Post by Vicorva on Jun 15, 2011 15:32:50 GMT
Okay, so I made an OP for the Isle of Despair. It's an original, if generic, fantasy setting which both lets users who aren't that familiar with TES play and gives us room to be creative. It's easy enough for me to convert to TES though.
If this isn't liked at all, I can always come up with something else, or someone else can come up with something.
That was very long and very boring. Let me know what you think!
EDIT: This was very stream-of-consciousness and there's a few points that need clarification. I'll write it better later but for now just wondering if people are interested.
If this isn't liked at all, I can always come up with something else, or someone else can come up with something.
I took inspiration from Arcanum for the Isle of Despair and various sources (DnD, Witcher and TES all in small amounts) for the more general setting. The hope is that an original setting will allow for flexibility and be more inclusive for those who don't want to play TES.
Characters: No approval needed, but follow guidelines below
Content Rating: Teen. Nothing too explicit if we can help it.
Genre: Freeform/Story
“You won't live long. Nobody does.”
The Isle of Despair, prison colony, natively inhabited by vicious monsters not found anywhere else in the world. There is no law here but what the prisoners make- only lawbreakers set foot there. Prisoners are thrown overboard and expected to swim ashore, because no ship has ever landed that wasn't immediately commandeered. Even pirates steer clear.
There's one settlement, more like a fortress, built out of wood and whatever pieces of debris can be found on the barren isle. It's small, despite having seen centuries-worth of convicts, because if the Isle doesn't kill you disease and infection will. Tempers are very short and depression is common, although the majority seem to have learned their lesson.
Women are scarce, and treated like property. There are rumours a tribe of warrior women exist to the north, but if there's been little sign they exist.
Harsh though it is, the Isle has developed simple civilisation. Items from the mainland are prized. What weapons and food can be harvested or built are jealousy guarded. For entertainment, there's moonshine and the pit, where men fight for reputation, equipment, and to settle disputes between themselves. Any bigger problems go to the headman, Charles Uff who is legend both for his fighting prowess and for his ingenuity. He is obeyed almost without question, despite rarely being seen. Any problems with him go first to his bodyguard, more ox than man by most accounts. He kills with a single blow from his fist, reputedly how he ended up on the Isle.
The Isle also chokes magic- as a result, mages of all kinds tend not to last long. Of course, the rampant superstition and prejudice surrounding them is also a contributing factor.
So. This is the Isle. If you plan to survive, you'll need to cut deals, find yourself work, get yourself a reputation and learn how to fight like you've never had to fight before. This is your life now- for as long as it lasts.
ISLE OF DESPAIR
Right. This is essentially freeform, but I will impose quests and random events onto the RP to keep up interest and to vary play. Others may also bring their own plots. I'd appreciate a heads-up about them, but I'm pretty open as to what may come up. A main plot will also hopefully grow as time progresses.
PLAYER CHARACTERS
I don't want heaps of description in the character sheets. I want appearance and name to be posted up (this can include standard apparel)- basically anything we can see. Nothing else should be visible to other players. If your character wears a hood and mask, don't tell me about their skin tone and the colour of their eyes. I want this to be a discovery RP, and I don't want player knowledge to cloud character perspective. Secrets are encouraged.
While this is all well and good, I'm also imposing skill limits. I'm not asking to approve your character sheets, but characters get only 3 main skills (as in stuff they are actually good at). I'd like these skills to be specific. This will help characterise as well as help your characters to find a place on the Isle. A mage who uses their three main skills for types of magic may have a fourth skill which is also a type of magic (types of magic must also be specific. Think a particular kind of spell rather than 'schools' of magic).
Humans, (generic) elves and crossbreeds are the default races of this setting.
WHY ARE YOU HERE?
Everyone's reason is their own. What crime did you commit, if you committed one at all? Unusual people or creatures- emerging races or experiments, for example- might also be sent here, if there is a good enough reason. The important thing is that nobody is here by accident, and people don't get sent here for petty theft.
We all arrive together.
NON-PLAYER CHARACTERS
NPCs are controllable and creatable by all. We don't need character sheets for them, unless someone wants to update a list of names and brief descriptions. Nobody owns these NPCS- except for the headman and his bodyguard, both of whom are owned and played by me unless I give permission, although minor interactions in-character are permissible.
The important thing to remember about NPCS- most of them will be much, much tougher than even the player characters. They are criminals just like you, but they are criminals who've had to survive on the Isle of Despair. If they weren't incredible fighters, survivors, or very good at making friends, they'd be dead. Don't expect your character to be able to push NPCs around (at least, not at first).
GENERAL SETTING
We all come from the main enormous main continent (and the only place the story is concerned with) called Terra. While wizard magic requires years of study and is very specific, it's main competitor, alchemy (the creation of items and potions using magical ingredients) is more popular, as anyone can buy or benefit from it and it is much more intuitive. Sorcerors also exist- who have innate talent of one spell effect, and with practice can become very powerful in it. Wizards, Sorcerors and Alchemists are all classed as Mages and in general are very competitive and prejudiced against each other (especially Sorcerors vs. everyone).
Every spell effect for a Mage is one of your three main skills. Sorcery or Alchemy only counts as one of your main skills.
To a large degree, you will get to decide your culture, the politics of your home and landscape. Imagination is encouraged.
Elves are your basic long-lived snobs- we'll say about 300 years usually, much longer for mages. Some integrate with human society, and some live in purely elvish settlements. Half-breeds vary.
Characters: No approval needed, but follow guidelines below
Content Rating: Teen. Nothing too explicit if we can help it.
Genre: Freeform/Story
“You won't live long. Nobody does.”
The Isle of Despair, prison colony, natively inhabited by vicious monsters not found anywhere else in the world. There is no law here but what the prisoners make- only lawbreakers set foot there. Prisoners are thrown overboard and expected to swim ashore, because no ship has ever landed that wasn't immediately commandeered. Even pirates steer clear.
There's one settlement, more like a fortress, built out of wood and whatever pieces of debris can be found on the barren isle. It's small, despite having seen centuries-worth of convicts, because if the Isle doesn't kill you disease and infection will. Tempers are very short and depression is common, although the majority seem to have learned their lesson.
Women are scarce, and treated like property. There are rumours a tribe of warrior women exist to the north, but if there's been little sign they exist.
Harsh though it is, the Isle has developed simple civilisation. Items from the mainland are prized. What weapons and food can be harvested or built are jealousy guarded. For entertainment, there's moonshine and the pit, where men fight for reputation, equipment, and to settle disputes between themselves. Any bigger problems go to the headman, Charles Uff who is legend both for his fighting prowess and for his ingenuity. He is obeyed almost without question, despite rarely being seen. Any problems with him go first to his bodyguard, more ox than man by most accounts. He kills with a single blow from his fist, reputedly how he ended up on the Isle.
The Isle also chokes magic- as a result, mages of all kinds tend not to last long. Of course, the rampant superstition and prejudice surrounding them is also a contributing factor.
So. This is the Isle. If you plan to survive, you'll need to cut deals, find yourself work, get yourself a reputation and learn how to fight like you've never had to fight before. This is your life now- for as long as it lasts.
ISLE OF DESPAIR
Right. This is essentially freeform, but I will impose quests and random events onto the RP to keep up interest and to vary play. Others may also bring their own plots. I'd appreciate a heads-up about them, but I'm pretty open as to what may come up. A main plot will also hopefully grow as time progresses.
PLAYER CHARACTERS
I don't want heaps of description in the character sheets. I want appearance and name to be posted up (this can include standard apparel)- basically anything we can see. Nothing else should be visible to other players. If your character wears a hood and mask, don't tell me about their skin tone and the colour of their eyes. I want this to be a discovery RP, and I don't want player knowledge to cloud character perspective. Secrets are encouraged.
While this is all well and good, I'm also imposing skill limits. I'm not asking to approve your character sheets, but characters get only 3 main skills (as in stuff they are actually good at). I'd like these skills to be specific. This will help characterise as well as help your characters to find a place on the Isle. A mage who uses their three main skills for types of magic may have a fourth skill which is also a type of magic (types of magic must also be specific. Think a particular kind of spell rather than 'schools' of magic).
Humans, (generic) elves and crossbreeds are the default races of this setting.
WHY ARE YOU HERE?
Everyone's reason is their own. What crime did you commit, if you committed one at all? Unusual people or creatures- emerging races or experiments, for example- might also be sent here, if there is a good enough reason. The important thing is that nobody is here by accident, and people don't get sent here for petty theft.
We all arrive together.
NON-PLAYER CHARACTERS
NPCs are controllable and creatable by all. We don't need character sheets for them, unless someone wants to update a list of names and brief descriptions. Nobody owns these NPCS- except for the headman and his bodyguard, both of whom are owned and played by me unless I give permission, although minor interactions in-character are permissible.
The important thing to remember about NPCS- most of them will be much, much tougher than even the player characters. They are criminals just like you, but they are criminals who've had to survive on the Isle of Despair. If they weren't incredible fighters, survivors, or very good at making friends, they'd be dead. Don't expect your character to be able to push NPCs around (at least, not at first).
GENERAL SETTING
We all come from the main enormous main continent (and the only place the story is concerned with) called Terra. While wizard magic requires years of study and is very specific, it's main competitor, alchemy (the creation of items and potions using magical ingredients) is more popular, as anyone can buy or benefit from it and it is much more intuitive. Sorcerors also exist- who have innate talent of one spell effect, and with practice can become very powerful in it. Wizards, Sorcerors and Alchemists are all classed as Mages and in general are very competitive and prejudiced against each other (especially Sorcerors vs. everyone).
Every spell effect for a Mage is one of your three main skills. Sorcery or Alchemy only counts as one of your main skills.
To a large degree, you will get to decide your culture, the politics of your home and landscape. Imagination is encouraged.
Elves are your basic long-lived snobs- we'll say about 300 years usually, much longer for mages. Some integrate with human society, and some live in purely elvish settlements. Half-breeds vary.
That was very long and very boring. Let me know what you think!
EDIT: This was very stream-of-consciousness and there's a few points that need clarification. I'll write it better later but for now just wondering if people are interested.