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3 mos ago
Current No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.
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3 mos ago
Today is my birthday! I wish you all a truly enchanted day!
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1 yr ago
Arguing over petty details at times of dimensional emergency was a familiar wizardly trait.
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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.
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Copy. Are Half-Elves a thing, then?


Yessir!

Fine. how bout tiefling?


Tieflings are a-ok 🙂

What's the magic system going to be like? And is it seen with different levels of acceptance by each nation/race?


That's a good question. If we use Fate, I don't think there'll be much more of a system needed game-wise. That leaves how it works lore-wise.

I'm thinking that magic is uncommon but not rare, and that there are different kinds of practices depending on race and culture, which in turn are tolerated by varying degrees in other cultures. Most magic is low level, utility stuff. Really powerful magic is rare.
is a dragonborn ok?


No thanks. Not a big fan of those.

Gnoll Paladin


I'm sorry, but no. Gnolls are monsters. It'd be kill on sight in every civilized settlement.

@duskshine749 Half-orcs are fine! I imagine they'd face a lot of bigotry, though.
Questions:
- What are the races, and how are they perceived by the humans? (in connection - are PCs only allowed to be human?)
- Personally, I'd like to know more about Korros Tor


- Standard fantasy races. The ones I have described (briefly) are humans, elves and dwarves. You may expand on that, but nothing silly.

Elves are a secretive people, sworn to goodness by the grace of the gods. They cannot die of old age, but can be slain. Elves have superior senses to humans, and are faster and more agile as well. They are however not as numerous, and do not reproduce at the rate humans do. Elves feel a close bond to nature, and magic. As a people, they usually have a neutral albeit strained relationship with humans.

Dwarves generally keep to themselves, wary as they are of outsiders. They live long lives, sometimes as old as 800 years, but are considered elderly at 500. They are short and stout, but strong and tough. Dwarves are often known for their stubborness, focused to the point that humans sometimes consider them humorless. They live in tight knit clans with a strong emphasis on order and tradition. They generally agree to trading with humans, although tensions can run high if the younger race tries to encroach on dwarven territory.

- More info on Korros Tor incoming tomorrow!

Any objections to a rogue half elf, sailor (pirate)?


None whatsoever!

So, a little lore:

In the far north of the world lies the Vale of Daka-Gorn. It is a frontier of deep woods and wild rivers, encircled by high mountains to the east, west and north, and by the sea in the south. The Vale lies far from the realms and great empires of the world, and has only recently been settled by mankind. Other creatures have lived here since ancient times, from the secretive elves of the treetop villages to the suspicious dwarves of the underground mines, as well as all manner of beasts and monsters; orcs, goblins, ogres, gnolls, and worse.

There are three human cities in the Vale; Kari-Mar by the sea, ruled by a league of Merchant Princes, Korros Tor in the eastern riverlands, ruled by the King Benetzaron and his knights, and Mor Kadar in the utmost north, ruled by the Witch-Queen Arkan and her spellblades. Between these lie villages and farmsteads, each contested by the rulers of the cities in endless border skirmishes and raids. All avoid war for fear of upsetting the balance, but the peace is frail.

In the middle of the Vale lies Crossroads Keep, a settlement that once began as a popular inn for weary travelers, that since has expanded into a fortified hub of commerce. Here rules the Lord Host Netzcaro, a shrewd inn keeper turned noble, who has his fingers in more pies than most can count.

People come to the Vale for many reasons. Some flee war, persecution, or the law. Others seek fame, riches, or a new beginning. Some, however, seek to unravel the mystery of the Daka-Gorn; an ancient civilization whose ruins now dot the wilderness of the Vale. Not much is known about them, and neither the dwarves or the elves have much to say. It is said that heir ruins are haunted, filled with horrid shadows, monsters, and worse. It is however also said that incredible treasures and forgotten knowledge can be won by those who dare brave the darkness of the tombs and dungeons.


My idea is that the party will have just come off the boat in Kari-Mar, each character with their own hopes and agendas. I will introduce adventure hooks and ideas, but will leave you to explore and worldbuild as much as you want. I'm really not looking for a world-altering quest of prophecy or somesuch, just a nice old tale of high adventure in a strange, wild land.

Feedback? Questions?
@Sky Blue I'm sorry, but no. That doesn't sound very generic fantasy to me (except if you count monsters like Doppelgangers in DnD, but we won't be playing as monsters in this game.)

I'll post the setting and a bit of lore in an hour or so.
@Sky Blue That depends. What did you have in mind?
@MrSkimobile I'd be happy to try the system, if only for the learning experience! And I'd love it if you'd co-gm with me, so we get it right!
@MrSkimobile Was that the system you used for your cyberpunk game? I thought it looked interesting, but I had some difficulty wrapping my head around it. Could you give me an explanation for dummies? :P

@duskshine749@Kuro I'll get a little intro up for the setting later today!
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