T
Tempa
Guest
Original poster
This RP is for those who expressed interest in my Int. Check entitled, "Journey Through the Land of Tenna," and those people are:
Shinari
Shade_XY
SergiuPloscar
GaiusGermanicusBloodSoak
Anyone else that may be interested are free to read through this, and leave a message saying so.
Now, as the interest check stated, this is will be an adventure RP, set in Grehmoura, on the continent of Tenna. I am quite unsure as to how I'll be starting this game, but one thing is already set in stone, as the game starts out, events will play out with or without the intervention of the party. Three major arcs exist so far that will spin rapidly out of control and change the face of Tenna as we know, or, as I know it. You on the other hand, are free to experience I wish to spin before you, and how you, as my players, will change it. Originally meant to be a D&D 4e/5e campaign, I am quite use to being flexible and improv is a specialty of mine. Hopefully I can bend in ways that won't be misconstrued as too cheesy or outright bad.
Here's a map.
There you go, a full map view of where we'll be located.
Now, there is simply too much for me to write down and elaborate on the eleven nations in their entirety, so questions are definitely welcome, and for now, here are very brief descriptions:
1) Auralia - Home to the Auralian Empire, a theological monarchy who worship a three faced God, or Gods, and are rumored to be ruled by those gifted with their God's divinity.
2) Talier - The land of scholars and engineers. Independent of all societal laws and taboo, one wonders if they don't sometimes go too far in their innovations.
3) Onyxerion - The land of mercenaries and bustling industry. Metal, precious metal, of all kinds are found here, and only here.
4) Someril - Homeland of the Green and Gray skinned Orcs. Roving War Bands, sparse settlements, and the Pitt at the center of it all spewing demons left and right. Who would live here? Orcs. That's who.
5) Devlan - The land of mystics, psionic engineering, and pretty ponies. Yeah, unicorns. Devlans love their unicorns.
6) Veretta - The exotic Island nation of pirates, merchant kings, and debauchery as far as the eye can see. Death is just as close to an individual as is their next meal.
7) Ioun - The Northern Wastes are home to Viking Samurai, and oriental longhouses. Imagine this combination. Mix the barbarism of the Vikings and the discipline of feudal Japan, and you have Ioun.
8) Allion - The Eastern Aerys Islands houses the King who commands dragonkind, and demands loyalty of all of his vassals. Isolated and alone to the east, some say Allion is brewing for war.
9) Vercae (Ver - Sai) - The Vaen Angels formed the Vercaen Imperium to lord over their mortal lessers, and to forget their colossal failure.
10) Colliope - The Tidecallers respect the sea, and base much of their living on the treasures they heave out of it. Some say the Colliopese are hiding something out at sea, but none can venture too near, not with their navy defending the waters.
11) Revinia - The Confederate Right and the Coalition of Magi live in constant battle against one another within their splintered nation. I wonder who'll eventually win?
Note the words above the nation's names. They do much to explain away the personality of the nation.
If all that has piqued your interest, please feel free to question me about ev'rythang. I will more than pleased to answer you.
This game will test your ability to think, and every encounter can mean death. One thing that MUST expressed right now is this: Your mortality will be tested. Character death will be very real, and you must be prepared for that. Now, I'll add a disclaimer that before anything like that ever happens, you will be thoroughly warned beforehand about the path you are taking, and how your decisions are affecting your already fragile self.
As for my interest checkers, here's what I want you to do.
I want you to make a bio for this. I'm not going to be too plain or too strict on this particular subject. I said I was gonna make a bio, but I feel that, in my experience, limiting you to a specific set of "Eyes", "Age" and "History" will only hamper your ability to create, and I don't want to do that. So yes, make a bio for your adventurer.
I have to stress this though, you are an adventurer. You are not a god, you are not the best at what you do, and you are definitely not the "Leader" or "In charge" of the group. You don't have a group of friends who you can call on, and you absolutely have no power to demand anything from anyone in any town in any place, at this starting point of the game. You're not the smartest, neither are you the strongest. You are simply a person, who is talented is some respect, and flawed in others. You decided one day that enough was enough, and you were tired of a mundane life that you were being forced to live. You are a level 1 hero, Earning the experience to become more than you were ever expected to be.
I want you to tell me of the life you lived before you became an adventurer, before you joined the Party.
Your character is your own. Make them a part of you, not just something you can toss away tomorrow. At this point in the game, you know a few tricks, a few parlor room spells, and maybe you're flexible and fast. Make a character that is reasonable. I ain't want no mary-sues or power players.
With that out of the way. Tally-Ho! ;)
Shinari
Shade_XY
SergiuPloscar
GaiusGermanicusBloodSoak
Anyone else that may be interested are free to read through this, and leave a message saying so.
Now, as the interest check stated, this is will be an adventure RP, set in Grehmoura, on the continent of Tenna. I am quite unsure as to how I'll be starting this game, but one thing is already set in stone, as the game starts out, events will play out with or without the intervention of the party. Three major arcs exist so far that will spin rapidly out of control and change the face of Tenna as we know, or, as I know it. You on the other hand, are free to experience I wish to spin before you, and how you, as my players, will change it. Originally meant to be a D&D 4e/5e campaign, I am quite use to being flexible and improv is a specialty of mine. Hopefully I can bend in ways that won't be misconstrued as too cheesy or outright bad.
Here's a map.
There you go, a full map view of where we'll be located.
Now, there is simply too much for me to write down and elaborate on the eleven nations in their entirety, so questions are definitely welcome, and for now, here are very brief descriptions:
1) Auralia - Home to the Auralian Empire, a theological monarchy who worship a three faced God, or Gods, and are rumored to be ruled by those gifted with their God's divinity.
2) Talier - The land of scholars and engineers. Independent of all societal laws and taboo, one wonders if they don't sometimes go too far in their innovations.
3) Onyxerion - The land of mercenaries and bustling industry. Metal, precious metal, of all kinds are found here, and only here.
4) Someril - Homeland of the Green and Gray skinned Orcs. Roving War Bands, sparse settlements, and the Pitt at the center of it all spewing demons left and right. Who would live here? Orcs. That's who.
5) Devlan - The land of mystics, psionic engineering, and pretty ponies. Yeah, unicorns. Devlans love their unicorns.
6) Veretta - The exotic Island nation of pirates, merchant kings, and debauchery as far as the eye can see. Death is just as close to an individual as is their next meal.
7) Ioun - The Northern Wastes are home to Viking Samurai, and oriental longhouses. Imagine this combination. Mix the barbarism of the Vikings and the discipline of feudal Japan, and you have Ioun.
8) Allion - The Eastern Aerys Islands houses the King who commands dragonkind, and demands loyalty of all of his vassals. Isolated and alone to the east, some say Allion is brewing for war.
9) Vercae (Ver - Sai) - The Vaen Angels formed the Vercaen Imperium to lord over their mortal lessers, and to forget their colossal failure.
10) Colliope - The Tidecallers respect the sea, and base much of their living on the treasures they heave out of it. Some say the Colliopese are hiding something out at sea, but none can venture too near, not with their navy defending the waters.
11) Revinia - The Confederate Right and the Coalition of Magi live in constant battle against one another within their splintered nation. I wonder who'll eventually win?
Note the words above the nation's names. They do much to explain away the personality of the nation.
If all that has piqued your interest, please feel free to question me about ev'rythang. I will more than pleased to answer you.
This game will test your ability to think, and every encounter can mean death. One thing that MUST expressed right now is this: Your mortality will be tested. Character death will be very real, and you must be prepared for that. Now, I'll add a disclaimer that before anything like that ever happens, you will be thoroughly warned beforehand about the path you are taking, and how your decisions are affecting your already fragile self.
As for my interest checkers, here's what I want you to do.
I want you to make a bio for this. I'm not going to be too plain or too strict on this particular subject. I said I was gonna make a bio, but I feel that, in my experience, limiting you to a specific set of "Eyes", "Age" and "History" will only hamper your ability to create, and I don't want to do that. So yes, make a bio for your adventurer.
I have to stress this though, you are an adventurer. You are not a god, you are not the best at what you do, and you are definitely not the "Leader" or "In charge" of the group. You don't have a group of friends who you can call on, and you absolutely have no power to demand anything from anyone in any town in any place, at this starting point of the game. You're not the smartest, neither are you the strongest. You are simply a person, who is talented is some respect, and flawed in others. You decided one day that enough was enough, and you were tired of a mundane life that you were being forced to live. You are a level 1 hero, Earning the experience to become more than you were ever expected to be.
I want you to tell me of the life you lived before you became an adventurer, before you joined the Party.
Your character is your own. Make them a part of you, not just something you can toss away tomorrow. At this point in the game, you know a few tricks, a few parlor room spells, and maybe you're flexible and fast. Make a character that is reasonable. I ain't want no mary-sues or power players.
With that out of the way. Tally-Ho! ;)
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