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 Post subject: Looking for players!
PostPosted: Tue Apr 21, 2015 12:12 pm 

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Hello!

I am looking for players to help me flesh out some stories in a Homebrew World I call Mortron.

It has two different settings. The main setting doesn't change much, but there is another part of the world that changes quite a bit, and changes the timeline I have for it. So, the players can choose which they want.

1) The Lost Empire is technological

2) The Lost Empire is not.


The original Design was number 2, however another group of play-testers like the idea of number 1, so I ran it under that. It didn't change the main continent you play on much, but had subtle effects and plots.

Being a DND world, typical fantasy stuff exists. Their are three Human nations, 2 Elven ones (One typical High Elf society, one Primitive Tribal), 2 orc empires, and 1 Dwarven Kingdom, fractured between 3 Major Clans (4 if you include the Deep Dwarves), Since their is now Dwarf King.

Gnomes are one race that has no real establish place, and work as an underclass for dwarves (if they exist at all), and Halflings do not exist.

The following is the Basic Setting, Things that are known by most the population, and my possibly poor description of The map, since i do not have an electronic one to put up.

Basic Setting: The land of Morton, as it is called, is a land stifled in conflict. Three human nations dominate most of the continent, though only one truly has control over the entirety of its borders. The other two share a border, and are also separated by a massive swamp. None that have entered into this swamp, have returned. Below them, resides the mountains of Kurn Kazal. The Dwarven clans reside there. However, there are many areas of the mountain left unexplored, and a few where the dwarves once threaded, but dare not any longer. To pass the mountains, you must go by boat, magic or walk through one of the two paths, which reside near the east or west coast. There is a path through the center... the Mines of Gorgoth. However, despite the mine having been there for some six centuries, it is said no one has step foot into them in almost all that time.


Nations: This will set up the nations, and their culture.

Humans:

Kingdom of Korinth: A nation of grand cities and stunning fortresses, this nation is the descendants of an ancient kingdom from across the sea. Its name has been lost to history, and most do not even believe it exists. The land is usually referred to these days as the Lost Empire. However they are some of the best craftsmen in the world when it comes to engineering. Their shared border with Gizmar is riddled with small keep type fortresses, and their citys and ports shine of marble and stone. Their military strength is one of the strongest in the land, and they are Ruled by King Bloodwraith, a just and fair king. Poverty is low in this nation, as is hunger.

However, for all its grandeur and wealth, and military strength, it does have a few flaws. One such flaw being they have a racist view towards non-humans, and believe that they should be servants or slaves to humans. This view has not made them popular with the dwarves who reside in the lower territories, and a few border skirmishes had erupted from this view. Also, while they do have some churches of worship, and divine magic, they lack arcane magic. Some are born here or there, but there is no collage, no guild. Mages born in Korinth must fend for themselves, and history has shown that mages have been persecuted in the past, for not being honorable or able to fight to defend themselves. Capitol city is Ta'lorn, a city of shining light, and said to be the beacon of all that's good and just.

Kingdom of Gizmar: The second human nation, Gizmar does not have the crafting expertise of the Korinth, when it comes to Structures and fortresses. However, they do have something that no other nation in the world has managed. Gizmar has the Boomstick, a staff looking metal rod, that makes loud thunder noises, and somehow drops enemies from long distances. The weapon is highly rare, but the Royal guard are known to have them, and it is said they also have large ones that take two horses to pull. However if that's true, they have not been used as of yet. Gizmar is mostly flat ground, and as such, cattle and horses are raised plenty there. They also have good relations with several dwarven clans. They also have good sized forests, which allow them to construct a fleet of ships. However, they have fewer cities, and fewer fortresses, and they try to explore the swamps between their nation, hoping to find a path through. None of their expeditions return.

Ruled by King Ironside, his royal guard are known to be highly proficient in those thundersticks. He is somewhat of a tyrant, however despite the fact he uses his power for his own ends, he has the respect of most of the populace, due to his hard stance on the border, and his open mindedness when it comes to religion, race, and magic. The City of Silent hills, built near the northern border, is the home of the Gizmar Royal academy of Magical Studies. It is one of the few places that people can go to learn magic. It also overlooks the river that divides the two nations, and its watchtower allways looks for signs of attack. Its capitol is Ascendia.

Kingdom of Herineth: A much calmer nation, this is probably the weakest in the human nations. However, its people are probably the hardest working of the three. hard work is good for the soul, and the strength. Its military is consistent of Trained Militia, and Knights. While in its early history, it has had conflicts with the Elves of Barrier Forest and Quintarra, which lie on its east and west borders respectfully, its biggest, and most dangerous enemies have been the orcs. However, for over 500 years, the orc attacks have usually been repelled by the Barrier Forest, and the other Orc nation, has not really been heard from since the Earth Shake that tore it from the mainland.

Herineth is a mix of grassy hills, flat plains, and mountains. Small forests dot the landscape. Like Korinth, it has many citys, but unlike Korinth, who cities are built like fortresses, Herineth citys are sprawled out. They are also constructed of stone primarily. The Capitol is Brom Hold, where King Lemric sits. The nations is very isolationist, not doing loads of trade and being self sufficient. However they do have two major trading points, one on each side near the valley paths through the mountains. This allows them to trade with both Korinth and Gizmar, without fear the other nation raiding its trade caravans. They do not have a large navy, but many other nations merchants morr in their docks. It is the most peaceful of the Three nations.

Elven Nations:

Elves of Quintarra: These elves are known for their hatred of orcs, their dislike of humans, and their powers over the arcane. Unlike humans, who must study, elves seem to have it in their blood. Unlike the human nations, which have races mingled together, only one town outside the forest along the border, owned by the elves but technically in the Human nation, is where the elves go to conduct trade. None are allowed entrance into the forest without permission, and even then, no non-elf has ever seen their capitol.

Aside from magic, they are also skilled rangers, and oracles. They are not a nation of war, and are not well populated. No one knows how many elves there are within the forest, but they know even with their limited numbers, their powers could be astounding. Ruled by a Council of Mages, where five members reside.


Elves of Barrier Forest: Unlike their cousins in Quintarra, the Elves of the Barrier Forest could be no different. They set themselves into tribes, and are stronger and just as agile as their cousins. However, they do not possess at least in view, the same mastery of magic, nor the same level of construction. The elven cities people describe in Quintarra are lavish structures built high into the treetops, with pulley elevators and strong ropes to hold the bridges in place. Barrier Forest, has none of that. Each Tribe has carved out its own territories, and wage war on one another from time to time. They have a peace treaty with the Humans, however there is no trade, for they have no 'economy'. The property of ownership is a concept that eludes them. The objects belong to the tribe, and are returned to it if it is no longer needed. There is no money, though raids on the humans had brought some over.

The elves spend most of their time defending themselves against the Orcs of Gontomar. However their superior training, and access to metals gives them the edge. However, there is one area of the wood, Called the Dark Wood. It is said inside lies the city of an ancient species. However, the elves dare not enter that place, and it is closed off by a ring of fortresses and the sea. Evil seeps through there, however into the wood.


City Elves (Elves not of the wood): City elves have lost their heritage. They are mostly just as the humans of the nations they live. Korinth however, keeps elves as slaves. The best a elf could hope for is servitude with a kind master, and possibly freedom to become a man servant.


Dwarven Clans:

The dwarves are split into several clans. The largest being the following

Wheel Clan: Said to be the most powerful clan, it holds the Throne of Moradin, said to be the first King to rule the Dwarves as a entire nation. However, that was 2000 years ago. Sometime 1000 years ago, a King died, and had no heirs. The various tribes wished to become King, and a war broke out. Since, the Throne has remained empty, waiting for its rightful leader. The Stone Sentinals, an order of Dwarven Defenders, stand vigil still, protecting the throne, and the royal coffers, waiting for the King to Return. Currently Ruled by Chief Bloodstone.

Iron Clan: The Clan of Iron, it possesses the richest deposits of ore and metals. They also have the strongest army of dwarves, and control the western path. They tax humans that use it. Border a wasteland, where goblins and orcs seems to pour from. Ruled by Cief Bronzebeard.

Black Mountain Clan: A deep clan of dwarves little is known about them on the outside, other then they almost never see the light of day. What little is known, is that they possess magic, and seem to not wish contact from anyone.

Stonecutter Clan: Clan of craftsmen, they run the Eastern Path. They usually charge humans who wish passage, and have constructed several 'fortress' blockades, that one must pass through to get by. A modest military protects the pass. Ruled by Architect Torvuld Loghair.


Orc Nations:

Kingdom of Kelthor: Once known as the most powerful nation, able to take on the Lost Empire, it has fallen silent since an earthquake that changed the face of the world. Since then, none have been to the island that holds the Massive Mountain called Kelthor. However, it is said it possess richs beyond imagination. Ruled by Irish Drinker, a Troll of Immense Strength.

Kingdom of Gontomar: Another Orc Nation, that by whatever means, was severed from the main land and turned into an island. However, for whatever reason, these orcs still manage to construct ships, and sail to the mainland. Mostly they land in the forests to fight the Elves, but occassionally, they will land in the core of mans home, and cause some damage.

However, from speculation, and what they see, there appears to be no metal on the Island. Orcs that make it to the main land, wear armor made of bone or stone, and weild giant clubs or axes made of stone. They are lead by the Orc Warlord, Morgothin.


Other places of Note:

The Unending Storms: About 100 miles from the west coast of Morton, lies the Unending Storm. What caused it is not quite known, only that it appeared only a day after the Great Shake. Rumor has it beyond is the Lost Empire. However, the ships that had gone, have never returned.

However, there was one that did, supposedly. It was gone for well over a year, and when it returned, its crew was almost non-existent. The captain, his first mate, and three others made it back. They were given medical attention at a local temple. They did not dare speak of it though one of the crew members kept saying "Its true... its true.." Two more died after a few days. The three that survived, vanished from the temple one night, and have been missing ever since.

Ruins of Korma: An ancient city, and surrounding area, the historical texts state that it was the first city settled by the Lost Empire. It thrived and even started to have its own government. It sent settlers out into the world, where they encountered a species later known as the Orcs. Despite the advanced weapons and tactics, as well as fortifications, the Orcs were too numerious, and managed to sack and raze the city. However, before the Orcs could make off with the goods, a clan of dwarves attacked them, and destroyed them all. The humans that survived were escorted to modern day Korinth, far from the orcs homeland. It is said that many ancient secrets still reside there, including the atlas of the Lost Empire.

Swamp of Lost Hope: The Swamp of Lost Hope is a place of evil. History states it used to be a massive Bay, during the shake, it was closed off from the sea, only a small river leading to it, and slowly became a bog. The only known species to live within the swamps are the Tribes of Lizardfolk that were driven from the human kingdoms. However, short of that, it is unknown, for no one has ever come back out alive.

City of Sin: A city accessible only by sea, for it lies against the Mountains. The city is called that, for every vice can be filled there. Piracy is also a big practice, and due to its defense position, the Human nations have had little luck cracking it. However, the city is left alone mainly due to fact that it is the best place to find spys and assassins, and despite its namesake, most of the 'professionals' that reside there do keep their word, and their contract. Produces the finest brew in the world.

Mines of Morgoth: A mine that cuts throught he center of Kurazul mountains. It has been sealed on both sides by the dwarven clans, and has not been open since. Only a dwarf knows the reason for the mine closing, and only a dwarf knows what the mine was, and they do not speak of it.


Geography:

Morton is a large continent. The Northern half, is comprised of hills, small forests, small lakes and plains. The Two human kingdoms thrive here. However in the center of the two borders, lies a massive swamp, and a single small river leading to the ocean.

The upper remaining quarter, is a huge mountain range. This isolates the North Kingdoms from Herineth, which while peaceful, is not as industrialized or populated as the north, and has more monster problems. The mountains are huge, and there are only two known ways to pass. The Path of Pelnor, in the east, ruled by the Stone Cutters, and the Tunnels of Terinth, Ruled by the Iron Clan. This one is not quite as safe as the Pelnor Pass, but has three exit points (all three in Korinth) and is usually well patroled. On the west coast of the mountains, lies what many believe to be the landing site of the Lost Empire when it first made dock in these lands. It is now a barren waste, though a few towns and citys, now in ruin, dot the landscape. Wild Orcs and Goblins roam the wastes, as do much darker creatures.

To the East of the Mountains, in an alcove, lies the City of Sin. Home to pirates, smugglers and all around bad people, it is a fortress city. The one city on the continet where anything can be found, and anything is possible.

South of the mountains, lie two massive forests, and Herineth. Herineth is almost all flat plainlands, with few rivers. However, their horses are well sought after, and the somewhat peaceful life they live means that they are somewhat wealthier then their northern neighbors. However because of the lack of a strong central military, and the monsters that still roam the plains, or come from the hills in the north, the peasants are usually trained in militia fighting.

out at Sea, to the east, lies a rather large island, Gontomar. Here orcs make raids against the humans and elves of the mainland. They also make trade arrangements with people in the City of Sin.

To the South West, many miles and out of site, lies a huge mountain. However, no one goes there, for it is said to contain a orc empire. It is unknown why after it was split from the mainland, it has never been heard from again.

To the West in the center of the ocean, lies a massive storm. None know why it stays in the same spot, or why it seems to circumvent the globe. A few sailors tried to head east, but were never heard from again. The Storm is said to destroy all that come across it.


The next part is some spell restrictions:

There are spells that are limited based on the nature of the campaign.


Anything having to do with undead is not allowed. Necromancy in dealing with the Undead does not exsist. Same for Detect Undead, Halt Undead and the like. Anything that summons undead is likewise, not possible.

Ressurection Magic does not currently exist, except in extreme circumstances (Divine Intervention, if such a thing exists).


Teleportation Magic is very rare. A closly guarded Secret, The Arcane University in Gizmar has Teleportation Circles, that lead to various places within Gizmar, but spells like Teleport and Greater Teleport, Phase Door, Shadow Step, and the like, are closly guarded. In Game Terms, you will need to quest for such skills.

Planer Magic is unique. While planes exsist, there has been little research into their effects on the world. Thus spells like Gate, Planeshift, and Planer Binding and Planer Ally will generate very random effects and destinations, unless a person is well versed in Planer Lore.



Again, This was a DND world, so try to keep the power levels in line with that. Hope some people find it interesting :)

EDIT: As I was suggested to put this in, what to expect from my RP's:

Their will be some random events that happen.
The players will be the ones that write the story. I am very much a sandbox type player and DM, so I will do my best to try and fit whatever it is you want in a game.
Death: Normally, I would say Death is a part of life. However, Freeforms do not follow the same rules and the like. So, again, it is up to the player. I will not kill anyone, unless they state they are ok with that possibly happening.

If you have any other questions, don't hesitate to ask :)


Last edited by IrishDrinker on Tue Apr 21, 2015 3:49 pm, edited 2 times in total.

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 Post subject: Re: Looking for players!
PostPosted: Tue Apr 21, 2015 12:34 pm 

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This will be a first for me, but I am interested

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 Post subject: Re: Looking for players!
PostPosted: Tue Apr 21, 2015 12:41 pm 

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I like this idea. I have a wood elf in mind (Skyrim speak)

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Always looking for a new partner! Here is my "resume"
viewtopic.php?f=74&t=48075
My Character's
viewtopic.php?f=6&t=45307


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 Post subject: Re: Looking for players!
PostPosted: Tue Apr 21, 2015 12:55 pm 

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Sounds good. The ones most like Bosmer, are probably the Barrier Elves. Alastar, any particular character in mind?

And thank you for your interest in my world :)


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 Post subject: Re: Looking for players!
PostPosted: Wed Apr 22, 2015 12:56 pm 

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Alright, so far got two people looking at least. Anyone else up for helping out? Also, if you two would like to put forth a character idea so I can critique it, would be helpful :)


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 Post subject: Re: Looking for players!
PostPosted: Wed Apr 22, 2015 12:57 pm 

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I wouldn't mind having a companion... Animal or human... :)

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Always looking for a new partner! Here is my "resume"
viewtopic.php?f=74&t=48075
My Character's
viewtopic.php?f=6&t=45307


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 Post subject: Re: Looking for players!
PostPosted: Wed Apr 22, 2015 10:44 pm 

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That can be arranged. Again, it depends what your character is and where they are from.


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 Post subject: Re: Looking for players!
PostPosted: Wed Apr 22, 2015 10:50 pm 

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Do you think it would be possible if my character was a decendant of an ancient elf. If not that's okay with me. I just saw that and I got excited XD

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Always looking for a new partner! Here is my "resume"
viewtopic.php?f=74&t=48075
My Character's
viewtopic.php?f=6&t=45307


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 Post subject: Re: Looking for players!
PostPosted: Wed Apr 22, 2015 11:14 pm 
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This seems damn well constructed. I'll give it some thought and get back to you this weekend sundayish

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 Post subject: Re: Looking for players!
PostPosted: Wed Apr 22, 2015 11:55 pm 

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Look forward to it Trever! If you have any questions, let me know :)

Ancient Elf? What do you mean Princess?


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 Post subject: Re: Looking for players!
PostPosted: Thu Apr 23, 2015 12:00 am 

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Going to officially post my interest as well. Still thinking about doing a half-orc fighter type, but not completely sure just yet.

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 Post subject: Re: Looking for players!
PostPosted: Thu Apr 23, 2015 1:47 am 

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Alright, got the owner interested! Now I NEED it to succeed :P

With a Half Orc, he would not really be accepted in most societies, unless it was an Orc one. While the two empires would have a hard time coming with a reason (Gorgoth less so then Kelthor), their are smaller tribe of orcs in the Mountains and Hills. So it is not unheard of.

Just let me know what your thinking, and I will do what I can :)


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 Post subject: Re: Looking for players!
PostPosted: Thu Apr 23, 2015 3:51 am 

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Also, I do have a list of gods From the three Human kingdoms, and the Quintarra Elves, if anyone is looking for them. Their are a few cults as well.


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 Post subject: Re: Looking for players!
PostPosted: Thu Apr 23, 2015 5:53 am 
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I have not done this before...your world sounds facilitating. I am willing to try. I am on every day.


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 Post subject: Re: Looking for players!
PostPosted: Thu Apr 23, 2015 2:54 pm 

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Alright, guess I will go make the OOC for character discussion, and Can work out the details like if your all going to know one another, or if this will be a bunch of 1x1's sorted out, or a combo of the two.

Here is the OOC:

viewtopic.php?f=20&p=291458#p291458


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