Grammatic
Knight of Nevermore
Also, the Bloodied Khanate. That is a nation entirely of exiled Orcs? Or are there other races in there as well?
There are a few other races, but they are by and large a minority.
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Also, the Bloodied Khanate. That is a nation entirely of exiled Orcs? Or are there other races in there as well?
Hmm... All of these are interesting and I certainly have my favorite. I can get to that if need be. I had my own ideas on what has occurred—obviously since I planted the flag of it being a ruin.Here's a brief TL; DR of what was discussed on the Discord server tonight for those who aren't on it, or those who don't want to scroll through 1000+ messages to find the necessary information:
Regardless of what option we choose (or better yet, WlfSamurai surprises us!), we need to decide on something that unifies the group going forward. If you have an idea that is not on the aforementioned list but unifies the group, please share! This bullet is especially critical as we get closer to the city!
- Post-Glewick City: As a group, we acknowledged that there was a role-play continuation error to be had once we reached the city. There would be no reason for the characters to stay together (what's to prevent Iiolete from 'peace-ing' out, Finch going home traumatised, or Elias from returning to the Workshop, et cœtera?), and in Epiphany 's words, 'splitting up the group is a death sentence for role-plays'. So we tried to come up with scenarios that would befall the cast in order for them to stay together. We came up with a couple ideas:
- The Kingdom of the Sun sieges Glewick City and captures all the characters and imprisons them within their kingdom. It would initiate the character arcs we discussed in an previously-made OOC post with Tanner eventually revealed to be part of the Sun.
- We arrive and find the entire city empty, except for a single enigmatic message on a wall, 'Those who mark these words bring doom to their homes.' The message instantly incentivises the group to find out what did it (a curse of sorts) and encourages us to not go home in case we bring doom to our countries.
- Everyone's dead at the city, cruelly slaughtered by something that scythed through their ranks. Yet trackers in the group are able to locate signs of people who escaped, clearly wounded and likely in desperate need. Disaster tends to pull people together. So does compassion and pity.
- Arriving in the burned wreck of the city and we find a central well has broken open. Something came out and went back in, and it's presumably what did this. But scattered in the rubble among the dead are scatterings of rocks and jewels. If there's more down there, there could be a treasure to secure anyone's lasting dreams.
- Epiphany also had this to say (which is interesting in it's own right): 'I'd be just as hooked if something broke the Veil in Glewick City, sundering the boundary between the living and the dead. And when we arrive, we find the fires are the towns people setting pyres for the dead who've crossed into the world of the living. In order to save the city, perhaps this group will have to venture into the Underworld itself to find out what caused it and set it to right. And in so doing, run the risk of encountering the dead of our various character's histories.'
I'm responding early. I really liked Fritz's idea because it allowed all the houses equal importance. That gives players more options. They rang to me of Vampire clans or Exalted castes. I don't think the intention was to squander any previously written backstories.
- [ **EDIT: THIS BIT WILL BE BETTER EXPLAINED TOMORROW BY Grammatic SO PAUSE ] The Empire and Nobility: There is still group-wide confusion with the Empire v. Arcana. Do we continue with this idea or scrap it?—or do we come to a compromise that does not implicate characters and can still be changed as we move the role-play forward? The issue seems to be that the Empire/House Sun is the metaphorical 'Iron Throne' for this role-play and we don't want that. We want the world to be like ... earth. Different countries, races, et cœtera with Major Arcana ruling them to give our characters freedom to do with the world. Some 'countries' (let's call them Arcana for understanding's sake) will have alliances; some will have merged through marriage, while others perished because of war. There is no one Arcana that rules over the others.
- Need confirmation/response on this bullet, lmao.
This was never meant to be permanent. I had every intention of either having player characters restore it completely or bringing NPCs in, if necessary, to restore it completely. I wanted a cost to the choices that were made, more than just "oops, an NPC you never had the chance to care about died." I'm being careful to keep the situations where she would be hindered by it at bay until we have it fixed. Her foot is a major part of what makes this character cool (it sounds so dumb put that way sorry). Meaning, the cool things she can do require this foot. I will not take that away from her. I just wanted it to sting a little.
- Ash's Foot: Regardless of how we move forward, the foot issue needs to be addressed. Ash would like both of her feet going forward in the role-play pls and thank.
okHi.
Will be working on this post soon.