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The Master Of Zooz


Malchik

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This post is designed to see who might be interested in joining. If there are not enough it will not happen.

 

The setting

 

The world of Zorlon, a place with nine countries and three related non human dimensions (see below). Specifically in the country of Bashkher.

 

Quest

 

Every country in Zorlon is being attacked by an alien magic. In Bashkher this is having the effect of turning people to stone. It is currently contained in a small geographical area but is spreading. It is known how to stop it spreading - a broken sword tip must be matched to the sword it has been broken from. Rather awkwardly you have no idea where the sword might be. You have only one clue to go on. (I'll state that if the RPG ever gets off the ground.) To do this it will need a small band of adventurers working together. They will travel the length and breadth of the huge country and even have to find a place 'out of time'.

 

A request for help has been posted in all the taverns of the capital Papred.

 

Characters

 

You may choose your own characters from the info provided below but nothing uber (any realistic 'trade' is possible but a shipmaster might be of limited use in what is predominately a land based rpg). The equipment armour and weapons is similar to MW levels but without the names associated with that game (so no daedra, stalhrim, Indoril etc.) Best to check on this before getting carried away.

 

Countries and races

 

1. Dayone

 

Small temperate farmland community with (for the time) relatively advanced technology. Inhabitants human, blond, blue eyed and fairly tall have the innate quality that they cannot lie directly and no one can lie to them. No magic.

 

2. Niyobi

 

Huge and mostly cold. It is a land of mountains forests and moors. It's inhabitants have faces that conceal all emotions. It has inherent magic that has been ruthlessly supressed by the government but some shape changers still exist and that skill is available. (They can change into ANY smaller creature). Inhabitants, human, medium height, olive complexion, straight black hair.

 

3. Jourtres

 

Medium sized, hot and jungly. It is a lawless place where you must fight to live. Reputedly no magic although much of the place is unexplored. Inhabitants are all fierce fighters.

 

4. Tagfier

 

Huge and mainly a desert with five great cities. There are two groups. The Wanderers, desert nomads, brilliant horsemen they have one magical skill; they can cast conceal and reveal. The rest of the population are magic users. Wizards specialise in one of nine schools of magic (earth, air, fire, water, light, death, time, healing and the mind).

 

5. Levdia

 

Standard medium sized developed country like most in our world esp Europe here with a bit of everything. No specific racial type. No magic.

 

6. Angyngrax

 

Largely destroyed and not a place from which to get recruits.

 

7. Shallara

 

There is no land in Shallara. The inhabitants are part human and part water elemental. They are at home in water and can breathe underneath it. They are all golden yellow with green eyes and copper coloured hair. They have no magic but are very beautiful to look at and can use that as a weapon. Their fighting skills are limited to thrown weapons and tridents.

 

8. Urital

 

Impoverished infertile grassland supporting only one huge city. Inhabitants the colour of dark chocolate. They fight with machetes and other chopping weapons. They have no magic.

 

9. Bashkher

 

Huge and diverse but warm to hot (think India) no specific racial type. They are not a fighting nation but are capable of learning. No magic except for one group, witches, who have spells associated with animal affinity and herbal remedies etc. This is the setting for the rpg.

 

Non human dimensions relevant for interest only atm

 

10. Taragoka

 

A place that studies all possible futures and sends out dreams and visions

 

11. Zoriishii

 

The land of those who carry dreams to the minds of humans

 

12 T'mor'dend

 

The land of the dead.

 

Game play

 

Standard RPG style with at least one post every 48 hours as the minimum. DM to establish results of actions. Forum RP rules. Dice rolls for damage only (most of the rp is scripted)

 

If interested please post below or PM me

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The setting sounds interesting - and seeing that it will be not as fast-paced as the competition, it'd be possible to participate during the semester as well. I'd be very interested in partaking if this adventure comes into existence :)
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Once every 48 hours? I can do that :) Count me in :D (Thanks for the pm Baba-John :) )

 

I'm not sure if he will fit, but T'skar has always been a modified nightblade - actually a holdover from AD&D, the mage/thief. Do we need to post bios, background stories, etc? And how about magic classes, do you have to stick to one?

 

T'skar would be from Tagfier, the male without a father child of a Wanderer woman sedused by a wizard. When they are disowned by their tribe, his mother takes him into one of the cities to try and raise him. She teaches him the Wanderer magic, which he finds very useful for his 'job', taking things people have left ungaurded (and sometimes guarded :) ). After his mother's death (a tragic story :) ) he moves from city to city, usually at the request of the magistrates, until he runs into his father, who takes him under his wing, to try and give the boy a real chance in life and the home it feels guilty about not providing before.

 

If this works, GREAT. If not, we'll see what we can do to change it :)

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If this Nord hasn't been too annoying in the Oblivion comp., he would like to sign up here. Not as shipmaster (his obvious first choice) but as something else; he will have to ponder what that'll be a bit.
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Definitely count me in. I've got the bug after the Oblivion compo, my first ever.

 

I'll post my char sometime during the next few days while I carry on in The Fallen Statue, but will more than likely be a completely new one, maybe a Tagfier Wanderer scout/marksman.

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