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Fantasy Kingdom Death: Survival/Horror/Crafting/Community in the endless dark!

Beckoncall

World-Weaver and servant to the most-holy PC
Supporter
Kingdom Death:

Intro: (2 minute video! watch it!)



Kingdom death is going to be, put as simply as possible, a survival/horror/crafting game -- everyone starts nearly naked with just a sharp stone and a lantern surrounded by unbroken darkness and lurking horrors. Players must survive, create a camp, and then build a community in this nightmare world with all the odds against them; hunting monsters and the environment for resources and materials to craft tools, armor, weapons and somehow a culture beyond the fear and terror that encircles them all.

Players will make and name characters, and choose or be assigned quirks and perks that make them unique or give them an edge. Not expected to survive forever (or even long) you must accomplish all you can and lead your collective as best you can in order to provide an example for your people, and the next characters to follow -- some traits will be passed on or change forming distinct "bloodlines" which are paragons of certain traits and plagued with others. Gear over generations will be divided or inherited, and skills and traditions will be passed on -- hopefully making every chapter of your dynasty more capable and powerful than the last...

And finally -- can the players and the community they make somehow push back the darkness and from the bones and skins of their predators overcome the ubiquitous fear and death that stalks at every turn?

Dare you this be your story?
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Mechanics: This game will run parallel on RPN *AND* Discord, with Players teaming up and operating independently in both mediums... participating in RPN only does not cut you out of the game if you prefer only one medium, but Real-time quests on Discord will mix with Play by Post Turns on RPN to create an intertwined narrative.


Each Phase of the game is called a "Dynasty" and a dynasty is made up of 3 turns -- Youth, Adulthood, and Elder phases. In youth you learn and earn the traits of those that came before you and decide who your new character is as a hero and a person, Adulthood is when you express those ideals and weaknesses (perks and quirks), and Elder is when you decide to settle down and enhance your bloodline or lay down your life to make an example and strike a blow against the darkness.

Over several Dynasties your bloodline will grow to be more than just a single character, but a tradition between a history of characters with real progression. Go on exciting adventures and make meaningful decisions and make or find a place in the community of lanterns that hold the darkness at bay.

Collect resources or harvest materials in a black and bizarre dreamscape, and use your wits, and every part of your enemies, to craft new assets for the tribe.

Will the people of the lantern learn the mysteries of or even escape the world of darkness that engulfs them? Will they even survive?

It is your story to tell, through your actions, through your folklore, and through the bones you leave on the landscape.

Welcome to Kingdom Death.
 
Ah, another place in order to recreate the Australian Outback, and attempt to tame creatures more than likely to bite my face off. Allow me to throw my hat into the ring now
 
Ok... we have approximately ten people now, some others may be interested but we have enough to start discussing bloonline creation. (Some people will ghost, some people will not like the (slight) learning curve, some will burn out brightly and others will fade away. I salute you all for your interest one way or another!)

I'll try to keep the process as simple as possible and we can sort out any questions in the thread.

CHOOSING YOUR BLOODLINE:



1. Name your Bloodline and "Blood": Your bloodline should have a common first or last name or nickname all your characters will have to make it easy to identify you in game. I'll let people come up with their own naming conventions for now, but lets use my example of "Ajax" -- there will be several Ajax characters because OCs die in the wild (and grow old and pass on the adventure to the next generation, to make a unique dynasty) But this Ajax is named Ajax the Umbral. Umbral is referred to as a "Blood", and all of the Ajaxs form a "Bloodline."

2. Choose Ancestry: There are ten "common" ancestries (see below) but if you don't particularly like any of them you can propose one of your own for my approval or develop one with me. An ancestry is something deep in your bones, like genetic memories that give you talent in a particular discipline. If you are a hunter you come from a long line of hunters, a healer -- a great tradition of healers. All members of your bloodline will have certain skills or advantages related to your ancestry. Some are more practical or useful in different situations... but a key to survival is working with members of other ancestries, or through luck or accomplishment earning new ancestries to work together more effectively. These are:

Animal Kinship: Animal Kinship provides a nearly psychic link with animals. While the world of Kingdom Death is full of monsters that might never be tamed or understood, Animal kinship allows communication and even limited cooperation with the smaller crawling, swimming and flying things in the darkness. Bloods with animal kinship may always have a pet loyal to them -- the initial choices are "Blindbird", "Baldrat", and "spikesnake." More creatures are out in the darkness waiting to be domesticated, which can then be made pets of a bloodline -- like the aloof Felishades (akin to cats) and brutish Pibbles (akin to dogs). Even stranger creatures await, but there is generally a limit to what creatures can be controlled, communed, or questioned... the bigger or less familiar, the harder.

Camouflage: Bloods of Camoflage Ancestry can blend into her surroundings and become one with the darkness. usually used to find cover and hide, sometimes in plain sight. It may also help him find hidden objects or items that are useful for cover or a disguise, and many of this ancestry can mimic the sounds and signs of other creatures to confuse or escape. Camouflage bloods also mix well with other bloods in the darkness, giving them a slight bonus to social interactions for blending in.

Healing: One of the stranger and oft rarer ancestries, It allows the user to identify poisons, concoctions and plants found in or made from the environment, most specifically cures for ailments and treatments for wounds. Bloods of healing ancestry also have the uncanny ability to more quickly heal from injuries, or heal others that would otherwise fail to rise again from their wounds.

Hunting: One of the more martial ancestries, these Bloods are talented at determining what is edible, (if anything) Ambushing prey (especially cooperating with trackers) and hunters slowly learn about animals and their habits from experience and other hunters. Hunters get a bonus to sneaking (though not as well as those with camouflage) and are less easily surprised.

Mind Over Matter: Bloods with this strange Ancestry can move objects with telekinesis, to attack or misdirect their opponents or manipulate small objects in the environment.
It is said this ancestry does little for the uncreative, and more for the thoughtful. The most accomplished of this Ancestry may have great power, while the less accomplished are little more than tricksters with the art. It is usually a talent cultivated over generations in a bloodline.

Mindforce: uses psychic stress to disrupt an enemy's concentration and battle prowess, and some say with practice read minds. Bloods with mindforce grant bonuses to themselves and/or allies in contests/combat, and more easily give the opposite to rivals. It is said there are other talents this ancestry can bring in the darkness such as sensing the unseen, but such powers are developed over generations in a bloodline...

Mindscreen: The opposite of mindforce, This ancestry has protection from such powers and the horrors that use them. Mindscreen Ancestry protects from non-natural detection and powers, and some say can heal or ease the damaged or fearful mind. The best adherents develop over generations in a bloodline, these bloods face foes with strange powers without fear.

Sixth Sense: This Ancestry can innately detect danger and receive subtle clues about certain things,, its secondary function is to provide psychic impressions of items and monsters. The potentials beyond this discipline, if cultivated, are unclear.

Tracking: Allows Bloods to follow tracks in All kinds of environments. Though it sometimes overlaps with Hunting, this discipline often points out the right way to go, whereas Hunting may just reveal what has traveled that way before. Tracking also includes knowledge about travel in relation to home, strange customs, and languages.
Where hunters have dominion over animals, Trackers often have dominion over more sapient entities in the dark...

Weaponskill: The Ancestry of weaponskill allows one to fight with both ranged and melee weapons with faster familiarity and greater skill. While bloods of this ancestry can use most any weapon they understand, they may also specialize in a particular weapon with which they are especially gifted. Over generations, mastery of using armor and multiple weapons is possible through tradition and practice.


3. STARTING EQUIPMENT/CRAFTING: Every blood, man or woman, awakens in the darkness in a place called the "plains of stone faces" -- blinking the ink from their eyes they find themselves nearly naked, with nothing but a sharp rock to defend them and a lantern to light your way. If your bloodline is already established you may inherit equipment from those that came before you, or know some of the knowledge of your forefathers.
With little to start with and death ever looming, the Bloods of the Darkness must search out the blackness that surrounds them and find food, water, resources and materials for improving life and culture, growing a community until the collective lanterns can ever more increasingly push back the darkness.



In the beginning little but instinct and fortune will guide you. However, with perseverance, bravery, cooperation and learning -- The Bloods -- the people of this world of darkness, may yet become it's masters...

4. PERKS AND QUIRKS: Your Ancestry defines where you come from, but Perks and Quirks (positive and negative traits) determine who you are. Traits if personified may strengthen your bloodline, manifest as weaknesses, but it is in embracing who your Blood is each generation that ultimately enriches the bloodline. Normally (unless told otherwise) After ancestry you are given a list of 10 perks (you may pick two) and 10 Quirks (you MUST pick one)... this may be in addition to any passed on traits from previous generations. Every Generation you will be given your list of traits... and every time you die or retire those traits may be lost or become an established part of your bloodline. Here is an example list of 30 Perks and 20 Quirks to Choose from:
PERKS (examples): (pick two)

Good-Natured
Responsive
Active
Reliant
Incorruptible
Confident
Generous
Capable
Protective
Caring
QUIRKS (example): Pick one
Amoral
Vindictive
Intolerant
Shallow
Attention Deficit
Disturbed
Boring
Fraudulent
Finicky
Hostile

THIS IS NOT A COMPLETE LIST OF PERKS AND QUIRKS AND YOU SHOULD ASK FOR YOUR OWN CHOICES EVERY GENERATION, INCLUDING YOUR FIRST -- BUT FEEL FREE TO USE THESE EXAMPLES.

5. NEXT GENERATIONS: When you have a character, it is considered to be one of if not the main decision maker for your part of any collective and your bloodline. So there will always be "backup" or "youth" of your bloodline to take the place of the old and the dead. In the case of a member of a bloodline mixing with another bloodline, that youth must decide which ancestry it manifests. This could allow somebody with "buyers remorse" to change their bloodline, or even if heroism and accomplishment warrant it a mixed bloodline could occur. For ease in the beginning just keep the idea in mind that there are several of your bloodline present after a community gets started (which will happen early in the game hopefully) -- you don't NEED to worry about other bloodlines diluting your own, you can always elect to have a new character with your familiar powers... and like I said, it may be possible that mixing improves or grants extra abilities if a blood accomplishes much, or certain important things, during their life.


  • So you have freedom to change, a chance of enrichment, and always can fallback on your old bloodline.
 
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After indicating interest, you can DM myself or Pat Pat to get an invitation to the Kingdom Death Discord. While not essential to play it will vastly enrich your experience in all likelihood. If you create an OC/Bloodline that is accepted you're in the game!
 
I am very interested in this type of setting, I enjoy horror and community building games, one of two favorite genres
 
If anyone is interested Id like who know of eachother already, if that is legal for the rp.
 
This sounds fascinating, do you have space for one more?
 
This sounds fascinating, do you have space for one more?
Currently full, but still trying to find out how many people can be accomodated.

I'll let you know if we can add one more (people always drop out)
 

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