Rules, Guidelines, and Character Creation.   Posted by Director.Group: 0
 GM, 1 post
Thu 24 Jul 2014
at 07:28
Rules, Guidelines, and Character Creation
The setting is the world of Allornus, an extensive home-brew setting based at, specifically in the northern continent of Nardaan, which characters either native to that region, or hailing from the Haedrasian Empire.

Character Creation
Characters are created using the Darkrealm system. Optional rules for points-based statistic generation, tiered skill point availability and such are up to all players to collectively adopt or reject, with the GM being kept informed. See here for details.

In order to participate in this story characters will need to adhere to certain origins - they need to be readily able to organically involve themselves in the Haedrasian mission. Non-landsman (human) characters are only allowed at GM discretion. In addition, AT LEAST ONE character must be a missionary of the Imperatory Temple. Some suggestions for character concepts can be found below.

Posting Guidelines
The Darkrealm system is friendly to taking tests alongside announcing actions, so an Orange OOC section should follow any post providing rolls for actions taken in that post. This should include justification for non-standard statistics, skills, or traits deployed in the test.

Character Sheet
Character Sheets should be included at the bottom of the Character Description, and expanded in their own thread. The Director should be able to see your skill point spend, statistic point spend, and other details at a glance in the appropriate devoted thread. The character description, however, should primarily focus on the character's background, appearance, personality, and relevant contacts (such as family, friends, and organizations) and only include the most useful aspects of the full character sheet.

This message was last edited by the GM at 04:54, Thu 11 Aug 2016.

 GM, 3 posts
Thu 24 Jul 2014
at 12:42
Character Concepts
Haedrasian Missionary
At least one of the characters must be the titular outlander, a Haedrasian missionary - an initiate of the Imperatory Temple of relatively low rank (though all priests are of lofty rank in Haedrasia) who has either made a political misstep, or whose promise threatens a superior or peer, that might warrant being sent away from the vast empire's borders to a frontier backwater, not even fit for conquest like Nardaan.

Of course, the party could consist of several, or even all missionaries, or a missionary and his attendees. This is the encouraged character type, but by no means the only option.

While Haederas is known as the war-divhi elsewhere in the world, his adherents and people know him simply as their divine patron, and so there is nothing overtly militant about his priesthood. They wield the religious and secular power of the empire, and so they are more inclined to be learned types, more used to the cut and thrust of local politics than warrior priests. They do, however, keep strict martial discipline, and much of their spiritual life is devoted to a sort of unarmed martial art, designed to focus the mind and discipline the soul. Self-denial is considered a good way both to maintain aloof separation from earthly matters (in favour of spiritual ones) and also to prove worthy of promotion by demonstrating virtue and restraint, but it is by no means required.

When a missionary is sent into harsh terrain, and wilderness, not to mention a land where the ancient enemies of the Haedrasians, the Malorns dwell, the militant empire will seldom leave them unprotected, And with an army whose strength is purported to number in the millions they can always spare a warrior or two to guard the missionaries. A legionnaire, especially one of any rank, holds great prestige in the militant society of Haedrasia, and so while this character may be tasked with protecting a missionary, he is by no means a servant. Indeed, while he could not give orders, he might expect some deference from a low-level cleric.

The legions don't turn out exemplary warriors on their own, but in groups they are the most lethal force the world has ever known. Adept in battlefield combat, they favour the footman's lance and crossbow, and learn combat by rote. They might be expected to forgo armour altogether in northern climes, but hardened leathers, ringmail, and a good steel shield and helm are their raiment of choice. Discipline, unbreakability, and fanatic loyalty are all desirable traits.

There are a number of individuals hired before departure north who might prove useful to any mission. Sailors, primarily, for passing the straits, but also handlers, servants, young acolytes, translators, or scholars specializing in local culture and similar might not sound like good adventurers initially, but can easily become embroiled, or even central in the unfolding saga.

This covers a varied group of individuals, with a varying group of skills. Remember when conceptualizing such individuals that the setting is essentially low-magic dark-fantasy, and that Haedrasians in particular rely on their vast military for protection, and reduce their non-Haedrasian subjects to little more than free slaves, so these individuals are unlikely to double-up any adventurer stereotype, but they'll have the opportunity to redefine themselves as the story progresses, so be sure to consider aspirations for the character's growth.

Local Contact or Guide
Of course, not all the characters need cross the straits at all. The missionaries are outsiders, and the Haedrasians already have more than a foothold in Vor Ushta and beyond - half the population are pure-blooded Haedrasian no more than a few generations separated from Imperial citizens. The lictors doubtless have a presence in Nasis, and a few of their less important operatives might be put at the disposal of the missionaries, to teach them local ways and help them find their way around. Equally a local Haedrasian, loyal to his patron divhi might well be enlisted in advance to meet the mission the moment they arrive in the city.

Such characters are likely to value their privacy, especially if they occasionally report to someone who occasionally reports to someone who occasionally reports to someone who might be an Imperial lictor! They'll normally have a perfectly legitimate trade of their own, good local knowledge, and likely a useful selection of handy (but not necessarily high-up) contacts.

Finally, it would be foolish to think that the One True Faith has completely gripped the hearts and souls of every individual in the so-called Hallowed Land of Nasis. Some locals remember the old faith fondly, and lament or resent it's disappearance in the wake of this new divhi. Others might have found a taste for the worship of Haederas. Yet others might be the favoured of the Tarkaan, losing influence and wealth daily as the Mandrates of the One True Divhi wear down their regime.

This is a coverall for anyone who might happen to see Haedrasian interest as a way to drive the One True Faith out, or at least challenge it's unchecked growth. They could be common huntsmen, traders, minor noblemen (such as Nasis has), soldiers with a taste for the War-Divhi's word, or men from Meldoki or Arkenrecht, scared by the explosive growth of the faith.

Other Characters
Other ideas, taken from setting or general ideas for adaptation to setting, are welcome, and will be assessed on a case-by-case basis by the GM. Non-landsmen characters (except perhaps the Kardes) would definitely be difficult (but not impossible) to work into the area in which the campaign is based.

This message was last edited by the GM at 10:33, Thu 01 Jan 2015.

 GM, 42 posts
Sun 1 Feb 2015
at 04:15
Language Notation
In games based in Allornus languages in which characters are speaking are signified by coloured text. Though there are too many languages in Allornus as a whole to award each a colour, there are seldom enough languages spoken in a game that this can't be maintained.

In this game the following applies:
Haedrasian is written in Goldenrod
Malish is written in RoyalRed
Arken is written in DarkBlue
Irian is written in Coral
Cant is written in Brown
High Cant is written in Periwinkle
Kelorn is written in Aqua
and Drak is written in Purple

Other languages encountered or spoken will be assigned colours as needed.

This message was last edited by the GM at 14:06, Wed 02 Sept 2015.