#Beastmaster system role
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the-silent-fellowship ¡ 1 year ago
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Beastmaster (system role)
[PT: Beastmaster (system role)]
“A beastmaster is a headmate who can create, remove, as well as control NPCs, animals, plant life and any other living part of a headspace. They do not have any control over headmates, fragments or any other sentient/sapient part of the system.” - Pluralpedia(link)
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[Tagging] @radiomogai, @pluralitywords, @pluralterms, and @plurality-faq
[Reposting on] @blood-moon-night-coining
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yuurei20 ¡ 1 year ago
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In preparation for the upcoming release of the second book: a compilation of all translations by this account of Twisted Wonderland: the first novel!
(These do not encompass the entire book, only the parts that vary from the original game)
What Yuuya Remembers Crowley catches up to Yuuya, who has recently woken up inside of a coffin and been chased through an unknown building by a monster demanding his clothes. Crowley explains that Yuuya--just like everyone in the school--is the egg of a magic user. Yuuya tries to remember what happened.
Yuuya, Alone After escorting Yuuya to Ramshackle, Crowley leaves to visit the library. Left alone for the first time since waking up in a coffin, Yuuya is finally confronted with the reality of his situation.
Yuuya Dreams After awaking in a coffin, battling ghosts, making peace with Grim and being hired as janitorial staff, main protagonist Kuroki Yuuya spends his first night in Ramshackle Dorm--and has a dream.
Ghost Escort After spending his first night in Ramshackle with Grim, Yuuya wakes up to a surprise: the ghosts that he thought they had exterminated the night before are back, and they're friendly. Yuuya reflects on the Great Seven statues.
Meeting Ace Yuuya's first interaction with Ace is not pleasant.
Yuuya's Confession After their violent first meeting with Ace, Grim plots his revenge while the ghosts cheer him on him, forcing Yuuya to reveal something that he has been trying to avoid all day. And it leads to a revelation.
Naming Ramshackle and Culture Shock Some NRC information from the novel and emphasis on how foreign everything is to the protagonist through comparisons to how very different school systems overseas (and in other dimensions?) are when compared to those in Japan. Yuuya has at least twice the culture shock in any given situation.
Cafeteria Panic Much like the game, after Ace tries to ditch his window-washing duties it is Grim's turn to run away. Ace and Deuce are quick to turn to violence in order to capture him, which Yuuya can neither condone nor stop.
Ace Almost Apologizes Assigned by Crowley to retrieve a magestone from the mines to compensate for the damage done to the cafeteria chandelier, Ace realizes that the stakes are far higher for Yuuya than he'd thought, and almost manages to apologize.
Getting Them to Listen Ace, Deuce, Yuuya and Grim successfully find a magestone only to be chased away by a monster telling them to get out and that the stone is theirs. The situation immediately devolves into finger-pointing and arguments, which Yuuya tries his best to manage. (This scene seems significant to the "beast master" role of the Prefect that is only rarely touched upon in the game.)
Yuuya's First Class After retrieving the magestone, being assigned the role of "beastmaster" by Crowley and being permitted to attend school as one-half a student (with Grim), Yuuya shows up to his very first class at Night Raven College, and it is just as awkward as the high school he left back home.
Yuuya and Deuce Yuuya has been stared all morning by the other students, throughout disastrous potions lessons where he couldn't understand what was going on. It is finally time for lunch, but he has lost his appetite. Cue, Deuce.
Yuuya at Night A quick blurb for anyone wondering how the novel approached the sleeping situation in Ramshackle: Following an afternoon of PE with Vargas while everyone else had flying lessons, Yuuya is home after his first day at school.
Ace Apologizes After a difficult first day of school Yuuya is awoken by Ace, who is asking to spend the night after stealing a tart at Heartslabyul. Important note: just moments earlier Yuuya tells Ace that if he apologizes from the heart, Riddle will forgive him for stealing.
Yuuya and Ace Lunchtime at his second day at school is shaping up to be just as terrible as the first, when Deuce had to step in to keep Yuuya from breaking down entirely under the whispers and stares of the other Night Raven College students. Now it is his second day of school and it is happening again, but worse. Cue, Ace.
Meeting Leona Leona's introduction was entirely retconned in the novel: when Deuce and Yuuya are on their way back to Heartslabyul from the school store with eggs for the chestnut tart they are interrupted by a group of Savanaclaw bullies, and Leona steps in.
Ace Asks for Help After a sleepover where Ace, Deuce and Grim dub Yuuya the "prefect" of Ramshackle Dorm, Deuce and Ace are already awake. Ace is hoping for Yuuya's support with apologizing to Riddle, but has difficulty asking for it.
Yuuya Fails Ace has presented a chestnut tart to Riddle to ask forgiveness for what he stole, only for Riddle to reveal an unknown rule about chestnut tarts and unbirthday parties, and order it thrown out. Ace tries to stand up against Riddle and looks to his dormmates for support, but receives none. Not even from Yuuya.
Yuuya's Guilt Yuuya is wracked with guilt after failing to join Ace against Riddle, and now both Deuce and Grim have been collared as well. Ace himself is less than pleased, and Yuuya can't help but think that everything is all his fault.
Yuuya Apologizes Yuuya fails to defend Ace to Riddle during the unbirthday party's chestnut tart incident, and the guilt is eating him alive. After speaking with Chenya, the four first-year students go to Trey for answers, but Trey has nothing to say in his own defense.
Ramshackle Sleepover It is the night before the duel between Ace, Deuce and Riddle, and no one is able to fall asleep. The three begin discussing the events of the day, and the topic turns to the mysterious Malleus Draconia.
Duel for Housewarden The unstable situation at Heartslabyul has led to this, a duel between Ace, Deuce and Riddle. Cater makes one, final bid to stop it, while Yuuya finds himself more involved than he'd anticipated.
Riddle Gloats Ace and Deuce’s duel against Riddle was over almost as soon as it began, but Riddle isn’t through with them yet.
Deuce vs Riddle Deuce makes a final effort to stand up against Riddle, and Yuuya can only take so much.
Yuuya vs Riddle Someone is finally standing up to Riddle and, against all expectations, it’s Yuuya.
Ace vs Riddle Riddle shifts from insulting Yuuya's home to mocking Ace and Deuce's parents. It does not go well.
The Egg Scene Riddle throws a temper tantrum in the gardens, and the students of Heartslabyul have finally had enough.
Riddle, Breaking Down After being so mistreated for so long the students of Heartslabyul have finally had enough. Deuce is not impressed.
Riddle Attacks Riddle delights in terrorizing the students who have turned on him and Ace alone stands his ground.
Trey Protects As Riddle tries to murder Ace, Trey steps up.
Riddle on the Edge Teetering on the brink of overblot, Riddle tries to come to terms with the thought that he was made to suffer for nothing.
The Transformation Riddle transforms.
Birth of a Monster The Overblot
Crowley's Magic Riddle has been taken over, and Crowley steps up.
Something to Tell Him Cater and Trey are convinced to join Ace, Deuce, Yuuya and Grim in standing to fight.
The Struggle Crowley has left to evacuate the students, Ace has no plan, and Riddle is fading fast.
The Overblot Battle Trey saves Cater, but he cannot reach Riddle
Meeting Trey Having collapsed during the overblot battle, Riddle dreams of his childhood and meeting Trey and Chenya for the first time.
Riddle Awakens In the aftermath of the battle, Trey becomes desperate.
Visiting Ramshackle Long after the fight, Ace and Deuce visit Yuuya and they discuss how things have changed.
Stubborn Ace calls Yuuya stubborn, completely catching him off guard.
The Unbirthday Party Yuuya and Grim attend Heartslabyul's Unbirthday Party, and Riddle surprises them all.
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v0idb4by-blog ¡ 3 months ago
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SYSTEM LIST!!(with small descriptions)
void/ollie (core/host) otherkin/therian (he/they/it)
morals (protector) source: blueycapsules (she/they)
crymson (anger holder) (he/him)
bad (bpd/depression holder) (he/they)
candy(little, neurodivergent symptom holder) (he/she/they)
licorice (littlex, depression holder) (she/they)
bloodlust (berserker) (she/it)
susie (anger holder) source: deltarune (she/him)
kris (no role) source: deltarune (he/they)
ralsei (protector) source: deltarune (they/them)
the rage (berserker) (it/its)
alphys (alter former) source: undertale (she/they)
undyne (no role) source: undertale (she/him)
snatcher (ex fictionkin) source: a hat in time (he/him)
gobby (collector) (he/they)
husky (sexual alter) (he/her)
eek (fear holder) (it/its)
syrup (alter assistant) source: syrup and the ultimate sweet (she/he/they)
rigby (no role) source: regular show (he/him)
mordecai (no role) source: regular show (he/him)
peter (paraphilia holder) source: your boyfriend (he/him)
yumi (hypersexual, bpd holder) (she/her)
beastmaster (insider) (she/her)
felix (sexual protector) (she/he/they)
mk.♾️ (botmate) source: guardian tales (she/her)
at0m (Z.Os) (botmate) (she/her)
blurr (dissonaut) (it/its)
the shopkeeper (insider) (it/its)
the maskmaker (insider) (it/its)
the blank (numb alter) (it/its)
EYE (insider) (it/its)
cal (no role) source: zero day (he/him)
andre (no role) source: zero day (he/him)
cali (no role) source: zero day (she/they)
andrea (no role) source: zero day (she/he)
freakdre (andre #2) (no role) source/zero day (he/him)
N (no role) source: murder drones (he/him)
Uzi (no role) source: murder drones (she/they)
Cyn/Solver (no role) source: murder drones (she/it)
Monk (protector) source: rain world (he/they)
Surv (no role) source: rain world (he/they)
Green (no role) source: rain world (it/its)
If you got this far, thanks for reading! :) we all appreciate you <3
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louroth ¡ 2 years ago
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Are any of the classes rarer than others? There was the remark that it has been forever since she's seen a Beastmaster, and Etherweavers seem to be kind of common considering how we saw a couple of them tending to the hedge, but is the MC unusually strong or good at it? We kinda lack comparison for anything but the Battle Zealot (thanks Id, for your sacrifice) and Vox Psions seem like glass canons. Also make me think of Lena's collar and the restrictions on her saying things oddly... hmm. Curioser and curioser! I picked the Vox Psion in the end, it felt a little off for my recluse shy healer MC, but I really liked the tuning staff idea and it's just such an attractive option to have them have a really beautiful voice and almost nobody knowing it. Also the sign language could come in handy. I keep thinking of non talking charas like Oma or Id in his grumpy mood.
I love this entire ask! Thank you for it :] And yes, old bloods (which there are very few left of) are outliers because they have trained and mastered it for longer than others, not to mention that they are Rivenians born and bred and have lived with the surge around them for their entire lives, adapting to it without even knowing. Sure, they might be out of practice, but their inherent knowledge of the surge is way deeper than the average hunter today. I'd liken it to a tier system, where your hunter is in the top tier. Other hunters would see them as mentors, or role models. It isn't as intuitive for them.
Originally, the ones that had a solid connection to the surge used it like etherweavers, which is why you see weavers in the intro! It is the most common spec, absolutely, seeing how needed it is to maintain the hedge. It is very rarely seen used in combat, though.
That is about as far as I have come on the worldbuilding on the surge specialities - as I've said before, this whole spec system was a curve ball for me too, and not in the original planning. I love when writing gets organic like that, it is so much fun to tinker with!
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agoodfriendtoyou ¡ 11 months ago
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You ever see that something doesn’t exist/isn’t a thing yet, and you think “Well now I gotta be the one to do this.”?
Well that’s what happened with an idea I have for a bugsnax dnd au. I’ve seen that people have made grumpuses a playable race in dnd, but I’ve never seen anyone imagine an au for bugsnax based off of dnd. There’s 2 routes you could go with this:
The characters are in a dnd world
The characters play a dnd campaign
I ended up choosing the latter, because I thought it’d be fun to make dnd characters inspired by how I imagine bugsnax characters would play.
I’ve split the snaxburg group into 2 dnd campaigns, because the idea of managing a campaign of 13 players sounds like absolute hell.
The group I have drawn is a campaign run by Eggabell, with Wambus, Cromdo, Chandlo, Triffany, Lizbert, and Gramble as players. I honestly have a whole plot for the campaign in my head, but I don’t wanna get into that now, so instead I’ll show you what their characters look like, and some general information about the characters and the players play-style
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These Are The Lads
I’m gonna go from left to right with some basic info
Octavio Hailstone
Storm Sorcerer Blue Dragonborn
Played by Wambus
First time playing, but he gets into character.
Amanda Skullcrush
Berserker Barbarian Orc
Played by Cromdo
Also first time playing, and is good at combat. Horrible at the role play though 😔
Charlie Brightshot
Sharpshooter Aarakocra
Played by Chandlo
Seen Snorpy play, has absorbed knowledge of the game through osmosis.
Talulah Bonebound
Undead Warlock Stoneperson(homebrew)
Played by Triffany
She’s played a bit before when she was younger, but is still learning the new system
Jessica Woodgaurd
Beastmaster Ranger Gnome
Played by Lizbert
Has played before with Eggabell, and surprisingly never played ranger.
Ashton Nightwatcher
Dream Druid Dryad(homebrew)
Played by Gramble
Played some in middle school, but not much since.
(Edit: had to reupload the image bc it was crunched up)
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veemarcia ¡ 13 days ago
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The Amazing Plural Headspace AU: Caine
HOST: Fronts the most often, is most responsible for day-to-day activities
CAESIAN: Detatched from the system’s trauma, therefore more equipped for handling daily life
OMNISCIUS: “All knowing” alter; doesn’t know literally everything, but knows more than most and has control over way more things
ADMIN: performs internal tasks and functions that benefit the system and its ability to properly function.
Taskdoer/Steward: does tasks that the body is responsible for (work, schoolwork, chores, hygiene)
Gatekeeper/Puppetmaster: controls switching and access to certain areas inside the headspace
Architect: creates, destroys, edits, and changes locations in headspace
Beastmaster: can create, remove, as well as control NPCs, animals, plant life, and any other living part of the headspace
Caller: Has the ability to summon headmates
Caine wears the most hats, is good at what he does (sorta. Mostly. Depending.) and sees himself as the only one who can really do his job(s). Between all these roles and constantly masking both symptoms as well as his eccentric personality to the outside world, he will sometimes overwork the body into a panic attack, breakdown, shutdown, or temporary dormancy of himself, leaving the others to pick up the pieces. He doesn’t have COMPLETE control over everything, many NPCs, locations, etc are out of his hands. Him sharing a name with the body is one of many reasons why he sees himself as the only one who should be in charge.
TAPH Masterpost
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tildeathiwillwrite ¡ 8 months ago
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All of your WIPs seem cool, so imma ask about 3 (sorry if I get some names wrong)
Of Wings, Blade and Shadow
The Fallen Cyborg
The Watcher and The Thief
:)
(in response to this post/ask game thingy)
*claps hands excitedly* oh boy!
I haven't thought about Of Wings, Blade and Shadow for a while now (aka had to go through the folder to actually remember what it was about), I created the concept doc in 2020 and last touched it in 2022. It's about these three characters in an modern fantasy setting who learn about a cataclysmic event that would destroy the city they live in. The main POV character, Jean, has angel wings and runs a bookshop. The secondary character, Gerik, has a sword that talks in his head (named Justine), and the third character is a morally-gray shadow sorcerer named Nels. I actually had a loose outline worked out, complete with plot and character growth, but I didn't end up writing very much of it before forgetting about it and jumping to what later became The Hunter the Myth and the Cure.
When I started The Fallen Cyborg in January 2021, I had the intention of finishing the first draft by the end of the year. Life happened and I didn't end up getting that far, but looking back I'm impressed I got as much done as I did! It's a sci fi novel about this lab experiment (known as number 49) who has been enhanced with numerous cybernetic implants and training to be a supersoldier. That is, until he discovers that he is considered a "failed" experiment and will be shortly terminated. Naturally, he escapes with the help of a hacker known as Qanan piloting a cleaning bot. It basically involved him attempting to start a new life and being chased by the government. I don't remember why I called it The Fallen Cyborg as a working title, but I still like it. I had a complete plot, a prologue, and 3.5 chapters drafted before I shelved it sometime in August 2021 (according to Google Docs). I intend to revisit it eventually but I am a very different writer than I was in 2021 so it might involve a complete rewrite of those 4.5 chapters.
I'd mentioned this before but The Watcher and the Thief began as a story about how my and my brother's D&D characters met. I played a Beastmaster Ranger and he played a Rogue. I ended up dropping it after 8 chapters for a couple years before picking it up again and reworking the plot to fit into Tales of Valaria (changing the magic system, the Rangers became Watchers, complete role changes, etc). One of the most significant changes is that my character became the villain and multi-classed to wizard. The story's about this Watcher, Hector, whose apprentice, Luc gets cursed by a magician. The only way to lift the curse, naturally, is to seek out another magician. Meanwhile Rift (my brother's character), attempts to steal a priceless gem from the Draigo (which used to be just straight-up dragons. Idk why I changed it. They can still breathe fire tho). And Octavian has a terrible horrible no good very bad two weeks.
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wizardlyghost ¡ 2 years ago
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- the newest fad (r.i.p. whale fur) is something called "chairdogs", which i think is some kind of living furniture? there hasn't been a detailed description so far so all i can picture is that footstool dog from beauty and the beast. unnerved yet intrigued.
- it is incredibly difficult to decide which faction is supposed to be closest to the "good guy" role here, all of them are Fucked and become even more so the more the narrative focuses on them. which isn't really new for dune but still.
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- leto's long-term plan has finally been revealed! i think? if i'm reading this right, his reign of prescient tyranny and ethically horrifying eugenics experiments have resulted in a) all of siona's descendants being invisible to prescience, and b) the invention of "no-ships", which are also invisible to prescience and possibly just straight-up invisible, it's difficult to say.
- this has led to humans spreading out across "multiple universes" (?!) with no way to track where they went, which means that humanity as a whole is more or less saved from eternal inescapable fascism - there's now no way for the most powerful faction of the day to hunt down and subjugate literally everyone without manually combing infinite space. it doesn't stop tyranny, but it means that tyranny can't squash every other opposing system for ever and ever - there's always going to be free humans somewhere out there in the infinite void.
- and i thought leto ii "god" atreides was morally complicated before.
- the tleilaxu high council introduces another familiar face(changer): scytale! honestly, scytale was one of my favourite characters in the series so far, despite being a vile villain on the evil league of evil. there was just something so intriguing about this genderfluid shapeshifter with a villainous goal but also strong internal principles which she wouldn't break even if it meant her own failure (that "the victim must always have a genuine chance of escape and if they take it they're free" thing made me think i'd like the tleilaxu a lot more than i probably will).
- the tleilaxu high council has been ruling for like ten thousand years by growing new bodies every time they die. they haven't shared this with anyone else though because, and i'm not even joking, if everyone knew how well their government functioned they'd all want eternal overlords (paraphrased). these dudes are jacked for reals.
- they also greet the new day by going to the window and yelling
"THE SUN IS NOT GOD!!!".
- like, damn. tell us how you really feel.
- aparrently the bene gesserits (and maybe the tleilaxu? unclear) are the protagonists because half the plot impetus seems to be that a splitoff branch of both from the other side of the universe has come home to fuck shit up. and also just generally fuck shit. the bene gesserits are sexualised in weird ways but these mfs take it to a whole new level.
- as far as i can tell they're also fully just colour-pallet-inverted counterparts to the bene gesserits lol. right down to wearing orange full-eye contacts to mirror the blue of spice eyes.
- i am kinda giggling at how in book 1 the bene gesserits were kinda introduced as the shady eugenics church, and then in book 2 the bene tleilax were kinda introduced as the evil eugenics church (or at least more evil), and now the "honoured matres" are kinda being introduced as the really, really evil eugenics church. this damn universe has too many eugenics churches and they're all hopefully gonna destroy each other.
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- also there's a girl on dune (now "rakis") who can pull a full beastmaster on the sandworms and is currently turning the local religion upside down as the new messiah in town. surely this will end well for her, like it does for every messianic figure in the dune saga.
thoughts so far on heretics of dune:
- DUNCAN! MY BOY! HE'S... alive again??? this time cloned back to life as a kid???? wtf.
- i love that this guy who existed to be killed off for shock value in the first half of book 1 has somehow managed to become the main character of the dune series. like he has literally died in 3/4 of the books so far but he just keeps coming back in roles of increasingly greater narrative significance.
- i'm less stoked that the central bureaucratic force of book five is the bene gesserits, who are also now the ones ordering duncans from the tleilaxu. get your hands off my boy >:(
- the bene gesserits btw are somehow even more fucked up as an organisation now than they were 5k years ago. hope they die.
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tiredassmage ¡ 2 years ago
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Ackshulluy, I was going to tuck this all away in a google doc, but, y’know what, let’s talk into the void for once. My funny little personal relief/side project of ‘force sensitive/Jedi siblings au for Tyr & Rhiannon’ is fleshing out into a bit of a whole legacy thing already and I’ve had them for maybe 3 days. Maybe 4. I have already lost count.
So, here’s the basic tea on how this is shaking out.
Tyr & Rhiannon both end up as Jedi Knights. I briefly contemplated letting Rhiannon take the Consular role in this AU, but, tbh, Tyr & Rhiannon really don’t have quite the grasp on emotional stability as they’d like. That being said, Tyr takes the role of canonical JK/Hero of Tython in this role bc he is My Bestest Baby Boy. Also, he’s got a “name change” aka what I’m now accepting was his name originally pre-Empire in regular canon, and that is Rhystyl.
He really, really, honestly could have benefited a lot from remaining a padawan longer. While he wasn’t on Coruscant for the sacking, he’s old enough to have a memory of it, and Imperial attacks on their home when him and Rhiannon were younger still have him anxious at the best of times about splitting up forces. It’s never that he doesn’t entirely trust Orgus, but he does really, really wish the man would talk to him a little maybe a lot more than he actually does. He’s a bit... opinionated about the whole ‘let’s not tell the Jedi about the secret Republic weapons projects’ thing. He continues to not favor being left in the dark about half of the missions following (and then some.) Orgus wants him to build confidence and Rhystyl is John Travolta-ing wondering why anyone thought it was a good idea to take his training wheels off so soon. (Spoiler alert: it bites everyone in the ass)
I am plotting a silly little friendship between him, the Sith Warrior/Emperor’s Wrath, and Sith Inquisitor/Darth Imperius which will involve them doing a lot of datacron hunting because honestly if I’m going to put up with jumping puzzles, why not turn it into a story beat? This relates more than Rhystyl will admit to his insecurities and his need to do better (especially after the whole Emperor debacle), and yet-unnamed Imperius is a bit of a history nerd anyway by occupation. SW gets dragged into all of this bc he’s Imperius’s bestie, tbh, and like. Somebody has to look out for them. Also probably LS Sith related things but like shhh don’t tell the rest of the Empire. Jaesa and SW and Imperius and Hero of Tython all sitting in a circle and trading woes about force knowledge. I’m manifesting it.
Imperius and SW (currently named Jekaanto, he’s p cool) may(?) have some history as it. I’m spitballing that one of Jekaanto’s parents, at least, was quite interested in travel, so he spent a lot of his youth tagging along with them as they studied artifacts and cultures in the systems the Empire had influence over. Imperius may have served the family when their force sensitivity manifested, so their friendship may have already existed there in their youth.
He is something like the exhausted dad of this little friend group even though they’re all around the same age. Not because he doesn’t care for them or that they are particularly danger-prone (no more than... would be expected between the two of them, given the stories), but because he has self-designated himself as the friend group dad and that means their safety is his priority and have you seen the trauma on the Hero of Tython? Someone give this Jedi a vacation and some hugs. Maybe some blankets. Imperius seems to care for him a lot. (Will this develop into something more than a friendship? Jekaanto has to constantly break up betting pools between Vette and Doc.)
I have low-key wanted a Sith focused on being a beastmaster and the study of beasts for a While now so I might also make this Jekaanto’s problem.
And I planned exactly none of this when I said “hehehe what if I start another legacy on Satele Shan” and like honestly, honks my clown nose because why didn’t I see that coming. I should have expected that they’d all take over again.
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jawsofhakkontranscript ¡ 4 years ago
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Developer notes - Character descriptions
Each character with a speaking role (no matter how small) has a "bio" - a summary intended mainly for the voice acting crew. These notes include some details that a director should have in mind when choosing an actor for the role. The "age range" does not reflect the actual age of a character, but rather how young or old their voice should sound. It’s also originally given in hexadecimal system, so I added the conversion to decimal. 
Without further ado, here are all the character profiles from the Jaws of Hakkon DLC, sorted by factions they belong to.
Stone-Bear Hold
Avvar Augur
Gender: Male
Character description: The Augur is an important figure in a village of people called the Avvar “barbarians” in the wilderness. He’s a magic-worker, a councilor, and an intermediary between the real world and the spirits. He can be a bit “otherworldly” as a result. He’s a smart man, unexpectedly jolly for his solemn position.
Accent: Light North Country
Race: Human
Age range: (hex)28 = (dec)40
~
Thane Svarah Sun-Hair
Gender: Female
Character description: Thane (leader) of a hold of “barbarians” called the Avvar, a proud, independent people who live by hunting and trading in the wild. Tall and wiry, she is still strong despite her age. She’s a fair and observant woman who can judge the moods of her hold and the other hold they trade with in the blink of an eye. Smart, pragmatic, and not afraid to hit things or make hard decisions.
Accent: Light North Country
Race: Human
Age range: (hex)2D = (dec)45
~
Storvacker
Gender: Female
Character description: This is a bear. Like literally a bear. I’m adding this because I need lines in the conversations where people talk to the bear, and the bear grunts or growls, but unless there is an actor who does like an AWESOME impression of a bear, I’m assuming we are using existing bear-audio.
Accent: Grizzly or Northern Brown
Race: Bear
Age range: (hex)14 = (dec)20
~
Arena Master = Arrken Feldsen
Gender: Male
Character description: An Avvar man in charge of an arena where his people train and fight in rituals. Brisk, Loves fighting - loves the theory, the practice, the philosophical arguments about honor and when to fight - loves it all. Gets a bit bloodthirsty when cheering on the fights.
Accent: Light North Country
Race: Human
Age Range: (hex)23 = (dec)35
~
Skald = Fullna Hethsdotten
Gender: Female
Character description: A skald (a bard and a keeper of oral histories) among the Avvar, a tribe of “barbarians” in the mountains. Proud of her people’s history, protective of her clan’s reputation. Aware she’s a bit young for a bard, so takes the role seriously and a bit self-conciously.
Accent: Light North Country
Race: Human
Age range: (hex)19 = (dec)25
~
Parve
Gender: Male
Character description: An Avvar villager. Finds himself in a climbing race to settle a dispute with another villager.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Hask
Gender: Male
Character description: An Avvar villager. Finds himself in a climbing race to settle a dispute with another villager.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Mountain climber = Runa Lyrsdotten
Gender: Female
Character description: A young Avvar with a passion for climbing the highest slopes around your mountain home. Cheery, energetic, and absolutely fearless.
Accent: Light North Country
Race: Human
Age range: (hex)14 = (dec)20
~
Linna
Gender: Female
Character description: A fisherwoman wondering about her cousin.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Conspiracy Guy = Helsdim Rolfsen
Gender: Male
Character description: Helsdim Rolfsen is an Avvar trader. His work takes him outside his small mountainside village and he has an appreciation for the greater world as a result. He takes pride in the fact that he’s literate, a rarity among the Avvar, and is very into “alternate history”. (He’s a bit of a conspiracy nut, in other words, but a harmless one.) Helsdim longs to see more of the world, but he’s stuck in his little hometown village.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
The Exile = Sigrid Gulsdotten
Gender: Female
Character description: An Avvar = a clan of tough mountain-dwelling people who the rest of the countries consider barbarians. She exiled herself to the woods outside her village because she thinks she’s made a mistake who brought shame on her clan. A bit dour but fiercely loyal to her people.
Accent: Light North Country
Race: Human
Age range: (hex)19 = (dec)25
~
Master of the Hunt
Gender: Male
Character description: Avvar Master of the Hunt, Old, seasoned, and blunt. Slow to give out praise, but sincere when he does.
Accent: Light North Country
Race: Human
Age range: (hex)3C = (dec)60
~
Gyda Myrdotten
Gender: Female
Character description: Woman in charge of burying the dead. Sly, clever. Can seem unsympathetic, but is truly dedicated to her work and following traditions properly.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Finn = Finn Caldansen
Gender: Male
Character description: A kind young man who was injured while helping a friend. Sad over the death of his father.
Accent: Light North Country
Race: Human
Age range: (hex)12 = (dec)18
~
Arvid Rolfsen
Gender: Male
Character description: An Avvar fisherman, old enough to be past most posturing and bragging, proud to be part of Stone-Bear Hold and unimpressed with the evil Hakkon worshippers.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Friendly Avvar Male = Einar, fisherman working with Arvid
Gender: Male
Character description: Friendly Avvar talking to his friends.
Accent: Light North Country
Race: Human
Age range: (hex)14 = (dec)20
~
Friendly Avvar Female = unnamed fisherwoman working with Arvid
Gender: Female
Character description: Friendly Avvar talking to her friends.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Avvar Guardsman 01
Gender: Male
Character description: A guard for a small village. Strong, watchful.
Accent: Light North Country
Race: Human
Age range: (hex)28 = (dec)40
~
Avvar Guardsman 02
Gender: Male
Character description: A guard for a small village. Easygoing.
Accent: Light North Country
Race: Human
Age range: (hex)28 = (dec)40
~
Avvar Crafter 01
Gender: Male
Character description: An Avvar villager. You craft goods and mend things.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Avvar Hunter 01
Gender: Female
Character description: A hunter who provides for her small village. Sharp-eyed, capable.
Accent: Light North Country
Race: Human
Age range: (hex)28 = (dec)40
~
Avvar Hunter 02
Gender: Female
Character description: A hunter who provides for her small village. Experienced, capable.
Accent: Light North Country
Race: Human
Age range: (hex)28 = (dec)40
~
Scout 01
Gender: Male
Character description: An Avvar scout. Good at his job. Cares for his clan of close-knit people.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Scout 02
Gender: Female
Character description: An Avvar scout. Good at her job. Cares for his clan of close-knit people.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Avvar Villager 01
Gender: Female
Character description: A hard-working Avvar villager.
Accent: Light North Country
Race: Human
Age range: (hex)19 = (dec)25
~
Avvar Villager 02
Gender: Male
Character description: A hard-working Avvar villager.
Accent: Light North Country
Race: Human
Age range: (hex)19 = (dec)25
~
Jaws of Hakkon
Gurd Harofsen
Gender: Male
Character description: Powerful, proud, menacing Avvar warrior. Heads a group calling themselves the Jaws of Hakkon. He serves a powerful warrior-god, and plans to voluntarily give up his own life in order to be a vessel for this god. A thug and a bully.
Speech pattern: He is chanting with a specific rhythm in his main conversation. See conversation-file notes.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Hakkon Beastmaster
Gender: Male
Character description: An evil member of a warrior cult who has kidnapped a bear for nefarious purposes. Your basic loud yelling bad guy.
Accent: Light North Country
Race: Human
Age range: (hex)1E = (dec)30
~
Hakkonite Bully
Gender: Female
Character description: An angry thug who fights for the Jaws of Hakkon. She is trying to bully some non-warriors from a different hold, and reacts angrily as soon as she sees the Inquisitor.
Accent: North British
Race: Human
Age range: (hex)19 = (dec)25
~
Hakkon Warrior 01
Gender: Male
Character description: A barbarian warrior.
Accent: Light North Country
Race: Human
Age range: (hex)19 = (dec)25
~
Hakkon Warrior 02
Gender: Female
Character description: A barbarian warrior.
Accent: Light North Country
Race: Human
Age range: (hex)19 = (dec)25
~
First Inquisition
Inquisitor Ameridan
Gender: Male
Character description: A man in early middle age, an intelligent and seasoned warrior. He is somber and serious, driven by a duty he never asked for.
Accent: Welsh
Race: Elf
Age range: (hex)28 = (dec)40
~
Telana
Gender: Female
Character description: This is a spirit that touched Inquisitor Ameridan’s wife, Telana, and speaks with her memories. She is a spirit of compassion, just like Cole, and has much of the same empathy and “talking as though in someone else’s head” that Cole does. Unlike Cole, she is clearly and obviously a spirit, tired and worn away from centuries of waiting for someone to tell her story to.
In life, Telana was a Dalish elf (hence request for Welsh accent).
Accent: Welsh
Race: Elf (Spirit)
Age range: (hex)1E = (dec)30
~
Second Inquisition and associates
Professor Bram Kenric
Gender: Male
Character description: A professor from Starkhaven who is bright, enthusiastic, and a little absent-minded. He’s the one whose theories pulled the Inquisition out here on the hunt for the Last Inquisitor, Ameridan (who vanished 800 years ago), and while he’s a little out of his element here in the wild, he is determined to see this through.
He’s innocent and naive, generally speaking, and may have a slight crush on Scout Harding (who he calls “Lady Harding”).
Accent: Scottish
Race: Human
Age range: (hex)19 = (dec)25
~
Colette
Gender: Female
Character description: An eager research assistant for Professor Kenric. She has a driven, A-type personality. As an elf, she’s faced some prejudice at the University.
Accent: French
Race: Elf
Age range: (hex)14 = (dec)20
~
Lieutenant Farrow
Gender: Male
Character description: Professional Inquisition soldier. Very good at his job.
Accent: British
Race: Elf
Age range: (hex)19 = (dec)25
~
Camp Researcher Male
Gender: Male
Character description: Man at research camp.
Accent: British
Race: Human
Age range: (hex)1E = (dec)30
~
Camp Researcher Female
Gender: Female
Character description: Woman at research camp.
Accent: British
Race: Human
Age range: (hex)19 = (dec)25
~
Havard-Pierre d’Amortisan
Gender: Male
Character description: A baron who researches dangerous animals. Intrigued by a mysterious animal that no one has ever seen. Speaks in a Lovecraft/Edwaridan-Horror-Story type manner.
Accent: French
Race: Human
Age range: (hex)2D = (dec)45
~
Dunwich
Gender: Male
Character description: Long-suffering assistant to Havard-Pierre d’Amortisan (a baron who studies dangerous creatures.) Dry, butler-like. Think Alfred from Batman.
Accent: British
Race: Human
Age range: (hex)1E = (dec)30
~
Grandin
Gender: Male
Character description: Young soldier whose friend has been murdered. Now possessed by a spirit//demon
Accent: British
Race: Human
Age range: (hex)19 = (dec)25
~
Forward Camp Soldier 2
Gender: Male
Character description: An Inquisition soldier.
Accent: British
Race: Human
Age range: (hex)1E = (dec)30
~
Forward Camp Soldier 3
Gender: Male
Character description: An Inquisition soldier.
Accent: British
Race: Human
Age range: (hex)1E = (dec)30
10 notes ¡ View notes
bedlamgames ¡ 6 years ago
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No Haven 0.861
To say this update scaled way, way out of what I had originally planned is quite the understatement to put it lightly.
Download links can be found on the No Haven page. Patch notes can be found under the break.
If you don’t have RAGS and you need a copy to run it there’s one on the help page here. If RAGS has never worked on your system despite the help page suggestions then it might be worth trying with one of the alternate players. There’s also improvements on there to the RAGS player that can also help with performance.
Update notes under the break:
-New assignment to allow a safer way to dispose of slaves. Going yourself gives a number of potential options along the way to both change up the rewards, change the risk, and give the chance for some roleplay if you fancy. Each of these options has its own set of crit/succ/fail/disaster outcomes effectively making each one a mini-assignment in their own right. I've also added many alternate vignettes in those outcomes when referring to specific races you encounter with common, uncommon, and rare versions to make the world seem bigger and more varied. Going to try to do more of that in future.
-New mechanic where certain slavers and bed warmer slaves will if they have the right traits, your reputation is on the Alluring path, and other checks like morale if they are a slaver are met then they will force a sexual encounter with you. These encounters will have increasing consequences depending on how often it happens. (Note: If you are already a puppet-leader or are forming a line every night either of those will disable this one.)
-New encampment role in the head slave.
-Expanded and reworked the starting race bonuses. Every start now has six new favoured and five unfavoured selections of which can be traits, assignment types, regions, other races, and attire (Kreen are missing one unfavoured due to leaving a space open for planned content). Includes every currently playable race and subtype even the ones only available usually in scenarios or with a promoted slaver. Some races have other special bonuses like the old additional gold or supplies.
-Due to this there are now more options of races to outcast into that replace your current set of bonuses as before.  
-To reflect the reworked starting bonuses I've expanded the Ori'Nek, Akir, Amazons, Marlsune, Kitsune, Lizardman, Asanei, Drow, Draki, Draenei, Kreen, Fancy, Harpy, Trolls, and Cathayan lore pages.
-Lizardmen now get Perceptive by default and some other races have also had some traits added and/or altered.
-New commission for Wrapped in Webs. An alternate cum splattered version will now be used for Nethemir slaves. Also used a crop for a new Nethemir portrait start.
-New commission for Raid High Elven Dwelling. Will be also used for a new portrait to replace the old High Elf Sentinel one. The clothed and unclothed versions will also be used for High Elf female slaver and slave examines respectively.
-New commission to be used for Scout the City and Drider examine. Option in the preferences for a more zoomed in version for those that don't want the full spider-gal experience.
-New commissions with No Haven specific design for both Trolls and Abyss Trolls. Will replace the examines for males and females, used for male and female/futa starts, and due to this I've removed some of the old portraits along with moving some of the traits around.
-New commissions for Seduction of the Light, with an alternate version for the Akir examine and a new portrait start.
-Can now start as an ooze as standard with three playable options. Includes a patron provided one with a new aspect. Oozes now come with a racial (though I do mean to add to this in a later update).
-Now there are three female demi-angel human choosable options. Includes a patron provided one with a new aspect, a lore page, and not one but two different commissions for her.
-Due to the change of the reworked starting bonuses Fallen can now choose their heritage for all genders, while there now more male Demi-Angel options than just humans. These are mainly placeholder images for now until I can work out a way to get so many varied portraits done in a way that's both affordable and doesn't bore the artist(s) rigid with repetitive variations.  
-Other new patron funded content in slavers can now force a sexual encounter with you based on your reputation and their traits, virginity tracking being partially unlinked from the Innocent trait, a new fae start, a new drow start, a new unique drow, and a new unique werewolf guy.
-Being Beloved will protect for getting more feared while being Dreaded will protect you from being more liked. Made some more adjustments so that while being feared is still easier to lose the fall will be less harsh when messing up assignments compared to say them being your bed warmer or walking around while wearing something super slutty. Being Popular or Beloved will be far less likely to get onto the obsessed over path. Same for Feared or Dreaded for the being disliked path. Failures will be less likely to cause changes than before. Being Liked or Popular will be less likely to switch over to the Respected path.  
-New playable Fancy, new playable Nethemir, and two new unique slaver Succubi. One of which has her own specific lore page.
-Thank you to the patron requested the new Demi-Angel as now she has a new commission to replace her portrait and examine for when she loses her aspect.
-The biomancy reward Lago'Mae unique no longer requires you to have a guard, and has her own new nightly flavour text to reflect this. She also now has specific art to reflect her status as a unique.
-With the reworked starting bonuses Shun the Other has more effects than it does before making other races less effective than they would normally.
-Dominated and Obedient now override will checking for the purposes of assignments so high or low it will still be good for you.
-The Pyromancer aspect has been improved. Now it works as before and has the additional effect where Unhinged and Elementalist: Fire will no longer count as negative traits for that slaver.
-New general order to allow you to prefer to recruit inexperienced slavers. Also comes with new results on the Standard Scour recruitment assignment.
-There's now a chance for your reputation to improve when you level the encampment up.
-Fallen skin colours now reflect their heritage so no more fair skinned orc fallen for one example.
-All the fully embedded hypnotic mantras now have a value.
-Updated the troll skin colours to reflect the new look.
-Updated the portrait collage with some of the new ones.
-Centaurs now mostly use the Horned One name generator.
-Legion now have properly demonic names.
-Sissies should now also have the gender lock preferences.
-The denial mantra can now also remove defiant and stubborn. For all mantras slowed down the final embedding a bit.
-Having a slave bedwarmer requires you now to have at least one guard.
-Added Flat Chested as an option for females and sissies in full custom.
-Added a check in the rare case of no-race characters being generated
-The disaster for Pursuit of Arrogance now has an appropriate chance to leave some corruptions.
-Attempted fix for slaves being correctly limited in how many that can use them per night based on role, training, etc.
-Fix for Elementalist: Water slavers not getting the option to take Tentacles on level up.
-Fix for the Reduce ass biomancy option only existing for the shorter races.
-Fix for Life in Coiled Tentacles having placeholder text on the altered crit with beastmaster version.
-Fix for certain larger races not getting mounts when I'd added some special variations for them before.
-Fix for events going mad with generosity.
-Fix for your character not getting the descriptions from beautiful and the like.
-Fix for the Promoted Icewyld harpy having the Carakarr portrait.
-Fix for the cock sucking mantra wiping a lot of the target's description.  
-Fix for flying on Cutprice Roses only reducing the time reduction by one day.
-Fix for the Spiritual Leader getting stuck if they would be permanently removed such as by dismissal.
-Fix for Adherents of Pain gaining Resilient again from the various corrupted armours.
-Fix for Cumsluts gaining slutty from advanced lesbian training.
-Fix for encampment role slavers who do some healing and then go back to being a slaver while still being in their role.
-Fix for slavers being removed/wounded and legging it on Toll Bridge.  
-Fix for Scout the Deep Mountains checking the old corrupt trait instead of Depraved.
-Fix for submissives gain sub again from escape attempts.
-Fix for being able to just cancel out of the leadership challenges.
-Fix for biomancy not taking account for supported assets, bimboborn, and so on like corruption does.
-Fix for certain encampment roles not clearing the slave's blindfold like they should.
-Fix for Driders and Oozes still being counted as Monsters in terms of adding Disasters on Tyrannical Legacy.
-Fix for the unique matriarch from Sable Masquerade missing her substantial cock.
-Fix for reputation from encampment level ups up not showing.
-Fix for on levelling up getting the wrong kind of tentacles.
-Fix for when you get Cumslut getting an Obedient with the wrong abbreviated trait description.
-Fix for the denial mantra morphing into the bimbo mantra.
-Some text fixes.
3 notes ¡ View notes
the-silent-fellowship ¡ 3 months ago
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Force Splitter
[PT: Force Splitter]
“A Force Splitter is a headmate who is in some way forces headmates to split. This term falls under the persecutor umbrella.
A Force Splitter is a headmate that by intention or not causes stress on the system with the purpose to split other headmates. Wither this is purely internal or even external, a Force Splitter may be purposely splitting others to help with external issues, internal issues, or just for personal reasons. A Force Splitter may believe they are a artisan, beastmaster, architect, and or any other role that may relate to the creation and removal of alters.” - Pluralpedia
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[ID: in Alt text]
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[Tags] @system-term-archive, @pluralitywords, @pluralterms, @radiomogai, @plurchive
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16 notes ¡ View notes
paladin-andric ¡ 6 years ago
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Faces of History: Geralthin Monarchs
The Kingdom of Geralthin is a very old nation with an ancient identity. Starting as a province in the heartlands of the ancient Human Empire, the region reformed into a kingdom after a lengthy “Dark Age” and stood for the rest of history.
Throughout this extreme march through time, many rulers held control over it, each having many stories to tell of their leadership, achievements, and personalities. Here are a sampling of some notable monarchs that have ruled over the Kingdom of Geralthin.
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King Godfrey
Honorifics: The Great, The First
Rulership Period: Transitional, Dark Age into Early Middle Ages
Dynasty: of Euirdland
Once a member of an influential noble family holding onto a lone duchy, Godfrey used political maneuvering, espionage, military knowledge and raw charisma to unite the cities of Geralthin while inventing a false conspiracy involving the dragon nobles taking sides against one another, all plotting to become the sole ruler of Geralthin. He played to the paranoia generated by this by pitting the dragons against each other until they were too divided and weak to resist the united armies of mankind. With the discovery of newfound magic and the advent of sorcerers and dragonslayers, humanity finally managed to drive the great, mythical beasts from their cities and establish self-determination.
Geralthin was simply a region before Godfrey. He declared it a kingdom, and crowned himself king. He is the founder of Geralthin, and hailed as the father of the nation.
He did not exterminate the dragons. In addition to many of them going into hiding deep in the wilds, in great caverns, and fleeing to neighboring nations, some were benevolent. Many continued to live near the cities, though no longer holding political power. He is notable for taking on a dragon, Gira, into his service under the role of Royal Advisor and Lady Protector, titles she has kept to this day. She thus offers the reigning monarch advice as needed, and temporarily takes control of the kingdom in the event of a regency, relinquishing control once a monarch is crowned. This has occurred many times over the millennia-long history of the nation, so she is highly trusted for her incorruptible, loyal nature. Due to the lifespan of dragons, she shall serve the kingdom for much, much longer. Godfrey did all this after Gira healed him of leprosy with her powerful, innate draconic magic. His reign, and the Kingdom of Geralthin, would likely have ended in disaster without her, and for that he was eternally grateful.
King Godfrey reigned all the way to his death at the age of 93. His passing was legendary, nearly the entire kingdom coming to mourn him. Gira locked herself away for many years, heartbroken. His son reluctantly took his place.
Godfrey’s bloodline survives to this day. While not currently in power, it has both fallen and risen back to power several times, so you never really know...
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King Rufus
Honorifics: The Wise, The Calm
Rulership Period: Early Middle Ages
Dynasty: of Euirdland
The son of Godfrey, Rufus spent most of his adult life as a prince, with his father lasting to a shockingly old age. All other monarchs of Geralthin would go on to have surprisingly high life expectancies as well...that was likely due to Gira’s incredible healing powers offering them the cure to any illness, injury or disease.
Rufus picked up where his father left off. With the kingdom’s safety and independence secured, King Rufus decided to focus his reign on stabilizing the nation, and building up its power base. He passed laws, centralized power, reformed the tax system, built roads, reformed the military, and directly invested in the kingdom, using both the treasury and his own personal funds to build hospitals, trade depots, schools, farms, and mines.
His father may have created the idea of Geralthin, but Rufus made it a reality. By building up trade, agriculture, health, and industry, King Rufus transformed the war-torn rural heartlands into the most prosperous place on Deaco.
He earned his honorifics for his prudence, diligence, and stoicism. He knew what the kingdom needed to thrive, and he always maintained a strong, noble presence, no matter how bad things seemed.
With his only son dying tragically during a military operation against a few rogue dragon lords, the aging King Rufus put into place the current law of rule. Called “Majesty’s Choice”, the king is allowed to designate any eligible relative of their choosing to be their successor...and also allowed women to inherit the throne. Due to having a daughter and no sons, he wished to avoid any turmoil or civil wars resulting from a disputed succession, and reformed the succession laws accordingly.
King Rufus abdicated at age 75, wishing to see how the kingdom reacted to having a queen. There were no issues, and so he advised his daughter until his death at age 84.
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King Connor
Honorifics: The Brave, The Hammer, The Dragonslayer
Rulership Period: Early Middle Ages
Dynasty: Ó Flannail
Connor began his life as a soldier, rising through the ranks until he became the most distinguished and highly ranked general in the kingdom. Due to a deal between his House and the Royal Family, he would inherit the title of king until his death, upon which the title of King or Queen would go back to the ‘of Euirdland’ family.
It was his great strength and courage in the face of crisis that led to this strange turn of events. He was famous all over the kingdom for his great deeds. A coalition of many dragons led to a “Second War for Geralthin”, where many dragons, long hiding away and gathering strength and minions, launched an attack on the kingdom.
Connor was thoroughly a “Warrior King”. Like many kings, he commanded armies on campaign. Unlike them, he TRULY fought, standing along his men in the front line, charging head-first into the enemy. He lost count of how many kobolds he had slain, but he had personally slain at least ten dragons...well, contributed at least. He had successfully harmed ten dragons. With an entire army attacking them, it was hard to tell who dealt the killing blow.
He was mighty, he was courageous, he was no-nonsense...Connor was an inspiring presence and a feared and beloved leader. He was seen as the savior of the kingdom, a superhuman dragonslayer and legendary warrior. He has been likened to Geralthin legend William Ironside many times throughout history.
He died quietly at age 91, the title of king passing back to Godfrey’s dynasty...though his house won great glory and fame from his ascension. None would forget his rule.
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Queen Rosa
Honorifics: The Magnanimous, The Beastmaster
Rulership Period: High Middle Ages
Dynasty: Tudirin
Queen Rosa came to power due to her siblings’ incompetence and sloth. Seeing her as the best future ruler, her father named her his heir.
Rosa is well known for her love of art, culture and all things exotic. Under her rule, the Royal Castle underwent significant construction and restoration, transforming it into the work of art it is still considered today.
Her love of all things lavish didn’t hold to just her castle, however. All throughout the kingdom, she commissioned the rise of many architectural wonders, from cathedrals to statues to reformed city planning, modernizing the Geralthin way of construction for centuries to come.
She also loved exotic animals and creatures as well. Not content with being a “mere” falconer, she spent over a decade learning from the greatest available beastmasters. She personally tamed a griffin, the beast becoming so docile that it was permitted to lounge about in the throne room, often resting beside Rosa. It stayed by her side all throughout its life.
Rosa passed away peacefully at age 78, having left behind a legacy in stone.
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King Flinus
Honorifics: The Conqueror, The Hawk
Rulership Period: High Middle Ages
Dynasty: Angelus
Flinus began his life as a general before his brother died, leaving him the heir to the kingdom. An avid warhawk with many ties to the army, Flinus decided that Geralthin should expand outwards, regaining lands lost to the other races during the collapse of the Empire.
While there were a few contested cities on the border with human majorities or large human minorities, Flinus didn’t stop there. He used the kingdom’s might to shatter the less prepared armies of the dacuni, koutu and pona nations, gaining large swathes of land for his efforts.
By the time his many conquests were finished, Geralthin went from a small but highly developed kingdom to the most powerful nation in Deaco, stretching far in all directions. He had to stop eventually however, as the less humans there were in each city captured, the harder it would be to pass off as a legitimate part of Geralthin. Combined with getting too far from the heartlands, there was potential for rebellion ending in disaster for the kingdom. Flinus didn’t push his luck, and instead consolidated and integrated the already conquered lands into the kingdom. With just laws, fair and compassionate rule, and careful monitoring, the captured cities would be content.
King Flinus died at age 48, owing to a sudden heart attack while away from the castle. Due to his far-away death, Gira could not be reached to revive him in time. After Flinus’ reign, no other sovereign of Geralthin would conquer land again.
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King Bohem
Honorifics: The Statesman, The Visionary
Rulership Period: Transitional, from High Middle Ages to Late Middle Ages
Dynasty: Caggiano
Bohem began his tutelage with a vested interest in math, reading, writing and finances. He grew into a very intelligent man who found himself ready to govern Geralthin in a radically new way.
He discarded imperialism and aggression in favor for his new vision. Bohem dreamed of the might and power of Geralthin stretching all across Deaco...but not through conquest. No, he instead put into planning the transformation of Geralthin into a great trading empire.
Bohem’s reforms and personal, hands-on approach to trade brought forth the rise of Geralthin Mercantilism, something that would push the kingdom’s economy into unprecedented might.
King Bohem died at age 78. The brilliant administrator and diplomatic genius left behind a kingdom that held a monopoly of several resources, and access to the goods that every other nation had to offer. It was under him that the alliance between the humans and reptilians transformed into both a business and personal friendship. Geralthin would forever have a trustworthy and honorable friend across the sea. The peace and trade also brought several innovations, advancing technology and bringing Deaco further into the future together.
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King William
Honorifics: The Mender, The Just, The Redeemer
Rulership Period: Late Middle Ages
Dynasty: Cavania
The eldest son of King Salign, William was in many ways looked down upon with suspicion and annoyance by the Royal Family, along with the nobility. William was in many ways a “tub-thumper”, an extremely passionate and direct man who spoke plainly, as commoners would. He cared not about what was “right”, regarding taboos and law, but about what he himself considered right.
When his father outlawed all non-humans from the kingdom, William was up in arms immediately. His closest friend was not a human, and so when he was forced away, the prince fumed. He often burst into lengthy tirades about the injustice of it all whenever his father or court would approach him on it. He riled up the citizens whenever he left the castle, and so Salign encouraged him to stay within, thought William payed him little heed.
When his father died, William got to work. Immediately after he was crowned king, before the ceremony could continue, William asked everyone to wait as he went back into the castle. He reemerged with the Expulsion Edict, ripping it up right there on the balcony, in front of thousands watching the coronation, and declared it repealed as the bits of paper flowed off into the distance.
He was a populist and a champion of minority rights, doing everything in his power to reverse the consequences of his father’s actions. He founded the Bureau of Reclamation, a government organization whose mission was to track down all those affected by the Expulsion and compensate them, granting them their lands, possessions and titles back if possible, and paying them or granting them replacements when available. Those who were granted lands and titles stolen from non-humans had them revoked, with force if they refused to give them back.
The commoners and non-humans adored him, seeing him as the savior who brought Geralthin back to its wonderful golden age, in charge by a monarch who worked to better the lives of his people.
With all of this happening, the horribly damaged relations with the other nations began to mend, as they saw the king do everything in his power to right the wrongs of his father, treating their kin with honor and respect.
King William passed away in his sleep at age 83. He is regarded as the spiritual savior of Geralthin. While the kingdom wasn’t at risk of being lost by normal means, he DID recover its lifestyle, culture and identity; a melting pot, and the trading center of the world, where anyone could come for a shot at a new life. The other nations pay him patronage, with statues, paintings and plays of him being produced by non-human artists all over Deaco.
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Queen Abigail
Honorifics: The Brave, The Saint, The Martyr
Rulership Period: Late Middle Ages
Dynasty: of Euirdland
Abigail was an extremely unique sovereign. Before being declared her mother’s heir, she became a Paladin of the Order of God. She was ferociously pious, and incredibly disciplined. Her kindness, diligence and humility made her well liked, and the people celebrated when she rose to the throne.
She spent her first few years building and restoring churches and cathedrals. She also began the creation of basilicas, some of the largest and most beautiful churches the kingdom has to offer.
Everything changed however when the wolfmen invaded. They raided occasionally, but now many tribes united under a mighty warlord, entire armies crossing the border to raze and conquer.
She may have been a queen, but she was still a paladin, and so she set off to lead the armies of Geralthin personally.
Her divine powers, incredible courage, tactical knowledge and great martial prowess made her a champion to the army. She turned the war into a crusade, zealous holy warriors volunteering to join the Royal Army in operations together.
She was eventually ambushed and captured, and held captive. She was tortured for months, the wolfmen trying to force her to renounce her faith, not out of religious reasons, but to have her do so publicly, to erode the morale of her forces.
She refused, sitting in silence as agonizing torture continued on. Eventually it became clear she wouldn’t break, so the wolfmen brought her to the front lines and forced the Geralthin armies to watch as she was executed.
This had the opposite of the intended effect. The army went into a mad frenzy, driven by fury and vengeance to deliver retribution for the murder of their hero and Queen. The Order declared her a saint and martyr, as she dedicated her entire life to the church, and refused to break or relent in the face of agony and horror. Songs would be sung of her for ages to come.
The wolfmen were soon after crushed, the army counterattacking and destroying several tribes before accepting payment for a ceasefire.
Queen Abigail was executed at age 32, leaving an inspired but grieving populace behind. Her legacy as an unbreakable saint and a Warrior Queen is one Geralthin takes great pride in. With no children and no clear heir, the throne was granted to a distant cousin.
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Queen Anne
Honorifics: The Mystic, The Silent
Rulership Period: Renaissance
Dynasty: Tudirin
A lover of myth and magic, Anne decided to eschew standard schooling in favor of magic. She learned all about magic and the rules surrounding it, deciding to see if having access to such power could help a monarch.
It most certainly could, for she decided to learn spells that she thought would be helpful in diplomacy. She used enchanting magic to read and alter minds, ensuring bizarrely friendly relations with all. Several wolfman tribes who had been raiding Geralthin for ages suddenly decided the kingdom was worthy of praise and friendship, to be treated with respect.
She looked into the future, predicting and preventing disasters wherever possible. She even extended this to the kingdom’s neighbors, warning them of natural and man-made disasters.
Her fascination became institutionalized, causing a great revival of the study and experimentation of magic. All around Geralthin, sorcerers and would-be-magicians dived into studies of the unknown, trying to work out several long held mysteries of magic. This resulted in the innovation of new schools of magic, and many new spells being brought into use.
Queen Anne lived until age 63, the overuse of magical experimentation causing complications in her body. Though Gira did her best, the magic had left permanent alterations in organs that caused non-magical or disease-related health complications. Some organs were too large, some things didn’t work as required, and she began to shut down. She would have needed surgery, something that wasn’t at the technology level required to save her at that point.
To this day, Queen Anne is used both as a symbol of learning, and to warn magicians of the dangers of overusing magic they do not know the effects of.
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Queen Maria
Honorifics: The Kind, The Righteous, The Servant
Rulership Period: Industrial Age
Dynasty: Cavania
Ascending to the throne at the age of 16, Maria had the responsibility of running the most powerful nation in Deaco thrust upon her before she was truly ready. Thankfully, the advisors, Gira included, were there to give her the guidance she needed.
Under Gira’s tutelage, she grew to have similar morals, believing the monarch was to serve the people, not the other way around. The comfort and happiness of the people were her primary concern. She was often called “The Servant” due to this.
The common folk flourished under her rule, as she curbed the aristocracy and ensured all were under the careful protection of the Queen. She undertook many reforms during her time as Queen, though none as great as the Worker’s Act.
With the industrial revolution in full swing, a tragedy in a mining operation brought the dangers and horrors of factory work to Maria’s attention. She undertook extreme measures to counteract this, forcing many regulations and government oversights into the workplace to ensure the lower class were not being taken advantage of.
The commoners absolutely loved her, and though the businesses grumbled, to most it was just another layer of papers and examinations. If they only kept their employees in mind, the businessmen had little to fear.
Maria died at age 106, having ruled as Queen for a staggering 90 years. She is the longest living monarch in history, and one of the most beloved. Countless people filled the streets weeping as she was brought to the Tomb of Kings. Her legacy enshrines the kindness and benevolence Geralthin Kings and Queens are known for.
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King Charles
Honorifics: The Cavalier, The Victorious
Rulership Period: Great War Era
Dynasty: Cavania
Charles was the grandson of Maria, and chosen to be her successor as her children had little interest in ruling. He undertook the acceptance of strife, plunging Geralthin into The Great War.
Many tensions arose before the war, though none could seem to be calmed. The insecoids, longtime subjects of the reptilians to the south, began demanding independence. The Kingdom of Abinsil refused, stating the fact that there were many of their own kind in their cities, and they refused to hand them to a foreign power or drive them from their homes.
This erupted into a full-blown war of independence. With a longstanding friendship and official alliance between them, The Kingdom of Geralthin officially declared war as allies of the Kingdom of Abinsil. At the same time, paranoia in the north led to the murders of several wolfmen by paranoid mobs. Despite the kingdom doing everything in their power to deliver justice to the killers, the wolfmen saw their chance. The Unified Dacush Empire declared war on Geralthin. At the same time, the Pona Federation saw their chance to finally reclaim Liberty Point from the humans who had taken it. They allied with the Ducuni, longtime rivals, and attacked from the east.
Though they had little to gain, the Koutu Kingdom decided to join Geralthin and the Abinsil Kingdom as allies, citing their friendship stretching across millennia as reason for doing so.
This continental war was horrifying. With newfound technology, trench warfare and horrific experimental weapons caused misery and death to reign, all the nations getting stretched thin and growing tired as time went on.
King Charles knew how bad things were, but he refused to make peace. He saw the alliance and friendship between them and the reptilians as one that was unbreakable. Together they would win or be destroyed, there was no abandoning them. Besides, the Koutu had entered the fray trusting the humans to aid them, it would be extremely cruel to leave their friends to be destroyed.
His majesty personally joined the trenches often, delivering speeches to inspire the troops. He enlisted the help of a descendant of Alexander as well, Sir Gilbert, to inspire the men. Both of them fought in battle, bravely leading by example, and both miraculously surviving the war despite their heroics.
They eventually defeated the wolfmen and forced a surrender, and from there the opposition crumbled. Without multiple fronts the humans and koutu easily overran the Federation’s defenses before traveling across the sea to join the reptilians to defeat the insectoids.
The alliance prevailed, and the status-quo was maintained. The bonds of friendship between the humans, reptilians and koutu only grew stronger. Meanwhile the alliance between the shellbacks and wolfmen, though pragmatic and fleeting, did much to help ease the strained tensions between them from centuries of fighting. Perhaps there were some upsides to this horrid war after all...
Charles was sure to be magnanimous in victory, offering very relaxed terms for the Ducush Empire and Pona Federation, not wanting to sour relations further. The war was behind them, and they should begin the lengthy process of reconciling.
King Charles died at age 93, the same age as the First King. His courage, determination, and cavalier attitude brought a resurgence of romanticism of the older times, people wistfully remembering when kings fought alongside their men in glorious battle, just as Charles had.
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King Patrick
Honorifics: The Dragonchaser, The Reconciler
Rulership Period: Modern/Information Age
Dynasty: Cavania
Patrick found himself king as his father died. He wasn’t particularly interested in ruling, though after some thought he decided he could do some good.
As a child, Patrick had always been fascinated by tales of beasts and dragons. He decided to make them the focus of his reign. As weapons became deadlier, dragons became less feared. Their decline started with guns and cannons, and now with artillery, bombs and missiles, they could be killed easily by an organized force. The dragons, ever prideful, still tried to exert their laws and influence on the land surrounding their lairs. With modern age weaponry like mobile infantry, jet fighters and long-range surface-to-air missiles, they were stricken down with ease.
Their population fell dangerously low, the few remaining dragons going into hiding in the darkest corners of the lands. They hid away from humans, only seen extremely rarely by wandering explorers.
This would not do. They were great beasts of wisdom, grace and honor. They should be treated as such.
Patrick undertook a lengthy legal and PR campaign, intended to warm relations between humans and dragons. It paid off, some of the bolder and friendlier of the behemoths breaking their isolation. It was a wonder to many, to stand beside these beasts of myth and legend, and take pictures and videos of them, and have conversations with those who lived for millennia...
Dragons began to reenter popular culture, even becoming part of both mainstream and niche media. Books, online videos, games, movies and even podcasts began to feature them as speakers, guests and topics in and of themselves.
There was much confusion and upheaval, but the changes and adjustments to popular culture and society itself brought forth by these great changes have seemed to settle in, the future seeming all the brighter for it. After all, the dragons couldn’t misbehave anymore, and they knew it. Only those genuinely interested in living among humans show themselves.
Patrick still reigns, his legacy seeming to be assured as the one who brought back the dragons. He seems quite content with this accomplishment, relaxed in his day-to-day duties as king.
So what does the future hold for Geralthin? Few know, but the future seems bright. Peace and prosperity reign throughout the lands, the people never having been happier. Geralthin has seen so much, and gone on triumphantly for so very long...whatever may come, the kingdom will rise to the occasion, and the people shall prevail.
Thank you so very much for coming all the way through to this! I wanted to break out of all the constant short stories and try something a little different. I hope you enjoyed this brief look at the history of the Kingdom of Geralthin!
Tag list: @thereisnothingwrongwithbeingmad, @lady-redshield-writes, @paper-shield-and-wooden-sword, @sheralynnramsey, @the-true-shadowmaster, @tawnywrites, @writer-on-time, @oceanwriter, @zwergis-spilledink, @fluffpiggy, @elliewritesfantasy, @homesteadhorner,  @laurenwastestimewriting, @elaynab-writing, @the-ichor-of-ruination
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dipperdesperado ¡ 2 years ago
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Idea Generation for Stories - Writing Story Collection Project (Naruto x Far Cry)
In my last post about this project, I did my initial ideation on what a story that combines elements from Naruto and Far Cry could be. Now, we’ll move into more brainstorming, using my “100 boxes” method.
If you want to know more about the 100 boxes method, you can subscribe to my mailing list, and I’ll send you a document I made that breaks it down!
For this brainstorming session, I split up my ideas into 4 categories: Character, Setting, Theme, and Conflicts. For the mathematicians out there, that means there’s 25 ideas for each group.
Character
The ideas for characters could be related to occupation, temperament, situation, or societal role.
Power hungry soldier
Proactive soldier
field medic
squad of soldiers (ensemble)
Someone forced into military via draft
recruiter who manipulates people into joining the military
sick soldier trying to hide it
regular person “activated” by dogmatic ideologies
regular person descending into darkness
bounty hunter for despot
mercenary playing both sides of the conflict
rich politician trying to hold onto power
stranger from another land used as fodder in propaganda
Prisoner of war who escaped
Beastmaster
eco-terrorist
war protester/activist
militant leader of secluded community in larger town
brainwashed townie
hot-headed farmhand
anxious leader
bored despot
powerful gang leader
corrupt officer
thoughtful tyrant
Setting
Setting is pretty straightforward, these are just overall places for the story, or specific places where certain beats can happen.
Small island nation
walled off city
rogue planet
tropical nation
desert nation
cyberpunk city
developing nation
government super complex
embassy
military base
secret lab
corporation-owned town
rural
countryside
mega-farm
ancient ruins
art gallery
museum
quarry
refugee camp
sewers
school
resort
skiing town
subway system
Theme
These are more specific versions of what we would traditionally consider themes, since basic themes like “love” or “power” are not as helpful for me to think about what I want. I like statements that are more like the message or moral of the story. Even if that ends up changing by the time the thing is done, it helps to have these statements framing things.
Too much order is dangerous to freedom.
Nothing is forbidden, everything is permitted.
Peace is won by violence.
Peace is worth fighting for.
Action is better than stagnation.
Movement is more powerful than desire.
A calm hand cuts more cleanly.
Don’t be a double agent to your own desires.
Decadence for some means dearth for others.
Can you make the world a better place through violence?
What is more important, family or ideals?
Should you give up the life you want for the sake of community?
Can people use their minds to overcome animalistic instincts?
Does doing the right thing men that there needs to be sacrifice?
How much confidence equates to hubris?
How does confidence influence those who lack it?
Can a surrogate family replace the holes left by blood?
how much individual identity can exist between people who are subjugated in the same way?
Is man’s natural inclination to dominate nature?
How far will on go to ensure their own survival?
Everyone has a perspective that they see as valid
Is war an inevitability of human nature?
Will people become what they hate in the face of overwhelming odds?
Is morality a good judge of responsibility?
Who decides what is and isn’t moral?
Conflicts
This last group relates to different story moments of conflict, big and small, that could occur.
breaking-in
working with an enemy
getting sabotaged
getting scammed
losing a vital tool or item
getting trapped
getting captured
having to fight a losing battle
one-night stand with teammate
having to sneak past security
having to infiltrate a group
causing a freak accident
being blackmailed
being assigned an undesirable partner
being arrested
unexpected loss of status
aligned parties having opposing goals that clash
having to do an unpleasant task
being negatively impacted by nepotism and playing favorites
getting bullied by comrades
having a panic attack
having to betray a friend
having to betray a loved one
having to avoid detection
starting a greater conflict
Each time I do this, I like the list more and more. As I go through the process, more and more of the ideas become exciting potential directions. The cool thing is, I only need a couple of these to make something interesting, so a lot of the work can be put in the ‘ol back pocket for the future.
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rpgsandbox ¡ 7 years ago
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With scarcely a parting glance I turned my eyes again toward Mars, lifted my hands toward his lurid rays, and waited..." - John Carter, Gods of Mars
John Carter of Mars - Adventures on The Dying World of Barsoom is a planetary romance tabletop role-playing game. We've created it under license and with the cooperation of the estate of Edgar Rice Burroughs, author of the original Barsoom novels. We've also had guidance of Scott Tracy Griffin one of the leading scholars of his works to ensure utmost authenticity. Using a pulp-action inspired narrative variant of Modiphius' 2d20 system, Momentum, John Carter of Mars allows players to take the role of various adventurers and heroes as they travel, battle, and romance their way across the wondrous and dangerous world known to its natives as Barsoom. Play as John Carter, the princess Dejah Thoris or the fearsome Thark warrior Tars Tarkas - or create your own new heroes from a wide variety of options.
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We've spent the last two years working on the John Carter of Mars roleplaying game as a labor of love, everything you see in the project is of utmost quality, from the beautiful landscape book to the stunning resin 32mm multi-part miniatures. We hope to unlock additional art budget to fill our core book with stunning works, to unleash the Swords of Mars campaign book which will include the battle rules for miniatures but also a full RPG campaign. We also want to bring you dozens of gorgeous miniatures to let you see our beloved heroes in action and lots of great geomorphic adventure locations such as airships and ruins.
The core book is being laid out in stunning landscape format which allows us to create extra long landscape artworks bringing Barsoom to life in vivid detail. Produced in our European print house which is renowned for its excellent hardback binding quality we can assure you of a truly beautiful book to last the ages. The Collectors slipcase is designed in portrait format so you can store your book upright if desired and will also house the Swords of Mars Campaign book once unlocked.
This will be just the beginning of an all encompassing John Carter of Mars tabletop games line with a planned boardgame coming next.
The core book is fully written, and now in layout, depending on what other books are unlocked in the line, we will be aiming for one shipment in the summer prior to a retail release in the fall. As soon as the Kickstarter closes and payments have been processed you will be given access to the complete documents for the core book as well as the full PDF before we go to print, to provide last minute proofreading.  
"As I gazed upon it I felt a spell of overpowering fascination - it was Mars, the god of war, and for me, the fighting man, it had always held the power of irresistible enchantment." - John Carter, Princess of Mars
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Included in the core book are:
An overview of Burroughs' Barsoom and its peoples, perfect to introduce new players to the wondrous world of John Carter of Mars.
Detailed chapters on technology, creatures, and various cultures.
A new skill-less Talent focused narrative variation of the 2d20 system called Momentum, including a step-by-step character generation system designed to create heroes from a variety of backgrounds and concepts.
Choose a wide variety of characters such as a dashing Red Martian duelist, a brilliant First Born scientist, a savage Beastmaster, a courageous airship officer, a disciplined assassin, or even Earthborn characters, so players can follow in the bounding footsteps of John Carter himself!
A detailed Narrator's section with information on how to run genre-and-setting appropriate games and campaigns, including information about the great secrets of Barsoom.
Three eras of play based on the adventures of John Carter himself. Play during the early days of Dotar Sojat, adventure during the time when Carter was a Prince of Helium and in the years after when he was believed dead, or fight alongside Carter and his allies during the later Jeddak of Jeddaks era.
An introductory adventure, the Mind Merchants of Mars, to get players and Narrators started on their adventures.
Click below to read our sample chapter of the Red Kingdoms
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                          Sample chapter link
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The Momentum system is a streamlined version of the 2d20 system used in other games such as Conan, Infinity, Mutant Chronicles and Star Trek Adventures. It focuses entirely on the abilities of the characters you play by allowing characters to build talents out of whole cloth and eschewing granular details that just aren’t important in describing the ultra-competent characters of Barsoom.
Characters in Momentum are described by six attributes that combine to form the Target numbers of all tests. There are no skills, instead your background and archetype determines your role in the world. You’ll also be told what your character will find harder.  This guidance for your GM will help them decide if a test is low or high difficulty. Secondly if you’re a talented scientist then you will have a Talent that describes how you use science. It might be that you make discoveries after hours of painstaking research or perhaps your best leaps of intuition only happen when under fire; however how you relate to the activity is custom described for your character.
The Momentum system cuts down on the descriptive terms such as status effects and weapon qualities. Once you understand how to do a skill test and have chosen how you want talents to describe your character, you’re ready to go! There is also an entire chapter of example talents for you to choose, reword, combine and ignore as you see fit. Expect a free to download Quickstart booklet very soon so you can try the game for yourself. In the meantime have a look at our gorgeous character sheet illustrated by Francesca Baerald.
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           Character sheet download
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Let's introduce our heroes once again: John Carter, Dejah Thoris, Tars Tarkas and ever faithful calot Woola who have been brought to life in intimate detail by our wondrous sculptors and will be cast in a high definition resin in a 32mm scale (or you might call this 'heroic 28mm scale'). We will be showing off 3D prints of these miniatures during the Kickstarter and comparing them to other figures to give you an idea of how they will look. Yes Tars Tarkas and Woola really are big miniatures! You'll notice all our miniatures come with custom resin scenic bases.
PLEASE NOTE: The Heroes of Barsoom and Starter Set both wrongly state they come with the Heroes of Helium Miniatures set, this should be the Heroes of Barsoom Miniatures set below!
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The Heroes of Helium have now been unlocked including Llana of Gathol, Tara of Helium, Carthoris, Thuvia of Ptarth, Tardos Mors and Kantos Kan. This is a ÂŁ25 Add On.
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We've unlocked Sab Than and his Zodangan navy crew as a ÂŁ25 Add On. This includes two male, and two female Zodangan crew, an officer and Sab Than.
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We will be unlocking numerous sets of these with titles such as the Zodangan Fighting Crew and Helium Fighting Crew, Thark Warband, or Beasts of Barsoom, and whilst they are not required to play the roleplaying game, we will be unlocking a book titled 'John Carter - Swords of Mars’. This includes a full roleplaying campaign and the rules to play battles with miniatures on the airships of Barsoom, amongst the ruins of ancient cities or in the very palaces of Helium!
If you're not a fan of the roleplaying genre you can just pledge for the miniatures themselves by picking up the Heroes of Barsoom pledge or later, when more sets are unlocked, the complete Miniatures Collection. In addition to the miniatures we're planning a set of geomorphic adventures tiles to help you recreate many different types of encounters. Have a look at the miniatures we've been creating for our other big Spring launch to get an idea of the quality we're aiming for with John Carter of Mars - Fallout: Wasteland Warfare.  
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Simply put, John Carter is the chief protagonist of a series of novels written by Edgar Rice Burroughs, also know for creating Tarzan and other heroes. The novels primarily take place on a fantastical version of the planet Mars, or Barsoom as the natives call it. The tales are very much science fantasy with strong themes of rationalism and romance.
Carter himself is a soldier, adventurer, and explorer. He attacks his life on Barsoom with romantic flair and a sense of swashbuckling abandon that even the character himself recognizes is extreme. However, in doing so Carter gave the readers of his adventures a fast-paced and wondrous look into a strange world filled with exceptional people and strange creatures.
Barsoom isn’t just a collection of odd beasts and unusual people. It is a living world with multiple cultures, rich history, shocking secrets, and varied beliefs. As Carter travels Barsoom, we see that the natives are often violent, passionate, adaptable, and honorable. They have great heroes and terrible villains, noble pursuits but also harmful beliefs, and to know them is to realize it is character that defines them more than skin color or physical traits.
In other words, Carter helps us see Barsoom and its people the way an alien visitor might see us. This makes the setting and stories fantastic, but also approachable. This is the strength of Carter and the Barsoom tales—as amazing as these tales are, there is an element of familiarity that makes them easy to enjoy.
Which brings us to John Carter of Mars: Adventures on the Dying World of Barsoom. Using the Carter tales as both foundation and roadmaps, we have created a tabletop roleplaying game that allows players and Narrators to undertake their own adventures on the Red Planet whether playing as Carter and his allies or completely new characters. The game allows you to make Burroughs' world your own exciting setting for wondrous adventure.
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The races of Barsoom live for centuries and lead lives that require them to focus on the present instead of dwelling on past events or future possibilities. Months or even years may pass between significant events, during which time things do not change much. This is illustrated in Burroughs' work, as Carter and other characters often spend long periods of time between events detailed in the novels. Weeks, months, or even a year or more will be done away with in a few lines of text, with time passing in leaps and bounds before returning to the action. In a John Carter of Mars campaign, similarly long periods of time may pass quickly and casually. Thus precise and strict timelines are of limited utility.  
Despite this, there are significant periods, events, and developments in the Barsoom novels. Most of these revolve around the actions of John Carter and his allies. Depending on exactly when a campaign, adventure, or game session is set, certain kingdoms may be rising or falling. Certain figures may be alive, dead (or believed so), unborn, or even off planet. Certain races, customs, and beliefs are very different based on which general era of Carter's time on Barsoom the action is set. John Carter of Mars addresses these temporal changes not with a strict timeline, but with three distinct eras of play. These three eras are named for Carter himself and relate to various events in the Barsoom novels: Dotar Sojat, Prince of Helium and Jeddak of Jeddaks.
Kickstarter campaign ends: Sun, February 11 2018 8:00 PM UTC +00:00
Website: Modiphius
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ayrenn ¡ 8 years ago
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Get to know your Warden
This is a post where I post a brief overview of the Wardens I like to include in my stories and how I perceive certain aspects of their personality. 
Sira Moonwarden
As Quartermaster of the Wardens and Maiev’s second in command at the time of Legion, Sira has her fair share of responsibility. Though Maiev is the iconic Warden, it is Sira that more have interacted with, being that she is far more diplomatic than what Maiev is. Trainees often like to describe her as being like a kindly grandmother, and she takes that with pride. Although she is strict, she tends to take a kinder approach than what Maiev does. Sira is also one of the only Wardens who actually has the courage to stand up to Maiev if she believes that she is making a bad decision, although she knows Maiev rarely changes her mind. She is also one of the oldest Wardens, not quite the same age as Maiev, but close. She lived during the War of the Ancients, and was one of the first to join the Watchers. When Maiev went to Outland, she stayed behind to keep everything secure, and she is the one who buried the Watchers who were slain by Tyrande. 
Sira absolutely despises being called “Warden Moonwarden.”
Malace Shade
Malace is the youngest Watcher to ever earn the title of Warden, but is perhaps one of the most intelligent of them all. Found by the Watchers as a baby, she was taken in and raised by some of the older Wardens. Her lineage is unknown, hence the name Shade. Malace does not particularly care about finding out where she came from, for the Wardens are her family. She sees Maiev and Sira as parents, with the other Wardens being like older sisters. 
Malace is the one who implemented most of the security systems within the Vault of the Wardens, and she oversees all security. The cells of the Illidari were designed by her, as were the security measures in Illidan’s vault. She is constantly tinkering with things, trying to improve her creations and find out the most efficient means of capturing and containing criminals. 
Malace is also known as being the “silly” Warden, often joking with prisoners much to the dismay of both Sira and Maiev. She is very fond of “playing” with her prisoners, often intentionally trying to provoke them for her own amusement. This has led to a rather awkward situation with the Illidari, with some of them actually quite enjoying Malace, while others seem to despise her more than Maiev. 
Drelanim Whisperwind
This part I’m making a disclaimer for. It is not confirmed whether or whether not Drelanim is an actual relative of Tyrande, but I like to believe they’re sisters for juicy drama.
Drelanim is the younger sister of Tyrande, although you would never hear her address Tyrande as such. Their relationship is incredibly strained, with both refusing to address the other as sister. Tyrande believes Drelanim threw her future away by becoming a Warden, and Drelanim believes Tyrande is a poor leader that only has her own interests at heart, and not the interests of her people. 
When Tyrande freed Illidan, that was what destroyed any chance of them having a relationship with one another. Drelanim now insists her only family are the other Wardens, and that Tyrande makes the name Whisperwind look bad. 
Because of her relation to Tyrande, Drelanim had to work twice as hard to earn Maiev’s respect and trust, and now is one of Maiev’s closest confidants. She is one of the more fanatical Wardens, never doubting their cause. Drelanim often is the one giving speeches to recruits, and enjoys joining Sira in training them. 
Marin Bladewing
Marin is the new acting quartermaster of the Wardens while Sira leads in Maiev’s absence, but her regular role is the beastmaster. Marin is the one who trains the owls, hippogryphs and nightsabers, teaching them how to perform their respective duties. She can often be found up in the aerie with multiple owls perched on top of her. 
An important part of becoming a Warden is raising your own fledgling, and it is Marin who decides whether a recruit is ready or not to have their own owl partner. Warden owls bond for life, so her job is an important one.
Shalis Darkhunter
Shalis is a woman of little words, often only using simply gestures to convey meaning. When she is required to talk, her sentences are brief and to the point. Shalis is one to prefer working alone, often away from others. Not because she doesn’t like people, but because she prefers solitude. She has a special place up on the rocky cliffs of the Isle of the Watchers that everyone knows as Shalis’ Perch. Up there, she has a collection of personal belongings that she holds dear, and it is often where she can be found.
Shalis is an exceptional tracker, and known for her skill with a bow. Drelanim often remarks that she’s even better than Tyrande, a compliment that Shalis accepts with a smile. 
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