Hello lovely people!
@AJPhips and I have a fantasy thread going and are looking for some people who would like to join us in a cooperative story-building manner. We never really intended it to be a 1x1 and foresee our characters might part ways temporarily and it is just generally more fun with others to interact! I do not have the time to truly GM but I will be helping where I can, still, we would like some creative people who like to introduce their own story points too.
Don't be afraid to toy with the world as it is pretty much open. We have discussed some points and below I put the information gathered so far.
The sisters Ara and Elise are currently in Braedon, in Lorr, but it is a large city on a previously very well frequented conversion of main roads leading to all other regions, so feel free to play what you wish. Here's the OOC thread where you can post character concepts to join us and discuss ideas you may have. We're a couple of friendly gals, so feel free to poke us!
We hope to play with you soon!
@AJPhips and I have a fantasy thread going and are looking for some people who would like to join us in a cooperative story-building manner. We never really intended it to be a 1x1 and foresee our characters might part ways temporarily and it is just generally more fun with others to interact! I do not have the time to truly GM but I will be helping where I can, still, we would like some creative people who like to introduce their own story points too.
Don't be afraid to toy with the world as it is pretty much open. We have discussed some points and below I put the information gathered so far.
The continent of Yrmant, in a world called Aramont. A long time ago, a conquering, viking/barbarian like people took over part of the frozen north, battling Elves to the west kingdom of Kherandor and the southern inhabiting Humans of Lorr, annexing their lands into a large territory. They are called Nords by the people of Yrmant because of dubbing their lands Nordholm, but call themselves the Fenrir. United under one war leader, the Nords were too strong to fight off, taller and more physically impressive than all other races, and the Kherandori and Lorrites did not unite their efforts for past grievances, especially over magic. The Dwarves to the eastern mountain ranges of Duras did not care about the surface politics and were too busy with the orcs and goblins rising underground. On a stalemate, the borders remained as they were and the war grew cold.
Time passed. The Durasin Dwarves managed a victorious hold of the mountains, the orcs and goblins were driven out. They came upon a divided north, the lack of an actual war drove the Nords into warring clans once more. In that state, they were slowly conquered by the orcs clan by clan, without aid from the south (which in fact did what they could to get in their way and recover some of their lands in the process). The Elves were too busy fighting the orcs and other problems themselves. The Nords became fully enslaved by the organised though brutal orcs and those who managed to stay free are hunted to death and band together as outlaws in the hopes of one day driving the orcs back, though their numbers are too few in comparison to the greenskins. The orcs having found their seat of power through their Witch King Kolrak, began sending forays into all other territories, including again the dwarven underground halls, but their attention is still not fully focused on such, because of slave uprisings and outlaw raids.
The Nords have no magic, they are far superior physically and have always counted on their strength, but they do have a few shamans, medicine men and women who receive visions from their revered ancestors and perform rituals to grant boons, such as luck, wisdom, fertility, knowing much of the land and able to create potions and talismans of some strange power. The Lorrites are a more traditional kind of medieval kingdom, their magic highly controlled and legislated, all mages marked for permits to use their magic. Rogue spellcasters are hunted and regarded with suspicion and fear, imprisoned in their dreaded Mage Towers. Elves are more free about their magic, coming from three different roots: arcane, divine and nature. But the numbers of the ones who can actually cast magic have been decreasing over millennia and are these days considered rare and guarded by traditional guards at all times.
Time passed. The Durasin Dwarves managed a victorious hold of the mountains, the orcs and goblins were driven out. They came upon a divided north, the lack of an actual war drove the Nords into warring clans once more. In that state, they were slowly conquered by the orcs clan by clan, without aid from the south (which in fact did what they could to get in their way and recover some of their lands in the process). The Elves were too busy fighting the orcs and other problems themselves. The Nords became fully enslaved by the organised though brutal orcs and those who managed to stay free are hunted to death and band together as outlaws in the hopes of one day driving the orcs back, though their numbers are too few in comparison to the greenskins. The orcs having found their seat of power through their Witch King Kolrak, began sending forays into all other territories, including again the dwarven underground halls, but their attention is still not fully focused on such, because of slave uprisings and outlaw raids.
The Nords have no magic, they are far superior physically and have always counted on their strength, but they do have a few shamans, medicine men and women who receive visions from their revered ancestors and perform rituals to grant boons, such as luck, wisdom, fertility, knowing much of the land and able to create potions and talismans of some strange power. The Lorrites are a more traditional kind of medieval kingdom, their magic highly controlled and legislated, all mages marked for permits to use their magic. Rogue spellcasters are hunted and regarded with suspicion and fear, imprisoned in their dreaded Mage Towers. Elves are more free about their magic, coming from three different roots: arcane, divine and nature. But the numbers of the ones who can actually cast magic have been decreasing over millennia and are these days considered rare and guarded by traditional guards at all times.
The sisters Ara and Elise are currently in Braedon, in Lorr, but it is a large city on a previously very well frequented conversion of main roads leading to all other regions, so feel free to play what you wish. Here's the OOC thread where you can post character concepts to join us and discuss ideas you may have. We're a couple of friendly gals, so feel free to poke us!
We hope to play with you soon!