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[Interest] Who would like to play in a Legend game?

Started by BlazFeem, June 04, 2012, 04:12:42 PM

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BlazFeem

I've got the system, as well as a mess of older RuneQuest stuff, and I'm itching to put together a game. But before I go to all the trouble of ginning up a world from scratch, with cults and guilds and societies and the like, I want to see if there are enough people who like the system well enough to give it a go.

Drohem

I might be interested. :)

What type of game and setting were you picturing in your head?  Straight up vanilla fantasy?  Sword & Sorcery vibe?  Four-Colored Martial Arts Fantasy?  Fantasy Fucking Vietnam?

BlazFeem

My notes, just scribblings to get ideas onto paper include

Chaos Cults
Necromancers
Demonologists and demon worshipers
Power hungry sorcerers of dubious character
Fairies and their impenetrable motives
Monsters of myth and legend
Warring city-states, alliances, betrayal and dying empires.
Religious sects, scholarly sorcerers and shamanistic peoples interacting in a world where magical miracles make the real ones harder to see.

A little bit of the D&D 4E "Points of Light" concept, with more than a little flavor from the "Videssos" books by Harry Turtledove.

Now, will all of these wind up in the game? No idea. :)

Drohem

Sounds good. :)

OK, I'm officially interested now.

Sigmund

- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.


Silverlion

Since I'm trying PBP again, I'll play too.

I actually have Legend somewhere on a HD, so at least I've got the basic rules for this one. (At least if this is Mongoose Legend.)
High Valor REVISED: A fantasy Dark Age RPG. Available NOW!
Hearts & Souls 2E Coming in 2019

Spiral_Scratch


BlazFeem

Quote from: Spiral_Scratch;559357So how's it coming along Blazfeem?

Man, I should know better than to suggest things like this...

Work started really kicking me in the ass. Was at until ten last night, and back up and online at 7:30 like I never left the office.

I hope to get my shit together and come up with a campaign, but it'll likely be a bit before I can finish it up. Got the map drawn, so that's a good step in the right direction, right?

BlazFeem

Okay, here's where I stand currently. I sure do want to hear if you think this sounds like the kind of world you'd want to play in.

-----


In its heyday, the Glorious Empire of the Shining Sun stretched over 500 leagues from the port at South Leg up along The Neck to the capital at Solara on the west coast, a further 350 leagues into the arid Northlands along Lake Pech and Lake Mirren, and 200 leagues south to the boisterous port city of Cumberland, center of trade with the White Islands to the South.

Life was stable for nearly seven hundred years in The Empire, as it came to be known to the subjects of the Sun King and to those who lived outside of the secure borders. Trade was brisk with the White Islanders, with the nomadic tribes to the North and West, and the petty dukedoms in the East.

Solara was a center of scholarship, and nobles from around the world sent their children to study at her academies, brining their outland customs to The Empire, and taking imperial customs home with them upon their return.

Some eighty years ago, however, Mount Kezkiarn, on the Island of Glass to the far Northwest, erupted in fire and ash, spreading darkness over the land, and coating much of the countryside in a fine gray pall. At first, it seemed like the end of the world had come, with the sun's light held at bay by the dark clouds, but in time the clouds parted, and the ash served to fertilize the land, leading to a time of rich crops and a riot of growth around the world.

Explorers who visited the Island of Glass returned with stories of their findings – that Mount Kezkiarn was no more, the explosion having left a hole in the earth, a deep caldera, at whose center remained a hole nearly two leagues in diameter. The explorers claimed that it seemed to have no bottom, instead going on forever. Teams of mages and explorers visited the site, but little could be gleaned from the aftermath of the explosion.

Some thirty years later, however, the peace that had been enjoyed by so many for so long began to unravel. The northwestern nomads had always raided from time to time, to supplement their meager hardscrabble existence on the plains, but now the raids became larger, more frequent, and better organized. Imperial subjects returned from this region with stories of violence, and a leader of great magical power and physical might who had managed to gain the allegiance of most of the northern tribes, binding them together into a potent force for war.

At nearly the same time, a rough and ready pirate lord named Herrik of Mayaran seized control in the White Islands, and after a time secured his hold on them. His loyal followers demanded greater wealth and plunder, and in time this saw raids begin on the coast of The Empire, with some of the bolder young nobles under Duke Herrik, as he chose to be addressed, seizing land and attempting to carve out baronies for themselves.

At first, the nomads in the north and the pirates in the south were repulsed, but returned time and again, and sometimes came out victorious. A stream of wounded and displaced people came from the north, seeking safety in the interior. The city of Cumberland fell to Herrik's main lieutenant, and Herrik recognized his claim to the land around Cumberland, reinforcing it with his own troops.

North of The Neck, on a peninsula shrouded in deep, impenetrable jungle, arose a new people who had never before been seen in the world. Tall, lithe and universally magical in nature, these people who came to be thought of as the Fae, quickly took over the jungle, but their motivations remained inscrutable. They would often be found to have inveigled their way into one or another human conflict, some seeking glory in battle, others joy in mischief, and some few with an unworldly thirst for power.

Creatures not often seen for centuries, and thought relegated to children's stories, returned to the less civilized lands in the north and east, cutting off the petty kingdoms there, as well as the outposts of Imperial power, returning the land to a less settled state, and a more dangerous place to travel.

All of this proved to be an immense drain upon the resources of The Empire. Armies were dispatched, and coffers emptied in training new levies of troops. Finally, the Sun King began to turn to mercenaries, some of dubious loyalty.

For fifty years these wars raged, and to the average subject of The Empire it seemed the end of the world had finally arrived. For many it did when Dirg'Han, the powerful leader of the nomads in the Northwest arrived in Solara aboard a warship. His navy made short work of the ships defending the capital, making liberal use of fire to destroy the Imperial vessels. His forces laid siege to the capital, and in his army were not just savage northern warriors, but also outright demons, creatures with fiery eyes and leather wings.

The Sun King stood to battle with Dirg'Han, a final attempt to rid the city, and the world, of this scourge. But the king, for all his mighty mages in their guilds, was still unprepared for the onslaught of the underworld creatures they fought. And slowly, over the course of days, Solara fell to the dark lord of the nomads.

That is where the world stands today. It has been a few short weeks since the fall of the Sun King, and the capture of Solara by Dirg'Han. Forces loyal to The Empire continue to fight, in the north, around the capital, and in the south against the opportunistic White Islanders. Through it all, thus far Imperial Subjects in The Neck and South Leg have seen little of the fighting, safely distant from the terrors, but now in an uproar of intrigue and violence surrounding the uncertain succession in the wake of the death of the Sun King and his entire house. Some forces fight to protect that innocence a little longer, and perhaps even right the various wrongs that have brought The Empire to it's knees. Others are looking to seize power for themselves, at any cost.

Spiral_Scratch

Nice! Sounds like some solid adventures to be had.

Sigmund

- Chris Sigmund

Old Loser

"I\'d rather be a killer than a victim."

Quote from: John Morrow;418271I role-play for the ride, not the destination.

Kaiu Keiichi

Is there still room?

Since it's Legend, how are you handling divine magic, pantheons, and heroquesting?  You're using your own custom pantheons, I assume?
Rules and design matter
The players are in charge
Simulation is narrative
Storygames are RPGs

Modric

I've been catching up with these posts and I would be interested in a Legend game.

Marleycat

#14
I like it. It sounds a bit Earthdawn to me. I would play but 3 requests....

1. Have no rules for the game, in fact never heard of it.
2. I need to know what you expect for time commitment (Jason Alexander was awesome at that for his game) I request the same so I can know if my participation is a waste of your time.
3. If accepted you create the "numbers" for the character I will give you a concept and short background given I have no computer.:)

One other request if accepted, PM and give me a bit more background on the system itself so that I can come up with an appropriate concept then we go from there, yes?

Wait, is this a Runequest game? If so I want in if you roll up the character after my concept.  Always wanted to try the game never had the chance. I suppose no elves?:)

Welcome to RPGsite Modric. Thank you for delurking.:)
Don\'t mess with cats we kill wizards in one blow.;)