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    1. Too Old 4 This 11 yrs ago

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Note: I edited the lore on Shards to be more reflective of a broken, shattered landscape, making them on average smaller but more numerous.
I'm down, gimme a bit to absorb all of the lore you got and I'll get to developing a character.


Awesome. I'd wait on characters until the game thread, though. If I see more interest in the next few days, I'll make it.


Setting


Once magic flowed through the elements. A charge in the clouds which cast lightning in violet hue, a shimmer in the fog which made gray mist glitter, a soul in the fire which peered out from the flames. But magic faded from the world due to the folly of wizards. Greedy magicians and expensive spells sapped at the magic of the natural world until it began to run dry. Storms still thundered, fog still rolled, and fire still burned, but something was missing. The world went pale, spells began to fizzle at the fingertips of wizards and creatures of magic: elves, unicorns, even dragons, began to wither and die. Then the final death throes of magic came upon the world like a seizure of the earth itself. Massive cracks opened up over the now dead, dry ley lines as they collapsed into themselves. These cracks widened into great gulfs, swallowing up cities and countrysides whole. In the end, after the last rumbles of what would be forever called the Sundering, fell quiet, the world had been split apart. The once singular continent, Pangaea, lay shattered. Fractured lands called shards drifted across the void separated by clouds of wild magic, aether, the last out-gassing of the old ley lines.



Magic


Like water in a desert, magic in the modern post-sundering world is rare, valuable and highly sought after. Most remaining magic exists locked up within life itself. Living organisms all generate some degree of magical energy called charm and the more sentient the creature, the more charm its life-force creates. Such visceral magic is the only remaining sustenance for sorcerers and magical creatures alike. Blood-mages draw upon their own flesh or consume sacrifices to fuel their spells while rare sorcerers harness their own potent life essence. Meanwhile, those surviving magical creatures must consume at least some living flesh to feed their abilities or fade from the world like their forebears.

The only remaining magic outside the bounds of flesh, is to be found in the aether. Roiling, violet clouds that curtain the coast, they are a tantalizing but ultimately unobtainable enchanted resource. The charm embodied in the aether is too unpredictable to be harnessed to any useful purpose. Instead it represents an ever-present danger. Aethereal storms called Wendigos can assualt shards either from the coasts like hurricanes or from high above like devastating tornadoes. These disasters bring not only fierce winds and lightning but also horridly mutated beasts and insects called chimera which feed ravenously on living magic as long as the storm rages.



Player Characters


Dragons, once the eldest and most powerful monsters, like all their kindred, must now take refuge from the cold banal world. Like frogs out of water, they must find a way to shield themselves from the aridity or desiccate and die. Since the sundering, usable magic subsists only in the substance of living beings. The remaining dragons thus adapted to the new world by donning mundane living shapes, specifically human shapes. Their human forms shelter them from the harsh reality and although they can still resume their splendorous true forms, the act is costly and can only be sustained indefinitely by the consumption of flesh. Sometimes called dragonbloods or halfdragons, these beings are the last remnants of noble, civilized beasts who ruled the lands and skies of Pangaea for 100,000 years before the age of wizards. Wyrms, dragons who seek to resume their old power, turn to devouring humans so as to fuel their fantastic shapes. Some raid and pillage whole countrysides while others focus on hunting sorcerers of potent magical potential (stereotypically virginal females).

The player characters, unlike wyrms, are dragonbloods who seek a sustainable balance between their new human lives and their legendary heritage. Some may feed to fuel their abilities, but focus more often on livestock or the occasional bandit tribe. The general term for magical creatures which exist hidden behind human guise in this manner is Wight or Hidden One. Other wights include vampires, changelings and skinwalkers, the modern remnants of demons, fairies and beast-spirits respectively.



Setting Details






























Game Details


The game will consist of somewhere between four and eight players. I would prefer most PCs to be dragonblooded, but may be persuaded to allow one or two other character types assuming the write-up is good. The story will begin in Averyll in an industrial port city called New Verris with close ties to Eldross and the sorcerer nobility. Where the game goes from there is up to character choice. My only constriction is that players play true to their characters and attempt to keep the group together. Since I prefer a level of engagement intermediate between casual and advanced, I will post the IC on both. I will post a game thread if/when I see there is significant interest.


Setting


Once magic flowed through the elements. A charge in the clouds which cast lightning in violet hue, a shimmer in the fog which made gray mist glitter, a soul in the fire which peered out from the flames. But magic faded from the world due to the folly of wizards. Greedy magicians and expensive spells sapped at the magic of the natural world until it began to run dry. Storms still thundered, fog still rolled, and fire still burned, but something was missing. The world went pale, spells began to fizzle at the fingertips of wizards and creatures of magic: elves, unicorns, even dragons, began to wither and die. Then the final death throes of magic came upon the world like a seizure of the earth itself. Massive cracks opened up over the now dead, dry ley lines as they collapsed into themselves. These cracks widened into great gulfs, swallowing up cities and countrysides whole. In the end, after the last rumbles of what would be forever called the Sundering, fell quiet, the world had been split apart. The once singular continent, Pangaea, lay shattered. Fractured lands called shards drifted across the void separated by clouds of wild magic, aether, the last out-gassing of the old ley lines.



Magic


Like water in a desert, magic in the modern post-sundering world is rare, valuable and highly sought after. Most remaining magic exists locked up within life itself. Living organisms all generate some degree of magical energy called charm and the more sentient the creature, the more charm its life-force creates. Such visceral magic is the only remaining sustenance for sorcerers and magical creatures alike. Blood-mages draw upon their own flesh or consume sacrifices to fuel their spells while rare sorcerers harness their own potent life essence. Meanwhile, those surviving magical creatures must consume at least some living flesh to feed their abilities or fade from the world like their forebears.

The only remaining magic outside the bounds of flesh, is to be found in the aether. Roiling, violet clouds that curtain the coast, they are a tantalizing but ultimately unobtainable enchanted resource. The charm embodied in the aether is too unpredictable to be harnessed to any useful purpose. Instead it represents an ever-present danger. Aethereal storms called Wendigos can assualt shards either from the coasts like hurricanes or from high above like devastating tornadoes. These disasters bring not only fierce winds and lightning but also horridly mutated beasts and insects called chimera which feed ravenously on living magic as long as the storm rages.



Player Characters


Dragons, once the eldest and most powerful monsters, like all their kindred, must now take refuge from the cold banal world. Like frogs out of water, they must find a way to shield themselves from the aridity or desiccate and die. Since the sundering, usable magic subsists only in the substance of living beings. The remaining dragons thus adapted to the new world by donning mundane living shapes, specifically human shapes. Their human forms shelter them from the harsh reality and although they can still resume their splendorous true forms, the act is costly and can only be sustained indefinitely by the consumption of flesh. Sometimes called dragonbloods or halfdragons, these beings are the last remnants of noble, civilized beasts who ruled the lands and skies of Pangaea for 100,000 years before the age of wizards. Wyrms, dragons who seek to resume their old power, turn to devouring humans so as to fuel their fantastic shapes. Some raid and pillage whole countrysides while others focus on hunting sorcerers of potent magical potential (stereotypically virginal females).

The player characters, unlike wyrms, are dragonbloods who seek a sustainable balance between their new human lives and their legendary heritage. Some may feed to fuel their abilities, but focus more often on livestock or the occasional bandit tribe. The general term for magical creatures which exist hidden behind human guise in this manner is Wight or Hidden One. Other wights include vampires, changelings and skinwalkers, the modern remnants of demons, fairies and beast-spirits respectively.



Setting Details
































Game Details


The game will consist of somewhere between four and eight players. I would prefer most PCs to be dragonblooded, but may be persuaded to allow one or two other character types assuming the write-up is good. The story will begin in Averyll in an industrial port city called New Verris with close ties to Eldross and the sorcerer nobility. Where the game goes from there is up to character choice. My only constriction is that players play true to their characters and attempt to keep the group together. Since I prefer a level of engagement intermediate between casual and advanced, I will post the IC on both. I will post a game thread if/when I see there is significant interest.
This is a good RP and I absolutely adore the setting, but I don't really think our characters are a good fit. Everyone seems to be going for a political/combat angle and I don't think I can integrate Blixxi into that.
Still waiting on a minimum of four to start. I may try to reboot with a new interest check soon. If you're still excited about this, know I have not given up.
"Why do you always worry so much," Blixxi whined at the bird on her shoulder. "If you keep on like this, you're gonna start molting..." The little gnome caught her tongue once she noticed the big, glossy eyes observing her. The otter shuffled his whiskers inquisitively at the pair. "Oh... hi... ummmmm.... do you have anything on..," her attention shifted momentarily to the parrot leaning between her pigtails, "... photomorphic illusions?"

The otter paused for a bemused moment before chirping positively. Blixxi's colorful eyes bounced along the sleek mammal's sinusoidal gait as he loped down the aisle. "...Thanks Blixx," the parrot spoke reluctantly.

The normally bright gnome's face darkened momentarily as she considered how much more she owed her cursed friend. "...Sure Wyv." She then hurried off as fast as her stumpy legs could move in pursuit of the lutrinal librarian.
OMG he actually did it. A new chapter in a classic trope hath been written.

http://tvtropes.org/pmwiki/pmwiki.php/Main/ElvesVersusDwarves

Lots of NPCs are popping up and they'll be more as instructors/mentors are introduced and characters expand on their back stories. Might I suggest an NPC glossary as part of the OOC sticky? This will be very helpful to us writers with shit memories.
Decided to go ahead and post again since Isil's more or less alone.

If anyone wants to embarrass the elf with a pair of lacy garters hanging off her head, now's your chance~
definitely won't get a magic blast to the face, nope


Personally I'm a fan of the dwarf stumbling in on the elf in her undergarments. Old tropes are best tropes.
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