Ah, Storm Coast: a land of kings and queens, generals and merchants, priests and wizards – over the last 300 years, this little corner of creation changed, perhaps irrevocably forever. The feudal world that existed here for centuries was obliterated by plagues and wars of unprecedented scale, to finally emerge in all of its soot-stained and steam-scolded glory. The new wealth overwhelms the old trade leagues, new weapons cut down the former knights and giants of brass and steel tower over those who formerly held power of creation at their fingertips, made powerless by their magic-sapping engines. Nations that were both battered by fate and devastated by their neighbours try to find their footing while industrialization, of unknown origin and uncertain design, sweeps the land, promising production and wealth beyond imagining, yet giving birth to new and terrible engines of destruction
Among all the turmoil, one nation stands out. Elberth, an old kingdom and a land occupied for past several centuries, where the spirit of independence remained, encapsulated in hushed whispers of an heir of the old kings who will return and restore the land to its former glory. Occupied and partitioned by its neighbours, Elberth is soaked with blood of both patriots and oppressors alike and the nation is waiting for its freedom.
The rumors are not without a foundation however, and for years now a hidden order protected the scions of Sigurdson dynasty, preparing them for their task, building up supplies and stirring up revolutionary sentiment.
The hour of liberation is at hand.
Welcome, foolish mortal, to You are King – The Steam Age! You Are King is, and I quote,
"A surprisingly deep game of politics, intrigue and feudal rule. Play a noble, advisor or simply a minion of the King and seek royal favour - or risk the role of a rebel or independent and seek fortune at the risk of the King's wrath."That basically describes it. It’s a roleplay heavy affair, with simple mechanics (har har) to keep things balanced. The most basic mechanics are basically RTD ones; complex things that rely on chance/skill will have a die thrown for their success by an impartial authority. There are loads of other rules, all of which will be revealed and explained by GMs – myself and Ghazkull, who will assist me in running the game.
We have decided to revive a world created over a course of two long-running games, (You can find the threads
here and
here) and push it into a new territory. Knowledge of the previous games is not necessary however, feel free to jump in and add to the game with your own ideas.
You can find the IC thread
here.
So you want to join You Are King?Are you insane?
I kid, I kid.
This
helpful guide might help you on your epic quest to join this daunting forum game.
Step 1: Be sure you know what sort of game this is.
This is a roleplay-heavy game. Less min/maxing, more acting like your character would act. There is no way to 'win' and the mechanics are simple (well with the good exception of battles, more on that later), but you are expected to interact in a sensible manner with people and not make your story be just about you; tie it into the stories of others and the story of the world at large.
The game is set in a low-fantasy world that experienced a dramatic shock from its early renaissance setting (See YaK II) and was kicked right into the smoky industrial age. Think Arcanum – steampunk and magic are both present and competing for hearts and minds of men. There are two non-human races; Hatcuri (Lizard people) and Elvs (Human subspecies. Long-lived and crazy). However the Elvs are all but extinct as far as this part of the world is concerned and are not playable and Hatcuri are in a far-away land and have not been seen in ages. Gunpowder exists and has been in use for 300 years – expect muskets, rifles and revolvers. Knights and such are on the way out. Magic exists, but is rare, highly dangerous, and rightly feared, but on the wane due to steam tech. The gods do not intervene in the world, and their existence is uncertain.
If this sounds like fun to you, continue to Step 2. If you would rather not have to strain your think-muscles with politics and subterfuge, maybe try something else.
Step 2: Check up on the state of the world.
The world is crazy. It is created by the players as they play. There was some background lore which carried over from YAK 1 and 2 and there is a map. A jump to a new period was made but some of the history might reference past events. Not to worry, knowledge of those is not necessary for this game. Everything else- made up on the spot and constantly growing and changing. So trying to describe the state of the world- bit of a never-ending task. Details will be posted below, with the said map.
Read the last page or two of the thread as well (once it arrives). That's what is happening.
You now have a vague impression of what the world is like. If a particular aspect interests you, you can ask about it here in OOC thread.
Step 3: Think up what sort of character you would like to create.
So you have a vague impression of what sort of game this is, and know sort-of what sort of world is going on. Ok. Now, where do you fit in? Where do you
want to fit in? You can be anything, basically, although everyone will start as a supporting character for the King character, for sanity’s sake, with future potential to branch out. Preferably something interesting, but also plausible. When you have a vague idea, suggest your character idea in the OOC thread. Get feedback. Perhaps the feedback is 'are you sure?' or 'we have ten of those'. If so, maybe you should consider changing your idea.
Step 4: Refine your character.
You have your vague idea, you have feedback maybe on your idea. Now flesh it out. Name your character. Give him a background. Give him a personality. Go back and change the personality to something less Mary-Sue-esque. You will need the following information:
Name: A durrrr
Description: Appearance, age, obvious traits
Background: Where is he from, what does he want, how is he going to get it.
Starting resources: Your background and fluff will determine your starting resources and skills.
Not worry though ,as no one will start stronger than anyone else – every player will start with roughly 3 points of resources/skill/money/whatever that their background and character is equipped with.
Step 4a: character skills.
Here's a list of traits and skills that your characters can start with. If you have a skill or ability that is custom or unique to your character, feel free to let the GM know, however you might not always get it due to balance reasons.
Marksmanship (bonus to muskets and rifles chance to hit)
Swordmanship (bonus to combat with swords, sabres and the like)
Tactician (+1 to Tactics in battle per level)
Charisma (bonus to any speech, persuasion and political rolls)
Acrobatics (bonus to any agility or dodge rolls)
Subversive (bonus to traps, plots, explosives and ambushes)
Alchemist (+1 to research and alchemy rolls)
Novice mage (you have a rare talent, but it is yet to be refined)
- Schools of Magic - elemental magic is most common and widespread with 4 basic elements, but other types also exist, however they are less common due to their difficulty, forbidden nature or power (ask GM for details if needed).
Natural Philosopher (+1 to research and science rolls)
Post the proposed character in the OOC thread. Receive feedback. If someone with the appropriate authority says it is ok (Ghaz or myself), you can jump right in.
Step 5: Jumping right in.
Right, yeah. Once your character has been Ok'd, you can post in this thread with your character's introduction. Go looking for trouble; people should be tripping over themselves to offer you plot hooks, and you will soon find yourself tangled in a web of politics and intrigue. This is what we call 'fun'. You will probably find that it is 'fun' in the DF sense of the word. By which I mean, !!Fun!!
One last thing: If you join in winter, upkeep for that year is paid already.
For game start: At present we will accept 6 players – King (of course) and 5 retainers and allies that will help him restore and then rule the kingdom. The number of players allowed might change, depending on the progress of the game. Hopefully we will be able to manage more.
All players are encouraged to submit a King application but should be aware that the application will be selected on basis of merit and as such should also prepare an alternate character for a courtier role, if their king application is not selected.
The game will start with the heir (King player) receiving people and retainers in his hidden rebel camp in preparation for the final strike against the occupying forces in the country. The King can decide to place his camp in one of 3 places of the former Elbreth Kingdom or near it and begin his restoration effort from there (more details after game start).
Present: The number of players is fluid at the moment and more are expected to join as soon as a kingdom is established. Hold on tight and wish the Princess and her merry band success!