Fantasy NES: Sekai

Glotrith and Magick

All normal goblins are born cowards. It's just what goblins are. However, for some reason, goblins are very afraid of magick. Magick, or "The Scary Stuff" as most goblins call it is a very good way to demand fear and respect from the goblins of Glotrith. Xogiz himself is said to practice the Scary Stuff, making him very feared amongst his fellow goblins. However, this may just be a rumor Xogiz started to keep people from attempting to kill him.

However, some goblins aren't considered normal. They dabble in The Scary Stuff, and they like it. When these outcasts go into towns for supplies there is an uproar of terror and confusion. Many are attacked, but few attacks actually succeed in killing the Scary Ones. Few Scary Ones are actually in Goblin military, but small groups of them are along the borders, occasionally forming guilds and bands in search of powerful artifacts and safety from their persecutors.


OOC: kkmo, is this story okay? This could give people a basis to make goblin guilds and groups.
 
I change my mind, I want to be a group of dwarves from Dorovel, if that is okay with Lord Iggy? I'm going to change the characters, too. For sure a Dwarf Warrior, but I don't know about the second one, I'll work on it tomorrow or the day after.
Certainly. That would be great! If you want to be consistent on the name scheme, I'm basically using the Tolkien scheme of 'Germanic Name (Generation in the Case of Rulers) Adjective-Noun'.
 
Ya, that's what I was going to do to name them, something along the same lines you were using. Also, I'm wondering, can the people be chartered or what not by King Thorgrimm to map out more of the world? I'm sure that living underground for centuries, they might have some curious dwarves who want to get out and see what is going on outside of their underground kingdom.
 
Sure. It would be great to get some interaction between our characters. You could use him as a generic character to send them off on quests of your liking. Right now, I don't have much of his character developed, so you've got a blank slate to work off of.
 
Well, they do appearantly have small societies, but are not advanced enough to be looked upon as city states or kingdoms. Which means, semi-intelligent tribal creatures = barbs.
 
Registering an unnamed group. I'd like to have four characters, but if the dice are unwilling cut off the last one or two.

Spoiler Ichthys the Undead Necromancer :
Ichthys
Chaotic Evil Undead (Dark Elf) Necromancer

Attack: 1
Defense: 4
Movement: 1
Hit Points: 4

Recently freed of his prison of the ruins from the Second Age, Ichthys seeks to regain his otherworldly powers he had lost in his long slumber and once again unleash untold horrors upon the world as he did in the chaos of the forgotten past.
Spoiler Grimfist the Orc Priest :
Grimfist
Lawful Evil Orc Priest of Yurtrus, Orcish God of Death and Disease*

Attack: 2
Defense: 2
Movement: 1
Hit Points: 5

Seeking to bring his dark god's will upon the mortal plain as the gods did in ancient times, this young Orc unwittingly unleashed a dark relic of a time best forgotten in his questing. Seeing the lich as an agent of Yurtrus, Grimfist pledged allegiance to the necromancer in hopes of making his god proud.

* OOC: Filler god. When I see the established religions, I'll replace it with an equivalent.
Spoiler Gnash the Orc Warrior :
Gnash
Chaotic Evil Orc Warrior

Attack: 3
Defense: 3
Movement: 1
Hit Points: 3

Gnash is a not-too-intelligent, bloodthirsty mercenary hired by Grimfist in his questing. He was going to leave after his contract was over, but Ichthys promises of fighting, killing, and gold made him stay as a mercenary for the lich.
Spoiler Skizzmo the Goblin Rogue :
Skizzmo
Neutral Evil Goblin Rogue

Attack: 4
Defense: 3
Movement: 1
Hit Points: 2

Skizzmo is a clever little goblin thief and black market merchant. He was hired by Grimfist in his questing. His was offered a contract renewal by Ichthys, and a combination of goblin curiosity and greed got him into the lich's small band.
_______________

I am utterly disappointed that "Necromancy" has no death-related spells other than things relating to "raise dead." I wish to see negative energy spells.
 
I get the impression that the gods are numerous enough for us to make up our own.
 
Yes, making up gods is fine. That is part of the reason I made the backstory have a vague number of several gods.

Centaurs are more like barbs.

But if you think about it, monkeys are kinda like barbs... :D
 
Arrr, so am I accepted and if so how many of my characters survived the dice-culling? I must know so I can continue editing my registration post for physical descriptions.
 
kkmo, for when you come back - I think that some of us would also like to know if our backstories are considered valid.
 
@flyingchicken: Everything looks fine.
@das: From what I have read, every backstory looks really good. Keep in mind this is not only my game, but everyone's game, so the possibilities are endless as long as we mind each other and remember there are some rules. Creativity is always encouraged. I have read everyone's backstory and ideas, and I have no problems with any of them as of yet. If I do, I will mention something for sure.
 
Ok crew, you guys all seem to have been making excellent progress in your backstories and coming up with stats after your rolls. :) Good work on that stuff. I am wanting to actually start the game soon, but I have yet to add a naval unit. At first I thought two naval units, one that is a strictly military vessel and another that is a transport, but I thought that limiting it to one type of naval unit might be better (but I can take suggestions, in fact, they are welcome). The reason I decided this was that often fighting ships in the ancient era/middle ages just had a bunch of soldiers on them that would battle each other and such, so I think that a "military vessel" can sort of act as a transport as well.

I also need to hammer out rules for trade routes.

After I do all of this, we will be able to start. I am aiming for a start later this week, but if I see a few more things in the rules that need sorting out, I might delay it until next weekend.

However, I already posted the first part of the first Chapter of our overall story, so I figure you guys can start talking amongst yourselves and start figuring out a broad strategy/alliances/starting points.

While I am talking about this, I will also mention to you that I am taking orders right now. The way the first orders work is that you send me your orders now, and by the time the game starts, you will have all of that stuff as if we elapsed an entire turn. That way, you all can technically start the game with a military and possibly some spells and tech as well. So, to repeat, I am accepting pre-game orders, which will go through by the game starts, giving you what you trained or researched for this "first turn" (which is actually not the first turn, but a pre-game start out bonus of sorts).

And for all players running a party: You can give other party members' spending points to other ones, so you can give all 40 spending points to one character each turn, instead of giving 10 of them to the specific different characters. But you cannot cross your experience points over to one character!

I hope all of this makes sense. Feel free to ask questions, and please let me know if I am moving too fast.
 
Just a semi-last minute query: Does the attack stat apply to spells? If it doesn't, my Mage character concept was fairly pointless?

If not, does it at least apply to ranged weapons we can get?
 
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