PastelPhoenix
How did this even happen?
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- Seen Nov 20, 2022
Dusklands
The old road lies before you; once alive and buzzing with merchants, now fallen into a state of disrepair. Few caravans travel these roads anymore, and you're more likely to find an ambush or lurking monstrosity than a fellow traveler. Still you've found your way into one of the few remaining packs of ambitious, or desperate, entrepreneurs who still walk the old road.
Ahead lies many dangers, for body and soul alike. Your killer may be lurking around the next turn, and what you must undertake to survive may very well leave a stain on your being. But you knew that before you began walking. Walking these lands is dangerous, but you willingly started in search of something. Be it knowledge, wealth, glory, redemption, or even just the safety of leaving this blighted place, it cannot be found except by walking. And so we find you here, on the Silver Hearth Caravan, heading towards the unknown.
They say there's safety in numbers, but the pasts of most of the caravaneers are as draped in shadows as the forest floors. You could be traveling with a priest, murderer, convict, scholar, or just someone looking to escape it all, and be none the wiser. But that's how they like it here, makes it easier to look a man in the eye the next morning if you know nothing about him. The runner of the caravan never even asked your name when you signed up after all.
But that won't do for this story, now would it? So why don't you introduce yourself?
Intro
Dusklands is a semi-sandbox dark-fantasy RP where the players are members of a caravan traveling the accursed land of Druica. Druica is a harsh place to live, and an especially harsh place to try and make a living. Large swaths of the land are inhospitable to all but the toughest of life, and the "reasonable" areas are overrun with monsters known as the Blightspawn, lycan packs, vampire courts, and even horrors from beyond the mortal plane. Traveling here is insane to most, but yourself and many others are driven to its roads, if only to escape.
This is an RP about surviving. There may be stories of great feats of both heroism and madness, but they are just legends. While you may not be playing as legendary figures, capable of taking on entire armies and juggernauts, acts of heroism and sheer willpower of man will be possible. Surviving in these lands takes tenacity, and possibly a bit of madness. You are not a static entity either, it is expected that you learn how to deal with threats more efficiently. And who knows, great power might await you; provided you are willing to pay the price.
-Gameplay--
As mentioned earlier, the RP is a semi-sandbox. Each stop of the caravan will open up a new area for players, each with their own sub-areas and troubles. You are not limited to my own creativity in coming up with troubles, however. You are free to pursue your own goals and adventures in each area. This method should help keep the cast together, help flesh out individual areas of the country, and develop greater story arcs.
There is magic in place, but I am not spending too long on a dedicated magic system (beyond the various schools and basic uses). This isn't a dedicated magic RP, and a character surviving through entirely mundane ways through grit and sheer know-how is more than possible. The uses of magic also tie into the lack of grand heroism in the campaign. Magic is magic, but it isn't wondrous. Magic can heal wounds, deal damage, influence people, invoke madness, and all sorts of other things, but great magical feats are not possible to the everyman. For a rough idea, a lot of my inspiration for spells comes from low level D&D/Pathfinder spells (level 0-3). But as always, feel free to discuss it with me.
Although I have mentioned free reign for the majority of the time, there will still be events that plague the characters, forcing one into… different situations. These plot points exist both to break up some of the monotony of constant aimless sandbox, as well as help larger plots and more major events to potentially shape the world around the players.
Ultimately, the convoy is headed towards the Capital, probably the most dangerous single location in Druica. There's untold fortune in the capital, lost artifacts, and who knows what else hidden in the ruins. Your character's goal doesn't directly have to lead them to the capital, they can be fulfilled any point along the way, but just a word of warning as to where the convoy's ultimate destination is.
The Kingdom of Druica
Druica was once a prosperous trade nation settled on the eastern coast of the continent of Altea. A series of tragedies by the last royal line, House Drangolin, has lead to the corruption and decay of the once prosperous nation. Rumors of the House acquiring the throne through nefarious means, as well a suspicious of dark magic being practiced by the blood line plagued the lineage rule until the Fall.
While many claims against the house may be fabricated, much of the current state of Druica can be tied to their actions. The art of Necromancy flourished under one of the Drangolin Kings, his name stricken from the record due to his experimentation and fascination with the dark. The reliance of foreign mercenaries in place of the standing army also contributed to the purveyance of banditry in the nation, from both the disgruntled Druican soldier and the mercenaries when payments ran short. The Vampiric scourge can also be tied to the decadence of the Dragnolin court, the various nobles seeking eternal life to continue to parties during the Fall.
Perhaps the greatest mistake of all was the introduction to the Blight by the last Drangolin king, a cowardly and paranoid man who saw the entire world as out to get him. Through sabotaging a harvest festival's ritual, he created the Blight that consumes much of the heartland. With important farmlands now struggling to produce crop in blighted soil, the kingdom soon fell to chaos. Cities and towns fell apart, and soon there was no unity among the people. Those who could leave did so, and others remain trapped.
The Caravaneers
There exist 9 more or less permanent caravaneers on the Silver Hearth, each with their own specialties. These NPCs man the major stores, maintain key positions in the convoy, and may have requests for the characters. They are as follows:
??? Fairen: The owner and leader of the Silver Heart. An aging, balding human who puts the safety of the caravan over all else. He commands respect among the long time travelers, having pulled all of them through danger at some point of another through his sheer dedication alone. Despite his grumpy attitude and disinterest in new travelers, he accepts almost everyone aboard the Caravan (under watchful eyes of course). He was well known for helping others out of Druica many years back, but something during the course seems to have changed him for the worse and towards bitterness. He has a first name, but he never tells any new arrival (or even tends to ask their name), nor do the old travellers reveal it.
Commander Alain Lovell: A foreign human ex-army captain serving as the captain of the Caravan watch. The watch is a loose organization of those able to fight, and Commander Lovell is a harsh captain when it comes to the protection of the Caravan. Despite his seriousness when it comes to his job, he is a charming, fun individual often passing his free time with a drink at his campfire. He enjoys telling stories, as well as old bar songs. He's surprisingly upfront about his past, telling of leaving his duty to find all his old friends, loves, and family moved on, and not fitting in anymore. The outside world is odder than any beast, and he'll happily stick with what he knows.
Katyr and Karnyl: Twin Elves who run the Taelin Family Store, a large cart filled with all manner of basic goods and odds and ends. Katyr is the brother; beautiful, long-haired, earrings, and usually at the front of the shop in his fancy robes. Karnyl is the sister; handsome, axe wielding, armored, and the primary acquirer of the odds and ends. They'd prefer you not mix them up. Katyr is the more reserved one, nice but not too keen on chatting. Karnyl, on the other hand, is boisterous and outgoing, liable to talk your ear off about anything she finds odd, interesting, or funny on her trips. They've never really talked much about their home or family, it seeming like a sore spot after all these years.
Salis: The resident wizard and collector of books. Salis is of mixed human-elven ancestry, although he seems estranged from both sides of his family. Technically a drop out from a prestigious magical college, there seems to be little that can't be found in his tomes. He's typically found inside his home-turned-library, reading up on some new book. He openly allows others to read his book and discuss the interiors (provided he isn't trying to read at the moment), but kindly asks that the rarer parts of his collection don't leave his house, and find their way to his locked chest when you leave. His specialization is in counterspelling, removing malevolent spells and curses from the members of the caravan.
Khouvic and Yori Flintview: Khouvic runs the mobile blacksmithy, repairing and making new tools, along with the occasional weapon. An older dwarf, content to spend his time alone, his being in public usually because he was dragged there by Yori. His caravan is a marvel of engineering, a fully functioning forge when fully extended. Yori is Khouvic's daughter, and much younger than he is. Yori is the equivalent of a girl in her early 20's compared to Khouvic's 60's, and her father's apprentice. Yori is attractive and outgoing, with a keen eye for minerals and other fine materials. She's a skilled smith in her own right, and would likely be done with her apprenticeship if it wasn't for her father's stubbornness. Despite never graduating her, Khouvic does tend to spoil his daughter.
Romre: A drow chef of the caravan, usually cooking up whatever the caravaneers capture or find. She's pleasant and eager to help with any personal problems (willingness of the subject or not), however she can be overbearing. She's a good cook when sticking to tradition, but her tastes can tend towards the more experimental and eccentric. The living styles of many Drow cause her not to shy away from anything technically edible, and she tries to explore new culinary paths. If she mentions that she had a great idea when making a dish, it's probably best to eat everything else. As good of a cook as she is, the woman tends to lack any sort of taste.
Mydicyra (Mydi): The tiefling doctor. Caring about her patients, but has little tolerance for foolishness. Her Demonic blood tends to cause newcomers to feel anxious towards, or downright prejudiced against, her, but she heals everyone in the caravan all the same. Despite being a hardass at work, she often runs a poker circle at nights, where she usually wins (likely due to her race's tendency towards non-facial expressions). She can use Radiant magic, although it tends to leave her sore and lightheaded due to her bloodline. Because of her sensitivity, she often relies on non-magical medicine for most issues, and is damn good at most treatments.
Schools of Magic
Arcane is the most basic school of magic. It is magic in it's raw form, and everyone starts with a little arcane magic. It can create magical projectiles, shields, it's the magic that infuses scrolls and various runes for power, and it can have some effects on the physical nature of objects (sharpening something, transmuting one metal to another, etc). It's often overlooked, but useful a general jack of all trades school. Arcane magic is also unique in it's ability to destabilize sources of magic, potentially causing odd effects. It is also noted that most other magics tend to be overwritten by an equal amount of arcane magic.
Elementalist is harnessing elements, particularly the elements of Fire, Water/Ice, Lightning, and Rock. Most practitioners focus on one element, but it is possible to dabble in many. Creating their element, as well as morphing it is all within their realm of power. They also tend to be less affected by magic of their own favored element, allowing them to interact with some of the more harmful substances much more freely.
Radiant is the magic of the heavens, and the manifestation of light. The sacred light can heal wounds, illuminate the night, embolden allies, as well as it's offensive uses. Radiant magic is described as warm, a gentle warmth taking away the pains of battle, a numbing warmth remind people all is okay. Offensively, that warmth becomes all consuming, causing enemies to feel like they're burning alive while reliving their worst sins. Casters can also manifest the light into physical material, creating weapons and armor out of hardlight.
Necrotic is magic of undeath, of course. It's the magic of the flesh and bone, capable of causing flesh to move on it's own, as well as tearing it apart. Less... foul uses of necromancy can involve skin grafts and the like, fusing together flesh and bone in the living. It also deals with the soul, capable of dark rituals to rip the soul from the living, transfer consciousness, and even steal memories.
Void is a type of magic from a place outside the natural world. Void magic is cold, invoking feelings of helplessness and fear. Void can suck away life much like necromancy, but to no benefit of the caster. Void can also sunder materials, creating weakness in otherwise solid objects, as well as drain other magics. Void magic is used in the creation of Voidstone, which absorbs magic cast at it until it is overfilled and shatters. Various foul creatures live in the realm of the void, inspiring madness and corrupting the living. Void magic can temporarily cause madness, and deprive people of senses. Some high level void magics can even morph the caster's body into foul and bizarre amalgamations of flesh, much like the creatures who inhabit the void.
Natural magic is the magic of plants and animals. It is used to manipulate plants, bring forth plantlife, commune and show minor control over animals, and even develop new mutations in natural life, such as new venoms or fruits with odd effects. It's a complex magic rarely taught in society, requiring years among nature to truly learn it.
Finally, Fey is the magic of trickery. It can manipulate people by making them oblivious, charm people, enrage them, as well as various effects on the caster themselves. Fey magic can be used to turn oneself invisible, manipulate objects at a distance, lay magical traps, and change one's appearance. It's an odd magic that is relatively new to study, and the full realm of possibility for the magic hasn't been discovered yet.
Sign Up Sheet
Name: You have a name, don't you?
Race: What's your ancestry? Not to judge you.
Appearance: Let me commit you to memory.
Personality: Tell me about yourself. Whatd'ya like?
History: Where'ya from?
Goal: Why'd you join up? Surely there must be something you want.
Arms, Armor, Equipment: You'll need something to help you survive out there.
Skills: Even if you don't have a lick of magic, there must be something special you can do. (feel free to use this space for spells, special maneuvers, or other special aspects about your character)
I will port over the current bestiary from the Interest Check and expand it at a later time. If you have a suggestion for a monster, feel free to let me know, I want to incorporate your guy's ideas.
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