[PBP] The Port Opal Underground - OOC Thread

Reprisal

First Post
Hey all,

I've been wanting to run a Play-By-Post game for quite some time, and though I'm not certain if I'll be able to run it as quickly as other games seem to be going, I thought I'd take a stab at it. Let's hope that it's interesting and lasting, :)

Premise

The Player-Characters are a group of minority immigrants from a wealthy and vibrant, yet prejudicial, continental Empire. There's one twist however, in that the PCs will consist mainly of two races in particular: halflings and goblins. As immigrants to the Imperial City of Port Opal, the PCs are expected to become part of the Underground since their kind is generally treated poorly at best. When the game gets going, it's my hope that the PCs will be willing to become part of a "little folk" Mafia consisting primarily of halflings and goblins (with the odd gnome and dwarf thrown in for good measure).

I expect this game to be rather cinematic in nature, and combat will most likely become fairly simplistic at first. Also, there will be little in the way of dungeon-crawling or loot gathering. The world I've set this game in is fairly detailed, and fairly low power relative to something like the Forgotten Realms Campaign Setting. I would like this to be fairly casual at first, since this is my first time DMing a PBP game, but I don't want it to be tongue-in-cheek, or "silly." I'm looking for some (semi-)serious roleplaying experience, and I hope there are others looking for that, too. (This doesn't mean that you or your characters can't have fun, it's just that I'd like for that fun to be in flavour and in context of the overall campaign.)

The Setting

Races - All races are from the PHB or MM... btw.

Your characters will have grown up on the continent of Vanaria, also known as the "Civilized Contient." Long ago, the free peoples of the land came together to meet the orcish horde from the southeast in the legendary War of the Unending Tide. It was at this time that two races in particular ascended into greatness: the Imperial Askarans, and the Pale Elves of Alerion.

The Imperial Askarans were technically the second great human civilization, though they are now its most powerful. Theirs is a culture venerating authority, loyalty, and responsibility. They are pantheists, and pay tribute to many Gods and Goddesses. The Askaran civilization values order and stability above almost all other things. There are two main Askaran nations on the continent of Vanaria: Illuminor, the center of the Empire; and Atealia, the merchant capital of the Empire.

Similar to the Imperial Askarans are the Pale Elves of Alerion. Hailing from the frigid plains of the north, the Pale Elves are perhaps the most scientifically advanced culture in the Empire. Truth be told, it was the political ingenuity of the Pale Elves that forged the first link in the great alliance turned continental Empire. The elves were the first to successfully implement a centralized bureaucracy as a means of controlling their lands, and the Askarans merely copied that template.

In contrast to either of these two people stand the Meyarin people. Their culture was the first truly great human civiliztion. They value simplicity and comfort above most things, and though they appear to be quite materialistic in nature, they are devout worshippers of their single deity: the Great Creator. Long before the Askarans marched their legions to first battle back the Unending Tide of orcish invaders and then conquer the continent in the name of the greater good, the Meyarins forged cultural and economic links with all other friendly races save the elves. Today, there is only one Meyarin nation left: Haravia.

Both halflings and gnomes trace their biological origins to the island-nation of Guelphia, off the northwest coast of Vanarian Proper. Though a significant number of halflings stayed, the majority of the halflings moved from their island home into the warmer climate of what simply became known as the "Halfling Lands" about two centuries before the Meyarin culture took off. To this day, Guelphia has been considered a country of gnomes, while the southern lands of the continent were considered halfling lands.

The dwarves were assumed by scholars to be an offshoot of gnomish people settling in the mountainous region of the Rudan Heights and the Grey Mountains. They were and still are an insular people willing to do what's right, but only for their kith and kin. Of all the nations of the Vanarian Empire, the dwarves are the most isolated.

Finally, we come to the goblinoid lands bordering on the southeast. During the War of the Unending Tide, they acted as something of a buffer for the Askarans and Pale Elves to rally the rest of the continent and mount a counter-attack that forced the green horde back from where they came. Now, the Goblinoid Lands are ruled by a multitude of local Hobgobliun Warlords. Of the three goblinoid peoples, the Hobgoblins have taken power due to their keen ability to organize. Though the hobgoblins hold power, they are outnumbered by the goblins almost seven to one, though the goblins are perhaps the most oppressed of any people in the Empire. This may explain why they have elected to use their status as citizens of the Empire to move freely to the great cities of the Askarans and even into the Halfling lands, especially its capital: Taebrook. Bugbears, unlike the increasingly militaristic "hobbos," or the increasingly urban "gobbos," have elected to retain their tribal institutions and do as their hobgoblin masters ask of them.

Places

The places in which this campaign will take place will be described when your characters are there, but I'll be free to answer any specific and/or vital questions. :)

Magic

Nearly all of the forms of magic are very rare in this world. Only 1 in 100 are able to weild magic, and of them only a fraction discover that ability.

(Most Common)
Adepts
Bards
Rangers
Druids
Clerics
Sorcerers/Wizards
Paladins
(Least Common)

Generally speaking, magic needs to be discovered. Sometimes, it's easy. An example of this might be a Cleric being called by a specific God or Goddess; or an Adept being visited by ancestors, spirits, or what-have-you. Other times, it's difficult, as with Sorcerers and Wizards who need to be fairly exceptional to be discovered. Bards are special because nearly all cultures in the Empire venerate the ability of a person to entertain in some way. Stories and Songs, as many believe, are the currency of the soul.

There is a belief that has grown in strength among the humans and elves that states that magic is fundamentally corrupting. To put it in contemporary terminology, magical abilities are the cheat codes for reality. As with any cheat codes, they can be addictive, and fundamentally corrupting forces. The basic tenant is "Use magic only when steel, muscle and most importantly reason will not suffice." Magical ability is heavily controlled by the Empire, though some believe that it's not because magic is dangerous, but because it threatens the power base of the Imperial elites (the Askarans and the Elves).

((Bards are special in my campaign because I like the idea of them, and mostly because I don't believe a lot of Bards can necessarily "break" the world as much as Archmagi, or Messianic Clerics.))

Character Generation

30 Build Points using the rules in the DMG, starting at 3rd Level.

Halflings, Goblins, Gnomes and maybe a Dwarf or Elf depending on the number of players.

Bards, Fighters, Rangers, Rogues and perhaps a Druid or Sorcerer.

At first, I will not allow any of your characters to be of an Evil alignment, but you will be allowed to shift your alignment as long as it seems reasonable. I'm looking for interesting roleplaying, so as long as it's not too disruptive to other players' enjoyment, go nuts!

Starting gold is 150 Gold Pieces. Most of the people making the trip to the New World had to pay a huge amount of gold to do so... most of these people put themselves into debt and have agreed to work that debt off. Your characters have paid their way prior -- though they probably had to beg, borrow, or steal to get the 500 GP to get it.

Please, don't expect magical accoutrements out the wazoo here, this is a relatively low magic setting.

Please do not post character statistics on this thread! I want to control the amount of metagame information the other PCs have in order to promote character exploration and all that jazz.

A Note on Theme: Power and Freedom

Originally, I intended this campaign to be about one thing: Power.

Who has it? Who wants it? How does one get it? Who deserves it?

These are all questions that I wanted the PCs to ask themselves. I would try to answer these questions on the part of different NPCs and hope that the PCs form their own opinions on the matter. As I progressed, I started to think that power merely one facet that someone could crave.

The other was freedom, but what kind of freedom? The freedom to something, or the freedom from something?

Anyway, I hope that this has sparked interest in some of you, I know I'm anxious to see your character ideas. Anyway, feel free to post questions and comments... :cool:

- Rep.
 
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Wow this sounds very cool - so I'm in. (gobbos and Gnomes are my two favourite races:D)

SO whats the nature of the underground? Should we assume a Godfather.Sopranos type Mafioso style crime organisation, something more Dickensian (eg Oliver Twists Fagan's Boys) or something else?

and what about Port Opal what do we know about it and its surrounding countryside?

Now let me see a Gnome or goblin mmmm
 

Colour me interested.

Now I'll see if I can develop an interesting character concept.

I've got a couple on the brew.

Hmmm, now...

/Frelaras/
Iconic Wage Mage
 

Welcome!

SO whats the nature of the underground? Should we assume a Godfather.Sopranos type Mafioso style crime organisation, something more Dickensian (eg Oliver Twists Fagan's Boys) or something else?

and what about Port Opal what do we know about it and its surrounding countryside?

The Underground as it is now consists primarily of competing gangs from different neighbourhoods and racial gangs of some sort... They're not organized in any real way save for a rather anarchistic regime of challenge and warfare. At this point, the gangs aren't as powerful as the government, or the guilds, or the military. They've been declared officially a problem of the Eastern Bank -- the bad side of town.

Port Opal is situated at the mouth of the Opal River, which drains into Valar Bay, named after the Askaran Explorer who found the area. It is split into two basic areas with the river itself acting as a barrier: the Western Bank, and the Eastern Bank.

The East Bank of Port Opal is the side of the city that is connected to the deep water harbour. It isn't a very nice place to live -- what with all of the warehouses, brothels, gambling dens, taverns and slums. Most of the city's halfling, gnome and Meyarin population live on the East Bank of the city; nearly all of its goblins live on this side also... (With hobgoblins and bugbears pressed into Militia service if they haven't already volunteered.)

The Western Bank is the developed or "civilized" side of the city. Institutions such as the barracks, Imperial Chamber, Lord's Manor, Amphitheater, and the Grand Market are situated among higher class dwellings and establishments. Roughly two-thirds of the Imperial Askaran population live on the Western side of the city, and almost all of the elves. It is the side with the heaviest patrol of the city guard, and as such, it's mostly safe for anyone to travel around -- even at night.

((This is about as detailed as I want to get about the city itself as I want to make an event of exploring the East Bank and visiting such places as the Amphitheater, and the Grand Market.))

Directly north of the port city is the destination of close to nine-tenths of the Meyarin population: Hopeland. It is a large territory, most likely two-thirds the size of Haravia itself, and is ultimately an agricultural land. Its people live in peace and live the simple life of farming, community and worship. There's been something of a special link between the Meyarin clans and the bugbear tribes since they share a social system in the form of extended family units and veneration of simplicity in life. Hopeland is the breadbasket of Port Opal, and it is for this reason that the Imperial Powers That Be tolerate its insular existence. Like the dwarves in the Old World, the people of Hopeland control a vital commodity.

The only reason that the Legions haven't been sent in is the fact that the current governing body of Hopeland hasn't abused their power and have been selling their foodstuffs at a most agreeable price...

To the west of the city lie a grand expanse of plains and scrubland. It was discovered shortly after disembarkation that the plains are inhabited by a group of relatively primitive nomadic people calling themselves the Children of the Phoenix -- a mythical firebird that no individual from Vanaria has even seen, or reported to have seen...

To Begin:

I think I'll start the campaign at the point in which you board the Imperial Galleons on your way to the New World. You will be placed in a room with other halflings, goblins and gnomes. It's a nice room since you paid for it up front, but a little cramped. You'll have to defend it from the other passengers if you wish to keep your "posh" surroundings. I'm going to introduce a number of NPCs that will form the rest of the gang that I expect to develop over the course of the campaign.
 

Well,

We have two players -- albeit tentatively -- I suppose I'd just like to bump this thread with the hope of two more!

:D

- Rep.
 



Count me in too Reprisal, sounds like a fun game. I'd be keen to play a Goblin or Halfling, or even an elf from the wrong side of the tracks if you are amenable. Is the gang going to be just criminal or is there a rebellion against oppression theme as well?
 


Krug - Mongres is a goblin, right? (And btw, you weren't supposed to post character stats, but I guess it doesn't really matter, hehe.) I'm not sure about Monte's Alt. Ranger, but I'm willing to say that you have the option of taking Point Blank Shot and either Far Shot or Precise Shot as your Ranger feats instead of Ambidexterity and Two-Weapon Fighting.

Inez Hull - The game will start out about simple survival on the boat ride over (that will be fairly short and mostly roleplaying), then it will bridge over into finding a place to live in Port Opal. In short, it's about both the criminality, though it's fairly necessary for your survival; and the rebellion, though you won't be leading the charge into the Winter Palace for quite a while... ;)

Idealistically, we'll have at least two halfling players, one goblin player and maybe a gnome and/or elf added into the mix. It really depends upon who and how many wish to play.

Is there anyone else out there who wants to play? :cool:

- Rep.
 

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