Cashdash25
The Proletariat Robot
"Long ago this land was called Acadir, now they just call it the wastes. See, this place used to be a thriving set of kingdoms, the people were rich and healthy, the kings were fair and just, life was easy in the kingdoms of Acadir. Now look at it, where there were once cities now stand ruins, where there was forests there's now wasteland, where there used to be people there's now graves, hell, even the animals are gone, replaced with magically warped monstrosities and packs of the damn Drakebloods. Anyone who goes in there is a dead man walking, anyone dumb enough to live on the outskirts isn't much better off. You want my advice? Run, run as fast as you can and get away while you still have all of your limbs."
Narrative fantasy roleplay for four to eight players, players will be taking the part of mercenaries hired to escort a mysterious employer into a magically devastated badlands. Thus ends the concise outline.
Gameplay will largely consist of players traveling through the Wastes, defending their employer from the local wildlife and astral phenomena with a heavy emphasis on character interaction and development.
Character Sheet;
Name:
Gender:
Age:
Race:
Appearance:
Personality:
Equipment:
History:
The only requirements are that players commit to being able to regularly post, maintain a readable level of grammar and spelling, refrain from using fancy formatting on their posts and enjoy themselves. Feel free to ask any questions you may have.
Narrative fantasy roleplay for four to eight players, players will be taking the part of mercenaries hired to escort a mysterious employer into a magically devastated badlands. Thus ends the concise outline.
Gameplay will largely consist of players traveling through the Wastes, defending their employer from the local wildlife and astral phenomena with a heavy emphasis on character interaction and development.
Character Sheet;
Name:
Gender:
Age:
Race:
Appearance:
Personality:
Equipment:
History:
The only requirements are that players commit to being able to regularly post, maintain a readable level of grammar and spelling, refrain from using fancy formatting on their posts and enjoy themselves. Feel free to ask any questions you may have.
The earliest known records of Human habitation in the Acadir region date from the early 15,000s EC, when a group of researchers from the city of Eshan made contact with a number of primitive tribes of hunter-gatherers. The details of the Eshani uplifting of the early Human civilizations are well recorded elsewhere, suffice to say that they were able to successfully convert the Human tribes from Hunter-Gatherer's whose most significant technological advancement was the discovery of flint knapping into a collection of thriving kingdoms in a period of around 1,000 years.
By 16,500 EC the Humans had been developed into eight small, but wealthy and peaceful, nations;
Akan
Ter
Micara
Vica
Ysiv
Icad
Toj
and Ordanal, these nations benefited well from an early introduction to the concepts of diplomacy and equality. Raising large and thriving mercantile and artisanal classes. The Human kingdoms traded goods far and wide, using a large share of the profits to raise the living standard of the labor class, crime and warfare were practically nonexistent. Obviously something had to go wrong.
Three events marked the fall of Human civilization, the first event occurred in the year 17,000 EC. The events of the Dragon War are well recorded elsewhere, suffice to say that at its conclusion the surviving dragons felt it necessary to migrate, one such dragon, Azzathus the Bloody One, elected to migrate to Acadir. Azzathus proceeded to do as dragons do and rampage across Human territory, utterly devastating the defenseless kingdoms. The Elven city of Eshan came to the aid of the Humans, teaching them the ways of the warrior caste. The combined Human and Elven forces were able to defeat Azzathus after more than seventy years of senseless slaughter. The effects of Azzathus' attack were severe, the Human settlements were devastated, there wealth was gone, there cities damage beyond repair. Our people helped where we could but the damage was simply too much. Additionally, the Humans suddenly found themselves with an abundance of warriors and no means by which to pay them. Thus, desperate for resources, the Human kingdoms abandoned the diplomacy and equality the Elves taught them and turned upon each other. Massacring thousands more of their own in the wake of the terror of Azzathus' assault.
The second event took place forty five years after the death of Azzathus. Details on this era are unclear, but from what we have been able to gather it seems a Human sorcerer was somehow able to infuse himself and his minions with the power of Azzathus, theories on how this was accomplished are far to varied to start listing. The important part is that this turned himself and his followers into what the Human's call "Drakebloods", the sorcerer indeed gained the power of the dragon, however he also gained its unquenchable greed and insatiable lust for violence. Acadir was further plunged into warfare and chaos as the Drakebloods launched their attack upon the surviving Humans. In desperation the Humans rallied together, but even their combined efforts were not enough to best their foes, and so they did what is popularly considered to be the single worst thing they could have done: They paid the Dwarves for their military techniques.
And just like that the Humans were able to turn themselves from a loose collection of warriors into an army. Two hundred years after the Drakebloods rose the Humans scattered them to the wind, which of course leads us to our third event.
It was the year 17,315 EC, three years after Humanity was able to defeat the Drakebloods and scatter them across Acadir. The Demon Lord Cazathar and his legion simultaneously possessed over two thirds of Humanity's battlemages, the slowly rebuilding Human's were once again plunged into a massive war, a war big enough to draw in armies from nearly every city of every civilized race, and more than a few outskirt tribes as well. Estimates place the death toll between ten and fifteen percent of the world's population. Details on what actually occurred are even scarcer than that of the Drakeblood's rise, but at the end of it all Cazathar and his forces were defeated and banished. The devastation however, remained. The land of Acadir was utterly ruined, turned into a desolate wasteland, even today, five hundred years after the defeat of the Demon army, it is still a ruined land.
The Human's, left with no skill or traditions other than those pertaining to warfare, scattered to the wind, selling their skills to any nation that would take them. The rise and fall of Human civilization is one of the most unique events in our history, in the span of a mere 2,050 years an entire race was raised from tribal savages little more advanced than beasts, to a thriving civilization before being cast down into nothingness. Modern Humans are a migrant race, their great leaders are long dead, their lands still smolder from the fires of their past, they live in small groups if in groups at all, wandering from place to place, doing the only thing they know how to do, fight.
-Edrin M'kar, Elven Historian and Philosopher. A Brief Account of Human History, 17,850 Elven Calendar.
The Wastes;
The Wastes are a barren land, vegetation is sparse. The boundaries between the mortal plane the the astral realm have been weakened, magical energies run wild, the wild life has been twisted and warped into unnatural monstrosities that prey upon anything they come across. The once great cities of Humanity lay in ruins, desolate and destroyed. The Drakebloods have taken refuge here, hiding away from the larger races and preying upon travelers. A single road along the northern outskirts circumvents the Wastes, all travel that once would have gone through Acadir travels along this roads. Beasts and Drakebloods prey upon travelers, forcing most to travel under guard. Few living beings are brave or foolish enough to venture into the Wastes, and fewer still live to tell the tale, thus most simply avoid the area if they can, and if they can't they keep their sword's close to hand.
Eshan;
Located to the West of Acadir, Eshan is one of the largest Elven city states in existence. As the capital of the Amani League it serves as a major center of Elven politics and culture, guiding over one hundred smaller city states.
Cas Thol;
The three Cas Thol mountains lie just outside the northern edge of The Wastes, a trio of Dwarven republics hold the mountains, warring against each other as well as defending each other's borders from other races. They have staunchly resisted the encroachment of beasts and Drakebloods from the Wastes, guarding the Northern road in exchange for toll fees.
Three Gnoll clans have also taken up residence around the mountains, both to fufil their duty to their Dwarven allies and to use it as a staging area to launch hunts into The Wastes.
The Steppes
The lands east of Acadir were once considered to be as barren and savage as The Wastes are today, perspective changes however. The Steppe lands are harsh and unforgiving. Home to a great many deadly creatures and fierce warrior tribes. Gnolls, Trolls and Centaurs all originate from this region.
The Wall
On the very southern end of The Wastes is a massive wall of unknown purpose and origin, scholars spent thousands of years unsuccessfully trying to study it before the destruction of Acadir rendered it completely inaccessible. Has not been seen since sometime before the Demonic incursion.
Playable Races;
Human
Humanity has suffered much in their short life, with their nations and lands gone they have been scattered. Modern Humans live a nomadic life, moving from place to place, sometimes alone, sometimes in groups, always selling their skills. Thieves, killers, mercenaries and assassins, all can be found and bought. Humans tend to reach maturity in their mid teens, and barring death in battle or disease tend to live to be around fifty.
Elf
Elven society is caste based, warriors are warriors, craftsmen are craftsmen and statesmen are statesmen. A staunch belief in diplomacy and wealth distribution has served them well. Their city states are peaceful and wealthy, thus there is little call for their warriors. Most warriors spend their days seeking to hone their skills, often traveling with groups of Humans and emulating their mercenary habits until called to serve their home. Elves age much slower than Humans, reaching maturity in their mid-forties and usually living to be around two hundred.
Dwarf
Dwarven civilization is rigid and structured. They are highly nationalist, isolationist, xenophobic militants. Mandatory conscription gives the republics large and strong armies, drilled and trained in the arts of war. While other races spend years or decades honing their individual skills or training to work in small groups the Dwarves train in cohorts of one hundred warriors, drilled to perform a specific battlefield function to perfection before marching off to settle age old scores. The average Dwarf is a unabashed racist with a strong belief in the supremacy in his own republic. Dwarves age slower than Humans, reaching maturity in their mid-twenties and living to be around one hundred.
Due to the nature of themselves and their society, few if any Dwarves would willingly travel outside the territory of his own nation, there are only two exceptions to this: War and Exile. Banishment is one of two punishments for breaking Dwarven law, the other being execution. The threat of having his beard shaved off and being forced to wander the lands of lesser races for the rest of their life is enough to drive most to beg for death, few Dwarven nations are so lenient.
Gnoll
Originally from the Steppe lands of the far east, Gnolls are tribal hunter-warriors who value two things above all: Loyalty and courage. Gnolls are forever on the move, searching for bigger, stronger and deadlier beasts to kill and take trophies from, this frequently brings them into contact with Humans who tend to lead similar lives. They venerate their ancestors and will never turn their backs on Clan or Friend.
Unusually, the Gnolls are the one race in the world that the Dwarves seem to tolerate on a large scale. The reasons for this alliance are unknown, lost to the mists of time, but Gnoll clans have been known to join Dwarven Republics when they go to war, and Gnolls have been known to fiercely defend and aid traveling Dwarves any way they can.
Beastmen
The Beastmen are an unusual race, nearly as old as the Elves yet they have no history of their own, some have theorized that they are the descendants of a group of Elves who infused their bloodlines with nature spirits to gain knowledge, but the truth was lost long ago. They do not build nations or kingdoms, instead each one seeks knowledge and enlightenment. They are a race of monks, scholars, alchemists and researchers. Each Beastman seeks to find his own way to enlightenment, be it through astronomy or martial arts. Beastmen age at about the same rate as Humans, though they tend to live slightly longer, averaging a lifespan of around seventy.
Other Races;
Drakebloods;
The descendants of Humans who infused themselves with the power of a Dragon, they also inherited its insatiable lust for violence and riches. Drakebloods are a universally hated menace, striking out at any who cross their path, including each other.
Trolls;
Peaceful herdsmen from the Steppe lands, renowned for their great height and greater herd sizes.
Centaurs;
Warlike Steppe tribes, bitter enemies of Gnolls.
Halflings;
Inbred farming race, topic of many comedic plays, jokes and sayings.
Giants;
Mountain dwelling race, generally ignores smaller races.
Magical energies run rampant across the Astral plane, however the mortal realm is not quite so lucky. Mortals can not of their own abilities wield magical power, however, sometimes a denizen of the Astral realm is able to partially breach the divide between the two and may choose to gift a mortal with a fraction of its power. Inscribing runic symbols upon a blade or ring, infusing knowledge of a particular ability into them or even partially merging with the mortal, sharing inhabitence of their body as well as magical powers. Generally speaking a magical entity can not be killed by normal means, a sufficiently powerful magical attack could force them back into their own plane, or one may speak their true name if they know it. Killing one would require being able to attack it in its home realm, something no mortal is able to do.
Certain creatures such as Dragons, Elementals, Familiars or similar creatures exist on both the Material plane and the Astral one, requiring it to be killed on both in order to truly die.
GM Note: Due in part to the specific way magic works in this universe as well as as a balancing factor player characters will not begin the game with any magical capabilities.