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  1. It has been two hundred years since the Great Shaping War ended and the land settled into an uneasy peace between the old Shaping order of Terrestia and the victorious rebels of Sucia. The peace has been unstable, and often in name only. Cooperation between the two great powers was high at first, as uncontrolled Shaping was reined in and wild rogues hunted down jointly. The bitter process of rebuilding, though, and the constant demands by both sides for reparations have left relations tense. The occasional mad Lifecrafter vying for power has left the Shapers bitterly suspicious of Sucia; the violent suppression of the Serviles of Terrestia, who remain enslaved with little improvement in rights, has been used to portray the Shapers as barbarians. Both countries fear war, and few things keep them connected. Trade is taxed heavily to fund new buildups. The shipyards of both Lethia and Burwood are experiencing a boom, the forts along the Drypeak Mountains and the Okavano Fen are a-buzz with soldiers, and embassies are being sent out to call in old favors. In the deep recesses of the Foundry and the Grayghost Mountains, secret experiments are being conducted. The Shaper Council and the Assembly of Sucia watch these developments with concern, and they have responded with a last ditch effort to shore up relations. A recently returned expedition to a newly discovered island to the far north of the Okavano Fen provided the perfect opportunity. Both sides selected their brightest children and sent them to a new academy on the island, to be supplied by a small colony populated by citizens of both countries. There, the children studied the art of Shaping under the tutelage of some of the best magicians from both countries. With baited breath, the world waited. And they were succeeding. Until one day, both the students and the teachers had vanished without a trace. The workers sent to supply the school returned saying that the gates were barred and no one responded to their calls. Something suspicious happened. To make matters worse, a delegation of dignitaries from both nations will soon arrive to assess the progress of the school and negotiate. The need for secrecy is paramount. As such, a small band of adventurers was gathered from the colony to investigate the situation and restore the situation before the delegation arrives...
  2. Howdy! After the discussion about having a play-by-post RP, I'm proud to announce that it's now happening! A few words on the setting for the uninitiated. Geneforge is actually a fairly low magic universe. There's no portals, no massive weapons of death, no mind control. The big exception is Shaping, in which Shapers (or Lifecrafters) magically create new life, mostly obedient. There are four sentient species. Humans, Serviles (humanoids made to be slaves), Drayks (small, sentient dragons that act like a stereotypical dragon), and Drakons (larger, two-legged walking dragons, typically arrogant). The three sentient creations and some humans led a rebellion to try to seize freedom and be able to take the power of Shaping for themselves. This led to about 15 years of war, after which the former Shaper Empire was divided between the old empire (called Terrestia) under the Shapers and the new nation (Sucia) led by the former rebel leaders. If there are any other aspects of the game that need explaining, please don't hesitate to ask. The actual location of the RP isn't anywhere in the games, but rather a mysterious island far to the north. Thus, having a lot of in-depth lore won't be the make-or-break for this game. For the Geneforge players, this is set 200 years after the endgame of Geneforge 5. The game assumes the Astoria ending. So, a few ground rules: 1. No godmodding. This typically includes things like killing other people's characters, claiming you have rare and exceptional skills/powers, etc. I'll make a few specific examples here. Don't incorporate anything into your post that you know from reading the thread, that your character themself wouldn't know. For example, if you know from reading that someone is going to betray everyone, don't have your character suddenly assassinate them to save the group. In addition, don't be a Drakon or a self-Shaped, mad magician. 2. NO SHAPING. I've thought about this a lot, and I just don't think that there's a good way to have characters be able to Shape without the game being unbalanced. This includes healing crafts - no clerics, sorry. The in-game reason for this is that all of the Shapers and Lifecrafters have vanished. That said, all other magic from the games is fine. For those who haven't played, this means blessings, mental magic spells like daze, and battle spells. Healing through pods and spores is fine. 3. Don't post too often or too much. Posting novels is a great way to kill an RP. It creates a huge barrier to entry. Posting too much is bad for a few reasons. First, it makes it so that people tend to post a lot of smaller, blippy actions. Second, it's selfish. This is a shared game, a cooperative role play, not a one-person narrative. 4. My role - I'll be acting as "the world" (NPCs, outside influences, etc.) and describing the general ebb of the events. This game has a rough time-limit (the arrival of the delegation) and I have some rough ideas about the plot, but I'm leaving most of this wide open. 5. Your role - this is an individual character RP, so each player controls one main character. People can have side characters (a lackey?) and deal with minor NPC's, but for the large part just keep it to one. If there's a compelling reason, I think that characters can have a pet creation, but nothing sentient and nothing too powerful. Beyond that, the players each control a mid-level adventurer investigating the mystery of the academy. I'm sure there are rules I'm forgetting, but Spiderwebbers tend to be pretty good at this. Be reasonable, and if anything comes up, I'll be the final judge.
  3. We were once a great civilization. We were the explorers, the colonists, the conquerors of all that came before us. We harnessed the power of the stars to travel the heavens. It seemed nothing could stop us. That is, nothing except ourselves. When I was young, my grandfather talked about the olden days. About the ships that came from the stars, carrying masses of people and goods, mighty steel beasts falling out of the sky. About the prosperity and happiness that permeated the land. Every person lived without fear, free to wander the planet's beautiful landscapes and perfectly-terraformed beaches. When it was commonplace to step into a steel bird and step out of it a day later on a different world. That all ended the day the skies exploded. War, misery, starvation. The once-graceful steel ships crashed to the ground, shattering metal and bodies out of their plasma-scorched hulls. Fire raining from the heavens, turning entire cities into glass, destroying all of a once-great world. Forests turned to ash, lakes boiled into cracked and broken pits. One day we were everything, the next we were nothing. We're only a shell of that once-great civilization. Once we could look up and see the stars, feel them looking back at us, knowing that, on some giant rock hurtling around them, there was a human looking up at his own view of the heavens. Every night I look up, but I feel nothing but the emptiness of space. So little remains. Where once hovercars flew, horses now walk. Holsters that once held energy pistols now hold six-shooters. Light sockets now gape empty, the only light seen from them is that reflected by torches and lanterns. The only fragments of the past are the twisted, shattered hulls that mar the landscape, the ruins where every step crunches underfoot. The few remaining bits of technology, from a portable flashlight to the remaining books, are treasured more than gold. But out of the ashes rise the seedlings of hope. War and strife produce pain and anguish, but also dreams, perseverance, and dedication. Pockets of society rose up, places where the beacons of society shine brilliantly through the darkness of the new frontier. Our ancestors would scorn these places as rough and dirty, but to those who grew up after the Fall, they are welcome refuge from the bandits and scavengers. Every day is a new day, where men live and die, love and yearn. Our forefathers made their choice. How will you make yours? — Luke Archer, historian of The Preservers, June 7th, 152 years after the fall. ----- Robert Hereford III stepped back from the workbench, knuckling his sore back as he examined his handiwork. The rifle had been brought to him a sorry mess, but after several days hard at work, he'd managed to return it to some semblance of order. And it wasn't done soon enough; the town gunsmith and tinkerer had had more this share of work piled up. Harvest was coming, and as always everyone had put off taking in their broken items until the last minute. He'd be hard-pressed to get everything done at this rate; the smith down in Cheaton had fallen ill and a wagon had come in a week ago with all of his unfinished work. Someone knocked on the workshop door, and Hereford turned to see the sheriff and mayor of Starfall, John Walsh, standing just outside in the evening son. "Evening, Sheriff," he offered, waving the older man in. "What can I do for you?" "I was just wondering if my rifle was ready yet," the bearded sheriff stated, taking a seat on one of the stools scattered about. "Been a mite strange out there with just my pistol." Hereford nodded and grabbed the rifle off the bench, handing it to the sheriff. "Just finished 'er not five minutes before you walked in, Sheriff. I'd recommend not using it as a club in the future." "I warned 'im, Hereford. That boy's been needing a beatin' for some time now, and that there rifle was all I had handy," he said, laughing, "Anyhow, thanks for getting 'er fixed back up for me. I'll need it if them Guernsey brothers don't stop harrassin' everyone." Hereford nodded. "I wouldn't see anyone crying over them two if they got shot. Got no business doing what they do, especially with the harvest coming up." "Well, I'm afraid there's worse coming up than the Guernseys. Ol' Savage down in Cheaton says there's some new band of bandits roaming around, come in from back east. I suspect they'll be botherin' us before too long." "I'll say. Those guys never leave off 'till someone goes and shoots 'em or hangs 'em. I just hope no honest folk get killed when it comes to that." The sheriff nodded in agreement, then stood. "Well, thanks again for fixin' up my rifle. I'll send my boy over with your payment tomorrow," Walsh said, walking towards the door. Stopping at the threshold, he turned, "You be careful, Hereford. These times are troublin'." With that, the sheriff was gone. ----- [ooc] That's right, a RP that isn't AimHack! Standard RP rules apply (no godmodding, etc). Apologies if my intro is meh, I haven't written westerney before, even if it's a setting like this. So yeah, post and have fun and stuff! EDIT: It was suggested I elaborate upon "Standard RP rules". Normally this would be where I link to the RPwiki, however in four years the page "Basic RP Rule Set" is still a red link. Anyway: 1) As mentioned above, no godmodding. This means that you can't have a super-powerful character with a ten-foot sword of +80 fireballness, thus making your character +80 overcompensation and -80 fun for everyone else. 2) Related to that, no messing with other people's characters unless they approve. If you plan on going on Big Epic Quest with someone's character, maybe run that idea by them in a PM. Don't retcon anyone else's work, or anything like that. In addition, any apocrypha added to the RP Wiki has traditionally been treated as like-canon (although it is of course not set in stone). 3) One main character per player. It's okay to have a few supporting NPCs as well, but remember that this is a collaborative RP, so...yeah. 4) Please, please respect the setting of the RP. Any presence of goblins or people shaping ghraallboks in this RP is obviously not in line with the setting. 5) Related to number one, this is not a competition. It's a collaborative effort to make a story. If you make it into a competition, I will find you and beat you to death with a pillowcase full of kittens. 6) For now, mark out of character (as in not part of the story) comments with [ooc]. If the volume of OoC becomes a hassle, we can make an OoC thread for the RP. 7) I don't see this being a huge issue, but proper spelling and grammar would be greatly appreciated. If you are having issues with proper spelling and grammar, there are many fine people on this board who would love to help you out. Also, please leave the posting gimmicks at the door. 8) Have fun! This being said, I know it has been some time since a "classic RP" has graced the halls of Spiderweb. Therefore, some suggestions: - Make up a character: This is simple and can take anywhere from five minutes to days, depending on how far into it you want to go. The best part is: No skill points, no stats, no classes or traits. - Pick a backstory: Everyone has a past, what's your character's? Backstory can deeply influence what goes on in the present, personally, it's IMO almost as fun as the next point... - Pick a setting: Your character has to start somewhere. Either create your own location or choose to start in an area already defined by someone else. In any case, it's best to be near other players, so you can get to those interactions early on. - Start writing: With the previous three points dealt with, you should already have ideas clicking. - I've always recommended heavy usage of the RPwiki to organize info. For example, in another RP I had, I would always forget <stupid detail that I didn't really need but that my OCD brain wouldn't let me live without>. It's a lot easier to go to <page> on the Wiki and see <detail>, rather than having to slog through a bunch of IC posts looking for it. - If in doubt, run your idea or post past someone else. They'll spot stuff you might have missed, both story-wise (I've had issues where I would start randomly using Wiki apocrypha that hadn't been introduced IC yet, silly silly me), and grammar-wise (the its/it's draft from hell speaks for itself here). [/ooc]
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