It is strange to see how much this place changes every time I leave. I return to see a few familiar faces, and lots that I don't recognize. It is good to see people stick to this better than I do. That being the case, it will be good to see some of you once more. For those who don't recognize me, my name is Tek.
I've been turning around a new idea for a plotline in my head, and felt the inclination to run it in one place I knew it could receive enough players - here.
Four to six people are required. It is essential that people are dedicated to posting regularly and in-character. I dislike short posts unless they are necessary. As well, if I know your background shows a lot of lapsing without any form of notification, I won't select you.
Again for all who know me... You'll see that I'm still rude and selective.
I will begin to make posts regarding the information I require, as well as providing things for any who are interested to read. World stuff, races, my overly selective needs for players, etc...
For the time being, we shall disregard world information beyond the borders of the hosting country. That is all just filler, and I would prefer see the game make some motion before spending excess time writing up about that. If information is requested, I can provide it, but it is not in my best interest to spend excess time writing about it, only to have everybody abandon before we even get moving. Such is an unnecessary irritant…
For that matter, anything about the outlying country isn’t overly necessary, either. Not now, anyway.
Alcana is primarily forested and rolling, containing little natural farmland. Developed slash and burn techniques combined with newly discovered crop rotation have allowed for small, but efficient, farms. Simple crops can be grown and supplied in efficient quantities, but lacking the large amounts of plains required for grains, much of it is imported from Mercrea to the west.
Large masses of woodlands provide naturally rich timber resources and much game to be hunted. The forests are also home to many natural predators, mainly gnolls and goblinkin. Highways are routinely patrolled, but the abundance of cover makes easy hiding places for bandits. To the southeast are the Mountains of An’Kessta, the home of the dwarves. Migration to the city has been significantly more common since a strange explosion collapsed one of the peaks. Information regarding such is extremely rare, even among immigrants.
Spotted all throughout the wilderness are old ruins of ancient forts and holds. Many are home to bands of creatures, setting them up as their lairs, but there is never a shortage of locations for gutsy treasure hunters. Such features tend to draw a large number of seekers from other lands, as well as create a sufficient body of supporters to operate numerous guilds. Historical artifacts tend to fetch a very high price with correct buyers.
As of recent months, an outbreak of plague in the northern territories, called Scarlet Flashfever, has been destroying the population at alarming rates. Clergymen from all faiths have been working to subdue this plague, but have met with only limited success. The sickness rapidly spread to the central core, and to the east. Contaminated game meat and animal by-products has been a primary spreading agent.
Infection rates in the north began to subside as a remedy was developed and distributed, but the death rate has effectively produced the early stages of a famine. Panic and riots broke out in Vyrrmas when the plague reached its walls, but the combined efforts of all temples managed to subdue it fairly effectively. However, the nation fell into darkness when the uncontrolled infection of King Alphonse III took the life from his body and left the Lionte Throne empty.
I will assemble a chronological list of events to post up that will cover many of the more recent events. This is just a loose writeup.
Time for everybody’s favourite part of working with me; my overly complex character development requirements. I’ll supply both method and aspects of a sheet that are normally not focused on. Still, they are essential if people are to partake.
We’re using third edition, and no sourcebooks. Not to begin, anyway. Again, I’m not in the mood to spend a lot of hours on tracking down all kinds of side-supplemented information, only to not have the game actually move. Maybe later on.
-First and foremost. No Monks. I detest Monks very much…
-If a Paladin is chosen, it must be played well. I am very picky about Paladins. This is in part thanks to Kaelyn. Inquire with him if necessary.
-Aside from Fighter, Thief, or Cleric, no class may be chosen more than once.
-Due to the setting (As you will discover) Arcane Magic-users will be EXTREMELY challenging to play. Attempt with discretion.
Now that that’s out of the way, let’s get down to business.
-Characters are level one. Design appropriately in regards to background and such.
-Use 4D6 and drop low die. Assemble as desired. However. Before assigning racial attribute modifiers, only one roll may be above sixteen. Two other rolls that may turn up at sixteen or more can be set up as sixteen. Any others will be reduced to fourteen, maximum. Thus, only a grand total of three numbers may be valued at sixteen, and one may be higher. I strongly despise munchkin characters, and generally eliminate them due to general irritation.
Dexterity: 17 (Maxed at highest attribute)
Constitution: 16 (Maxed at second highest)
Intelligence: 15 (Maxed at second highest)
Charisma: 14 (Initially a fifteen. Reduced to meet fourteen requirement)
-Starting funds are standard for class, but reduce the multiplier by one.
-Everybody requires a list of five known monsters. Bards may select seven. Rangers may choose seven aside from their racial enemy. Try to find logical reasons as to why you might know about these monsters, and I use this rule because players who act as though their character knows the entire monster manual really bother me. Particularly rare monsters are not allowed (What kind of level one character would know what demons act like?) Dragons are almost unknown by everybody. Definitely not allowed.
-Time for the fun part. These are required: -Phobia
Nobody gets in without these, and they DO get used. Be realistic. A phobia of something that is impossible to ever encounter in-game will be brought in on a regular basis. I dislike avoidance.
-A detailed background and description is requested. The more, the better. If you wish to detail your own equipment, by all means do so. It helps us make a more realistic story.
Forward any other requests to myself. I’ll answer to the best of my ability.
Posted on 2009-11-18 at 20:25:25.
Edited on 2009-11-22 at 00:20:20 by Tek
As anticipated. My requirements always seem imposing. However, I'm of the belief that characters should be very realistic. Nobody, whether green or seasoned veteran, is without something that makes them uneasy, or something that drives them and takes their focus before all else. Help out, and much of the experience gained comes from playing a realistic character. And this aids everybody.
Alignment is open-ended. If you feel you can play it, help yourself to whichever you wish.
I don't think the requirements are too much to ask of a player in any RPG, realistic characters are always easier to relate to. If all my time wasn't taken up between job hunting, parenting, and trying to work out details in my own game then I would most definately be interested in working on a character. I still have my 3.0 core books and could probably pull something together if I ever find time..