"The mind is a doorway...
...one that you can walk through if you wish."
Summaries from Nathan's interactive storytelling sessions (otherwise known as DnD)
"The mind is a doorway...
...one that you can walk through if you wish."
Penitent Hunter duels Torestre the Rotten Kaia of the Jubilant Mother of the Church of Joy Those Poor Damned Souls Father Grimme A. Arcturus of the Church of Joy Shakta Tor of the Illuminated
WELCOME:
Welcome to Astra! Astra is a huge planet roughly the size of Jupiter(1300 Earths could fit inside Jupiter btw), with three moons. This is a Fantasy Medieval world with magic, monsters, Hunters, Gods, Griffins, and more. I have spent hours and hours brainstorming and coming up with obstacles, enemies, allies, weapons, places, plots, and more! That is not to mention an entirely new system which makes combat more interesting (I designed it to have more Wombo Combos in mind!) and more fluid. This guide will talk about the basic world knowledge you need to make a character. Here we go! (And remember no character is allowed to have previous combat experience) THE CITY AND THE WILDS: One-fourth of Astra is covered in a massive towering city. The rest is wilds with occasional cities, empires, or villages. The Grand City is composed of many different Wards, controlled by different factions. People born in the cities tend to be paler, shorter, and more suspicious. Those born in the wilds tend to be taller, more open, more humorous, tanner, and also have tails. It should be noted that to refer to a Wilderfolk as a “cat” or “kitty” is a racial slur in most Wild cultures. Their relations vary wildly depending on where you are. In some places, they might mingle freely, in others one might marginalize the other. GODS: In this world Gods (also called Titans) walk the land, swim in the seas, tunnel, fly, and teleport. They can be Dragons, Giants, Krackens, or none of the above. What they have in common is God Blood or Ichor. These massive creatures are extremely tough and vary in personality just as much as in appearance. They can be intelligent or stupid, friendly or dangerous, social or reclusive. Gods can be hurt by conventional means, but Silver is the most effective. Ichor can be collected and used for many magical and powerful things. But it can only be used by beings called Hunters. HUNTERS: It is estimated that 1 in 1000 people on Astra become Hunters. Those who do will one night have a strange dream. When they awake they will have slitted eyes like a cat and a transfusion glove on their non-dominant hand. The only difference between a Hunter and a normal person is the ability to use God’s blood. Thousands of different Hunter Paths have risen up, each outlining a different way to use Ichor. When you have the Dream you become of the Wandering path. Now each Hunter is destined to go to the Mountain and choose their path. The Hunter will use the Haze (two paragraphs down) to meet Hunters of other paths and get their pendant (a sign that the path has accepted them). They will present the pendant at the Mountain to be fully chosen. If you take too long to get to the Mountain and ignore your calling, Hunters go mad, becoming of the Damned. Hunters can be respected or hated. They can be in any line of profession from detective, to mercenary, to soldier, etc. All players are required to be Hunters (with the possible exception of Fernando if he makes a good case to me). ICHOR USE: Ichor can be used in two ways. First, you can transfuse pure Ichor into you and become superhuman for a short period of time. Extremely durable, strong, intelligent, the effects go on. But the Ichor must be pure and must be harvested by you! Otherwise, it will kill you. Also, transfusion can kill you if you are not in the right state to do it. Second, you can use something called Blood Compound. This is a mix of a certain percentage of Ichor with your own blood. This means that whenever you Cast (what the action is called) it costs health. The better at the Path you are on, the more efficient the Casting is. It is possible to Cast with Blood Compound you didn’t harvest but it is much more inefficient. What you are Casting depends on what Path you are on. Hunters of the Haunting, or of the Thundered, or of the Jubilant will all do different Casts. THE HAZE: Astra is covered in huge areas of strange mists known as the Haze. It will appear out of nowhere, follow certain people, or show any number of strange behaviors. If you walk into the Haze it will (sometimes) transport you somewhere else on Astra. Most times when you enter it you will see a memory, a moment, a person/place/thing. Some believe the Haze is a being that guides people, others believe that it is just a strange magical storm. ————————————-- Disclaimer: after reading everything above you are totally prepared to make a character. Everything after this point is just interesting and poignant world facts, factions, people, states, concepts, and creatures. You will eventually learn about these no matter what so no need to read on. BUT. It could help you make a more interesting character. Your choice! :D ————————————-- THE RED WATCH: A huge empire that controls the largest Ward in the City and also huge areas in the Wilds. They are known for being able to construct fortifications during combat and are called the Red Watch as they would build massive red fortifications during actual battles, leaving the enemy surrounded by walls and entrenchments. They are ruled by an Emperor who is elected every lifetime by a Parliament (100 people). The Parliamentarians are a huge force. THE CHURCH OF JOY: The Red Watch is declining under the rule of the current Emperor. The Church of Joy was a wing of the Red Watch used to dispose of dangerous Gods, provide strategic assistance, and also healing services. As the greatest Empire slowly falls into ruin, the Church is taking over more and more of their responsibilities. The Church is the largest Hunter organization in Astra. They provide aid (healing, dealing with outlaws, killing dangerous Gods) to all villages that are in contact with the Church. Remember that because of the Haze these villages can be spread out all across Astra in little pockets. The Church is headed by a group of Cardinals called the Curia. Although there is no official leader of the Church one Cardinal tends to take control of each era. The Church is generally recognized as a force of good, even if it is spread thin to defend such huge territories. GHOSTS: The paranormal do exist in Astra. Those who leave this life but have enough will to hang on, sometimes cling to some string of existence. Ghosts can be minor nuisances who make attics creak and curtains rustle. Some can talk, some can change shapes, some can travel while others are trapped in one area. They vary hugely. They can be extremely dangerous and powerful in some circumstances. The one thing that draws them all together is that they had enough will to force themselves to be even slightly alive. Ghosts/Spirits/Poltergeists generally have something, someone that anchors them in the world. It could be a place, an item or unfinished business. IN CONCLUSION: Please ask me questions if you have something you want to run by me! All character creation will be done as a group (stat rolling and final decisions) but definitely brainstorm before! You can still have character secrets, which we can talk about in private. Please text me questions or ideas. We will meet on the 8th of September at Andrew’s place to do the character creation group session and the first session is on the 14th. I hope you are all psyched!!!!! This is gonna be a blast. You awake from the dream. Or was it a nightmare? The grey dawn fills your eyes and soul, as your Second Self burns slowly in your palm. A new world rises from sleep as you do. Only the Gods know what came before. And they are the ones you wish to slay.
Chapter 1 - Training, Toast, and Tradgedy
Chapter 2 - Battle at Brandeburry and Big Pete Chapter 3 - Schrodinger's Drunkard Chapter 4 - Dueling the Pursuer Chapter 5 - Return of the Learning Chapter 6 - Baby Steps Chapter 7 - The Laughing Place Chapter 8 - Death of a King Chapter 9 - The Rise of Franz Chapter 10 - The Great Pendragon Preparation Chapter 11 - The Twin Kings Chapter 12 - The Second Learning War |
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