Want to play in my own generic Fantasy*Age setting? I would ask that you use the point buy method and come up with a character concept/background (being as specific as you feel comfortable with). I would also like to ask that you allow me to post any die rolls (so that I can handle the stunt points, etc.) Any interest?
I would maybe be interested, would you maybe be able to present the setting a bit more, so I get a sense of what kind of feeling you'd be going for? What would the world be like?
Sorry if this sounds cheesy, but the best way to describe it in a short phrase would be a blend of Game of Thrones, Warcraft, and Middle Earth. I know that's a horrible way to present it, but there are various political factions, geological division of nations, and no one is inherently good or evil due to race or culture. Gunpowder abounds, but other technology is limited, so other aspects of steampunk are not common. And dragons are not things that hang out in caves waiting for you to slay. They are intelligent, long-lived but mortal, and have emotions and personalities on the same level as PC's. They also form relationships and attachment, and they could be a loyal and powerful friend, or a dangerous and formidable enemy.
Originally Posted by Petraliten
Last edited by G0BL1NK1NG; 10-17-2015 at 12:42 PM.
I'm Definatly Intrested and even have a Character Wrote-up for it(It was Technically for The Nestore-By-Night Game,but since I'm now running that one,I might as well re-use my Character Idea):
Name: Bodag Rockhammer Race: Dwarf Background: Innkeeper Class: Warrior
Level:1 XP:0 (Bonuses applied)
Accuracy: 0 Communication:+2 Constitution:+3 Dexterity: 0 Fighting:+3
Intelligence:+2 Perception:+1 Strength:+3 Willpower: 0
Health:39 Defense:12(14 w/Shield)Speed:10 Armor Rating:7
Languages: Common, Dwarven
Racial Ability:Dark Sight(20yards)
Focuses: Intelligence (Evaluation),Perception(Empathy),Constitution(Drinking)
Weapon Groups: Axes,Heavy Blades,Brawling, Bludgeons
Talents: Armor (Novice), Weapon&Shield style (Novice), Unarmed style (Novice)
Equipment: Backpack,HeavyMail armor(AR:7),Medium Shield, Traveller's garb,Waterskin,Battleaxe(+3:2D6+3dmg.),4 Throwing Axes(+3:1D6+5Dmg.)
Backstory: Bodag was born in the Dwarven City of Ballakyre,Eldest Son of one of the Best Artifacts Guild Families(They also Doubled as The City's Premire Caravan Guards).As Heir Apparent,he was all set to follow in his Father’s Footsteps when Tragedy Struck;An Attack by the Bandits killed his Entire Family(It was Considered “Lucky” that he was out on the Outskirts at the Time on a Guard Detail)&an old Family Rival(Maynic Stonebones)managed to somehow place all the Blame on the “Last Rockhammer”.Forced to live on the Outskirts,Bodag’s currently Employed as a Freelance Bouncer/Mercenary untill he Can Figure out how Maynic had his Family Killed(He refuses to believe the “Official” Report)…
Last edited by MacynSnow; 10-22-2015 at 09:01 AM.
Reason: Forgot to add Darsight,feel like a Chump now
Looks good. Let's see if we can get a couple more responses and then we will begin...
Originally Posted by MacynSnow
Name: Anavai of Suria Race: Elf Background: Noble Class: Mage
Level: 1 XP: 0 (Bonuses applied)
Accuracy: 2 Communication: 2 Constitution: 0 Dexterity: 1 Fighting: 0
Intelligence: 2 Perception: 2 Strength: 0 Willpower: 3
Health: 24 Defense: 11 Speed: 13 Armor Rating: 0
Magic Points: 19 Spellpower: 13
Languages: Common, Elven
Racial ability: Dark Sight (20 yards)
Focuses: Perception (Seeing), Perception (Hearing), Communication (Etiquette)
Weapon Groups: Brawling, Staves
Talents: Lore (Novice)
Magic Talents: Divination Arcana (Novice), Shadow Arcana (Novice)
Spells: bloodhound, blood mark, shadow dagger, shadow’s embrace
Attacks: Arcane Blast (ranged, 16 yards, 1d6+3 dmg)
Equipment: 18sp, backpack, traveller's garb, robe (wizard’s), waterskin, arcane device (ring), quarterstaff (1d6+1 dmg), bedroll, rope (20 yards), lantern, comb, blanket, cup, deck of tarot cards, 1 Lightning Vial (2d6 pen.dmg.)
Backstory: Refusing an arranged marriage, Anavai was sent away from her homeland by her mother, so she would not have to take the punishment from her father for such an act of defiance. Forced to live far away from the comforts of her youth, Anavai grew bitter and her only source of entertainment was the deck of beautifully painted cards her mother had given her. "Keep on reading the cards, dear. One day, you’ll understand,” her mother had said before she left. And it took almost a year, but one night the cards started to make sense. With this newfound knowledge Anavai started to travel again, this time with purpose. If she could only master these fascinating arcane arts, then maybe she’d be able to win her father’s forgiveness and go home.
Please tell me if there's something you want me to change or add.
Re: Fantasy*Age- Setting description
What follows is the setting I have in mind, I like your character backgrounds and they will definitely fit extremely well.
Krayth is a world like many other fantasy settings with a few minor adjustments. It blends (ne “steals”) ideas from other settings including, but not limited to the following: Middle Earth, Legend of the Five Rings, Game of Thrones, Warcraft and Various Fantasy Novels by Naomi Novik, Brian McClellan, Jay Kristoff, Brian Staveley, and others. Few of the ideas are my own, but many pay homage to that which I admire.
Creation Myths: Every religion/faith tends to hold its own myth. Generally speaking, the myths state that the world (firmament). Dwarven faith teaches that Krayth was a large stone that was chisled into its present form, and that the dwarves were formed first. Other races were formed by dwarves who eventually “lost their way”. The elves teach that Krayth (or Velestra, as the elves call it), was made by their deity casting the magic of stars. Halflings tend not to care much, and usually adopt the faith of humans, and gnomes usually adopt the belief of dwarves, though they have a deity they follow, who is the master of device. Orcs tend to have shamanic and primitive faiths, not following a diety but rather “spirits”, though the myth of the orcs is that the world is made of a large immense giant that died. Orcs also hold that they were not created but rather rose from the mud itself, simply out of will.
Religion: Some cultures have a “philosophy system” rather than a religion. The Empire has a very organized faith called The Church, and it follows a set of dieties. First is Alkreth, the father. Vestra, the mother, and goddess of hearth and home is popular among wives and mothers. Shallin is the goddess of mercy and healing and the daughter of Alkreth and Vestra. Torak, is the son of Alkreth and Vestra and is portrayed as a warrior, and a favorite of knights and warriors. There is also a diety with no temples, and who is not often spoken of, whose name is Phaen. Phaen is thought to inhabit the underground and to do a great many nasty things. Often mishaps, accidents, and bad luck are blamed on Phaen. Phaen also represents darkness. Phaen has priests, but they are not publically known.
The dwarves have dieties similar to Alkreth, Vestra and Torak, though their names are slightly altered (Kregan, Estra, and Trak). Most scholars believe that they were dwarven dieties first. In fact, the human myths of Torak hold that his sword was forged by dwarves. Though the dwarves to not have a deity like Phaen, they do have myths of dwarves who went too deep underground, and became corrupted.
Gnomes follow the beliefs of dwarves, but also have a minor diety, named Glendagin, who is portrayed as an inventor/mechanic. They do not necessarity worship him, but rather praise him when something goes well.
Halflings mostly call upon the human diety of Vestra, but in her Halfling form of cook, baker, gardener, and home-maker.
Gnomes and Halflings (that is in mainstream communities) do not hold religious events, but rather ask for the dieties blessing and good favor during existing celebrations and events. But they do not hold worship services. The worship services of the Empire’s church are long and very organized. Dwarves are somewhere between these extremes.
Orcs on the other hand, tend to host dances that are coupled with drinking and substances that last long into the night with hallucinations and unconsciousness.
The orcs follow the spirits of those who have passed on, famous warriors among their tribes, various animals (such as calling upon the bear for strength), etc. Sometimes their shamans might also happen upon an other-worldly being (demon/angel), though this is rare.
Elves have their own pantheon of deities, and they are countless hundreds of them, sometimes with the same name. They hold that in actuality they are all the same, but in a different form. Precisely, their faith is monotheistic, but each diety is an aspect of the One.
These are the mainstream beliefs, and there are countless cults and deviations from the mainstream. It also happens that there will be member of different faiths that hail from nontraditional races. Exceptions abound.
Races: Humans are the predominant race. They are in many different environments ranging from the highly advanced Empire, to the primitive plains tribes. Humans are highly diverse and are representative of all the ethnicities of the real world. There are countless cultures, and differences.
The plains tribes of humans have been known to have orcs, half-orcs, and rarely half-elves among them. Anyone who is able to prove themselves and contribute in some way are usually welcome to join these tribes as long as they adopt the lifestyle of the tribe itself. Of course, there is an initiation.
Dwarves usually keep to themselves, except to adventure, fight and trade. Dwarves understand their economic dependency with other races, and certainly appreciate doing business with others, though they have difficulty tolerating elves. The elf/dwarf animosity is strong in Krayth. Dwarves tend to get along well with most other races, and have a respect for Orcs, who above all, tend to love Dwarven ale. Orcs have had many battles with Dwarves, but the two races have a respect for one another that has been proven. In truth, the dwarves know orcs to have little skill in workmanship with metals and the like, but they are brave warriors who are also tough, and the dwarves respect that . Somewhat.
Please note, in Krayth, female dwarves average about 4’6’’, are stout, but as attractive as other races, and are not gruff like their male counterparts. Most definitely, they do not have beards.
Elves hold themselves in high regard, and have a superiority complex. Their culture and way of life is ancient, and has changed very little. They love magic and believe that it permeates all things. Rarely, there are elves who fall in love with humans, but they are not welcome among the elves. In some instances, half-elves return to elven communities, but life for these individuals is difficult socially.
Gnomes love the company of dwarves, halflings and humans. They tend not to interbreed. It is rare, but has happened in the past.
Halflings prefer excitement (within the bounds of safety), food, drink and home. They reside among grassy hills and love to garden. However, they have difficulty with staying put at times and get the thirst for excitement and adventure. It is not common, but when it does happen, it is profound.
Orcs in Krayth are not inherently evil. They are crude and uncivilized and when provoked will unleash hell, but they are merely another race. The orcs of Krayth resemble a mix between apes in Planet of the Apes and the Tauren from World of Warcraft. That being said, orcs have warred much dwarves, but the race they have the most difficulty with are elves. Orcs and elves in Krayth are polar opposites.
Common: human+elf, human+orc, Halfling+gnome
Uncommon: Dwarf+Gnome, Dwarf+human,
Rare: anything else. Possible, but not probable…
A Empire: The empire is a collection of noble houses that is currently headed by the emporer Tragos Drayk III.
House Theragon: [symbol: white hawk on blue field] Noble house intermarried with House Drayk. Located to the northeast of the Empire and possess the most agriculturally prosperous region. They actually trade barley and wheat to dwarves, and are noted for producing the greatest fruits and wines. They control a vast amount of wealth. There is elven blood among the members of House Theragon, and elven nations deal positively with elves, moreso than anyone else. Theragon’s holdings are to the northeast and border the plains (inhabited by tribes) and forests of the elven nations.
House Drayk: [symbol: red dragon]The current ruling house. House Drayk has a bloodline to distant Shin (which resembles Asia in the real world). As such, the people of house Drayk have a somewhat Asian appearance. They are a militaristic family and control the largest and best trained army. They also have a unique fighting style, which hails from Shin, and are the best duelers and hand-to-hand fighters. They take great pride in this. This house, and lesser houses attached to it, have the practice of making elaborate tattoos. Those unrelated to House, but somewhat otherwise beholden to it, also have tattoos that symbolize something. The lands of House Drayk are to the southeast. House Drayk enjoy the use of technology and support the research and development of gnomish architects, artisans, and inventors.
House Thraxis: [symbol: green spider on black field]. House Thraxis controls the northwest of the Empire, and borders the lands of House Kurandal, who they often spar with. These lands also border the swamplands dominated by the orcish tribes, and the wasteland of Ishkar.
At one time, Ishkar was a powerful civilization that was very advanced. A catastrophe occurred, that was magically vast, and the energies released destroyed their entire civilization. House Thraxis has had to build a wall to prevent vast numbers of undead from coming through and entering the empire.
Because Ishkar was so advanced, there are vast quantities of magical items, art, and artifacts. Lost technology abounds, and House Thraxis has a monopoly on the sale of these things. Though dangerous, excursions into Ishkar occur, but they are organized and controlled exclusively through House Thraxis. House Thraxis is the most wealthy house of the Empire. Many orcs man the wall, and orcs are welcome here because o this, though the noble family has no orcish blood.
House Kurandal: [symbol: forge]. House Kurandal controls the mountains and are the best artisans and tradesmen. Though they are part of the empire, they are dwarves. House Kurandal has good relations with other dwarven factions, and are widely respected among the other houses of the empire. House Kurandal rules the mountainous region to the southwest of the Empire.
Elven Nations-Each “nation” is separate but all pay fealty to the elven king.
Dwarven Kingdoms-Five of these exist. House Kurandal is a kingdom in its own right, when dealing with other dwarven kingdoms, but in regards to the Empire is subject to the Emporer.
Thronehold-capital of the Empire.
Swamplands-area near the lands of House Thraxis, home to some humans, orcs, snakes, etc.
Plains-Border House Theragon’s lands. These are home to many nomadic tribes that are hunters and gatherers. The tribes are mostly human, but with elves, and orcs also constituting a small part. Nearly all members of these tribes have some DNA, even distant it may be, from another race. Because of this, they have, over time, developed a distinct appearance. Even the humans of these tribes have slightly pointed ears. The half-orcs of the tribes may even effectively have some elven blood and so forth.
Ishkar-At one time, this was the greatest civilization. Anyone who dares to go here is likely to find lost technology, magical items, precious gems, etc. But they will also find undead, and a land that pulsates with green energy intermittently.
Shin-a distant land that is akin to Imperial China, coupled with Feudal Japan. Other influences abide.
~There are countless other regions that will be revealed in time…
The Celestial Order: The Celestial Order is a collection of mages who are very organized. Each mage is expected to train apprentices, and all are expected to contribute a portion of their earnings to the Order. It is illegal for someone to be a resident of the Empire, a mage, and not a member of the Order. Members of the Order are identified by their robes, which are usually Black, Red, or White. These relate to the three moons of Krayth, but little else is widely known about the significance of the color.
The Church of the Empire: The church is wealthy and powerful. They also sometimes send adventurers on missions to do the church’s bidding.
The Guild of Research and Exploration: First created by a group of gnome merchants, the Guild connects those with money to those who are expendable and stupid (or rather, “curious and brave”). When there is a mission to be done, one approaches the Guild. The Guild then locates adventurers to complete a mission, keeping a portion of the money as a “finder’s fee”. The Guild has branches throughout Krayth, but its main office is in Thronehold. Over time, the Guild has become large an powerful with interests of its own. When you hire the Guild, you are ensured of secrecy. When you adventure for the Guild, have NO idea who you are really working for…
Symbol: compass and crescent moon.
The Kettral: The Kettral are elite combat forces who are loyal to no one but the Emporer and fly around on giant eagles.
Silver Shadows: Vigilante organization committed to fighting evil and promoting justice for the common folk.
Powder Mages: Faction within House Kurandal of Mages that use gunpowder as a drug along with firearms and are able to manifest mystical effects due to this. Powder Mages are almost exclusively Dwarven.
Druids: Nature priests who defend the wild, and preserve the natural. They leave society alone, more or less.
Tragos Drayk III: Current Emporer.
Meridan Theragon Drayk: Empress and Daughter of the Lord of House Theragon.
Graythorn: Benevolent and powerful wizard who supercedes in the events of mortals, at random times. Most well-known of the saints.
Celestia: Elven sorceress, and a saint. Known for mercy.
Flara: Elven rogue and assassin. One of the greatest among the Silver Shadows. Often cold and distant, but committed and gets the job done.
Differences from other Fantasy Settings:
Gunpowder abounds and is sometimes used as a drug by some mystic fighters.
Orcs are not evil, necessarily.
Krayth is about three times as large as Earth, with three moons.
Dragons are kept and trained by some nations. They can speak, and learn new languages, but they have wills of their own. They become very attached to their “masters”/ “riders”, and can communicate telepathically. They are not magical as in some settings. Fighting with a musket, while on dragonback, is a skill prised by all armies.
The Saints. The Saints are effectively wizards that became so powerful that they transcended mortality and are able to travel through time. They appear where and when they please (Think, Dr. Who + Gandalf).
This reads like an awesome place to run a Game in,can't wait for more!
Seems great! Looking forward to it
Bodag and Anavai roll into the small town of Ravenrun (about forty miles from the city of Akesh, a bustling center of trade in the lands of House Theragon), and about the same time. Why you left home, why you ended up here, these are questions you ask yourself. When you arrive, you head to an inn to get a warm meal and a beverage. You notice that this community is much smaller than what you are used to. The inn is almost empty, but for a few patrons that look in your direction and whisper (evidently, they are not used to strangers passing through). Pretty soon, the patrons finish, and leave calling it a night, and the innkeeper steps back into the kitchen to make tomorrow's pies.
The two of you are left alone together, meeting one another for the first time. [perhaps you introduce yourselves].
Last edited by G0BL1NK1NG; 10-23-2015 at 12:59 PM.