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Mana Wars
Pulp Horror: The Age of the Celts


For over five hundred years the world of  Asham has prospered under the guidance of the gods and the blessings of the Mana Fonts - the source of all life and the world's lifeblood. There were wars, starvation, natural disasters, and other issues but for most life was good and getting better. But that all changed just over three years ago when the "Night of Fire" occurred. For one whole night the sky was illuminated with a strange, twisting, fire that lit up the night as if it were noon. When dawn came the gods had gone silent and the mana fonts had been twisted. These fountains of life had become wombs of death and corruption, twisting and mutating all around it. Now those corrupted zones, the blight, are growing weekly and mutated plants and animals and strange monsters out of old legends are attacking across the land.
A week has passed since Professor Edwards, a professor of archeology and anthropology at the University of York, discovered some sort of artifact near a rural village in Cornwall, England. According to the reports it was some kind of torc or other form of jewelry, engraved with numerous pictograms and images of Celtic deities. Fitting, considering that the site dated back to the Celtic period.


You are the ruler of a once and still powerful nation - one strong enough to hold one of the continent's mana fonts. Now you must strive to protect your people from the monsters, to reverse or stop the blight, all the while dealing with less affected nations who see this as a chance for them rise up and overthrow the old powers.
But something went terribly wrong and a mysterious fog rolled in over night soon after the artifact was found. When the fog rolled back everyone working at the dig site was dead, many of them apparently at each others hands. Those sensitive to the ebbs and flows of magic sensed the awakening of something powerful, though dark and alien. And several people, likely sensitive in some form or another, have gone mad in the last couple of days.


Standard OOB
The dig site and the archaeologists camp has been quietly quarantined by the United Kingom at the request of the Hunting Lodge, a group of paranormal do-gooders quietly supported by the UK government. It is to this lodge, and others like it in Scotland and Ireland, that the authorities turn to when something paranormal is occurring just as they have now. Several operatives of the Hunting Lodge have been sent to find the artifact, seal it, and investigate the effects that it has had. The power still seems relatively quiescent, but that might very well change and fast.


Nation Name:
-------------------------------------------------------------------------------------------------------
Dominant Race: (Doesn't have to be the only race but should be majority unless cleared with me)


Type of Government:
Players can be one of the Huntsman from the Hunting Lodge, sent to deal with the artifact or they could come from other sources. You might have heard rumors of the artifact, felt its awakening, be sent by another organization, or be involved for many other reasons.
Ruler/Other Important Figures:


Mana Font: What element is it most attuned to? Where in your kingdom is it located?
I reserve the right to refuse any concept that I feel is too powerful, does not fit the setting, etc.


Three Strong points of your nation:
Sample OOB:
*
*
*


Two Weakpoints of your nation:
Name:
*
Gender:
*
Apparent Age:


Military Focus/Overview: What does your nation's military do really well? Are they expert light cavalry? If possible give a little bit of info on the rest of the military as well.
Appearance: Enough that another player could describe your character.
 
Talents/Skills: What kind of paranormal abilities does your character have? Are they some kind of mage or psychic? Are they a hunter who hunts through skill rather then magic?
 
Weaknesses: Everyone has something that they are weak against, especially supernatural creatures. List your characters weaknesses etc.
 
Background: Who is your character? Where did they come from? Why are they hunting the artifact?
 
Organization: If you work for an organization then give a little bit of info on it.

Revision as of 19:30, 29 November 2012

Pulp Horror: The Age of the Celts

A week has passed since Professor Edwards, a professor of archeology and anthropology at the University of York, discovered some sort of artifact near a rural village in Cornwall, England. According to the reports it was some kind of torc or other form of jewelry, engraved with numerous pictograms and images of Celtic deities. Fitting, considering that the site dated back to the Celtic period.

But something went terribly wrong and a mysterious fog rolled in over night soon after the artifact was found. When the fog rolled back everyone working at the dig site was dead, many of them apparently at each others hands. Those sensitive to the ebbs and flows of magic sensed the awakening of something powerful, though dark and alien. And several people, likely sensitive in some form or another, have gone mad in the last couple of days.

The dig site and the archaeologists camp has been quietly quarantined by the United Kingom at the request of the Hunting Lodge, a group of paranormal do-gooders quietly supported by the UK government. It is to this lodge, and others like it in Scotland and Ireland, that the authorities turn to when something paranormal is occurring just as they have now. Several operatives of the Hunting Lodge have been sent to find the artifact, seal it, and investigate the effects that it has had. The power still seems relatively quiescent, but that might very well change and fast.


Players can be one of the Huntsman from the Hunting Lodge, sent to deal with the artifact or they could come from other sources. You might have heard rumors of the artifact, felt its awakening, be sent by another organization, or be involved for many other reasons.

I reserve the right to refuse any concept that I feel is too powerful, does not fit the setting, etc.

Sample OOB:

Name: Gender: Apparent Age:

Appearance: Enough that another player could describe your character.

Talents/Skills: What kind of paranormal abilities does your character have? Are they some kind of mage or psychic? Are they a hunter who hunts through skill rather then magic?

Weaknesses: Everyone has something that they are weak against, especially supernatural creatures. List your characters weaknesses etc.

Background: Who is your character? Where did they come from? Why are they hunting the artifact?

Organization: If you work for an organization then give a little bit of info on it.