Seon
Not An Evil Liar
Doom comes to the Kingdom of Weissen, the northwesternmost of the human kingdoms and the first line of defense against the demonic tribes in Unviddian Wastes in the frozen north. Its armies lie decimated in the aftermath of the Great Holy War, and the new reigning monarch is but a child less than a decade old.
In contrast, in the frozen north, a woman named Evelyn has begun to unite the disparate demonic tribes under a single banner. Those who follow her has proclaimed her to be Queen, the first among the demons to bear such a title. While her forces are yet small, more and more tribes join her cause daily. It is not unimaginable that she will succeed in her dark quest to unite demonkind under her iron fist. If that is to happen, people whisper, she will surely turn her gaze towards Weissen to settle her people’s long debt with humankind.
Yet the rulers of Weissen and the other human kingdoms seem oblivious to the threat. In the capital of Ci-Alen, nobles scheme for advantages and favors with the regent, Duke Calistos. In the east, the Empire of Terma, ruled by the decadent Dragonborn Emperor, Aether, has publicly declared its non-involvement in the plight of Weisseners. To the south, Weissen’s staunchest ally, the Holy Kingdom of Lymilark, lies destroyed. Only rubble and magical flames remain after the holy warriors of the Faith from every human kingdom failed to stop a single archmagi.
Beyond the rubble of Lymilark, the human kingdoms of the southern lands are preparing for the next Great War. A charismatic mage of unknown providence has emerged as an absolute ruler of the Al-Kalmar after a brutal revolution, openly denouncing the Faith in its weakness and bestowing herself the title of an Empress, much like the Dragonborn Emperors of Terma. While every Southern realm is still weakened in the aftermath of the Great Holy War, it is likely that the Empress will move to make her ambitions of ruling over a grand empire true as soon as her nation is able to wage war once more. Whatever happens, it is unlikely that Weissen will receive any assistance from such tense lands.
The people of Weissen now stands alone, with no armies to protect their lands and no allies to come to their aid. Particularly brave demons have already launched raids into the countryside and found themselves completely unopposed by the royal army. Such signs of weakness will surely only encourage them to launch further raids. Only ones that the people of Weissen can turn to now are the adventuring warriors who now flock to the region.
You play as these adventurers, attracted to the doomed nation of Weissen like a moth to the flame. Perhaps you were disgusted by the Dragonborn Emperor’s lack of action against the threat of demons to civilization. Perhaps you were fleeing from the spectre of a great human war in the South. Perhaps you are a survivor of the Great Holy War that saw Lymilark destroyed. Perhaps you are attracted, instead, to the rumored charisma of the Demon Queen and seeks to enlist in her forces. Whatever the case, you will likely have a hand in the nation’s future, whether it falls into ruin or remains the steadfast defender of humankind.
Introduction
Welcome to the Last Days of Weissen, a character-driven RPG game inspired by such things as Fallen London, Mabinogi, and several other sources. You will play as heroes, adventurers, and aspiring campaigners with their own backstories and desires. For whatever reason, your characters have been attracted to the dying kingdom of Weissen, abandoned by its allies and now standing alone against the demon threat.
As you complete missions and conduct minor actions, your characters will grow in quality, stats, death counts, companions, and favors owed by the powers that be in Weissen. While you alone will likely be unable to change the fate that awaits Weissen, perhaps even the Nameless God, who lurks in the darkness of the future, may be surprised yet.
Basic Mechanics
With apologies to Failbetter, I’ll be borrowing heavily from some mechanics in the game, Fallen London.
In this game, you will play as characters who shall be defined by perks, qualities, and four primary stats that describe the character’s abilities.
The Primary Stats:
-Strength and Blades: Your skill with swords and weapons, or perhaps just being monstrously durable and strong. Probably the fastest way to get effective combat power and gain the respect of common people.
-Agility and Shadows: Your ability to avoid danger, sneak past enemies, dodge, and give chase if need be. Creative characters may use it to steal, but that would be illegal.
-Will and Knowledge: Your strength of will, and ability to bend the universe’s magic to your will. Also useful for providing temporary buffs to other stats, within reason.
-Charisma and Tongues: Your ability to inspire others or convince them to your side of the view. Also useful for making pacts, alliances, and compacts with devils, spirits, and other inhuman forces that lurk in the world.
If we must put an arbitrary advantage diagram to the primary stats, willful mages will defeat Strength-focused warriors. Mages will likely be defeated by agile rogues and heroes. Agile heroes will likely be unable to deal with strong and armored warriors. Charisma is usually useless in combat (outside of bluffing or convincing enemies to stand aside.
Qualities: Qualities are assigned for deeds that you do, and affect other people’s perception of you. Completing quests and missions, or doing other individual initiatives will raise these qualities depending on how you complete it. Qualities may also decrease based on your actions.
-Charity and Hope: You didn’t need to, but you decided to help without expecting a reward. Or perhaps you just believe that doing so will change things in the future.
-Heartless and Cruel: You decided to abandon those in need, when it was in your capacity to help… Or perhaps you were just cruel. Even if it was for good reason, your heart is still stained.
-Ruthless and Cynic: You didn’t care about the method to reach your goal. Perhaps it was for a good cause. Perhaps you were just being selfish.
-Melancholy and Tears: Perhaps you experienced a tragedy. Perhaps there were just so much injustice in the world. Perhaps you just can’t explain why you feel this way, but you have been moved into action by sadness.
-Brave and Daring: That was a bold move you just did. You were faced with insurmountable odds, or threats of punishment, but you chose to stand your ground or act otherwise.
-Honorable and Just: You kept your word, perhaps even when it wasn’t to your favor.
-Clever and Subtle: That wasn’t exactly the most honorable thing you ever did, but it certainly was clever!
-Gleam and Zeal: You have acted in defense of the Faith and Goddess Lymilark.
-Gloom and Silence: There is a silence.
Bringer of Death: This is a unique quality assigned to roughly estimate how many deaths can be attributed to you. While killing beasts and monsters will not increase this quality, being responsible for the death of another sentient being, whether directly or indirectly, will increase this quality.
Playable Races:
-Humans: Dominant race in Weissen. Humans will have an easier time interacting with nobility and common folks of the people of Weissen.
Spoiler Subsections :
-Termarian: People from the Empire of Terma have enjoyed a century of peace, during which the nation has entered a golden age of technological and cultural development. People from the Empire of Terma tend to look down on others as being technologically inferior barbarians, but its long period of peace has made them somewhat naïve when it comes to military warfare. Termarians will have an easier time interacting with nobility, but will likely face some problem empathizing with the commoners in Weissen or other military figures.
- Kalmarian: The Kingdom of Al-Kalmar, now known as the Empire of Al-Kalmar, has always been known for its strength, and reliance, on magic and its applications. Mages and aspiring magicians will likely look favorably upon the Kalmar and its advancements in the field of magic, while nobility will view them with suspicion due to the recent brutal revolution in the southern nation.
-Lymilark Refugee: Destruction of the Holy Kingdom of Lymilark meant that its population was scattered to the wind. People of Lymilark are deeply faithful, and tend to stick together with others from Lymilark and veterans of the Great Holy War. They are, as a whole, distrustful of mages and their powers.
-Weissener: Natives of Weissen. No bonuses either way.
-Dwarves: A race without a homeland to call is own. Dwarves are generally adventurers, mercenaries, and craftsmen in the Kingdom of Weissen. Playing as dwarves will likely mean that you are able to find mercenary and other adventurer contacts easier. Interactions with humans, especially nobles, will likely be much more difficult.
-Beastmen: Humanoid creatures with one or more inhuman features. Be it monkey ears or fox tails, these beings have obviously animal-like quality of some description. Hailing from the war-torn lands east of Terma, recently united under a single king, beastmen are often used by humanity as slaves and other expendable laborers. Humans who live in Weissen will view them with suspicion, sometimes mistaking them for demons.
-Demons: Due to ongoing animosity between the people of Weissen and the demons who lurk in the frozen north, only demons that work as adventurers here are those who can reasonably pass as humans or beastmen. The most common kind of demonic adventurers in Weissen are almost human in every way with a sole exception: long pointy ears usually hidden beneath helm or hair. Expect persecution and death if the fact that you are a demon is discovered.
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Character Creation:
You will first use the character sheet here to decide upon basic information. You shall be provided with 12 stat points, which you may add to the below four primary stats any way you see fit.
Then you shall devise a background story for your character, for which I shall assign fitting qualities in your character sheet. For example, a veteran knight of the Great Holy War will receive points in qualities of Zeal and Melancholy, while a former bandit will likely receive points in Ruthless and Cruelty, as well as points in Bringer of Death.
You are also allowed one equipment and one companion, effects of which will be determined by me based on your description of them. They will not, however, exceed +2 in any given stat modifier.
You will also be allowed 25 gold. It is not much, by any stretch of the imagination, but it should be sufficient to buy some baubles.
Spoiler default character sheet :
Name: _______
Race/Ethnicity:
Primary Stats:
STR&BLA: 5 (+0)
AGI&SHA: 5 (+0)
WIL&KNO: 5 (+0)
CHA&TON: 5 (+0)
Equipment&Perks:
- Helm/Hat:
- Clothing/Armor:
- Shoes/Greaves:
- Gauntlet/Gloves:
- Weapon/Tools:
- Offhand Weapon/Tools:
- Accessory 1:
- Accessory 2:
- Companion 1:
- Companion 2:
- Companion 3:
- Companion 4:
- Perk Slot 1:
- Perk Slot 2:
Qualities:
- Charity and Hope: 0
- Heartless and Cruel: 0
- Ruthless and Cynical: 0
- Melancholy and Tears: 0
- Brave and Daring: 0
- Honorable and Just: 0
- Clever and Subtle: 0
- Gleam and Zeal: 0
- Gloom and Silence: 0
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