|
Post by Bannanachair on Jul 11, 2020 8:59:37 GMT -4
I'm running a D&D game with some people I know in real life, but people are being flakey. So I figured, I put a fair amount of work into planning it and whatnot, and I could fairly easily adapt it from a D&D game into an ISRP if the D&D game doesn't work out. And if the D&D game does end up working, I can fairly easily come up with another plot for an ISRP, if I'm in the mood. No guarantees; this is just a thing that I'm thinking about right now... But would there be any interest?
|
|
|
Post by Duck14 on Jul 16, 2020 11:07:40 GMT -4
I don’t want to be hurt again.
|
|
|
Post by Bannanachair on Jul 17, 2020 12:53:49 GMT -4
Fair enough. Let me know if you change your mind; I was correct about people not being able to play the campaign.
|
|
|
Post by Duck14 on Jul 25, 2020 12:00:00 GMT -4
I probably will. Let me know what you’ve got in mind.
|
|
|
Post by Bannanachair on Jul 25, 2020 15:52:34 GMT -4
Here's the email I sent to the group: Dear Everyone,
What follows in this email is some history of the kingdom in which the campaign will take place. Please read through, or ignore, this at your leisure.
The Kingdom of Lyrroth, named for its capital city, is a kingdom that exists across three major landmasses and two island-clusters. The landmasses are known as the Hook, the Claw and the Axe, because of their shapes (technically they are peninsulas of the same continent, though they are only joined in the frigid north and so most would sail between them). The island clusters are the Amethyst Isles, named for the gemstones used to build an ancient palace in the city of Swinmoor on one of the islands, and the Crescent Island and Shattered Islands, which were once one island before the Blood Sea Catastrophe, thirty-seven years ago. The dynasty that had ruled Lyrroth for the past five hundred years was overthrown fifty years ago in a coup by the royal vizier, and now his nephew's son rules as king.
The Claw is the center of the three landmasses, and home to many ancient civilizations. Lyrroth, once a city-state, expanded to conquer the entirety of this peninsula in the earlier days of the kingdom; before that, it was populated by city-states of men and dwarves, with substantial tiefling and dragonborn minority populations. The dwarves tended to live in the center of the peninsula, and the men in the north and south - the northern part being where the capital is.
The Hook is the westernmost of the landmasses, and it too has substantial populations of humans and dwarves. It is also home to a large forest which contains Elven cities, once part of the Elven kingdom of Kyve Aethel, but since subsumed by the expansionist Lyrroth. Most of the kingdom's wonders have simply vanished since the conquest, with rumours being that they were returned to the realm of Ljosalfheimr, home of the Elven gods. It is also home to the ruins of the once-great kingdom of Bael Turath, home to mortal men who sold their souls to demons for power and from which the tiefling race was born.
The Amethyst Isles, south of the Hook and west of the Claw's southern point, are home nowadays mostly to peaceful fisher-folk, humans and halflings for the most part. It has one major city, Swinmoor, which is home to the Amethyst Palace that gives the isles their name. The Amethyst Palace, which now lies in beautiful ruin, predates written records in the region, and little of its creators is known.
The Axe is the easternmost part of the kingdom, and the most recently conquered. Home to the largest roving bands of orcs, hobgoblins, ogres, trolls and gnollsin the kingdom, it is a region that the old dynasty had a difficult time pacifying. It is also home to many dragonborn tribes that live as in the old days, as it was at one point the western frontier of the millennia-gone dragon kingdom of Arkhosia. The southern coast of The Axe is home to villages of refugees who fled the Blood Sea Catastrophe.
The Crescent Island is home to cities of men, elves and dragonborn in the southern part of what was once a larger island. It was once joined with the Shattered Islands, which contain the (now completely devastated) ruins of the ancient Arkhosian city of Nirkoth. When the sea was blue, the island was prosperous. One day, however, the land broke and bled, and now the sea between the Crescent Island and the Axe is known as the Blood Sea for its red colour.
In the days of the old dynasty, the many and various gods of the Norse Pantheon were worshipped - Thor and Odin and Baldr and Tyr and numerous others. In the days since the new dynasty took charge, the old faith was declared illegal, and replaced with the church of the fire-god Surtur, who is prophesized to destroy the gods' city of Asgard at the end of time.
The king employs many mages around him, be they wizards or sorcerers or warlocks, and has a large repository of knowledge in his capital of Lyrroth. Many noblemen send their younger sons who will not inherit to study as wizards, in the hopes that they can gain a position of power that way.
Since the new dynasty came to power, the kingdom has employed several Orc and Hobgoblin tribes as a mercenary army to keep the rest of the kingdom in line. Despite that, many of the feudal lords still retain the privelege to raise peasant-levies, and the obligation to do so if the king demands it.
The campaign will begin in a prison in the city of Warcton, located on the southern tip of The Claw. Why you're imprisoned is up to you: Maybe your character is the secret heir of the old dynasty, captured at last. Maybe you were a rebellious vassal or rabble-rousing peasant-rebellion leader, imprisoned at the end of a bloody conflict. Maybe you're a priest of an illegal religion, worshipping one of the Gods of Asgard rather than Surtur. Maybe you're a scholar-wizard who refused to serve the evil king. Maybe you're just a run-of-the-mill criminal, a thief or a murderer or a poacher arrested for good reason. Maybe you're in prison for a different reason altogether.
I'm looking forward to the game tonight!
Sincerely,
I kept it fairly short and straightforward for the benefit of them being new to roleplaying. I reckon I might remove Elves, Dwarves, Halflings and Gnomes if you're not interested in playing any of them, but I dunno. Here's a copy of the map that I made (lots of things have yet to be named, and I've already cannibalized one of the names for the novel that I'm trying to write so I'll need to rename that settlement, but it's not super pressing immediately because the RP will start out in a prison cell and then have a jailbrake pretty immediately. Also, ignore the castles; I'm torn on whether or not I'll use them.):
|
|