Feb 5, 2023 8:34 am
Deluge
Introduction
The planet of Arth is a desiccated one. It is a world where once great civilizations worked wonders. That was until the coming of the Dragon, and the rise of the sorcerer-kings. Their foul magic poisoned the very earth itself, leading to the ruination of the world. Now, Arth is a blasted desert wasteland where the scant few city-states fight among themselves for what few resources remain. For spice, for food, and for water.
You are members of an upstart merchant house based in Tyr, the only free city upon the face of Arth. Your business is that of potable water. The finding, the bottling, the selling of it. Travelling through the desert, you have come across an almost miraculous discovery: an oasis. It could be your fortune, or your downfall.
Inspired by the D&D Dark Sun campaign setting, the Dune novels and movies, as well as various other heroic fantasy works. Run using the Swords of the Serpentine system in the GUMSHOE engine.
The World
I love Dark Sun and Dune, and dark/heroic fantasy of all stripes. The world is an homage to that tradition.
Arth is a post apocalyptic wasteland ruled by sorcerer-kings, ancient noble houses, insanely wealthy merchant families, and cabals of sorcerers. 700 years ago an entity known as the Dragon almost caused the end of the world and was supposedly only defeated by the sorcerer-kings and sorceress-queens. These nigh immortal despots rule their cities with an iron grip, and few question them or their Templars. Monsters inhabit the uncivilized stretches between cities, in the blasted wasteland where few dare tread. Servitude, slavery, and the death of the weak are common everyday experiences on Arth. The gods, if they ever existed, are long since dead or have fled to new worlds. Magic corrupts the natural world. There is little hope.
That is, aside from the free city of Tyr. 15 years ago, Overlord Nergal the Cruelhearted was killed by an enslaved gladiator named Mul. After a period of anarchy and war, a ruling council came together comprised of the city's power blocs. It's not a perfect system, but its one of the few positive developments in the recent history of Arth.
Enter the characters' Merchant House and their discovery of a seemingly miraculous oasis, which is much more than it initially appears to be...
Characters
Any character concept is welcome! The four basic "classes" from SotS as they fit in the world of Arth are as follows:
-Sentinels. Investigators, inquisitors, watchmen, templars.
-Warriors: Rangers, militia, household guards, mercenaries.
-Sorcerers: Mystics, prophets, madmen, wizards.
-Thieves: Smugglers, bandits, brigands, 'honest' merchants.
But these are just archetypes. It's a classless point-based system. The characters may be nobles ruling the Merchant house, merely councilors, servants, guards, mercenaries, or heirs apparent. Up to you!
The Story
I have a five act story plotted out, and I have zero idea how long it will take to get through all the story beats. As long as there's mutual interest in the game, I like to try and keep to at least a post a day, or at least three posts a week. I think it's safe to count on at least a month per act, so optimistically half a year, but you know how these things go.
In terms of the style of game, I favor mystery, intrigue, and exploration over pure combat. But there will likely be some fighting for when Shit Gets Real, as rules lite as possible to keep it all moving forward. I love player contribution to the world and story, and collaboratively designing the Merchant House and its place in Tyr is a priority.
I have a madlibs prepared to get the creative juices flowing about the characters' House:
The Great Merchant House of _________, was founded in the city-state of Tyr _________ years ago.
This House is known for its interests in the water trade and its _________.
The House's largest, most powerful rival is _________ which they crossed by _________.
This Houses's closest ally on the Ruling Council of Tyr is _________, who is known for _________.
This House's armed guard or trained servants are known as the _________ and is some _________ men strong.
The House's ancestral compound and home in the city of Tyr is known as the _________.
This House is organized politically along _________ lines, with the current Merchant Prince or Princess of the house being _________.
The sigil of this House is a _________.
The House's dark, most closely kept secret is _________.
Players Wanted
If all that sounds up your alley, then I'm looking for 4-6 player characters. Feel free to post your character concept in this thread. There's a great character generator located online here if you're so inclined. I have a PDF of the core rules if anybody needs to take a look, but the skills are all fairly self explanatory. 10 investigative points to start off.
Introduction
The planet of Arth is a desiccated one. It is a world where once great civilizations worked wonders. That was until the coming of the Dragon, and the rise of the sorcerer-kings. Their foul magic poisoned the very earth itself, leading to the ruination of the world. Now, Arth is a blasted desert wasteland where the scant few city-states fight among themselves for what few resources remain. For spice, for food, and for water.
You are members of an upstart merchant house based in Tyr, the only free city upon the face of Arth. Your business is that of potable water. The finding, the bottling, the selling of it. Travelling through the desert, you have come across an almost miraculous discovery: an oasis. It could be your fortune, or your downfall.
Inspired by the D&D Dark Sun campaign setting, the Dune novels and movies, as well as various other heroic fantasy works. Run using the Swords of the Serpentine system in the GUMSHOE engine.
The World
I love Dark Sun and Dune, and dark/heroic fantasy of all stripes. The world is an homage to that tradition.
Arth is a post apocalyptic wasteland ruled by sorcerer-kings, ancient noble houses, insanely wealthy merchant families, and cabals of sorcerers. 700 years ago an entity known as the Dragon almost caused the end of the world and was supposedly only defeated by the sorcerer-kings and sorceress-queens. These nigh immortal despots rule their cities with an iron grip, and few question them or their Templars. Monsters inhabit the uncivilized stretches between cities, in the blasted wasteland where few dare tread. Servitude, slavery, and the death of the weak are common everyday experiences on Arth. The gods, if they ever existed, are long since dead or have fled to new worlds. Magic corrupts the natural world. There is little hope.
That is, aside from the free city of Tyr. 15 years ago, Overlord Nergal the Cruelhearted was killed by an enslaved gladiator named Mul. After a period of anarchy and war, a ruling council came together comprised of the city's power blocs. It's not a perfect system, but its one of the few positive developments in the recent history of Arth.
Enter the characters' Merchant House and their discovery of a seemingly miraculous oasis, which is much more than it initially appears to be...
Characters
Any character concept is welcome! The four basic "classes" from SotS as they fit in the world of Arth are as follows:
-Sentinels. Investigators, inquisitors, watchmen, templars.
-Warriors: Rangers, militia, household guards, mercenaries.
-Sorcerers: Mystics, prophets, madmen, wizards.
-Thieves: Smugglers, bandits, brigands, 'honest' merchants.
But these are just archetypes. It's a classless point-based system. The characters may be nobles ruling the Merchant house, merely councilors, servants, guards, mercenaries, or heirs apparent. Up to you!
The Story
I have a five act story plotted out, and I have zero idea how long it will take to get through all the story beats. As long as there's mutual interest in the game, I like to try and keep to at least a post a day, or at least three posts a week. I think it's safe to count on at least a month per act, so optimistically half a year, but you know how these things go.
In terms of the style of game, I favor mystery, intrigue, and exploration over pure combat. But there will likely be some fighting for when Shit Gets Real, as rules lite as possible to keep it all moving forward. I love player contribution to the world and story, and collaboratively designing the Merchant House and its place in Tyr is a priority.
I have a madlibs prepared to get the creative juices flowing about the characters' House:
The Great Merchant House of _________, was founded in the city-state of Tyr _________ years ago.
This House is known for its interests in the water trade and its _________.
The House's largest, most powerful rival is _________ which they crossed by _________.
This Houses's closest ally on the Ruling Council of Tyr is _________, who is known for _________.
This House's armed guard or trained servants are known as the _________ and is some _________ men strong.
The House's ancestral compound and home in the city of Tyr is known as the _________.
This House is organized politically along _________ lines, with the current Merchant Prince or Princess of the house being _________.
The sigil of this House is a _________.
The House's dark, most closely kept secret is _________.
Players Wanted
If all that sounds up your alley, then I'm looking for 4-6 player characters. Feel free to post your character concept in this thread. There's a great character generator located online here if you're so inclined. I have a PDF of the core rules if anybody needs to take a look, but the skills are all fairly self explanatory. 10 investigative points to start off.