SDMB RPG: Shadows of Arcady

SDMB RPG: Shadows of Arcady

Setup Thread

Welcome to the play thread for my SDMB play-by-post RPG: Shadows of Arcady, in the vein of the illustrious Fighting Ignorants, the years-long Middle Earth D&D Game and my own, briefly-successful Rule of Three (RoT).
[ul][li]What is Shadows of Arcady (SoA)?[/ul][/li]SoA is a play-by-post RPG campaign taking place on the SDMB.
[ul][li]What kind of schedule does the game have?[/ul][/li]Play will progress when what I believe is an adequate number of players have posted. For relatively unimportant moments in the game, such as determining marching orders, etc, this will require a simple majority. I’ll give enough time for everyone to post during important story moments. I hope for players to be able to post at least once a day, excepting occasional delays, which are understandable.
[ul][li]How do I join?[/ul][/li]We currently have a full party. If you’d like to be on the replacement list just post in the setup thread or send me a private message.

Notes on posting:Players, please make it clear what you’re doing when you post. Is your character speaking? Are you telling me what you want your character to do? Are you saying something OOC (Out Of Character)? I should be able to tell at a glance what you’re trying to do. If you’re asking me an important question try to bold or color it so that it jumps off the page at me.Introduction:[spoiler]SoA takes place in a medieval fantasy world called Gaia. More specifically, the action takes place on the dying continent of Arcady. It is a varied land covering over a million square miles, nearly all of it lost to wilderness. The vast city of Platinum Falls in Arcady’s far southwest is the last bastion of civilization on the continent.

Platinum Falls was originally a small, walled mining colony built into the side of a squat mountain overlooking the Silver Sea to the west. The colony was a joint venture between humans and dwarves: The humans kept to their shallow mines and fields of the world above and the dwarves toiled a mile below in Goldhelm, their delve. The history of Platinum Falls is long and oft-disputed but what is known is that Platinum Falls as it exists today is nothing like Platinum Falls as it existed shortly after its conception.

The mountain itself is now home to the Platinum Keep and its Glitterspire. The hilly region surrounding it is known as Whitewall, land occupied by Platinum Falls’ wealthiest and most respected residents. The pristine limestone tower of the Prime Academy juts proud from among the elven manors of the Island District to the northeast. To the east are the ancient estates occupied by Platinum Falls’ human nobility. To the south is the so-called Crowns District with its financial institutions, temples and dwarven embassies.

For miles in all directions stretches the core of the city and its many repeating rings of perimeter walls, all in varying states of decay and disrepair. Each was built in some age past as the borders of the city expanded. And for many more miles once the core has been passed is Underthumb, also known as Landfill, a shantytown that spreads across the horizon, peopled by the poorest of the city. Beyond that and over the horizon there are endless fields of wheat that supply the city with grain. And finally, beyond that, there is the Burning Sea, a desert without measure and the greatest defensive barrier the city enjoys.[/spoiler]Notes on magic:SoA is a low-magic campaign. The average person in the game world has seen magic only a handful of times in their lives. Spellcasters are often feared and occasionally treated with outright hostility. Nobody knows why some people are born with inherent magical powers and others are not, but of course everyone has a theory. Due to magic’s relative rarity no more than two members of the starting party will be allowed to be spellcasters (and even that many is not necessary).Notes on gender:[spoiler]SoA’s game world is not as sexist as actual medieval society, but gender roles still exist. Women can’t pledge their support to other houses except through marriage and they can’t own land except by becoming widows (they lose their land if they remarry - many a hostile takeover has been performed by marrying the widow of a powerful lord).

Though it is rare, some women do become professional soldiers.[/spoiler]Notes on race:[spoiler]Much more important than gender is species, more commonly referred to as “race.” Humans and halflings tend to get along the best (at least compared to the others) but all the other races are suspicious if not outright hostile towards one another. There are stories of love and friendship breaking down racial barriers but in reality the only thing that tends to motivate members of different races to get along is money.

The four dominant races in Platinum Falls are: Humans (who are by far the most numerous), dwarves, elves and halflings. Most dwarves reside in Goldhelm, the last true delve, beneath the streets of Platinum Falls. The elves of Platinum Falls tend to live in the Island Disctrict, a gated section of the city exclusively populated by their kind and home to the only institution of magic that exists, the Prime Academy. Halflings, like their human cousins, are dispersed pretty evenly throughout the city.

These four groups, along with the rare and universally-shunned half-elves, make up the five playable character races.[/spoiler]Notes on nobility and honor:[spoiler]Nobility in Platinum Falls is based around power and wealth. Perhaps once there were more official rules governing the rises and falls of individual families but these days nobility is something that can often be bought outright.

Honor is a code that governs how nobles treat one another. It has nothing to do with how nobles treat peasants and, indeed, a noble who works his serfs to death, burns entire villages to the ground and sells children into slavery can be considered very honorable by his peers. Peasants have no honor and so nobles are not obligated to treat them honorably.

Nobles are expected to to be honest and true in their dealings with fellow nobles, to spare the lives of noble noncombatants (execution of criminals an exception), to show respect to their superiors and so on. Different nobles put different values on honor. Some only care that they have the appearance of being honorable. The actual intricacies of honor would be too much to post here, but suffice it to say that if a noble is looking for an insult to one’s honor (real or imagined) as justification for a feud it would be very easy to find.

Dwarves have a system of nobility similar to what humans enjoyed in ages past. They put great weight on station and rank and tend to treat honor with much more gravity than their surface neighbors.

Elves have the strictest of caste systems, with elven nobles claiming the ability to track their families back thousands of years. Among elves nobility is close to godhood, though very few true elven nobles remain.

Human, dwarven and elven nobles might not respect one another as much as nobles of their own race, but they still tend to recognize that higher status.[/spoiler]Notes on religion:While not everyone in Platinum Falls is religious, there aren’t any people that would outright deny the existence of the gods. Those who did would quickly become pariahs, shunned by those hoping to avoid the gods’ inevitable wrath. The gods aren’t concerned with good or evil: Instead, each deity rules over a particular portfolio. There are also minor household gods that some families worship. There are those that claim to have contact with the divine and to derive magic power from that contact- the truthfulness of these statements is always difficult to determine. The common man has no contact with the divine.Notes on the system:[spoiler]For those unfamiliar with White Wolf’s Storytelling System, it uses 10-sided dice. Each die rolled has a 30% chance of success (8s, 9s and 10s are successes), with a 10% chance of critical success (10s are a success plus a reroll). Stats are typically measured on a scale of 0 to 5, with those stats being used to determine how many dice are rolled. For example, if I need to throw something to you I’d add my Dexterity (say, 2) and my Athletics skill (say, 1) together for a total of 3 dice. Now let’s say that it’s windy, imposing a -1 die penalty. So I’ve got a total of 2 dice. I roll both and score a 4 and an 8. That’s a single success, meaning my aim is true and I throw the object to you successfully. Skill specialties give characters a single bonus die to related rolls. So if I had the skill specialty Athletics: Throwing, I’d have rolled a total of 3 dice rather than 2 in my example.

The mechanics aren’t too important. For the most part you can simply describe to me what you’re attempting to do and I’ll use the mechanics to guage your success. [/spoiler]

The Party

[ul][li][FONT=“Century Gothic”]Dur’dan Ironbeard (Kalaz) (Rubberneck) - Fifth-born son of a minor dwarven lord[/ul][/li]Dur’dan is the youngest son of Moziah Kalaz. He has been sent by his father to verify the site of what may be a lost delve. With the clan in dire straits this find could be what keeps a sinking ship afloat. Despite being the youngest son of Moziah he is still an elder longbeard with over two centuries of experience.
Possessions:Steel breastplate (medium armor)
Boiled leather boots, bracers, gauntlets and greaves
Cloth Kalaz tabard
Cloth tunic and leggings
Wool cloak
Steel battle axe
Ironwood and steel crossbow
Leather hip quiver
-20 wood and iron quarrels
Round Kalaz wood shield
Leather coinpurse
Saddle and saddlebags
-Rations
Grey War Pony

[ul][li]Arrow (lunaticlucas) - Yellow Sun mercenary[/ul][/li]Arrow is a half-elven mercenary working for the Yellow Suns. His company has recently struck a bargain with the Ironbeard clan. The mercenaries provide protection and get a share of the profits. Before the company is committed an appraisal must be made. Should the site turn out to be a legitimate delve and colonization efforts begin this entire affair could be quite profitable.
Possessions:Boiled leather archer’s brace
Cloth tunic and leggings
Ratty cloth cloak
Yew bow
Leather back quiver
-20 wood and iron arrows
Iron dagger
Lockpicks
Saddle and saddlebags
-Rations
Brown horse (light dirt)

[ul][li]Hob Overhill (Autolycus) - Halfling “specialist”[/ul][/li]Hob is a middle-aged hinfolk “specialist” recently pulled out of retirement by the Hadburgs. He’s accompanying Sir Jonathan Brenley, a representative of the Hadburgs, a human noble house. The Hadburgs are considering backing the potential colonization effort as investors. Everything hinges on a successful appraisal of the site.
Possessions:Boiled leather boots, bracers, brigandine, gauntlets and greaves
Cloth tunic and leggings
Wool cloak
Steel short sword
Boiled leather and wood scabbard
Lockpicks
Leather backpack
-Rations
Saddle
Black mule

[ul][li]John Fredrickson (Babale) -Hadburg soldier[/ul][/li]John is a peasant soldier and skilled swordsman in service to the noble house of Hadburg. He is accompanying Sir Jonathan Brenley, a representative of that house. He is Brenley’s primary protection on the trip and has been charged with keeping him safe at any cost while the site is appraised.
Possessions:Leather boots
Cloth tunic and leggings
Cloth Hadburg tabard
Wool cloak
Iron longsword
Boiled leather and wood scabbard
Saddle and saddlebags
-Rations
Grey horse (light dirt)

[ul][li]Karikhan (Mosier) - Shelic shaman and representative of the People of the Voice[/ul][/li]Karikhan is a member of the People of the Voice, the Shelic tribe responsible for the discovery of the delve. A people on the brink of war with encroaching greenskins, for them the site is their ticket to a potential alliance with the Ironbeards and their backers.
Possessions:Hide clothing
Wood and iron spear
3 Wood and iron javelins
Hide rucksack
-Religious tools
Saddle and saddlebags
-Rations
-Wilderness tools
Camel

[ul][li]Oshro Ironbeard (Kalaz) (NPC) - Dur’dan’s nephew[/ul][/li]Oshro is the eldest peasant son of Dur’dan’s brother Kulrill. He has been sent to accompany his uncle Dur’dan into the Burning Sea to verify the delve site. He just an adult with naught but grizzle on his face.
[ul][li]Sir Jonathan Brenley (NPC) - Hadburg representative[/ul][/li]Sir Jonathan Brenley is a young knight of the minor house Brenley currently in service to the Hadburgs. He is rather inexperienced and this journey will be his first time out of Platinum Falls as well as his first real test.
[ul][li]Kittix (NPC) - Lizardfolk Yellow Sun mercenary[/ul][/li]Kittix is a lizardfolk, a reptilian humanoid standing about 5’5. He is a vicious killer and longtime companion of Arrow’s. A fellow outcast, there are only two jobs available for most lizardfolk: Dock work or merc work. Kittix has chosen the latter.
[ul][li]Jikhal (NPC) - Shelic hunter[/ul][/li]Jikhal is a young tribesman of the People of the Voice. He has been sent to accompany Karikhan while the shaman interacts with distrusted foreigners.[/FONT]

There were once glorious empires both above and below the surface: Entire civilizations were enslaved by the great nations of man, elf and dwarf and the whole of Arcady rumbled beneath the marching of tens of thousands of pairs of iron-shod boots. Now the known world is being devoured by the edges of the map. Platinum Falls is all that remains in what few people recognize to be an Arcadian twilight.

In recent weeks, however, what could be a piece of that ancient era may have been unearthed. To the east of Platinum Falls, in the territory of the People of the Voice, what is thought to be the entrance to a lost dwarven delve has been discovered. An alliance of interested parties has been formed: The Ironbeard clan, the People of the Voice, the Yellow Suns mercenary company and the Hadburg noble house. But it will all be time wasted if the find isn’t investigated. A tomb or cache, while perhaps of interest to the Ironbeards, will not be worth further investment by the others. But a true delve with still-fertile mines would be profitable beyond reason.

The party has mounted up and been moving east for two days through the Burning Sea, an Ironbeard wagon loaded with water. It is currently the second night of the trip. Sunrise will reveal the Crookback, a small string of mountains that bisects the People’s land and the location of the supposed delve. The party has stopped to rest and a campfire’s been built. Tomorrow is an auspicious day and there is a sense of anxiety and apprehension among the party. If something of significance is found it could be a change in fortunes for all of them. If not, they get to make the sweaty trip back to Platinum Falls with bad news for their masters.

Currently the members of the party are seated circled around the large fire, taking the time to take their fill of rations while they have the chance. It is another six or so hours until sunrise.

Karikhan seems out of place among the group of civilized people. As the flames cast his enormous frame in flickering shadow, he hums softly. The tune is a strange mixture of song and chant, slow and rhythmic, and yet oddly chaotic. Karikhan is aware the chant can be disturbing to the foreigners’ tastes, and respectfully keeps the volume low enough that the others can easily speak over him if they wish.

While he hums, Karikhan is carving scraps of leather into lengths of thick, tough string. Where the scraps come up too short to be useful, he gathers a handful of dirt from the sun-baked land. After a sudden, brief surge in the intensity of his chanting, Karikhan pours most of the dirt back into the ground. The little that remains in his hand, he rubs onto the ends of the short strips of scrap leather, fusing them together so seamlessly it’s as if they had always been only a single string.

“From many; one,” Karikhan says, his way of acknowledging the earth’s offering. His voice is deep enough to match his size. His speech is thick with the Shelic accent - more a difference in word choice, tone, and deliberate pacing than in pronunciation.

Jikhal keeps a respectful distance from the shaman, standing a way’s back from the campfire in silence, his eyes locked on the group. When Karikhan begins his pseudo-religious chanting Jikhal shrinks even further back from the group, obviously a little unnerved and awed.

Kittix turns his slitted irises on the giant tribal spellcaster and makes an instinctive buzzing-hiss sound, the scales on his face and chest darkening.

Sir Jon Brenley and Oshro don’t seem to make much at all of Karikhan’s chanting, but the former leans over to John, who sits beside him at the fire: “Keep an eye on the tribals, will you?”

John is completely unfazed by the chanting shaman. He’s seen stranger things, certainly, but more importantly, this shaman didn’t seem hostile. He’d long ago learned that true nobility is as likely to be found in the Underfill or the desert as it is to be found in a noble’s court.

Still, he had a job to do. John nods and settles back, watching the “tribals”. He starts softly whistling an old drinking song to himself.

Brenley, trusting John’s watch, lays back and folds his arms over his chest. The baby-faced knight casts a glance in Hob’s direction. “No funny business, hin, catch me?” With that, he lays over and eventually falls asleep.

“So,” says John, looking at Karikhan. “What’s your story, friend?” He picks up a rock and studies it absentmindedly, cleaning off the dirt and watching the shadows the flames make on its irregular surface. When the first rock grows dull, he tosses it away and picks up another.

Karikhan glances up from his work, surprised that John has chosen to speak to him.

“War,” he replies. “A mighty orc has united many greenskins, and pushed my people toward extinction.” Kharikan pauses a moment, considering his words. Eventually he gestures toward Dur’dan. “I know why he is here; his people want the underground ruins. Why are humans with them? What do your people want?”

John laugh. “That’s an easy one. What are my people always after? It glitters and it comes from a hole in the ground, if you catch my drift.” He sighs. “Me, I’m here to do my duty. And if I get a chance to make sure the less… Sentimental group members do the right thing, all the better.”

“Calm down Kittix, he means us no harm.” said Arrow leaning back on a rock, hood up, and arms crossed.

Kittix quiets, eyes lingering on Khan for a few moments longer. His tail pounds the cracked, dry earth a few times before he finally speaks to his fellow mercenary, “You think this job will be over quick?” His voice is incredibly deep, with his pauses punctuated with hisses. “It is too dry here.” The humanoid is covered in muscle packed beneath pale green scales and dressed in rags. From a thick rope belt hangs a slender scimitar. Beyond that he seems to be carrying nothing else with him at all.

Arrow sighed “I don’t know, this one feels like it could take a while kitz.”

Dur’dan looks up after the sudden conversation of the lost delve and the possibilities of enclosed riches.

“Aye, we do know why I’m here. To make sure this find is worth the effort we are putting forth. This could be everything that my kin have dreamed of… or it could be a useless hole in the ground. Only time will tell.”

Dur’dan then leans back and observes the other members of the party. Sleep wont come easy tonight.

Hob strolls over to Karikhan. “Hey, watcha makin there, string? Watcha need all that string for?”

“Funny business? The only thing funny around here is how long it’s been since last we’ve eaten. It’s already 30 minutes past time for a bedtime snack.” Hob then makes a fire and grills some mushrooms he brought along with him.

Karikhan tries to conceal his annoyance at the pestering halfling’s questioning.

“It will tie things together,” he says curtly.

Sleep doesn’t come easily to everyone tonight. Despite its name, temperatures plummet in the Burning Sea at dark and the night is silent but for the roiling of the fire. Come morning the oppressive heat has returned and with the glare of the sun in their eyes the party heads on. **Kittix **and the two Ironbeards are the least comfortable, with the lizardfolk’s scales dried by the heat and the dwarves baking in their metal armor. Still, the group’s spirits lift as they draw nearer to their destination.

By mid-afternoon the party has arrived at the foot of the Crookback. The mountain itself isn’t particularly tall, but it extends for miles to the north and south. There are several visible passes and valleys cutting through the mountain, giving the Crookback the look of a massive spine, like that of a dragon skeleton. Karikhan directs the group into the nearest pass and by late afternoon the Burning Sea to the east of the mountain is laid out below them. Here Karikhan and Jikhal dismount from their camels and bid the others to do likewise: The group must leave the trail and the terrain is too rough for the animals. They will have to continue on foot.

The party breaks from the path and turns into a narrow corridor leading up into the mountain. Here the sun vanishes over the ridge of the valley, plunging everyone into deep shadow. Early evening has approached by the time they’ve reached the end of the line: They find themselves upon a round plateau overlooking a gorge perhaps sixty yards long by forty yards wide, its floor about ten yards below the group’s current position. A set of narrow, wind-worn steps, little more than hand and footholds now, trails from the overlook into the basin below.

Karikhan halts the party, pointing down into the basin: At the wide mouth of a cave there is the remnant of a bonfire. A spit has been constructed over the fire and from it hangs what looks to be charred human remains. Half a torso, head and an arm look to be all that remains of what Karikhan knows to be one of the two men assigned from his tribe to guard the site.

John swears under his breath when he sees the gruesome remains of the tribal guards. “Who could have done this, Karikhan?” he whispers as he loosens his sword in its sheathe. He runs his eyes over the surrounding rocks, cliffs, and trees, searching for anyone hiding there and wishing the party had been a little quieter on the ascent.

Karikhan readies his spear, his eyes narrowed as he surveys the area for tracks or other clues.

“It seems they were eaten,” Karikhan says with disgust. “I suspect greenskins.”

Khan also looks for evidence of animals with a lair in the area, or that might have been nearby when the men were murdered.