Grey
Dialectical Hermeticist
This RP will be for 3-5 players, a group of outcasts, pirates, heretic priests, and mutants.
The system is easy enough to learn, a dice-pool system that's easy to use but has mechanical depth if you want to engage with it.
No prior experience with this game or dice games required. All skill levels welcome.
One post a week is ideal, once a month is acceptable.
No set post length - just post what you feel is necessary to move things along.
Full rules and setting at this link with Chapter 9 being most relevant for this part of the setting.
You only need to read that much and the rules chapter at most, and I am happy to assist with the mechanical side of the character in full.
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The world is a Dream, the priests say, born from the slumbering Godhead. It has a hierarchy, they say, where one's place is graven upon the very soul. It is just, they say, and proper.
You don't buy that part anymore. The priests set themselves up to rule Radiant Pearl and the roving clans of the Wildlands, and control the lives of everyone underneath them. Or worse, declare some Outcaste, claiming them have souls so impure they must be shunned, and their children shunned, and their children's children until the Godhead awakens and the Dream ends.
And so you - Outcaste or heretic, mutant or criminal - have fled the great city of Radiant Pearl for the lawless islands of the Sleeping Sea.
There are few ways to live out here, as the islands are filled with strangeness and danger, with little room to farm but plenty to hunt.
But there is an island; Uassan, meaning 'exile' in the Low Speech. A place for the outcast and downtrodden. An abode of pirates, for one sure way to guarantee not merely a living, but a good life, is to plunder the ships of former kinfolk and the Palemen of the north alike.
You have the freedom of the high seas, and the burden of your past - who knows what the future will bring? Surely Radiant Pearl and her priesthood will not brook this defiance long...
The system is easy enough to learn, a dice-pool system that's easy to use but has mechanical depth if you want to engage with it.
No prior experience with this game or dice games required. All skill levels welcome.
One post a week is ideal, once a month is acceptable.
No set post length - just post what you feel is necessary to move things along.
Full rules and setting at this link with Chapter 9 being most relevant for this part of the setting.
You only need to read that much and the rules chapter at most, and I am happy to assist with the mechanical side of the character in full.
==============
The world is a Dream, the priests say, born from the slumbering Godhead. It has a hierarchy, they say, where one's place is graven upon the very soul. It is just, they say, and proper.
You don't buy that part anymore. The priests set themselves up to rule Radiant Pearl and the roving clans of the Wildlands, and control the lives of everyone underneath them. Or worse, declare some Outcaste, claiming them have souls so impure they must be shunned, and their children shunned, and their children's children until the Godhead awakens and the Dream ends.
And so you - Outcaste or heretic, mutant or criminal - have fled the great city of Radiant Pearl for the lawless islands of the Sleeping Sea.
There are few ways to live out here, as the islands are filled with strangeness and danger, with little room to farm but plenty to hunt.
But there is an island; Uassan, meaning 'exile' in the Low Speech. A place for the outcast and downtrodden. An abode of pirates, for one sure way to guarantee not merely a living, but a good life, is to plunder the ships of former kinfolk and the Palemen of the north alike.
You have the freedom of the high seas, and the burden of your past - who knows what the future will bring? Surely Radiant Pearl and her priesthood will not brook this defiance long...