World Forge:
World Forge is my own incarnation of open-world RP in a medieval Fantasy setting, takeing place in an expansive, multi-planar world I created for my novel series. WorldForge features personalized roleplay as well as larger-scale world development at the hands of the players. Directly or indirectly, your actions shall transform the world around you in magnificent ways, though your beginning is always a humble one. There are distant lands to explore, cavernous ruins to loot, artifacts to create and discover, various factions to aid, subjugate or destroy, cities or raze or enrich, and an endless list of possibilities to enact!
There are currently
0 Player slots available! The exact number may change depending on my workload. My optimal set-up is 8 players, though player availability(activity & experience) is an obvious issue.
Player List:Atorek Flarecrystal - Akylon
Fiona Ceres - Supernerd
Geneva Hamako - Edio
Kazymir Rubedo* - Alternatecash
Larkon Ristar* - Noodlerex
Reditus Neco - PyroDesu
Ryten seb Yinoltyl* - Micelus
Tammos Arvuk - Yoink
Vandarl til'Ardros* - Azure Sepulchre
Player Base as of 9/24/11 10:00 PM EST:
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Name:
Kazymir RubedoGender: Male
Class: Alchemist
Combat Skills: (1) Fisticuffs [Hand-to-hand], (1) Parry
Passive Skills: (1) Learned [Bonus to Wisdom and Knowledge rolls], (1/-1) Lanky [Bonus to agility actions, penalty to strength and carry], (1/-1) Impulsive [Bonus to actions, penalty to detect hidden/avoid]
General Skills: (1) Alchemy, (1) Forager, (1) Intimidate
Description:
Kazymir is tall, whipcord lean, with fast fists and a faster mind. He takes great pride in his impressive body of knowledge. His dark red hair is pulled back in a thick spill of dreadlocks and his flinty steel-gray eyes often pierce right through whoever he speaks to.
Inventory:
(Corroded) Heavy Bronze Gauntlets, (White) Longcoat, (Wh) Breeches, (Dark Red) Leather Breastplate, (Bk) Unadorned Backpack. (In Backpack) Compact Alchemist's Toolkit, Traveling Papers, Assorted Chemicals(Unidentified).
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Name:
Vandarl til'ArdrosGender: Male
Class: Professional Gambler - Bard
Combat Skills: (1) Throwing Darts, (1) Fleet of Foot [Bonus to agility, trap evasion and fleeing]
Passive Skills: (1) Deft Fingers [Bonus to theft, lock picking, and dexterity rolls], (1/-1) Lithe [Bonus to agility, penalty to strength and carry], (-1) Cowardly [Fearful, tends to flee]
General Skills: (1) Balladeer, (1) Gambler, (1) Lady's Man
Description:
Where most musicians in this dark age of chaos and rebellion might spend their lives combating the ill moods of the populace, one intrepid, adventurous spirit finds himself much too busy dicing for coppers and chasing skirts to even give a hoot - either literally or figuratively - for the steady decline if civilization. Vain, arrogant and narcissistic to a fault, yet a charmer to the ladies and a talented swindler to most anyone else, Vandarl has decided to flee to the borderlands to escape a group of powerful underworld bosses that seemed quite insistent on the idea that he had cheated them out of a small sack of gold.
Wiry and of pale complexion, Vandarl is nonetheless quite an attractive man in a rather feminine way. His handsome face - lost as it occasionally is behind a luxurious head of golden-brown curls - seems void of blemish and has a ready smile, and his clothes and body both seem polished and well-maintained.
Inventory:
Simple iron dagger, small leather pouch (holds 30 copper darts), (30) copper darts, cotton tunic and silk long-sleeved jacket, cotton pants with two leather belts, black leather boots. Two sets of six-sided dice (one loaded, the other not), deck of cards, ink pot, quill, (10) rolls of parchment.
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Name:
Ryten seb YinoltylGender: Male
Class: Golemcrafter - Craftslizard
Combat Skills: (1) Crossbow, (1) dodge, (1) Golem Control
Passive Skills: (2/-2) Reptilian [Bonus to agility/dexterity in heat, penalty to agility/dexterity in cold], (1) Hard skin [Bonus to Constitution]
General skills: (1)Golem-Craft, (1)Engineering, (1) linguistics
Description:
Ryten was different from his peers and his kin. Though he was the same size and color as his brethren, what he chose to study was strange; he wanted to learn the workings of machinery. Unfortunately for him, his people did not depend on machinery to build or to protect themselves. The only way he might ever learn to work machinery was by leaving his homeland in search of a capable master. After quite some time on the read he found an old Dwarven inventor, Lahario of Gunezi. Apparently a great man, he had no apprentices; his last had died from some blood-borne disease. Ryten saw his chance; he begged the inventor to apprentice him! Seeing no other supplicant, he agreed. From there Ryten came to study the intricacies of machines, how they are manufactured and what they are capable of. One day, his master came upon an ancient Dwarven ruin and stumbled upon the rusted husk of an automaton, humanoid machines that have been imbued with life through magic. Ryten studied the automaton with every waking moment, and in time he convinced his master that he had learned enough to create one. It was a laborious experience spanning many frustrating months, yet in the end they had given life to the old broken husk. The iron golem resembled a hooded knight, and needed magic to function; a number of alchemical powders and crystals here and there. It was Ryten's first and greatest invention, though it became quite a spectacle in the town where Lahario lived. As the years progressed, Ryten was eventually given the rank of a journeyman. Apparently he had joined the local engineer's guild when he became an apprentice... Ryten continued to work, and eventually he had the workshop to his pleasure as his old master became too ill to leave his bed. As his dying wish, Lahario told Ryten to take his blood and organs and transfer them to the old golem. Perplexed, he did so anyway. As he connected the various organs to the tubes and gears, he noticed something - the golem had tiny metal veins and specific parts for organs. His master had planned this all along!
In the end, his master became the golem. But... Lahario had forgotten to include a system for the voice and mouth! A few weeks later, the people gathered for the old master's funeral. When they noticed that the corpse was heavily scarred, missing every organ and even large amounts of blood, they immediately accused his apprentice of murder and cannibalism. After being chased out of town with the golem in tow, lucky to leave with his life and a few meager possessions, Rytan decided to travel with his golem to the furthest land possible in which to set up a workshop. There, in Azimaar, he would begin his work anew...
Inventory:
Satchel, 3 leather pouches, 30 assorted nuts and bolts, Hammer, Scissors, Wrench, Yew crossbow, leather quiver (Capacity: 20 bolts), 20 copper-tipped bolts, (Bk) cloth hood, (Grey) cloth doublet, leather apron (Holds Tools), dark cloak with orange lining, leather leggings, The Golem
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Name:
Larkon RistarGender: Male
Class: Rogue
Combat Skills: (1) Dagger, (1) Camouflage [bonus to avoid detection]
Passive Skills: (1) Deceptive tongue [bonus to coercion and charming], (1/-1) Drunkard [+1 to coercion when drunk -1 when sober]
General Skills: (1) Brewer, (1) Pickpocket, (1) Tracking
Description:
Born into the slums of Azimaar to a prostitute of a mother and a drunken merchant of a father, Larkon’s life was far from simple.
Inventory:
(2) ornate golden daggers[sheathed at the hip], [Bk] leather jerkin, pants, gloves and riding boots, small leather pouch [holding 30 copper coins], (5) throwing knives[iron]
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Storyline: It is the year 900 Post-Ascension (shortened to 900a) and mankind is in a state of political turmoil as the Age of Expansion winds down and a terrible civil war has torn through the civilized nations of Man. A constant cascade of assassinations and territorial acquisitions has destabilized the nation of Azimaar under the guiding hand of the Ordinis Hesperus, a religious sect who believe that mankind must be punished for their part in the Great Cataclysm; the war between gods and mortals that nearly destroyed our world.
You are but one of a steady trickle of adventurers brave or foolish enough to venture forth into the fringe colony of Kye'raeon, or "Heaven's Gate" in the ancient's tongue. The village itself is uninspiring, nothing more than a collective of stone buildings and a few meager shops surrounding a seldom-visited Inn called "The Dragon's Maw". It is not the village which attracts adventurers thirsting for power and fame, my friend, but what lies beyond... Kye'raeon is situated at the farthest limits of human settlement; a gleaming dagger's tip thrust forth into an impenetrable veil of shadows. The nation of Azimaar is legendary in the tales it has spawned, being the very gateway into the unknown world beyond mortal civilization. The horrific beasts that plague Azimaarii settlements have been utterly exterminated in all corners of human society, reduced to nothing more than fairytales meant to scare children from venturing into the forests at night.
Azimaar is rumored to bear a portal into the very depths of the underworld, having found itself under siege by horrific monstrosities and undead legions alike. Kye'raeon is one such settlement that dots the heavily-forested borderlands of Azimaar, one of the furthest from the comforts of civilization. Just beyond the northern walls of the village the land transforms into a tangled nightmare of withered roots and heavy boughs that obscure any attempt to peer beyond the shadow-cast treeline of brooding pines and wallowing willows. Should one dare to enter the forests and venture beyond into what locals call The Abyssal Plains, their screams of agony can be heard throughout the region at night... Even wolves fear the unnatural darkness of the Ageless Forest. Should one ever reach the forest's end, they would find themselves at the border of an abyssal canyon stretching as far as the human mind can fathom, and just as deep. It is fabled that an Elven king once built a fortress of white stone into the mountains beyond the abyss, a shining blade thrust into the heavens. He sought to shine his light upon the darkness that is Azimaar from atop his white stone tower "Dawnspire", but he only succeeded in finding madness and destruction. The lands beyond here are forever cursed in every tongue, for it is from that very abyss that our darkest nightmares are born.
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Now, before I come up with more flavor-text, here's my favorite part; Character Creation!
Any ideas what you'd like to be? An axe-wielding Dwarven Blacksmith? a Ranger accompanied by a pet wolf, with a fetish for woodworking? Traveling merchant or weapons collector? Orphaned son of a noble who's holdings were sacked by a barbarian tribe or group of violent brigands? A simple peasant who's tired of farming and dreams of adventure beyond the walls of his town? An exiled assassin sent to the farthest reaches of what passes for civilization?
Pick something that will work well in a party-based Dungeons and Dragons-style setting, meaning you fulfill an important role in a tactical, dynamic setting, as well as fulfilling your desires when playing solo. As a general rule, traits are meant to balance your character while a set number of skills makes it so you can do a bit of everything, but start off slow. it goes something like this:
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Example:
Name: Lentias Aurea ((First & Last name required, Middle is optional))
Gender: Female ((Male, Female, Hermaphrodite, up to you))
Class: Ranger - Rogue (( Specialization, general classification second if necessary.)
Combat Skills: (1) Marksman ((offensive specialization)), (1) Evasion ((defensive specialization))
Passive Skills: (1) Perceptive (Bonus to trap/hidden detection) ((unique passive ability)), (1/-1) Stubborn (Random penalty/bonus to skill gain, willpower checks, and learning) ((Penalty passive ability, possibly balanced)), (1/-1) Lithe (Bonus to agility/dexterity, penalty to strength and carry weight) ((if you chose a balanced trait, a second may be selected))
General Skills: (1) Carpentry ((trade craft)), (1) Herbalism ((Primary multi-use skill)), (1) Tracker ((Secondary non-crafting skill))
Description: Lentias is a cat-like rogue with a penchant for striking from afar. Favoring the bow, she can dispatch an enemy from quite a range, though she'll draw her dagger when the need arises. If her lithe physique, tanned complexion, and luxurious ebony hair is any indication of the adventurous spirit that lies within, this beauty just might break your heart... Or pierce it.
Inventory: Simple Ash bow, (Black) leather quiver (holds 20 arrows), (20) copper-tipped arrows, (Black-Bk) leather jerkin, pants, gloves, and high boots. Ornate silver dagger(6 in.) in boot-sheath, small leather pouch of poisonous herbs(belt)
As a general rule, the more specialized your skill/trait, the higher the bonus/penalty to that particular aspect; the upside to more generalized skills/traits is that a minor bonus is granted to a number (2-3) skills, rather than a larger bonus to only one. For example, a warrior proficient in the Blades skill should, in theory, be able to wield a dagger, sword, or axe at a moment's notice. A warrior gifted in Swordplay has an inherent bonus due to his specialization, making his strikes and parries more efficient and deadly. Also, special skills/techniques can only be applied to specialized skills. Don't expect to properly 'Shield Bash' without the Shield Use skill just because you picked up a shield in the shop, or be able to 'Backstab' an enemy just because you carry a dagger in your boot. Just the same, a point in the Diplomatic/Silvertongue skill will give you a minor passive bonus to speech, coercion, bribery, and barter, but a point in the Lady's Man skill will give you a significant boost when dealing with female NPCs.
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Well, my apologies for the wall of text. Get used to it!
Let me know what you think! Any ideas would be greatly appreciated, and I'll try to fit them into the general storyline in some way if I can't throw it in there as it is!
PM me your character sheets so we can work out the kinks before you're introduced into the game.