The Unknown: A Game of Fear, Ignorance, and Adventure

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Zemalac

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There is a paper on the wall, held there by cheap glue and crusted dirt. One of the numerous urchins in the city had been paid a small silver coin to put up a stack of the posters, in places where they would be seen and noticed. They're doing well at that, too, though not because of any virtue of placement or colorful advertising. No, the papers tacked and glued to the walls are being noticed because of their message.

It is a call to adventure.

The posters have been seen all right, and word has spread; through the rumor and gossip of the common folk, and the spies and informants of kings. The whispered word goes out, and from everywhere--from Ver Arcana and the Sunset Jungles, from the Kingdom of Merdallan and the Illarym Empire, from gold-cloaked Arypso and distant Verdan...from everywhere, they come in reply.

You reach out of the crowd and carefully peel the tattered paper off the wall. A burly man who was reading it growls at you, but you pay him no heed. Your attention is focused on the words in your hands.


Into the Unknown, brave adventurers. Glory and gold await.
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THE GAME

The Unknown is a game of fear, ignorance, and adventure. Before deciding if you want to play this game, ask yourself the following questions:

1) Am I willing to betray my closest friends for a potential advantage?
2) Am I willing to live a lie for the months that the Expedition will take?
3) Do I have any shred of human decency or trust remaining in my body?
4) Do I enjoy dark humor and epic adventure?
5) Am I a horrible person?

If the answer to any of those questions (except for question three) is no, you might want to reconsider playing in the Unknown. If you are intrigued by that short questionnaire, read on.

The Unknown is about the Grand Expedition to the Unknown Continent, led by famous explorer Tyrone Deslock. It is set in a fantasy world of my own devising, a highly detailed universe that has a blank continent on the map. That blank spot is where the Expedition is headed, displaying all the caution of a charging elephant. The players (that would be you) are signed on as members of the Expedition.

On the surface, that's the game. But this is the Unknown. Nothing is ever that simple.

Every player is an agent. That is to say, every player member of the Expedition was sent by a faction or patron of some kind, with nefarious business in mind. Or are they? You don't know. Maybe one of your companions is exactly as they seem. I wouldn't count on it, if I were you. Those of you who have played Paranoia before know what I'm talking about.

We'll get more into that later, though. You know, when the poisonings and knives in the dark start happening.

This is the pre-game phase for the Unknown (technically, the way I have it set up this is Act One, but you get the idea). That means that there is no actual roleplaying taking place. I'd also like it if there wasn't much posting in this thread, but if you really feel that you must then you may do so--in fact, a little bit of posting by players might be necessary to keep this thread on page one and thus get the attention of more players. In most cases, though, during the pre-game you'll be sending me PMs instead of posting. You may have noticed three posts below this one: those are placeholders for information that will be incoming within the next few days. They're in separate posts rather than this one because they're easier to sort that way and because I want to be able to link to specific sections of the rules later.

Here's the breakdown of what's going to happen first in the pre-game:

During character creation in the Unknown, you chose from a list of advantages and disadvantages. You do not know what these advantages and disadvantages do: all you know are their names, which can sometimes be unclear. You might choose something that is totally different than what you expected, with either horrible or wondrous consequences. Consider it your first lesson in what the Unknown is like.

I have a large list of advantages and a large list of disadvantages that I'm planning on using, but I'm worried that I might be missing some that could be awesome. I can't just let you guys invent your own advantages and disadvantages to use, because that would eliminate the fun of the guessing. So what I'll do instead is this.

Send me descriptions of advantages and disadvantages you think would be good. Advantages must be useful in unbalancing and epic ways, and disadvantages must be horribly crippling. Do not send me the names of the (dis)advantages, just a description of what they do. For example: You enjoy sandwiches far more than you should. This would be a really stupid disadvantage that would incur very minor penalties, so I probably wouldn't use it, but you get the idea. Don't write in a title for the (dis)advantage--that comes later.

Once I have your suggestions, I'll choose the ones I don't already have and that I think are good. For each one I will roll dice. There will be a 10% chance that the (dis)advantage will be put on the list and I'll tell you the name of it, a 50% chance that I'll give it a reasonably easy name and tell you that it was put on the list (but not tell you the name), a 10% chance that I will lie to you about putting it on the list, a 20% chance that I'll put it on the list but with a confusing name, and if it's an advantage there's a 10% chance that it will be given to Explorer Deslock and not put on the list. The remaining percentile values do not exist for the purposes of this explanation.

I'm just giving you those numbers in case your sense of humorous despair wasn't complete yet: you don't need to memorize them or refer to them at all. The short of it: send me descriptions of advantages and disadvantages you think are cool. While you're doing that I'll write up and post some world information, probably tomorrow, so you can get a sense of what sort of character you'd like to play.

Welcome to the Unknown, brave and foolish adventurers.
Summary said:
Everyone is out to get you, send me ideas for advantages and disadvantages, world information incoming, this is the pre-game part of Act One.

"Beware of the man who is always patting you on the back: he may be trying to find out where to stick the knife."
-Lemo Kempthorne
The game has now started, so some of the information in this post may no longer apply.

Roleplaying begins here [http://www.escapistmagazine.com/forums/read/362.117578?page=4#2306060].

[HEADING=1]Current Status of Players[/HEADING]
This is a list of known players, their characters, and their current status in the Unknown. The list is in alphabetical order by username.

Bluedemon322: John J. Piercefield, Human. Status: With the Expedition
BoVinE: Kirk McKellen, Dwarf. Status: With the Expedition
Caimekaze: Keil Toren, Human. Status: With the Expedition
Captainguy42: Ko'el, Ice Elf. Status: Carried off by a Dragon
Dastardos: Mark Resdian, Human. Status: With the Expedition
Demented Teddy: Larissa Cronin, Human. Status: Survivor of the wreck of the Osprey
Dragonearl: Alexis Moonspear, Dwarf. Status: Carried off by a Dragon
Dragonrabbit: Reeko Jalbrook, Painted Elf. Status: Carried off by a Dragon
Fingerprint: San Ristow, Human. Status: With the Expedition
Flying-Emu: Tickyvanillius Leviticus III, Gnome. Status: With the Expedition
Khedive Rex: Tiber, Ice Elf. Status: With the Expedition
MasterSqueak: Marneus Calgar, Human. Status: With the Expedition
MeatSpace: Garril Rasput, Orc. Status: With the Expedition
MintyNinja: Royka Nasheel, Human. Status: With the Expedition
Nukey: Cecia Kelai, Painted Elf. Status: Survivor of the wreck of the Osprey
Octorok: Gris Axthorn, Orc. Status: Dead (Cause: shrapnel)
Robespierre: Jacien Criver, Human. Status: Dead (Cause: multiple explosions)
Saskwach: Jonas Thrace, Human. Status: With the Expedition
Shapsters: Derlan, Painted Elf. Status: With the Expedition
Skarin: Raven Del Cid, Human. Status: With the Expedition
Sporky111: Kadeam Naegling, Ice Elf. Status: Survivor of the wreck of the Osprey
ThePuzzldPirate: Rhee Dharmack, Human. Status: With the Expedition
ThreeWords: Jakob, Painted Elf. Status: With the Expedition
Yorgmiester: Prithis, Satyr. Status: Survivor of the wreck of the Osprey
Zombie_Fish: Mareck Nonovan, Dwarf. Status: With the Expedition
 

Zemalac

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Apr 22, 2008
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"If men such as these are known as heroes, then I shall gladly play the villain in this tale."
-Foviller Stych, prior to his second execution
The world that The Unknown takes place in is a pre-existing universe that I created a while ago for a Dungeons and Dragons campaign. Since then it has expanded in complexity, size, and detail, so much that I can't tell you everything about it. Below are some extremely brief and occasionally poetic summaries about various important locations (cities, countries, wildernesses) to give you some idea of the universe you'll be playing in and where your character might be from. By no means do you have to read all of this: just skim through and read whatever catches your eye. You should at least read the following summary, though.

[HEADING=1]World Summary[/HEADING]
The world is called Mythallan by most scholars, though everyone else has their own name for it. No one really pays any attention to the scholars, anyway. We'll just call it "the world."

The year is 1028 DR (which means "After Godswar" in ancient Zancharian, a language so dead even the gods have forgotten how to speak it).

This is a world where adventurers wield crossbows and where a powerful wizard can reshape reality to his whim. But it is also a world where those crossbows can fire Verdan munitions, and where that mage might get taken out by a squad of Soulless mechanicals or be killed from afar by a man with a spell-forged emberlock rifle. It is a world of magic and magically-enhanced technology: a world where airships fly in the heavens and knights charge on the ground.

There are three major continents known to the cartographers. One is alive with civilization and intrigue, one is unknown, and one is dead. All of the locations below are on the continent of Lorin unless stated otherwise (Lorin is the one with civilization on it).
Additional Reading said:
The "Additional Reading" sections in this post are more recent, better-written and more detailed descriptions of certain entries that I wrote up in response to questions from various players. They contain either additional information about the world, or simply already-stated information in a more refined form.
The descriptions below are split into two categories: locations and races. Each description is in a neat spoiler block, for ease of reading.

[HEADING=1]Locations[/HEADING]
This is the home of gold. Worn gold changing hands on the street, dusty gold resting solid in vaults, gold rings and gold coins and hard-earned gold and blood-soaked gold. This is the sea of the merchants and the traders, of pirates and assassins and profiteers.

The Merchant's Water is a collection of four major city-states, located on the eastern edge of the continent of Lorin. Of the four only Arypso is actually on the continent, the rest being on the large island across the Darrigan Strait. It is a huge center of commerce, with merchant-princes running the show.

The four city states are as follows:

The edge of civilization. Tyb is where all the goods of the sea and the surrounding islands are collected and sold. Here may be found the most exotic goods, the strangest wonders. A city of intrigue, beautiful architecture, and brilliant plumage.

There is a great stretch of water, half-river, half-bay that passes by Tyb and curves towards the interior of the huge island at the center of the Merchant?s Water. Near the end of that bay is Lomar. Lomar merchants trade mostly with the minor cities and towns on the rest of the island, and also charge minor tariffs on goods moving through the channel. The most famed aspect of Lomar, and the reason it is considered a powerful city, is the Craftsmen?s Guild, a professional and deadly guild of assassins.

The oldest of all the city states, Buron has less going for it geographically than the other cities. Trade from the other two island city-states to Arypso passes through Buron and back, but that?s pretty much it. The merchants of Buron are by and large better than their counterparts elsewhere and generally come up with more creative ways of putting gold in their vaults. Piracy, unacknowledged but a reality, is part of some merchants? stock-in-trade, while others invest fortunes trying to find passes through the mountains to the north and south so that their goods don?t have to go through Arypso. They really hate Arypso merchants, who they regard as ignorant popinjays flush with inherited money.

The Gateway to the Continent. Arypso merchants are famously rich, mostly because all trade from the other city-states has to pass through the city in order to reach the continent. They take pride in the fact that the safest, fastest, most reliable trade routes pass through their city, and vigorously deny that they occasionally pay bandits to keep it that way. The stereotypical Arypso merchant is a smirking, arrogant fool with inherited money, an empty noble title granted by a city council made up of his drinking buddies, and a penchant for expensive luxury. Sadly, this usually isn?t far from the truth.


The Merchant's Water. This is not a single nation, as such, but is rather the name for the geopolitical area that contains several city-states of similar structure and philosophy, sort of like Italy during the medieval and Renaissance periods. Each city-state relies heavily on trade, as they cannot supply their citizens with what they themselves can grow or manufacture. This makes them the most imperialistic of the factions on the continent, as they are perpetually trying to seize new markets and gain an advantage in trade over their competitors (basically for the same reasons that fueled real-world imperialism and colonialism). There is no nobility, as such, unless you count Arypso's habit of granting the richest merchants (i.e. those who actually control the city) grandiose titles, and each city-state has its own form of government. Tyb has the Lord Provost and the House of Mercers, Buron has the City Council and the Ring, etc.

Merdallan is a kingdom without a king. The last king and his entire extended family died under mysterious circumstances eighty-seven years ago, and there hasn't been a new one since. The most powerful lords of the land occasionally gather and announce formally that they aren't going to crown a new king, for the stated reason that there might be a surviving heir out there somewhere. Really, though, it's because none of them trust any of the others. With good reason.

Merdallan is a land of castles on hilltops and knights on horseback, with a decidedly feudal system in place. All power comes from the (nonexistent) king, who rules over families of hereditary nobility who in turn rule over their estates and duchies and whatnot. In general the peasants live good lives, fairly treated by the nobility. Most of the tyrannical nobles were eliminated by past kings or by a Verdan flayer bolt through the window. It's hard to oppress people who have access to smuggled explosives.

The Kingdom is home to many alchemists as well as knights, and a few wizards who experiment with bizarre and occasionally useful magic. On a related note, this is why Merdallan horses are so good--breeding programs enhanced by magic. The knights wear magically-infused armor, wield heavy weapons, and ride on magically-buffed and heavily armored warhorses. Needless to say, a Merdallan cavalry charge is one of the most feared military maneuvers in the world. Not even a volley of bullets can stop a fully equipped Merdallan knight.

The southern portion of Merdallan is different from the northern portion, in the sense that it's too hot to wear armor in the south. Southern Merdallan is home to master swordsmen, fine wine, and vicious blood feuds. The city of Chadrais is the hub of the south, occasionally competing with the northern city Merdal for the honor of being the Kingdom's capital.

Merdallan has frequent wars with the neighboring Illarym Empire, wars usually caused by Illarym paranoia and xenophobia (with one notable and rather embarrassing exception). Needless to say, they don't hold any fondness for their Imperial neighbors to the west.

Yes, the Kingdom is, in many ways, much like medieval Europe, except that standard medieval Europe wouldn't survive in this universe, especially with the Illarym as a neighbor. Merdallan is, culturally, much like medieval/early Renaissance Germany, with a "feudal" system in place. Feudal is in quotes because there is (as you know) no king at the moment. All power derives from the king, who does not exist. Except for that one crucial detail, society has a definite feudal structure, with peers of the realm managing estates and (supposedly) paying taxes to the King. The philosophy of central rule (royalty and whatnot) has started to weaken as nobles become laws unto themselves, remaining within the political structure of the kingdom only because they know the Empire will strike at the first sign of weakness. Since rich, high-ranking knights are usually protected by enchanted armor, it is nearly impossible for anyone to force them to abide by any rules other then their own. Generally speaking, the Chamber of Nobles keeps things under control, but even there there are rifts, between the old nobility whose ancestors were elevated by the very first king and the new nobility who cannot trace their ancestry back that far and who dabble in mercantile schemes instead of relying entirely on their estates. Rebels lurk in the forest, most notably the MDA, though the Chamber of Nobles will vigorously deny that any such organization exists.

Merdallan armies have lately begun leaning towards musketeers instead of archers, because it is much easier to train someone to use a firearm. As King Edward III once said, "If you want to train a longbowman, start with his grandfather."

Incredibly complex and detailed culture based on the western half of Lorin. Please note that this text wall of information represents only a fraction of the amount of stuff I have on these guys.

In appearance, the Illarym have dark skin, large eyes and fair hair. A lot of the nobles and richer merchants dye their hair, though, so any shade can be found.

Illarym society is rigidly caste-based and hierarchical, with position in society changing only over generations, if at all. The empire as a whole dislikes easterners in general and the Kingdom of Merdallan specifically, and adores the Emperor. It is in fact a rule of society that nothing must ever be said against the Emperor. Even if one is plotting to assassinate the Emperor, and talking about the planned deed, one must profess the utmost adoration for him. This happens quite a lot.

The Emperor is the supreme ruler of the Illarym Empire, though his power is not entirely absolute. There is one man in the Empire who does not have to obey the Emperor: the Chancellor. There is a delicate structure of tradition and balance of power that serves to keep both the Emperor and the Chancellor honest, and the Empire as a whole intact.

The Illarym military deserves some special note, if only because of the Soulless warriors that make up the majority of it. The Soulless are magically animated soldiers that obey whoever is wearing a specific "command gem," though calling it that is something of a misnomer. The Soulless are what allows much of Illarym society to function--most notably, war. To the Illarym, war is one of the grandest and most beautiful things there are; the eternal and perfect struggle of man vs. man, the only way to prevent the race from becoming weak. As such, only the nobles are allowed to wage war. As in, no armies of conscripted peasants or professional soldiers. Only nobles are allowed to assemble into armies and fight. Needless to say, the Illarym lost a lot of battles before some clever mage created the first Soulless. Nowadays the rule that only nobles can fight is a little bit laxer, but not by much.

Even the meanest noble soldier has at least six Soulless under his command. They might be the cheapest, shoddiest Soulless in the Empire, but the noble's blood entitles him to command them.

Soulless can be made of wood, stone, clay, metal, or (upon one very unique occasion) gemstones. They're also used as laborers by the richer merchants, though the poorer ones still find it cheaper to hire human muscle.

The Illarym Church, the one and only religious institution in the Empire, is run by the gnomes. They're secretive, mysterious, and slightly fanatical. It is rumored that they have strange magical powers, though anyone who mentions that out loud has a very high chance of being visited by a squad of Church Emperitors bent on purging demon-taint.

The Empire is sort of tricky to describe, mostly because there isn't any real-world analogy I can make. Let's start from the bottom and work our way up.

The peasants were born peasants and will, barring some unlikely series of events, die peasants. Most of the lower classes received a brief and perfunctory education courtesy of the Imperial Church, an education based mostly around old legends, religious teachings and parables: as such, this class is superstitious in the extreme. There are many peasants, swarming over the inhabited parts of the Empire, and historically have been content with their lot. In recent history, however, the prevalence of revolutionaries has increased tenfold, spurred on by the movement of large numbers of peasants from rural to urban environments. The Imperial Legions are always stamping out some rebellion or other in the mountains or the jungles. The lower class as a whole reveres the Emperor and the gnomes of the Church.

The nobility of the Empire is a rigid one, and surprisingly large. This is because of the Imperial tradition that war may only be waged by nobles: organized violence is the act of those chosen by the gods, and as such peasants are banned from the Illarym military. The Empire compensates for this with the use of Soulless, which are half mechanical, half magical constructs that perform the basic military function of standing between the commander and the enemy. The Illarym military still uses the highly effective arrow storm as a predominant strategy, due to the much shorter training time to make a Soulless archer than a human archer.

At the top of the social structure is, of course, the Emperor. Not much to be said there. He is protected at all times by his personal Guard (official motto: "Our Lives, His Shield")(unofficial motto: "We don't care who sent you."). The Emperor is Illarym. Also known as the White Rose or simply Illarym: when he is at war with his Soulless war-machine, he is called the Bringer of Light.

To take the spatial analogy further: To the side of the Imperial political system is the Chancellor. This individual is not bound by Imperial law, does not act according to Imperial desires, and is the only person in the Empire who does not have to obey the Emperor. Theoretically, the Chancellor acts with the best interests of the Empire at heart. Practically, the Chancellor acts with the best interests of the Empire at heart. This is pretty much the only place where such an absurd theory matches up to reality; the mechanism behind it is unknown.

The Chancellor is also known as the Black Rose: his agents are said to "Bear the Black Mark" or just "the Mark."

City of magic, city of wonders!

Ver Arcana is a city that grew around the campus of the University Arcana. It attracted mages and scholars of all sorts, slowly evolving from an isolated campus to a small town to a city filled with commonplace wonders and magically-supported architecture.

The most famous college at the University is the Spellcraft Academy, run by the reclusive and highly eccentric Headmaster Hasterings. Little is known about him except that the Academy kitchen has standing orders to provide him with a continual supply of dried mangos, which he seems to like a lot. That and he has a small cat that he carries around with him.

The University Arcana itself is run by a more public figure, the estimable Thaddeus Grismatin. The University offers a wide variety of subjects to its students: degrees on anything from History to Planar Architecture can be earned here.

Elsineir is the Court of the Ice Elves. In the frozen north there are palaces made of ice harder than stone, with magic frosting the air and gleaming softly in the snow. It is a place unwelcome to outsiders, with an inhospitable climate and people just as cold.

Elsineir is mostly composed of ice elves, since no one else would want to live there. There are a few tribes of barbarian humans living around the edges that might be somewhat responsible for the elves poor view of the race, but they aren't really important on the world stage.

For more information, see the Ice Elves description in the Races section below.

The Sunset Jungles are actually not where the sun sets, but are rather in the southernmost part of the continent of Lorin (there are rumors of more lands beyond the jungles, but no one has come back to say if the rumors are true or not). They are called the Sunset Jungles due to the incredible variety in the color of the plant life--the color of the leaves ranges from green to red to blue and back again. It is a wilderness of strange plants and stranger people: it is the home of the Painted Elves.

The trees echo with the sounds of laughter and jungle magic. Enter if ye dare.

For more information, see the Painted Elves description in the Races section below.

Verdan itself is an island off the coast of Lorin, south and to the west of the Illarym Empire. It is semi-tropical in climate, with white sand beaches and palm trees in abundance.

The isle of Verdan is home to the Monks of the Ascension, an order devoted to the holy properties of technology and the power of war to improve technology, and is home to their expansive and sprawling monastery. The monks are responsible for a large amount of the technological advances since their creation three-hundred-some-odd years ago. Most of the land on their mountain has been built upon or shaped into buildings and laboratories for the monks. Near the docks is a large pillar of rock with a flat top thrust up out of the water, called the Proving Grounds. The top of the rock is scarred from explosions, twisted and melted into strange shapes.

On the opposite side of Verdan from the monastery is the city of Veras, a small city of alchemists, wizards, and steampunk intrigue that formed because of the presence of the monks. The city usually has a festive and optimistic atmosphere, creating technologies for greater revels and wonder. Naturally, this greatly annoys the monks.


Most scientific advances come from the Monks of the Ascension on the isle of Verdan, who believe that the human race can ascend to godhood through the use of science. They try to propagate their inventions over the entirety of Lorin, with differing levels of success. Some things (improved crossbows, new alloys, etc) enter widespread use comparatively quickly: others take a long time to catch on. Guns, for example, are only used because it is much easier to train someone to use a gun than a bow, and requires a lot less effort to use. Firearms are popular with people who just want an easy ranged weapon and don't care about the fact that a mildly skilled wizard could detonate the powder they're carrying.

While it is the Monks that are famous for major inventing, it is the tinker-mages of Veras who actually turn them into something usable. An example would be the emberlock variety of firearm, which ignites the powder with a magical spark instead of a flint: emberlock weapons are also designed to keep the powder dry, prevent misfires, and to interfere with anyone trying to detonate the powder prematurely. They are, however, very expensive, and thus are not used by any known military organization. They are highly in demand for individuals able to afford them, though.

Blasted rock and ash, as far as the eye can see.

The Dead Continent still bears the scars of Old Jack's War on every particle of sand and every scoured ruin. Magical radiation prevents anything normal from growing, and the few things that have taken root are otherworldly and usually dangerous. Necromancers prowl the land, raising the dead to walk among the living and forming strange and fanatical cults devoted to the Worldbreaker. There is one major city on the Dead Continent, called Ollam (or Ollarym, if you want to use the Illarym spelling), and that isn't even on the continent proper but rather on an island off the shore.

It is a continent of ruins and death. It is a continent that is dead, for all eternity.

[HEADING=1]Races[/HEADING]


Are you kidding me? You know what humans are. Go read something more interesting.

Humans can be found pretty much everywhere, but are mostly concentrated in the area south of Elsineir and north of the Sunset Jungles. Which is most of the continent (that is, Lorin).


The Ice Elves are one of the few races of elves who survived Old Jack's War. Cold, formal, and utterly humorless, the so-called Ice Elves have a substance rather like antifreeze in their blood that prevents them from dying in the extreme weather. A side-effect of this is that they overheat very easily, to the point where they find temperate climes uncomfortably warm.

The ice elves are known for intrigue, bizarre frost-magic, stranger architecture, and (again) their lack of anything resembling a sense of humor. It is a rare ice elf indeed who will laugh at any joke.


The Painted Elves are one of the few races of elves who survived Old Jack's War. They live entirely in the Sunset Jungles, and are organized into loose tribes. The only thing that binds the tribes together is that they are formed of Painted Elves. Some tribes have ancient and sacred lands, some are nomadic, some move when the whim strikes them. All of them have complicated taboos and customs that change without warning or reason. What was permissible one day might be an insult punishable only by death the next. There is no rhyme or reason to these changes, which makes it very hard for outsiders to interact with the Painted Elves, who seem to have an instinctual knowledge of their own customs and who view the whole thing with delighted humor.

The Painted Elves are so named because of their wide variety of skin, hair, and tattoo colors. Painted Elves start their life with pale white skin, which deepens as they get older to their mature color, which can be anything from purple to green or blue, sometimes even red. Hair color is usually silver-blond or black, though they tend to dye it bizarre colors. All tribes of Painted Elves have their own unique tattoos as well. Each individual has a unique pattern of tattoos, based around the tribal theme, done in a color that compliments their skin color.

Painted Elves almost universally have good, if occasionally odd, senses of humor.


Orcs are magically-engineered brutes created by the Zancharian Empire for slave labor and military purposes. Freed from their masters when the Zancharian Empire was destroyed in Old Jack's War, the orcs now live lives of vicious brawling and thuggery. They aren't well liked by most humans, and absolutely hate elves, and thus they live mostly in the inhospitable mountains between Illarym and Merdallan.

Orcs are stereotyped as being brutish, greenish, and thick-witted. While all of this was true back when they were created, centuries of living free of their Zancharian overlords has led some of the orcs to become disturbingly intelligent. These days you can find the occasional orc businessman in the Merchant's Water, sipping wine around gold-capped tusks or studying at the University Arcana in Ver Arcana.

Most of them are still barbarians in the mountains, though, spending their days eking out a meager existence or sniping at the occasional Illarym or Merdallan army that rages through on their way to invade the other.


A race of short, whimsical-looking people who long ago took over the religious institutions of the Illarym Empire. Very few gnomes can be found outside of the Illarym Church, though it isn't unheard of.

For more information, refer to the section on the Church in the Illarym Empire description.


Dwarves are another race of short people, but if you say that to their faces they will punch you in the balls. They are hard drinking, hard smoking, belligerent fellows who can mostly be found on airships and in airship ports, flying high enough that they're taller than mountains.

Until the invention of the first airship by a couple of renegade Monks of the Ascension dwarves lived underground, migrating through the tunnels to wherever there was ore to mine or someone to fight. There have always been rumors of vast underground cities, but most scholars accept the fact that those are just that--rumors. The majority of the dwarven race was nomadic.

After the invention of the airship, large numbers of dwarves seized the opportunity to leave the earth and wander the skies. Being smaller than the humans who invented them, dwarves have redesigned their airships with tighter passageways and all around less space, making them much lighter and more maneuverable than their nondwarven counterparts.

Dwarves in general enjoy drinking, smoking (tobacco and other drugs), high adventure and brawling.

[HEADING=1]Pantheon[/HEADING]

The Gods of the various major religions of the world. Please note that this section does not contain all the gods, as there are many minor ones lurking about in dark corners. Also please note that this is a work in progress: I don't yet have artwork for all the deities that I want to write up, and as such they will not appear here.

Also: Please note that the Illarym Church does not recognize the gods of Merdallan, and vice versa, with the notable exception of Avem-Sernad. Most people in those nations think that the ice elves belief system is a barbaric aspect of an otherwise civilized culture (more on that later), the Merchant's Water is a mixing pot of various religions (mostly Merdallan, to be honest), and pretty much everyone views the deities of the painted elves as some kind of poor joke.

THE GODS OF MERDALLAN

[http://img502.imageshack.us/i/godstaborin.png/]​

He is the Judge and the Balance. He is the one who determines your fate, the one who weighs your soul in the afterlife. He is not fair, only just, and you can be assured that he does not care at all about you personally. His judgments are a matter of how the world must be, not how it should be, not what would be fair or right or sensible.

He is the Uncaring Judge, and from his bench he pronounces sentence on the souls of men.

Taborin is usually portrayed either as an old man in flowing robes and flowing beard, with a blindfold over his eyes, or (in the case of more modern depictions) a man with a tight, curled powdered wig, impeccable dress-coat, and eyes colder than the grimmest slopes of Hell.

[http://img689.imageshack.us/i/godsorsag.png/]​

Orsag is the god who defends the world from that which would threaten it. He is the patron of warriors and healers, and is also generally regarded as the patron of the Illarym Soulless, despite the Imperial Church not recognizing his existence. The reason for this is that the Soulless are generally regarded among historians and other scholars to be attempted copies of the soldiers of Orsag's Legion, immortal warriors of living metal who serve the Guardian God. Even the standard name for an Imperial army--namely, "legion"--is believed to have been copied from Orsag's Legion.

Orsag's Legion is currently occupied with keeping Old Jack imprisoned in the Dead Continent, and much of the Guardian's power is focused there as well. Agents of Orsag are generally involved in removing mad wizards or others who might threaten the very existence of the world: since most people able to do that are mages, Orsag's followers have a tendency to despise magic in most of its forms.

Orsag is usually portrayed as a large man in heavy armor, with metal plates and leather straps everywhere. In most depictions he has only one eye, having lost the other in Old Jack's War. His face is always covered.

[http://img697.imageshack.us/i/godsavemsernad.png/]​

There is no such thing as a one-sided coin. As such, Avem-Sernad is the god of both life and death, sponsoring both healers and necromancers alike. He is the Twin-Face, and his reach is far. There are thousands of ways to follow Avem-Sernad: indeed, it has been postulated by some theologians that any view of interpreting the concepts of life and death inevitably leads to a new form of worship for this god.

It is interesting to note that Avem-Sernad is the only god recognized by both the Illarym Church and the Kingdom of Merdallan. It is unknown why this is so.

In addition to the usual brand of followers, Avem-Sernad is also worshiped by the Avadin Heresy, who believe that all gods are in fact merely aspects of Avem-Sernad. This movement exists mostly in the Illarym Empire, where it has come into violent conflict with the Church. It is currently illegal to profess Avadin beliefs in most parts of the Empire, with the exception (as always in the Empire) within the offices of the Chancery.

Avem-Sernad is usually portrayed as he is in the above picture.

THE GODS OF ILLARYM

Coming soon.

THE GODS OF THE SUNSET

Coming soon.

THE GODS OF THE ICE

Coming soon.

[HEADING=1]Lore[/HEADING]

Being an illustrated history of the earliest days of the world.

The following is some lore about stuff that happened in ancient days, things that still affect the world today. It is the stuff of legends, and your characters would probably know at least a little bit about them.

A Note on Chronology
Please remember that all the events and places in the Lore section happened or existed around a thousand years ago. Please do not refer to these events as if you were actually alive for them, unless saying that would serve a purpose for roleplaying.

In ancient times, before the dawn of the scholar and his trusty history book, the world was ruled by dark and ancient gods. They were creatures of unconscious malice and cruelty, these ancient gods, and all the world was their plaything.

They played games with the lives of men, these ancient gods, and as a part of those games a god who's name has been lost to time forged seven swords, weapons of almost unimaginable power. The gods sent these weapons among the mortal world, gleeful at the havoc they would cause.

The forger god did his work too well, and the blade called Brand slew one of those ancient gods.

Seeing what they had wrought, the ancient gods tried to take back their swords, suddenly fearful at the thought of death. The mortals, having finally gained a weapon against their divine masters, fought back.

And thus occurred the Godswar: not a war between gods, as the name might imply, but rather a war between gods and men.

The mortals won, and new gods arose to take the place of the old. The ancient gods of elder days died or fled, vowing unobtainable vengeance.

And the world turned, heedless of the shift in the order of the universe.

The Dead Continent was not always dead. Once, it bloomed green and golden, vivid with power and life. Once, it was home to the most powerful empire the world had ever seen. Once, a long time ago, it was called Zanchar.

Zanchar was the home of the elves, the tree from which all the elven races fell. The original elves were slender, fair and perfect creatures. They lived serene lives of peaceful contemplation.

Then one day an elf thought, "Wait a minute. If we're perfect, and everyone else isn't, then perhaps we should help everyone else become perfect!"

It kind of snowballed from there until the Zancharian Empire was enslaving half the world and terrorizing the other half with midnight raids. Somewhere along the line the noble ideals vanished, replaced by a smug sense of superiority and an arrogance unmatched to this day.

On a slightly different topic, this is why the Illarym are so intensely xenophobic about anything to the east of them. The east is the direction that the Zancharians came from to enslave and kill. They still remember that. On the plus side, the Illarym hold the distinction of being one of the few races not subjugated by the Zancharians, though it was close at times.

The Empire wasn't all bad, despite the slavery and dubiously moral magical experimentation (refer to the section on Orcs for more about that). The Empire also had a distinguished and elaborate culture that prized knowledge, fine poetry and stories. The capitol city of Zan was home to the greatest center for the arts the world has ever seen, with libraries and theaters stretching for miles.

Almost a pity, really, about what happened in Old Jack's War.

He has many names and will have many more. The Worldbreaker, the Doommage, the Scourge of Gods, the Ender: these are a bare few of the names given to Old Jack, that unfathomable and horrifyingly powerful archmage chained in the heart of the Dead Continent.

Old Jack came to this world trailing the remains of broken universes like a cloud of dust from a traveler?s feet. No one knows how many worlds he has destroyed in his trek across the cosmos, and no one is going to ask him, either. His cloak has felt the searing, unfiltered light of dying suns through vanishing atmospheres, his hair is stiff with dust that rose from dry oceans, and his hands are slick with the blood of entire universes.

Old Jack came to this world, unfortunately for everyone involved, in the green heartland of Zanchar. The elves, assuming he was an escaped slave, tried to subdue and capture him. That they made the assumption that he was a slave is a truly epic tribute to the blindly superior mindset of the Empire: generally speaking, this is not the correct reaction to have upon seeing an old, wild-haired man with yellow eyes sitting in the center of a smoking crater.

After their suicidal decision to piss off Old Jack, the Zancharian Empire basically ceased to exist. Those bits of it that weren't destroyed personally by Old Jack were trampled into dust by avenging armies led by new gods feeling their unsecure positions threatened. Those pieces of the Empire that avoided both of those fates were busily shooting at everything that moved, because they didn't know what the hell was going on. Caught between Old Jack, a pantheon of belligerent gods and desperate superweapons unleashed by the Zancharians, the entire continent became a scarred ruin. The entire city of Zan, renowned for its libraries and theaters, was dropped through the world's crust by Old Jack, just before the gods trapped him beneath a gargantuan mountain they'd dredged up from the bottom of the sea.

The gods managed to place sufficiently powerful containment spells on the mountain they'd flattened him with before Old Jack was able to blast his way out. As far as anyone knows Old Jack is still trapped behind miles-thick walls of stone, warded by intensely powerful magic and with the remaining warriors of Orsag's Legion pointing weapons at the door, ever-vigilant by order of their guardian god.

Some legends, primarily among the painted elves, say that the moon is the gods' way of sleeping with the light on because they think Old Jack is lurking under their collective bed.

And the world, which had not noticed when gods fought men, screamed in agony at the coming of the Worldbreaker.

"I dunno...I think it needs cannons. Maybe tailfins, and a long-range crossbow or two."
-Acolyte Isaac Dekkor, of the Monks of the Ascension
upon being shown a picture of a dragon in a bestiary
 

Zemalac

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"Unfair? Are you fucking kidding me? It's common sense! They've got, what, five million bloodthirsty cannibals trying to kill me, and I've got nothing, so of course I'm going to bring in an airship and carpet-bomb the shit out of everything! Fucking moron."
-Tyrone Deslock, to an honorable man
These are the advantages and disadvantages. Since these are now up, the RP is closed to new players. I might let more in later, after a few of our current players have died off, but that's an issue for another day.

Thanks to MeatSpace, Dragonrabbit, Sdaw, Flying-Emu and ThreeWords for sending me ideas for advantages or disadvantages. With your help, the list more than doubled.

Special thanks to Khedive Rex, for sending me truly massive piles of ideas--more than everyone else put together. Thanks to him, we discovered that PMs have a character limit.


Now, here's how this works:

Advantages are some aspect of your character that gives you an edge over everyone else. Disadvantages are aspects of your character that give everyone else an edge over you.

You don't know what the advantages and disadvantages are. You have to choose them before you know what they do, which turns character creation into an entertaining guessing game. When you know what you want, you PM me with them--don't post your choices in the thread, because that would mean secret things are no longer secret. Once I have your choices I will PM back with what they do. At this point you can choose to change one item. Only one. And you can't undo the change. Think long and hard before doing this.

You choose one advantage that you get for free. This is your natural advantage: if you have nothing else, you have this. After your natural advantage all advantages must be balanced out by a disadvantage. At the end of the day you should have one more advantage than you have disadvantages.

_

RESTRICTIONS
You cannot take Zeroed and also take Known Agent or Famed Agent.


_

_

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Secret Weapon ^
Mage of Power
Weapon Mastery ^
Left for Dead
Nonexpendable
Divine Favor
Luck of the Irish
Improvising Fighter
Danger Sense
Zeroed
Deep Contacts
Great Stamina
Fire Support
Hard to Kill
The Chosen One
Healer
Sneaky Hands
Money Talks
Jack of All Trades
Charmed Life
I See Everything
Resurrection Ticket
Last Laugh
Experienced Agent
Book Linguist
Master Tongue
Beastmaster
Physical Perfection
Nearly Invisible
Ascension Hands
Han Shot First
Dramatic Convenience
Grand Bluff
People Person
Alibi
Informed
Free Runner
Spell Resistance
Alchemist
Nature's Scrounger
The Eyes
Epic Skill Level
Charisma
Powerful Friends
Innate Location
Many-Pocketed Spatial Anomaly



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I Find Your Lack of Faith Disturbing ^
Blind
Deaf
Debtor
Completely Irrational Fear *
Known Agent ^
Sociopathic Greed *
Hideous Luck
Narcolepsy
Expendable
Terminally Ill
Maimed
Wanted: Dead
Blood Contract
Honor Before Reason *
You Want What?
Sounds Cultish *
Addiction *
Weak Patron
Pacifism *
Death Wish *
You Have Failed Me
Maps Are For The Weak
Parasite
Stylist *
Unable to Lie *
Weak Constitution
Famed Agent
Underequipped
Chronic Backstabbing Disorder *
Get Off My Damn Lawn
Stranger in a Strange Land *
Deathly Allergic to Air
Celebrity
Shiny! *
Obsession *
Chestwatch *
Primal Smell
Cannibal *
For The Evil *
Unfunded
Stalker
Sworn Enemy ^
Embarrassing Friend
Real Men Don't Use Weapons
Xenophobic *

*Starred items are roleplaying disadvantages. Take these only if you are absolutely sure that you will be able to roleplay them well. If you are not roleplaying an RP disadvantage when you are given obvious opportunities to do so, you will be forcibly assigned another disadvantage. Trust me when I say that you do not want that to happen.

^ Advantages or disadvantages with this mark may be taken multiple times, though I would deem it inadvisable to do so with the disadvantages.

Once you know what your advantages and disadvantages do, write up a description of your character and send it to me. Once I have your description, I will decide which faction you belong to (you don't know all the factions, you see). Don't automatically assume that each nation is a single faction. The Illarym, for example, have three factions. If you would like to be from a faction from a specific area, mention it. The only location in the World post that doesn't have at least one faction operating is the Sunset Jungles.

This is where the fun really starts, gentlemen. Start guessing at advantages.

"What is a villain? A twisted, wretched figure of evil, or simply a man who got in the way of the heroes?"
-Old Jack, to his captors
EDIT: To answer a question asked by a few people: You can choose as many as you want. Just remember that your advantages need to be balanced out by disadvantages. If you go for too many advantages, you'll also have a hell of a lot of disadvantages, and will probably end up with a really messed-up character. It's a fine balance, and I will provide very little help in achieving it.

 

Zemalac

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There are two sections to this post. Unimaginatively enough, they are called Rules and Guidelines.

[HEADING=1]Rules[/HEADING]

These are some rules of the game that you need to know. There are very few of them. Most of the rules in the Unknown are purposely kept secret from the players, for several reasons: to prevent min/maxing, to make the players spend time performing outrageous deeds of courage and betrayal rather than figuring out how to do something according to the rules, to allow changes to be made without disrupting the flow of the game, and finally because I find it amusing.

The rules you need to know are as follows:

[HEADING=2]SECRET ACTIONS[/HEADING]

Secret actions are any action you take that (you hope) the other players don't know about. To prevent me from going insane, secret actions are done in a more organized manner than regular roleplaying. There are a few key concepts you need to know before I go into details:

Secret actions are secret. Send them to me by PM.
Secret actions are done in the background of regular roleplaying. Only the results of a secret action will affect the flow of the game, unless something goes wrong and you get caught out murdering someone in their sleep or something like that.
Secret actions take place in rounds.

At the beginning of the game the first round of secret actions will start. It will be filled by everyone receiving information and orders from their factions--don't try to do anything in the first round. After that round I will set a deadline for the next round. Once the deadline occurs I will collect all of the secret actions that were sent to me that round and either write a narrative of them all happening at once or play them out over the course of the next round, depending on circumstances and whichever option would be more interesting. It will be done this way because I'd like to keep my sanity intact--with this system I only have to worry about secret actions a few times a week rather than constantly.

Don't worry about your secret actions being delayed until the opportune moment is past--during intense, highly-detailed action sequences, rounds will go faster than when the Expedition is just moving through the wilderness.

You may only perform one secret action per round. This is important. Some advantages or disadvantages might change this, but unless stated otherwise you can only do one. Choose carefully.
_

[HEADING=2]CONTACTING YOUR FACTION[/HEADING]

Contacting your faction while on the Unknown Continent requires you to use your secret action. They're on a different continent from you--whatever method you have of contacting them (and you do have one, right?) probably takes some effort to use, and you have to keep it hidden from everyone else. However, there are times when it needs to be done.

You may contact your faction to perform the following actions:


Gather intelligence. You can ask your faction if they'll do some legwork back on Lorin to get you some information. You can gather intelligence on a specific player, faction, rumor, or whatever else springs to mind. Each player has an Intelligence score and a Counterintelligence stat for this purpose. You will not be informed of what your stats are, but you can make educated guesses from your advantages/disadvantages. When you make a gather intelligence action, I will roll some dice. Depending on the results of the roll you might get the information you sought: or you might receive either misleading or incorrect information, or none at all.

Report mission success/failure. You will be congratulated/berated, and either rewarded or punished. You may choose not to do this, but if you fail to report a mission success or failure and your faction hears of it, there might be unpleasant consequences. If you succeeded at an important mission, you may receive a reward as well, which can be anything from gold to a resupply to a promise of greater assistance later on.

Discuss the weather. ("It's raining arrows! Get me out of here!")

Please note that it does not take a secret action for your faction to contact you, only for you to contact them.

[HEADING=2]COMBAT[/HEADING]

There are three types of combat in The Unknown: Minor, Major, and PvP. Minor and Major are players vs the environment, while PvP is player vs player. You don't actually have to remember any of the distinctions, but for those of you who are into classifications, here you go.

Minor combat is when there isn't any chance that the players could lose the combat. For example, if the Expedition comes across a band of cannibals armed with flint-studded clubs who immediately attack, there is no way the Expedition could lose that. The cannibals would get cut down by crossbows, guns and steel blades. You can narrate this type of combat without any input from the GM, except for things like "The remaining enemies flee in terror." The players expend very minor amounts of resources (gunpowder, healing, etc) and then pat themselves on the back before moving on. Most combat will be of this type.

Major combat is another beast altogether. Major combat is any combat where the players have a high chance of being defeated. Dragon attacks, hordes of natives, or assaults by gods are examples of major combat. In major combat, all players involved PM me their actions (Example: "I try to sprint for the end of the collapsing bridge and shoot the dragon at the same time"). I then roll dice and determine how well that works for you. When I know whether you live or die, I tell you (Example: "You reach the end of the bridge before it collapses, and your wild shot puts a hole in the dragon's wing"). Then you narrate your epic struggle in the thread for everyone else to see. Play continues like that until combat ends.

Player vs Player combat is when players are fighting each other. Since none of the players knows the tricks that any of the others have up their sleeves, PvP can't work like major combat does, with each player writing their perspective of the battle. There are some similarities--every player involved sends me a PM with what they want to do, and I then roll dice to determine the outcome, but there the similarities end. With player vs player combat the action is narrated by the GM.

Major and PvP combat actions are both very distinct from Minor combat actions. In minor combat, you can do whatever you like and be absolutely sure it will succeed. In Major combat, on the other hand, you will tell me what you want to do and I will roll dice to determine to what level you succeed. You might complete half of the action you wanted to, or less, or not at all.

In PvP combat, both sides are trying to complete an action at once. In most cases, this is not possible (the usual scenario is both parties say, "I stab him and block him if he stabs me"). The key is to remember that both actions happen at once: no sissy "taking turns" here. I will roll dice to determine not only to what level your action succeeds but how much your opponent manages to do as well. So what you say you want to do is not necessarily what you will do, because your opponent is trying to kill you as well.

In all versions of combat it pays to be clever or awesome. In minor combat, if you do something incredibly stupid, you'll get hurt. In major or PvP combat, doing something stupid will get you killed, and doing clever things will get you bonuses (i.e if you can stack the odds in your favor, it will help).

[HEADING=2]Treasure[/HEADING]


The Unknown is a game of exploration. During your adventures, you will delve into ancient ruins, encounter ancient cultures, and introduce all and sundry to the marvels of the modern age. Along the way, you will acquire treasure. Whether it's the sacred idol of some tribe of cannibals or the magical heart of an entire empire, your faction wants you to claim as much of the wealth of the Unknown as you can, in their name. And at the end of the day, who's going to notice a few small items skimmed off the top? Man's gotta eat, you know.

When there is a treasure hunt occurring--that is, when multiple players are competing for the same treasure--the rule is simple: whoever returns to the Cepolada or the baggage train with the treasure wins. At that point it is assumed that you have a secure hiding place of some kind to store your ill-gotten loot. This rule holds true unless you are being actively watched/pursued by someone, in which case you have to shake them before you can claim the treasure.


[HEADING=2]Death and Inactivity[/HEADING]

Character death is something that is going to happen. People are trying to kill you, after all, just as you're out to get them. Similarly, there are going to be periods of time (sometimes very long ones) where certain people won't post at all. Occasionally, people will just vanish, never to be heard from again. In these cases, the character will either be killed (if I am fairly certain that the player won't be returning to the game) or made to vanish. If a character is vanished--that is to say, is removed from play without being killed off "on screen," as it were--then the player may rejoin the game when/if they get back online. If that player is you, all you have to do is drop me a PM and I'll say hey, turns out you didn't die from being swept out to sea, after all: you were just chilling on a beach somewhere, waiting for the Expedition to sail past so you could flag them down.

The death of an active player is a whole different story. It will happen, so be careful. There are only two rules for death: First, be aware that it may not be permanent. Certain advantages allow characters to return from near-death or actual-death experiences. Second, your character's secrets die with them. No telling living players who killed you, no telling anyone your faction or your mission or where you hid your secret weapon or which cup was poisoned or anything that might be of any conceivable use to a living player.

Unless, you know, they can talk to the dead. In which case, chat away.
_

_

[HEADING=1]Guidelines[/HEADING]

These are general guidelines for playing in The Unknown. Read through them so you'll know what to expect and what is expected of you.

POSTING

Whenever you post in the thread, please post at least a short paragraph. Single-line posts are unacceptable: two-line posts might be accepted, but those two lines had better be able to make Shakespeare weep and Genghis Khan shit himself. I will need documented proof of said weeping and shitting.

In other words, please put some effort into your posts.

SECRETS

Your character sheet--bio, advantages and disadvantages, faction, the whole lot of it--is secret. The other players will only know details about you if they're obvious (your race, for instance), if you tell them, or if they receive information on you from their faction. Information from your character sheets will be used to create rumors for the other players to worry over, but other than that everything is a secret. You will have to figure out who your fellow players are while at the same time trying to defend yourself from the hazards of the Unknown Continent and trying to complete your missions.


THE WORLD

If you have any questions about specific details of the world, please ask me. The universe The Unknown is taking place in is a very detailed one that I've been working on for over a year, before I even came up with the idea for this game. Because of that, the world is very, very detailed, and occasionally confusing. If something needs clarifying, ask.

THE UNKNOWN

This game is not so much about what you know as what you don't know. Information given to you might not be complete, or might be utterly false. The only things you can trust are those you've experienced with your own senses, and not even then if there's a wizard skilled at illusion around. You will have to act stealthily, cautiously, and subtly, always worried about what you don't know, always trying to figure out events so they make some kind of sense.

Over the course of the game two unknowns will make themselves known to you. One is the obvious one: the Unknown Continent, a beacon of unexplored territory calling adventurers to it from across the sea.

The other unknown is your fellow players, and that is the most dangerous one of all.

 

Sdaw

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i have the privilege to have said that i would like to be counted in before this was posted.

"this" being the game. this game is the main reason i joined the forum.
 

Zemalac

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Excellent! This is a good number of players we have here, and there are a few who haven't posted in this thread yet as well. Looks like it's going to be a pretty solid Expedition setting out.

I've got two things I'd like to mention:

1) I've updated the world information a bit, adding some artwork for you to look at and fixing a few typos.

2) Tomorrow I will be posting the advantages and disadvantages so you can all make characters. You have until then to send me ideas for (dis)advantages, because after that I won't be adding anything to the list.

Tomorrow the fun starts. See you then.
 

ThreeWords

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I'm in, but I have a question: exactly how odd is the Painted Elf sense of humour? Are they like the elves of old mythology, light-hearted and unpredictably malicious, often at the same time, or are they more like hyperactive jesters?
 

Zemalac

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ThreeWords said:
I'm in, but I have a question: exactly how odd is the Painted Elf sense of humour? Are they like the elves of old mythology, light-hearted and unpredictably malicious, often at the same time, or are they more like hyperactive jesters?
Both, actually.

That probably needs some explanation...

You know how I said that they change their customs (taboos, etc) without warning and without reason? There is a widely-held theory among the more exasperated scholars that they do it because they think it's funny. You can't really tell their motives: they might be malicious, or they might be enjoying a joke that you don't get.

Does that help?
 

Khedive Rex

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Zemalac said:
ThreeWords said:
I'm in, but I have a question: exactly how odd is the Painted Elf sense of humour? Are they like the elves of old mythology, light-hearted and unpredictably malicious, often at the same time, or are they more like hyperactive jesters?
You know how I said that they change their customs (taboos, etc) without warning and without reason? There is a widely-held theory among the more exasperated scholars that they do it because they think it's funny.
You know, I was leaning toward the Ice Elves. I was pretty sure to. But after having read that, I must say, the Painted Elves shot up about 90 degrees on the awesome scale.

... Now I'm not sure. I guess it'll depend what (dis)advantages I get.
 

The Sorrow

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May I join? Since Ulysses imploded, I've been looking for a chance to revive
Bible and go a on grand adventure.
 

Flying-Emu

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If thar be space, then mayhaps ye shall allow the ol' Emu on th' trip? He be quite the fella, I tells ye.