S
Snakey
Guest
Original poster
Premise
Burning Under the False Sun is an Role-Play set in (and around) Dreg, the last city in a world with no sun, saved only by a false 'sun' suspended over a massive tower in the centre of the city. It burns eternally, never giving up for night, the only way anyone can keep time is though it's somewhat consistent waxes and wanes. The inner walls contain the last remnants of civilization while the majority in the outer walls are left in a world controlled by vicious gangs, clans and cults. Each fighting for a fraction of the fallen city with brutal determination.
The player's goal is a simple one. Find out what really happened to the false sun and see if they can restore it. They may work together or alone and are mostly free to do what they want to accomplish that seemingly impossible goal.
The player's goal is a simple one. Find out what really happened to the false sun and see if they can restore it. They may work together or alone and are mostly free to do what they want to accomplish that seemingly impossible goal.
Setting and Characters
Technology is at a medieval level with those in the outer city stuck in the dark ages while those in the inner city enjoy something more akin to the late 1400's. The Roleplay mostly takes place in the outer city and anything that comes out of the inner city is worth it's weight in silver. Keep in mind that gunpowder, firearms or machinery more complicated than a trebuchet are non-existent.
Magic exists but players are unable to harness it, however they may find magical items or be of a magical race themselves (within reason). The potential case of inherent magical abilities will be tackled on a case to case basis. Generally it'll take up a trait an you can only do one or two things with it (such as breath fire or limited shapeshifting).
Magic exists but players are unable to harness it, however they may find magical items or be of a magical race themselves (within reason). The potential case of inherent magical abilities will be tackled on a case to case basis. Generally it'll take up a trait an you can only do one or two things with it (such as breath fire or limited shapeshifting).
Race wise, characters are mostly unrestricted with most standard fantasy fair being available along with a few odd ones. Some races are limited in archetype however. Archetypes act as both your background and your class of sorts, giving a basic summary of your abilities as well as how the world interacts with your character.
Example, The Gangster: Born into one of the gangs, gangsters are forced to grow up strong or die. They live through intimidation and brute force, bullying others as a way of life. You can easily round up a few buddies for any task, as long as they get something out of it. Good for fighter types, but be aware that you'll almost be universally hated. Especially by members of rival gangs.
There will be about eight or so archetypes in Burning Under the False Sun.
Characters also get traits to help personalize them. These can be almost anything, skills, gear, special contacts. Anything that can set them apart really.
Example, The Gangster: Born into one of the gangs, gangsters are forced to grow up strong or die. They live through intimidation and brute force, bullying others as a way of life. You can easily round up a few buddies for any task, as long as they get something out of it. Good for fighter types, but be aware that you'll almost be universally hated. Especially by members of rival gangs.
There will be about eight or so archetypes in Burning Under the False Sun.
Characters also get traits to help personalize them. These can be almost anything, skills, gear, special contacts. Anything that can set them apart really.
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