Post by Jessito on Oct 30, 2011 11:42:24 GMT -5
Alright... First RP creation thread. I'll be leaving ideas and notes on ideas that come to mind for this roleplay, feel free to do the same - the more feedback the quicker we can get this off the ground.
Nothing is in any specific order or final, these are just ideas to work off of.
World
- Western fantasy theme. physical technology goes as far as gas-powered muskets though magic has proven more useful.
- Dragons, Goblins, Orcs, Skaven, Ghosts, Undead, Were-creatures, Vampires, Vikings, Pirates anything i've missed
- Multiple civilizations, most of which not on good terms
- At least 2 'imperial' (medievil British/Teuton style civilization) civs with rivalry
Possibilities
- Classic style Magic. No mind-reading, seeing the future or being an immortal being unless it's a demigod of some sort. Pretty much what would be feasible in a DnD game.
- Classes like warrior, ranger, mage, rogue, druid, warlock, priest, cleric, barbarian, hunter, paladin, shaman, necromancer etc. lots of room to make your own kind of class. it's actually encouraged to have a more personalized character.
- Resurrection is possible as long as the person isn't mutilated or in a state that they'd die shortly after. However, it's one of the most advanced spells and is not done without hours of ritual preparation, same with necromancy. seeing as how this should be a rare mechanic, only special individuals can pull this off - usually an NPC, though they'll still need a very good reason to resurrect a character or a large abundance of gold. like enough to buy a house.
- Death is not always permanent for players. In some cases you could even bargain with death for another chance. This however is a double-edged sword. filling in your end of the bargain can prove alot harder than it seems at first, often involving actions that deliberately go against your characters beliefs. Still gotta figure out alot for this. There is also a realm of death, where death himself would reside. noone is able to go there unless killed or put in a comatose state.
- Zone creation. You can make your own section of the world, from a small pond area to a whole city that your character hails from. Just keep in mind that you gotta put the effort into properly describing this area, it's looks and it's history otherwise people may not visit it. It's also best to post your ideas for the area first to get more feedback on what works and what doesn't.
Races/Groups
Humans: Humans mostly stick to main cities aside from small villages often protected by militia. Out of these areas humans will usually travel in groups, normally armed. Their leaders have ambitions to constantly expand their borders, usually taking lands by violent force.
Goblins: Possibly more indigenous than most races in the province, Goblins have encroached almost every bit of land. They are aggressive in nature if provoked or intruded on but are not outright hostile, depending on who you are (hopefully not a Dwarf) they will not attack children though they might capture them if any wander into their territory.
Since direct sunlight is detrimental to Goblins, they are mostly found in dark areas like caves, mines and swamps. Preferably ones with large tunnel networks such as labyrinths. Goblin society is made up of various tribes and leaders, though they mostly follow the same beliefs and deities.
Beast-Men: A large category of similar races. It's unclear how exactly Beast-men exist, most explained in religious beliefs, legends and speculation. They are in fact any half-human, half-animal bi-pedal humanoids that have co-existed with humans for as long as their history dates back. The only remnants of whatever culture they had prior to that is the numerous tribes of feral beast-men that live only in the most remote locations. Unfortunately they will attack anyone that comes close to their settlement.
Were-Creatures: Seemingly similar to Beast-men; Were-creatures are Wolves, Rats, Large Cats or Bears that were once other races. There may be more variations of them but only those have been typically found.
The type of were-creature depends on a large number of characteristics and physiology. It's believed that the victim becomes what they are most closely aligned to. Post-transformation, were-creatures lack any previous memories of their former lives temporarily. This could last anywhere from a week to 7 years of gradually remembering bits and pieces. Most submit to instinct before they can, becoming feral monsters that live to hunt.
There have been rumors and stories of old societies of were-creatures that have overcome their curse, domesticating themselves and eventually moving back into civilization. of course, they would have to remain in secret because most would be more-than-happy to put a were-creature to the sword if exposed.
{update: 02/11/2011}
Nothing is in any specific order or final, these are just ideas to work off of.
World
- Western fantasy theme. physical technology goes as far as gas-powered muskets though magic has proven more useful.
- Dragons, Goblins, Orcs, Skaven, Ghosts, Undead, Were-creatures, Vampires, Vikings, Pirates anything i've missed
- Multiple civilizations, most of which not on good terms
- At least 2 'imperial' (medievil British/Teuton style civilization) civs with rivalry
Possibilities
- Classic style Magic. No mind-reading, seeing the future or being an immortal being unless it's a demigod of some sort. Pretty much what would be feasible in a DnD game.
- Classes like warrior, ranger, mage, rogue, druid, warlock, priest, cleric, barbarian, hunter, paladin, shaman, necromancer etc. lots of room to make your own kind of class. it's actually encouraged to have a more personalized character.
- Resurrection is possible as long as the person isn't mutilated or in a state that they'd die shortly after. However, it's one of the most advanced spells and is not done without hours of ritual preparation, same with necromancy. seeing as how this should be a rare mechanic, only special individuals can pull this off - usually an NPC, though they'll still need a very good reason to resurrect a character or a large abundance of gold. like enough to buy a house.
- Death is not always permanent for players. In some cases you could even bargain with death for another chance. This however is a double-edged sword. filling in your end of the bargain can prove alot harder than it seems at first, often involving actions that deliberately go against your characters beliefs. Still gotta figure out alot for this. There is also a realm of death, where death himself would reside. noone is able to go there unless killed or put in a comatose state.
- Zone creation. You can make your own section of the world, from a small pond area to a whole city that your character hails from. Just keep in mind that you gotta put the effort into properly describing this area, it's looks and it's history otherwise people may not visit it. It's also best to post your ideas for the area first to get more feedback on what works and what doesn't.
Races/Groups
Humans: Humans mostly stick to main cities aside from small villages often protected by militia. Out of these areas humans will usually travel in groups, normally armed. Their leaders have ambitions to constantly expand their borders, usually taking lands by violent force.
Goblins: Possibly more indigenous than most races in the province, Goblins have encroached almost every bit of land. They are aggressive in nature if provoked or intruded on but are not outright hostile, depending on who you are (hopefully not a Dwarf) they will not attack children though they might capture them if any wander into their territory.
Since direct sunlight is detrimental to Goblins, they are mostly found in dark areas like caves, mines and swamps. Preferably ones with large tunnel networks such as labyrinths. Goblin society is made up of various tribes and leaders, though they mostly follow the same beliefs and deities.
Beast-Men: A large category of similar races. It's unclear how exactly Beast-men exist, most explained in religious beliefs, legends and speculation. They are in fact any half-human, half-animal bi-pedal humanoids that have co-existed with humans for as long as their history dates back. The only remnants of whatever culture they had prior to that is the numerous tribes of feral beast-men that live only in the most remote locations. Unfortunately they will attack anyone that comes close to their settlement.
Were-Creatures: Seemingly similar to Beast-men; Were-creatures are Wolves, Rats, Large Cats or Bears that were once other races. There may be more variations of them but only those have been typically found.
The type of were-creature depends on a large number of characteristics and physiology. It's believed that the victim becomes what they are most closely aligned to. Post-transformation, were-creatures lack any previous memories of their former lives temporarily. This could last anywhere from a week to 7 years of gradually remembering bits and pieces. Most submit to instinct before they can, becoming feral monsters that live to hunt.
There have been rumors and stories of old societies of were-creatures that have overcome their curse, domesticating themselves and eventually moving back into civilization. of course, they would have to remain in secret because most would be more-than-happy to put a were-creature to the sword if exposed.
{update: 02/11/2011}