Post by Sir Not Appearing on Forum on Mar 25, 2010 0:36:36 GMT -5
Alright, so after a talk with you all and gathering your personal votes and opinions on what campaign to play, the final vote concensus is in favor for the Levasian campaign. This was made on a 3/5 majority vote so it will be the game I will be working on and planning for.
This also means that if you need help with character ideas that this thread is where you will need to go to find vital story information and background history for the campaign, as well as how it will begin, since I have a default starting point.
Synopsis (OOC):
"Crippling Ice" refers to the time period leading up to the fall of the old Levasian government (the collection of ruling houses known as the "Gruge") and the subsequent rise and rule of the CREED movement as their replacement. It was during this time, which took place for roughly two decades, that Cornelius Cogg, founding father of the civilization on Levasia, wanted to regain total power of his continent and lead his people against all things magic.
Synopsis (What your characters KNOW):
While the main focus of the Levasian people early on in their formation was the elimination of magic users and ether in general, over time this extremist outlook on life dimmed and seemed to vanish over the years, mainly due to the seclusion of the continent from Dalros and the eventual numbing of it's hatred towards by the majority of its civilians. Cornelius Cogg's power eventually dwindled as his ideals seemed to fade and he was given a standing of power as more of a figurehead rather than the true ruler of the continent. The government was then switched from the commands of a single man to the combined voting of a ruling order of individuals, which is decided upon by the votes of the civilians of the nation itself, who collectively gather together in order to make new laws that the entire nation will then abide by. The Gruge is a strong ruling form of government, and Levasian wealth has increased as a part of this change since they eventually opened their borders to trade with Senron, the southern Drakulian Nations, small secluded island sovereignties and with more civilized Lupine tribes in Fengren to the north.
Dalros is still ignored as a trading partner and is still considered a forbidden zone, because even though the population as a whole was over the elimination of magic and had forgiven Dalros for past transgressions, there was still remnants of the military that hated them and the Gruge did not want to make enemies within their own borders.
Trade has been going well lately, especially on the coast of Levasia where a large number of previously small towns have grown large and rich from the merchants that travel there to trade goods and supplies. Most Levasians still do not trust outsiders, but are willing to cooperate and make peaceful dealings with them in order to ensure future progress for their country. Even though there has been relative peace for centuries over all, there has been talk through the network of news couriers that small bands of outside magic users have been causing trouble around the capital city, and also have sabotaged Mythril production factories in Eden. Whether this is true or not has yet to be seen, although civilians have verified that there has been a strange increase in military personnel in what was once before quiet towns and villages.
Starting Information:
Characters will begin in Frentil, a recently tiny coastal village that has swelled over the past year or so due to trade with outside individuals. Players can choose to be residents of the village, in which case they will receive certain amenities for that (IE: household, vehicles, investments, etc.) but in order to be an actual resident they MUST be Levasian as their race. Players may also choose to be a character from another continent, assuming they arrived in Frentil on a trade ship and are currently being used as a either a hired hand by a merchant, a mercenary looking for work and has arrived on Levasia, a fugitive rogue from another continent seeking solace, or a priest arriving on Levasia to spread the word of his or her religion. You CAN be a magic user in this campaign and realize that things WILL become a lot more difficult for you later on, and even though most Levasians are tolerant to the use of magic they still fear its use and will not trust a magic user as much as someone who does not practice the use of the magical arts.
Technology:
Levasian technology has always contained forms of machinery, which deals mainly with their inability to manifest ether. There are some Levasians, however, that are traditionalists at heart and prefer to do things more or less without the use of such machines, these people, however, and few and far between and usually end up as the brunt of jokes by the other Levasians. Outsiders will of course have less need for machinery then natives of the continent and will have more use and skill in more "archaic" equipment, especially since only Dalros has had time during this period so far to receive the benefits of released Dwarven technology.
The Gruge does not have CREED based weaponry and equipment, but utilizes bolt action rifles, fragmentation canister grenades, revolvers and basic quick-loading artillery (Think WWI). They do not have tanks, an Airforce or Magi-Harnesses, although several armies controlled by a few Gruge households do have and use airships of various sizes for trade and could outfit them for combat if needed. Other than weapons a common civilian of Levasia at this time would have a heated home through either a special steam powered furnace system or a wood burning stove (coastal areas only due to lack of trees in the mainland), indoor plumbing, refrigeration through ice boxes, and decent transportation (usually steam powered buggy or motor car).
Races Allowed:
I will release this information soon, but will probably use what is already made for this campaign instead of the newer race lists, which I'm still working on, unless you guys WANT to use the new ones, then we can talk about what they will have and will not have.
Default Settings:
The following settings will be used for character creation and for the basic layout of the game campaign as a whole.
Starting EXP: 30,000
Jobs Allowed: All unless specified, save for Dalrosian specific jobs which are not allowed (some jobs in 3rd Edition are race specific)
Unique Abilities: None at the beginning of the game, but can receive some during the course of the story.
Starting Equipment: Decided by me after you are finished with character generation. I will cater to background stories for any story specific items the character may have (but don't expect me to give you beefy magical items just because you put them in the story, average people would not necessarily have access to them)
Rules Used: 3rd Edition Class System, 3rd Edition Combat Rules, 3rd Edition skills list, 3rd Edition Special Abilities, 3rd Edition Emotions Changes, 2nd Edition Magic System (will test 3rd Edition ideas as we move along), 2nd Edition Main Rule Set (basically the same anyway)
Ask all questions here please.
This also means that if you need help with character ideas that this thread is where you will need to go to find vital story information and background history for the campaign, as well as how it will begin, since I have a default starting point.
Synopsis (OOC):
"Crippling Ice" refers to the time period leading up to the fall of the old Levasian government (the collection of ruling houses known as the "Gruge") and the subsequent rise and rule of the CREED movement as their replacement. It was during this time, which took place for roughly two decades, that Cornelius Cogg, founding father of the civilization on Levasia, wanted to regain total power of his continent and lead his people against all things magic.
Synopsis (What your characters KNOW):
While the main focus of the Levasian people early on in their formation was the elimination of magic users and ether in general, over time this extremist outlook on life dimmed and seemed to vanish over the years, mainly due to the seclusion of the continent from Dalros and the eventual numbing of it's hatred towards by the majority of its civilians. Cornelius Cogg's power eventually dwindled as his ideals seemed to fade and he was given a standing of power as more of a figurehead rather than the true ruler of the continent. The government was then switched from the commands of a single man to the combined voting of a ruling order of individuals, which is decided upon by the votes of the civilians of the nation itself, who collectively gather together in order to make new laws that the entire nation will then abide by. The Gruge is a strong ruling form of government, and Levasian wealth has increased as a part of this change since they eventually opened their borders to trade with Senron, the southern Drakulian Nations, small secluded island sovereignties and with more civilized Lupine tribes in Fengren to the north.
Dalros is still ignored as a trading partner and is still considered a forbidden zone, because even though the population as a whole was over the elimination of magic and had forgiven Dalros for past transgressions, there was still remnants of the military that hated them and the Gruge did not want to make enemies within their own borders.
Trade has been going well lately, especially on the coast of Levasia where a large number of previously small towns have grown large and rich from the merchants that travel there to trade goods and supplies. Most Levasians still do not trust outsiders, but are willing to cooperate and make peaceful dealings with them in order to ensure future progress for their country. Even though there has been relative peace for centuries over all, there has been talk through the network of news couriers that small bands of outside magic users have been causing trouble around the capital city, and also have sabotaged Mythril production factories in Eden. Whether this is true or not has yet to be seen, although civilians have verified that there has been a strange increase in military personnel in what was once before quiet towns and villages.
Starting Information:
Characters will begin in Frentil, a recently tiny coastal village that has swelled over the past year or so due to trade with outside individuals. Players can choose to be residents of the village, in which case they will receive certain amenities for that (IE: household, vehicles, investments, etc.) but in order to be an actual resident they MUST be Levasian as their race. Players may also choose to be a character from another continent, assuming they arrived in Frentil on a trade ship and are currently being used as a either a hired hand by a merchant, a mercenary looking for work and has arrived on Levasia, a fugitive rogue from another continent seeking solace, or a priest arriving on Levasia to spread the word of his or her religion. You CAN be a magic user in this campaign and realize that things WILL become a lot more difficult for you later on, and even though most Levasians are tolerant to the use of magic they still fear its use and will not trust a magic user as much as someone who does not practice the use of the magical arts.
Technology:
Levasian technology has always contained forms of machinery, which deals mainly with their inability to manifest ether. There are some Levasians, however, that are traditionalists at heart and prefer to do things more or less without the use of such machines, these people, however, and few and far between and usually end up as the brunt of jokes by the other Levasians. Outsiders will of course have less need for machinery then natives of the continent and will have more use and skill in more "archaic" equipment, especially since only Dalros has had time during this period so far to receive the benefits of released Dwarven technology.
The Gruge does not have CREED based weaponry and equipment, but utilizes bolt action rifles, fragmentation canister grenades, revolvers and basic quick-loading artillery (Think WWI). They do not have tanks, an Airforce or Magi-Harnesses, although several armies controlled by a few Gruge households do have and use airships of various sizes for trade and could outfit them for combat if needed. Other than weapons a common civilian of Levasia at this time would have a heated home through either a special steam powered furnace system or a wood burning stove (coastal areas only due to lack of trees in the mainland), indoor plumbing, refrigeration through ice boxes, and decent transportation (usually steam powered buggy or motor car).
Races Allowed:
I will release this information soon, but will probably use what is already made for this campaign instead of the newer race lists, which I'm still working on, unless you guys WANT to use the new ones, then we can talk about what they will have and will not have.
Default Settings:
The following settings will be used for character creation and for the basic layout of the game campaign as a whole.
Starting EXP: 30,000
Jobs Allowed: All unless specified, save for Dalrosian specific jobs which are not allowed (some jobs in 3rd Edition are race specific)
Unique Abilities: None at the beginning of the game, but can receive some during the course of the story.
Starting Equipment: Decided by me after you are finished with character generation. I will cater to background stories for any story specific items the character may have (but don't expect me to give you beefy magical items just because you put them in the story, average people would not necessarily have access to them)
Rules Used: 3rd Edition Class System, 3rd Edition Combat Rules, 3rd Edition skills list, 3rd Edition Special Abilities, 3rd Edition Emotions Changes, 2nd Edition Magic System (will test 3rd Edition ideas as we move along), 2nd Edition Main Rule Set (basically the same anyway)
Ask all questions here please.