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GURPS

GURPS: The City of the Damned

GM TheDragonOfFlame · 5 players

A grim sword and sorcery fantasy game set on the island city of Okazon, a corrupt and ancient city built on the crossing of Abyssal Leylines, making it a nexus of demonic power. Tensions in the city rise as war rages on in the brutal seas surrounding it. The game's plot will be very character driven, following player decided goals for their characters, and with the setting outside of the island left intentionally vague for players who want to contribute their own lore to the setting.

 

Okazon, City of the Damned

Okazon, the city of the damned, floats like a carcass in the hectic tide of the Crying Sea. The dark rocky crags of the Felshield cliffs shield the settlement from the worst of the hellish storms of the sea, elevating it out of reach of the waves and providing an excellent stronghold against pirate fleets and creatures of the depths.

Built in the Age of Bone by the Korothor mage tribes, Okazon lies at the crux of two abyssal leylines, an ultimate confluence of demonic energy. Inherent with that energy comes great promise of power yet great risk of punishment. The Korothor, under the leadership of Avanast the Splinterer, harnessed the energy to enslave the powers of the Abyss, and soon became a major world power, threatening the might of even the Sindar Conquest. In this time, they constructed the Magnid Karim, a powerful and renowned sanctuary of magic and knowledge. With time, the gluttony of the city grew too great, and the demons broke free, massacring the Korothor and retreating to the Abyss.

With the fall of the Korothor, the Anthan Theocracy sent a small pilgrimage to the isle, tasked with forming a monastery and safeguarding the island’s power from further misuse. Underprepared for the harsh environment, many of the expedition passed in the early years, leaving but a few loyalists in the island’s charge.

The island then lay fallow for an age, before the allure of its powers once more drew people to its shores, this time the Rogue Armada of Captain Koss of the Sindar Navy, now known as the Crimson Fleet Pirates. The Anthan expedition, by then known as the Order of Extir, after their leader, gave little resistance, simply claiming their right to the monastery grounds. The pirates rebuilt the city, using its opportune location as a base of operations and a stronghold against the Navy, and it soon became a major haven for illicit trade and vagrants. Koss appointed his brother, Alvi, as the first Thane of Okazon. He failed to account for his brother’s greed. Whilst the armada was away, he recruited a militia of Khorod warriors, creatures larger than any man, often believed to be descended from demons, with wicked curling horns and skin thicker than leather. When the armada returned, they were easily repelled by the mercenaries with the advantage of Felshield, and Koss retreated, swearing vengeance on his brother and the city who harbored him. 

As the rekindled city grew stronger, mages of all varieties were drawn to the city in pursuit of the knowledge held in the walls of the Magnid Karim, much to the displeasure of the Order. Soon a group of more powerful wizards emerged, forming the Conclave of Avanast, named for the city’s founder. The Order begins to aggressively recruit and convert from the first youthful generation the city has seen, bolstering their ranks and their doctrine.

Generations pass. The feud between the Crimson Fleet and Okazon waxes and wanes, but never disappears. The Conclave and the Order reach an uneasy peace. The line of Thanes continues, each more power hungry and incompetent than the last, each pretending to be in control of the chaotic mess of a city that they have inherited. 

Now it is the Age of Stars. War has finally broken out between the Khesid Empire and Sindar, the two large nations between who’s shores lies Okazon. The clashing navies of the two nations in tandem with the ever more aggressive Crimson Fleet has practically ceased trade through the city, causing catastrophic economic collapse. The Thane, a greasy young man named Jorid, faces incredible discontent from the general populace, using the barely restrained and aggressive militia as an emergency policing force. The Order has grown lazy and corrupt, and many think too entrenched in their traditions to be effective. A new sect, led by the charismatic Envold Armist, challenges the authority of the Old Guard. The mages of the conclave, inscrutable as always, seal their doors to all. The people of the city barely survive off of the meager fishing industry, and fresh water becomes an invaluable commodity. 

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Proactive Roleplaying

Proactive Roleplaying is based in the idea that generally, fantasy media, and by extension fantasy games, tend to follow a pattern in which the villain does something bad and the heroes try to stop them. While this can make for good stories, over time it becomes predictable, and in a cooperative game, it can take away agency from the players. If all the players can do is try to stop what the GM does, then their choices don't really matter.

In order to combat this, the Proactive Roleplaying method encourages player focused stories, by emphasizing character goals above all else. This setting and this game are designed to facilitate this type of play. During character creation, each player will create (at least) three goals, and discuss and refine them with me and the other players. Each character should have a short term / immediate goal, something that would take only a few weeks or sessions to accomplish (get a date with a specific person, pay off a small debt, etc.), a medium term goal that could take up a substantial portion of the game (learn who killed your father, buy the love of your life out of slavery), and a long term goal that should last the entire campaign / character arc (avenge your fathers death, become a Lich, kill the Captain of the Crimson Fleet). Your goals can be public or private from the other players. If a goal finishes early, or proves to be not fun / interesting, they can be changed or replaced at any time.

Game Details

Power Level: [150] maximum, up to [-50] disadvantages, and [-5] quirks.

Post Rate: 3-5 times per week.

TL: TL 3, some access to TL 4.

Cinematic abilities: No, unless you can sell me on it being appropriate to the setting.

Books: The following books will be allowed (they are not required). In general, ask if you need a certain book for a concept.

  • Martial Arts, including all extra combat options, equipment and equipment modifiers, and non-cinematic skills and advantages.
  • Thaumatology and Urban Magic, ask about any of the magic systems.
  • Low-Tech.
  • Power-Ups: Quirks, Perks, Enhancements, Limitations.
  • Maybe: Magic and Powers: Divine Favors. I have the books and they seem fit the setting, but I haven't gone through them thoroughly enough.

 

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