Kingdom of Man
This will be a political story in the vein of Game of Thrones. Players will play the roles of the new king's Senior Council in a Western European style monarchy and will fill specific roles to match:
a Human as the Minister of Defense.
Another Human as Minister of State,
A Stonclan representing the Artisans Guild,
a Zatheri Ambassador.
Information on these races listed below.
Details regarding the roles these characters will play will be detailed individually during the submission process.
I may ask players to share a Google.docs page in order to condense long running back-and-forth conversations into a single post.
I’ll also require players to post regularly or at the very least give notice to any absence or inability to post beyond three days.
Consider carefully before joining this game.
If you’re not into political dramas and intrigue this is NOT the game for you.
If dealing with elements outside Storium (like Google docs) is too much work. Don’t Join.
If catching up because players in other time zones zipped ahead of you is a bother, Remember, you’re on the World-Wide-Web and look for a LAN game someplace else.
Characters can and will be used by other players in their narrative for the good of the story. Any reasonable objections to the way your character is portrayed should be noted in the commentary and an explanation of their proper behavior should be presented. Do not take it personal people sometimes see things with a different perspective.
With all that said, here are some of the world’s specifics.
A homogenous breed of varying tribes and cultures united in the rebellion and unified under the Kingdom of Man. Their strength is their diversity and adaptability.
8’ tall giants with a gentle disposition. Renowned for their craftsmanship and artisanry in nearly every medium. Their mighty bodies make them formidable warriors, but their stubbornness and independent natures make them poor soldiers.
A mysterious people whose origins are cloaked in mystery. Standing anywhere from three to five feet tall, with lithe and limber forms, pale skin and elaborate abstract facial tattoos, they are commonly mistaken for Nekula, or human children at a distance. They possess a natural affinity for magic which fosters all sorts of speculation and mistrust among humans. Fanciful stories perpetuate that Zatheri settlements are floating fortresses above the clouds, invisible cities deep in some mysterious forest, or in caverns deep beneath the surface. Whatever the truth, these secretive, serious people neither confirm or deny anything and never speak of their homes.
Nekula (NPC only)
Nekula are a race created by the Wizards of old as servants, and even some cases, familiars, but for their part in the revolution were given full status as citizens in the Kingdom. They’re integrated into Human society, but due to their whimsical nature don’t tend to make a large impact in society. They’re commonly Artists, entertainers, bards, and rogues & simple laborers. Curiously enough they look almost exactly like the Zatheri, save for skins in various shades of yellow, blue, or green.
Nearly 1000 years ago the Wizard Wars started. A golden age of magic grew corrupt and decadent. A unified organization of Human Wizards devolved into a handful of warring city-states that scoured and mutated the land and it’s denizens. The Wizard Lords were eventually overthrown by an organized peasant revolution led by Manan the Liberator and his alliance with the Stonclan and Zathari people and the secret help of the Nekula.
In the aftermath, the Stonclan were devastated by the war and were forced to throw in with Man to survive. The Nekula threw in with the Humans as well, exploring their newfound freedom while the Zatheri simply returned from whence they came rarely seen in numbers since.
It’s been two hundred years since the forging of the The Kingdom. King Manann the Fifth has just been crowned as the new King after the passing of his father Tolrof the Wightslayer.
Manann V has an mildly unsavory reputation as a hedonistic, and unproven lout, but faith holds that his counsellors will keep him in check.
Meanwhile others are tempted by the transition it gain wealth and influence on there own.
Outside Kingseat’s walls, the worlds troubles do not end. Between settlements the land is twisted and dangerous. The natural order is scarred, warped by the foul magics unleashed in the Wizard Wars. The very land can be bloodthirsty, to say nothing of the descendants of the armies of long dead Wizard Lords, bandits, ghosts and dragons.
Hosted and narrated by:
Scenes played: 1
License: Community License