The Capital City of Tormauz in the Kingdom of Tormauz
The world of L'Tiene is a unique fantasy game rich in setting and history. The setting has been in development with several GM's since 1994 (estimated) and is run by an experienced GM with role-playing experience going back to 1992 and has been involved in PBP since 2007. This game has been in regular session since 2008 and our group is committed to telling an excellent story.
This game is focused on role playing as opposed to "roll" playing. That means character development and plot take precedence over equipment lists and statistics. This does not indicate a lack of combat in the game, but this is specifically not a dungeon hack and is instead an epic campaign setting. The focus is on telling a story, not winning the RPG and defeating the boss at the bottom of the dungeon. As such you should consider yourself a writer on a communal project first and a gamer second. The gaming aspect is there, but it is by far secondary.
The World of L'Tiene operates on GURPS 4th edition. Fantasy and Magic Supplements are recommended but not required.
We will only accept 1 player at this time, we will accept readers. If you are interested in playing, please take your time to review this information carefully.
The setting is supported by an entire wiki
I don't recommend you attempt to read through all of it at this juncture, it's very large and you might spoil several plot points for yourself. Instead bookmark this page and tell me about your concept and I'll direct you to some pages.
*please note these threads show only what the party has publicly unlocked.
The central focus at the current moment (though it may change at any time) is the capital city of Tormauz. When the king was assassinated a few years back the capital city went into decline. Nearly bankrupt, they received aid from the church of the national religion, the church of XYZ (the all god). A little known fact is that the church is operating as a front for the opportunistic expansionists known as the Pristine Empire. Now politics are heating up, sides are being taken, bodies are starting to turn up, riots have broken out and the nation is on the brink of bloody religious civil war if something drastic doesn't occur and soon... or perhaps that's just what they want you to think...
Intrigue and mystery as well as a colorful cast of PC's and NPC's is sure to make this one of your favored games online, further, players can expect the unexpected; to watch the game take strange directions that neither the players nor the GM had ever intended. The sandbox to this world is very large and contains a very intricate plot that is not recommended for beginning role-players.
Currently the game is set in early Winter for a temperate climate (similar to New England, USA)
L'Tiene is a fantasy world roughly equivalent to the Lord of the Rings movies in technology available, though the magic of this world is often of a higher caliber (depending on the region). As such guns and even crossbows do not exist in L'Tiene, nor does steam engines or the like.
This does not mean that many conveniences aren't achieved through magic, but this is only when such magic is available and practical. even a great wizard would be hard pressed to finance a giant magic powered self cleaning hot tub. Could it be done? Sure it could, but the likleyhood of anyone having that degree of prosperity when dragons, gods and demons are allowed to roam unchecked is an unlikely scenario. It is far more likely that they would use their resources for more practical outlets.
Please note the highest magical achievement to date is the magically powered water systems of Tseria which happens to be parked in the most heavily saturated magical area on the planet.
Even with high magic available and ley lines and nexus points being present on the planet, magic is still scarce due to the threat level of the planet. One does not simply go down to the local shop and pick up healing potions. Such things are precious treasures often greedily hoarded by those few who can manufacture them. Magical weaponry itself is still quite the stuff of legends and in most major mortal societies only 1% of the population will be sorcerously inclined at all, with even fewer that can wield their sorceries to any considerable effect.
Though the planet indeed has a magnificent history, much of the time mortals have spent on it was in slave service to immortal beings, at war, or on the brink of extinction. As such high levels prosperity are uncommon.
Character concepts for sorcerous activities have specific worldly limitations due to in game reasons (which you can read about on the wiki)
Conversion to GURPS is as follows:
These school have immediate access from character concepts (factions of study and magic) that follow. Alternative Casting Limitation: Thaumatology is limited to only spell schools specifically named in the faction of study.
Mage: wild talent limitations for improvised magic, all schools except: Enchantment, Gate. Can’t use alternative magic systems.
Shaman: Healing Spells, Necromancy (limited spell list), Communication and Empathy, Body Control, Knowledge/Divination Spells, Mind Control, Weather Spells (Special Ritual Magic: Voodoo doll) Meditative magic rules apply.
Wizard: All Schools, Standard casting only (cannot use any Alternative Casting). Modlular magic is an option for the wizard.
Church of XYZ: Healing, Darkness and light, Knowledge Divination, Communication and Empathy, Protection and Warning, (Alternative Casting: Clerical, Holy – Required Advantage: Clerical Investment as per Magery lvl 0) Meditative magic rules apply as do theurgy.
Circle of Gaia/Druids: Animal Spells, Body Control, Communication and Empathy Spells, Food Spells, Healing Spells, Knowledge and Divination, Light and Darkness Spells, Plant Spells, Protection and Warning, Sound, Weather Spells (Optional Alternative Casting: Ritual, Holy, can be influenced by ‘Sanctity’) Meditative magic rules apply, sacrificial magic is an option for druids.
Elementalist Brotherhood: Limitation: One Elemental School only - Casting Alternative: Casting limitation ‘Special’ (Spell is cast by bonding with an inhabiting Elemental Spirit. Sprite casts spells and gets Fatigue equal to the Caster’s Fatigue due to symbiosis and will expel their Fatigue first before using the casters fatigue effectively doubling the Spirits FT pool. Casting as per fantasy fixed magic rules. An Elementalist can technically still learn other spells though these spells are of their own spirit using solely their own FT and such things are culturally taboo earning them negative reputation of ‘Outcast’ amongst other Elementalists. Elementalists themselves are not well received in other cultures but their own and automatically receive a -2 social modifier for all other cultures. Meditative magic rules apply
Gnostics: Psionics and Chi Powers where the limitations are as per category of general use per category. Psionics can be enhanced but must be taking at character creation as they cannot be developed spontaneously. Meditative magic rules apply
Illuminatti: Meta Magic, Body control Spells, Communication and Empathy Spells, Making and Breaking, Light and Darkness, Mind Control, Sound Spells, Protection and Warning,
These concepts by no means limit what kind of character you can play, you may opt to have no sorcerous inclination at all.
ALL CHARACTERS WILL BE AUDITED.
We've seen plenty of players come and go, we only want dedicated players.
The GM (me, commonly referred to as WoLT or AKK by the players) will work closely with you to ensure the highest degree of your character's successful development and incorporation into the game. The goal is to make your character an essential element to the progression of the plot, not just another passing extra, that means that well thought out and complex characters are preferred. Again, we DO NOT need revolving door cast members, so please ensure that you will dedicate yourself to the project before signing on.
PM me with a concept and any questions, responding to this thread will not get my attention as fast. Your character background can potentially earn you bonus XP if you develop it well and it should explain how your character came to be and preferably why they would want to join the party. You can narrate however you wish but it should be in a story format.
If you are comfortable making a first draft character sheet on your own please do so and include a link.
You are welcome to peruse the game threads if you think it would be helpful but this may ruin certain story elements for you.
The Main thread is on the main board as well as active side threads. Other threads are available in the story archive.
I look forward to any and all applications.
First time GURPS players are welcome to apply, but system experience is preferred.
At least one year of experience on PBP is also preferred.
The world of L'Tiene is a unique fantasy game rich in setting and history. The setting has been in development with several GM's since 1994 (estimated) and is run by an experienced GM with role-playing experience going back to 1992 and has been involved in PBP since 2007. This game has been in regular session since 2008 and our group is committed to telling an excellent story.
This game is focused on role playing as opposed to "roll" playing. That means character development and plot take precedence over equipment lists and statistics. This does not indicate a lack of combat in the game, but this is specifically not a dungeon hack and is instead an epic campaign setting. The focus is on telling a story, not winning the RPG and defeating the boss at the bottom of the dungeon. As such you should consider yourself a writer on a communal project first and a gamer second. The gaming aspect is there, but it is by far secondary.
The World of L'Tiene operates on GURPS 4th edition. Fantasy and Magic Supplements are recommended but not required.
We will only accept 1 player at this time, we will accept readers. If you are interested in playing, please take your time to review this information carefully.
The setting is supported by an entire wiki
I don't recommend you attempt to read through all of it at this juncture, it's very large and you might spoil several plot points for yourself. Instead bookmark this page and tell me about your concept and I'll direct you to some pages.
*please note these threads show only what the party has publicly unlocked.
Characters will be made with 130 points and be given a maximum of 45 points of disadvantages. You may have all five points for quirks even if you do not fill them in yet, but you are expected to figure them out for your character during the course of play. I find this to be a good strategy if you're not already sure about quirks as it allows you to discover the character during play.
Discussing character concept and design with the game master is essential in incorporating your character into the plot, even if you are taking on an existing NPC role.
Concepts that will be refused:
-Deific/cinematic characters *(though the campaign will reach this level eventually, it will not start out as such)
-min/max characters that are game breaking (munchkins/hackmaster 5000's)
-Anything that serves as a direct contradiction to the established setting.
-Anything that can't reasonably be worked into the plot.
-Villainous and obvious antagonist characters characters have been kicked out for continual senseless villainous distrupions in the past.
Characters should mesh with the party to some degree making lone wolf and comic relief character concepts not recommended.
Players must create a mandatory character description outlined in the mandatory character Description thread and have an accompanying picture.
Characters must post in the correct formatting by including their thumb graphic in the post and using correct coloring for dialog (Navy for common tongue)
Players will be required to post once every 2 days. Players who do not post over a 2 day period will be nudged along in character by the GM and no recourse is offered to any ill side effects the character endures while under GM control (this will usually be dice related). The character under GM control is considered to be "holding the idiot ball" in your absence; meaning they likely won't ruin everything (no guarantees though if you disappear at a crucial moment), but they certainly aren't going to make any major plot advancements under GM control, at least not on purpose.
NOTE: The seasoned players tend to post several times a day, storyline permitting. Characters who post more than the required amount and do their part to advance the story line may occasionally be uniquely rewarded in game. Some characters have earned sizable bonuses by doing exactly that, frequently in the forms of roll modifiers or bonus XP.
Other unique opportunities as a writer await you as well. Every so often a special promotion is offered where contributing to world development and the wiki articles you will earn extra experience points for your character simply by writing creatively. Not only does this give you XP, but it gives you the opportunity to help shape the world with more than just your character's choices. It's your opportunity to co-author similar to that of a co-GM position, just outside the game.
As always the golden rule of RPG's applies. Other House Rules exist here
"All things are already at one, looking out from their own eye away from the center so that they might understand what it is to see with those eyes. It is then our duty to realize that we look out to understand what it is we see, not for the purpose of rationalizing what is before us but deciphering the importance of what is before us for what we look out from." -Jhya Mayven, Gnostic Order
Jhya is a human of about five foot six, one hundred and 150 lbs of pretty clear cut muscles. He has fair tan skin and long back hair commonly wrapped up in a bun or pulled back in a braid. His eyes are a bit of a point of interest, one is an olive green perhaps closer to a golden hazel, the other lacks any pigment or pupil and is simply stark white. He wears loose fitting grey or blue Tai Chi robes and occasionally a blue, light cotton cloak. Though he does not commonly use it for combat, Jhya commonly carries a walking stick. His other apparel; are either tucked away in his bead roll slung over his back or in the leather shoulder bag that hangs at his side. Jhya is 21 now.
Jhya has a slow and natural way about him as though nothing seems foreign or unusual no matter how alien to him. He is clam and soft spoken even wandering as though he has no particular place to go. Jhya will commonly stop to appreciate a flower, sunset or cool breeze and respects the finer thing that he believes so many people foolishly pass by. He smells of a warm bed of moss on a spring day though during the winter he seems to carry the cold airs sting of fallen leaves and camp fires with him even indoors. For those who are not outright offended by Jhya’s principals and attitude, he has a calming effect as though they feel safe or are around an old and long missed friend. For those that might be bothered by his general principals and attitude, he is extremely frustrating to the point of pulling hairs. http://i31.tinypic.com/4jw186.jpg
Corra is tall and slender, though considerably more curvaceous than most elven women. A good portion of her height seems to be in her legs, making her seem shorter when she's seated. Her deep red hair is left loose and natural, and makes her brown eyes stand out sharp and predatory. Her skin is very fair but tans easily. Like a leonine predator she seems constantly alert and in tune with her surroundings, calmly observing even the smallest detail. She shuns dresses, preferring skirts and leather pants of dark and earthen tones, which don't stand out in people's mind and blend well into the night. Regardless of who anyone is, everyone gets a very negative vibe from Corra. The reasons why people dislike her vary, but they are present in all but her closest companions, and even then she sometimes makes them uneasy.
META: Corra is a spy for the Federation of Free Trade.
"Death has come and gone. What could life possibly have left for me?"
http://i385.photobucket.com/albums/o...9_by_Wen_M.jpg Character quote: "Can you feel the storm approaching?" Character Name (not necessarilly true name): Wynn Height: 6' Weight: 180 lb. Apparent race: Human Apparent Age: 20 Apparent Sex: Male Hair description: Straight sand-colored hair that is jawline-length. Eyes description: Green Skin description: White, with a hint of last summer's tan. Clothing/specialty noticeable equipment description:
Wynn wears a traveler's cloak with a hood. It is a greyish-brown color. Underneath he wears leather armor and pants that have seen better days. For weapons, he carries a shortsword and a wooden shield. Additional pictures of your character: http://i980.photobucket.com/albums/a...k_AngeL_21.jpg Description:
The smell of tanned leather and dust clung to him. His faded cloak, once grey or brown, or even black, was made of a coarse-weave, good for keeping one warm during the coming winter. One could tell that Wynn had traveled far to the Capital. He was tall and his upright posture made him look even taller. His scraggly beard seemed somehow out of place, as if he were trying to make himself look older. His hair had grown wild as well. There was a hint of sadness in his eyes and his mouth was a thin-line, unused to smiling. Though his voice was not unpleasant, he spoke little, often as little as was necessary and sometimes less. He was more content to listen and observe those around him.
META: Wynn is a war wizard from another city.
The party frequently interacts with a rather large cast of unique characters that inhabit their corner of the city.
NPCS are found in our NPC thread on our game board.
The central focus at the current moment (though it may change at any time) is the capital city of Tormauz. When the king was assassinated a few years back the capital city went into decline. Nearly bankrupt, they received aid from the church of the national religion, the church of XYZ (the all god). A little known fact is that the church is operating as a front for the opportunistic expansionists known as the Pristine Empire. Now politics are heating up, sides are being taken, bodies are starting to turn up, riots have broken out and the nation is on the brink of bloody religious civil war if something drastic doesn't occur and soon... or perhaps that's just what they want you to think...
Intrigue and mystery as well as a colorful cast of PC's and NPC's is sure to make this one of your favored games online, further, players can expect the unexpected; to watch the game take strange directions that neither the players nor the GM had ever intended. The sandbox to this world is very large and contains a very intricate plot that is not recommended for beginning role-players.
Currently the game is set in early Winter for a temperate climate (similar to New England, USA)
L'Tiene is a fantasy world roughly equivalent to the Lord of the Rings movies in technology available, though the magic of this world is often of a higher caliber (depending on the region). As such guns and even crossbows do not exist in L'Tiene, nor does steam engines or the like.
This does not mean that many conveniences aren't achieved through magic, but this is only when such magic is available and practical. even a great wizard would be hard pressed to finance a giant magic powered self cleaning hot tub. Could it be done? Sure it could, but the likleyhood of anyone having that degree of prosperity when dragons, gods and demons are allowed to roam unchecked is an unlikely scenario. It is far more likely that they would use their resources for more practical outlets.
Please note the highest magical achievement to date is the magically powered water systems of Tseria which happens to be parked in the most heavily saturated magical area on the planet.
Even with high magic available and ley lines and nexus points being present on the planet, magic is still scarce due to the threat level of the planet. One does not simply go down to the local shop and pick up healing potions. Such things are precious treasures often greedily hoarded by those few who can manufacture them. Magical weaponry itself is still quite the stuff of legends and in most major mortal societies only 1% of the population will be sorcerously inclined at all, with even fewer that can wield their sorceries to any considerable effect.
Though the planet indeed has a magnificent history, much of the time mortals have spent on it was in slave service to immortal beings, at war, or on the brink of extinction. As such high levels prosperity are uncommon.
Technology Available (http://ltiene.wetpaint.com/page/List+of+Civilization+Technologies)
Starting area information is located here (http://ltiene.wetpaint.com/page/Tormauz)
Recommended character races info is here (http://ltiene.wetpaint.com/page/Recomended+Player+Charater+Races)
Optional character races are limited to goblin, orcs and hobgoblins which are located here (http://ltiene.wetpaint.com/page/Optional+Player+Character+Races)
Character concepts for sorcerous activities have specific worldly limitations due to in game reasons (which you can read about on the wiki)
Conversion to GURPS is as follows:
These school have immediate access from character concepts (factions of study and magic) that follow. Alternative Casting Limitation: Thaumatology is limited to only spell schools specifically named in the faction of study.
Ley-lines and nexus points (http://ltiene.wetpaint.com/page/Geomancy+and+Ley+Lines) can affect all magi school like Sanctity; but not specifically Psionics or Chi Powers (gnosticism).
Characters interested in sorcerous concepts may wish to familiarize themselves with THIS: (http://ltiene.wetpaint.com/page/Magical+Understanding)
Mage: wild talent limitations for improvised magic, all schools except: Enchantment, Gate. Can’t use alternative magic systems.
Shaman: Healing Spells, Necromancy (limited spell list), Communication and Empathy, Body Control, Knowledge/Divination Spells, Mind Control, Weather Spells (Special Ritual Magic: Voodoo doll) Meditative magic rules apply.
Wizard: All Schools, Standard casting only (cannot use any Alternative Casting). Modlular magic is an option for the wizard.
Church of XYZ: Healing, Darkness and light, Knowledge Divination, Communication and Empathy, Protection and Warning, (Alternative Casting: Clerical, Holy – Required Advantage: Clerical Investment as per Magery lvl 0) Meditative magic rules apply as do theurgy.
Circle of Gaia/Druids: Animal Spells, Body Control, Communication and Empathy Spells, Food Spells, Healing Spells, Knowledge and Divination, Light and Darkness Spells, Plant Spells, Protection and Warning, Sound, Weather Spells (Optional Alternative Casting: Ritual, Holy, can be influenced by ‘Sanctity’) Meditative magic rules apply, sacrificial magic is an option for druids.
Elementalist Brotherhood: Limitation: One Elemental School only - Casting Alternative: Casting limitation ‘Special’ (Spell is cast by bonding with an inhabiting Elemental Spirit. Sprite casts spells and gets Fatigue equal to the Caster’s Fatigue due to symbiosis and will expel their Fatigue first before using the casters fatigue effectively doubling the Spirits FT pool. Casting as per fantasy fixed magic rules. An Elementalist can technically still learn other spells though these spells are of their own spirit using solely their own FT and such things are culturally taboo earning them negative reputation of ‘Outcast’ amongst other Elementalists. Elementalists themselves are not well received in other cultures but their own and automatically receive a -2 social modifier for all other cultures. Meditative magic rules apply
Gnostics: Psionics and Chi Powers where the limitations are as per category of general use per category. Psionics can be enhanced but must be taking at character creation as they cannot be developed spontaneously. Meditative magic rules apply
Illuminatti: Meta Magic, Body control Spells, Communication and Empathy Spells, Making and Breaking, Light and Darkness, Mind Control, Sound Spells, Protection and Warning,
These concepts by no means limit what kind of character you can play, you may opt to have no sorcerous inclination at all.
ALL CHARACTERS WILL BE AUDITED.
We've seen plenty of players come and go, we only want dedicated players.
The GM (me, commonly referred to as WoLT or AKK by the players) will work closely with you to ensure the highest degree of your character's successful development and incorporation into the game. The goal is to make your character an essential element to the progression of the plot, not just another passing extra, that means that well thought out and complex characters are preferred. Again, we DO NOT need revolving door cast members, so please ensure that you will dedicate yourself to the project before signing on.
PM me with a concept and any questions, responding to this thread will not get my attention as fast. Your character background can potentially earn you bonus XP if you develop it well and it should explain how your character came to be and preferably why they would want to join the party. You can narrate however you wish but it should be in a story format.
If you are comfortable making a first draft character sheet on your own please do so and include a link.
You are welcome to peruse the game threads if you think it would be helpful but this may ruin certain story elements for you.
The Main thread is on the main board as well as active side threads. Other threads are available in the story archive.
I look forward to any and all applications.
First time GURPS players are welcome to apply, but system experience is preferred.
At least one year of experience on PBP is also preferred.
__________________
Due to irreconcilable differences, AKK/WoLT has moved to a competitor site. Please feel free to contact him through his website.