm also thinking no classes.
As far as plots go, we could use some common tropes and rework them to suit us. Eastern Hordes springs to mind, as well as some kind of Cold War setting. Maybe a secretive Big Baddie hiding in the midst of the struggling nobles, just waiting for a chance to turn everything upside-down?
Urâl Dûm is one of the largest, if not the largest, dwarven realm in the world. Spanning the length, breadth, height and depth of the Ural mountains, it is a maze of tunnels, halls, mines and fortresses. The dwarves of Urâl Dûm are wary of outsiders, and few are permitted inside the halls of the underground kings. Those that are speak of marvelous masonry, untold riches, and the crushing darkness of the depths. The rest are allowed only to the outside keeps, where the dwarves barter minerals and crafts for other goods.
The dwarves of Urâl Dûm rarely leave their subterranean homes, but when they do it is usually either a trader or an exile. The traders are known for bringing enormous sums of riches with them with which they buy equally enormous quantities of goods. The exiles, the law-breakers of the dwarven society, don’t usually last long. There are however some stories and legends about surface-dwarves and their lives in the lands surrounding the mountains.
The dwarves in Urâl Dûm are all about collective welfare and success. The individual is unimportant next to society as a whole. Resources aren’t bartered with. Instead, they’re shared and dispensed according to need. The only time that the dwarves take part in bartering and haggling is when they trade goods with outsiders, who live differently. Dwarves are very disciplined and hardworking, and have been compared to ants on many occasions. They try to be self-sufficient in the mountains, but the need for resources from the outside is not easily quenched.
History
(You can ignore this part for now because the game's setting is ambigious at the beginning. Once it took shape you can work on your background more. Albeit if your General Intro already covers the history we need you can just skip this)
Government & Society
Urâl Dûm is a federation of dwarven city-states, each ruled by a sovereign. These cities together form a ruling council that decides upon matters dealing with all of the mountain range. Local problems are dealt with by local authorities. The burden of rule is hereditary, so there are no elections and in essence no democracy. This is however not a problem since most of dwarven society functions in the same way. Occupations and titles are all hereditary. If you’re born to a smith, you will grow up to become one yourself. No occupation has a higher value than the rest; all who contribute are equal in dwarven society.
Dwarves overall are very much into tradition. Their philosophy revolves around self-sufficiency and lasting, and so they strive to be so themselves. Written words are never altered, old tunnels never destroyed. As such, change takes time in dwarven society. Choosing what particular kind of stone to use in a mural can be a question for an entire generation.
There are no punishments in dwarven society, except one: banishment. Any dwarf that breaks the ancient laws of their people are cast out of the realm, never to return. Most exiles perish very quickly, but some are known to have found a place in other societies. There are even rumors of small settlements of dwarves living in the forests surrounding the mountains.
The dwarves of Urâl Dûm are not religious. They have a hard time understanding the very idea of religion, or what the point of its practice is. The closest thing to religion or superstition they have is their reverence for their ancestors. Dwarves take great pride in their ancestors, noting their deeds and lives on stone tablets mounted on the walls where they live. Most dwarven homes are covered in runes with stories depicting the lives of its previous inhabitants.
The dwarves are a subterranean humanoid species originating from the mountains around the world. They share many characteristics with humans (two eyes and ears, a nose, a mouth, two arms and two legs) but there are many features that tell them apart. Dwarves are normally no taller than 100cm (roughly 3 feet). They have four fingers on each hand and four toes on each foot. Dwarves also lack a neck, making them unable to turn their heads. They are hairier than humans, and all dwarves grow big beards. It is very hard, if not impossible, for humans to tell dwarven males from females. The dwarves themselves say it’s a matter of scent.
These subterranean creatures have a long lifespan of around 300 years, but are considered old at 100 and will remain so for the remainder of their lives. They can see perfectly even in complete darkness, mainly because their eyes can register heat down to fractions of degrees. Dwarves are very sensitive to sunlight and prefer to stay indoors if possible. If not, they usually garb themselves with heavy clothes, covering as much as possible of their skin.
Dwarves are renowned for their supreme stonemasonry and blacksmithing. It is said that dwarven strongholds are carved from the rock of the mountains itself, and that dwarf-made steel never bends, breaks or dulls.
Economy & Industry
Military Overview
(Yeah, of course you also need to tell us some about your military. Try to avoid number games and unhealthy arms races. We play this game for fun and that needs balance and sensible approach. One of the main guidelines is that your nation's military shouldn't be much better than a historical 15-16th century army. Don't worry, I don't ask you historical accuracy. So-called "super units" can be okay if they are rather rare and may have other limitations. The point is to let you do cool things and explore your creativity but at the same time don't do it at the expense of others.)