High Fantasy World is a story about a mercenary, a thief, a magician, a girl raised by dwarves and her Protectorate, a paladin, a blood mage and an angel/demon hybrid... and many more, on a quest to stop an evil Duke Malevni from taking over the mystical land of Troperdom... or Troperia... or... something. To do this, they must cross many lands and defeat many enemies, and uncover the truth of what the duke is really after.
It's also the tale of a thief, a knight, a mage and a paladin on their quest to stop the evil Duke of Azmodan from gaining the rune of destruction.
And it's also the tale of how a necromancer and her guardians set out to prevent war from engulfing the lands and plunging their world into a three-way war, killing tens of thousands and paving the way for an even darker threat to all of the diverse races of the land...
High Fantasy World is a long-running free-form forum game with a diverse cast and a huge (and probably contradictory) background which uses and then subverts just about every trope in the high fantasy genre.
The first adventure takes place wholly within Troperia; the second focuses more on neighbouring lands, particularly Trell, Troperia's smaller, more militant neighbour.
Tropes common to both the first and second adventures.
- Aristocrats Are Evil: Well, dukes, at any rate. This was lampshaded at least once by a player. Something along the lines of dukes being evil in this setting.
- Brother Chuck: Lots of them. Its a long-running forum game, whaddya expect?
- Deconstruction: Quite a few fantasy tropes are turned on their heads. Liches and necromancers are one of the most obvious examples, wanting to live in peace but are forced into warfare.
- Expy: Though the individual players would need to point out which ones...
- High Fantasy: Obviously
- Macguffin: The orbs of power from the first adventure, and the rune of destruction from the second.
- Ragtag Bunch of Misfits: Lets put it this way. Both parties contain a half-demon (neither of their second halves being human), the first adventure contains a girl raised by dwarves, the second contains a necromancer and a very nice necromancer at that... neither are regular parties, ok?
Tropes pertaining to the first adventure only.
- Our Dwarves Are All the Same: An interesting take in that one of the main characters is a girl raised by dwarves... but who still behaves distinctly dwarf-like.
- Bow and Sword, in Accord: Chaucer again.
- God-Mode Sue: A two-way Sueish arms race between the Final Boss and the party with a side of corn to go with it... not to MENTION LOTS OF HAAAAAM!!!
- Our Dragons Are Different: One joins the party, another forms the Penultimate Boss.
- The Power of Friendship: Invoked and ran with by Chaucer of all people during the final fight.
- The Reveal: Who'd have thought the duke the party was searching for was the bad guy?
- Sequential Boss: Just how many transformations has the final boss got left in him?!
- Standard Fantasy Setting: The first game is far more true to this.
Tropes pertaining to the second adventure only.
- The Atoner: The King and his Army-In-The-Iron swore never to use traditional necromancy ever again after the war where "they had their vengeance". They try to remain The Switzerland, but the other nations don't always let them.
- Back from the Dead: Richard. Its still not entirely sure how this happened.
- The Berserker: Richard.
- Black Knight: The Black Bludgeon.
- Bright Slap: Mostrue delivers one in the shape of a powerful spell to get the Diplomatiker to snap out of her funk during her mental break during the battle with the abominations unleashed by Mostrues failed healing spell.
- The Chains of Commanding: Richard gets hit with this one early when he has to deliver the news to grieving families about the deaths of men under his command, while Roxanne is quickly left out of her depth during the march through the mountains to Trell itself.
- Church Militant: Trells church, which has exiled all mages except the ones it approves and joins its soldiers in the front lines. The protection of the 3rd unit in each battalion is a sacred duty for Trellian soldiers.
- Crazy Awesome: The party seems to find increasingly imaginative ways to get through the obstacles they face. Highlights have been pole-vaulting into a sorceror perched on a golem (Richard) summoning a small army when under pressure (Diplomatiker) various abuses of Teleporters and Transporters (Lamret) and solving a highly tense negotiation by knocking out not one, but both parties (Bludgeon.)
- Demonic Invaders: The Black Crusades, periodic campaigns from the nether hells to try to take over large chunks of mortal lands. Each has only been resisted with great cost.
- Didn't Need Those Anyway!: The Black Bludgeon, to his massive armor.
- Eldritch Location: The demonic realms.
- Elite Mooks: The knights of Azmodan, Ogres.
- Expy: The Black Bludgeon, of the Darknuts of The Legend of Zelda.
- Fantastic Racism: Abounds in Trell, especially towards elves and mages.
- Fantasy Kitchen Sink: Taken Up to Eleven, though the full ramifications of this have not been played out.
- Freak Magic Accident: The Mongrel is a demonstration of what happens when one tries magics that are beyond them.
- Flaying Alive: Lamret did it by teleporting skin of some unfortunate orcs away.
- A Form You Are Comfortable With: The Necrosians. Most of them (the only ones whom ever leave the boundaries of their country) are The Undead, with all flesh seen only being magically reformed and bound dust motes.
- For Want of a Nail: The infamous stairwell incident, which is capable, apparently, of deciding the entire course of a gaming session. Either that or a certain player didn't plan things out properly...
- Full-Contact Magic: The Diplomatikers MO when threatened in melee. For instance, the flaying of skin and flesh, most often the face.
- Glamour Failure: The Necrosians can pull these off deliberately for intimidation purposes, revealing skulls, and the Diplomatiker can turn from being calm and clinical to being utterly terrifying to friend and foe alike.
- Go Mad from the Revelation: The Diplomatiker, Roxanne and Mostrue all suffer from this after Mostrues disastrous attempt to heal Oghert.
- Hellgate: Azmodan is an entire duchy dedicated to sealing one of these off. For the moment, they'll settle for containment.
- Hidden Elf Village: Literal: The elves will kill any who try to get over the border, let alone near the capital.
- Humanoid Abomination: The King-In-The-Dust.
- In Medias Res: The game opens with Sly and Richard exploring what appears to be a long-lost tomb.
- Killer GM: Well, he tries. But he's not very good at it.
- Lady of War: Roxanne, though she's not as above it all as she initially seems; the strain of command does show.
- Laughing Mad: Happens with the Diplomatiker when she suffers the eldritch mindscrew. Interspersed with Evil Laughter.
- Lightning Bruiser: The de-armoured Black Bludgeon.
- Magibabble: Or Mumbo Jumbo to the Mongrel, who appears to have something worthy of a professorship in extradimensional physics. The precise terminology is of little comfort to his companions.
- Memetic Badass: The staircase! Its been repeatedly compared with the gazebo... with the gazebo coming in a distant second in terms of influence. Lampshaded in the discussion as the gazebo only took down one low-level adventurer- the staircase changed the destiny of an entire party of adventurers!
- Mentor Mostrue to Richard
- Mighty Glacier: Richard. Its lampshaded to hell and back.
- Mind Control: Harrow suffered from this on top of her other woes from Fulgrims influence. Its not clear if Fulgrim is entirely in control of his own actions either.
- Mook Maker: The Diplomatiker can summon a small army should she need to. Subverted in the soldiers she summons have personalities and feelings of their own. They angrily assert their acceptance of and even pride in the role when an angel wishes them final peace.
- More Traitors Than Loyalists: Trell is shaping up this way. Just how many times have the gang been attacked on their way to the capital now?]]
- Murphy's Law: Of course, the tomb Sly and Richard were exploring had to turn out to have a horrible monster capable of ravaging the land, didn't it?
- Necromancer Totally subverted in the rather nice, if stern, Diplomatiker.
- Nerves of Steel: The diplomatiker, though she has her limits. To a lesser extent Roxanne, who doesn't have the Diplomatikers decades, or possibly even centuries, of experience behind her.
- Not So Stoic: The Diplomatiker and Roxanne both show breakdowns in their usually steely demeanors. The Diplomatiker tends to become hysterical and extremely angry, while Roxanne tends to melt down.
- Oh My Gods!: Frequent.
- Our Demons Are Different: Demonic realms are heavily participating in the second arc. Both arc also had a demon-hybrid in the party.
- Our Orcs Are Different: And inconsistent too. Though the ones in Troperia seem to be little more than savage nuisances, the ones in Trell are quite civilised, if warlike, and almost seem to be a refreshing change to the suspicious and prejudiced Trellians.
- The Precursors: Referenced in the backstory is the Varankain empire. It appears the transition to independent statehoods was a rocky one, more so in Trell than in Troperia. There is also reference made to a failed state of Sfosan nearby. It is not clear if the precursors were abusive or not. The empire's break up, at the very least, appears to have been relatively peaceful in Necrosia, though more troubled in Trell and disastrous in Sfosan. The empire is despised in Troperia however.
- Proud Warrior Race: The orcs of Trell, though they aren't completely clueless when it comes to pragmatic approaches.
- Running Gag: Behold the epic, destiny-shaping power that is the tavern staircase!
- Schedule Slip: Something of a recent problem.
- Screw You, Elves!: Initially this seems like unprovoked racism by the Trellians, but its eventually established that the elves were less than nice themselves.
- Silent Protagonist: The Black Bludgeon isn't known for its verbosity.
- Sliding Scale of Idealism vs. Cynicism: Roxanne and Richard. Roxanne is the idealist, Richard the cynic.
- Smug Snake: Fulgrim.
- Subverted in that Fulgrim is actually quite brave even when his plans do unravel.
- Space Cold War: Between Trell and the Elvish Kingdoms.
- Also between Trell and Troperia. The two kingdoms do NOT like each other. It came very close to being a hot war when a traitor attacks Troperia castle, with all-out war being prevented only by the intervention of the King-In-The-Dust.
- Squishy Wizard: Averted. Both Mostrue and the Diplomatiker are quite capable of looking after themselves in melee, in fact, the Diplomatiker seems almost at home there.
- Suicidal Overconfidence: most of the party is sure that they can take anything the world can throw at them.
- Unstoppable Rage: The Diplomatiker, after suffering from the mind-bending effects of a botched attempt to revive Oghert, a fatally wounded ogre. She proceeds to unleash flesh-tearing dust storms, as well as yanking down Fulgrim for her to humiliate.
- Violence Really Is the Answer: The modus operandi of the Black Bludgeon.
- War Is Hell: Richard finds out the hard way, and the pressures on Estrohirrims 2nd Militia are telling as the casualties (and internal strains) mount up.
- The Woobie: You can't help feeling sorry for Harrow.
- You Are in Command Now: Jenit Harrow gets hit with this one when her family falls ill and she, as the oldest child, gets drafted into the Trellian militia as the country prepares for war.