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Land of the Gears: Blackbirds

Cap

The Seeker of Jello
.


Land of the Gears: Blackbirds







You, the potential character, will be contacted by a man who wishes to provide you work. This man is none other than Sebastian Eriksson, who's power stretches The Fault and more directly the mining industry. This eccentric individual is known for his rather odd behaviors, along with an unrivaled brilliance, makes one question why he needs your assistance. The real question is: Do you take the job?





Background Information
Why Hello Travelers, I'm known about the site as Cap, or rather I was before I disappeared for reasons only god would be able to comprehend. I come here to promote an idea that I have high wishes on succeeding. This game will be ran in a simplified form of a Homebrewed DnD 5th Edition, and will mostly use the basic rolls to try and be supportive to new players to the 5th Edition. (And tabletops in general.) It should go smoothly, as I have had previous experience DMing games with various systems.


A couple of notable additions is an alchemy system, as well as a firearm mechanic. From a look around to see how other rulesets, 5e additions, and other 5e GM's added these to 5e, I will be applying these to fit the setting.




Land of the Gears was a setting I created many years back, and personally is one I have always had problems showing off. In theory, it's considered in my own eyes as my Magnum Opus, though has much left till it's considered finished. The setting is a steampunk civilization settled into the rough, cracked earth known as "The Fault".


Humans, which are the only race known in The Fault, live within four unique cities. Each city has it's own history, but one this is for certain, you are a citizen of one. Outside the walls, there's creatures that can slaughter armed men in only a couple of seconds; Birds, Wolves and their giant cousins, The Garm, or the dreaded Basilisks are all threats.


While dangers live outside the walls, the crime and corruption within the walls are equally as dangerous. Most own some form of protection, some have friends, and almost everyone is just trying to get by.




Locations
The Capital: Erodel


The largest city within The Known Fault, known to be the place of which the governing bodies of the world inhabit and make worldly decisions. A sprawling metropolis and is known to bare three distinct districts with their own specific social goals and tasks, with the original city buried beneath and in a lousy state. As of late, there are newly crafted airships that can be seen from anywhere.



The City of Smoke: The Forge


This city is the second to be constructed, one that was built into the walls of the largest canyon, Redeemers Deep. Itself has walls around the surface, of which can be used to access from the harsh trails to the city, but the entirety of the city is otherwise in the walls. You can navigate the city by the platforms and catwalks that are used. Many houses here are built into carved out areas, as to prevent them from falling to the depths below. While some may be found on platforms, they are often heavily reinforced into the strong stone.



This city is known to be heavily productive in mining, with the main company, Everlast Mining Company, ran by a man by the name of, Sebastian Eriksson, of whom used to work with his sister Angela Eriksson. Many here live with a brotherly camaraderie, as such are known to protect each other and their fortunes.



The Western Foundry: Waterfront


Considered the most unruly, and unsafe, of all four cities, it is by far the most important in terms of productivity and usefulness for technological advancement. Many who live here work within the large scale factories that rival the capital, though many equally protest them for their poor compensation for it's workers. Known by many to be unsafe, you can expect to be at unease if you're new to this city. This city is the site of the construction of the airships, of which is a boasted feat among many of its citizens.



The City of the Fox: Bastion


A city known for its sprawling fields of various produce that the city exports to sustain the growing population. You can be assured that most who live here aren't wealthy, but live happy and humble lives. The center of the city bares a large monolith that bears an insignia of the group that discovered this location, of which only one member managed to return with his life. The Foxgate 21, an expedition group of 21 individuals from a district of the Capital with the insignia of a Fox. The monolith is a dedicated memorial to this group, and is the location he charted on his arrival.









I apologize for the large amount of information, but I felt most of it was sort of needed. I plan on having a story that will start with four people, potentially expanding from there if interest serves it. Right now, I am mostly hoping for interest to be expressed before I put any more effort into it.



Note: If your interested in the setting, I would ask if you have interest in that over if your interested in the prospect of the game being done in a simplified and homebrewed 5e. The system/rules are sort of a part that will require some explaining over "It's a simplified 5e" as that's merely a guideline. If you have a character idea or concept, then please share that as well.



If by any chance you inquire about anything you've read, do not hesitate to state that below. I bid you a farewell. I will only hope for our paths to meet once more



 
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I suspect the most immediate question prospective players will ask is: Since this is in the dice category, what system/ruleset are you using?
 
Epiphany said:
I suspect the most immediate question prospective players will ask is: Since this is in the dice category, what system/ruleset are you using?
Homebrewed 5e is actually what I am planning on going with, excuse the lack of formal writing on that front. Firearms and swords will be involved, as per the setting. The firearms statistics will be provided.


All Classes are allowed along with most races (Rules above apply here.) I'll ask for characters to explain their rough idea and we can work out something to further add the character to the setting. For example: A Fighter maybe a part of the "Royal Guard" or could be a Miner for Everlast. A mage maybe an inventor who seeks some way to "test his projects".


Magic is a thing, but it's seen as a science so spellcasters will need to figure out what or how their magic "works". IE: I cast magic missile, but it's not something as easy as "I wave my hands". I may have a character who wields a gauntlet that uses some fantasy science to produce the effect of the spell, as well as uses it to cast ALL of his spells. Essentially, most spells are going to become something that has better explanation than, "It's connected to the mystical world around them."
 
Sorry for making another post after having previously made one earlier, but I figured I should make note that I have some information created in Google Drive format.


Land of the Gears Info.


I have written up a slightly more detailed writing on the cities, and a page about the Royal Guard. Might as well try and explain somethings better without creating a wall of text.
 
I'd be potentially interested, and I was thinking of playing a dedicated alchemist that gets in way over his head. Though, I'd like to know more about what alchemy entails in this setting.
 
xCRAZYxFACEx said:
I'd be potentially interested, and I was thinking of playing a dedicated alchemist that gets in way over his head. Though, I'd like to know more about what alchemy entails in this setting.
(This is one part of the setting that requires a bit of explaining, it's a decently big part to the world, but it depends on the character if they truly "know about it". I put it in spoilers as I wrote quite a bit. If you have any more questions, feel free to ask away.)

Alchemy is the art of transmuting matter from one to another, often for a desired goal or purpose. Many of the misinterpreted ideas of alchemy is that it's the ability for a mortal man to "enact the power of the gods." To change matter, or even create new matter is nothing sort of amazing for anyone, but alchemists are specialists in this. In reality, alchemists are nothing more than scientists who just so happen to create tonics that induce these types of properties.


Alchemy is one of the seven "specific" fields of study at "The University of Creation and Sciences," which is found within the Capital, Erodel. Alchemists, those who aren't self-taught or taught by relatives, learn their craft from here. There are some alchemists who practice their studies within the University, but it's often favored for some to work within their homes or places of work.


(Being an alchemist doesn't restrict you to have a character who used to, or does, work in a mine or anything.)


One portion of many alchemists fields of study is their, "Great Work". (Or Magnum Opus if you want to read up on the real world alchemy.) Alchemists have various ideas to what entails their "Great Work", but the common vision at the moment in the setting is to make a "Homonculus". Judging by rumors, it's the ability to create life from the art of Alchemy.


(Alchemists don't have to follow this part, just something that alchemists do to give purpose to their studies.)


Surprisingly, some alchemists suffer from accidents relating to their "Great Work", such as a loss of limbs, eye sight, or even life.
 
Hello Cap. My character is going to be a dedicated Herbalist that concentrates more of fungal species. Having worked with them for years he has quite an understanding of their biological properties such poison production and reproduction styles. In order to sustain his studies he works as merchant that sells his fungal based remedies though some rumor he works in darker dealings within society. Would one such herbalist be allowed, again?
 
TheMadIceCreamMan said:
Hello Cap. My character is going to be a dedicated Herbalist that concentrates more of fungal species. Having worked with them for years he has quite an understanding of their biological properties such poison production and reproduction styles. In order to sustain his studies he works as merchant that sells his fungal based remedies though some rumor he works in darker dealings within society. Would one such herbalist be allowed, again?
The character will fit in well, even in the given story, as in terms of studies, those with a craft may be found to be a bit invested in crowds who can appreciate their work, no matter the criminal past. (Characters in this specific story don't really need to be good citizens. FYI to anyone who reads this.)


In this setting, herbalists and alchemists are pretty much the same in a sense, though one's more of the "distributor" to the others projects. Not to say an herbalist isn't technically an alchemist, but it's like saying a lumberjack and a carpenter are the same. While one may cut down trees, the other does something with the fallen trees, some be a little bit of both worlds.
 
Well this would make sense since a lot of the vials and substances that he sells are exotic fungal or plant extracts. Not to mention his own personal breeds of fungi. This would cater to alchemists who would be looking for such rarities for their own little projects making them common patrons I'm sure.
 
TheMadIceCreamMan said:
Well this would make sense since a lot of the vials and substances that he sells are exotic fungal or plant extracts. Not to mention his own personal breeds of fungi. This would cater to alchemists who would be looking for such rarities for their own little projects making them common patrons I'm sure.
Exactly, it also helps prevent too many similarly skilled alchemists being in play at the same time. I don't have an issue if at least two share the same classes/character ideas, but if everyone does it can cause the story to become really heavy in alchemy and really hard to pull out of otherwise.


(This story has alchemy involved, but I will tell you now it's not the center point.)
 
I was wondering two things, how detailed will the RP be, and are non-human characters allowed. I'm new to DnD though I have done other table tops (normally the other way round xD )
 
[QUOTE="Revan The Courier]I was wondering two things, how detailed will the RP be, and are non-human characters allowed. I'm new to DnD though I have done other table tops (normally the other way round xD )

[/QUOTE]
I was considering setting this to casual and asking for one-two paragraphs, possibly two minimum


Non-humans are ruled like this:


They are "locked" until there is a reason for them to show up. I.E. A discovery of a new society in the east of asian-themed elves.


Exploring isn't easy, so keep that in mind.


Those who want to be a non-human with the "appearance" of a human but they are obviously a bit more unique; you can take another races racial abilities and stats as long as it makes sense. This removes the issue of having other races, as this setting doesn't have any "discovered" as of yet, as well as the issue of having no variety in stats.


Luckily, I'm figuring a way to simplify the rules for 5e to a very watered-down basis, though a rule book is needed for SOME basis. I am, however, considering either another rule set or using no dice and figuring rules for standard forum RP


Does these answer your questions?
 

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