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About This Game

The Outer Void is seeping into the mortal world. Psychological and body horror (but not cosmic horror) in the Hyborian Age.

Game System

Savage Worlds Adventure Edition (SWADE)

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05/18/2024

Detailed Description

Premise

You're one of the few dedicated souls who are willing to actively fight the incursion of the outer void in Corrow, northern Brythunia. Anglo-Saxon culture, with Cimmerian and Nemedian origins.

Extra Mechanics

Sanity Pool: (Smarts + Spirit + 25) x 3.

Sanity Check: TN / S / F; for example [4 / 0 / d3] or [8 / d2 / d8]. This means you make a Spirit test with the first number as TN, taking second number of Sanity loss if successful, third number of Sanity loss if failed.

Application Deadline

I've set it to May 18th, but if the process slows down and I have enough applications, I'll close it and start the game.

  1. What's new in this game
  2. I'm tied down at the moment. I just put down something that'd help me remember what type of character I wanted to play in this Hyborian Age setting.
  3. Hello, and welcome to the game. What do you mean by Bloodmagus? Is it some other setting / homebrew mechanics, or narrative only? I'm happy to see some interest, and ready to help with chargen.
  4. Hi, sorry for the late response, but it's been really long since any response, and I wasn't hoping to find players any more. It will be revealed in-game, but it's related to the river in a way. Fitting the character for the setting is easy, a human and ready to act against the otherworldly horrors in the vicinity of Duncliff.
  5. Kelloch Bloodmagus Agility d6 Smarts d10 Spirit d6 Strength d6 Vigor d4 SKILLS Unskilled Athletics Common Knowledge Fighting Notice Persuasion Performance (Ritual) Research Spellcasting Stealth d4-2 d4 d4 d4 d8 d4 d4 d6 d8 d4 HINDRANCES Code of Honor (Major) Hesitant (Minor) Small (Minor) EDGES Ambidextrous Two-Fisted Size Pace Parry Toughness Sanity Small 6 9 5 (1) 5 LANGUAGES Hinder (Native) d8 ADVANCES NOVICE 1. 2. 3. GEAR Flask, Clothing (formal), Flashlight, Hiking boots, Lighter, Whetstone. Armor: Leather helmet; Toughness () Leather coat, thick; Toughness () Leather leggings; Toughness () Weapons: Rapier (primary); Dmg Str +d6, Melee, +1 Parry Rapier (secondary); Dmg Str +d6, Melee, +1 Parry Ranged; Dmg d6, Range ?/?/? Currency: ? DESCRIPTION Kelloch BACKGROUND Kelloch
  6. I'm interested in the game. what do we know about the incursion? what's the nature of it? I'm only asking to better tailor my character to the game an setting. Is it something that has already started that we are rising to face, or will all be revealed in-game and we should make characters geared for a standard Hyborian adventure?
  7. This is a village at the Dunflow river, 50 miles south of Corrow's capital. Dunford is 3 miles further south, where several villages east of the Dunflow get their herds across to graze. The name of the village is an exaggeration, to say the least, as the one-meter high rock at the river is not even close to a real cliff, but many fistfight have proven that the locals won't let the small detail mar the village pride. The name is Duncliff. Three clans live in the vicinity of Duncliff: the MacLaigain, the Caradec and the Taddlun. The MacLaigain are originally from Gorric, and the most prone to start fights, but also to stand up to defend their friends. The Caradec are oldest around, always recounting old, heroic deeds as examples of their greatness. The Taddlun came from Nemedia two generations ago, and settled down as herders to anyone who cares to pay a decent price. The Feisty Fawn, in the center of the village, is the main highlight of the area for any visitor, and all locals after a day's work. The inn has good food, plenty of ale, and singing and dancing in the evenings. These quite often end in fistfights, but an old 'law' of the Caradec is no weapons between ours, which served well to avoid many lethal injuries. A few times a month Grar the local trapper shows up with delicacies he caught, and herbs his woman, Ajunra, collected. Ajunra is a rare sight, though, she hasn't been seen for more than two years. Many lads and men miss her because of her beauty, and many lasses and women are happy for her absence for the same reason. Gwyn, on the other hand, can be seen several times a month, and at every festival. This old crone is a proud and accomplished witch, though she is definitely feeling her age. She always has oinments and potions, salves and roots, and will find more cures for anything requested.
  8. After generations of bloodshed, the four kingdoms of Brythunia are now in a political struggle. Arranged marriages, agreements (mostly verbal promises, sometimes written down), shifting alliances, scheming and rumormongering are the basis of power in this land. Corrow: the northernmost kingdom, it is the first line of defence against the threats of Cimmerian raiders and Hyperborean slavers. All other kingdoms recognize this, and are grateful for the Corrow folk. They are generally honorable and proud, which is usually quite easy to exploit. The land and climate are not favorable for farming, so most food comes from herds of cattle and fishing the rivers. Gorric: the north-east kingdom is (in)famous for its warriors and war-like nature. To avoid all-out war, and being destroyed by an alliance of the other three kingdoms, they mostly fight among themselves, clans clashing at least weekly. They are impulsive, hot-headed and charismatic in general. Cattle raiding is frequent, which often involves neighbors: Corrow and Wulfstan. Hilder: the south-western kingdom is called progressive by many, with Queen Rainnic as a primary example. A female leader, and a country where women are generally more powerful than elsewhere in the world. However, if you ridicule a Hilder man as a weakling for this, he'll be more than ready to prove you wrong. Through extensive trading with Corinthia and Zamora, this kingdom is by far the wealtiest and most well-equipped of the four. Wulfstan: the south-eastern kingdom is known for the folks' cunning and being prudent. They make plans, think ahead, and adjust when necessary. And no matter how much the hot-tempered Corric warriors taunt them, this patience and cunning have won many battles and much land. The people are generally sullen and untrusting of outsiders, and wary of their motivations.
  9. Standard SWADE starting human characters +3 advances. Make a thread here, under the Talk tab, to apply. Arcane backgrounds and available powers: magic / miracles / psionics, all novice powers with flavorful trappings. I'd like two Brythunian characters and two from anywhere around Hyboria.
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