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 The Owaba Chain and Inhabitants Therein: Travels Across the Sea

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Horizonblue

Horizonblue


Posts : 289
Join date : 2009-10-24
Location : Mar Sara

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PostSubject: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeMon Apr 11, 2011 11:13 am

For millenia the island chain of the Owaba Archipeligo has been the silent observer of countless tides, the rise and fall of evolution, and the ever moving sun. A pristine paradise, these islands have never seen the touch of a thinking foot, and in this paradise you have slumbered.
Your gods, by the way, just in case you were curious.
But even more curious is that something has landed on your silent shores: Kobolds.
For eternity you have been the little forces of nature, the tide's gentle kiss, or the volcanoes raging spasms, but something tells you that there is now a chance to be more. Mn breeds faith and ritual, and with it you can find new powers and domains.
Beware, though, as dark times loom ahead. You are not alone in your wish for power, and the kobolds seem to be outrunning something.
You can become greatness, or you can fall to ruin.
Either way, let the winds blow the sails where they may. There is a whole wide world out there.
Setting and System belongs to Carl Evans, Copyright 2011

The Gods: A Guide to You
Your a God. Congratulations.
But you must think a bit on what this means.
You have a domain, a place you dwell and have power over, and you have Divinity, pieces of yourself that you embrue upon the world to give them shape. This is mostly for flavor, and can be thought of as fluff for your God. With Following, Avatar, and Prophet, you invest them, and they become like pieces on a board. You can dissolve them to get back Divinity, but only get half back, rounding down. Miracles spend Divinity, and then it is gone. You have no limit to the amount of Divinity you can hold.
You start the game with 1 Domain and 5 Divinity. You also need a name. If, for any reason, you should lose your status in game, you can always bank on having 3 Divinity to use.

There are four ways for you to take over the board. You get to name each one method you have and place them on the map.
-Following: How many people worship you. Each group is different, and each has a location. They are important in that they allow you to hold islands and get their bonuses. Whoever has the most population on an island holds it, and has choice whether to share or not.
Followers don't simply appear. They come from two places: Paradises or Landings. To build that first kobold, or perhaps more, they start at one of these islands. Existing population can be expanded at any time. Groups can also be split up, just subtract the new population from the old one. Joining them is simply adding them together. You can't add to over 6, as kobolds are too diverse and eventually form separate cultures. Each following can have a funny name, as made by the god who leads them.
Followers can have wars, in which case each fight costs all sides on the island 1 population. Populations can also leave and join and move across the islands, each turn readjusting their numbers with the nearest islands. Finally, they can do rituals, which gives you 1 Divinity each turn. Each population has one action a turn, then is done for the 'season.'
1. A follower; a single zealot who seems convinced you'll amount to something more then this low number.
2. A family, who worships you as a personal god. Congrats, you dwell in cupboards!
3. A Clan worships you! Good for you, you're getting somewhere.
4. A whole Tribe now? A pat on the back, eh?
5. A Nation? Whatever you want, take it, not like I need it anymore!
6. Lost Count? Now that's ridiculous!
-Avatar: Some physical extension of you, perhaps even you! A traveling powerhouse of you, actually, and can act directly on the world by doing actions. He can add his bonus to any fight, and can block off islands from others. However, an avatar can be killed by another avatar, a lot of villagers, or a miracle.
Avatars are quick, and strong, so they can move anywhere in an island chain in a turn. However, it takes a turn to go to another chain. They're fast, not teleporting.
When two Avatars fight, the larger one wins, the smaller one dies. A tie kills both. When followers have to fight a Avatar, an equal number of followers must be sacrificed to equal the Avatars score. This kills followers, but also kills the Avatar.
1. Symbolic. A tiger has you as a birthmark. Quant.
2. Legendary. That's a big tiger.
3. Supernatural. It can fly? No fair!
4. Emissary. Did it just eat my neighbor's house? Well, never liked them anyway...
5. Messenger. Lighting! Really?
6. Divine Presence. Haters gonna hate, right?
-Prophets: Somebody was crazy enough to talk to you, and now they can prove it! They slowly sway population back and forth. Each turn they are on an island, 1 population swings to worshiping that god (having multiple prophets doesn't speed this up, kobolds are stubborn). However, if a war breaks out, they must flee to a nearby island, or perish in the fighting. If rival prophets are on the same island, then the largest wins.
Prophets only got their own legs to move about on, from island to adjacent island a turn.
1. Rants a lot, and smells odd. That will stick with people!
2. He's coherent, at least, and makes a good argument.
3. I could listen to this guy all day!
4. Did he just walk through fire!
5. Did he just hold fire?!?
6. Plagues! Plagues everywhere!
-Miracles: Gotta spend mana to get mana, eh? You spend Divinity to do a miracle, which affects the world in a big way. By holding certain islands with followers, you can access different miracles by paying the cost. Unlike Following, Avatar, and Prophet, you spend these Divinities rather then invest them.
Thats the way you spend points, and you gain points in game, harvesting ritual and holding places of power.

The Chain: A lot of rocks in a lot of water.
The Chain is made of dozens, if not hundreds of islands over a long strip of waters, with regular currents going north and south, along the east and west sides respectively. To the west and north at forbidding lands yet unknown to the Gods nor the Kobolds, but they have their own tale to tell in this story.
Each Islands has a name, some numbers, and sometimes a symbol next to it. The Numbers represent how many followers the island is supporting, and can support. The name is the name. Go figure.
The symbols deal with special properties of an island.
Here is a list:
O: Outpost. The elves from the West have come to trade, and beach their galleys in large stone outposts they construct into some of the larger islands. Whoever holds an Outpost has learned a few things from the elves about their wonderful invention: Metal!
The outpost affects all Followings in the chain, not Followings in another chain. Metal is traded, but too rare to spread that far.
A side with metal follower's are able to take on bigger fights, but can suffer for them as well. A war causes the loss of 2 population for the opposing side. Two sides with metal drop 2 a war.
C: Colony. They elves have built a city and harbor on this island, and practice their strange spells on the plants. When you hold an island with a Colony, the kobolds can trade for greater amounts of food then they could normally raise. All islands in the chain belonging to whoever holds the Colony have their population limits increased by 3. This will be shown as a +3 to the number, like 7/12+3.
L: Landing. The Kobolds fled to the East, and still are streaming in with stories of light and fire. To raise a kobold following from nothing, these are the islands they appear on in the east side of the chains.
P: Paradise. Kobolds sometimes find places with abundant resources and space. These islands become a major nesting ground for the kobolds, who spread out from these islands into the larger chains.
S: Shrine. These are the places that allow for miracles, with something about the place that allows for magic to happen! Each Shrine will have a expanded explanation under the map for what miracle and what cost each has.
W: Waystation. These are other chains, and other lands even, but to reach them is no easy task. You must get to a waystaion to be able to access other lands and other chains. Until somebody holds the waystation, then rest of the world is a mystery. Once somebody holds it, the waystation acts as a crossing point to other places.
V: Volcano. Places of natural power, a volcano produces Divinity, at a rate shown next to the volcano. The list ranges from V1 to V3.
G: Grave. Dwarves are silent, cold beings, and find the trappings of the dead of great value. Graves are always being excavated by the dwarves, and are great places to trade with them. Dwarves can raise the undead, which is like having followers on the cheap, except they cannot worship for extra divinity. They are handled just like Following in every other way.
B: Blacksand Beach. Seen as haunted places, Blacksand Beaches are sometimes connected to volcanoes, sometimes not. Either way, the stone from these sites are important to the dwarves, and each turn you can use controll of a Blacksand Beach to trade with a Grave or Tower.
T: Tower. Dwarves build large towers that dominate the landscape and attract lightning. Here the dwarves make the runic artifacts. Artifacts are expensive, needing lots of Blacksand or Divinity, and each Tower has a different trademark artifact.
N: Nest. Something drove the kobolds across the sea, and if you aren't careful, it will come after them...

Glossary:
Dwarves: Short and stout, with large noses and thick hair. Their skill with stone is legendary.
Elves: Tall, thin figures with long curving horns and tails. They wear polished Bronze, and sail the sea in long galleys.
Humans: A what?
Kobold: Short, fuzzy creatures with large, floppy ears. They breed faster then any creature.

So begin the great migrations!


Last edited by Horizonblue on Mon Sep 05, 2011 9:44 pm; edited 4 times in total
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Moddex

Moddex


Posts : 102
Join date : 2010-01-15
Age : 34
Location : Somewhere in this very forum!

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PostSubject: Re: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeSat May 14, 2011 7:09 am

Whoa, this is definitely an original idea I'll need to look back on. I'll spend a little more time reviewing all this and see if this RP's for me, but so far, my attention is definitely caught by this one.
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http://arkives.forumotion.net/
Horizonblue

Horizonblue


Posts : 289
Join date : 2009-10-24
Location : Mar Sara

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PostSubject: Re: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeSat May 14, 2011 11:17 am

Its a board game with roleplaying bits!
Ooo!
Still a bit left, but more like 85% done, just waiting for more people to give a damn.
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Moddex

Moddex


Posts : 102
Join date : 2010-01-15
Age : 34
Location : Somewhere in this very forum!

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PostSubject: Re: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeSat May 14, 2011 1:44 pm

This would make a genuinely unique board game! Needs more advertising.
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http://arkives.forumotion.net/
Pontius

Pontius


Posts : 112
Join date : 2009-09-18
Location : Midland

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PostSubject: Re: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeSat May 14, 2011 2:21 pm

Thinking a divine with an Avatar Follower 1, Prophet 3 stat layout. Charismatic man / lady born under a certain sign speaking praises of some new god.
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Horizonblue

Horizonblue


Posts : 289
Join date : 2009-10-24
Location : Mar Sara

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PostSubject: Re: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeSat May 21, 2011 5:30 pm

The Map

(The Frozen North)

(The Central Ubasa Chain)

Podg 0/3 W
Wokka 0/6
Beelee 0/6 + Masch 0/3 V1
Bok 0/12 V3
Pijz 0/6
Appar-dok 0/12 + Rotch 0/6
Oota 0/6
Waj 0/6 + Pilli 0/12
Corrich 0/6 + Kest 0/3
Jan 0/6 + Biller 0/12 + Pent 0/3 L
Ush 0/12 P + Kibb 0/6 + Mosk 0/3 + Berrin 0/6
Wat 0/3 S1 + Kibb-tajar 0/6 + Wiis 0/6
(The Exotic West) Pannarka 0/6 W + Wut 0/6 + Uppa 0/12 + Baja 0/3 L (The Forgotten East)
Pedgi 0/3 + Misk 0/3 + Albar 0/6
Ora 0/12 + Mirrek 0/6
Tippi 0/12 + Quid 0/3 + Navabar 0/6 + Wiji 0/6 S2
Morse 0/6 + Piji-piji-piji 0/6 + Mush 0/6
Rilk 0/3 + Ilsa 0/6 + Yap 0/3 L
Bikkar 0/6 + Id 0/3
Man 0/12 V2
Tou 0/12
Tiki 0/3 + Wej 0/12
Udra 0/12 W

(The Endless South)


S1 Temple of the Ample Fruit
A fertility temple, kobold can worship here to bring their nations a great wealth of children. The fermented juices passed freely during the ceremonies helps to.
Spend one extra mana every level, and your population can spring up anywhere, without a Landing or a Paradise. Doubles the cost of raising a Following, but helps.

S2 The Howling Skull
A large natural cave in the side of the island, the wind shrills every time it winds through the teeth-like rocks festooning the entrance. Here sacrifices can be fed to the skull, and vengence delivered on those who live too close to the bowels of the world!
3 Mana can be spent here to set off one Volcano. The number of Following lost on that island is the same as the power of the Volcano.


Last edited by Horizonblue on Mon Sep 05, 2011 10:12 pm; edited 1 time in total
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Horizonblue

Horizonblue


Posts : 289
Join date : 2009-10-24
Location : Mar Sara

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PostSubject: Re: The Owaba Chain and Inhabitants Therein: Travels Across the Sea   The Owaba Chain and Inhabitants Therein: Travels Across the Sea Icon_minitimeMon Sep 05, 2011 10:11 pm

It is done!
May your oars dip to sweeter waters.
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