(Subject to change; please check back for more updates) =====[Basic Information]======================================================== Third time's the charm. What's O^3? It's the third Otherworld outing (Logs from the first are available at http://www.chaoticblue.com/play/otherworld and the second at http://www.livejournal.com/users/otherworld). It's a look at the beginning of the mythos (rather than OW1's middle and OW2's end take). It's a Tri-stat game with some modifications. This time around, we're introducing the "Variable Actor Sidestory Track" (VAST) system. I play too many console RPGs. Anyhow. VAST is a way to give people not accepted into the core main character party a chance to use their characters in the game, and to give the main characters some time to divert themselves and experience a new party. It allows for more flexible scheduling given proper advance notice. Basically, there will be a 'core' of 4-5 players chosen as the main characters. Other players may be invited to, at their discretion, participate as temporary PCs in a 'sidestory' or branching track of the main storyline. These may be "minis" or full-fledged sessions, depending. Read below for general information on starting character concept ideas. ================================================================================ =====[Milieu]=================================================================== The 'Otherworld' is a place of magic and fantasy that's right around the corner from our world. It has similar geography, physical laws, and other traits. At this time in the world's history, things aren't as developed as they were in OW1. Steam technology is a far-flung dream; clockwork is perhaps the height of 'modern' technology. However, the artifice of magic is a little different. Although truly powerful magicians are rare, they can create wonderous objects of magical power. Artificers who know the sciences are slowly creating hybrid objects that will revolutionize humanity. The general starting area is the grasslands where the kingdom of Mullenwald will eventually be established. The indigenous people live in isolated villages dotting the plains and on occasion slightly larger burghs along the Stormwater River that runs through the grasslands. There is one somewhat large city, Stromgard, where caravans and traders heading to and from neighboring Solaria meet. The only truly neighboring country is the desert kingdom of Solaria, which is mostly inhospitable arid land filled with bandits. A 'road' of oases runs between the edge of the Solar Desert and the 'capital' of Solaria at Koren. Solaria is a theocracy ruled by a Grand Vizier. PCs should be either grasslanders or Solarian. Other places are possible; if you'd like to consider one, please ask me for more info. ================================================================================ =====[Races and Jobs]=========================================================== Grasslanders are all Caucasian, even those of mixed Grassland/Solarian descent. Those living near the Stromgard area are by and large Nordic; those in the farther grasslands are more English in temperament and naming. Magic among the grasslanders is uncommon, and usually hermetic in nature, since magi congregate in 'civilized' places. Some small towns have medicine men/women with the same powers as a traditional fantasy witch. Technology is on the rise in the grasslands. The regional dialogue is, for the sake of argument, English. In written form, it looks like a variant of German. The beginnings of trade guilds are sprouting in the grasslands, especially near Stromgard. Most jobs are agrarian or mercantile. Adventuring types are generally mercenaries, guardsmen, explorers, or hunters. Solarians are dusky-skinned, but those with Grasslander genetics have a creamier coffee-colored complexion. Solarian citizens live almost entirely in the trade trowns along the Oasis Road. They are all devout worshippers of the Church of the Sightless, the national religion. In the inhospitable desert, some tribes of nomads tired of the Church live as bandits, shepherds, or horse-breeders wherever there is water. They do not intermarry; in most nomad tribes, intermarriage is a death sentence for the offender's entire family. Magic is forbidden among the civilized Solarians, except for Church priests who use healing magic, and in some cases fire-based elemental magic. The shamans of the bandit tribes prefer to honor wind and earth spirits. Technology is uninteresting in Solarian cities and disdained by bandits. The spoken language is Arabic; the written form is a combination of Arabic and Sanskrit. Most Solarians are menial workers, farmers, or traders. Many are also religious workers or in the employ of the Church government. Caravan guards are in high demand. Bandits are... bandits. ================================================================================ =====[Stat Information]========================================================= Coming soon. But, here are some guidelines. * - Combat twinks will be shot down. * - I reserve the right to refuse any attribute, skill, or value. * - A variation of the Rising Sun Pioneers skill system will be used for combat skills. Prepare your plans accordingly. * - Background points will be awarded, for sufficiently interesting backgrounds. * - Be creative. Surprise me with something fun. * - OBM will not be allowed, unlike previous OW games. A variant of the Relic attribute from the El Hazard RPG will be used instead, to represent magical artifice. ================================================================================