31.1.07

Albearaca, the Dead City

Albearaca is a pitiful sight, crumbled shops and buildings on all sides, so ruined that it seems like they might collapse at a moment's notice. As your eyes scan the streets, you notice a few figures, perhaps human, perhaps orcish, or perhaps some other race, hiding in the dead stores. They might have been nomads, seeing this city as salvation from the wars of the larger cities, but Albearaca can by no means support them for long. Soon enough, they'll move out.

The arrangements are to meet in the old palace of Albearaca, to discuss future arrangements. Armies are to stay at least twenty miles from Albearaca during the talks, or it will be seen as a declaration of war.

The representative of Rem, Lord Azi, is wrapped in white silk, even down to his fingers, revealing only his tattooed head, scarred in resemblance to a skull. He carries two ornate daggers, quite possibly made from bone. He is accompanied by two guards, wrapped in grey silk and masked to look like demons, carrying spears.

The orcish representative, Chief Urin, wears a gold breastplate and carries a large, thin sword. His features are strangely human, he seems to have shaved and wrapped his hair into a ponytail. His guards are two orcs, less well groomed than their leader, and armed to the teeth.

Finally, the Lord Magi of Manna, Yuran, wears a crimson robe, adorned with black details. He carries a large, golden staff wears a variety of jewelry. Two, identically dressed guards accompany him, dressed in black robes and carry scroll cases on their belts.

Alright, go wild guys. Feel free to introduce your characters, describe them in as much detail as you want, interact with the PCs and NPCs.

28.1.07

Geography and Rules

Alright guys, here's what we've got for some geography of the content that you're all on. The Hizalacian Mountains, running from the Northeast to the Southwest of the continent, boast two cities. The brutal, religious city-state of Tarrask is to the south of Albearaca, a prominent player in the wars, who worship a destructive, self-indulgent diety known only as The Beast. Further north, only about twenty miles from Albearaca, is the trade city of Nicander, a relatively young city, built upon the ruins of Charillus, a long dead city. Nicander has managed to keep out of the wars, mostly, though their wealth has led to invasions. Many different races have taken residence in Nicander, giving it a reputation as a safe haven. Far to the north, in the deadly artic wastes, the mercenary city of Crimilia stands, on the only hospitipal patch of land in that area. Crimilia has sold their swords to many of the other nations, and avoided conflict on their own soil. They are known for their loyalty and skill both with steel and with magic.

In the desert of Aui to the south is the city of Rem, a religious people who worship death and destruction. They killed Albearaca's citizens, even when they took control of the city they spared no one. They have sworn to kill Tarrask, for reasons long since lost in history. They are known for being talented sorcerers, in addition to being ruthless warriors.

To the west of albearaca is an orcish nation, created when a roaming tribe discovered an abandoned city and took residence there. They once had a stated goal of killing every human, as penence for past sins, but have become far less radical and recent times. They are known for producing high-quality weapons, which fetch more than five times the price of normal swords.

Beyond the Hizalacian Mountains is the enchanted city of Mana. They have been known to develop new, powerful spells, and sell them to other nations, though they often engaged in wars themselves, in hopes of getting new magic.

Those are the main other cities. Though there are more, they are smaller, though they still will be represented at the peace meeting. Most of this is going to be handled like dan's game, atleast until you get involved in a war. Then, any parties involved will e-mail me their actions, I'll post what they see, and it will be resolved from their, with their respective military powers giving them certain advantages as I see fit. The economy score dictates the wealth of your country. While it also affects the wealth of your citizens, it gives you your starting treasury. Each nation gets ten-thousand gold pieces, per a point in economy, and five-hundred trained and armed men per a point of military.

All this sound good?

27.1.07

Introductions, all around

Alright, we're going to need a little backround information, in order to start this new game. The continent where this is now set is filled with city-states, none of which have ever got along. They have been at war, with atleast one other state, for as long as they can remember. Sharing the continent with you are some nomadic tribes, a handfull of outlying villages, but they are more property than anything else. They don't have rights, beyond which are granted by the fleeting kindness of whatever city-state happens to occupy them, and killing one off is seen more as an insult to their owners than a true crime. Only a year ago, by complete coincidence, have all of the city-states ended war, and there has been an uneasy peace since then. It was assumed that the peace would not last, and war would resume soon enough, but now that it has not, politics has come into play. "This was my territory", "You stole my resources", "We need compensation for losses in that war fifteen years ago" and other such complaints fill the air, and it is obvious that war will begin again, if something is not done.

In a last minute attempt to prevent another war, the nations have called together for a peace conference, in which all the leaders of the respective cities will gather. Each leader is allowed two guards, and any material objects they can carry, and will meet in the dead city of Albearaca.

In this scene, all you guys have to do is, when you are ready, post what the other cities (A.K.A. "players") know of yours. Feel free to go into as much detail as you like, invent past conflicts if you want, that sort of thing. Go wild. By the way, I apologise is the label is lame, it's all I could think of at the time. If you've got any better ideas, please, let me know

24.1.07

Hmm...

Do you think that adding a second game would slow the pace at all, or is the setup capable of dealing with it? These labels would make it easy to keep track of.

Also, would anyone else like to run a game here?

And another also, for the Hedgemere Academy game, I would like all three of you to give me a sample of a class lecture. You pick the class, of the ones you're taking, and the topic of the day's lecture. Doesn't have to be long, as I'll expand it as I see fit.

23.1.07

Scene 12, closed: Canas and the Dragon(snaps)

Canas has been pestering Gurg for some time now. Gurg is familiar with his difficulties and what Gurg considers his bad attitude.

"Look, I'd help you out, but there's not much here that I can give you. We have lots of things need doing, that's why they pay my salary, but not much for you. You could barely keep those gargoyles under control."

"Hey, they weren't where you said they'd be, and there were more of them, and they weren't in any mood to talk. They were about to kill that poor girl."

"She'd have been fine. And we didn't want them destroyed. Sand. Nice thinking, sand from rock, but there's no way we could recover them. That's why we've been having so much trouble with mischevious spirits lately. We should have billed you for them, but no, we paid you anyway.

"What is it you want out of magic? Did you go to the induction address? Where do you see your place? You should be finding your own way by now. Whatever. Here. The Head of Grounds needs someone to look after the garden. Weeding, pest control, harvesting alchemical components. You do that and you'll be fine. Just stay out of trouble. And if you can get us some new gargoyles, I'll see if I can find you something good."

12.1.07

Scene 11, closed: Lair of the Demon Spider, the Temple of Shit, and other charming travel destinations

Into Sigil, down an alley, and through a narrow wooden door with a cracked stone lintel. Three figures step out into hell, one of many. A desert spreads itself out in front of them, ashes for sand with only sharp crags of volcanic rock to provide any varriation.

Their destination is close, though not visible from their point of entry. A few mile hiking, brutal miles, and the world changes around them. Shaking the ashes from their robes, they take in their new surroundings. Vines everywhere, dark green and choking everything. Massive trees struggle to breathe through the vines. Sunlight has never seen this ground. Huge mosquitos compete to see which can suck the most blood from the travelers. Webs large enough to trap an ogre streach across the only things that might quallify as trails. At least one actually has trapped an ogre, while others are adorned with smaller humanoid shapes.

The phase spider Queen is near.