PART ONE:
To people who are SERIOUS about being PLAYERS in part of this game please PM me, (or post here if you're fine with sharing):
1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?
A non-definitive list so far is:
Humans (of a diverse or specific culture type)
Elves (wood or high)
Dwarves
Halflings
Nomads (of a particular racial subgroup)
Hivers (insect-humanoids often feared or loathed in the old world)
Beast-men (Minotaurs or more civilized orcs)
Lizardmen (Semi-Amphibious reptile humanoids, with possible minorities of dragon or other exotic heritage)
Gnomes
Fox Folk
Really any race concept is up for discussion as long as it's not too OP.
Other races are possible, but must be hashed out with the GM to assure familiarity and balance suitable for the game world.
2) What kind of character is your leader? What class or classes do you see them being? This world has both clerical and arcane magics -- most character archetypes should be acceptable. Besides race and class share a little bit about them, maybe a potential hook or two about their past, special perks or weaknesses they might have... anything else that might give your character color. Suggestions include why the character wants to take a likely one-way trip from the known world to start a colony, and how your character views the (somewhat oppressive, but arguably effective peace-keeping) of the Underlords of Muurdan (more on them later, just imagine a powerful empire that keeps the trains running on time but is more interested in keeping the powerful in their place and maintaining the status quo... and boy are they harsh on people who get out of line.)
3) Are you interested in play by post, RPing in real-time chat, or both? Presently I am thinking mostly PbP, but if more than one player can be in chat at a time, certain debates, political events, or even adventure/exploration can happen in real time... depending on interest and capacity to line up at the same time. Alternatively, Single players might have 1 on 1 walkthroughs of "town" where they examine/address things happening in the community.
4) What about this campaign peaked your interest? So I can be sure to "give them what they want", what aspects of RPing do you most enjoy? Diplomacy? Exploration? Getting Loot? Hack and Slash? Intrigue? Stealth? Mystery? Whatever attracts you the most -- If there are common favored themes I will be sure to put more thought into those aspects. Any of the above may be a part, though needn't necessarily be.
5) PM (or Post) me your age and a little about yourself, I'll share right back to "meet you." Makes sense when making friends, yes? Don't worry about judgement on the basis of age -- maturity, interest, and consistency are are the mainstays of any game I find.
After the first part is completed and suitability to participate as well as the core concept of the faction is hashed out (in PM or in the forums) you will be called upon to complete part 2.
PART TWO: (where you will post the agreed upon characteristics and details negotiated between the DM from your original ideas)
1) Your character: Name, class/archetype, preferred weapons and talents, perks and drawbacks as you perceive them. A lot of this has been related in either PM or in the posts above, but having it central and properly elucidated will be great here. What you look like, what you do, basically whatever is pertinent about the leader.
2) Include whatever pertinent info about your faction... what is your culture like, anything the GM and other players may or may not know about your beliefs, religion, habits, biases (especially how you feel towards the old world empire) In as much detail as you care to. If you leave things ambiguous I will just have your settlers bring their own habits and beliefs with them which will present themselves through wants and NPC interaction. Your culture may be well formed or develop over your involvement in the game, but ways and beliefs are an important aspect of the game so you must have some in mind.
3) Goals and Ambitions -- what does your leader hope to accomplish in the new world? What plans or ideas do they have so far relating to the colony?
4) Faction Demographics -- This is where you spent your points establishing how many and of what type of people you are bringing. At the end of part one when your character and race choices are approved, you will be given an amount of MANPOWER, reflecting how well financed your initial expedition to the new world is. Humans and/or factions that are highly sympathetic to the dominant power in the Old World (The Underlords of Muurdaan) may get material advantages at the start, but obligations, loyalty and mistrust stemming from those ties are a definite counter-balance to any such boosts. The typical player has 200 manpower to start with, and will have a range of options with how to spend it based on the type of race and culture they have chosen. Typically the more powerful or exotic a being or worker is, the more manpower they cost. Exotic players can expect to be small minorities in the colony (at least at first) and may have all sorts of challenges ranging from language barriers to old world prejudice. Having more followers gives you more political clout in the colony, but some players may decide that having relatively fewer members, but filling vital niches in the community, will be a better way to go. CHOOSE WISELY!
5) Each leader at the start of the game receives a special item: A Jewel of Divinity. You must choose a gem of Earth, Air, Fire, Water, Nature, Bone, Blood, or Stars -- What the stones do is uncertain, but experimenting with them can unlock their secrets. So far it has been determined that the power of the stones can be spent to further a specific intent by a leader or mage, used to enchant a weapon/armor/item, or to empower a building or structure with magical properties.
FINAL NOTE: The inclusion of additional players is subject to how fast (or slow) the game is moving and whether adding them is best for the game. If other GMs join me in helping to move the game forward it may enable the game to carry more players, or for existing ones to move faster.
IF INTERESTED IN BECOMING A GM (add'l GMs may or may not be a thing) PM me and we'll talk about it, probably long and serious-like. We'd have to be really compatible, you'd have to be able to mesh your vision of the game you'd like to run in the context of the existing world (which is pretty broad and nebulous, actually) -- and you'd have to gel well with the other players. It's something I'd consider if there were interested parties.
To people who are SERIOUS about being PLAYERS in part of this game please PM me, (or post here if you're fine with sharing):
1) What race or races would you be interested in playing? What are your reasons for these choices? What might they bring to the colony that is an advantage?
A non-definitive list so far is:
Humans (of a diverse or specific culture type)
Elves (wood or high)
Dwarves
Halflings
Nomads (of a particular racial subgroup)
Hivers (insect-humanoids often feared or loathed in the old world)
Beast-men (Minotaurs or more civilized orcs)
Lizardmen (Semi-Amphibious reptile humanoids, with possible minorities of dragon or other exotic heritage)
Gnomes
Fox Folk
Really any race concept is up for discussion as long as it's not too OP.
Other races are possible, but must be hashed out with the GM to assure familiarity and balance suitable for the game world.
2) What kind of character is your leader? What class or classes do you see them being? This world has both clerical and arcane magics -- most character archetypes should be acceptable. Besides race and class share a little bit about them, maybe a potential hook or two about their past, special perks or weaknesses they might have... anything else that might give your character color. Suggestions include why the character wants to take a likely one-way trip from the known world to start a colony, and how your character views the (somewhat oppressive, but arguably effective peace-keeping) of the Underlords of Muurdan (more on them later, just imagine a powerful empire that keeps the trains running on time but is more interested in keeping the powerful in their place and maintaining the status quo... and boy are they harsh on people who get out of line.)
3) Are you interested in play by post, RPing in real-time chat, or both? Presently I am thinking mostly PbP, but if more than one player can be in chat at a time, certain debates, political events, or even adventure/exploration can happen in real time... depending on interest and capacity to line up at the same time. Alternatively, Single players might have 1 on 1 walkthroughs of "town" where they examine/address things happening in the community.
4) What about this campaign peaked your interest? So I can be sure to "give them what they want", what aspects of RPing do you most enjoy? Diplomacy? Exploration? Getting Loot? Hack and Slash? Intrigue? Stealth? Mystery? Whatever attracts you the most -- If there are common favored themes I will be sure to put more thought into those aspects. Any of the above may be a part, though needn't necessarily be.
5) PM (or Post) me your age and a little about yourself, I'll share right back to "meet you." Makes sense when making friends, yes? Don't worry about judgement on the basis of age -- maturity, interest, and consistency are are the mainstays of any game I find.
After the first part is completed and suitability to participate as well as the core concept of the faction is hashed out (in PM or in the forums) you will be called upon to complete part 2.
PART TWO: (where you will post the agreed upon characteristics and details negotiated between the DM from your original ideas)
1) Your character: Name, class/archetype, preferred weapons and talents, perks and drawbacks as you perceive them. A lot of this has been related in either PM or in the posts above, but having it central and properly elucidated will be great here. What you look like, what you do, basically whatever is pertinent about the leader.
2) Include whatever pertinent info about your faction... what is your culture like, anything the GM and other players may or may not know about your beliefs, religion, habits, biases (especially how you feel towards the old world empire) In as much detail as you care to. If you leave things ambiguous I will just have your settlers bring their own habits and beliefs with them which will present themselves through wants and NPC interaction. Your culture may be well formed or develop over your involvement in the game, but ways and beliefs are an important aspect of the game so you must have some in mind.
3) Goals and Ambitions -- what does your leader hope to accomplish in the new world? What plans or ideas do they have so far relating to the colony?
4) Faction Demographics -- This is where you spent your points establishing how many and of what type of people you are bringing. At the end of part one when your character and race choices are approved, you will be given an amount of MANPOWER, reflecting how well financed your initial expedition to the new world is. Humans and/or factions that are highly sympathetic to the dominant power in the Old World (The Underlords of Muurdaan) may get material advantages at the start, but obligations, loyalty and mistrust stemming from those ties are a definite counter-balance to any such boosts. The typical player has 200 manpower to start with, and will have a range of options with how to spend it based on the type of race and culture they have chosen. Typically the more powerful or exotic a being or worker is, the more manpower they cost. Exotic players can expect to be small minorities in the colony (at least at first) and may have all sorts of challenges ranging from language barriers to old world prejudice. Having more followers gives you more political clout in the colony, but some players may decide that having relatively fewer members, but filling vital niches in the community, will be a better way to go. CHOOSE WISELY!
5) Each leader at the start of the game receives a special item: A Jewel of Divinity. You must choose a gem of Earth, Air, Fire, Water, Nature, Bone, Blood, or Stars -- What the stones do is uncertain, but experimenting with them can unlock their secrets. So far it has been determined that the power of the stones can be spent to further a specific intent by a leader or mage, used to enchant a weapon/armor/item, or to empower a building or structure with magical properties.
FINAL NOTE: The inclusion of additional players is subject to how fast (or slow) the game is moving and whether adding them is best for the game. If other GMs join me in helping to move the game forward it may enable the game to carry more players, or for existing ones to move faster.
IF INTERESTED IN BECOMING A GM (add'l GMs may or may not be a thing) PM me and we'll talk about it, probably long and serious-like. We'd have to be really compatible, you'd have to be able to mesh your vision of the game you'd like to run in the context of the existing world (which is pretty broad and nebulous, actually) -- and you'd have to gel well with the other players. It's something I'd consider if there were interested parties.
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