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tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#26: Jan 25th 2012 at 3:25:27 PM

What races are available to play? I was thinking along the lines of an Orcish pirate (or ex-pirate rather)

Trump delenda est
TheSarge Sgt. from location, location Since: Oct, 2009
Sgt.
#27: Jan 25th 2012 at 9:49:22 PM

Available races for players are:

(1)Humans national/ethnic groups for humans are:

-(a)Skarian (from the mainland of Skara Brae)

-(b)Thullian (from Thulle, a nation to the east of Skara Barae which was part of Skara Brae until the conclusion of the Succession Wars)

-(c)Zuquianese (from Zuquian, which is a an asian kingdom in the far east)

-(d)Enshians (from the Enshe Isles, a group of tropical islands to the south-west of Skara Brae)

-(e)Uthgart Barbarians & Regemen Barbarian (used to be a lot of them to the north of Skara Brae, but they were decimated during the Drow War)

-(f)Chultians (dark-skinned humans from the Africa-like continent of Chult, far to the south)

(2)Elves (Half-Elves, High Elves (also called Suldenesilarian Elves), and Dark Elves (the Drow))

(3)Lizzardmen

(4)Catmen (Catmen are only very rarely encountered, and are native only to one small isolated island far to the west in the Great Western Ocean)

(5)Half-Orcs

(6)Dwarves

(7)Gnomes (were once common, but withdrew to their island in the southern ocean following the Drow War, have only recently begun contact with the outside world)

(8)Centaurs (rarely encountered)

and others as may be specially authorized by the GM.

Other races, not normally authorized for play, are: Ogres, the Fay (Pixies, Brownies, Faries, etc.), nature spirits, Dragons, Kou-Toa, Mermen (& Mermaids), Aquatic Elves, the Undead, Demons, Devils, Solars, and the various types of Giants (Cloud Giants, Hill Giants, Stone Giants, Fire Giants, Frost Giants, Storm Giants, Lava Giants.) I do not nornaly let people play these races as player-characters becasue they are very powerfull and can easily break the game. I also don't normally let people play as Orcs because they're very dumb, and I want my player to have characters that are at least half-way intelligent.

edited 25th Jan '12 9:50:23 PM by TheSarge

Jack of all trades, master of gun.
tricksterson Never Trust from Behind you with an icepick Since: Apr, 2009 Relationship Status: Above such petty unnecessities
Never Trust
#28: Jan 26th 2012 at 7:08:11 AM

Okay, I'll go for a Half-Orc and will submit full character shortly.

Trump delenda est
JustaUsername from Melbourne, Australia Since: Jul, 2009
#29: Jan 26th 2012 at 7:09:46 AM

Just in case you missed it Sarge (though I doubt you did since he already posted in the RP) Clawthewolf posted his character sheet...

Some people say I'm lazy. It's hard to disagree.
TheSarge Sgt. from location, location Since: Oct, 2009
Sgt.
#30: Jan 26th 2012 at 8:56:58 PM

Yeah, I saw it.

Jack of all trades, master of gun.
Falkon Lord of the Avians from the Sky Since: Feb, 2012
Lord of the Avians
#31: Feb 10th 2012 at 6:11:47 PM

Is there room for another player? Because I'm interested, if there is room.

I'll work on a character while I await an answer.

JustaUsername from Melbourne, Australia Since: Jul, 2009
#32: Feb 10th 2012 at 6:15:12 PM

I'm pretty sure there is but first we need Sarge's word.

Some people say I'm lazy. It's hard to disagree.
Falkon Lord of the Avians from the Sky Since: Feb, 2012
Lord of the Avians
#33: Feb 10th 2012 at 6:45:30 PM

Finished my character bio.

Name: Sklav

Gender: Male

Race: Lizzardman

Age: Unknown

Personality: Savage, due to being raised to act brutally for show, he has anger problems, and is generally rude.

Occupation: Ex-Gladiator

History: Sklav was raised in slavery under a rich Skarian man, named Harrison Lecher, who trained him for the arena from birth.

One day, before an important fight, a group of the arena's enemies broke into the Gladiator pens, and released as many gladiators as they could fine, including Sklav. Sklav, unsure what was going on, blindly charged out along with the rest of the gladiators.

Ever since, Sklav has wandered the world, unable to find a purpose in life.

Skills: Sklav was taught the language of the Skarians by one of Lecher's servants, but is unable to read or write. He is a master of unarmed combat, and is proficient with the sword, shield, flail, and club.

Hope it works!

edited 10th Feb '12 6:47:28 PM by Falkon

Artemis92 Cogito Gratia Cogitan from contemplation Since: Dec, 2009
Cogito Gratia Cogitan
#34: Feb 10th 2012 at 9:48:49 PM

I already have a character in mind, but I also have three questions:

  1. The character I have in mind, I've already played as in two games (He is, in fact, my current avatar). Given that he's a completely original (from no specific universe), rather generic wizard character, would that be okay?
  2. The magic "system" I've been using for him is that he can basically do whatever I think isn't overpowered, is plausible for a medieval-ish era wizard, and whatever is cool More details. Most common spells are fireball * and shield *; both of those go up in one post. Twice in the past, he has summoned lightning strikes (four posts) to help give him enough juice for something real big *. Does that conflict at all with the established setting?
  3. My plan is to have him dimension hop here, find out that he missed that left turn at Albuquerque, hang around and help out for awhile, and hop back out; he wouldn't be a permanent character. Would that be okay?

In any case, if he was approved it would still be awhile before he showed up. I'm going to wait for the current arc in We Are Our Avatars to end before having him leave.

edited 10th Feb '12 9:56:06 PM by Artemis92

Ponders too much; thinks too little. Currently goes by Knowlessman.
JustaUsername from Melbourne, Australia Since: Jul, 2009
#35: Feb 10th 2012 at 11:04:40 PM

Wow...usually we are lucky to get a new player within two months of the last player...but recently well...four people interested in a short time...just wow!

edited 11th Feb '12 12:31:52 AM by JustaUsername

Some people say I'm lazy. It's hard to disagree.
TheSarge Sgt. from location, location Since: Oct, 2009
Sgt.
#36: Feb 12th 2012 at 12:04:01 AM

Yikes, who opened the flood gates? Ok, I always like to have new players. Welcome, Falkon. Your character is approved. You can introduce him as someone wandering through the Targos market square, who stumbles across Drek's adventuring party.

In response to Artemis 92:

"The character I have in mind, I've already played as in two games (He is, in fact, my current avatar). Given that he's a completely original (from no specific universe), rather generic wizard character, would that be okay? My plan is to have him dimension hop here, find out that he missed that left turn at Albuquerque, hang around and help out for awhile, and hop back out; he wouldn't be a permanent character. Would that be okay?"

Yes. That's fine. In fact, it's been heavily hinted at for some time that Edvin is not from the primary World of Skara Brae universe. Also, Eruantian has been reality-hopping for more than a in-game year, chasing the evil dead god Lloth through the multiverse. So, having your character show up from another universe does not break the laws of the in-game universe at all.

"The magic "system" I've been using for him is that he can basically do whatever I think isn't overpowered, is plausible for a medieval-ish era wizard, and whatever is cool More details. Most common spells are fireball * and shield *; both of those go up in one post. Twice in the past, he has summoned lightning strikes (four posts) to help give him enough juice for something real big *. Does that conflict at all with the established setting?

No. With the exception of a handful of unique, extremely powerful artifacts, the power levels of magic-users are very limited. Eruantin is an exception, not because he's a wizard (he's not a wizard), but because he has a extremely powerful magic ring which lets him do incredible things. But Eruantian is an NPC, and he's here as a plot device. I have it all planned out. Micheal, the Arch-Mage of Skara Brae, is the most powerful Wizard on the planet, but even he is limited in what he can and cannot do. For example, he can teleport, cast fireballs, shoot out lightning bolts, change his size, shift to astral or ethereal forms, phase through matter, and talk to the gods. But on the other hand he can't use healing spells, can't bring back the dead, can't cast nature-based magic, can't grant wishes or alter reality, can't kill gods, can't turn the undead, and doesn't have psionic powers.

Basically, for mortals, there are two distinct types of magic in this world: Mages and Wizards practice "Arcane" magic (the scientific name for this is Thamutology) while Clerics, Druids, and Necromancers practice "Divine Magic".

Divine Magic is sub-divided into three basic types: Deistic, Natural, and Infernal.

Deistic magic is powered by the gods who inhabit the Outer Planes (whether good or evil or neutral), and who who grant divine power to their followers. The way this magic is practiced and the forms it takes depends in large part to which god or gods the spellcaster follows.

Natural magic is used exclusively by Druids, and draws it's power from The Oakfather, who is the Elder God of nature, and the partner of the Earth-Mother, Geia. (The two gods are actually just two different aspect of the same entity, a two-gods-in-one entity.) Druids have to be able to see the natural world around them and must be contact with the ground or with a plant in order to use their magic. Druids worship The Oakfather, although the also hold Geia to be sacred. However, worshiping The Oakfather is not the only way they can receive power. They can also draw Manna directly from Geia, but this will weaken their link with The Oakfather. If they do this too much it will burn out their abilities as Druids, leaving them powerless. Druids can also tap into the life-force of plants and animals around them, but this is very dangerous as it tends to corrupt any Druid who does it, and can quickly turn a Druid into an evil Anti-Druids.

Infernal magic draws it's draws it's power from Demons and Devils who inhabit the Lower Planes. All spell-casters who practice this kind of magic are evil, and will eventually become little more than puppets of the demons or devils they're getting their power from. Necromancers use Infernal magic, but some of them have been tricked by a demon into thinking they're using another kind of magic.

Arcane Magic (thamutology) is powered by a force that is generated by the Elder God known as "Geia" or "The Earth-Mother." and controlled and regulated by the primordial goddess known as Mystra (who was responsible for the creation of this planet) under the direction of the mysterious One-Above-All, called AO. This force is known as "Manna." Manna actually permeates the entire planet and it's attendant planes of existence (but not anywhere off-planet or outside the universe unless you can find some way to take Manna with you or create a pipeline that delivers it to you while off-word), but it's normally only visible on the Astral Plane. That is, if you're a trained mage and you either project your spirit into the astral plane or travel there bodily, you can see the Manna and where it's flowing to and what forms and patterns it's taking. The only known exception to these rules is Eruantian's Ring, which generates it's own Mana, as it is actually just an fragment of Geia that was forged into a ring by The Oakfather as part of plan to stop Lloth from conquering the world and all the Outer Planes because.... spoilers. I've said too much already.

However, those trained in this kind of magic can draw upon manna without traveling to the Astral Plane. Those few elite spellcasters who have mastered the ability to see into the Astral plane without projecting (this is called Astral Vision or Astral Sight) can see the Manna flowing and see the ordinary world at the same time which is one of the reasons the Arch-Mage of Skara Brae and the Arch-Druid of the Kuldihar are so powerful.

It should be noted that Aaron, a healer, is NOT cleric who uses Divine magic, but rather an Adept who used Arcane magic: He doesn't rely on rituals or formula to cast spells, like Wizards do. Instead, once he's learned a spell, he can cast it virtual at will. While this affords him less control over how his powers develop, he's also a faster spell caster than any Wizard. While a Wizard needs to move his hands and fingers and/or say some words to cast a spell, Aaron just wills the spell into action, although he usually forms his healing spells into forces that flow throug his hands, by touch, into the target.

Spellcasters of all stripes can also use enchanted objects and mystic artifacts to control, augment, amplify, or alter their spell-casting. Wizards call doing this "Focusing" and call the objects used for this a "Focus". Users of Divine Magic call this "Channeling" and call the objects used for this by a number of different names, including "Fetish", "Talisman", "Icon", and "Holy Symbols." Until recently, Micheal used a staff as his focus, but the staff was damaged and he's going to have to have it repaired before he can use it again. Aaron does not use this kind of thing, although he could if he had one.

edited 12th Feb '12 12:41:55 AM by TheSarge

Jack of all trades, master of gun.
Falkon Lord of the Avians from the Sky Since: Feb, 2012
Lord of the Avians
Artemis92 Cogito Gratia Cogitan from contemplation Since: Dec, 2009
Cogito Gratia Cogitan
#38: Feb 12th 2012 at 9:58:27 AM

[up][up] Be seeing you again in a while, then.

Ponders too much; thinks too little. Currently goes by Knowlessman.
daltar The Maid from the fantasy of green. Since: Jul, 2009 Relationship Status: All is for my lord
The Maid
#39: Mar 6th 2012 at 10:49:48 PM

Well, here are the basics of my new character. A little barebones I admit, but I wish to flesh her out as I play.

  • Name: Mellara
  • Gender: Female
  • Race: Skarian Human
  • Age: 34
  • Personality: A naturally straightforward and direct person whose roughness has mostly been polished away by age and some life experiences. Through time Mellara has learned how to become more patient and how to enjoy the most subtle aspects of life. As druid, it is a given that she loves nature, embracing the natural way wholeheartedly and feeling uncomfortable in the middle of civilization. She's hard to make angry, though once her ire is roused it is quite a fearsome thing to behold.
  • Appearance: Mellara is a rather tall woman, with an athletic body and a tanned skin due to her exposure to the elements. She has rather long brown hair and gray colored eyes. She wears hide armor and brown colored robes which cover and hide almost all of her body when she travels through civilization. In the wilds she retains her armor, though she discards the robe preferring to feel the wind and rays of the sun on her skin. Finally, most of the time her skin and face bear colored paints in diverse patterns which she draws on herself with regularity.
  • Occupation: Druid of the Weather Domain.
  • History: Mellara was the child of a humble couple living on a lumberjack outpost at the edge of one of Skara Brae's great forests and for most of her childhood she lived in peace, a completely normal child. However, an unexplained attack took the camp at night... whenever it was raiders, bandits or some other force Mellara never knew. She just remember running deeper and deeper into wood, running from the images of the attack and the fire. She was found two days later, half dead by a druid who nursed her to health and took her into the secretive order. There she took the teachings of nature to the heart, taking refuge on her teacher and his beliefs to hide from her pain and loss. However, it didn't make it go away. Growing up and into her teenager years she became a predator in the wilds, embracing the feeling of the hunt as an outlet for the pain and the memories which haunted her dreams. However, it have been many years since those times... and through bitter experience Mellara has for the most part overcome her grief and gained peace. For many years she has traveled far and wide, the closest thing to her own haunt or grove would be her old teacher's grounds.
  • Skills: As a druid, Mellara has access to a wide variety of spells and powers coming from the Oak-Father... though her gazing into the skies has granted her a certain degree of specialization in Weather related magic at the cost of never been able to form a deep bond with an animal companion. She also has the ability to take on a wild shape, transforming into a great variety of animals. Finally, she has incredible knowledge of the wilds and nature, plus skill at fighting with a quarterstaff.

edited 6th Mar '12 10:50:31 PM by daltar

If I'm sure of something it's that I'm not sure of anything.
KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#40: Mar 7th 2012 at 5:55:59 AM

I'm up for this. I'll have a signup soon.

Is knowing or being a part of the last one a prerequisite?

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
KSPAM PARTY PARTY PARTY I WANNA HAVE A PARTY from PARTY ROCK Since: Oct, 2009 Relationship Status: Giving love a bad name
PARTY PARTY PARTY I WANNA HAVE A PARTY
#41: Mar 7th 2012 at 10:29:50 AM

Nevermind, I'm feeling really tired right now. I'll come up with something good later.

edited 7th Mar '12 2:04:17 PM by KSPAM

I've got new mythological machinery, and very handsome supernatural scenery. Goodfae: a mafia web serial
TheSarge Sgt. from location, location Since: Oct, 2009
Sgt.
#42: Mar 11th 2012 at 11:24:55 PM

Knowing or being part of my last games are not a prerequisite for joining. I can fill you in as we go along, and mostly you just have to pay attention to recent posts to be able to follow what's happening.

Pardon my infrequent posting here. I'm very busy IRL just now. Been too many board meetings in my schedule lately, those things really eat up time. I should never have agreed to be on the one committee I'm on, either. Ah well. Live and learn.

edited 17th Mar '12 8:46:28 AM by TheSarge

Jack of all trades, master of gun.
JustaUsername from Melbourne, Australia Since: Jul, 2009
#43: Mar 12th 2012 at 12:07:52 AM

[up]So, what do you think of dal's character?

Some people say I'm lazy. It's hard to disagree.
TheSarge Sgt. from location, location Since: Oct, 2009
Sgt.
#44: Mar 14th 2012 at 2:49:58 PM

Oh, I approved it. Told her by P Ming. I suppose I could have posted my :::STAMP::: of approval here as well, but... nah. grin

edited 17th Mar '12 8:47:03 AM by TheSarge

Jack of all trades, master of gun.
Artemis92 Cogito Gratia Cogitan from contemplation Since: Dec, 2009
Cogito Gratia Cogitan
#45: Mar 19th 2012 at 7:03:47 AM

I think the Skyrim arc in WAOA is past over. Would it be okay if I tried to move Laeven in later today, or is there still a bossfight going on?

Ponders too much; thinks too little. Currently goes by Knowlessman.
TheSarge Sgt. from location, location Since: Oct, 2009
Sgt.
#46: Mar 21st 2012 at 9:06:00 PM

Still a bossfight, but you could still jump in.

Jack of all trades, master of gun.
Artemis92 Cogito Gratia Cogitan from contemplation Since: Dec, 2009
Cogito Gratia Cogitan
#47: Mar 31st 2012 at 9:14:15 PM

Sorry for disappearing again. I'll try and bring Laeven in sometime this week; Wednesday's the best bet.

edited 31st Mar '12 9:14:41 PM by Artemis92

Ponders too much; thinks too little. Currently goes by Knowlessman.
Artemis92 Cogito Gratia Cogitan from contemplation Since: Dec, 2009
Cogito Gratia Cogitan
#48: Apr 7th 2012 at 5:10:09 PM

Apologies again. -_- No idea if I'll ever show up here.

No offense, but all the typos and wonky grammar are turning me off. I might just look for a different RP.

One question: Is this Lloth character a misspelling of Lolth, or an attempt at homage?

Ponders too much; thinks too little. Currently goes by Knowlessman.
Motree Dancing All Night from The Midnight Channel Since: Sep, 2010 Relationship Status: 700 wives and 300 concubines
Dancing All Night
#49: Apr 12th 2012 at 6:35:16 PM

Hmm, I always love a good, original fantasy RP. Ya got room for one more, hon? I would have to ask some questions about the character I'm bringing in, since I'm not sure what your policy is on bringing in characters from one's own original fictional work are, particularly if said character is a nonhuman.

edited 12th Apr '12 6:55:47 PM by Motree

“DAMMIT WHEN I HEAR 'SPACE CQC' ALL I CAN THINK OF IS BIG BOSS WITH A FISHBOWL ON HIS HEAD, STRANGLING AN ASTRONAUT OUTSIDE THE ISS."
Aralyn from Land Downunder Since: May, 2011
#50: Apr 12th 2012 at 7:27:09 PM

I may as well mention my interest. Not sure what character though.

-goes back to lurking-

When I walk on the street counting my steps, magic keeps silent and reality stalks me.

Total posts: 51
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