Elvenpath OOC
Dec 17, 2014 17:59:54 GMT -8
Post by JW% on Dec 17, 2014 17:59:54 GMT -8
Long ago, in the early years of the second age, great elven smiths forged the Rings of Power...
But then the Dark Lord learned the craft of ring-making and made the Master Ring.
.......
No, I have no idea where those animations in the video are from, if someone could tell me I'd appreciate it. Just enjoy the music.
In this you play an average citizen of a medieval village in a peaceful kingdom named Applegarth who is given a chance to go on a grand and dangerous adventure, to become a hero of the land and with their companions to discover the mystery of the Elven Path and the Rings of Power in order to defeat the Dark Lord.
I'm going to use the Archon Keepers rules and setting. If you're unfamiliar with that setting, well it doesn't matter. You should have at least a passing familiarity of the tropes and conventions involved in standard fantasy stories and that should be more than enough for your villager. If you want, look at the movie Willow or Lord of the Rings for examples of what to hopefully expect. The world your characters live in is full of magic, but their particular lives and the village itself has not really been touched by magic, so the only magic your character has encountered is easily written off as superstitions.
I'll give you a character skeleton here, and if you need to know further information on it I'll try to answer questions afterwards and break things down.
We'll have to see if hit points and spell points are necessary or not. From the starting your character, at "level 1"(the point where they are physically as capable as an adult, if you wish to play a young character they might be a "level 0"), has 30 Hitpoints(+4 if human) and 30(+4 if halfling) spellpoints. As a reference, a fellow level 1 character can punch you for 10 hitpoints a blow(this assumes that your character is being held down and is unable to defend themselves either by blocking, dodging, or rolling with the blow) which is also enough force to snap a dry, less than inch thick, wooden stick(by presumably smashing it against a rock or over a knee). As characters level up I will track their character stats and share them here in the OOC discussion thread. Sleep(and a good meal) will recover hitpoints and spellpoints entirely, though you might suffer more long lasting penalties by being badly wounded. Spellpoints will be useful to non-magic users by giving them dramatic moments where their strength or agility or whatever attribute they need to use to win the day is increased to the necessary level.
I am fully willing to start this with just one regular player, to see if we can gather more people into the adventuring party as we progress.
But then the Dark Lord learned the craft of ring-making and made the Master Ring.
.......
No, I have no idea where those animations in the video are from, if someone could tell me I'd appreciate it. Just enjoy the music.
In this you play an average citizen of a medieval village in a peaceful kingdom named Applegarth who is given a chance to go on a grand and dangerous adventure, to become a hero of the land and with their companions to discover the mystery of the Elven Path and the Rings of Power in order to defeat the Dark Lord.
I'm going to use the Archon Keepers rules and setting. If you're unfamiliar with that setting, well it doesn't matter. You should have at least a passing familiarity of the tropes and conventions involved in standard fantasy stories and that should be more than enough for your villager. If you want, look at the movie Willow or Lord of the Rings for examples of what to hopefully expect. The world your characters live in is full of magic, but their particular lives and the village itself has not really been touched by magic, so the only magic your character has encountered is easily written off as superstitions.
I'll give you a character skeleton here, and if you need to know further information on it I'll try to answer questions afterwards and break things down.
[b]Name:[/b]
[b]Age:[/b]
[b]Position in the Village:[/b]
[b]Appearance:[/b]
[b]Personality Sketch:[/b]
[b]Motivation for Questing:[/b]
[b]Race:[/b]
[b]Primary Deity:[/b]
[b]Conflict Style:[/b]
{Now to break this down}
Name: Should be obvious. This is what we call your character when not referring to their physical cues.
Age: We're dealing in human lifespans with an average age of death being in the 80s. If you don't want an exact year, just give a phase like "young adult".
Position in the Village: The village is rather large by village standards(a little less than 100 citizens live in the area) but undeveloped, primarily a farmers market by a main road and a water way. It is a reasonably close knit community where most everyone knows everyone else. This is to introduce yourself to your other villagers/the other players who should know you when the adventure starts, by saying what your character did or does.
Appearance: These would be the physical cues your character has, things that we can refer to them as when we went to not use their name to identify them. Something as obvious as their gender should be listed here if it's not already. Yes, pictures are acceptable here.
Personality Sketch: Brief look at how your character would react to average situations. Feel free to simply use a few descriptive phrases like "soft spoken" or "self confident". This is to further get to know the character, as said above, the other players are going to probably be playing friends or family of your character.
Motivation for Questing: While this is going to be explored more in the in character introduction, as the GM I want to have a quick heads up on what will be needed to get your character out of their comfortable life and to start taking risks. Are they after money? Are they bored? Do they feel a duty to protect the village? To help the kingdom?
Race: The village is in a European expy nation, so it's probably going to be racially homogenous, but exceptions are allowed within reason. In particular this world has non-human kingdoms and races, and the village likely has a number of "Halflings" who are of fey blood. Halflings are pretty much the same as humans. A little smaller, a little more headstrong and "magical", but not quite as physically resilient and healthy. The major difference is that a halflings fey blood means they can not breed with humans, thus interracial marriages are discouraged strongly(though interracial relationships are encouraged).
Primary Deity: Worship of deities in this world is what grants character advancement, as your character grows more like their chosen deity. If you want to be a strong warrior, pick a warrior god of strength(or a strong god of war), etc. Your not really confined to that deity as you adventure, and can switch between them, but you may lose some of the gifts they have granted you if you abandon them. Given the area of the village I'd like to limit this to the Greek pantheon. Quick rundown of that pantheon:
Zeus - Primary father(or brother) of the Gods. Dominion over the sky and lightning
Poseidon - God of the Sea, wields a trident
Hades - God of Death, justice, and wealth
Demeter - Goddess of Earth and crops
Hera - Goddess of Youth, loyalty, marriage and family, Zeus's wife
Ares - War and conflict, spear wielder
Aphrodite - Beauty and love
Hephaestus - Fire and weapons making
Athena - Wisdom and art, wields a shield
You can look up more obscure Greek gods if you want your character to fill a niche not listed here.
Conflict Style: This is going to evolve, eventually, into your 'character class' to use the standard fantasy tropes. But at the beginning your character has no training or experience besides being a villager, and by the time they've evolved you'll have made up your own 'class'. List here what kind of gear your character is likely to use, if you want them to wield a weapon or spells, if they're going to be diplomatic and a charismatic leader or a front line leader or a clever planner, that sort of thing.
Name: Should be obvious. This is what we call your character when not referring to their physical cues.
Age: We're dealing in human lifespans with an average age of death being in the 80s. If you don't want an exact year, just give a phase like "young adult".
Position in the Village: The village is rather large by village standards(a little less than 100 citizens live in the area) but undeveloped, primarily a farmers market by a main road and a water way. It is a reasonably close knit community where most everyone knows everyone else. This is to introduce yourself to your other villagers/the other players who should know you when the adventure starts, by saying what your character did or does.
Appearance: These would be the physical cues your character has, things that we can refer to them as when we went to not use their name to identify them. Something as obvious as their gender should be listed here if it's not already. Yes, pictures are acceptable here.
Personality Sketch: Brief look at how your character would react to average situations. Feel free to simply use a few descriptive phrases like "soft spoken" or "self confident". This is to further get to know the character, as said above, the other players are going to probably be playing friends or family of your character.
Motivation for Questing: While this is going to be explored more in the in character introduction, as the GM I want to have a quick heads up on what will be needed to get your character out of their comfortable life and to start taking risks. Are they after money? Are they bored? Do they feel a duty to protect the village? To help the kingdom?
Race: The village is in a European expy nation, so it's probably going to be racially homogenous, but exceptions are allowed within reason. In particular this world has non-human kingdoms and races, and the village likely has a number of "Halflings" who are of fey blood. Halflings are pretty much the same as humans. A little smaller, a little more headstrong and "magical", but not quite as physically resilient and healthy. The major difference is that a halflings fey blood means they can not breed with humans, thus interracial marriages are discouraged strongly(though interracial relationships are encouraged).
Primary Deity: Worship of deities in this world is what grants character advancement, as your character grows more like their chosen deity. If you want to be a strong warrior, pick a warrior god of strength(or a strong god of war), etc. Your not really confined to that deity as you adventure, and can switch between them, but you may lose some of the gifts they have granted you if you abandon them. Given the area of the village I'd like to limit this to the Greek pantheon. Quick rundown of that pantheon:
Zeus - Primary father(or brother) of the Gods. Dominion over the sky and lightning
Poseidon - God of the Sea, wields a trident
Hades - God of Death, justice, and wealth
Demeter - Goddess of Earth and crops
Hera - Goddess of Youth, loyalty, marriage and family, Zeus's wife
Ares - War and conflict, spear wielder
Aphrodite - Beauty and love
Hephaestus - Fire and weapons making
Athena - Wisdom and art, wields a shield
You can look up more obscure Greek gods if you want your character to fill a niche not listed here.
Conflict Style: This is going to evolve, eventually, into your 'character class' to use the standard fantasy tropes. But at the beginning your character has no training or experience besides being a villager, and by the time they've evolved you'll have made up your own 'class'. List here what kind of gear your character is likely to use, if you want them to wield a weapon or spells, if they're going to be diplomatic and a charismatic leader or a front line leader or a clever planner, that sort of thing.
We'll have to see if hit points and spell points are necessary or not. From the starting your character, at "level 1"(the point where they are physically as capable as an adult, if you wish to play a young character they might be a "level 0"), has 30 Hitpoints(+4 if human) and 30(+4 if halfling) spellpoints. As a reference, a fellow level 1 character can punch you for 10 hitpoints a blow(this assumes that your character is being held down and is unable to defend themselves either by blocking, dodging, or rolling with the blow) which is also enough force to snap a dry, less than inch thick, wooden stick(by presumably smashing it against a rock or over a knee). As characters level up I will track their character stats and share them here in the OOC discussion thread. Sleep(and a good meal) will recover hitpoints and spellpoints entirely, though you might suffer more long lasting penalties by being badly wounded. Spellpoints will be useful to non-magic users by giving them dramatic moments where their strength or agility or whatever attribute they need to use to win the day is increased to the necessary level.
I am fully willing to start this with just one regular player, to see if we can gather more people into the adventuring party as we progress.