I miss the days when this forum was full of great RPG's, and based on some posts from earlier this year I'm not the only one. However, most of the more recent RPG attempts have ended up dying off, often due to simply not really getting off the ground in the first place.
As a result, I decided that - for a change - I'd try and start an RPG that was near ready to go. I've got a story pretty much planned, and I'm putting together some worldbuilding notes to post so that we have a decent world to work in. As people express interest, I'll post the worldbuilding stuff - if I've got enough prospective players, I'd like to have the profile thread up by the end of next week, and the actual RPG started within another week or two after that.
A rough outline for what I'm planning is to set it in a fairly standard medieval fantasy world, so that means your usual warrior, assassin, archer, mage, etc type classes are all options. It will be in the midst of a civil war, and the characters stuck in the middle; my goal is morally muddy, so no perfect King and evil rebellion or vice versa. Hopefully there will be plenty of reasons for characters to decide to switch sides - my plan is to provide the opportunitiesThe characters will be able to start on either side, but they will come together for at least a little while early on, and things will move from there.
As for rules, the standard written RPG convention of no god-modding stands firm (the hand of the GM will not refrain from striking down Mary Sues after a warning has first been given). I'd like each player to run two characters; more chance of having people end up on opposing sides of themselvesI'll aim to update once or twice a fortnight, depending how the story is going, so hopefully it won't get bogged down like a few of the rather unfortunate recent RPG attempts (may they R.I.P).
If there are any questions or suggestions, feel free to post them here - I'm not so set in my plan that I'm not open to change. If you're interested in taking part, post as well; that way I know I'm not planning something that's never going to go ahead.
And finally, to try and capture the interest of people like myself, for whom a little detail is never enough, I've prepared an in-world document about the system of magic you will be dealing with should you decide to join. A later document will explain a bit more about who is writing this
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Extract from ‘The Greatest Threat’:
Magic and the School:
Magic is a threat to all those who follow the teachings of the Almighty Shepherd. The danger it presents is clear to any who studies the history of this land; tyrant mages caused great suffering to our ancestors. While the School can claim it was they who displaced the tyrants, the observant scholar (if you, dear reader, will pardon the pun) can see that this was hardly a benevolent act. The new governments of the people that rose from the ashes of the tyrants’ reigns were inextricably bound to the power of the Schools; in truth the reign of the tyrants never truly ended, merely continuing under a friendlier guise.
It must always be remembered that it was mages who founded the Schools. Written history paints them in a favourable light; after all, did they not spread the knowledge of magic to all so that the powerful mages gifted their power by some freak of nature could not rule the masses? In recording their own history, these mages chose the name ‘scholars’ for they and their students; a pitiful attempt to distance them from the ‘mages’ they fought. Most modern ‘scholars’ take great offence to being referred to what they truly are; users of magic who are, by definition, mages. In the unfortunate situation where it is necessary to remain on civil terms with a mage, however, this perceived distinction should be remembered.
After the fall of the tyrants, the School established itself as the ‘great benefactor’, teaching magic to all those who would seek to learn it. They studied their power, learning how it was that the old mages had come to become as mighty as they had. Rituals were documented that would allow any mortal to acquire magical power - although, of course, these were kept strictly within the inner circles of the School, never to be made public. Despite this secrecy, the School claimed to be working ‘in the best interests of the people’.
The School itself established six great structures throughout the land, each one named after one of the magical aspects they so strongly revered: Life, Death, Mind, Body, Spirit and Soul. Cities grew around them, each becoming the centre of government of one of the budding territories of the land. While the School became so powerfully linked with the government, they still claimed neutrality; it is almost inexplicable that their ruse was not exposed more quickly. The School was centred upon the School of Life, and it was the surrounding city in which the territorial rulers began to meet to discuss matters which concerned the land as a whole. No sane man could call this merely a coincidence.
These were dark days for the land, a continuation of the reign of the tyrants. However, out of the darkness came the First Shepherd, who brought the teaching of the Baashep to the people. He cast light upon the insidious workings of the School, and the people rose up against their evil. He found a blessed King amongst the commoners, and the Kingdom of Haladree was born. But despite the great light coming upon the land, the darkness retained power of its own. Those who did not trust in the wisdom of the Baashep defended the School, and not all of the government were able to be purged of its influence. However, the darkest of their studies - Life and Death - were made illegal, with all related documents destroyed so that this evil would never return to the world. Holy warriors even razed the School of Death, destroying the namesake of the most heinous of magical arts. The weakness of darkness was made clear in these days, for the Schools seemingly surrendered these powers without struggle. Perhaps the power of the Great Shepherd guided the men of the time with his loving hand.
The School that survived this era is much the same as that which exists today. Each School takes any recruit willing to taint themselves, luring in the poor and weak by offering their teachings for free. Few take up the offer, for they are either educated in the darkness that is contained within the School, or they have heard of the worldly dangers faced by those who learn the magical arts. Mages, as a result of their small number, command great prices for their services. It is a voluntary contribution that nearly all of these incredibly wealthy mages make back to the School that funds free education for the next corrupt generation.
Within each School, there are Students, Teachers and Learners. Students are new recruits, yet to undergo whatever the arcane ritual the School uses to convey full magical power. Prior to this ritual, a Student has limited ability in all fields of magic; afterwards they take on one field for life. Teachers are those who pass on the knowledge within the Schools, and spend their spare time studying magic and expanding the great School libraries. Learners are those who have been given their power, and specialised in a particular field of magic, but have not become Teachers. Learners are also known to travel, and gain employment in well paid positions outside of the Schools.
In order for the faithful to be aware of the magical threats they must face, I have prepared a summary of the magical arts taught in by the current day School:
Mind:
Mages of the Mind manipulate perceptions of the world, and are unique in their ability to restrict the magical powers of other mages. Ironically, they can make the night turn to day in the minds of their allies; more befitting of their kind is the ability to bring darkness into the vision of their foes. Powerful mages of the Mind can see events far beyond the place in which their physical form dwells, although the greater the distance they travel, the more draining it becomes. As well as travelling spatially, the most dangerous students of the Mind can see into the past. These mages have been known to be employed by those judges who lack the purity of mind to consider true evidence when crimes have occurred, preferring to place the fate of the trial in the hands of a corrupt mage.
Mages of the Mind draw their power from the Body, physically weakening themselves in order to perform their dark art. When they overextend themselves, they risk being crippled or losing a limb. It is said that the School maintains a hidden prison where poor souls who have delved too deeply into magic and suffered the consequences are kept from the public eye. When caught in battle, mages of the Mind will fatigue quickly, and be easily overpowered by physical force. In order to combat this, most mages who study in this field will strive for physical perfection, becoming perfect specimens of strength and athleticism. They are often competitive, for the power of a mage of the Mind is judged largely by their performance in challenges of strength, speed and agility.
Body:
Mages of the Body wield control over the human form; crippling foes, augmenting the physical attributes of their allies and healing are all within their grasp. Most mages of the Body find themselves employed as healers, restoring common diseases and wounds through their power, completely ignorant of the darkness that lies within the hearts of those who the Almighty Shepherd does not protect from the ravages of disease. When called to combat, mages of the Body are almost unique amongst magic users in their tendency to join a melee, for they will strengthen themselves beyond the capacity of any mortal and cleave through bone as though it was merely air. It is not unknown for them to first immobilise their foes, inflicting crippling injuries through their power.
Mages of the Body source their power from the Mind, creeping closer towards insanity with every spell they cast. When they try to go beyond their power, they destroy their own mind, leaving behind a shell where there was previously a human being. As they tire, mages of the Body become increasingly irrational, acquiring berserker tendencies when they are pushed to their limits. It is not unknown for them to turn upon their allies at the conclusion of a battle, when they can longer distinguish between friend and foe. A tired healer is likely to promote growth beyond the normal constraints of the border, generating abnormalities and cancers in their ‘patient’. In order to mitigate the damage caused by their powers, mages of the Body study pursuits of the Mind relentlessly, becoming the greatest of academics, unsurpassed in knowledge and wisdom.
Soul:
Mages of the Soul control forces beyond this world. They commune with ethereal beings, and bring them into contact with the corporeal world. These creatures cannot touch living flesh, but have can assault the minds of men, driving them into insanity or simply toying with their emotions. Alternatively, they can interact with inanimate objects, allowing the mage to seemingly move items with little more than a thought. In battle, they will turn their foes against each other by toying with their minds, and launch projectiles into the midst of an enemy army. The greatest of the mages of the Soul are known to practice ethereal travel, allowing themselves to be taken by ethereal creatures into their own realm, and return to the corporeal far from where they left.
Mages of the Soul receive their power from the Spirit, and as such become overwhelmed by fear as their courage drains away while casting magic. An exhausted Soul practitioner will flee a battle at all costs, even striking allies if they impede the path to safety. Where a mage of the Soul has attempted magic that is beyond their skill, they are left as paranoid wrecks, fearing that even their toes could betray them at any time. To prepare for this, mages of the Soul are almost invariably reckless, and delight in placing themselves in harms way. No risk gives them pause, often leading them into situations where they require the rather urgent attention of a mage of the Body skilled in healing.
Spirit:
Mages of the Spirit call upon their spirit within, and the elemental spirits around them, in order to acquire power over the natural world. Each human is born with an elemental spirit trapped inside them - the First Shepherd taught that it is this spirit that calls us to the ways of the world, and away from the Almighty Shepherd. Instead of righteously fighting this spirit, mages of the Spirit surround themselves in its power. Each of these spirits controls one of the natural elements - earth, fire, air and water - and as such each Spirit mage will have control over one of the four. They are the most obviously powerful on the battlefield, calling upon their powers to lay waste to their enemies.
Mages of the Spirit derive their power from the Soul. They gradually lose the ability to empathise as they weary; friendly fire is not unexpected when a mage of the Spirit begins to tire and ceases to care who is friend and who is foe, as long as any immediate threat is defeated. As a result, they live a life devoted to helping others, and learning to empathise as strongly as is humanly possibly. They delight in the arts, a field which allows them to spread great joy. Mages of the Spirit are an example of why mages are such a threat; they will befriend almost anyone, and yet turn on them as a result of their corrupt powers.
Thankfully, mages of Life and Death no longer exist. They differed from the other four in that they drew their powers from others, and had an almost unlimited capacity to manipulate the world around them. Mages of Death fed on Life, sacrificing others in order to fuel their dark magic. More perversely, mages of Life drew their power from Death, resurrecting the recently dead to power their spells. It was not unusual for a mage of Life to have one or several close companions travelling with them, who were killed and resurrected as required by the mage. It is possible for other mages to draw their power from sacrifices, but these occasions result in lasting spells that are far more difficult to control. They are almost never used, except by senior mages enchanting objects for one reason or another. Unlike mages of Life and Death, these sacrifices may be animal, and as such are not expressly disallowed by law.
One other type of magical abomination to be noted is the mages who study duel specialisations. Even amongst the so called ‘scholars’, these creatures are referred to as mages, for they have much in common with the original tyrant mages. By undergoing the power transferral ritual a second time, in a second field, they transform into a creature that ceases to be human. They sacrifice everything that feeds their power, and in return receive a limitless supply of magic and immortality. Very few go down this path; fewer still survive the ritual. Those that do live an all powerful life, but at a cost; they suffer constant pain as a result of their loss. A Mind-Spirit mage, for example, would be permanently crippled, and lack all ability to empathise. Bear in mind that Mind mages emphasis their strength above all else, and that Spirit mages live for others; this makes such a transformation unpalatable to all but the most power hungry of mages - perhaps a sign that the Schools are, thankfully, not quite as corrupt as they could be.




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