pyrephox: (Default)
Pyrephox ([personal profile] pyrephox) wrote2006-12-04 01:58 pm

[Game Soliciting] Valdemar RPG

Because it's been eating at me constantly, I think I really am going to do the Valdemar game. Here's the specs:



System: Blue Rose, with some modifications. More on that later, once I have a chance to sit down and poke at it. However, expect it to be a bit more crunchy and D&D-like than Blue Rose normally is, and that there will be no Corruption points or Shadow nature, since those are setting-specific.

Concept: The characters will be an Alliance group of 'troubleshooters', essentially. They will start off being assigned to Hardorn, to help newly-instated King Tremaine get that suffering country back on its feet. Hardorn is still ravaged by mage-weather caused by Ancar's reckless use of dark magic, many of its citizenry were murdered and abused by Ancar and his cronies, and the army is shattered, making it hard for the Hardornian troops to track down Changebeasts, Ancar's criminal mages, and defrocked Karsite priests who fled Vkandis' holy wrath in the cleansing of the Sunlord's Temples.

Setting: The game will start in Haven, the capital city of Valdemar, approximately six months after the Owl trilogy. For those of you who might be interested in playing, but have no idea what that means:

Valdemar is a northern country on the world of Velgarth. It is protected by its magically chosen Heralds, whose incorruptibility and mind-magic Gifts have kept the country protected for thousands of years. Recently, Valdemar has just emerged from semi-isolation to join with other countries, such as long-time ally Rethwellen to the south, and long-time enemy Karse to the southeast, against the forces of Ancar of Hardorn, a dark mage-king who was draining his land and people dry in his effort to conquer Valdemar and Karse. The Alliance, aided by the mysterious Hawkbrothers of the far south, managed to destroy Ancar and free his people...but that was only the start of the problems. First, the Empire of the east invaded the broken country of Hardorn. Then, mystical Storms appeared, ravaging all of the countries of the Alliance and turning animals, plants, and people into twisted Changebeasts. The effort to stop the Mage Storms before they destroyed civilization brought in yet more people to the Alliance: the nomadic Shin'a'in, who had dedicated their lives to protecting the artifacts of the last Mage War from those who would abuse them, the Hawkbrothers, the northeastern country of Iftel, and finally, even the abandoned troops of the Empire, led by Grand Duke Tremaine. The Alliance managed to bring a halt to Storms...just in time for several of the barbarian nations of the North to begin migrating into Valdemar, fleeing the Changebeasts and tyranny of a mad shaman. Finally, even that issue has been...somewhat...dealt with, but the collective countries of the Alliance are scrambling to repair themselves, waiting for the next disaster to fall.

Available Character Concepts:

Okay. This is a 'high fantasy' game, which means characters should be Good. They don't necessarily have to be nice, but they should be heroic in nature. As to specifics, there's a /lot/ of flexibility here. The Alliance has, at present, the peculiar property of having many of the most exotic character types available and willing for service. Keep in mind, however, that the troubleshooting mission is also a /diplomatic/ mission; this will be one of the first attempts by the Alliance to field a combined peacekeeping team, especially under the auspices of Tremaine, who is still not trusted by many of the people. Specific characters might be:

Guard Members: Members of the armies of Alliance countries can be very useful. Valdemarian or Hardornian Guards (Many of the Hardorn Army defected when Ancar murdered his father to take the throne, and fled to Valdemar to fight against the usurper.) would be especially appropriate, but Imperial Guards would be very appropriate as well.

Heralds: Heralds are Valdemarian, although some might have been born elsewhere. A Herald's first loyalty is to Valdemar and her people, but typically they will not refuse to help any innocent in need. Every Herald is soul-bonded to a Companion, a horse-shaped sapient being who protects and guides (although usually in a subtle manner). Heralds all have some form of mind-magic Gift, with Mindspeaking being the most common. Heralds are inherently selfless, but still very human. Although they cannot be corrupted, they can be deceived, or just jump to conclusions and be plain WRONG. Heraldic players would control both their Herald, and their Companion, although the GM may occasionally take control of the Companion.

Mercenaries: Although Valdemar has been reluctant to hire mercs for a while, many of the other countries in the Alliance, particularly Rethwellan, are not so squeamish. A mercenary may have a wide selection of abilities and strengths, from combat skills to spy skills to magery or mind magic.

Hawkbrothers: As designated cleansers of magic-tainted lands, the Hawkbrothers have thousands of years of experience in dealing with Changebeasts and dark magicians, and some would consider it their duty to help ensure Hardorn does not end up as another Pelagris Hills. All Hawkbrothers have some level of magecraft, but not all are dedicated mages. Some may be scouts, who are masters of forest combat, stealth, and the neutralization of arcane threats. All Hawkbrothers have 'bondbirds' with whom they share a psychic bond. Bondbirds are larger, smarter, and more social than their wild cousins; mages usually have decorative birds, while scouts prefer to bond to raptors of various types.

Mages: There's a LOT of wiggle-room in 'mages'. Mage characters can be from one of the Schools based in Rethwellan or more southerly, they can be priests of Vkandis, they can be Herald-Mages, or mage-gifted citizens of Valdemar who aren't Chosen, but were still trained to fight against Ancar. There are a couple of notes about Mages, however. One, the magical energy of the world is still dispersed from the end of the Storms. Even for Master and Adept class mages, there's not a lot of power there to use; few strong ley-lines, and very few nodes that aren't protected Heartstones. Two, any Valdemarian mage will have, at MOST two years of training. They will be very new to magic in general, considering that Valdemar's magical tradition goes nearly entirely through the Heralds. Three, both Valdemar and especially Hardorn are likely to still have prejudice against non-Herald mages, thanks to Ancar and his blood mages.

If you have any other ideas, or are curious about any of the setting points, please comment and let me know!

Finally,

Format: I'm actually thinking of running this one as a play-by-e-mail or play-by-post (possibly using a journal community) game. I know, those tend to be the kiss of death for many games, but I think it's more likely that we'll be able to post semi-regularly or e-mail rather than trying to carve out Yet Another Time when everyone is available for a 4-6 hour stretch of RP.



If you're at all interested, please comment.

[identity profile] pyrephox.livejournal.com 2006-12-04 09:22 pm (UTC)(link)
Check out the 'fast play' posted above. It does not have details for creating all characters, but it shows you what a character looks like and a few of the special abilities...many of which I will be changing for the Valdemarian setting. :)

[identity profile] sariel-di.livejournal.com 2006-12-04 09:30 pm (UTC)(link)
Oooooh. [clicks!] . . . okay, the setting doesn't look bad! [laughs] I'd definitely like to at least see future posts about it. [nods]

(Oh, random question -- it's been a year or two since I last reread the Mage-Storms stuff, but I vaguely recall that Shin'a'in and whatever-their-names-were, the gryphons and associates, were involved in the Alliance. Are they potential PC-types too, or no? . . . and is Iftel actually being active and involved? [blinks] I also vaguely recall that the Alliance did something with Iftel's border, but that's about it . . .)

[identity profile] pyrephox.livejournal.com 2006-12-04 09:39 pm (UTC)(link)
The Shin'a'in and Kaled'a'in are members of the Alliance, and both are potential PCs. Gryphons and kyree are also potential PCs, however! Gryphons will have to accept that, let's face it, the average citizen sees them as a large, nasty predator from the great beyond, and in Hardorn, they're likely to mistaken for Changebeasts, since most Hardornians and Imperials haven't seen gryphons in a good four milennia.

Iftel is not an active member of the Alliance, although they are friendly-neutral to it. After emerging briefly to join forces against the Storms, Iftel pretty much said, "Whew, glad that's over. Y'all done good, kids. Have a nice life," and went back behind their border. Although they have been repeatedly invited, no representative of the Iftel government has come to Haven to participate in the Great Council.

[identity profile] sariel-di.livejournal.com 2006-12-04 10:19 pm (UTC)(link)
Ah, right! Sounds good. [grins] (. . . mmmmmmmmm kyree. Er. Clearly, I'm gonna have to think about concepts for awhile. [laughs] Hard to just pick one! ^^)