Well, it's been a few months at this point. But a while back, I expressed a desire to create an RPG set in the Dragon Age world, and had begun compiling it together. Now, at long last, I present the finished product for critique and examination by the rest of the OTC forum - Dragon Age: Burning Towers.
I have a bit of a problem at the moment, though. I have... no staff. If there is anyone with any interest in helping to staff this, and I could most certainly use that help, then it would be much appreciated.
The Chantry teaches us that it is the hubris of men that brought the Darkspawn into our world.
The mages had sought to usurp heaven. But instead, they destroyed it. They were cast out, twisted, and cursed by their own corruption. They returned as monsters; the first of the Darkspawn. They became a Blight upon the lands, unstoppable and relentless. The Dwarven kingdoms were the first to fall. And from the Deep Roads, the Darkspawn drove at us again and again, until finally we neared annihilation… until the Grey Wardens came. Men and women from every race; warriors and mages; barbarians and kings; the Grey Wardens sacrificed everything to stem the tide of darkness, and prevailed.
With the Blight defeated, the Tevinter Imperium whose magisters had brought it upon the world was left weakened. From the south, barbarians led by the Prophet Andraste reduced it to vestiges of its former glory. Yet not long after the establishment of the Chantry and the beginning of the Divine Age, a Second Blight struck the land.
It has been just over a century since the Darkspawn were driven back. Though many had hoped it would be the last Blight, this was too much to ask. The Dwarves continued facing the Darkspawn below, while the Grey Wardens have remained ever vigilant above. Yet knowing is not always enough to prepare.
In the year 3:10 Towers, the Darkspawn surged to the surface from the central lands of Thedas, bringing forth numbers to make this Third Blight larger than any that had ever been seen before. The Grey Wardens immediately raised banners, while the empires of Orlais and Tevinter took to their own borders.
The Blight spread north to Tevinter and south to Orlais, destroying entire cities in its wake before being pushed back. Despite these minor victories, the bulk of the horde and the Archdemon at its head remained, and the Blight continues.
It is now 3:21 Towers. The Blight has begun spreading east, ravaging the independent nations of the Free Marches. The great empires tend to their wounds, leaving the Marchers to their fate, and the Grey Wardens to deal with the Blight.
This is where the story begins.
––:: OVERVIEW ::––
Dragon Age: Burning Towers is a standard text-based RPG designed to allow easy access to both veterans of the game series and those who have never played before, yet who are still intrigued by the concept of facing off against the hordes of darkness in a fantasy RPG.
It is probable events will proceed as they do in canon, but player actions may alter the exact details of how they come about. With the fates of thousands on the line, there is only so much one person can do.
Players begin the RPG by selecting an origin location from a selection below. This determines starting location, objective, and abilities available. The rest of the character can then be designed as the player sees fit, and they may start play as soon as a character is approved.
––:: HISTORY OF THEDAS ::––
Thedas is a continent set in presumably the southern hemisphere of its world, and the primary setting for events in the world of Dragon Age. In the ancient days of the world, it was inhabited primarily by the empires of the dwarves below ground and the elves above.
However, in time there came humans, and from humans came the Tevinter Imperium, a powerful empire that replaced the elves on the surface; worshippers of the Old Gods and ruled by powerful mages. The elves who survived were forced into slavery; the dwarves formed ready alliances with the new empire.
According to the Chantry, the mage-lords of the Imperium consorted with demons to learn powerful blood magic, which they used to travel to the Fade. There, they set foot within the Golden City – heaven; the home of the Maker – and corrupted it, twisting it into the Black City and returning to the world as the Darkspawn, terrible creatures.
The Darkspawn went deep into the bowels of the earth, spreading their taint until they reached their prize – the sealed Old God of Silence, Dumat. Upon his rising, the First Blight began, lasting nearly two centuries before the coming of the Grey Wardens, who made use of secret rituals to destroy him.
It was not without cost. The Blight was no minor conflict; it was a battle for survival. Thousands had died, and the once great Dwarven empire was reduced to four cities (of which only one remains today). When the Darkspawn returned underground, flooding the Deep Roads which once connected the empire, they resumed conflict with the Dwarves. During this time, their numbers were replenished, and they began to seek out the next Old God to corrupt.
The Tevinter Imperium was also left shattered by the Blight, but not yet done. From the south, the Prophet Andraste led an uprising of barbarian hordes. While her life was lost, her teachings survived as the Chant of Light. The ruler of the Imperium converted, and established the Imperial Chantry.
To the south, the empire of Orlais formed amidst the conquered barbarian lands, devoted fully to the teachings of Andraste and her god, the Maker. There was a new Chantry established, and a new calendar begun that would make every 100 years an age. Thus began the Divine Age, and soon after, the Second Blight.
It is currently the Third Age of the Chantry, which has been named Towers. Thedas is in the middle of its Third Blight.
––:: COMPREHENSION ::––
For those who are unfamiliar with the Dragon Age setting.
Thedas – The known world.
The Fade – A mysterious dream world inhabited by spirits, believed by many to be the realm of a god or gods. It is separated from the mortal world by a metaphysical Veil. It is possible to enter the Fade while dreaming, though non-mages forget all but small fragments of this. It is possible for mages to enter the Fade while lucid. Physical travel into the Fade has only been done once, and with disastrous results.
Spirits – Creatures of the Fade, who latch onto a specific purpose. Some are seen as good, such as a Spirit of Faith or a Spirit of Justice. Others are viewed as malevolent, representing aspects such as Pride or Rage, and are known as demons. Some, such as wisps, are non-sentient. Most spirits have no interest in the affairs of mortals; demons are the exception. They can enter the mortal realm through tears in the Veil, possessing corpses or the living. Those without a body to possess become Shades. When a demon possesses a mage, they are twisted into a dangerous and powerful creature known as an abomination.
Chantry – The Chantry is the largest and most powerful religion in Thedas, with almost all human countries outside of Rivain following it. There are two branches of the Chantry, the Chantry in Orlais and the Imperial Chantry. The largest temple is the Grand Cathedral in Val Royeaux, Orlais. It’s completion led to the naming of the current age as Towers. The Chantry is headed by Divine Faustine I, with numerous Grand Clerics below her. The Chantry preaches the belief in the Chant of Light, which states that man’s worship of the Old Gods turned Maker away from them. If the Chant is ever sung at all four corners of the world, the Maker will return. They were founded by the Prophet Andraste.
Circle of Magi – Among the commandments of the Chant is “magic exists to serve man, and never to rule over him.” The interpretation varies. In both Tevinter and Orlais, mages reside in towers known as Circles, separate from those outside; the difference is, while in Orlais this is by force, it is an honor in Tevinter. Mages in Orlais are never allowed to hold any position of political power; in Tevinter, mages actively take part as officials in the Chantry and the government. Each of the other Andrastian countries also has at least one Circle of Magi, though they are far less strict than those in Orlais. There is quite a bit of friction between the two countries for this reason.
––:: COUNTRIES OF THEDAS ::––
Capital City – Minrathous
The Tevinter Imperium was once a powerful empire under the rule of mages; today, it is still among the two most powerful nations, yet still all but a shadow of its former glory. Despite the laws of the Chantry, the passing of years and strong Tevinter tradition allows the magisters – mage-lords – to retain power, along with an elected Archon.
The current ruler of the Tevinter Imperium is Archon Vespasian. In terms of social classes, the highest ranking members are the Altus, the greatest of mages from whom the majority of the magisters and First Enchanters of the Circles come from; all can be traced along a long ancestry of mages. Those mages with no pedigree of a magic-rich bloodline, or who cannot trace back to the old Tevinter mage-lords, are the Laetans. The rest of the population form the Soporati class.
Blood magic and other such arts are forbidden by the Chantry, and never openly used or taught in the Circle. Despite this, it is still a tradition taught secretly from master to apprentice. Such practices are quiet, but even those aside, Tevinter is considered a decadent place. It is one of the few places where the slave trade is allowed; in particular, the enslavement of elves.
Despite pressure from the Grey Wardens, the Imperium has yet to send aid to the Free Marches in combating the Blight.
Capital City – Val Royeaux
The Orlesian Empire (or simply Orlais) is the second major power player on Thedas, and currently the largest. It is a distinctly Andrastian civilization where the Chantry holds immense power over the people and the land. It is ruled by the order of a single emperor or empress; presently, this is Empress Jeaneve I, best known for her creation of the elite guard force known as the Empress’s Arm.
All power and authority falls to a single Emperor/Empress, but there are many other nobles and aristocrats below. Within Orlesian courts, a Great Game is played among the upper class, constantly trying to usurp and play each other.
Mages have no haven in Orlais, living under the heavy guard of the Templar knights who serve the Chantry. Mages who do not join the Circle are brutally hunted down. Only during times of war are the mages truly given a chance to exercise their power, usually against the Darkspawn. Other Andrastian countries are more similar to this than the Imperium, but none so harsh.
Despite pressure from the Grey Wardens, the Empire has yet to send aid to the Free Marches in combating the Blight.
Major Cities – Starkhaven, Kirkwall, Tantervale, Nevarra
Much of central and eastern Thedas is the Free Marches, the region between the Orlesians and Tevinters which is currently being struck hard by the Third Blight. The people here are known for being incredibly independent, having to fight their way to such a position from the Tevinter Imperium who once ruled over them.
The Marchers have no central government, instead being a collection of dozens of city-states; the four listed above are among the largest, in particular Starkhaven. Presently, there are a number of military coalitions being formed in some of these nations.
The largest geographical feature in the Marches is the Minanter River, which cuts roughly evenly through the Marches. The Darkspawn have been particularly aggressive against the city-states of the river, with many having already fallen against them.
The Anderfels is a monarchy in northern Thedas, to the west of Tevinter. It was once part of the Imperium until being abandoned in the Second Blight; it was held by Orlais for most of that Blight, but it separated from the empire not long before its end. Despite not itself being involved in the current Blight, it is the location of Weisshaupt Fortress, base of the Grey Wardens. The Anders people are highly Andrastian.
Antiva is a monarchy in eastern Thedas, to the east of Tevinter, that has formed around the city-state of its namesake. Monarchy is best used in the loosest of terms; plutocracy is far more accurate, as it is the merchants and traders who rule. Antiva is a nation abiding by the Chantry, though not so much as the Anderfels or Orlais. They are most famed for the House of Crows, an elite guild of assassins, including some both skilled and bold enough that even Emperors and Archons have died at their hands (the threat of retribution at the hands of the Crows is a main reason few countries dare to assault the otherwise militarily weak Antiva).
Rivain is a monarchy to the east of Antiva and most certainly not an Andrastian country, most being pantheists and following wise women and seers (who are frequently hedge mages). Communities are known to be very tight knit, with people frequently bartering with and helping each other and currency being used more for foreign and inter-community affairs. Rivain is one of the few countries where elves and humans are on frequent friendly terms.
In south-east Thedas is the land of the Alamarri Tribes, a large group of barbarians native to the region. Andraste comes from among these barbarians, and it is from here that the Chant of Light first began; both the Free Marches and Orlais were founded by the sons of native Alamarri. Despite this, the region itself is still very disjointed. The main tribes are the Chasind Wilders of the south, the Avvars of the hills, and the Clayne of the lowlands. Within this region are the Frostback Mountains, the location of the Dwarven kingdom Orzammar, one of the few remaining Dwaven thaigs (“colonies”) to still stand.
––:: THE BLIGHT::––
The Enemy of Thedas
The Blight has occurred twice before in history, and in all events, goes about like this. It starts with the Darkspawn, horrible and twisted creatures who generally reside beneath the earth in the remnants of the old Dwarven Empire, which are known as the Deep Roads. Here, from the abominations known as Broodmothers, they are allowed to breed with only the dwarves and Grey Wardens to oppose them.
The Darkspawn are usually disorganized, doing little more than skirmishing with the dwarves and venturing once in a blue moon to cause trouble on the surface, but never in greater numbers. One thing motivates them – the call of the Old Gods, tugging at their psyche. When they find one, their corruption spreads and turns it into an Archdemon, which leads its minions to the surface. The dwarves take advantage of this time as a reprieve; for the human kingdoms, it is a time of terror with the butchering of thousands.
The Archdemon is a nearly invulnerable creature. To combat it, Grey Wardens undergo specific training that makes them uniquely suited to the task. This has garnered them a great amount of respect in many countries, along with the influence needed to raise an army for combating the Blight.
The Darkspawn come in four main varieties. The most numerous of all Darkspawn are the Genlocks, a stocky breed combining strength and hardiness with nimbleness. More intimidating are the Hurlocks, who stand taller than the common man, while being far more horrifying and brutish; they are the shock troops of the Darkspawn armies. Shrieks are a rarer form of Darkspawn possessing speed and agility. Ogres are even rarer still, with less than a hundred accompanying the horde. Twice the size of a man, with massive horns and the ability to take down fortress walls, they are living siege weapons. Among each breed of Darkspawn there are particularly strong and cunning ones known as Alphas, who often lead groups. The most powerful Darkspawn of the Alpha variety are Emissaries, who are both intelligent and capable of magic-use.
Perhaps even more dangerous is the Taint, a disease which the Darkspawn carry with them. Plant life dies where the Hordes walk, while the Taint wastes away at the bodies and minds of people and animals it comes in contact with. This leads to the creation of Ghouls; for animals, they become more terrifying and dangerous; for people, they begin to go insane, serving the Archdemon as though they were themselves Darkspawn.
The black blood of the Darkspawn is where the taint is strongest; small doses lead only to sickness, but given the time, any amount is fatal. Only the Grey Wardens are supposedly immune.
The Heroes of the Blights
The Grey Wardens are the greatest enemy of the Darkspawn; it is they who hunt and slay the Archdemon, they who lead armies against the Horde, and they who continue fighting them in the Deep Roads even when the Blight is at its end. They are led by the First Warden from their base at Weisshaupt Fortress in the Anderefels, though they have many other ranking members and bases, such as Soldier’s Peak in Alamarri lands.
The Wardens are recognized by their griffon heraldry, combined with their actual employment of the majestic creatures in battle. They are also known for not being particular picky in their choosing of people – they are chosen for their abilities alone, not where they came from. Racial, social, national, or criminal backgrounds are ignored once one is a Warden; religiously, most are Andrastian, which means forbidden arts such as blood magic are frowned upon.
The Wardens possess a few rites as an organization to help them. Numerous treaties they have signed allow them to call upon the many species and countries of Thedas to assist them in times of a Blight. They also maintain a policy of neutrality with other nations. Additionally, at any time a ranking Warden may invoke the Right of Conscription to induct any person – willing or not – into the order. The Right provides the person any necessary protections of the law and on more than one occasion a criminal has been save from the chopping block at the Warden’s request.
Being a Grey Warden provides great political protection and respect, enough so that even the Antivan Crows stray away from attempt contracts upon the Wardens.
––:: RACE ::––
There are three available races –
Human – The most numerous (if divided) race of Thedas, united only in times of Blight; even now, nationalism has proved a major delayer of this unity. Their society is heavily influenced by the prevalence of the monotheistic faith of the Chantry that most follow.
Elves – Shorter and more slender than humans, with distinct pointed ears, the elves once dominated Thedas with a powerful empire built on magic; they were devastated by the Imperium and forced into slavery. They earned freedom allying with Andraste, but it was short lived; despite attempts to rebuild their society in the Dales, the Chantry crushed them after the Second Blight. Most now reside as the nomadic Dalish Tribes, still maintaining what little elven tradition remains; others reside in walled off Alienages with human cities, forced to follow the Chant, or are slaves in Tevinter.
Dwarves – The ancient Dwarven Empire once stretched the Deep Roads under all of Thedas; they were crushed during the First Blight, leaving only four thaigs (cities/colonies) remaining; today, only Orazammar remains as the last great thaig. The dwarven folk are short, stocky, and strong. They do not dream, as they cannot naturally enter the Fade; thus, they are highly resistant to magic, but cannot wield it. They possess a “stone sense” that allows better navigation underground. Both of these traits are diminished over time spent on the surface. Dwarven culture is highly rigid and traditionalist; they revere no gods, only their ancestors and the Stone itself; the most respected of their people are Paragons, whose worth is great enough to be considered a living ancestor. Their society is built around castes, as inherited by parents; surface dwarves, excluding those who are recruited into the Grey Wardens, are considered without caste.
––:: USING MAGIC ::––
Mages are beings uniquely capable of interacting with the forces of magic; due to this, dwarves (who are unable to connect to the Fade) cannot be mages, being unable to control the forces of magic. In Thedas, magic is one of the natural forces; its use is often inherited from parents to children, but can also appear spontaneously. The Imperium was known to keep long genealogies of mage families.
As previously established, magic originates from the Fade; numerous spirits also dwell within the Fade, residing across the veil. While anyone can be possessed by a demon in the right circumstances, mages are at an increased risk of this happening. Possessed mages are distorted into beings known as Abominations, whose power is great enough to wipe away whole villages.
Mages as a whole can utilize spells from four schools of magic; they start off with access to the basic Arcane abilities, and training in one school of magic.
Arcane powers are the most basic spells. This allows mages to generate shields to ward against attacks or bolts of arcane power. This is what allows a mage to skillfully wield the staff they utilize as their primary weapon.
The first School of Energy is the Spirit School. It is a school of mystery that studies the invisible energies surrounding beings, yet not quote natural; power is drawn from the Fade itself with this school. It covers a wide range from direction manipulation of mana to the studying of spirits, and is an esoteric school commonly misunderstood by the general populace as blood magic. Despite this, it is highly useful. Using Spirit allows a mage to target an enemies minds, bodies, or magical energy; the gamut runs from anti-magic wards or shields, to draining the mana of an opponent, to animating the dead, to stunning bursts or fields of force energy.
Sometimes called the School of Power, the Primal School is the second School of Energy, balanced by Spirit; it concerns the more visible and tangible forces of nature. The magic of war, it allows destruction by using fire, ice, and lightning. Most peasant think of this school when thinking of magic. The power of the elements are at the hands of a mage using these spells. Spells of this school can also be used to bolster the attacks of allies with flaming or ice-gripped blades, to create centralized blasts, or to cause dramatic storms.
The School of Entropy is the first School of Matter; it is the opposing force to Creation and thus called the School of Negation. Nothing can live without death; destruction brings forth new beginnings. Entropic magic utilizes these forces to cause erosion, decay, and destruction. Spells of this school allow mages to cripple enemies by targeting their life force, putting curses upon them, or even putting them to sleep.
The School of Creation, or School of Nature, is the second School of Manner; it balances and complements Entropy. Creation magic manipulates natural forces, transforming what exists and bringing new things into being. It requires considerable finesse to master, but is highly valued in a mage when found. Spells of this school allow mages to cure or defend allies, create glyphs to ward off foes or bolster allies, and even create swarms of insects to assault enemies.
Beyond the major schools of magic, there are secret arts and forbidden rituals of magic aplenty; magic is open to many options beyond this, though the Chantry would prefer they were not known.
Characters who choose to be mages have two choices – to have originally come from one of the Circle of Magi towers (in which case, their reason for being outside the tower must be noted) or to be an apostate; a mage independent from the Chantry, but looked upon with mistrust by most. Apostate characters may find sanctuary through their actions, or by joining the Grey Wardens.
The most dangerous mages are those who practice the forbidden art of Blood Magic, which is taught by demons in exchange for dark promises. Blood Mages are in particular danger of being influenced by demons and turned into abominations; however, they are also incredibly powerful. Blood Mages and others who practice such forbidden or demonic magic are known as maleficarum.
Asides from the Dalish and the people of Tevinter or Rivain, most view magic as dangerous and have little faith in its practitioners ability to control it. This is doubly true for apostate mages, who many immediately assume to be maleficar. The Grey Wardens are one of the few organizations that this does not apply to.
––:: ORIGIN STORIES ::––
The world is full of a number of wondrous things, and allowing full access to players, while desirable, is quite frankly impractical. The stage being set, the majority of players will start the game in one of two possible origins –
Warden Recruit – Your character has been recruited into the Grey Wardens, whether by volunteering, request and acceptance, or by being forced into the situation by the Right – if the latter is the case, than frankly it’s a much better situation than the one you were in before the offer. Race or class does not matter; what does matter is that before you can be officially put through the secret Joining ritual, you have a mission.
There is a small detachment of Grey Wardens and allied soldiers led by Warden-Constable Endres who have been tasked to clear out the remaining Darkspawn in a destroyed village just outside the city-state of Hunter Fell in the Free Marches. There is a decent sized group of recruits, including yourself; each has been provided a vial, you must fill it with Darkspawn blood – an odd request, but one which Endres has deemed instrumental to your joining.
Alvara Refugee – While the Grey Wardens actively pursue the Darkspawn, there are many residing in the Blight-ravaged Free Marches who are just trying to stay alive – with no safe way to return to your original home, and no way to fight the Darkspawn on your own, you have thrown your lot in with a group of fellow refugees with hopes for the best.
Alvara Keep, built by the Tevinter Imperium atop a destroyed elven fortress; mostly destroyed in the First Blight, but still defensible enough to suit your needs. With nowhere else to go, over a hundred fleeing refugees have made their last stand here. At the moment, you make your stand with them, as the first Darkspawn groups have found you…
––:: CHARACTER CREATION ::––
The follow profile must be filled out to participate in this RPG. There is no limit to character number, within reason.
[b]Name[/b]:[b]Gender & Species[/b]:[b]Appearance[/b]:[b]Abilities[/b]:[b]Equipment[/b]:[b]Personality[/b]:[b]Origin Story[/b]:
Character abilities are the things they’re good at – favorite weapons, what kind of armor they can use, and so forth. If a character is a mage, this should be indicated here, along with the magical abilities that they possess. Mages rarely possess the necessary physical ability to use all but the lightest of armor (if that) or basic weaponry; usually, they keep to robes and staves.
Equipment reflects what your character has; while some things may be a given and need not be mentioned such as boots and gloves, do not take advantage of this to suddenly have a new weapon. Most characters will not have enchanted items; if one is presented, it must follow the rules of the source game. The exceptions is mages, who are allowed (and expected) to carry magical staves to enhance spell power and generate bolts of energy from their latent mana reserves in an emergency when they’re too spent to cast spells.
Personality must be forty words and reflect that there are certain flaws to the character which are both relevant and exploitable. The Origin Story should include both the origin story and a character biography of at least sixty words. While it can be as detailed or concise as you like, it must cover their life from birth to present.
The following notes are meant for Dragon Age veterans, or those who chose to do some further research on the setting.
Characters are allowed to start off with the abilities of or similar to one of the games specializations, if you properly explain what abilities are entailed and give a source for them. Any characters whose abilities are derived from spirits in any manner must be handled personally by the GM, who reserves the right to withhold any abilities deemed impossible/unlikely to be had (such as Arcane Warrior).
Characters who are mages are not generally allowed to start off with spells that would require higher than a score of 29 in Magic, or that otherwise come from the “Fourth Tier” of spells. This applies to specializations as well. NPCs may be able to teach them when encountered, but even then it would take some time to learn. This also applies to all spells from Awakening. Examples of these spells are Animate Dead and Blizzard.
Characters can possess Silverite quality weaponry at best; Red Steel quality armor at best. There must be some explainable reason for anything better than Veridium quality. You are allowed to have one-two weaker runes in your weapons.
––:: RULES ::––
Playing the game itself requires players utilize IC (In-Character) and OOC (Out-of-Character) when making posts, as such –
IC: Warden Recruit (Village)
The recruit barely raised his shield in time, and even then felt his arm crushed back against the devastating blow of the raging Hurlock’s mace striking the steel. Thanking the Maker for the shoddiness of Darkspawn craft, he slammed his shield into the creature with as much strength as he could muster. What would have knocked most men to the ground barely fazed the creature, which simply let out a dark laugh and continued pounding him back. Worse still, a few yards away, a berserking Genlock had finally finished ripping a villager apart, and was now closing in with mace in hand…
OOC: Err… can I get some help here!?
[-01-] Follow all BZP Rules & Guidelines and all OTC Rules & Guidelines as a player of this RPG.
[-02-] Dragon Age is a game targeted for a more mature audience. Many things presented in-game should not be shown on this forum. This is not a horror RPG – violence and bloodshed will happen; overtly visceral descriptions or rampant carnage are not allowed.
[-03-] Characters in this RPG are above-average, but realize this is the middle of a Blight. Darkspawn are dangerous, and singlehandedly surviving an encounter against even a few uninjured is a miracle. Greater foes, such as Ogres, will require group effort even with mages involved.
[-04-] NPCs are not to be abused. The folk of Thedas are a tough sort, and while a common soldier is no match for a Hurlock, they are smarter. Most NPCs will be below the level of your characters, but there are also plenty who are stronger. Encounters you run in to should be tough, where you need the help of your allies. Story may take precedence over total realism, but you won’t single-handedly fight off an angry mob of peasants with pitchforks.
[-05-] Do not instigate major game changing events like blowing up a castle or demon summoning without explicit permission from the GM. You may, however, run smaller scale sub-plots on your own if you so desire.
[-06-] There is to be no god moding in this RPG. This means no striking another players character without their permission, allowing some hits to strike you, actually playing it realistically when you are hit, and minding your ability to fight (mages have a limited reserve of mana and without anything to restore it will run out of power rapidly; extended melees will tire anyone, which means the longer a fight goes on, the worse your fighting will be). Do not bunny (controlling other player’s characters without their permission).
[-07-] If you join this RPG, you are expected to be at least semi-active. If three days or more pass and you have not replied to another player, the staff are given permission to bunny your character if necessary to advance the plot. Try to let us known in advance if you will not be active. Emergencies do happen, of course – a forum RPG should be your last priority.
[-08-] You are not allowed to create a character expy for this RPG. You are not allowed to create a character who is a carbon-copy of a deceased character for replacement.
[-09-] Without permission from the GM, you may not rewrite or modify character profiles.
[-10-] Do not harass other players, for any reason. If you are a staff member, this applies doubly – you are expected to uphold the highest standards in terms of behavior. Be civil.
[-11-] Have fun.
Punishments for violations of the rules will be at the judgment of the GM, though other staff members may also suggest and/or implement their own ideas and will be frequently deferred to. The first punishment will usually be no more than a warning, while violations beyond the third are almost guaranteed to result in character death.
Game Master [GM] – Toa Levacius Zehvor
Staff Members [SM] – [none as of yet]
The Game Master [GM] is in charge of the game and has full authority over it and all characters within, to be exercised as necessary. They may approve all character profiles as they see fit.
Other staff members, the Staff, have the permission to approve profiles and may be granted other powers as necessary, or assume emergency power if the GM is gone. Staff members are expected to be at least somewhat familiar with the game series (even if they may not have played it), and have the maturity to handle even troublesome players. Contact the GM if you wish to be made a Staff member, but keep in mind this does not guarantee a spot.
––:: AFTERWARDS ::––
I’d like to say thanks to anyone and everyone who has ever RPed with me or been a player in an RPG that I have made on this forum. Frankly, I’ve learned a lot over the years from just the experience alone, and fully intend to put all of that accumulated knowledge to a practical use.
This RPG is the result of quite a bit of time and study into making sure that it is accessible to anyone, regardless of experience with the series. So why not join?
Edited by Toa Levacius Zehvor, Nov 21 2013 - 02:10 AM.