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Author Topic: Pulp Fantasy: The 100 Kingdoms  (Read 1250 times)

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Offline Scrasamax

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Pulp Fantasy: The 100 Kingdoms
« on: February 26, 2005, 10:18:46 AM »
Thusly it begins. Too long have I tarried over this work, but it is now time for it to see the light of day. In two seperate threads, I posed the question, what game world would you like to see as a gamer, and the responce was strong. The following was what was discerned from the polling.

Villians with style, big weapons and ferocity
Many different nations, faiths, races (No Empire)
Game evokes emotional reaction
Magic and Violence are not unlimited (Low Sorcery)
Economics present
Emphasis on Character interaction
Possible Post Apocalyptic feeling
Epic persuit of afore mentioned villians
A safe and stable (most of the time) homebase to work from
Character Level politics
Conflict on edge of happening, Pc influenceable
Atmosphere, ambiance, attention to little detail
PC influencable details, OTC - other than combat


Several other details were also decided upon. The setting would take place in a subcontinent in the manner of India. The general flora and fauna of India would be used as a guideline, or basis for the new realm's flora and fauna. There would be a general effort to move away from the Tolkienesque/Lord Byron occidental fantasy, without bogging down in the mythology of the Middle Kingdom.


Stout Lagerale of the Dwarven Guild
STR: 4 | END: 4 | CON: 4 | DEX: 2 | CHA: 2 | INT: 4

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Offline Scrasamax

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Pulp Fantasy: The 100 Kingdoms
« Reply #1 on: February 26, 2005, 10:38:25 AM »
Theme
The 100 Kingdoms is a large realm. Within its borders there are a myriad of kingdoms, ranging from the key powers to petty kingdoms that rule little more than a valley, or a stretch of river. Any man may set himself up as a petty king, provided he can defend his claim and placate the populace he calls his subjects. The core theme is potential. Anything can happen. Mortal men and women can become semi-divine, demons can become ascetics and pray for enlightenment, and danger and daring are never far from hand.

Mood
Mood is as variable as the storyteller wants it to be. It can be played as horror where the PCs are set against an infestation of demons, or an angry swarm of undead boiling up from the fecund earth.
It can just as easily be epic fantasy, which is the general path that is going to be followed. Swords are trusted allies, shields indispencable, and magic frightening and strange, the purview of wise men, sorcerers, and mystics. Heroics, both romantic and dramatic are preferred.

Magic
The gods and the demons regularly practive the power of magic. Wise men, sorcerers, mystics and magi practice the same arts with differing levels of skill. Magic is feared, and magic users viewed with a level of distrust. Many know all to well the damage caused by magic, for the demons and unclean spirits use it at will. Sorcerers are accused of fornicating with demons to gain their powers, while mystics and wise men are feared for their lack of humanity, or empathy. The Low Magic thread should be consulted for the common level of magic available. Powerful sorcerers are relegated to the roles of Prime Antagonist, and prime benefactor. The source of their power secret, their ages unknown as their agendas and plans.

Technology
Technology in the 100 Kingdoms is comparative to early renaissance period. Most of the outer lying areas are further behind, but use of iron is common, printing presses are begining to appear in the core metropoli, and medicine is available in the form of alchemists and herbalists. Guns as we would know them are not present, but paper rockets, iron bombs, and pot-de-fers can be found in the workshops of enlightened smiths and alchemists. Gunpowder can be made, but it is smoky, unstable, and without the ability to turn an iron barrel, there are no guns, cannons, etc.


Stout Lagerale of the Dwarven Guild
STR: 4 | END: 4 | CON: 4 | DEX: 2 | CHA: 2 | INT: 4

Tentacle Tentacle Sanity Schmanity