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This be the game thread, yup. See below for details.
<spoiler=Lore/Beistary>
Weapon and Tool Enhancing-three methods in creating or empowering weapons and aids...
1.Magic is used to create an enchantment for something, this is thus charged by background magic or forcing magic in to it. Varies in strength and use depending on enchanter. Common magic and most can learn it. They may not be good with it, but affinity or not, you can.
2.Monster Remains-Mixed or combined with objects, it empowers it with the dead beasts powers in a sense, effect differs but yeah. Charged by background magic.
3.Combination-Little bit of this, little bit of that, and you get some powerful aids. Note this is volatile at times and can result in some explosive actions, rarity and power of gear is determined by things used, and enchanted with.
Bestiary-"No one has killed anything recently, maybe you all should do so."
in Bold please post character name and location, Gale at Gorse, on level 1 the Harbor for example. This helps A BUNCH when it comes down to things.
Combat is show and not tell, as in show what you plan to do, not tell what happens. "Gale stabs you to death." Is wrong, "Gale tries to stab him with his staff." how things react or occur is up to me and the players.
<spoiler=The Starting Town-Gorse>Often details on cities and background will be needed to be filled, along with experience for older and wiser characters. USUALLY I'll provide the information if it is known to your character due to their history or background, for example below. My character grew up in a jungle like terrain and is a serpent, so some animals and botany may be his naturally known, while a city boy sheltered and outside for the first would know jack.
We'll be starting in the coastal town of Gorse, for the sake of working out kinks and issues, along with getting everyone acquainted and a sense of how things will go. Gorse is a city situated on coastal cliffs, burrowed in to the very side of it and overlooking a long slightly curved bay. The main sight to behold is the massive tower of stone, linking all levels, the walls, and used for Airships to dock. Accepting wide amounts of sea trade and bordering a Jungle with a mountain range in the distance. It flourishes in the Beast Kind of Monsters and trading of herbs.
One of the few City states with a working Channel, it is manned by 20 mages at all times in 4 hour rotations of 5. Ruled by leaders of each level in Gorse to form a council, constant treachery and sabotage goes on to gain the upper hand over one another. With a total of 7 levels, it is akin to gang and turf wars for the people there. Rich with land, sea, and air kinds of people, acceptance of all is common, and the shunning of anything really is rare.
Harbor, Residential, Shops/Factories, The Walls, Guilds, Wealth and Knowledge, Channel and Roost. Each level from lowest to highest, all with certain intent and purposes. The Harbor handles all trade from the sea and is built upon the shores and lowest cliff sides, featuring the slum and taverns as its other main attractions.
Above it is the residential are were most of the common population rests and lives. The Shopping and Factory district is where things are refined, or sold, and usually has the most in house business. The Walls are the top side and ground side interaction and is favored by Hunters, featuring the standing militia, barracks, store houses, forges, and few inns.
Above that are the Guild Houses and the main functions occur here to connect it with the outside world. Handling mostly Hunters and Traveler. Next dwell the rich and the teaching buildings, training bright fellows to go down and spread knowledge like best teachers. This is where the best craftsmen, and Hunters go to retire and earn funds from the mind.
Last is the Channel circle and roost, where massive cranes and tethers await arrivals and Airships.
The council as far as turf and gang wars go, uphold to three simple rules as a standard not set by guilds or others.
1.If the head council member of the level is killed, the killer is now the leader. No assassins or otherwise may be used to obtain the position in your name. (Though killing the assassin after they killed the council head makes you the council member...)
2.If a council head is slain by natural or some other cause, they leave a will for the next head. Showing that the person chosen is ready for it, or that the previous head may want them dead.
3.Family and close members to you can not be used in any method of black mail or hostage crisis to make you step down from your position as a council head. By your own hand or none is adhered to like before in rule 1 and 2.
<spoiler=Gale of Gorse-Merchant, Hunter, Patron of the Harbor>Name:Gale of Gorse
Background:Beast Kind (serpent) Hunter, Warrior/Merchant
Age & Gender:33, Male
Height & Weight:6'2" 124 lbs.
Appearance:Tall and slender, covered with scales the color of bronze, and tanned white at his neck and chest. With slightly squinted eyes of white and green, and bald as a babe, he looks human more or less. Wearing long sleeved and flowing pants and shirts, they feature over sized openings for hands and feet, easily concealing them. Colored brown and trimmed with gold, they are padded to provide bulk, and the leathery hide is refined of a Granser. Strong yet supple and soft, taking hours to make malleable.
His limbs and fingers are featured four, while his toes are the same.
History:Born in the Jungle outside of Gorse to a dying race of Beast Kind, his people long ago abandoned much of their ways to join with the city, partially out of protection, and fear of their deaths. The reason for their deaths was not Hunters or the city, but rather sterility. Finding later that they could cross-breed with a few humanoids and humans, they created mixed children, and pure ones. What was once seen as a birth defect originally of being born two legged, was now a common place thing.
For he had grown up alone, one of the last and few children from a pure bonding, and after ages of attempts from his parents. Wisdom of the elders, lessons forced from hand to mouth, to how one should act, hundreds if not thousands of ideas and hints were placed on him, as many in his tribe saw him as their last hope. Effectively they trained him to be an elder like shaman, and chieftain for the future.
Leaving his small tribe still living in the Jungle, Gale went to earn his fortune, starting at the Harbor. For back home he lived only to survive for the next day, with his parent dead from disease, and seeing no point in his tribes ways, he was gone by age 5 (triple that for general maturity).
At the Harbor he found work handling lifting using his strength, then later organizing with his keen eyes and bright mind. Feeling empty and slow for his dreams of wealth and grandeur, he took his savings, bought armor and a few potions, and set out to Hunt. Using skills from his tribe to make weapons, armor, and even to hunt, he realized how important heritage and past was. Returning with enough things to sell and to start a business, he set to work reclaiming his peoples past, and spreading it. Becoming a fully fledged and running merchant was difficult, but gaining followers of the old ways and hunting together led to new found wealth and business.
While he never met the leader of his level, he still payed his dues and kept out of his way. After stabilizing his position and setting his plans in motion, began to get a wander lust feelings, and has thoughts upon leaving on a True Hunt. He currently wanders the city helping out and finding deals, while dealing information as well.
Reason to be here/things to do:Adventure/Wealth
Personality:A Sssmooth talker and a Sssmart Merchant, he is naturally happy and upbeat. With a strong tone and an unblinking stare , he seems always to be listening and keeping things open. Cheery and joking, when he goes on a Hunt he can be serious, or in any case where fighting may be involved he becomes more focused on the task at hand.
Powers/MagicNone
Notable skills:Able to bend in any fashion and is difficult to squish in general, he is both flexible and agile. With Herbology and mercantile skills, in combination of poison know how. He makes a skilled fighter and assassin if need be. Other biological aids is his fangs able to secrete to him alone a poison of paralysis. Usually unique among his people are their venom and fangs and his is no exception.
Other notable skills is the fact he has no rigid bone structure akin to his peoples origin, can stretch and extend his limbs (naturally keeps himself tightened and makes himself seem shorter in general). While he has no real teeth asides from fangs, he can still unhinge his jaw and even bite something the size of a grapefruit whole.
Yes he has a forked tongue, though that is just because of birth, not like all snake folk have forked tongues.
EquipmentWielding a blade staff made from the teeth of a Granser. His tribe had a tradition of killing one with fang and hands, and the weapon made from their bones and teeth were theirs. Bendy and sharp, it can stab, slash, and bash the toughest and strongest foes.
His other unique peace is an amulet that blocks or weakens hostile magic, naturally charging form the background magic.
Carries a small satchel at all times and holds wealth of a few rare herbs, gold, and tools.
This be the game thread, yup. See below for details.
<spoiler=Lore/Beistary>
Weapon and Tool Enhancing-three methods in creating or empowering weapons and aids...
1.Magic is used to create an enchantment for something, this is thus charged by background magic or forcing magic in to it. Varies in strength and use depending on enchanter. Common magic and most can learn it. They may not be good with it, but affinity or not, you can.
2.Monster Remains-Mixed or combined with objects, it empowers it with the dead beasts powers in a sense, effect differs but yeah. Charged by background magic.
3.Combination-Little bit of this, little bit of that, and you get some powerful aids. Note this is volatile at times and can result in some explosive actions, rarity and power of gear is determined by things used, and enchanted with.
Bestiary-"No one has killed anything recently, maybe you all should do so."
in Bold please post character name and location, Gale at Gorse, on level 1 the Harbor for example. This helps A BUNCH when it comes down to things.
Combat is show and not tell, as in show what you plan to do, not tell what happens. "Gale stabs you to death." Is wrong, "Gale tries to stab him with his staff." how things react or occur is up to me and the players.
<spoiler=The Starting Town-Gorse>Often details on cities and background will be needed to be filled, along with experience for older and wiser characters. USUALLY I'll provide the information if it is known to your character due to their history or background, for example below. My character grew up in a jungle like terrain and is a serpent, so some animals and botany may be his naturally known, while a city boy sheltered and outside for the first would know jack.
We'll be starting in the coastal town of Gorse, for the sake of working out kinks and issues, along with getting everyone acquainted and a sense of how things will go. Gorse is a city situated on coastal cliffs, burrowed in to the very side of it and overlooking a long slightly curved bay. The main sight to behold is the massive tower of stone, linking all levels, the walls, and used for Airships to dock. Accepting wide amounts of sea trade and bordering a Jungle with a mountain range in the distance. It flourishes in the Beast Kind of Monsters and trading of herbs.
One of the few City states with a working Channel, it is manned by 20 mages at all times in 4 hour rotations of 5. Ruled by leaders of each level in Gorse to form a council, constant treachery and sabotage goes on to gain the upper hand over one another. With a total of 7 levels, it is akin to gang and turf wars for the people there. Rich with land, sea, and air kinds of people, acceptance of all is common, and the shunning of anything really is rare.
Harbor, Residential, Shops/Factories, The Walls, Guilds, Wealth and Knowledge, Channel and Roost. Each level from lowest to highest, all with certain intent and purposes. The Harbor handles all trade from the sea and is built upon the shores and lowest cliff sides, featuring the slum and taverns as its other main attractions.
Above it is the residential are were most of the common population rests and lives. The Shopping and Factory district is where things are refined, or sold, and usually has the most in house business. The Walls are the top side and ground side interaction and is favored by Hunters, featuring the standing militia, barracks, store houses, forges, and few inns.
Above that are the Guild Houses and the main functions occur here to connect it with the outside world. Handling mostly Hunters and Traveler. Next dwell the rich and the teaching buildings, training bright fellows to go down and spread knowledge like best teachers. This is where the best craftsmen, and Hunters go to retire and earn funds from the mind.
Last is the Channel circle and roost, where massive cranes and tethers await arrivals and Airships.
The council as far as turf and gang wars go, uphold to three simple rules as a standard not set by guilds or others.
1.If the head council member of the level is killed, the killer is now the leader. No assassins or otherwise may be used to obtain the position in your name. (Though killing the assassin after they killed the council head makes you the council member...)
2.If a council head is slain by natural or some other cause, they leave a will for the next head. Showing that the person chosen is ready for it, or that the previous head may want them dead.
3.Family and close members to you can not be used in any method of black mail or hostage crisis to make you step down from your position as a council head. By your own hand or none is adhered to like before in rule 1 and 2.
<spoiler=Gale of Gorse-Merchant, Hunter, Patron of the Harbor>Name:Gale of Gorse
Background:Beast Kind (serpent) Hunter, Warrior/Merchant
Age & Gender:33, Male
Height & Weight:6'2" 124 lbs.
Appearance:Tall and slender, covered with scales the color of bronze, and tanned white at his neck and chest. With slightly squinted eyes of white and green, and bald as a babe, he looks human more or less. Wearing long sleeved and flowing pants and shirts, they feature over sized openings for hands and feet, easily concealing them. Colored brown and trimmed with gold, they are padded to provide bulk, and the leathery hide is refined of a Granser. Strong yet supple and soft, taking hours to make malleable.
His limbs and fingers are featured four, while his toes are the same.
History:Born in the Jungle outside of Gorse to a dying race of Beast Kind, his people long ago abandoned much of their ways to join with the city, partially out of protection, and fear of their deaths. The reason for their deaths was not Hunters or the city, but rather sterility. Finding later that they could cross-breed with a few humanoids and humans, they created mixed children, and pure ones. What was once seen as a birth defect originally of being born two legged, was now a common place thing.
For he had grown up alone, one of the last and few children from a pure bonding, and after ages of attempts from his parents. Wisdom of the elders, lessons forced from hand to mouth, to how one should act, hundreds if not thousands of ideas and hints were placed on him, as many in his tribe saw him as their last hope. Effectively they trained him to be an elder like shaman, and chieftain for the future.
Leaving his small tribe still living in the Jungle, Gale went to earn his fortune, starting at the Harbor. For back home he lived only to survive for the next day, with his parent dead from disease, and seeing no point in his tribes ways, he was gone by age 5 (triple that for general maturity).
At the Harbor he found work handling lifting using his strength, then later organizing with his keen eyes and bright mind. Feeling empty and slow for his dreams of wealth and grandeur, he took his savings, bought armor and a few potions, and set out to Hunt. Using skills from his tribe to make weapons, armor, and even to hunt, he realized how important heritage and past was. Returning with enough things to sell and to start a business, he set to work reclaiming his peoples past, and spreading it. Becoming a fully fledged and running merchant was difficult, but gaining followers of the old ways and hunting together led to new found wealth and business.
While he never met the leader of his level, he still payed his dues and kept out of his way. After stabilizing his position and setting his plans in motion, began to get a wander lust feelings, and has thoughts upon leaving on a True Hunt. He currently wanders the city helping out and finding deals, while dealing information as well.
Reason to be here/things to do:Adventure/Wealth
Personality:A Sssmooth talker and a Sssmart Merchant, he is naturally happy and upbeat. With a strong tone and an unblinking stare , he seems always to be listening and keeping things open. Cheery and joking, when he goes on a Hunt he can be serious, or in any case where fighting may be involved he becomes more focused on the task at hand.
Powers/MagicNone
Notable skills:Able to bend in any fashion and is difficult to squish in general, he is both flexible and agile. With Herbology and mercantile skills, in combination of poison know how. He makes a skilled fighter and assassin if need be. Other biological aids is his fangs able to secrete to him alone a poison of paralysis. Usually unique among his people are their venom and fangs and his is no exception.
Other notable skills is the fact he has no rigid bone structure akin to his peoples origin, can stretch and extend his limbs (naturally keeps himself tightened and makes himself seem shorter in general). While he has no real teeth asides from fangs, he can still unhinge his jaw and even bite something the size of a grapefruit whole.
Yes he has a forked tongue, though that is just because of birth, not like all snake folk have forked tongues.
EquipmentWielding a blade staff made from the teeth of a Granser. His tribe had a tradition of killing one with fang and hands, and the weapon made from their bones and teeth were theirs. Bendy and sharp, it can stab, slash, and bash the toughest and strongest foes.
His other unique peace is an amulet that blocks or weakens hostile magic, naturally charging form the background magic.
Carries a small satchel at all times and holds wealth of a few rare herbs, gold, and tools.