Fantasy NES: Sekai II (PreNES / OOC)

kkmo

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Hello and welcome to the long-term preNES for Sekai II (Fantasy NES): The Third Age.

To begin, I will state again that this is a long-term preNES. By long-term, I mean up to a month or even two before the launching of the story itself. I am determined to see this Sekai through, so please become excited at the possibilities within this story format. Sekai runs on a very typical fantasy theme, though there might be some differences so pay attention as you read this. :)

My second most important note here is that you should not join this game if you do not wish to write stories and participate in a grand story of fantasy adventure. I will say that right from the beginning to avoid any unnecessary confusion. Sekai II will not run on player orders and the very design of the story is conducive to actions. This story will run on a "timetable". The specifics of the timetable have yet to be decided, but you can expect that one real-life day will equal two weeks to one month game-time. Your polity, guild, group, or character will not do anything unless you post about it. Don't worry so much about missing days. We all have real lives, university, jobs, etc. You can always post stories encompassing several time-slots before the one we are currently on (so if you miss 5 days, you can always write a story that encompasses what you have been doing for the last X game weeks).

This story will also not have updates in a traditional NES format. "Turns" will pass, which are basically randomly occurring markers. They will not have much story-text, though, and will rather be archives of stories posted thus far, stat adjustments, and modifier info (so during one Turn, all kingdoms might get a blessing or a curse until the next Turn). Do not think I am lazy for not writing updates. The reason this NES will not have updates is because I, as the "Game Master" will be continuously posting stories and responses to your stories. I am not superhuman, and I too have school, work, and a personal life. However, to the best of my ability I will keep the story going and will give you as a player plenty to do. I think this takes just as much time, if not more, than a traditional update.

So I repeat: no orders in this, and primarily story-driven. There will be stats, but they will not be complicated. Stats and hard rules will not be revealed until the launching of the story.

What I will need from all who wish to be involved is the following:

1. What type of player will you be? Your choices are Nation, City-State, Guild, Group of Characters, or Single Character. Here are descriptions of player types:

Spoiler :
Nations have a capital city and several smaller cities, towns, and villages. A single nation can encompass a variety of different terrains and races. The power of a nation lies in its large economy, army, and political clout. A nation's weakness is that it must defend its borders from a variety of dangers and they are often targeted for their wealth and resources. Managing a nation can be difficult. Your people will be demanding, and various internal elements will keep you on your toes. Groups or single characters might ask you to sponsor them, and city-states might ask you to protect them.

City-States are a single city, surrounded by smaller hamlets and villages and centralized in a single area. The advantage here is a centralized location in which you base your operations. Instead of having a large population like a nation, your population is smaller and easily ruled and appeased. Your factions will typically be less troublesome. Your economy and army are smaller than nations, but this does not mean they are less successful. Sometimes a city-state will have an affiliation with a nation, or alliances for protection. And sometimes a city-state will sponsor certain groups or characters.

Guilds are organizations without borders. They do not have territory like nations and city-states and instead operate in a variety of locations using many of Sekai's trade routes. Guilds must have a remarkable specialization. For example, one guild might breed a particularly brave and special type of horse. Another guild might brew an excellent beer. Another might make the southern region's finest armor. Another might be an archery guild, providing fine bows to the highest bidders. Your goal as a guild is to find your niche and succeed and gain influence in an specific endeavor. While you do not have territory, you can have a small army which is used to defend your stores and trade posts from thieves, spies, and bandits. The goal here is not to create a monopoly, but to create a fine, respected item or service.

Groups are bands of adventurers. They travel together, exploring some of Sekai's most dangerous and interesting locales. Their goals can vary. Perhaps it is money and fame. Or perhaps it is simply for the thrill of adventure. As a group, you have several characters under your control. Sometimes you will seek the sponsorship of a polity, and other times you might wish to go out into the wilderness all by yourself. There are many possibilities, but I will try to provide a lot of options for you if you are stuck. As a group, you can generally move faster than armies.

Characters are exactly what they sound like. This option is for die-hard old-fashioned role-players. You are in control of a single individual. What you do with this individual and where you take him/her is up to you. Just as I will do with groups, I will provide "quests" and information for you if you are stuck. You can generally move faster than a group because you are one person, but you are also... well... alone!

Q: Can two single-character players join together to form a party?
A: Of course!


2. Please fill in a Proposal and post it. These are proposals, which means your polity, guild, group, or character will not necessarily end up being what you post. I will try to stay true to your concept, but polities will have varying economic and military might, populations, land area, etc.

Polity (Nation & City-State) Proposal Template

Spoiler :
Nation or City-State Name (player)
People: You can choose 2 races to begin with (your secondary race can be no more than 25% of your total population as a Nation, or 10% of your total population as a City-State) - sticking with one race is fine as well. Regardless, please list racial preferences here as well (see example below). Your primary and secondary races are typically cooperative and can co-exist peacefully - the third race is neutral, and the two after that are not preferred and will be subjugated if someday they become a part of your nation).
Capital: What is your capital city? [do not include this if City-State]
Government: What is your government type?
Ruler: Who is your current ruler, monarch, sovereign, etc.?
Livelihood: How does your society function economically?
Names: Please list 5-7 names that will be used for cities, towns, and other locales [please include this even if you are a City-State]
Description: A summary of your nation, including its culture, history, and general background. Please include some background information as to why your primary and secondary race are cooperating. Note that this description is a proposal and will not necessarily be the word-for-word background of your resulting polity.
Preferred Location: Provide a preferred location for your polity.

Examples

Kingdom of Blahduria (kkmo; Nation)
People: Human (80%; primary; dominant political presence) / Elf (20%; secondary; cooperative; no political presence) / Dwarf / Goblin / Orc
Capital: Blahtropolis
Government: Absolute Monarchy
Ruler: King Blah (Human)
Livelihood: Farming, livestock, horticulture, river fishing, hunting
Names: Tagadoo, Milkymoonia, Huzania, Wezania, Magamoo, Regis, Yuko
Description: [insert Nation description]
Preferred Location: The grasslands south of the Northwild

Tribes of Melgoth (kkmo; City-State)
People: Human (90%; primary; dominant political presence) / Orc (10%; secondary; cooperative; some political presence) / Elf / Goblin / Dwarf
Ruler: Lord Melgo (Human)
Livelihood: Hunting, foraging, coastal fishing, fur trade, raiding
Names: Gulfgoth, Himpgoth, Trimpgoth, Limpgoth, Slimpgoth
Description: [insert City-State description]
Preferred Location: Adjacent to the Gulf of Maebon

Guild Proposal Template

Spoiler :
Guild Name (player)
Racial Preferences: List races 1-5 in order of preference. This indicates which races you prefer to deal with or be involved with from the start of the story.
Trade: What particular trade do you specialize in? (please be as specific as possible)
Master: Who controls your guild?
Description: A summary of your guild, including info about its founder, history, and general background. Note that this description is a proposal and will not necessarily be the word-for-word background of your resulting guild.
Preferred Location: Is there a player-proposed polity you wish to base yourself out of initially? You can edit this part to include or change something as players post their polity proposals.

Example

Daioc Blacksmiths (kkmo; Guild)
Racial Preferences: Dwarf / Human / Orc / Goblin / Elf
Trade: Armor and helm smithing
Master: Alagir Mithr (Dwarf)
Description: [insert description here]
Preferred Location: Lord Iggy's Dorovel (just giving an example :p)

Group Proposal Template

Spoiler :
Group Name, if applicable (player)
Racial Preferences: List from 1-5 your racial preferences. Your group can only include members from the first three races on this list, and not the last two. Don't worry much about this - you will be able to enter all polities who welcome you, and you won't be able to enter any that do not. This is simply to indicate which races your group is composed of and the "other two".
Characters: List the names of the characters in your group. You can propose up to 5 characters. You might not get them all.
Leader: Which of the characters is the group's leader? (if applicable)
Purpose: What is your group's purpose? This can be specific or broad, and you don't have to include one if it is unknown as of yet.
Description: A summary of how your characters met, what they hope to accomplish, and other general background info about your group.
Preferred Location: Is there a player-proposed polity you wish to begin in or be friendly with? You can edit this part to include or change something as players post their polity proposals. Or you can give me a general region you wish to be in.

For each character in your group, you will need to have a separate character profile.

Example

Fellowship of the Woodwall (kkmo; Group)
Racial Preferences: Elf / Human / Dwarf / Goblin / Orc
Characters: Huzzle Middlescone (Elf), Muzi Telepok (Half-Elf), Odo Mikoko (Human), Beardman Namebeard (Dwarf)
Leader: N/A
Purpose: To defend the Woodwall and explore its mysteries. This may take us to other regions.
Description: [insert description here]
Preferred Location: Somewhere in the Woodwall

Character Proposal Template

Spoiler :
Name of Character (player)
Race/Sex: What is your character's race and gender?
Class: What class do you prefer this character to be? Please give three "preferences". (Warrior, Paladin, Rogue, Ranger, Mage [Druid, Cleric, Shaman, Necromancer], Sorcerer, Alchemist)... there is a difference between Mage and Sorcerer, and 3 "types" of Mages - please read the guidelines
Apperance: Height, weight, general appearance
Inventory: What items do you expect this character to begin with?
Background: A summary of your character's history. When thinking of a hometown or home region, remember that very few dark-skinned peoples are from the cold north, and very few blond, fair-skinned peoples are from the far south. :)
Preferred Location: Where do you prefer your character to begin? This can be edited as players post polities.

Example

Muzi Telepok (kkmo)
Race / Sex: Half-Elf / Male
Class: Ranger, Druid, Alchemist
Apperance: 5' 9", slim, upright, dirty blond hair, hazel eyes
Inventory: Longbow, Short sword, leather vest, well-made boots and gloves
Background: [insert background info]
Preferred Location: das's Kingdom of Malthen (just an example :p)

And real quick:
The difference between a Mage and a Sorcerer in this fantasy universe

Spoiler :
1.) A very small portion of the population can use magic at all. However:

2.) The smallest portion and rarest occurring are Sorcerers. They are born with the ability to use magic. It drains much of their energy to use an ability, and so they must learn how to control their power and withstand uses of more powerful abilities. These are not specific abilities, but rather generalized, destructive or reparative abilities (i.e. a novice sorcerer has minimal control over his/her powers - stuff like small fireballs coming from the fingertips - while an extremely advanced sorcerer can potentially crash a meteor into the earth). And then:

3.) A larger portion of the population, but still very small, are Mages. Mages are not born with the ability to use magic. However, one must be extremely intelligent, patient, and disciplined to become a Mage. Therefore, still very few people can attain the Mage status. Mages typically cast spells. Mages have various types: Druid, Cleric, Shaman, and Necromancer. Therefore:

4.) The path of a sorcerer is not necessarily perfect, while a mage's path is clear and more defined. A sorcerer has less control over their powers and they are not necessarily intelligent or patient, while a mage is more scholarly and insightful.


And that is it for now. When a suitable amount of time has passed, I will review all proposals. Your starting economy, land area, population, military description, military numbers, factions, and so on will all be decided by me based on your proposal. If you get less than what you desired, do not take it personally. I am not judging this by quality of proposal, but moreso by what fits together with all the information I receive.

Also, I am intentionally not including the finalized ruleset here. The nitty-gritty stuff like how skilled your character is or what components make up your military will be described in full when the story finally launches.

Before you post your proposal, please take some time to read some Overview Notes / Rules. These are not the entire ruleset (that's why this is a preNES). Instead they are bits of historical information and reference for you to keep in mind while you write your proposal.
 
For starters, here is the map of Sekai. Sekai is only a single region in the whole world, but the rest of the world is not accessible to Sekaians:

Spoiler :
sekai2prenes.png


When you tell me location preferences, please include up to three preferences, so that I can place you somewhere else if your first choice is becoming too crowded.

As you can see, to the east of Sekai is the Tyurial Republic. To the south is the Kandoran Empire. Oh - that might be helpful. Here is some general setting/background information about Sekai:

Spoiler :
The world is an interesting, beautiful, and violent place. Forests, swamps, deserts, high peaks and lowlands that stretch as far as the eye can see. And for a long time, this world has been inhabited by several types of creatures: those who have formed groups to support one another, and others who ravage the world without conscience. There is a dark and complicated history behind this world, a history that is still fairly unknown to even the most intelligent scholars in Sekai. Still, many artifacts have been found over the years, proof of ancient wars that shaped the landscape and powerful sorcerers who formed the mountains.

The First Age was mostly an age of creation. This is when various gods, no one knows how many, arranged the creation of this realm so they could create physical manifestations of themselves and their ideas and ideologies. Many races were created during this time, but it was not until the Second Age that these races had completed their evolution processes. The First Age was violent in its creation, massive blizzards and meteor showers from the heavens rained on the world and shaped its lands. Many of these gods manifested themselves in the bodies of powerful sorcerers who roamed and altered the landscape. It was during the First Age that some sort of rift between the gods was becoming noticeable. This rift began with Arc'a, a powerful god who dabbled in the afterlife. It was said that even the gods were not in control of the death of creatures, but Arc'a took it upon himself to cheat death and raise the dead, effectively making an army for himself. This angered many of the other gods, who in turn began to gather many creatures together from the lands they had created, creatures that were primitive forms of the current races. The result was a violent and epic war that lasted centuries, and left the ground littered with bodies and skeletons, weapons and claws, and ancient destructive spells. The end result of the war was a victory for those who opposed Arc'a, and he was sent to permanently reside in his physical manifestation in a prison constructed under ground, unable to use his magic. To this day, it is said that somewhere in the world this underground prison still holds Arc'a. This would not be the end of worldwide deity-sponsored warfare.

During the Second Age, the evolution of the races became complete. It was during this time that many new kingdoms and states formed. Many wars occurred, none quite as large in scale as the Dead Wars that had occurred in the First Age, but still bloody enough to change the world. The Second Age witnessed a developing rivalry between the races. The gods had not yet left the world, and their drama created rifts between the creatures. Races began to adapt to their surroundings and settle in specific regions. The Orcish god Zalask moved his creations to the foothills and wildernesses of mountains. There the skin of Orcs became thick to withstand the thorns and dangers of non-sedentary life. The Dwarf-god Fithelir continued to move his dwarves to the interiors of the highest peaks, where they created tunneled metropolises and mined precious ores. The Elvish goddess Delia moved her people to the dense thickets and groves. Her intention was to protect the forests from the Orcish woodcutters, thus angering Zalask. There the Elves crafted cities in thick-rooted, ancient trees and became pale-skinned due to the relative absence of sunlight. Smaik the Goblin god grew jealous of Fithelir after seeing his throne filled with shining jewels and strong metals. He thus moved his goblins into the mountains to compete with the Dwarves. And then, the most unexpected of events occurred. The god Cedric and the goddess Amelia joined in marriage. They celebrated by creating Humanity, beings who came in various sizes, shapes, and colors. For the Human race, Cedric and Amelia took the lowlands, where they began to construct towns and build bridges.

The gods were satisfied with their creations, but the rivalries between them became stronger and more violent. Large wars broke out between the races, with no clear victors. The world's lands continued to change. In the end, the races became frustrated with their overlords. The gods had, over many millennia, spawned innumerable children by mating with worldly creatures. Nations and realms of the world turned to these half-gods and asked them for assistance in ridding the world of the gods. The half-gods, or Horaseans, agreed to this request. They led nations and armies against the gods, resulting in several more decades of war. In the end, the half-gods and their armies succeeded. The gods were forced to abandon the world and the creatures they had so carefully crafted. This was called The Purging. Yet before the gods were forced out of the world, they scattered many trinkets, creatures, riddles, and pathways throughout the world. Perhaps the most significant of forces left behind by the gods was that of magic. The war between the Horaseans and the gods had forced mortals to begin to learn the ways of magic. Others, the descendants of the Horaseans, were born with magical powers they could hardly begin to understand.

After the Purging, the Horaseans went their separate ways. Some became kings, others faded away and went into hiding. Without the gods, the immortality of the Horaseans became a thing of the past. Over time, they would die. And so, many became tyrants. Time passed, and nations rose and fell as often as the changing of the seasons. Many races had begun to live beside one another. And two ambitious nations remarkably passed the test of time. Over hundreds of years, they conquered new peoples and established new cities. These nations were not of a single race, but were rather composed of many races. They were the Kandoran Empire and the Republic of Tyurial.

The end of the Second Age was one of immense warfare. The Kandoran Empire and the Republic of Tyurial had grown to their limits. The bustling nations were filled with millions of people, thriving cities, and countless villages. The wealth of both nations was spectacular. The senators of the Republic of Tyurial had traced their wisemen's lineage to a Horasean whose arch-nemesis had been the supposed relative of the current Kandoran emperor. The Empire wished to mine the great mountains separating the nations, while the Republic was interested in a variety of magical artifacts within Kandoran territory - artifacts they claimed to be the ruins of the first cities given to them by their Horasean ancestors. The two powers had also begun to squabble over the Far Lands, land masses distant from the known world that held a plethora of wealth and magic. As the nations expanded, their rivalry grew and grew until one day it finally spilled over onto present-day Sekai. The rest of the Second Age was essentially one, massive battle encompassing the entire region of Sekai. When the dust had settled, there was no clear victor, and both nations had become severely weakened. A massive loss of life and internal pressures caused both the Kandoran Empire and the Tyurial Republic to end their hostilities.

During the High Wars (as the wars between the two powers were called), a group of sorcerers from Sekai banded together to help Sekai's people deal with the devastation. In their efforts, they uncovered relics of the Horaseans. The relics failed to do anything to protect Sekai's people from the High Wars. However, once the wars had ended, the artifacts glowed and shook. The magic-burned, armor-scattered fields and forests of Sekai gradually restored themselves with the help of these artifacts. The sorcerer league responsible for uncovering them disappeared with the artifacts, wishing to leave Sekai to its natural development.

As the High Wars ended and Sekai began to be green and good again, the races began to construct cities and form nations in this blessed region. Thus the Second Age had finally come to an end, and the Third Age began.

We begin one thousand years after the start of the Third Age. The races and their realms have been thriving for some time, and Sekai has been free of large-scale warfare. The advanced nations of the Kandoran Empire and the Tyurial Republic still exist, yet they do not have the will or desire to fight over Sekai, which they consider to be a useless region with little of value. They still war with each other in distant, unseen regions. Their borders with Sekai are typically filled with long, high walls, outposts, and forts, effectively keeping Sekaians from traveling beyond their borders. Yet some religious folk in Sekai believe that a mystical force protects the region from outside forces, and keeps Sekaians safe. There are indeed dozens of different religions in Sekai. For example, one believes the sorcerer league that uncovered the Horasean relics were actually the Horaseans themselves, and that they still watch over Sekai. Others believe that the Chamber of Arc'a is somewhere underneath Sekai, and so they worship the occult. Other, non-religious folk believe all of this to be false superstition. I could go on and on describing the various religions stances of Sekaians, but really that is for you to both create and discover. Sekai's races at this time have become rather intermingled, and the disparate languages of many civilizations have become merged and tossed around, evolving into a common-speak tongue.
 
And now for some brief race descriptions.

While Sekai's races began as caricatures of their respective creator god, they quickly morphed and changed into varying dispositions. This was one major reason for the wars that led to the Purging: no longer did races wish to be enslaved by their creators. As such, races in Sekai vary. You might have an evil Dwarf or a well-intentioned Orc. Even so, races tend to prefer harmony or at least a semblance of physical similarity. Therefore, the following section will describe the physical appearances of races and where their societies are typically found. Minor Races may not be chosen by nations or city-states, though Gnomes might appear in some nations or city-states after the start of the story. Therefore, Minor Races are limited to groups and characters. The master of your guild may also be one of the minor races.

There are also Creature Races, which are even rarer than minor races and occur in specific geographic locations. These will be elaborated upon at a later time. They will not significantly effect your nation's population makeup, as they will not contribute to your economy or general society. They may, however, contribute to your military description.

Spoiler :
Humans
2608239198_76f993328a_o.jpg

Humans are a versatile race. They inhabit a wide range of locales, from the coasts to riversides, from sparse forests to the edge of deserts. Human physical appearance varies significantly from region to region. In the south, the skin and hair of a common human is darker because they must be out in the sun to make a living. In the north, humans are blond and blue-eyed, experiencing short summers and dark winters.
Summary: Can settle anywhere except thick forests and high mountains / A wide range of societies and physical appearances

Elves
2606408364_78a6b9b4b1_o.jpg

Elves are one of the oldest races in Sekai. They are typically beautiful, taller than humans, and have pointy ears. Their skin is incredibly fare, for they live in the deepest forests of Sekai. Their dress is usually simple, but elegant. Within the thick forests, they craft cities within massive hollow trees or in the tree-tops. Some are considered "wicked", and they are thus given the nickname "Dark Elf". Elves can live up to five times longer than other races. They also have incredible eyesight, even in the thick of night.
Summary: Can settle in any forest or low wooded hill area / Typical Elf appearance

Dwarves
2608210386_f31cbd0bda_o.jpg

Dwarves reside deep within mountain interiors, though their cities often pour out onto the mountainsides. Dwarves are short and stout and typically have long reddish-brown hair and beards. Dwarvish women are also short and stout, but lack the prominent facial hair of their male counterparts. Dwarves have innate strength and courage and are often skilled blacksmiths or craftsmen. They also have an innate affinity for beer.
Summary: Can settle in any mountain area / Typical Dwarf appearance

Orcs
2608248672_a217ccff26_o.jpg

Even though Orcs can be savage and are excellent fighters, they can still be extremely intelligent and have been able to form coherent communities over time. Orcs in Sekai are not stupid, blundering, green creatures. Their skin is a grayish-natural hue and is extra thick. While they are often considered ugly to Humans, Elves, and Dwarves, they are also incredibly strong and grow to be larger than Humans. Orcs once preferred to live at the foothills of mountains (especially the southern mountains, where it is less wooded), however they have expanded to other locales since the beginning of the Third Age.
Summary: Can settle anywhere except thick forests and high mountains / Not a cartoonish appearance, but rather more subtle, larger than Humans

Goblins
2607397731_a868068990_o.jpg

Goblins in this world are quite different from the Goblins of other fantasy worlds. They have an olive-gray skin color, pointy ears, little hair, and are about the height of Dwarves - perhaps even a bit taller. However, Sekaian Goblins are often extremely intelligent, charismatic creatures. Some say their small, fast bodies gives them an excellent ability to shuffle goods from high places to villages on lowlands in short periods of time.
Summary: Can settle in any mountain area / Somewhat typical appearance, not green, and a bit taller than a stereotypical fantasy Goblin

Gnomes (Minor Race)
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Gnomes are a highly intelligent, sophisticated race of inventors and alchemists. They are usually unaffiliated with any nation and instead inhabit underground locales in small burrows or communities. However, some Gnomes have been known to spend elongated periods of time on the surface, intermingling with the major races and sometimes even settling down in a city. While in the city, they might find a niche living as an inventor, alchemist, or academy professor. Other Gnomes are arrogant find this to be a waste of time, and thus rarely go to the surface world. Gnomes are smaller than Dwarves and their beards are almost always white, regardless of age.
Summary: Live in underground settlements / Typical Gnome appearance

Half-Elf (Minor Race)
2608241850_29eebd0a78_o.jpg

The intermingling of races has sometimes led to a child being born of Elf and Human. This being is referred to as a Half-Elf, and they are not always respected in this world.
Summary: No settlements / Some Human and Elvish traits
 
After I receive an adequate amount of proposals, I will begin crafting our world, attempting to stay true to what you posted. I will most-likely change some things around, but the core of your ideas will remain the same. My goal is to create an interwoven, politically intriguing fantasy world, instead of one in which you are all playing scattered, wildly different nations. Here is an example for the Kingdom of Blahduria:

Spoiler :
Kingdom of Blahduria (kkmo)
Ruler: King Blah (Human)
People: Human (80%; primary; dominant political presence), Elf (15%; cooperative; no political presence), Orc (5%; subjugated; occasional slave labor)
Factions: Milkmoonia Peasantry (2/3), Central Realms Eunuchs (4/4), Northwild Treefolk (4/1)
Wealth: 500
Wonders: The Northwild Shrine (good luck in the wild), The Tagadoo Highway (bustling trade passage, frequent travelers)
Military: Seasoned soldiers, Blahtropolis's finest longbowmen, the king's guard, capable necromancers from Xes-Talur, some siege capabilities
Army: 32 companies
Navy: 0 ships (landlocked)
Growth: 20%
The Kingdom of Blahduria is one of the pillar kingdoms of the Central Realms, a loose confederation of monarchies indirectly ruled by the Archmage Therow. Members of the Central Realms enjoy a good deal of wealth and access to trained mages from one of the various schools throughout the grassland kingdoms. In the case of Blahduria, Archmage Therow gave to King Blah several of his finest "Death-Scholars" in hopes that they would contribute to a stable border with the Northwild. However, the Principality of Trela, ruled by Prince Haro, grows weary of the work of these necromancers, accusing Blahduria of disturbing the peace. In addition to this potential Central Realms infighting, King Blah must also answer to his kingdom's Central Realms eunuchs, known as Rodo and Feran.
 
And I'll reserve one more, for good measure. You can post now. I reiterate: this is a long-term preNES, so don't sign up if you'll forget about it. :p The reason I am posting this now is because it will take a good deal of time to figure out stats, assign locations, and build the world, relationships between polities, etc. So please be very, very patient in waiting for the eventual launching of this story.
 
Race/Sex: Elf/Male
Class: Warrior, Ranger, Sorcerer
Alignment: Good (protector of the weak and innocent)
Apperance: 7'2, large sized build, blue eyes
Inventory: Longbow, Duel broadswords, knife
Background: Born in the Northwild, Eoun was born into a semi-wealthy Elfish family. When he was 13, Eoun, with 6 other male elfs of his clan started the Quest of Adulthood- a common pratice in his clan- but was only 1 of 3 to return alive. Some time later, Eoun found word that his brother (one of the three survirors) had gone missing. He soon discovered that his brother had become a Dark Elf, and had a sizable underground Empire within Sekai. He then confronted
his brother (Naim) to a fight to the death, but was beatn badly. Because of that experance, he now strives to fight for the weak and innocent, at the same time, trying to set his brother right (by diplomacy, or death).
Preferred Location: Northwild
 
Winged Eyes (Seon; Guild)
Racial Preferences: Human / Goblin / Dwarves/ Elf/ Orc
Alignment: ???
Trade: Information. Mercenaries that range from protection agents to deadly assassins. Espescially deadly assassins.
Master: Lucius the Lightbringer. (Known as the Stranger to most)

Description: Founded many years ago by Torino the Lightbringer, the guild began as a simple information and protection firm. They brought valuable information, such as a shortage of grains or prevalence of bandits, from towns all across the trade network into their Guildhouses and sold them for a price to merchants. They also provided protection from bandits to the trade caravans.

Eventually, with the coming and going of the Lightbringers (the title given to the guild masters of Eyes and Ears), the guild found itself delving into darker and darker territories. Information gathering requests turned into outright spying of others. Protection business turned into assassination contracts. After decades of work, the Guild had some of the most complex network of spies, informants, and confidents in the world, assembled through bribery, intimidation, blackmail, or even perhaps simple persuasion.

As the Guild delved more and more into illegal activities, a certain Code of Honor and customs began to emerge to maintain order within the guild and retain the trust of the clientele. Joining the Guild must be done through an elaborate and complex selection process which culminate in a murder of another sentient being. They also swear an oath to never betray the secrets nor another member of the Guild to any authorithy, if it foolishly attempts to take action against it. However, direct action against the Guild by a follower of the law is rare. Most people do not realize that the Guild is anything more than simple information brokers and bodyguards. Its secretive nature and the amount of blackmail material it has against those in authorithy meant that it has enjoyed the status of being "Untouchables."

The identities of the Lightbringers, the title given to the Guildmasters of the Winged Eyes and the only one who possesses the complete knowledge of the extent of the Guild's network, is kept secret to most of the member of the Guild. Identities of Lucius, the current Guildmaster, is even a greater mystery as not even the chaptermasters of the Guild knows his face or voice, as he prefers to address each of them by a crystal ball or a letter. What is known, however, is that Lucius is either an incredibly powerful sorcerer or a mage who surrounds himself with members of an even more secretive group known as the Associates, former members of the Winged Eyes considered to be rogue agents by all the chapters of the Guild. Their existence is denied by every chaptermasters of the guild, although they do secretly grudgingly accept them as the Lightbringer's own private army.

Preferred Location: I wish for main chapterhouse to be located in the Republic of Kertus, Republic of Kael'Kanath, or practically any other nation with a heavy human concentration.
 
Alignment will be eliminated. It was not meant to be used during the game, but rather meant to be used only for the proposal stage - so that I could group guilds, polities, and characters in some way. But I can do this based on descriptions alone, so it is fine.

It is rather restrictive. I hope everyone understands why I included it in the first place. Give me some time, an hour or two, to remove it from this thread.
 
The idea of a guild of assassins, spies, and mercenaries are fine, I hope? :p
 
The idea of a guild of assassins, spies, and mercenaries are fine, I hope? :p

What you submit here is a proposal. What your guild actually ends up being will be determined by me and given to you at the beginning of the story.

By the way, another reason why I included alignment in proposals was to come up with possible factions for polities. Again, I can do this based on my own ideas and based on the description given. I simply thought having a description for alignment would be useful in coming up with factions. Anyway, eliminating it as we speak. :) (And it is gone; if you notice anything else restrictive, do not be shy to speak up. This is a preNES, after all.)
 
Alignment will be eliminated. It was not meant to be used during the game, but rather meant to be used only for the proposal stage - so that I could group guilds, polities, and characters in some way. But I can do this based on descriptions alone, so it is fine.

It is rather restrictive. I hope everyone understands why I included it in the first place. Give me some time, an hour or two, to remove it from this thread.

I think that alignment would be a good idea. It would make this like Fall From Heaven a bit.
 
I think that alignment would be a good idea. It would make this like Fall From Heaven a bit.

I personally despise alignment, but only included it in proposals so that I could potentially place a guild in the right polity or come up with factions for polities. But if players give adequate descriptions within their proposals, I see no reason to include alignment. It will only serve as a limitation.
 
Cascade (Kyzarc Fotjage)
Racial Preferences: Elf/Human/Goblin/Dwarf/Orc
Characters: Cahal Finn (Elf Ranger), Cael Finn (Half-Elf Rogue), Conor Finn (Half-Elf Sorcerer or Mage[Shaman]), Deyna Cascáidigh (Human Child)
Leader: Deyna technically, but Cahal makes most of the decisions
Purpose: Gathering support for Deyna's eventual return to <insert place here>
Description: Deyna is the last daughter of King Riordan Cascáidigh, ruler of <insert place here>. Riordan was overthrown in a bloody coup five years ago and three trusted bodyguards, the Finn brothers, spirited her away to less hostile lands. As she's grown up she decided that they should try to retake her homeland, and so they've started to gather support from various city-states and nations. The Finn brothers have done their upmost to keep her identity a secret, but she has made this difficult at times
Preferred Location: Doesn't matter to me

Characters:
Spoiler :

Cahal Finn: The oldest brother by almost thirty years, Cahal is over seventy years old. He refuses to talk about his mother. He is focused entirely on keeping Deyna safe, once leaving his brothers to die rather then risk her. From a young age he was taught the arts of a ranger by his father, skills which he's put to good use protecting Deyna. He has tried for over two decades to learn even the basics of magic, but has proven completely incapable of even the most basic of cantrips. He fights with his father's sword and a buckler.
Age: 58​
Cael Finn: The middle brother, Cael has always lived in the shadows of his siblings. He does his upmost to keep the peace between his two brothers, not an easy job. His skills are that of infiltration, diplomacy, and stealth, which occasionally draws derision from Cahal. He's skilled with the rapier and crossbow.
Age: 29​
Conor Finn: Conor's natural talents of magic have put him at odds with Cahal. He's close to Cael but is nearly always fighting with Cahal, only occasionally with a good reason. He has some skill with a spear, but he tries to avoid fighting hand-to-hand when possible.
Age: 25​
Deyna Cascáidigh: For five years now the Finn brothers have trained her in self-defense and keeping hidden, she didn't really take to the hiding part though. She's more capable at hand-to-hand combat then many adults and is extremely good at escaping people.
Age: 9​
 
What you submit here is a proposal. What your guild actually ends up being will be determined by me and given to you at the beginning of the story.

Meh, as long as the idea is similar, it is fine.
 
I forgot to mention something quite important.

To get an idea of where this will eventually be headed to, here is the Kingdom of Blahduria :p with a sample in-game profile:

Kingdom of Blahduria (kkmo)
Ruler: King Blah (Human)
People: Human (80%; primary; dominant political presence), Elf (15%; cooperative; no political presence), Orc (5%; subjugated; occasional slave labor)
Factions: Milkmoonia Peasantry (2/3), Central Realms Eunuchs (4/4), Northwild Treefolk (4/1)
Wealth: 500
Wonders: The Northwild Shrine (good luck in the wild), The Tagadoo Highway (bustling trade passage, frequent travelers)
Military: Seasoned soldiers, Blahtropolis's finest longbowmen, the king's guard, capable necromancers from Xes-Talur, some siege capabilities
Army: 32 companies
Navy: 0 ships (landlocked)
Growth: 20%
The Kingdom of Blahduria is one of the pillar kingdoms of the Central Realms, a loose confederation of monarchies indirectly ruled by the Archmage Therow. Members of the Central Realms enjoy a good deal of wealth and access to trained mages from one of the various schools throughout the grassland kingdoms. In the case of Blahduria, Archmage Therow gave to King Blah several of his finest "Death-Scholars" in hopes that they would contribute to a stable border with the Northwild. However, the Principality of Trela, ruled by Prince Haro, grows weary of the work of these necromancers, accusing Blahduria of disturbing the peace. In addition to this potential Central Realms infighting, King Blah must also answer to his kingdom's Central Realms eunuchs, known as Rodo and Feran.

This is just an example I made up. But with the info you give me here, I will come up with a profile similar to this (taking a lot from LotRS here!, but not everything will be similar). So what you post here is not to be used in-game as "stats". It is a proposal for what you wish to play in the game.

I will take the proposals of this thread and try to stay true to what you want while also crafting a politically intriguing world for us to play within. Some aspects of what you want might be butchered, but I will attempt to hold onto the core of your ideas.
 
Aria Mithra (Adrogans)
Race / Sex: Elf / Female
Age: 45
Class: Sorceress, Necromancer, Rogue (Assasin preferably)
Apperance: 6', slim, athletic, very long gold hair, violet eyes
Inventory: Many knives/daggers, outfits ranging from high class to travel wear, jewlery, short bow
Background:
Grew up in a noble family and was kidnapped to be held for ransom. She lived her first decade fighting off the dark corners of her mind until she was kidnapped. While being held captive she was abused and tortured while they awaited payment. Her power then flared up and allowed her to kill her captors and escape. This lead to her dormant psycopathy disconnecting her from emotions and seeing the world in a new light. She still lives with her family and stands to inherit as the only child of her family. She is popular and attractive yet has fought off all suitors. She hides her psycopathy from notice through the veneer of civility and culture.

Spoiler :
Drip&#8230;drip&#8230;drip&#8230;drip&#8230;drip

The water slowly came through the leak in the ceiling of the dilapidated house onto the bruised face of the young girl.

Splash, flutter, her eyes open slightly trying to conceal that she awoke and looking around the room. Nothing is there except a small plate of unrecognizable food and a small pitcher of water filling up from another leak in the ceiling.

The girl slowly gets to her feet. She smoothes her tattered dress made of fabric many would envy. She touches her face and winces as she traces the extent of the bruises and cuts upon her visage but makes nary a sound.

Drip&#8230;drip&#8230;drip&#8230;drip&#8230;drip

She walks over to the pitcher of water and takes a sip. It tastes of the wood is came through to get there, but the chill of the water soothes the gashes on her lips. She gently brushes her long hair away from her face and stares at the door. She gathers up the single blanket in the room and perfectly folds the tattered rag into a small square cushion and knells down upon it waiting. Waiting for the door to open and the pain to begin again.

The muffled sounds of men speaking reach her after a time. Her eyes open wider slightly as she recognizes them but otherwise remains a statue. She is a statue, for marble can feel no pain. Marble cannot be scared. The voices come closer and snippets of words begin to be heard. &#8220;Finally&#8230;time&#8230;end&#8230;&#8221; the second mans voice gruffer and deeper than the first picks up. &#8220;Rich&#8230;idea&#8230;more fun.&#8221;

The voices stop as the men reach the door to her prison. She remains still. Mother always said a lady has to be polite regardless of the situation. She must always show poise and confidence no matter what may be happening. The girl twitches for a moment before stilling again. Mother never imagined this, but the girl decides to try and meet her expectations.

Drip&#8230;drip&#8230;drip&#8230;drip&#8230;drip&#8230;SLAM!

The door whips open. The two scruffy and unkempt men enter the room. They sneer in sick pleasure as she awaits them with outward calm.

&#8220;Tonight girly your family finally agreed to pay. So we only get the pleasure,&#8221; his lips curved into something only a demon could say was a smile, &#8220;of your &#8216;companionship&#8217; for another few hours.&#8221; The pair laughed at their pathetic joke. Their humor was limited by their intelligence. The girl wished her captors could&#8217;ve been intelligent not simply lucky thugs. The men inched closer radiating menace and lust.

&#8220;So in celebration of letting you be free again let&#8217;s enjoy our last hours together.&#8221; The second man stretched out and backhanded the girl across the face. Her lips split open again and her light body flew across the room.

Drip&#8230;drip&#8230;drip&#8230;drip&#8230;drip

She stood back up and watched her blood fall upon the floor as if it was another leak from the roof. She absently reached up and wiped her lips. Why would the gods allow this? What a stupid thought! Obviously because everyone is unimportant in their eyes. I mean really if creation was your playground that made all of us no more than ants. And who hasn't stepped on an ant?

She stood up wobbling slightly before regaining her composure. Handling the pain was simple. She found it would go away if ignored. Fear too could be ignored. The dark recesses in her mind had taught her that over the last few days. It was interesting how she had opened up to those little corners of her consciousness that previously she had held in check because they would have been unfit for polite society.

She raised her head up and stared at the two men they actually froze a moment from whatever was upon her face. She quickly changed it back to the emotionless statue she had been.

&#8220;See here girly.&#8221; The younger man said. He couldn&#8217;t possibly be more than a year into manhood. &#8220;Whatever you&#8217;re thinking you cannot resist us or hurt us. We&#8217;re bigger and meaner.&#8221;

She cocked her head inquisitively at the man. For the first time she really looked at him. He had knives and daggers all over his person. One of them was obviously stolen from some lord. It was very intricate and even had an empty socket where surely a very large and well cut gem must have been. So they could do all this simply because they were meaner and armed? Understanding came in a flash. All life measures itself by pain. Time's passing is measured by the aches and pains of age; good health is only noted when one feels illness upon them; pleasure is only recognized by its absence. Life itself is measured by the pain of injuries as one nears death. So, she could get all she wants by simply acting and being smarter, stronger, faster, and armed.

The part of herself she had always pretended wasn&#8217;t there shot to the fore. She finally accepted herself completely for the first time in her young life. The plan materialized quickly in her mind. Well if they wanted her body so badly just give it to them.

Drip&#8230;

She walked serenely over to the blanket she had set down.

Drip&#8230;

She laid it out nicely and smoothed it down.

Drip&#8230;

The rain continued as she laid down upon the blanket and raised her dress up.

Drip&#8230;

The two men sat stunned. She had fought them and cried and yelled over the last four days whenever the touched her. &#8220;I think we broke the pretty little flower!&#8221; the older man shouted all of a sudden his grin widening. &#8220;Good I was getting bored.&#8221; He walked quickly toward her across the large room. He unlaced his pants and went down so fast he practically fell upon the girl. The younger man looked away. He never liked watching only doing.

Drip&#8230;

Before the thug beganhis rape her hand wandered up quickly and quietly slid the dagger from his sheath.

Drip&#8230;

The younger man turned back just as she raised it above her victim&#8217;s neck.

Splash.

The hot blood streamed across her tattered dress and his eyes widened in horror as he realized he was dead. The body rolled off her to the right and she stood and smiled covered in the blood of her former captor as the young man stared in shock.

Drip&#8230;drip&#8230;drip&#8230;drip&#8230;drip

He ran at her screaming in fury. Apparently it had been his father she noted. The young man wasn&#8217;t all that coherent in his blind rage. He would be easily dodged in his anger. She slid to the side just as he stabbed at her missing by a hair. It was so easy, all she needed to do was dance! She never knew how she knew she could do it, but she raised her left hand and pointed at the man.

CRACK!

The lightning which had not come from the clouds burst threw the man expelling his fried entrails upon the wall. His body twitched and smoked as it fell and she watched as the life in his eyes faded. Well that was so easy. Why hadn&#8217;t she just accepted the truth sooner?

She left the room and headed down the stairs of the abandoned home and quickly looked through it for a water basin and clothes. It simply would not do to go home looking like this. I mean the blood would invite so many questions.

The world was now open before her as she imagined all the possibilities her newly opened mind explored.

Drip...drip...drip


Preferred Location: Madraga Kingdom

Class preferences in order I'd like them.
 
Why do we have to put down racial preferences for a group? If its to restrict travel then the racial preferences of polities/city-states take care of that, and are pretty restrictive anyways for multi-racial groups. If its to insure that groups are moderately homogenous then why? Is there some deep-down, inherent racism in Sekai that varies from person to person? For a larger group to have set racial preferences then wouldn't they all have to share the same racial preferences? It makes more sense to me for an individual to have preferred races, because then he's only representing himself instead of a larger group. I dunno, doesn't really matter to me.
 
I think its more like Humans, Elves, Dwarves can get along (so you could do a multi racial polity on these) but Humans, Orcs, and Goblins are the same and aside from the Humans (which can go either way) its simply historical animosity and different outlooks on life.

i.e. a 40% Human 35% Dwarf 33% Elf 2% Other would be possible, but a 50% Elf 50% Orc wouldn't be without being forced (Slavery).
 
Why do we have to put down racial preferences for a group? If its to restrict travel then the racial preferences of polities/city-states take care of that, and are pretty restrictive anyways for multi-racial groups. If its to insure that groups are moderately homogenous then why? Is there some deep-down, inherent racism in Sekai that varies from person to person? For a larger group to have set racial preferences then wouldn't they all have to share the same racial preferences? It makes more sense to me for an individual to have preferred races, because then he's only representing himself instead of a larger group. I dunno, doesn't really matter to me.

You can go anywhere as a character, to any place that will welcome you. Your racial preferences as a group are not meant to be overly restrictive. Rather, they are to limit groups to include no more than 3 races. As I mentioned above:

Racial Preferences: List from 1-5 your racial preferences. Your group can only include members from the first three races on this list, and not the last two. Don't worry much about this - you will be able to enter all polities who welcome you, and you won't be able to enter any that do not. This is simply to indicate which races your group is composed of and the "other two".

I wanted players to focus on the relationships between characters in a group, as opposed to just include 5 characters from all 5 races in a single group for the heck of it. These preferences have absolutely nothing to do with how you will get along with other races. It was a limitation put on parties to avoid people creating large, 5-person, 5-race parties and stick to simple, well-storied adventurers.

And again, these are proposals. What you include here may or may not be included in your final profile, which will be released before the start of the story. These racial preferences will not even be relevant when the game begins.

In many ways, it is the same with polities. I am all for versatile fantasy universes. Perhaps one player wishes to treat all 5 races equally, with no hatred for each other in a grand utopia. With my proposal "system", I am allowing polities to choose which races they favor and which they do not. It does not really mean you hate the last two on your list, but more that you cannot see your society co-existing peacefully with them (with all citizens as equals). I give players a choice and I think description matters most here. If someone can adequately describe a working nation in which all five races might potentially co-exist peacefully, they may do so. And when final profiles are revealed, I will take that into account. If you can describe why you have an Orcish-Elvish kingdom in which those two races co-exist peacefully, then you can. I wanted proposals to remain rather minimal and focus on description. Having an easy-to-read system of which races are preferred by polities makes things easier when I am coming up with player profiles in the near future.

Those preferences will not be relevant in-game. A kingdom with Orc at the bottom of the list can befriend Orcs and welcome them into their society over time. But as with anything, the populace of any polity take time to adjust to radical changes in their society. Big, gray-skinned, hulking, ugly humanoids walking through the streets as equals might be difficult to adjust to. But if your description has offered a reason why they co-exist, fine. So perhaps Dwarves are at the bottom of your list. Maybe the Humans in your polity can get along well with them, but the Elves or Orcs cannot.

I am not making this strict. Over time, you can change anything about your polity. You can accept other races, but factions might arise in your realm opposing this open-mindedness. This isn't asking you to be prejudiced, but rather to choose wisely which major races you want most active in your realm. As I did with the Blahduria example, I might add one in even if you didn't mention it.
 
Subbing post. I'll post something tomorrow.
 
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