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Darren RDI Fixture Karma: 36/8 868 Posts
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Footprints: Digging Too Deep Recruitment
Hey!
I had an idea for another game using my Footprints system and world, and thought that it's be interesting to run two games in parallel with possible interactions between the two.
I won't hide that all of the information below is copy-pasted from my other Recruitment thread, but it is probably better to read through what has happened in Corruption in Tithuana so far, to get a feel of the world.
Anyone is welcome!
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Here is a simple, basic description of the world:
The Lords were being of great power, who journeyed the universe. Most of their energy was devoted to their journeys. Spotting from afar a barren rock with a core of magical energy, they decided to stop and use it as an anchor at the most powerful Lady's suggestion, giving the name Anchor. They linked their realm, named Vessel, to Anchor with four magical lines descending straight to the core.
Now the Lords were able to create. And they did, creating first two towers of light, named Nest and Mast, the first of a yellow light and the second deep blue-white, the one waxing while the other waned in an eternal cycle.
Around the tower of Mast they built their halls, before turning their joint power to create the Gods, lesser beings in their own image.
The Lords retreated to their halls, wishing to see what these beings would do with their autonomy.
The Gods created as they once were, and the Vesselan people came into existence, then grass and the Root plant for their nutrition. However, most of the Gods did not wish to remain observers, and they created lands and kingdoms on the lower part of Vessel, between Mast and Nest, on the plains of Deck, and pitted the Vesselans against each other in great wars.
But the Vesselans rose up and demanded an end to this. The Vesselan people split, into Deckies and Masties, the first group continuing the glorious, endless war, and the second building a city around the halls of the Lords.
But the Lords hadn't noticed the consequences of their magical Lines linking Vessel to Anchor: around the Lines, where once was rocky, barren desert now lay fertile lands, many creatures and the Anchoran people. The Anchorans knew of the presence of other beings, who they saw as divinities, but the inhabitants of Vessel were ignorant of the Anchorans. An Anchoran man of great power, by the name of Dangine, decided to make his voice heard following the unjust death of his family, and lifted his village from the ground, guiding it along a magical Line to halfway between Anchor and Vessel, before commiting suicide. This floating island was named Dinghy in memory of Dangine, and it became the town for diplomacy between Anchor and Vessel.
This was many years ago. Since then, the whole world has had a common language, unnamed due to its unilateral use. (An underground realm was discovered, named the Depths, but I shall not mention it too much.)
Now, around the four magic Lines: the city-state of Tithuana, a realm whose culture is based on knowledge, with a nearby Deckie campsite; the once-great city of Ethrona which lies now in ruins (due to the king insulting a Depthian prince) and is controlled by bandit gangs, and nearby the town of New Ethrona composed of the survivors; a cordial agreement of many small kingdoms inculding Maringa and Smythia; an ancient town, Ronthara, now in constant war between breakaway New Ethronans and Smythians.
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Magic is split into three forms: magic from Within, practiced by those known as Sorcerors, tapping into energy within themselves to perform almost any imaginable task; magic from Beyond, devout followers of Gods, Lords or even principles who can petition their benefactor to give them power for a single purpose; magic from Without, practiced by Mages, who draw from the residual magic around them and bind it with runes and rituals from long ago. Compared to Sorcerors they are less versatile but more powerful as their magic is not limited. They tend to use natural components to reinforce their rituals.
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THE PLOT:
The players comprise an adventuring party, relatively successful yet unknown. While they were visiting New Ethrona to stock up on gear (and sell some loot) after delving into an ancient mage's ruined tower, a messenger seeked them out. A world-famous adventurer, known as Illin, wishes their help in an excavation of a ruin deep under Ethrona. Ruins under ruins under ruins, it would seem. They have a rendezvous with Illin in a day at the south gates of the old city, ample time to reach it from New Ethrona.
Posted on 2011-04-10 at 15:05:23.
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Celtia Resident Karma: 19/0 403 Posts
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Mention from me..
Nah, I won't play in this. Partially so I don't overextend what I can and can't do, and also so possible crossovers are a bit more interesting.
But however, I did the same thing in a real-life D&D with another DM for the parallel adventure (Clockwork Demise). The problems were getting the adventures to sync up, though, how long one was taking in comparison to the others. Especially since we also were working with a calender to some extents.
Hell, that world we played in I'm using for the online game I'm DMing on this site, except centuries in the future. ^^'
However...anyone reading this, I hugely recommend it. Darren is a reliable and good GM...and the 'Footprints' system is excellent.
Posted on 2011-04-10 at 15:39:07.
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