Post by Admin on Mar 8, 2012 12:39:11 GMT -5
Hey guys, this is Josiah. This is half to give you a preview, and half to keep you guys informed of what 0173 and I are doing behind the scenes. Here's all what we're working on, or planning on working on in the coming weeks/months.
Rules -
- Dice Method of Combat: using a built in site roller to determine who wins in a straight fight.
-Time Magic and Summoning Magic: restrictions and guidelines on how to use these specific forms of magic fairly
Variant Races -
- Lich: beings who have turned themselves undead to again a form of immortality along with the advantages and restrictions thereof.
Cultural -
- The Upper Kingdoms: a union of kingships in a mountainous region famous for their numerous styles of martial arts and use of Physical magic
- The Archipelago: a peaceful, low-tech chain of islands that gets by with a magical boost in their tropical environment
- Damian's Isle: an island turned penal colony dedicated to those Werecreatures who either can't, or didn't, control themselves
- The Hedge: untamed Fey forests south of Arcadia, known for the dangerous magical creatures that inhabit it
- The Beastfolk Dominion: the ancestral home of the Beastfolk, reclaimed under their authority, with vast jungles and plains, home to all manner of creature and monster
- Deshet: a low-tech, high-magic civilization at the edge of the sandy deserts that cover most of the continent, led by magical human priests and a council of highly powerful Beastfolk mages
- The Obsidian Wilds: a massive, dark forest to the south of Deshet's sands, few that enter survive as something lethal exists every few feet
Places in the works -
- an undersea Wild Fey kingdom of mer creatures and the like
- an undersea Beastfolk theocracy that survives by making sacrifices to massive aquatic monsters
- an orbiting magitech space station, or "watchtower" so to speak
- a civilization of elementals that live on the moon
Further Information -
- Ruthenia will be getting more places
- Hilwich Woods and other magical locations will be further detailed
Historical -
- Kusanagian Independence: how Kusanagi revolted and overcame the Upper Kingdoms to regain their independence
- Reclamation Wars: how the Upper Kingdoms has tried - and failed - to reclaim Kusanagi, including the first encounter with Kusanagi's mecha ten years ago
- The Creation of Ruthenia: how Ruthenia came about with the eradication of the local Fey rulers and establishment of dictatorship
- The Scouring of Arcadia: how a failed Beastfolk revolution led to their population's expulsion from Arcadia into other lands
Organizations -
- The Dragon Knights: a group of honorable, benevolent mages who seek to monitor and respond to large threats. While stationed in Alexandria, they claim neutrality and offer aid and assistance to all nations (that they have access to)
- The Healer's Guild: a formal group of mages who establish specific prices, guidelines and tests to approve magical healing as a business
- The Transporter's Guild: a formal group of mages who establish specific prices, guidelines and tests to approve magical methods of transportation as a business
- The Ruthenian Resistance: a secret alliance attempting to undermine, if not defeat, the Ruthenian dictatorship
Formatting -
- Subboards in the Characters sections for distinct categories
Keep in mind that we the admins will also be working on our own profiles to play, actually playing, and dealing with our real life events while working on all the above. If there is anything you'd like to hear more about, something you'd like to see soon or outright need to know for your character's history (such as a Were who was legally allowed to leave Damian's Isle once he or she became a Tier 3 mage), just ask us. We have most of this stuff in our heads - just not written down in official format. Thank you for your understanding.
Rules -
- Dice Method of Combat: using a built in site roller to determine who wins in a straight fight.
-
Variant Races -
- Lich: beings who have turned themselves undead to again a form of immortality along with the advantages and restrictions thereof.
Cultural -
- The Archipelago: a peaceful, low-tech chain of islands that gets by with a magical boost in their tropical environment
- Damian's Isle: an island turned penal colony dedicated to those Werecreatures who either can't, or didn't, control themselves
- The Hedge: untamed Fey forests south of Arcadia, known for the dangerous magical creatures that inhabit it
- The Beastfolk Dominion: the ancestral home of the Beastfolk, reclaimed under their authority, with vast jungles and plains, home to all manner of creature and monster
- Deshet: a low-tech, high-magic civilization at the edge of the sandy deserts that cover most of the continent, led by magical human priests and a council of highly powerful Beastfolk mages
- The Obsidian Wilds: a massive, dark forest to the south of Deshet's sands, few that enter survive as something lethal exists every few feet
Places in the works -
- an undersea Wild Fey kingdom of mer creatures and the like
- an undersea Beastfolk theocracy that survives by making sacrifices to massive aquatic monsters
- an orbiting magitech space station, or "watchtower" so to speak
- a civilization of elementals that live on the moon
Further Information -
- Ruthenia will be getting more places
- Hilwich Woods and other magical locations will be further detailed
Historical -
- Kusanagian Independence: how Kusanagi revolted and overcame the Upper Kingdoms to regain their independence
- Reclamation Wars: how the Upper Kingdoms has tried - and failed - to reclaim Kusanagi, including the first encounter with Kusanagi's mecha ten years ago
- The Creation of Ruthenia: how Ruthenia came about with the eradication of the local Fey rulers and establishment of dictatorship
- The Scouring of Arcadia: how a failed Beastfolk revolution led to their population's expulsion from Arcadia into other lands
Organizations -
- The Dragon Knights: a group of honorable, benevolent mages who seek to monitor and respond to large threats. While stationed in Alexandria, they claim neutrality and offer aid and assistance to all nations (that they have access to)
- The Healer's Guild: a formal group of mages who establish specific prices, guidelines and tests to approve magical healing as a business
- The Transporter's Guild: a formal group of mages who establish specific prices, guidelines and tests to approve magical methods of transportation as a business
- The Ruthenian Resistance: a secret alliance attempting to undermine, if not defeat, the Ruthenian dictatorship
Formatting -
- Subboards in the Characters sections for distinct categories
Keep in mind that we the admins will also be working on our own profiles to play, actually playing, and dealing with our real life events while working on all the above. If there is anything you'd like to hear more about, something you'd like to see soon or outright need to know for your character's history (such as a Were who was legally allowed to leave Damian's Isle once he or she became a Tier 3 mage), just ask us. We have most of this stuff in our heads - just not written down in official format. Thank you for your understanding.