This is a sequel (of sorts) to the formerly long-running "Operation: Storyteller" game I was GMing here in Forum Games.
It's a free-form role-playing game (RPG) set in a medieval-like fantasy setting on a made-up world of my own making-uping. There's no character stats, no dice rolls, hardly any rules. It's all about playing the role, not maxing out your hit points or getting the coolest gear. (Although having cool gear is nice too.)
All non-player characters are played by me. I also do any narration, background, or cut-scenes that I think are appropriate, and I answer all relvent questions by the players. If there's a dispute between players, either settle it yourselves or refer the dispute to me. In all cases, the decision of the Game Master is final.
First, the setting: It's been fifty years since the beginning of the war with the Drow, a war that ended a scant five years ago. That war shank Suldeneselar to little more than a city-state, and expanded the territory of Skare Brae eastwards, only to later see Skare Brae plunged right back into war when the king died with no heir and no less than three legal claimants to the throne. The resulting Succession Wars effectively split the kingdom in half, with the eastern half becoming the Kingdom of Thule. Although Thule and Skare Brae have now signed a peace treaty, diplomatic relations between the two states are abysmal. No formal trade rights between the two have been arranged, and so Gnomish Airship captains and smugglers are making a killing on the black market.
It's a world where technology is still very middle-ages: Watches don't exist, just sundials, water clocks, sand timers, and so on. Gunpowder is completely unknown, so no cannons, rockets or firearms exist either. Some extremely crude explosives could be made if you knew what ingredients to put together, but it would hardly be a stable mixture and would likely just blow up in your face. Medicine is mainly confined to herbal remedies and divine healing. Most people rely on the magic that, mage, cleric, or magic item can provide if they need to do anything sophisticated or high-tech. No planes, no cars, no computers, and no postal service, either. You can pay a messenger to take a message somewhere, but if it actually gets delivered or not is quite another matter. The roads are extremely unsafe, despite the utter lack of car crashes. That's because banditry and highway robbery are rather rampant once you leave the safety of a city. The roads themselves are fairly well made, but their usually just simple dirt or gravel roads. Only at the major trading centres will you see cobblestone roads or brick bridges. Too bad sewer systems are just about about as rare. Oh, and indoor plumbing is virtually unknown. If you need hot water, grab a kettle and start a fire. Masonry is a very well advanced trade, but most people still tend to live in simple mud-brick, wood, sod, or (in the far east) bamboo buildings because paying a mason to build just about anything is an expensive proposition.
AS for weapons: Bows are commonplace; short bows, longbows, crossbows, and (in Sundeleselar) recurved bows are in general use. Composite bows, however, are limited to the small number of Gnomish bowiers who make them. Even rarer is the Clockwork Bow, a uniquely Gnomish design limited to a handful of exiting pieces. The Crossbows are relatively crude in their mechanisms. They're usually hand-and-stirrup strung, not cranked or lever-action strung. This limits both their effective range and power to less than what a good longbow archer can dish out. Swords are fairly refined by this point, with steel being the metal of choice for the discerning swordsman. Iron, bronze, brass and copper and all available as well, but they are inferior to steel in nearly every way except price. A simple Iron sword will be cheap, but it won't hold it's edge as well as a steel sword and it will be heavier than a steel sword of the same size. Chrome-plating and electroplating are completely unknown, but it is possible, if extremely expensive, to produce metalworks covered in gilt or inlaid with precious metals. Folded-metal smithing is in it's infancy, and only a handful of goldsmiths know anything about that in this world: All swords are produced by simple forging and hammering because both the watermill and the windmill haven't been invented yet, so there's nothing available to drive a bellows that could power a blast furnace... well, except magic... or perhaps a fire giant. Armour is similarly advanced, with both chain-mail and laminar/chain armour being widely available. Plate mail is very expensive to make, but it does exist. After the war with the Drow, for as-yet-unknown reasons, the few Mithril sources in the world suddenly became unproductive. This drove the price of Mithral ore (to say nothing of an actual piece of forged Mithral) through the roof. Sailing is, however, slightly more advanced than you would expect. Despite lacking both the magnetic compass and the knowledge that the world is round, sailors and pirates alike have complied an extensive atlas of information about the seas of this world. Although they tend to stick to within sight of shore, the sailing ships of this world nevertheless can get you to nearly any known port you want to go to, reliably, safely and on time. Well, relitively safely, anyways. Baring pirate attack, sea-monster or angry mermen. Even more advanced are the gigantic Gnomish Airships, the designs of which (and it's underpinning technology) are a closely-held Gnomish secret. The Gnomes are the master-traders of this world. They trade exotic items from the far east, the mysterious south, and the savage land of Chult with the rest of the world, raking in a nice profit in the meantime. They guard their trading lanes fiercely because they know that it's how they make themselves indispensable to the larger, fiercer races. Magic, however, has seen a decline since the end of the war with the Drow. Apparently, the Gods decided that mortals had too much magic power, so their curtailed the flow of Mana that powers all magic in this world. (more on this as the game progresses).
You can play any of the following races: Humans are: Westerners (from either Skare Brae, Thule, The Pirate Isles, or the Enshea Isles), Asians (from the lands of the far east), Trezbionders (from the mysterious and far-off unnamed uncharted southern hemisphere continent), or Uthgarts (fair-haired semi-civilized barbarians from a quasi-Scandinavian culture to the north). Although the dark-skinned people of Chult are actually human, their society is so savage and barbaric that I'm not going to allow my players to be Chultish.
Elves are either Suldeneselarian Elves or Drowish elves. Drow are Evil, so if you really wanna play a Drow, you're gonna have to be evil and nasty. Suldeneselarian elves suffered greatly during the last Drowish War, and their nation has fractured as well. This once-great Empire has lost effective control over many of it's feudal lords, who now only pay lip-service to their Emperor and rule as if they were kings in their own right. Many expect that a civil war is brewing in Suldeneselar.
Dwarves are... well... Dwarves. No subraces there, really. Gnomes and Halflings are the same way, really.
Mermen and Mermaids live in the sea, with flippers for feet. I dunno if you wanna play one of those, depends on if this becomes a sea-borne adventure or not.
The Cat-people (Cat-men, cat-women) are from an isolated and little-known island way out in the Great Western Ocean.
Lizzardmen are from just south of Scare Brae. They have a unique, and proud history, and although throughly civilized their civilization bears little resemblance to Human or Elven civilization. However, Lizzardmen mercenaries are highly skilled and professional soldiers, and are employed all over the known worlds. The Lizard Queen was allied with both the Humans and the Elves against the Drow, but remained neutral during the Succession Wars.
Then you've got your Fay creatures. Pixies, Sprites, Brownies, Formorians, Spectres, etc. Special permission needed to play one of these. Same with Centuars, Obsidimen, Treants, extra-planar creatures, and so on.
So, invitations are going out now to all my former regulars from Operation:Storyteller, and If you wanna sign-up, do so below. Game starts on Tuesday, June 17, 2008.
EDIT: We're nearly at a full roster, just waiting for one more player to enter and then sign-ups will close. EDITED EDIT: Sign-ups officially closed. EDITABLE EDITED EDITING OF A PREVIOUS EDIT: The Adventure Begins!
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Last edited by Sarge on Sun Jul 13, 2008 11:55 pm, edited 6 times in total.
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