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[PbP] [Fellowship] Let the Prologue Commence!

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  • The BraysterThe Brayster UKRegistered User regular
    The Overlord


    The Queen of Souls
    Look: Glowing Eyes, Imposing Armor, Impossibly Pretty, Menacing Aura

    No one can truly say they have set eyes on the Queen of Souls, certainly not with their minds intact. Some legends suggest that she is a beauty without parallel, others describe her as a haunting spectre in a dead warriors armour. The truth cannot be certain.

    Army: The Scourge
    You and your armies spread corruption and blight, and those tainted by it join you and your cause.

    The Armies under the command of the Queen of Souls have no discernable origin. It is comprised of both undead and spiritually possessed in equal measure, across all races. Anything that cannot be brought under the thrall of the Queen is destroyed, leaving behind nothing but ruins and corruption in their wake. Legends still speak of entire Kingdoms that have disappeared from the map over the years.

    Starting stats:

    Warrior: You cannot be beaten in combat.
    Terrifying: Where you go, no one holds Hope.
    Unknowable: No one knows your plans or next actions

    Weakness: Hearing True Name – Aranea Galesdottir**

    Master Plans:

    Plan A: ???

    Plan B: ???


    Foibles:

    You are arrogant: Every setback is minor and can be dealt with. Everything is fine and you know you cannot lose.

    You are busy: The fellowship's destruction is not your actual goal. You have something you want, and your focus is on getting that. When you personally engage the fellowship, your goal is not to kill them all, but to get them out of your way while you do your thing.

    You are honor bound: When you make a promise, you will always keep it, even against your better interests. This weakness may seem silly, but it makes for a better game when you can negotiate or gamble
    with the heroes and they can trust you to keep your end of the deal.

    Gear:
    An elegant sword, exotic in design (Melee).
    Destructive blasts of fire or lightning (Dangerous)

    Generals:

    General Utred

    The Queen of Souls knows that while some problems may call for the surgeons knife, others call for the hammer. General Utred is that hammer.

    The Warmonger: This powerful warrior wants a fight, real bad, and won’t take no for an answer. If you meet them, they’re going to fight you, end of story.

    Stats:

    Unstoppable: The Warmonger’s attacks are always Hard Cuts and cannot be Overcome.

    Wildly Reckless: When the fellowship Keeps Them Busy, the person keeping the Warmonger busy decides the targets of the Warmonger’s Cuts.

    Tough As Nails: The first time the Warmonger would be damaged or destroyed, damage this stat instead.



    **It is important to note that you know this, as players, so that you have some vague sense of how to start overcoming The Overlord without flailing blindly in the dark all the time. However, you, as characters, DO NOT KNOW THIS, and need to figure this out, one way or another.

    Steam: TheBrayster
    PSN: TheBrayster_92
  • The BraysterThe Brayster UKRegistered User regular
    The next step is a very important one: Establish the Lore of your People.

    This can be as much or as little as you like, as you can continue Establishing Lore as the game goes on. Ideally, I'd like each of you to submit maybe a couple of paragraphs to get everyone on board with what you and your people are about. Ideally, this would include at minimum:
      [*] Tell us about your Hero, physical and personality.
      [*] Tell us three facts about your people.



      If you want to go a bit more in-depth, include (any combination, or come up with your own):
        [*] Who are your people on good terms with? How about bad terms? Why?
        [*] What’s one thing your people have that no one else does?
        [*] What is the political structure of your peoples’ society?
        [*] What do your people most value? What do they least value?
        [*] What is your people’s greatest accomplishment?
        [*] What is your largest city called, and what is it like?




        Once everyone has submitted this, we can then discuss as a group:
          [*] Whose people did the Overlord hit first and hardest?
          [*] Whose people has the Overlord mostly ignored?
          [*] What impossible thing has the Overlord already done?

          Steam: TheBrayster
          PSN: TheBrayster_92
        • Dex DynamoDex Dynamo Registered User regular
          edited July 2020
          Namora Rose is a tall, slightly lanky woman with luxurious long red hair, and an ample number of scars, some slight, some very pronounced, across her entire body (and a laugh and a story to go along with every one). She is quiet but jovial, slow to respond but quick with a joke. Her eyes are weary, the weight of a kingdom and the exhaustion of a lifetime at sea reflected in them, but there is still a spark of adventure tucked away in there.

          She is the Queen of the Riders Errant (or, as some might disparagingly say, and she is known to say affectionately on occasion, she is the Queen Of Pirates). Her throne sits forever empty in the distant kingdom of Cut-Purse Cove, the Last Great Pirate Haven, her life always on the move. The Riders Errant are a widespread people, made up of outcasts, people seeking freedom on the sea or in the wild, and admittedly, a fair number of bandits, pirates, thieves, and scoundrels hiding in the collective shadows. But though they may separately be a thousand bandit dens and pirate ships, together they are a kingdom, and they are Namora's people.

          Since the the Age Of Bandits ended, the Riders' numbers have thinned considerable, and they are a fraction as populous as they were in generations prior. Some even doubt the existence of Cut-Purse Cove, believing it to be a ghost story to scare children. Honestly, Namora quite likes it that way. Those that want to find it know where to look. Those that want to destroy it can imagine it destroyed. Everyone wins, honestly.

          Three facts:

          The Scoundrel's Agreement: The thing that makes the Riders Errant a people is their steadfast belief in the Scoundrel's Agreement, an ancient pact and scroll that is part manifesto, part book of law, and part tactical guide to mischief and petty crime. The Scoundrel's Agreement is the Riders' grand achievement, a text at least passingly known by every pick-pocket and criminal outfit there is, as well as by most royal courts and town guards (after all, that's part of why it exists, and the unique thing shared by every Rider, is rules of engagement to keep Riders safe should they end up on the wrong side of the law, in exchange for an Agreement to keep innocent lives safe*).

          Key principles of the Scoundrel's Agreement include:
          • Treasure is good, but people are priceless (this one in particular is important; Riders might be pirates, they might be thieves, but to take a life is something that is considered the weightiest of asks, only invoked in the most dire of circumstances; you won't find many assassins or cut-throats among the riders, if any)
          • Never draw a blade when a pen will do the trick
          • To share the risk is to share the reward
          • Dream big, and claim the world as your prize
          • Speak truth to power, and then empty their pockets

          Ambition is everything: The Riders Errant are a people that value big plans and big action. Life is short, go for one big score.

          The Blades in the Dark**: There is an order within the Riders, that Namora is more practically considered the ruler of. The Riders are, suffice it to say, a people who do not wish to be ruled, so a proper governmental structure is folly. The Blades' role, and Namora's role by extension, is less that of an organizer (though Namora's mother, the last Queen of Riders, raised an army of Riders on one occasion prior), than that of an intermediary. Making sure people get pulled out of trouble. Making sure innocent people don't get hurt. And making sure the Riders' lives remain free and prosperous however they can. Blades ride alone, or with a bodyguard as Namora does. Because they need to be anywhere in the world at any given time.

          * OOC: For reference, a lot of this is cribbed directly from the Guild Of Calamitous Intent from the Venture Bros. I really like the concept.
          ** I'm sorry for this. It just felt right.

          Dex Dynamo on
        • InvictusInvictus Registered User regular
          edited July 2020
          Kaj is an immensely imposing physical figure, tall and bulky even for an Orc, with intense light red eyes, just this side of pink, that miss nothing. He is clad in mismatched bits of clothing and armor that protect the most sensitive parts of his anatomy while emphasizing the complex and deep layers of scar tissue that cover his exposed flesh, including the bare left side of his chest. His stride is calm but uneven; clearly he has past injuries that inhibit his movement, but his pace comes off as inevitable and not slow.

          Kaj is a killer. He does not delight in it, though many think he does, as those misconceptions serve him, but his history is one of combat and struggle first and foremost. In the end, he is with the Fellowship not because of his prowess in battle. Other Orcs surpass him there, as his past injuries are severe even for an Orc. Instead, he represents the Orcs because of all of his people, he sees most clearly what must be done, and he does not hesitate.


          Of the Orcs:

          Until recently, in living memory, the Orcs were slaves. They will never be so again.

          Orc physiology is tuned for labor and combat. While Kaj's bare chest serves the social purpose of intimidation, in fact he is giving up no combat advantage, as few suits of armor would surpass his scars in practical durability. As a result, while full armor is common in purely battle-oriented contexts, most Orc warriors of serious experience display their scars openly.

          Orc culture is fundamentally egalitarian and meritocratic. The voices with the most influence are those who have demonstrated their ability. The Orcs could not have risen to independence without those voices.

          I anticipate saying much more about the Orcs, but I'd like to know our first set of lore before saying more.

          Invictus on
          Generalísimo de Fuerzas Armadas de la República Argentina
        • InvictusInvictus Registered User regular
          oh, man, Dex, you and me are friends

          Generalísimo de Fuerzas Armadas de la República Argentina
        • El SkidEl Skid The frozen white northRegistered User regular
          This is sort of freeform, but I think it’s a good intro...

          Rose is a fun-loving Girl who is very difficult to pin down (and many have tried!). She enjoys good food, old wine, games of chance and playing the odd prank on people. There are rumours out there that she is a thief and con-artist, which she flatly denies, even when confronted with an item that technically belongs to someone else that has somebow made its way into her hand.

          She stands almost 4 feet tall and is slim- but not scrawny!- and has a lovely disposition for the most part. On the very rare occasions that she gets angry her voice has been known to steadily get louder as she rants until by the end of it glasses start shattering.

          Halflings as a people are nomads- they used to live in the north and had small farming villages and a quiet life filled with food and family...until the armies of the Queen of Souls appeared and systematically dismantled their civilization. The quicker and cannier Halflings managed to get together what they could salvage and move on into the other lands, where they live as nomads..never putting down roots for fear they will be torn away yet again.

          But this trauma has strengthened their bonds of family and friendship, and halflings tend to form very close-knit communities filled with laughter and merriment, and some of the best food to be found in any land. Kings and lords with deep pockets try their best to lure halfling chefs to leave their families for the lord’s kitchens, and the ones that succeed eat very well.

          Halflings are met with distrust in most quarters however- their fun-loving nature and love of pranks does not sit well with a certain class of people, so they have developed a keen sense of when they’ve overstayed their welcome and it’s time to move on, Truth be told though most Haflings are judicious about their pranks, seldom tricking the same person twice... unless they deserve it of course.

        • El SkidEl Skid The frozen white northRegistered User regular
          Haha I think Rose and Namora will get on real well too!

        • Dex DynamoDex Dynamo Registered User regular
          edited July 2020
          I think I'd like to declare that Riders, while they're similar to Halflings in that they don't have a proper Kingdom (or rather, Riders do, but it's far away and most will never get there), differ in that they do put down some roots (albeit long ones, that allow for, well, riding). There are no Rider Kingdoms outside of Cut-Purse Cove, but your ship has a sea you sail in, your gang has a turf, your outfit has a city you call home. If that makes sense.

          Dex Dynamo on
        • AustinP0027AustinP0027 Registered User regular
          Arthur is average height, and slim, human, just reaching his 18th birthday. Short blond hair atop his head with a untamable colic on one back side, he comes across as almost dismissible in a crowd. He is a quieter than most, finding his voice more in situations where the audience is limited to one or two others and fading back when faced with large crowds, which he generally dislikes.

          What Arthur might lack in physical stature, he makes up with courage and good common sense. He doesn’t back down from doing what he feels is right, though his method of doing so isn’t always as confrontational as others might be. A good head on his shoulders, a warm smile, and soft green eyes, he builds connections with others easily, finding a friend in most places even if he hadn’t been there before. He comes across as unthreatening and that helps people to open up to him as he reaches out to build a friendship where he can.

          Arthur comes from a village on the outskirts of Sedonia, a human kingdom to the north that borders the lands where the Halflings generally settle (when they do settle). Sedonians were farmers mostly, with their feudal lord leading them in a mostly quiet life from their Castle in Larmount. Sedonia farmers were known throughout the lands for their plentiful bounties, generations of farming knowledge providing them with tips and tricks to make them seem like wizards of their fields.

          They rarely saw battle or conflict, and so when the Queen of Souls descended, they were completely unprepared. Larmount was taken quickly, and the peasants like Arthur who lived in the lands outside the castle all fled south as refugees. It was on this flight away that Arthur, who had never really been that excited to continue farming like the rest of his family, found his opportunity to escape into a different life.

        • The BraysterThe Brayster UKRegistered User regular
          Wow guys, there's some real cool detail in all this! This is shaping up to be a good start.

          What's interesting is that between the Nomadic Halflings, a decimated Kingdom of Sedonia, the fledgeling freedom of Orcs and the Distant Cut-Purse Cove, there's still quite a blank canvas left for us all to fill in over time. Naturally we have yet to hear from the Elves, and there is more to say for the Orcs, so they should fill some of that in.

          We've also addressed two community questions without even addressing them directly.

          [*] Whose people did the Overlord hit first and hardest? - The Halflings, by the looks of things, followed shortly by the Human Kingdom of Sedonia.

          [*] Whose people has the Overlord mostly ignored? - The inhabitants of Cut-Purse Cove, by the sounds of things. The chaos just hasn't reached them yet.


          Once we hear from @JusticeforPluto regarding the Elves, we can move on to Establishing Bonds.


          Steam: TheBrayster
          PSN: TheBrayster_92
        • InvictusInvictus Registered User regular
          edited July 2020
          The Orcs do have solid long-term communities, which tend to be strong majority Orc. Non-Orc inhabitants or immigrants are welcome in principle, but the history of the Orcs have given them a predilection toward suspicion, which can be overcome with evidence of honest contribution.

          Orc groups also tend towards the communal. There are leaders, those who have proven their worth, but resources tend to be distributed according to need. Orcs stick together.

          Invictus on
          Generalísimo de Fuerzas Armadas de la República Argentina
        • JusticeforPlutoJusticeforPluto Registered User regular
          Hope this isn't to weird, but the playbook got me inspired.

          Isensya is a young (by elf standards), red headed warrior. She is driven by her duty to her clan and her people. She is clad in a dark hood that conceals her eleven armor underneath, as eleven armor is a rare sight on this planet.

          The elves hail from a sister planet with in the same solar system. They have colonized much of it it help of their "magtek", a system of both magic and technology where they blend together, impossible to tell where one begins and the other ends. Eleven society is post-scarcity, where hard labor is performed by drones and overseen by AIs. This leaves the eleven people to dedicate their long lives to what pleases them. Most elves focus on various forms of arts and crafts, producing great works of art or beautiful tool, clothes and even weapons. Soldiers are rare but not unheard of, protecting eleven colonies.

          Eleven government is democratic, with representatives working with the AI to ensure the the peoples wants and needs are satisfied.

          The elves consider their civilization to be perfect, free of the strife and conflict. Either because of this, or as a result, eleven society uniform, bound to tradition, and perhaps even stagnant.

          Uyn Caelora is the largest of the eleven cities on the moon. It is home to 3 million souls, the vast majority of the lunar population. It is composed of domes whose biomes mimic the eleven homeworld, with a large central dome encompassing thousands of square miles to simulate nature.

          Isensya grew up on Uyn Caelora. Every day she would look upon the colorful world that hung above her, her mind racing with thoughts of the different people who lived down there. She has visited the world a handful of times as an adult, but never for long. Her interest in the world of the others is unique for her people, as most elves are content to leave the world to its own devices and focus on internal manners.

          For these reasons, she was asked by her clan to investigate rumors of a growing evil on the world that if left unchecked my threaten her people.

          If I need to expand on anything or anyone has questions, let me know.

        • The BraysterThe Brayster UKRegistered User regular
          @JusticeforPluto

          While the majority of that is great, I'd perhaps urge you to make one significant change - Establish a larger Elven presence on 'Earth', or whatever this planet would be called. There's a whole host things this would effect, both for the world and mechanics, but I'll try to boil it down to what would become most apparent:

          1) How is The Overlord a Threat to your community? The Overlord and other player communities have been established as what looks like a pretty Medieval society so far. The Queen of Souls, complete with corrupting influence and overwhelming army, are an obvious threat to the inhabitants of THIS world, there aren't any obvious stakes for a race that 1) isn't local, and 2) by and large finds itself indifferent. Mechanically, The Overlord needs to be able to feasibly interact with and put pressure on your community, in a way that all players might care about.

          2) How do the rest of the Fellowship engage with your community? The biggest draw of this game system is that the players get to control not just their characters, but their races/communities. This always comes through by the other players stumbling into things and asking the relevant questions to grow the setting. When the Fellowship walks into a Dwarven city, it is the Dwarf players time to shine, going into detail about what The Fellowship might see and do there. When you all stumble upon a Halfling festival on the road, boom, Halfling time! Without an Elven presence among the landscape you'll find you won't get these opportunities and ifnd yourself incredibly bored. Unless the other players ask about your people purely out of their own pure curiosity (which would be once or twice), you'll never get the chance to Expand your Lore.

          An established elven community on the planet already, however, sidesteps these issues.

          For contrast, among the first times I played this, a friend of mine also went for the 'Star Elf' route. His particular version of events was that his original planet was conquerted centuries ago, and the Elven settlements on 'Earth' all stem from the few refugee ships that got away and crashed there. So despite their distant alien origin, they were still very much present to influence and be influenced by the world, and the stakes were VERY real - they had nowhere to run back to.

          Naturally, I wouldn't expect you to run a carbon copy of that, that wouldn't be fair, but even a bit of territory, a settlement or two, of colonists, exiles, researchers, or whoever else you like, for your character to be linked to on this planet, who have much to fear from the threats they would face, would go a long way for everyone involved.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • The BraysterThe Brayster UKRegistered User regular
          edited July 2020
          @Invictus @AustinP0027 @Dex Dynamo @El Skid

          Don't worry guys, the thread hasn't been mothballed. Justice and I and just working out some kinks behind the scenes for their Playbook.

          In the meantime, I would like you guys to come up with a suspicion/stereotype or two your own races/groups have about one of the other players' race/group. Whether the belief is true or false lies in the domain of the Playbook owner, but truth very rarely matter for such things. What is the belief, and why might it have crept up? A simple line or two will suffice.

          If you like, you can also start looking at ideas for bonds. I don't want anyone to cement any bonds just yet, but have a look at bonds and the other players races/backgrounds. Remember, this Fellowship has been together a while, be it weeks or months, you know each other well enough. The bonds you might share with another player - might your affinity stem from racial/cultural chemistry? Or maybe you're friends in spite of how your peoples get along?

          You already have access to your own bonds via your playbooks, so I'll post the Overlord bonds here as well for good measure, each of you will soon need to pick one of these bonds The Overlord has with you, so maybe give it some thought now. Again, don't commit just yet until everyone is ready:

          Overlord Bonds

          I destroyed ____________ 's hometown.

          I have caused great harm to ____________ 's people.

          I killed someone important to ____________ .

          ____________ killed someone important to me.

          _____________ knows the details of my previous defeat.

          _____________ 's people serve me now.

          Only _____________ knows my Weaknesses.

          I have fought _____________ before,
          and left a wound upon them. It burns in my presence.

          _____________ was once my friend.

          _____________ secretly admires me and the things I do.

          The Brayster on
          Steam: TheBrayster
          PSN: TheBrayster_92
        • Dex DynamoDex Dynamo Registered User regular
          If you ask your average crew of Riders Errant, Halflings are great fun to hang around, but lack respect for the Agreement — their pranks too petty, their schemes too small, and their choice of targets too reckless.

          Orcs, meanwhile, may not have any love for the Agreement, but they're welcome in any Rider crew. There's a phrase bandied about by the Riders: "Honor the Exception." They use this phrase when negotiating with Orcs. The meaning? "When an Orc says someone deserves to suffer, the Agreement is off and the knives come out."

        • AustinP0027AustinP0027 Registered User regular
          Suspiscions/Stereotypes: (Pre-Fellowship)
          • Halfings have no ties to family - Living on the edge of Halfling land, Zane heard stories about the continued flow of Halflings through Sedonia from their lands north. The rumors were that Halflings didn't actually live in their land, but just wanted a place to call their own lands, so they were believed to be constant nomads focused on themselves, whereas Sedonia valued family/companionship strongly.
          • Orcs are bloodthirsty killers - Perhaps not far from the truth (as a race), but Orcs were known in Sedonia as a race that would tear your limb from limb rather than say hello.
          • Elves can't be trusted - Arthur's father held a strong prejudice against elves. When his father was younger, an elf gave a loan to some neighbors. 30 years later, they had assumed the elf wasn't returning when he showed up to claim his repayment, causing them to lose their land. The elf's long lives caused them to view the world differently, but the humans in the neighborhood blamed the Elf, spinning it as a cruel trick they play (instead of the irresponsibility of the family that made the deal).
          • Dwarves - Dwarves are a relative unknown in Sedonia. They are known to exist, but every story of them has been so twisted over time that Sedonians don't have a solid perception of what they think dwarves really are.

          Bond Thoughts (spoilered since temporary)
          Being the Squire build I'm playing towards is around making friends, I'm looking to subvert the stereotypes above and basically have Arthur realize how wrong his family/lands were in regards to other races)


          I have Namora's back no matter what (seems fitting with Heir/Squire)

          Kaj and I have shared a moment of piece together - wanting to focus on how Kaj is in fact the killer that Arthur's people believed Orcs to be, but that isn't all he is, so Arthur wants to start seeing that Orcs are more.

          I've never even seen someone like Isensya before. - Seems like a fairly easy connection to make with a Star elf (especially if the "from another planet" backstory stays)

          Rose looks out for me - Given how Rose has written how strong halfling family ties are, and the Sedonia stereotype is the opposite, it feels important to make it clear how wrong the humans were there.


          Overlord:
          Either of these could fit (and might also fit Rose)
          I destroyed ____________ 's hometown.

          I have caused great harm to ____________ 's people

        • InvictusInvictus Registered User regular
          Orcs have a perhaps surprising tolerance for Halflings, given the fundamentally serious nature of Orc communities, because it is generally thought that Halflings are at least good luck and maybe actually fae. Maybe this is because of particular good experiences that important Orcs had with particular Halflings, maybe it's just because they're small and clever, or maybe it's because Orc culture is so focused on the purely practical that Halfling cookery seems wizardly.

          Generalísimo de Fuerzas Armadas de la República Argentina
        • El SkidEl Skid The frozen white northRegistered User regular
          Halflings see elves in quite a positive light. They are mysterious and most importantly treat halflings as equals the few times they have met...unlike many other races who often fear or distrust them as thieves and tricksters.

          The Riders are held in high esteem, seen as fellow fun loving spirits in a world that is often too serious.

          Dwarves are seen as distrustful and miserly, with no sense of humour and a foul temper.

        • The BraysterThe Brayster UKRegistered User regular
          Hey gang,

          Just to pass some time, why don't we all Expand our Lore a little further. You've all told me a bit about your people, such as their basic government and their main city, etc, so now why don't we cast the net a bit wider? I'd like each of you to expand a bit more on your races as a whole and, in particular, their political geography. Do all of your people fall under one banner? If not, are there other kingdoms/groups nearby? Do the groups you have established thus far get on with their neighbours, or are there rivalries? Perhaps any recent wars between them, or causes for animosity?

          (Keep this to your own races, if you want to establish shared history with another race, make sure you make the suggestion to the relevant player before establishing this).

          Steam: TheBrayster
          PSN: TheBrayster_92
        • JusticeforPlutoJusticeforPluto Registered User regular
          So, I went a rolled a new character.

          The dwarfs are a people that share as much in common with the stone they live in as the other races. They look just like humans except they stand just under and head taller and are known for having stoney skin. They are know for their industry and inventions. The dwarfs inhabit three mountain ranges in addition to their original main home ranges, with smaller colonies in between and scattered. Recently they had to collapse all the tunnels to the northern range after the overlord over range the holds up there, a deeply controversial move.

          The dwarfs are a republic following a series of civil wars. The old king was forced to flee to the southwestern holds, creating and oppressive aristocracy. The central and eastern dwarfs stand united in their opposition to the old monarchs house. The dwarfs of the central and eastern holds strongly believe in the equality of all peoples.

          The three most important cities to the Dwarfs are Dhomdor, a commercial center and largest "dwarf" city (part of the city expands above to allow for trade, and half the population is not dwarf), Nerngaruhm, the capital of the republic and largest dwarf hold, and Birulur, an important Dwarf religious center.

          The dwarfs do not like the Riders, as they often fail to uphold their end of the bargain.

          The halflings were help in poor regard until recent times, where their share loss has brought them closer (dependent upon ElSkid approval)

          The elves are seen as too detached from the world

          Orcs are respected, seen as a brotherly race. However, at times dwarfs are confused they their desire for constant change.

          Actual character coming soon.

        • JusticeforPlutoJusticeforPluto Registered User regular
          Ferun Hirban is a you solider in the Dwarven army. She seeks to prove her self the way her father did in the War of Liberation. She has stoney skin, stands just under a head shorter than a human, and has grey hair and eyes, as most dwarfs do.
          Look
          Hard eyes
          Flowing Locks
          Stoney Skin
          Soliders armor

          Agenda
          The Dwarven Craft
          Create, Restore, and Protect thing of lasting value.

          Stats
          Blood 2
          Courage 1
          Grace -1
          Sense 0
          Wisdom 1
          Iron 2

          What is a Dwarf
          Stoneborn: Your kin have more in common with the earth and stone than they do with flesh and blood. Your armor is your bare skin, solid as stone.
          When you stand on solid ground, you cannot be knocked off your feet or moved unless you want to be, and you can stop anything trying to get past you by Keeping Them Busy with +Iron.

          Dwarven Core
          All Dwarves have these moves.
          People of Stone
          The dwarves are built tough. You have a sixth stat, Iron, and you have an additional +1 to assign among your other stats. Iron represents your supreme toughness - your armor, survivability, iron gut, and stubbornness. When you by outlasting them in a Finish Them contest of power or endurance, roll +Iron. On a 10+, they pass out. When you share this Move with another, their Iron stat is +1. When someone who does not have an Iron stat uses a Move that rolls +Iron, they roll at +0.

          Clear the Path (Iron)
          When you charge through something standing in between you and where you're going, roll +Iron. On a 7+, you charge through and leave a path for your allies to follow. On a 9-, your reckless charge causes problems. You have to go alone, or leave yourself open to danger, or damage something important, your choice.

          Unbreakable
          When you Fill Your Belly, you also heal your Iron Stat

          Dwarven Custom
          All that Glitters
          When you have a bad feeling about this and say as much, you may ask the Overlord "Is there a trap or ambush here? If so, where would it come from?" They will answer honestly.

          Warrior's Pride (blood)
          When you let out a roar of challenge, tell us who you are challenging and roll +Blood. On a 7+, they accept, approaching you for battle and dropping whatever they were doing. On a 9-, they bring backup with them.

          Dwarven Gear
          A simple mace, plain but functional
          Gunpowder! You have a rifle (Ranged, Reload, Dwarf-Made) and an exploding trap (Trap, Dangerous, 2 Uses)
          Craftsman's tools (2 Uses, Useful, Dwarf-Made)
          A symbol of peace, trust, or power between the dwarves andanother civilization of the fellowship. Choose another player:you have an Unbreakable Bond with them, write it now. Nothing can undo this bond you share with them.

          Companions
          Garseck Teden. a dwarven defender, who you have 1 Bond with
          Ririnda Donarek, a dwarven gunner, who you have 1 Bond with

        • The BraysterThe Brayster UKRegistered User regular
          @JusticeforPluto @AustinP0027 @El Skid @Invictus @Dex Dynamo

          Tagging everyone to notify that we're moving on.

          First of all, everyone feel free to re-evaluate your stances on the Dwarves, if necessary, given the new information and group dynamic.

          I'd like everyone to put their names in one of the Overlord Bonds I shared up thread and share with the group. More than one person can use the same bond, so don't be shy.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • InvictusInvictus Registered User regular
          @The Brayster Is the Queen of Souls a new threat? How long has she been around? I kinda read her as newly arriving, but I wanna confirm with you. It matters a lot for bond stuff.

          Generalísimo de Fuerzas Armadas de la República Argentina
        • The BraysterThe Brayster UKRegistered User regular
          Invictus wrote: »
          @The Brayster Is the Queen of Souls a new threat? How long has she been around? I kinda read her as newly arriving, but I wanna confirm with you. It matters a lot for bond stuff.

          Very good question! The basic gist I can give you is - The QoS and her direct servants are very old, they're older than any mortal alive today. The threat they pose, however, is very recent. They were completely unknown to anyone on the surface and appeared very suddenly.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • AustinP0027AustinP0027 Registered User regular
          I’m going with

          I have caused great harm to Arthur's people

        • El SkidEl Skid The frozen white northRegistered User regular
          I mean... I have caused great harm to Rose’s people is pretty well established, I guess.

          Though knowing the details of her previous defeat seems way more fun. >_>

        • Dex DynamoDex Dynamo Registered User regular
          Would everyone be okay if Namora took "Namora Rose knows the detail of my previous defeat"?

          I have some cool thoughts to go with it, but don't want to take it if someone else wants it, or if we'd prefer that not be something we start with.

        • The BraysterThe Brayster UKRegistered User regular
          Dex Dynamo wrote: »
          Would everyone be okay if Namora took "Namora Rose knows the detail of my previous defeat"?

          I have some cool thoughts to go with it, but don't want to take it if someone else wants it, or if we'd prefer that not be something we start with.

          I'd certainly be open to hearing your thoughts, and can work with you on them if need be. If it's something you think might be better worked out away from the eyes of the party, feel free to send me a PM.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • Dex DynamoDex Dynamo Registered User regular
          edited July 2020
          My thoughts are essentially: Part of what pushed the kingdoms of the world to accept the Scoundrel's Agreement was the role the Riders Errant played in the last great rise of the Queen Of Souls, however many generations and generations ago (perhaps this is ancient history, even, and only select historians know this bit). Legend has it that though no single army could stand against Her forces, a thousand patrols moving in the shadows and tied to no particular place kept Her on uneven ground long enough for a Fellowship to rise up to stop her.

          How they did it, that part is unclear. But what I'd like to propose that Namora Rose knows is "The Riders of old played a part in this, and it is the Responsibility of the Riders to do so again."

          Does that work?

          Dex Dynamo on
        • The BraysterThe Brayster UKRegistered User regular
          That sounds great! There's no reason why we couldn't run with that.

          Just thought I would say as well - I will run with what you guys come up with, please don't hesitate to come forward with cool ideas, especially at this stage. Note the way your bonds with the Overlord are being established - I'm not involved in the who and the what, beyond slapping down some potential links. It is you guys who pick the bond you want, and put your name in there. Go nuts!

          In the event that things somehow don't work, or contradict in some way or another, we can work around it as it happens (Legends can be myths, history can be exagerrated/re-written with intent). Bonds with the Overlord (and each other) can and will be erased and/or replaced as the story unfolds, so you're not even permanently beholden to what you pick now - things can work out differently and unexpectantly.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • The BraysterThe Brayster UKRegistered User regular
          Current Overlord Bonds:

          Namora Rose knows the details of my previous defeat.

          I have caused great harm to Arthur's people.

          I have caused great harm to Rose's people.

          I once enslaved Kaj's people.

          If anything needs adjusted, changed, or clarified, please let me know soon, before we move on.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • The BraysterThe Brayster UKRegistered User regular
          edited July 2020
          As the majority of you have your bonds with the Overlord and there seem to be no complications, we can move on to the last stage of set-up - Fellowship Bonds. You may now fill in and share any bonds asked of you by your playbook - for your companions and for each other.

          You can create companion bonds whenever you like, and be sure to share them! While the others do not control your companions, they still travel with them!

          As for creating bonds with other player characters, please do so one at a time, and refrain from making any more until everyone else has had the chance to establish a bond. Feel free to discuss this as much as you like among each other, and don't be shy about details.

          Edit: Just a reminder - the fellowship has been together for a while before we start. Don't be afraid to set up some solid history with each other when deciding on these bonds.

          The Brayster on
          Steam: TheBrayster
          PSN: TheBrayster_92
        • AustinP0027AustinP0027 Registered User regular
          I can start with the likeliest easiest one for Arthur.

          I have Namora's back no matter what ( @Dex Dynamo )

          Both humans, Heir/Squire, seems fitting.

        • Dex DynamoDex Dynamo Registered User regular
          I like that a lot. I also have a Bond that connects nicely to Arthur:

          I shall take Arthur (@AustinP0027) under my wing, and teach him all that I know.

        • JusticeforPlutoJusticeforPluto Registered User regular
          edited July 2020
          I owe _______ a life debt.
          _____________ knows of my secret shame.
          I would rather die at _____________ 's side than anywhere else in the world.
          _____________ 's forefathers and mine knew one another.
          _____________ has been trusted with a great dwarven secret.
          _____________ is my drinking buddy.
          _____________ is a friend to all dwarves.
          _____________ is my rival, and I theirs.
          I grudgingly respect _____________ 's style.
          Nobody can fight by my side like _____________ can!
          Those are the bonds I have available.

          Ill fill out the two I have with my companions, since those don't need player approval.:
          I owe Ririnda Donarek a life debt.
          I would rather die at Garseck Teden's side than anywhere else in the world.

          Those are my possible bonds. I also have a :A symbol of peace, trust, or power between the dwarves and another civilization of the fellowship."

          So who wants to be bffs with the Dwarves?

          A little confused how this works. @The Brayster are we just throwing out ideas for our fellow players approval? I don't want to step on any toes.

          JusticeforPluto on
        • The BraysterThe Brayster UKRegistered User regular
          I owe _______ a life debt.
          _____________ knows of my secret shame.
          I would rather die at _____________ 's side than anywhere else in the world.
          _____________ 's forefathers and mine knew one another.
          _____________ has been trusted with a great dwarven secret.
          _____________ is my drinking buddy.
          _____________ is a friend to all dwarves.
          _____________ is my rival, and I theirs.
          I grudgingly respect _____________ 's style.
          Nobody can fight by my side like _____________ can!
          Those are the bonds I have available.

          Ill fill out the two I have with my companions, since those don't need player approval.:
          I owe Ririnda Donarek a life debt.
          I would rather die at Garseck Teden's side than anywhere else in the world.

          Those are my possible bonds. I also have a :A symbol of peace, trust, or power between the dwarves and another civilization of the fellowship."

          So who wants to be bffs with the Dwarves?

          A little confused how this works. @The Brayster are we just throwing out ideas for our fellow players approval? I don't want to step on any toes.


          Strictly speaking, when it's your turn to establish a bond, it is 100% your choice, and part of the creative process comes down to you and the other player coming to terms with why that bond exists. Likewise, when someone establishes a bond with you, it is 100% their choice what the bond is, and up to the two of you to work out the details after. For the sake of community spirit, I'll allow a veto by the other person if they get hit by a bond that outright contradicts their vision for their character/race, but I can't think of any bonds that should cause that kind of problem. In this case, tag the person you're making a bond with so it draws their attention.


          Also, what bond does the Overlord have with you?

          Steam: TheBrayster
          PSN: TheBrayster_92
        • JusticeforPlutoJusticeforPluto Registered User regular
          I suppose the caused great harm would work best, unless you want me to know your weakness.

        • The BraysterThe Brayster UKRegistered User regular
          That's up to you! I have to work with your choice on that, rather than the other way round.

          Steam: TheBrayster
          PSN: TheBrayster_92
        • JusticeforPlutoJusticeforPluto Registered User regular
          I'll stick with Great Harm then since I already established it in my lore.

        • InvictusInvictus Registered User regular
          Sorry, I've had a tough couple days. I'll have time tomorrow to present my bonds.

          Generalísimo de Fuerzas Armadas de la República Argentina
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