CondorDM
First Post
New Skull Horn Society(For 1st Ed, 1st ed Ad&d, 2ed Ad&d and 1sted/2ed Ad&d Hybrid)
The current Skull Horn has no history(well not a detailed one), I have created a two deity system for the world and the world has two suns and two moons.
I wanna develop the world threw gaming it(building piece by piece what you need for your game as you go, over time things will evolve).
I have not set no serious current back story to the world(as stated but the small details i want DMs of skull horn to adapt).
First step for any DM coming in and getting his/her new area to create what they want, well i have made this part easy, Skull Horn is a world broken into islands, in every DMs area will be however many islands he/she can fit, so you can build one island, build a back story for the island, make that island like the center piece of your area, build a back story for that island, also you have a starting point called "Black Crow Mercenary Guild", i have some detailed information i would like dms joining to take into there game(if this is something you feel you cannot handle, save us both some time and move on) let me point them out.
"Hamels Angel" -
They have also been known for a created magic called "Hamels Angel", how it works is a number of mages cast a number of spells(recipe unknown for the moment, the guild took many, many of many of years of testing to find out what the recipe was, after coming across this magic by accident, threw experiments), once the spell recipe is complete a strand of magic is created threw many planes of existence until it reaches a point and enters back into skull horn, the magic turns into a tunnel and last for a period of time, threw more test the mages found out all they could do was send small amounts of magical energy threw the tunnel, at this point they had no control over where the tunnel re entered Skull horn.
After a period of time they found out how to get the tunnel to a wanted located, they created magic items that they could locate and aim the tunnel to the item like a magnet, after that they had to come up with a way to send objects threw, after a period of time they achieved it by casting small kinds of wizard marks on the object, it now contained a small amount of magical energy and could send objects threw, after a few more years they learned how to send people threw.
Each member gets a mark(small mark) on there body(back of your right shoulder is where the mark is located), the mark contains the magical energy needed to send a member threw the tunnel.
Deity -
The main god of the realm is Messa(has the exact same story as jesus), there is one main peaceful sect but all other sects of Messa can be whatever the DM wishes them to be, they can be good evil, does not matter to me what you the dm chooses.
The other Deity is named Keist(who's back round story i have not completed), his main church is also peaceful but again the other sects the dm will create can be good, evil or inbetween.
Players can also choose if there characters are Atheist or Agnostics as well(They believe in mages magic and do not see the difference in clerical magic and assume they just claim to be granted with these powers by a good like figure).
Black Crow Mercenary Guild
The History -
Black Crow fighters guild was founded by a Fighter/Mage Named Hamel Hist.
Many groups/people and even other guilds put stock in the quality of strong warriors this guild produced, this quality came with great planning.
When people said he sent out "quality warriors" to the world, they did not mean warriors of just brute force, all Hamels trainees had to learn to read and write common before he would agree to take them on as students.
This new founded education meant that many of the warriors picked up many extra skills, this came to shine when the mercenary guilds recruiting men from Black Crow started being able to take other jobs then normal, people where growing rich from Hamels hard work.
A year after getting this news(people getting rich off his hard work that is) Hamel made a decision, he decided to call back old friends from his past and people he had trained who had achieved well in life, many came and after a few months a scroll was sent to many areas of skull horn, putting other groups/people and guilds on notice that Black Crow Fighter guild was now becoming "Black Crow Mercenary Guild".
From there the guild decided to spread out even further then other guilds, old friends started opening up branches threw out Skull Horn.
A 100 years have past, sense many things have changed, no one single person runs the guild no more(a secret head group inside the guild gives all the order, the orders are passed down to the bran leaders).
This guild goes far beyond just any mercenary guild on the business end.
Basic magic items and combat magic items can be easily mass made and has been done by the guild(They have a sub guild called "Illusions", it is a mages guild who produce many things including these items).
They also run a news paper now and have many famous writers in the guild, mass media has come to Skull Horn, they started the news paper 20 years before the current time line(will mention more about time line down the thread).
Rules + Rankings
All work done for the guild is not to be talked about to outsiders.
Almost all guild information is not be shared with outsiders.
Sense the guild was once a fighters guild that created soldiers, this is the reasoning behind there ranking system relating to army rank titles.
Ranks -
Henchmen - are members who have not reached ranking and will act as henchmen for "leaders".
General - a general can take the role of a leader when leader is unable to give orders, they also just plain assist leaders in all areas.
Leader - this ranking finally gives you the means to get job offers or be directly ordered to do some jobs.
Above leadership ranking is unknown to players(DMs may create the titles for the higher ranked members, each branch will have different titles for above ranks, some may be the same as others, that is up to the dm).
The rankings let alone there basic descriptions of positions also affect how much your paid monthly(DMs choice on how much characters get paid monthly from the guild).
All members are drilled on loyalty, education and the mastering of there skills.
Each dm will have different things mixed into there branch of the guild but the basics are here and i want dms regardless of edition to adapt these to there game.
Note - It's the year 306(months and days are no different then the real world for simple use) at least sense they started keeping track of the years, that is the year all DMs start from for now(it will be adjusted as more dms join and the years in the world pass.
Co op situations, such as characters from one DMs game, meeting characters from another DMs game, these events must be planned, bring your areas into the same time frame, then the dm from the area the characters are meeting in will DM directly but will have the other DM there to help with, again the dms would have to plan this out, this can also be done for mass events, such as a large war in the realm, also dms of the community can get together and plan large scale events(example - a plague comes threw a number of areas) that affect all areas.
Character edition transition - i believe this will just evolve on it's own, either way i want all Skull Horn dms to allow players from any edition to join there game, just recreate the best you can there character into your edition(nothing has to be perfect here), if we have good success with it, then the idea of different edition dms co oping a situation will not be to difficult to achieve.
Skull Horns Mass Media News Paper.
Each area will have it's own news paper(How the dm runs this, is up to them), produced by "illusions" Mage guild(Black Crow Sub guild, pretty much the mages guild is Black Crow guild)
8 Areas to be had in Skull Horn -
Central North - ?
Central South - ?
Central East - CondorDM
Central West - ?
South East - ?
South West - ?
North East - ?
North West - ?
A sub DM system can be set up with those DMs willing to let another dm use his/her area +maps and information for running sessions, the time line though in this situation would have to be kept track of, some planning between the main dm and his subs on time line would have to be done.
How you the dm runs your game is up to you but the stated information above must be adapted to your game if you wish to dm here..
If this makes sense to you, if you think you can run with this, then get in touch with me either by email(condor_the_brave@hotmail.com) or threw my forum http://condordm420.proboards25.com
We run games on forum and OpenRPG( www.openrpg.com )
The current Skull Horn has no history(well not a detailed one), I have created a two deity system for the world and the world has two suns and two moons.
I wanna develop the world threw gaming it(building piece by piece what you need for your game as you go, over time things will evolve).
I have not set no serious current back story to the world(as stated but the small details i want DMs of skull horn to adapt).
First step for any DM coming in and getting his/her new area to create what they want, well i have made this part easy, Skull Horn is a world broken into islands, in every DMs area will be however many islands he/she can fit, so you can build one island, build a back story for the island, make that island like the center piece of your area, build a back story for that island, also you have a starting point called "Black Crow Mercenary Guild", i have some detailed information i would like dms joining to take into there game(if this is something you feel you cannot handle, save us both some time and move on) let me point them out.
"Hamels Angel" -
They have also been known for a created magic called "Hamels Angel", how it works is a number of mages cast a number of spells(recipe unknown for the moment, the guild took many, many of many of years of testing to find out what the recipe was, after coming across this magic by accident, threw experiments), once the spell recipe is complete a strand of magic is created threw many planes of existence until it reaches a point and enters back into skull horn, the magic turns into a tunnel and last for a period of time, threw more test the mages found out all they could do was send small amounts of magical energy threw the tunnel, at this point they had no control over where the tunnel re entered Skull horn.
After a period of time they found out how to get the tunnel to a wanted located, they created magic items that they could locate and aim the tunnel to the item like a magnet, after that they had to come up with a way to send objects threw, after a period of time they achieved it by casting small kinds of wizard marks on the object, it now contained a small amount of magical energy and could send objects threw, after a few more years they learned how to send people threw.
Each member gets a mark(small mark) on there body(back of your right shoulder is where the mark is located), the mark contains the magical energy needed to send a member threw the tunnel.
Deity -
The main god of the realm is Messa(has the exact same story as jesus), there is one main peaceful sect but all other sects of Messa can be whatever the DM wishes them to be, they can be good evil, does not matter to me what you the dm chooses.
The other Deity is named Keist(who's back round story i have not completed), his main church is also peaceful but again the other sects the dm will create can be good, evil or inbetween.
Players can also choose if there characters are Atheist or Agnostics as well(They believe in mages magic and do not see the difference in clerical magic and assume they just claim to be granted with these powers by a good like figure).
Black Crow Mercenary Guild
The History -
Black Crow fighters guild was founded by a Fighter/Mage Named Hamel Hist.
Many groups/people and even other guilds put stock in the quality of strong warriors this guild produced, this quality came with great planning.
When people said he sent out "quality warriors" to the world, they did not mean warriors of just brute force, all Hamels trainees had to learn to read and write common before he would agree to take them on as students.
This new founded education meant that many of the warriors picked up many extra skills, this came to shine when the mercenary guilds recruiting men from Black Crow started being able to take other jobs then normal, people where growing rich from Hamels hard work.
A year after getting this news(people getting rich off his hard work that is) Hamel made a decision, he decided to call back old friends from his past and people he had trained who had achieved well in life, many came and after a few months a scroll was sent to many areas of skull horn, putting other groups/people and guilds on notice that Black Crow Fighter guild was now becoming "Black Crow Mercenary Guild".
From there the guild decided to spread out even further then other guilds, old friends started opening up branches threw out Skull Horn.
A 100 years have past, sense many things have changed, no one single person runs the guild no more(a secret head group inside the guild gives all the order, the orders are passed down to the bran leaders).
This guild goes far beyond just any mercenary guild on the business end.
Basic magic items and combat magic items can be easily mass made and has been done by the guild(They have a sub guild called "Illusions", it is a mages guild who produce many things including these items).
They also run a news paper now and have many famous writers in the guild, mass media has come to Skull Horn, they started the news paper 20 years before the current time line(will mention more about time line down the thread).
Rules + Rankings
All work done for the guild is not to be talked about to outsiders.
Almost all guild information is not be shared with outsiders.
Sense the guild was once a fighters guild that created soldiers, this is the reasoning behind there ranking system relating to army rank titles.
Ranks -
Henchmen - are members who have not reached ranking and will act as henchmen for "leaders".
General - a general can take the role of a leader when leader is unable to give orders, they also just plain assist leaders in all areas.
Leader - this ranking finally gives you the means to get job offers or be directly ordered to do some jobs.
Above leadership ranking is unknown to players(DMs may create the titles for the higher ranked members, each branch will have different titles for above ranks, some may be the same as others, that is up to the dm).
The rankings let alone there basic descriptions of positions also affect how much your paid monthly(DMs choice on how much characters get paid monthly from the guild).
All members are drilled on loyalty, education and the mastering of there skills.
Each dm will have different things mixed into there branch of the guild but the basics are here and i want dms regardless of edition to adapt these to there game.
Note - It's the year 306(months and days are no different then the real world for simple use) at least sense they started keeping track of the years, that is the year all DMs start from for now(it will be adjusted as more dms join and the years in the world pass.
Co op situations, such as characters from one DMs game, meeting characters from another DMs game, these events must be planned, bring your areas into the same time frame, then the dm from the area the characters are meeting in will DM directly but will have the other DM there to help with, again the dms would have to plan this out, this can also be done for mass events, such as a large war in the realm, also dms of the community can get together and plan large scale events(example - a plague comes threw a number of areas) that affect all areas.
Character edition transition - i believe this will just evolve on it's own, either way i want all Skull Horn dms to allow players from any edition to join there game, just recreate the best you can there character into your edition(nothing has to be perfect here), if we have good success with it, then the idea of different edition dms co oping a situation will not be to difficult to achieve.
Skull Horns Mass Media News Paper.
Each area will have it's own news paper(How the dm runs this, is up to them), produced by "illusions" Mage guild(Black Crow Sub guild, pretty much the mages guild is Black Crow guild)
8 Areas to be had in Skull Horn -
Central North - ?
Central South - ?
Central East - CondorDM
Central West - ?
South East - ?
South West - ?
North East - ?
North West - ?
A sub DM system can be set up with those DMs willing to let another dm use his/her area +maps and information for running sessions, the time line though in this situation would have to be kept track of, some planning between the main dm and his subs on time line would have to be done.
How you the dm runs your game is up to you but the stated information above must be adapted to your game if you wish to dm here..
If this makes sense to you, if you think you can run with this, then get in touch with me either by email(condor_the_brave@hotmail.com) or threw my forum http://condordm420.proboards25.com
We run games on forum and OpenRPG( www.openrpg.com )