"Listen to me, you children of the light, and hear the doom that builds before your blind eyes. You in your house of gold and you in your hovel of mud and even you in your mail of metal, none of you are safe from the doom, from the Age of Worms. Oh yes, it is coming. Have you not heard the dead dragons roar? Have you not smelled the rot festering under your very nose? Have you not dreamt of the worm that walks, bringing decay to all he touches? Fools, you are all fools! The end is upon us! The end is in sight and none of you shall be spared. Decay is the future and the future is here!" -The ravings of a madman
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Background: The "Age of Worms", is an old D&D 3.5 Campaign. I have modified it for a purely RP game. The story centers around a group of would-be-"heroes" who seek to uncover the mystery behind an ancient prophesy about the end of the world.
This game will take place in the world of Ravenloft. For those of you unfamiliar with the world, Ravenloft is a fantasy world known for two things: It's dark tone and it's lethality. Full details on Ravenloft can be found here [http://www.fraternityofshadows.com/wiki/Main_Page]
Barovia [http://www.fraternityofshadows.com/wiki/Barovia] is a relatively large realm within the mists centered around a city of the same name. Barovia is one of the few pockets that doesn't suffer much under it's Darklord. Barovia's Darklord - an ancient vampire lord known as Strahd von Zarovich - was sealed away in the dungeon of his castle centuries ago. While still alive - or as "alive" as a vampire can get - the stake driven through his heart prevents him from awakening. This has allowed the town of Barovia to grow into one of the largest cities in Ravenloft
Of course, in the absence of Strahd, other evils have taken root. Such is the way of Ravenloft. While the city of Ravenloft is largely free from the worst dangers, vast packs of werewolves hunt in the woods to the south, Strahd's kin make play at being lords themselves, and the spirits of the dead are unquiet at best. Of course there's also no shortage of mortal evils; greed, corruption, and far far worse are the name of the game within the so called "Free City"
Nowhere are the mortal evils of Barovia more obvious than the outlying town of Diamond Lake. Located to the north of the much larger Lake Krezk, Diamond Lake is a small mining community. The land itself is a vast volcanic plain formed long before human memory. Despite being exceptionally fertile land, the land itself has little value due to it's proximity to the mists and distance to the Free City. Only the diamonds buried deep in the earth are of enough value to warrant permanent occupation.
Aside from a handful of farmsteads in the outlying areas, the only other signs of civilization in the outlying areas are a hundreds of ancient tombs from a long forgotten empire, picked clean by grave-robbers over the last few hundred years.
Most of the thousand+ inhabitants are miners, though not by choice. Most of the miners owed a sum of money to someone in the Free City of Barovia and were unable to pay their debts. They were forced to choose to either live out their lives in a debtor's prison within the city or be shipped up to Diamond Lake to pay off their debt. The smart people chose the prison. With most of their income being sent to pay their debts, what little they keep is spent to stay alive. In practice, it amounts to little better than slavery. Worse, some debts prove so large as to pass on through generations. These descendants make up the remaining miners.
Those few people in the town who aren't miners are either merchants, guards, priest(ess)s, or mine owners and operators. The merchants are almost universally failed merchants or entertainers forced to set up shop here where they can eek out a living on what limited coins the miners can part with. The town guards are the dregs of Barovia's forces who either weren't up to the task of protecting the city, failed spectacularly at their duties, or pissed off the wrong people. The priest(ess)s are usually the "problematic" members of their respective churches who preached borderline-heresy and were removed from their flocks to keep said worshipers "pure". The final group are the owners and operators. While the operators tend to be miner's who managed to succeed just enough to be promoted, the owners have lived on the land for generations, growing fat and cruel on the work of the miners.
One final inhabitant is a mage named "Allustan" who set up shop in the town several years ago partly to study the ruins but mostly to escape the annoyances of the city. He has been known to take on gifted apprentices from the town however rarely.
Diamond Lake (small town): Population 1,023; Limited Assets; Isolated (96% Human, 2% Hobbit, 1% Dwarf, 1% other races).
Important: This game will start in a small rundown tavern called "The Diamond in the Rough"
In addition to the normal rules of RPs (i.e. no god-modding, no trenchcoating, don't be a jerk, etc), there are several other rules unique to this game. They are as follows:
All characters in this game must meet the following requirements:
1) Your character must be a resident of Diamond Lake
2) You must want to leave Diamond Lake
3) You must have something that prevents you from leaving the town (such as a debt)
4) You must be willing/able to work with other players (i.e. lone wolf / party killing not okay)
1) Your character must be a resident of Diamond Lake
2) You must want to leave Diamond Lake
3) You must have something that prevents you from leaving the town (such as a debt)
4) You must be willing/able to work with other players (i.e. lone wolf / party killing not okay)
There will be some "mechanics" in this RP. Mostly, this is just lists of powers, abilities, skills, etc. They are as follows:
Traits: Traits are "racial" abilities. They can be unique features of your character from your heritage, oddities, curses, or other such ideas. They should be inherent to your character; not learned. They must all have both a positive aspect and a negative aspect. Each character has 2 such traits, though you may gain more as the game goes on.
Example:Night Vision: You have good sight in the dark, but bright lights are disorientating
Example:Night Vision: You have good sight in the dark, but bright lights are disorientating
Powers: Each character has 1 major power and 3 minor powers. These are unique abilities due to your personal training and experience. Major powers are abilities that have significant power or utility such as spellcasting. Minor powers tend to be situational, though also useful in such situations. This would include training in a specific weapon or weapons or unique skills. You may also add a flaw for an additional minor power.
Abilities: Abilities are measures of your character's raw potential. This game will use the six abilities common to RPGs: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each character starts with 10 points in each ability (10 represents an average person) and has 18 points to divide among other stats as you see fit up to a maximum value of 20. You may also lower ability scores below 10 if you like for an equal number of points in return, but you must reflect that in your character (i.e. lower Constitution means you're sickly and/or ugly, etc). I will check against these abilities in the event of a challenge in the game (i.e. if you try to lift a boulder, and your strength isn't high enough, you may fail). In such cases I will usually tell you the required ability score to do something. They may also be used in the even of a PvP.
Skills: Skills represent the mundane knowledge and abilities you have. Does your character know how to fish? It's a skill. Can you read Ancient Barovian? That's a skill. etc.
Depravity: Evil in Ravenloft is a corrupting, corrosive force. The more you're exposed to, the more it clings to you and influences you. To represent this, Each character has a "Depravity" score. At the beginning of the game, you will have no depravity. As you explore the more dangerous places of the world and as you attempt to prevent the Age of Worms, you will be exposed to the inherent, miasmic evil of Ravenloft and your score will increase. Increases will affect how your character looks, behaves, and thinks. Eventually, if you allow the evil to fester, it will overcome you and turn you into a cruel mockery of yourself. Some creatures - such as vampires and werewolves - function on depravity and slowly transform you through it's increase.
Fortunately, as you perform good deeds, you can cleanse yourself of this depravity. Further, inherently good objects (such as the symbols of gods) can protect you for a time (though even these corrode over time).
Fortunately, as you perform good deeds, you can cleanse yourself of this depravity. Further, inherently good objects (such as the symbols of gods) can protect you for a time (though even these corrode over time).
Death: Ravenloft is a deadly world. Your characters are not immune to this. In the even you perform an action that puts your life at risk, you will have the opportunity to protect yourself from this risk. However, should you continue unabated, your character will die (and perhaps rise again as an undead monstrosity turned against your former allies). In such an event, you will be allowed to make a new character.
More likely, if you aren't active over a period of time, your character will be presumed dead.
More likely, if you aren't active over a period of time, your character will be presumed dead.
Name: What your character is called.
Age & Gender: Quite clear I hope.
Appearance: Should be simple too
Species Humans, Elves, Dwarves, Halflings, and Orc's are the most common species of the world. There are others; but they're limited in number and usually aren't found in civilized society. If you'd like to play something non-standard, ask.
Traits: You get two "traits" to define what you get from your species. Each should have both an advantage and a disadvantages. Character's of the same species don't have to have the same traits as different people have different advantages.
Trait 1:
Trait 2:
Abilities: Strength: XX, Dexterity XX, Constitution, XX, Intelligence XX, Wisdom XX, Charisma XX.
History: What your character has done until now? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Please include why your character is stuck in Diamond Lake and why he/she want's to leave.
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Major Power: A major ability your character has such as spells or unique combat abilities
Minor Power 1: A minor support power; includes mastery of certain skills
Minor Power 2: A minor support power; includes mastery of certain skills
Minor Power 3: A minor support power; includes mastery of certain skills
Flaw: Optional; some weakness your character has.
Minor Power 4: Optional; must have flaw
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.
Depravity Score: 0
Age & Gender: Quite clear I hope.
Appearance: Should be simple too
Species Humans, Elves, Dwarves, Halflings, and Orc's are the most common species of the world. There are others; but they're limited in number and usually aren't found in civilized society. If you'd like to play something non-standard, ask.
Traits: You get two "traits" to define what you get from your species. Each should have both an advantage and a disadvantages. Character's of the same species don't have to have the same traits as different people have different advantages.
Trait 1:
Trait 2:
Abilities: Strength: XX, Dexterity XX, Constitution, XX, Intelligence XX, Wisdom XX, Charisma XX.
History: What your character has done until now? What kind of life he has lived until now? This is good place to explain a few facts of the topic below this one.
Reason to be here/things to do: Please include why your character is stuck in Diamond Lake and why he/she want's to leave.
Personality: Well, again, this is maybe quite complex, but lets other people to see more clearly the reason behind your actions.
Powers: These are the list of great skills and abilities your character is capable of. You may have 1 major power (such as spell-casting), and up to 3 minor powers (such as being a swordmaster or renowned black smith). In addition, you may take an additional Major or Minor Power at the cost of including a Flaw of equal value (as determined by the GM)
Major Power: A major ability your character has such as spells or unique combat abilities
Minor Power 1: A minor support power; includes mastery of certain skills
Minor Power 2: A minor support power; includes mastery of certain skills
Minor Power 3: A minor support power; includes mastery of certain skills
Flaw: Optional; some weakness your character has.
Minor Power 4: Optional; must have flaw
Notable skills: These govern the more mundane abilities you have (such as fishing, farming, survival abilities, cartography, diplomacy, etc.)
Equipment: Note anything worth mentioning on your character. Food, shelter, hunting/fishing equipment, survival in general, location devices, medicine, other equipment you might need on a extremely long and dangerous trip. Surely some money, whether it be precious metals or items of interest to barter.
Depravity Score: 0