/r/MyWorldYourStory

Photograph via snooOG

A one-on-one freestyle writing collaboration, where you continuously build a world, and other people live out stories in it.

  • ATTENTION: Posts are currently being manually approved. Please make sure you follow the template and rules!

  • This subreddit is focused on the long-term creation and development of literary worlds where real people get to live out unique stories based on their decisions and luck.

    Read The Wiki

    Please read the wiki if you have any questions. If you have more questions, leave a comment on the stickied post or send the mods a message.


     

    RULES

    General

    1. Harassment will not be tolerated.
    • Do not pester Builders or Protagonists via PMs. You may give them a single reminder to continue the story if they don't respond within their defined update time, but then it is up to them. If anyone is abusive, they will be banned.
  • Do not write about off-limit topics.
    • These topics include: hate speech, pedophilia, and rape.
  • Posting violations are locked until corrected.
    • You must follow the world building template and adhere to the Posting rules.

    Posting

    1. Must follow the world building template.
    • Following the template makes all posts uniform and ensures they include the necessary information. Even when not using a chance mechanic, it should be stated explicitly. Even if you don't know how often you might update the world, you should give an approximation.
  • Must have initial scene/s to start in.
    • You may build up the world as much as you want in your post, but you must have an actual scene or selection of scenes for Protagonists to begin in. You should not just create the details of a world and then tell a Protagonist to figure out where they are. Vague settings work best. It could be a blue room with scratched up tile floors with a window letting the noon sun shine in. Or it could be an open street lit by harsh sodium lights under a rising full moon. A visual cue helps a Protagonist find a place to drop into the world and start their story.
  • Must place the Protagonist in the world.
    • An extension of Rule 2. The Protagonist must be 'physically' placed somewhere in the world where they can start their story. It can be a selection of choices, or it can be a single vague scene that can be fleshed out for each story line.
  • Must include approximate update frequency.
    • Protagonists should be made aware of how often they should expect their story to be continued. It could be 24 hours, or a week. As long as there is some inkling as to how long they would have to wait, the whole experience will be more enjoyable.
  • Must make clear notice of dead worlds.
    • If you decide that you no longer have any interest in the world you were building, please make a note at the top of the post explaining that. If you want to allow someone else to take over your world, make that clear as well.
  • Must not duplicate living worlds.
    • Do not create the same world as someone else. If you want to base a world off the ideas from another, it must be made unique and your own.

    Commenting

    Builders

    1. Incorporate Protagonist's words/actions.
    • In every continuation, do your best to reiterate the actions and exact words that the Protagonist used. Readers should be able to only read the Builder's comments to understand the story. This gives each story the consistent tone and style of your writing. It also allows Builders to keep control over what a Protagonist successfully does.
  • Write a story, not a list of consequences.
    • This subreddit is not for gaming. It's foremost a place to encourage creative writing. You should not be creating a bland, simple world that is just a place to kill things. Write out real dialogue, give characters real personalities, give them honest reactions to what Protagonists do, not reactions to further the story you have in mind.
  • Write in the second-person.
    • It is more immersive for Protagonists if you write in the second-person perspective. We want to remove the distance that the third-person perspective encourages. The story isn't happening to a 'character', it's happening to a real person! That means referring to them as 'you' rather than the name of their character.
  • Do not railroad.
    • While the world you create is entirely yours, the stories in it are not. If a Protagonist wants to do something that doesn't follow the path you're leading them towards, then they get to do it. It's your job to adapt and create new paths for them to pick up on in the direction they choose. If they aren't taking any bait and the story is languishing, feel free to throw a bus at their head to get them engaged!
  • Do not continue stories on META comments.
    • Sometimes you will need to comment on a Protagonist's decision because it's unreasonable, or remind them not to take over the world building. When this happens, be sure to put it in a separate comment, so you don't break the immersion of the story. When a Protagonist makes a meta comment, don't continue the story on it.

    Protagonists

    1. Engage the story in the first-person.
    • If you'd like to define your character in the first comment, you can use the third-person. From then on, all actions, thoughts, and dialogue should be written in the first person. Remember that YOU are the character in the story. Not someone you're making up. If you want to be someone different, then you BE someone different.
  • Words/actions are final after Builder replies.
    • Builders have the final say in what happens in a story. You can still leave a meta comment about how you think something is unfair or unreasonable, and it's at their discretion to listen. You are free to abandon a world if your Builder is an asshole :)
  • Do not build/control the world yourself.
    • Unless the Builder explicitly wants to offload some of the building to you, do not put actions or words into other character's mouths. You also don't get to assume that your attempt to do something succeeds. At best, you can explain what you would do if you succeeded, and what you would do if you failed. This is encouraged, because it helps move the story along with longer Builder comments. Just don't over-do it, because then you're trying to play checkers in a game of chess.
  • Do not interrupt storylines without permission.
    • Story lines are intended to be a one-on-one exchange between a Builder and Protagonist. Some builders will allow multiple people in a single story thread, but ideally, Protagonists would interact with each other through the Builder. This way, every story thread stays clean, and the Builder maintains control.
  • Do not include META in story comments.
    • When you need to talk to your Builder, create a separate comment in the thread. Don't ask the 'GM' questions directly. Ask through your character, like "I knock on the door to see if it's solid" rather than "GM, is this door made of solid wood?" Keep the story line immersive.

    Links

    r/CreateThisWorld

    r/oceanworld

    The First Rule Of Write Club


    All writing is © by the original author.

    /r/MyWorldYourStory

    591 Subscribers

    3

    [Meta] A Discord Server?

    Would anyone here be interested in a discord server where we can continue our worldbuilding?

    17 Comments
    2018/04/30
    17:59 UTC

    7

    [Fantasy] The Fire War

    #The Fire War

    Edited for typos and to add starting locations.

    #Chance:

    • During general plot or narration bits, chance will not play a role. It will just operate like a story.

    • Before battles, each Protagonist will roll a D20 5 times. The first roll determines how you do in battle. The second roll determines how your friend(s) fare. The third roll determines how the overall battle is going to go for your side. The four and fifth rolls are ones I will use only if necessary, like if you're trying to use a particularly difficult tactic or if one of your NPC opponents is.

    • The only way your character will die is if you roll a 1 before battle as your first roll. However, you may be injured or captured and taken away from your current role in the story for other low rolls.

    #Rules:

    • Try not to use knowledge from other people's stories to help your character, unless the two characters themselves have talked.

    • First time builder, so if you have any suggestions I am happy to take them!

    • Only one version of each scenario is active at a time, and the actions of various Protagonists will affect other story lines to a certain, limited extent. If you want to double up, PM me or leave a comment tagged "meta" so we can figure out a way to go forward.

    • In general, I will not re-type scenarios unless I am adding information or changing what happens. Pay close attention to anything that is re-typed.

    #Updates:

    • I will try to update stories every day. I will definitely update at least once a week.

    #World Building Information:

    • Charist has just attacked their northern neighbors, Allecia. The battle plan is to hit them hard, and fast, before Allecia's strongest allies - the island country of Irkada - can intervene.

    • Charist, being prepared, has the strongest armies. They can move and supply large battalions, and quickly build makeshift fortifications when supplies are available. Although not suited for battle against most Allecian targets, they do have excellent siege weapon technologies.

    • Allecia has been caught off-guard, but they have many natural advantages offered by their terrain and their people. Charist wants their mines - found in the northernmost part of the country - and they will have to cross great planes, raging rivers, an enormous canyon, and two mountain ranges to get to them. Allecia has kept their internal geography a secret, and their population is largely nomadic, presenting few hard targets for Charist to hold captive.

    • Irkada is a significant sea power, and a breadbasket to this part of the world. They have a long history of cultural and political ties to Allecia. There is no chance they won't intervene. Unfortunately, Charist is prepared for that, and has hired privateers, pirates, and mercenary vessels to augment their navy and try to cut Allecia off from Irkada's help. Irkada, however, also maintains large spy networks in other countries and has been secretly preparing for war. They aren't as ready as Charist, but they aren't surprised either.

    • Each country has it's own established beliefs about magic that range from myths to religion. Allecia is the most skeptical, while Irkada's pantheon inspires skeptical belief (at least in their own people). Everyone knows that great creatures, such as dragons, sea serpents, and gryphons have been dead for quite some time (if they ever existed at all); but everyone's family seems to have at least one great-great-grandfather who fought or knew or was eaten by something...inexplicable. Among Charist sailors, rumors abound about the waters around Irkada and the curses that lurk in them, keeping enemies at bay. In Allecia, they tell tales about the great Charist emperor Alexander, who was struck and killed by lightening, but who now blesses Charist with the perfect weather for all their battles. And according to Irkadan spies, the land of Allecia is ever-changing; A river will flow north in winter and south in summer, only for its banks to move twenty miles west the following year.

    #Starting Options:

    Note: More starting locations will be written soon. I intend to give you the option of serving in any army, and in most positions, I just haven't written them all yet. If you'd like a starting place that isn't shown here, you may write it. Just make sure you're detailed about your role and loyalties. I will only veto it if I know something you don't about that position - for instance if the person is going to die soon or if he or she will turn out to be traitor.


    This starting point as been claimed by u/Haroderu and is no longer available.

    You are John Ridgecrest the Fourth, Lord of Ridgecrest, General in the Charist army. You have under your command: 100 mounted fighters, serving under Sir Robert Ridgecrest (your younger brother); 3 companies of 250 men each, serving under other younger sons of minor lords, and 150 archers, serving under your cousin Harold. Your supply train is one day behind you, and you have just captured a trading town. With your supply train is also 2000 more marching and building men, to act as relief forces or reinforcements as necessary.

    You are meeting with your captains, in your command tent, with a map spread on the table before you. It shows Charist's best guess at Allecian geography, but it doesn't show the river that runs on the far side of the town you've just captured, so you know that you're nearing the end of how much you can trust it.


    This starting point as been claimed by /u/john95_ and is no longer available.

    You are Daniel, strategist and adviser to King Eric of Allecia. You earned your position on your merit and brilliance, yet you are forced to work alongside others who were chosen by nepotism or politics. You maintain and informal network of contacts and confidants who help you keep the pulse of the nation in times of peace. Now, in this time of war, it is invaluable. Even if others don't see it.

    Because of this network, you have a good idea of the resources of the country. The capitol maintains a guard and police force of approximately a thousand men, and the few Allecian cities that have cropped on along the coasts and in the mountains add another two thousand formally organized men altogether. However, Allecian civilians are nothing to be sneezed at. Nearly every citizen can bear some sort of weapon, and most will fight to defend their homes for at least one battle before they retreat.

    In addition, there are nearly a hundred different families of herdsmen, each with thirty to sixty strong fighters who are highly mobile and likely to take the fight to the armies, especially once they cross the Rush into the heart of the plains. There are fifty or more mines in the northern mountains, each worked by hundreds of men who are organized and strong, but not trained in fighting and not overly mobile. Allecian people can live off the land, move quickly, and adapt. Then, of course, there are the dams.

    Each of Allecia's nine dams are manned by two thousand civilians, including children and elderly. This is the secret of how Allecia changes their landscape, and keeps the plains well-watered and fertile. The dams can each feed two or three different riverbeds, and they are carefully rotated to cultivate the land. These dams and their workers won't aid the war directly, but their locations are top secret, which makes them excellent refuges. Already, those that flee before the armies are sneaking their way up into the eastern mountains. And as they arrive, those of a healthy fighting age are starting to prepare to come down into the plains, to do their part to defend the country.

    You are in council with the king, four other Allecian advisers, Crown Prince Caleb of Irkada (whose visit has been made much more interesting by an invasion), the prince's wife, and two of his advisers, including a priest.

    "One Charist army has already made it to the river Rush," you say, tracing your finger over this year's map to indicate the path you suspect they took. You have only reports from those housing the new refugees, but there's enough of them to be confident in.

    "Impossible!" declares his Lordship, Sir Gerald Griffith. The route would take the army directly through the pass and fields which are supposed to be under his protection.

    "Five hundred women don't run from shadows, Sir Gerald," you insist.

    The king speaks while Sir Gerald is still sputtering. "How many armies are there in total?"

    "Three attempting to take the plains, including the one at Rushtown. A smaller force is trying to navigate the mountains in the east. They are moving even slower, and suffering from the elements." And from Allecian sabotage, of course, but you don't say so in mixed company. Charist doesn't know that marching in those mountains is a death wish, and you don't want to make your protection too obvious. But none of them will cross the the Brandywine alive.

    "A final army is moving in the rearguard position. The Emperor is reported to be there." If not the Emperor himself, certainly whoever is organizing the attack. All messenger hawks go to and from that camp.

    "What would you recommend, Daniel?" the king asks.

    You study the map a moment longer, then reply.


    You are Captain Jane of the Dashing Waves, serving under General Theodore of the Irkada Royal Navy and his flagship, the Rushing Current. You left port two days ago, loaded to the deck rails with supplies and warriors, headed for the Allecian capitol. Tomorrow, after you deliver the bulk of the army and supplies, you have orders to take two other ships and break away from the main portion of the fleet. You will try to run handful of spies and half a company of soldiers down the coast of Allecia and deposit them as close to the fighting as you can get.

    You're currently in your cabin, eating dinner with your first mate, your second mate, the first mates of the two ships who will be accompanying you tomorrow evening, and the captain of the half-company you'll be escorting. As you finish telling a story about your time as a second mate aboard the Rushing Current the door opens, and the afternoon watch hurries into the cabin. At the same time you hear the crow's nest lookout hollering: unexpected sails spotted off the starboard bow.


    You are Alex Roper, an Allecian herdsman. You and your extended family number approximately fifty fighting men and women, and boy do you intend to fight for your land. You've killed bears, mountain lions, and robbers and you're more than happy to add "invaders" to that list. Your family has already sent off the bulk of the herds and flocks with those who aren't old enough, or strong enough, to fight.

    Now you're holding a family meeting to gauge your supplies and assets, and determine if you want to attack alone or try to meet up with other herdsmen families first. As an eldest child in the prime of your strength and with the respect of the cousins of your generation, you know that leading the actual attacks will be on your shoulders. But for general planning and overall strategy, you bow to the wisdom of the older generations and the consensus of the family.

    The family has set up camp along the bank of the Rush, about a full day's hard ride from where you suspect the nearest Charist army might be. The last of the branch families just finished their report. All together, the Ropers boast 40 horses, 5 longboats (capable of carrying 10 people each along waterways of the Allecian major rivers), a dozen bows and twice that many people capable of using them, and two dozen armed spearmen. All of you are capable with more basic weapons, such as short swords and slings.

    Everyone is looking at you, waiting for you to offer the first strategy or opinion. The elders will speak later, based on the mood of the whole group.


    You are Marcus, Captain of the Black Death, temporarily in the employ of his Royal Majesty, the Emperor of Charist. You've taken a one year commission to focus your efforts away from the rich coasts of Charist and try your hand at raiding Irkada, instead. For the last two weeks, you've been convinced that this was a great mistake. You've nearly run afoul of reefs, sand banks, and tides that aren't on your charts. You've weathered two unseasonably difficult storms and nearly lost your heading from the clouds at night.

    Yesterday, however, the winds suddenly shifted. Since then, it's been clear and easy sailing. According to your charts, you're just off the western coast of Irkada. Your mandate is to attack as many locations as possible, forcing the Irkadan Navy to spread themselves thin. Your primary goal isn't to sink ships, but to tie them up protecting worthless civilian targets. However, the Emperor has promised a bounty on every ship you sink.

    Your crows-nest watch has just declared that he can see the cliffs of Irkada on the horizon. You must decide which target you are going to hit first, while you have the element of surprise. There's a very rich trading post on the cliffs just ahead, well fortified by geography but the most profitable for your men, who have been grumbling about the wares they will lose not raiding the Charist coast this year. There's reported to be a boatyard to the north of here - a bay that can hold and repair a score or more of ships. Finally, you know from your travels to Irkada some years ago that there are easily-targeted farmers and grain fields just south of your position.

    The Emperor's watchdog, Gilbert, who has been assigned to your ship to verify the ships you sink and guarantee you don't return to raiding the Charist coast, is at your elbow, whining for you to go after the boatyard. On his other side stands Ivan, your first mate, already trying to judge the distance to the cliffs.

    (Decide your course of action, and roll 5 times.)

    53 Comments
    2018/04/24
    22:35 UTC

    6

    Machinations Upon Death's Summit [Fantasy]

    #Chance:

    • D20 for skill resolution (Both Protagonist and NPC).

    • Roll 15 or higher for general skill success.

    • Roll 8 or higher for success in skills in which the Protagonist is proficient.

    • Roll 1 for critical failure, often doing the opposite of what you intended.

    • Roll 20 for critical success, accomplishing more than you intended.

    #Rules:

    • You lose every physical item when you die.

    • When you die, you shall find yourself at the entrance anew.

    • When you die, certain aspects of your storyline will be altered in the renewed incarnation.

    • Your actions might affect the storylines of others, be aware of that.

    • There's no need to flesh out an entire backstory for your character, but if you do want one I'd rather receive your backstory through DM.

    #Updates:

    • I will try to update stories every week at least, sooner if I have time


    You open your eyes to a greyscale universe, your chest aching still as if live blood still gushed forth from you.

    "Alas, you'll never see your red blood again," cackles a voice far out in the distance. "for you have died, my child."

    Your eyes adjusted to the darkness, you can see what has become of your fate - of the afterlife you hoped to achieve.

    In front of you stands the large, ominous Tower. It's front portal open to a gaping darkness no mortal eye should penetrate. The Tower extends far into the grey sky, staring down upon you as would a giant look upon an ant.

    "The Tower, the final rite of passage." You mutter to yourself, hesitant to move, frightened by what you know to be an almost unsurmountable task.

    A Duel With Death.

    You spin around, looking for a way out of something you know to be a nightmare and your eye catches a green glint radiating just barely past the cliff which you only just now realise is there. You recognise that green. It is the Green of the Soul, Foundation of Magic...

    "You could of course give up..." the distant voice taunts.

    #How do you proceed?

    7 Comments
    2018/04/25
    20:32 UTC

    5

    Revival

    #Chance:

    • None. This is a story and not a game.

    #Rules:

    • Try to be serious and detailed.

    • Your first post should have a short bio for your character (Name, profession, and hobbies), how they died, and first action. Also add how your character is different from how they were before they died. Read below for more details on how your character is different.

    • Have fun.

    • Ask if you have any questions and feel free to point out any errors I make (I have ADD and dyslexia so expect a few errors).

    #Updates:

    • I will try to update stories every day.

    #Extra Information:

    • Stick with me here as this might sound familiar (obviously it is inspired) but the story starts with your character dying in our world in some way. I will tell you where you wake up but you need to write how they died with your first post. For example if you were a fireman then you might say that your character died while fighting a fire or by randomly getting hit by a car, or something else, it's up to you. When your character wakes up they are still themselves mentally but they will wake up physically different, how different is up to you. You could have a character that was a weak old male but wakes up as a strong young male, a female of the same age, as a fantasy race, or whatever else you can come up with.

    • There will be fantasy creatures such as elves and goblins but the big thing is that there will be a magic system that I imagined (obviously inspired by many books, shows, and games). Magic, when learned, is like breathing almost, you can gather it up and "breath" it out. Every living thing gathers and stores small amounts of magic energy without knowing it but only people who train can gather useful amounts, but that amount and the rate at which that amount can be replenished varies based on how much someone practices. Using magic is just the controlling or programming of this gathered magic energy to effect different things which causes the person to lose the gathered energy in the process. One could try to use raw magic energy for attacks but is more easily defended against when used that way but it could also be used to move water, rock, earth, or anything else at someone. Specific uses of magic should be able to be explained generally through science or reason such as raising a undead minion or a golem made of earth would be done by sending the magic energy into the corpse or earth with the instructions of gathering the body and having it do certain things. Another example is healing magic, it would be sending the magic to the person with the instructions to reconnect tissue, increase the production of new cells, or attack viruses. While this might sound like a lot, I am willing to work with you should you decide you want your character to try and learn or understand magic or if you just want the magic to work differently. I will be very lenient in this so long as it doesn't get to the point where you can just say "because magic" as you do some overpowered spell.

    • Multiple people can have stories but they will be completely separate and will not intersect. Message me before hand if you want to join in someone else's story, but only if they agree first.

    • I started this for several reasons; to help restart the community, because I want to come up with a fantasy world, and because the last one I did was fun and I want to have fun again.


    You wake up on a hard stone table with a slight headache and a little nausea. Around you is a small room also made of stone that would be pitch black if not for a large hole in the ceiling that let in a ray of light that made it hard to see out of the hole. The ceiling is dome shaped with vines climbing down it from the hole to the floor. The walls once had something carved into it but is now just dented and cracked stone. The ground is covered in moss that has what seems to be morning dew on it, and a small puddle that reflects the wall opposite of the side the sun is coming in. You can hear chirping coming from outside and the air smells like the fresh outdoors.

    The more time spent to observe the surroundings the less nausea you will feel and the more likely you will realize that your body is not what you are used to.

    192 Comments
    2018/03/29
    01:35 UTC

    31

    Let's try to revive this subreddit guys

    You guys have probably been working on your stuff over the past 4 months since the last post so post some of it and lets get some momentum

    11 Comments
    2018/02/07
    01:11 UTC

    9

    [sci-fi] The Nano wars

    Chance: Everything is choice-based, however, I will add little side effects to your choices in places...
     
    I.e. Your character decides to blow up a large gas tank to take out some enemies.
    I write in your success there, but it destroyed the escape route you were going for and now local authorities are on site...
     
    I won't do any of the storyline forcing the subreddit is against, it's more like my style of chance... you don't really know all the consequences of your actions...
     
    Rules:

    Follow the standard rules of the subreddit.
    Any race as long as its bi-pedal. If you're going to add extra arms or tentacles or something go ahead, just remember if you choose something like engineering and you don't have thumbs I'm going to make things (realistically) difficult for you.
    speaking of engineering...
    Here are a few suggested starting classes...

    • Engineer
    • Warrior
    • Pilot
    • Paladin - NOT MAGICAL, think warrior/engineer combo
    • Medic

     
     
    Updates:

    I'll update when I can... probably at least once a week.

     

    There is only One starting position, however, it will update every once in a while for those who want to join in.

     

    This starting point gives you the opportunity to describe your character:

     

    1). You suddenly awake in your bunk on the Alliance battlecruiser Ignipheed, Alarms blare as an automated voice calmly repeats 'all hands to battle stations.' You groggily roll off your bunk, walking past your wardrobe and to the sink, washing your face and getting a good look at yourself in the mirror...

     

    Another good idea might be to include a little backstory to your character, that way they'll be the way you want them and I know what I have to work with that you'll like :P

    0 Comments
    2017/09/25
    22:23 UTC

    8

    [Fantasy] Ashen

    #Chance:

    • No chance. All choice

    #Rules:

    • As long as it abides by the subreddit's rules, it is allowed. NSFW content is fine, but don't go overboard.
    • Different Protagonist's story archs are encouraged to interact and major events inflicted on the world by a protagonist will affect everyone.

    *You are encouraged to write a backstory to explain why your character has ended up where they are, just make sure it adds up with the starting area and the world's lore.

    #Updates:

    • I will try to update stories at least every two days but hopefully sooner depending on free time.

    Casaora is a continent consisting of 4 major kingdoms and had been under the firm rule of the Elf-like Gaoren for centuries. Following the collapse of the Gaoren Empire, Casaora gained independence and was plunged into civil war. While there is much more to the world, I will leave it up to the protagonists to explore further.

    #Races: Rakayat: A proud warrior race of dark skinned humans split into four separate provinces under 4 khans. Only the reclusive Rakayan Druids are encouraged to use magic, elsewhere it is usually shunned.

    Nordur: The embittered losers of the Civil War, the empire a shadow of its former self. These Nordic peoples live in the frozen tundra to the North of Casaora and are dispised by most other races. Despise magic of all forms and many hold a xenophobic world view.

    Zeleny: A noble Orcish race who are the current dominant force on the continent. They occupy four great cities on the corners of their vast Empire. The Southern Orcs in the cities of Pristav and Domace look more akin to green-skinned Elves, whereas the Northern ones hailing from Hradnae and Thoriat are more akin to the typical image of Orcs.

    Dwarves: Following their exile under the Tyrannical reign of King Pondar Trotte, the Dwarves have built up a pirate kingdom off the coast of the Relieg on the islands of Smuldor, Fros and Edrod. Dwarves have the strongest magical abilities, but also the most unstable, unlike their weaker, but more controlled Elven counterparts. They plunder trading vessels which stray too far into their territory.

    Gaoren: The former rulers of Casaora, though most fled back to Lhovass when the Empire fell. These yellow-skinned high elf people are usually magic users and have built a great civilization across the seas.

    Grauvolk: The other inhabitants of Lhovass, more akin to Drow. They are generally welcomed by all Casaoran races due to their help against the Nordur in the Civil War.

    Other: I have only written the two continents of Casaora and Lhovass. If you can think of another race which fits into the setting then suggest and I will consider adding it into the world.

    #Starting region:

    1. The Rakayat port city of Bandar Kapal. Caribbean Climate

    2. The contested Orcish stronghold of Thoriat built by the Nordur and coveted by both sides. Cold tundra climate

    3. The Dwarvern Island of Smuldor. Volcanic island similar to Iceland.

    4. The Relieg, known as the Rocky Graveyard. It is a desert, but with black rocks instead of sand. Though it lies in Orcish territory, no civilisation exists in the wasteland. Only twisted beasts.

    *Each area has its own starting scene, corresponding to the number.

    --

    1. You step off a small trading vessel and survey the port city of Bandar Kapal. It is bustling with life, fishing boats sit lazily in the harbour; peal divers collect treasures; merchants scamper back and forth selling all kinds of exotic goods. Life is great.
    1. You snap awake as the blade of a Lhovassi razor held against your throat. The elf presses a finger to his lips and forces his knee onto your chest. This is the end. The scent of his perfume clashes against your clammy sweat, the elegant hunter had cornered his prey and is preparing for the killing blow. He leans in closer so that you can see the whites of his demented eyes behind the twisted theatrical mask. “Your false gods cannot save you now, heathen”, he mocks.
    1. The jail cell is cramped, you barely have room to stand. A Dwarf sits at the end of the corridor smoking casually and reading a book. The whole place reeks of vomit and sea water. You bash angrily at the bars. One comes loose.
    1. The blistering sun blinds you as you splutter awake. The ground beneath you feels like hot coals under your bare feet. Everything has been taken except the clothes on your back. A shadow looms over you...
    21 Comments
    2017/08/26
    20:14 UTC

    8

    [SciFi] Star Sailor

    #Chance:

    • I will roll a D20 for skill resolution of difficult actions.

    • Roll 11 or higher for success. Success will vary dependent on how much you exceeded or fell below that number.

    • In some cases, I will add a modifier of + or -3 based on your character's backstory and actions throughout the story.

     

    #Rules:

    • Writing a short backstory is recommended but not necessary. I reserve the right to remove parts of it if it does not work with the story.

    • Anything you leave out about your character will be decided by me.

    • You may be an alien race, but do not get too wild with it.

    • All characters reside in the same world and the actions of some characters are likely to influence the circumstances of others.

     

    #Updates:

    • I will try to update stories at the very least every 3 days, but in reality it will probably be much quicker than that.

     


    Blinding light. Blinding pain. The taste of blood. The smell of something horrible... Seared flesh. Is that you? You're far too disoriented to figure that out right now. Cold, hard fingers dig into your arms as two men drag you down a long, metal hallway. You try in vain to stand yourself up. They are walking too quickly for you to get a foothold. How did this happen? What do these men want with you? Where are you? Your captors stop abruptly and you hear the quick swoosh of a door. Suddenly, you are flying through the air. Crack. Blackout.

    12 Comments
    2017/08/11
    05:01 UTC

    12

    [Fantasy] The Lands of Myth and Magic

    Feel free to still post here if you want to follow this idea but consider this story pretty much dead.

    #Chance:

    • None. This is a story and not a game.

    #Rules:

    • Try to be serious and detailed.

    • Your first post should have a short bio for your character and first action (Name, appearance, profession, and hobbies).

    • Have fun.

    #Updates:

    • I will try to update stories every day.

    #Extra Information:

    • This is my first story so try to work with me and not against me, although constructive criticism is allowed.

    • There isn't much about the world yet that is set in stone, leaving some room for you to shape the world some yourself. There will be magic and just about any fantasy creature you can think of though.

    • The story idea may be a bit outdated but is something I would really like to do. The protagonist is from our world and finds them self in a fantasy world and can be anything from high schooler studying to be a programmer to a military veteran. What they are/were is up to you and how they react to the world around them, be it being shocked and trying to find a way home or wanting to stay there forever, is also up to you.

    • Multiple people can have stories but they will be completely separate and will not intersect. Message me if you want to maybe join in someone else's story.


    You close your eyes in your bed and the next thing you notice is the feeling of grass on the back of your neck and a breeze flowing over the landscape. You aren't sure when the feeling of your bed even stopped, just that it did. When you open your eyes you are met with a star-filled sky above you without any other lights to make them hard to see. A full moon illuminates the field around you. In front of you is a small grouping of lights that can only be a small town. Directly behind you is a forest and to the right and left are more fields that lead out into the same wall of trees.

    Somewhere in the woods a wolf howls.

    66 Comments
    2017/06/28
    02:09 UTC

    10

    [Fantasy] Duburi

    #Chance: None. Let’s just try to tell the best story. Develop the character and give good reasons why they should be good or bad at things.

    #Rules:

    • Your first post should be in its own parent comment. Give me some background and an idea of who you are.
    • If your story bumps into someone else’s, then one of you will start replying on the other’s.
    • I’ll put a parent comment below for any out-of-character discussion or questions. You are also welcome to PM me with questions.
    • Longform is welcome! Give lots of juicy details on what your character is thinking and experiencing.

    #Updates:

    • I will try to update each thread daily.

    #Magic: Use of magic is very strict. It is illegal in Duburi to use magic outside of the four purposes listed below, let alone get training for it. If you're a foreigner, you might be able to do other things, but there would be consequences for doing so inside the city.

    • To do harm
    • To protect from impending harm
    • To fix harm
    • To enhance ability to do harm

    The Ubri value teamwork and destruction, and are terrified of trickery. They don’t get along with elves very well.

    #Setting: Duburi is a river delta city home to a warlike people called the Ubri. The Ubri pride themselves most on their army and their overall efficiency. Compared to other nearby factions, their steel and stoneworking are at or near the top, but their views on magic are backwards and they can’t be bothered with science. They have been at war for decades with a nearby alliance of another human faction and an elven faction. The Ubri tend to be tall, with light olive skin and dark brown to black hair, usually straight or wavy.

    Ubri men serve as soldiers for at least a few years once they come of age. It would be considered very shameful for a physically capable man not to do his part. However, it is illegal for men to use magic of any kind. It would undermine the structure and stability of the way the army is currently set up, they are said to not have enough patience for it, and time spent learning magic is time spent not swinging a sword. Magic is seen as not manly.

    Ubri women either get married once they come of age (arranged marriages are the norm), or choose to become soldiers, in which case they will never be compelled to marry but may choose to later. There are no rules stopping women without magic from fighting, but they are held to the same physical standards as their male peers, so it is less common for them to make it through the intense training. The majority of women contribute to the war effort either by having babies or slinging spells.

    Typical Ubri men fight in half plate with a sword in each hand. Metal interferes with magic, so most women wear leather or none.

    The government is basically an oligarchic war council populated by the leaders of the “noble” houses, whose status is derived from family history of military accomplishment.

    I have a lot more in my head, but didn’t want to give you too much to read.

    [ The Ubri are inspired by Romulans, Klingons, Rome, and Sparta. ]

    #Prompt: Last night was the first really hot night of the summer, and today is the first really hot day. It’s sticky and humid, and this weather came on so suddenly that you probably didn’t sleep well last night. Just a few days ago it was chilly enough that you were most comfortable wearing a cloak. Today, the midday sun seems to be trying to bore a hole through the top of your skull.

    You find yourself browsing the marketplace. It seems there is a new smell every five feet, and some of it is not pleasant. Sweat. Herbs. Bread. Sweat. Horse. Fruit. Sweat.

    106 Comments
    2017/05/24
    20:02 UTC

    9

    [High Fantasy] Stealing from the Gods

    The Emperor's son is dying.

    His wife and eldest daughter are already dead.

    Is this a sign from the gods?

    Or is the fall of the Imperial Family one final warning to the gods, who seem to have forsaken their people?

    #Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 14 or higher for competent skill success.
    • Roll 7 -13 for average/unimpressive skill success.
    • Roll 1 for critical failure, often doing the opposite of what you intended or having things fail dramatically/hilariously.
    • Roll 20 for critical success, accomplishing more than you intended.

     

    • Protagonists use /u/rollme to roll for skill checks at your discretion.
    • I will roll for any missed skill checks at my discretion.
    • I reserve the right to ignore or modify rolls if I decide there's a better story in a different direction.
    • Rolls can be modified by relevant items, people, or situations. If you think you deserve a modifier, you can mention it with the roll. If I agree, I'll let it stand; if I disagree, I may apply a negative modifier for impertinence. But probably not.
    • I am a capricious god.

    #Rules:

    • This world is yours to explore. You can do that by following the obvious guideposts, or you can go your own way. Either way, the point is to make it fun for everyone!
    • This setting is pre-industrial. Expect sword and sorcery, not guns.
    • Adult language and themes are accepted, if not actively encouraged. Some of the NPCs will swear, and they might also try to either flirt with or kill you.
    • Protagonists' stories may or may not intersect. If someone does something monumental, it will impact other characters' experiences. If someone decides to sneak up on someone and ambush them, that will also impact a character's experience. I'll mention or merge threads as appropriate.
    • Long-form RP is highly encouraged where appropriate. Some exchanges will be brief, but otherwise please be thoughtful and have fun with your character! Let's avoid one-sentence "I do the thing" responses.
    • If something seems open to debate, or I haven't mentioned it one way or another and it doesn't seem like it's part of the plot (like what your character is wearing, or what temperature a room is) feel free to make it up - within reason. If I decide you've crossed a line, I'll find a way to let you know.
    • If you don't respond or give an explanation within two weeks of the last post, your character either dies or becomes an NPC, at my discretion.

    #Races:

    There are three main races in Sotera:

    • Humans are the most common race. The Imperial family is and (theoretically) has always been human, as are the vast majority of cityfolk. Humans suffer no penalties and gain no bonuses in normal interactions. They are vulnerable to both magic and illness, and have even odds of taking on any career or skill path.
    • The Seraf are rumored to be descended from the gods. They are all striking in appearance - most are attractive, though some are simply remarkable and charismatic, and some are grotesque - and many people can identify a seraf on sight. A seraf's coloring is not limited to the traditional human ranges, although someone with blue hair and silver eyes won't have very much luck going unnoticed. Seraf are generally well-liked, but there are factions who blame the seraf for the gods' abandonment of humanity. The seraf are skilled at magic, and resistant to both magic and illness.
    • Caveat: For every 1 thing a Seraf is very good at (i.e: sneaking) they must have 2 things they struggle with (i.e: swimming, lockpicking). Gods tend to be very specialized, and seraf get both the benefits and inconveniences of that.
    • Reven are an outcast race that is rumored to be the offspring of an ancient lich king and his corrupted worshipers, though they themselves are not undead. Reven are generally feared and frequently mistrusted, although there is nothing inherently dark or evil about the race. Their appearance is characterized by desaturated colors that make them easily recognized by the average citizen. They are resistant to both illness and magic, and have great difficulty learning or interacting with conventional magic. They are not particularly strong, but they heal at an accelerated rate and have their own particular type of healing power that they can practice on others.

    #Classes:

    Feel free to refine your own subtype from within the following categories:

    • Swordsman - Heavy armor, single heavy sword. Slow, powerful, limited knowledge of magic. eg. knight, mercenary, samurai
    • Archer - Light armor, bow and arrow. Light and limber, low defense, limited knowledge of magic. eg. bandit, poacher, mercenary, soldier
    • Barehanded - Limited armor, no weapons. Strong, powerful, focused. Magic may support fighting talent. eg. berserker, monk
    • Cleric - Balance of armor, weaponry, and magic, with a focus on only one of the three. eg. church knight, war priest, world-weary healer
    • Thief - Light armor, light weaponry. Specializes in stealth, acrobatics, may or may not use magic. eg. pickpocket, assassin, spy
    • Charmer - Little or no armor, light weaponry. Charismatic, deceptive, quick-thinking. May use magic. eg. con artist, spy, bard
    • Magician - Little or no armor, no weaponry, relies almost exclusively on magic. eg. healer, sorcerer, necromancer, druid
    • Sword and Sorcery - Combines physical weaponry and magic. Highly specialized, limited abilities outside of their field. eg. sword-mage, ranger

    #Updates:

    * I will aim to check in daily, more frequently if we get into quick back-and-forth exchanges. More realistically, I'll check in every other day. I'll post a notice if I have to be away for any length of time.

    UPDATE 06/04/2017: Okay, "fighting off a bug" turned into "totally out of commission" for I don't know how long. I'll reply to things as often as I can, but if you don't hear back from me for several days, it's not because I don't love you! ♥

    #First Post: Please include your character's Name, Race, and Class - both category (i.e: Swordsman) and subtype (i.e: knight) if you've decided that you want one.

    You can also include one item that your character has on their person that will be their Item of Power. As the story progresses, I'll find interesting ways to improve the item based on its nature and your character's journey. If you don't mention one, I'll choose something, but your character will not start with the item.

    Please also feel free (read: encouraged) to include a backstory and let us know how and why your character got here. The more I know, the more I can give you to work with!

     


     

    Rumors about the Prince's health have been circulating for months, since the death of Her Imperial Majesty Empress Inalari and the passing of Her Imperial Highness Princess Anela only weeks later.

    The entire city of Terasu has been frozen on the edge of a precipice since the announcement of the crown princess's death. Half of the populace has been determined to carry on as though nothing were wrong in order to respect the Emperor's obvious wishes, the other half scarcely breathing as though the slightest stir of air might be enough to carry their beloved Prince off to his mother and sister in the afterlife.

    At first, any mention of an illness was immediately quashed, but as days turned into weeks and weeks turned into months and the normally energetic, popular young man failed to appear at court, suspicion grew into grim certainty. No one knew what exactly was wrong; some people whispered about a family condition the Empress brought into the royal line, while others wondered about exotic poisons. The word 'plague' has even started to be heard in recent days, although nobody else seems to have been infected yet, thank Haru and her healers.

    Two days ago, a courtier let it slip that the Emperor's two remaining daughters had been taken to the country shortly after their brother fell sick. They both seem to be in good health, but they're to be kept in exile until the current crisis is over. The courtier was found the next day, his head bashed in against the doorframe of his bedroom - nobody likes a man who spills Imperial secrets.

    But the secret is out. The Emperor is scared. For his son, certainly. For himself? Maybe that's the real reason information has been kept so close? If whispers were traveling before, they're racing now.

    The Anlin Dynasty has reigned for more than twenty-five generations now, and with a young wife and four healthy children already standing ready to take the throne, nobody was thinking about succession. All of a sudden, though, with two dead and two in hiding, the Imperial Family is seeming a lot weaker than it ever has. And if the Prince is really as ill as everyone fears, and if his sickness is contagious ...

     


     

    You aren't the only one who was summoned to the palace today. Of course not, not with something as serious as the Prince's life on the line. The guard who let you in through the scullery door leads you down a series of winding hallways until you eventually end up in a large, circular room where a dozen men and women are already milling about uncertainly. Many have their faces at least partially covered; if something goes wrong, it might not be a good idea to be connected to this mission, whatever it is.

    Even if it goes right, it might not be a good idea. Politics can make a person a lot of enemies.

    The guard takes his leave of you with a neutral bow that gives absolutely no indication of whether or not he has any idea of who you are. You have a couple of minutes to wander the room, idly taking in the people around you while other strangers are led in to join you. Nobody speaks, and so neither do you.

    And then a door at the back of the room opens, and a tall man in an ornately embroidered black robe steps through.

    "Ladies and gentlemen," he says somewhat stiffly, "you have all been called here this evening because the Empire is in grave need of your assistance. You may have heard rumors that Prince Kinen is ill. I must regretfully inform you that the rumors are true."

    He pauses, waiting for a reaction, but the crowd is largely unresponsive.

    "Reputable healers have attempted what can be attempted," the tall man continues after a moment. "The details do not concern you. What does concern you is that at this point in time, the only remedy that we believe might save the Prince is the Plum of Aferis."

    That does get a reaction from the crowd; several people begin to murmur amongst themselves. One man, burly and bearded, shakes his head.

    "You're kidding!"

    "I am not," the man at the front says primly. "I would not be so crass as to make fun at His Highness's expense. Reports indicate that the gardens are still growing; what we require, then, is for someone to travel to them and retrieve one of the plums. Those who succeed will be greatly rewarded upon their return."

    "And those who fail, which will be all of us ..." the bearded man trailed off into his mustaches.

    "The Gods' Playground has been a death trap for centuries," a hooded woman added.

    "For the unwary," the black-robed man agreed. "And the untrained. This is why you have been sent for. We would not ask if the need were not great, but our options are limited. If one of you cannot recover the plum, Prince Kinen will die. We cannot force you to go; if that were possible, it would be done. All we can do is ask."

    He sighs a weary sigh.

    "Anyone with an ounce of patriotism or loyalty will be moved by that alone. For the rest of you, know that if you return, you will be given the right to ask anything of the Emperor. If it is within his power to grant, he will do so. This can include money, lands, pardons for convicted felons ..." He casts a flat glance out at the group at that; clearly, he knows that at least some of the audience isn't exactly reputable.

    "If you would like to be of service to your Emperor, please speak with one of the guards at the doors. They will give you the information that you need. Otherwise ... I hope one day someone does you the courtesy that you are doing your Prince."

    And with that he turns, leaving you and the other potential heroes to decide what to make of this.

    59 Comments
    2017/05/20
    01:50 UTC

    9

    [Fantasy][Existing setting]Your Erwt Story

    Erwt is a world-building project that's been under development for quite some time. There are maybe a dozen stories that already take place in the world. There's a developed cosmology, religions, wildly different landscapes and places to explore. There is a structured magic system that's powerful and flexible enough to emulate practically any magic that you might recognize anywhere from Grimm or Disney fairytales to LOTR or Harry Potter. Erwt is a setting where every fantasy trope belongs, and is treated seriously!


    #Chance:

    • D12 for skill resolution (Both Protagonist and NPC). I will use the dice bot (rollme) so the rolls will be public, and I'll announce the possible outcomes at the time I call the roll, so there will be no bamboozles... and no mercy.

    #Startup:

    Create a post to initiate character creation.

    • Roll 1d12 to determine in which Landscape you are (1 = Weald, 12 = Gutreal).

    • Roll 1d12 to determine your status in society (1 = serf/wench/beggar, 12 = royalty/wizard)

    • Roll 1d12 to determine your age (multiply by 10 to get age in years)

    • Roll 1d12 to determine the time of year (1 = january, 12 = december)

    • Roll 1d12 to determine your starting conditions (1 = grave tragedy, 12 = on the edge of transcendence)

    Once you have your results, create a new name and write some backstory (however much you like) that places you in the circumstances determined by chance. You decide what your skills are and everything else. I'll be happy to answer questions about Erwt and assist you in whatever way you need.

    Once you have a character you are happy with, I will kick off your story!


    #General Considerations

    • Since the magic rules are quite complex, and I have some look-up tables here that I've not put online, if you are a magic user (either as a Wizard or via alchemy or some magical trinket), take extra care to break your comment when you try to use magic - I may need to adjust your intentions or expectations depending on the factors involved. Once we are clear about what needs to happen and how, I can take care of the dice rolls and resolution.

    • If the story is appealing and you permit me to, I'd like to transcribe the story to the Wikia and make it part of Erwt canon.

    • Please write in first-person. I'll write in second-person. If you absolutely cannot handle this, we can both do 3rd-person.


    #Updates:

    • I will try to update stories 1x per day.

    #Erwt:

    Erwt is a flat disc-shaped world, and only the top surface is known to be inhabited.

    There are 12 Landscapes with 2-4 sovereign countries each. Each country has 1-2 sizable cities but generally most of the population is rural. The Landscapes are arranged in a circle (clockface), and are defined by a common geography and often culture.

    The clockface is surrounded by a world sea, and there is a large inner sea in the middle.

    The world ocean is very rough, the outer coast windy, rocky, and inhospitable. Little or nothing is out there: aside from smugglers and outlaws, there's no reason to brave these elements. Those fish that can be caught are unpalatable and often poisonous. Besides, Here Be Monsters. No roads lead to the edge of the world.

    The inner sea is dramatically different. Here are fishing fleets, this is where the inner-side powers field their armadas (such as they are at an 11th-century technology level), trade galleons ply the blue-green waves, and pirates and scallywags of every type and colour chase their dreams of fortune and infamy.

    Each landscape is approximately 1000 miles wide. The entire Erwt is around 1.3 million square miles in area. For reference, this is about 1/300th of the land area of Earth. Including the inner sea, it's over 2.5 million square miles.

    "West" is counterclockwise, "east" is clockwise. That makes "north" oceanward, and "south" seaward.


    #Landscapes:

    XII Gutreal - mountains (Gutwith, Rocliffe, Brocklye, Rea)

    I Weald - forests (Greater Lysternum, Bannoch, Eyrum)

    II Samala - arctic (Samala, Aurala)

    III Ennobel - plains (Belwidth, Overweck, Opperfak, Gerterchek)

    IV Isolet - archipelago (Lettish, Ardich, Oerik)

    V Quipmen - fungal wastes (Pmonia, Qualtso)

    VI Aether Waste - aether waste (nothing lives here)

    VII Exympor - volcanic wastes (Ix, Ympire, Der Totem)

    VIII Arif - deserts (Alquarest, Zhuma, Bal-Biliad)

    IX Ardellia - archipelago (Pellonia, Bellia, Istennel, Indosel)

    X Indonardel - jungle (Indonel, Ardel)

    XI Mangali - grasslands (Quri, Ular)

    The Island - a small landmass apart from the Landscapes, at the exact centre of the Sea, equidistant from all Landscapes.


    #Tone

    Excerpt 1 from "What Lurks":

    "Hold on, my dear," the ancient woman said to the broken man. "All things come when they are due. So, too, your telling of this story. Why don't you start at the beginning?"

    The man looked up, confused. “The beginning?”

    "Start where you first felt that the way of things was broken. Then perhaps we can understand them, and, if the spirits will it, mend them."

    The man looked around for the first time since he arrived at the encampment. He saw the bricks peering through crumbling plaster, the cracks in the ceiling of one of the few remaining houses that still had a roof. The windows were open, the shutters having been taken when the city was abandoned over a century ago. He looked more closely at the woman sitting cross-legged on the floor across from him, saw the deep lines in her face in the fading light of evening, the fine wrinkles of old age, the sagging skin of hardship. A smoky lamp shed some light over the simple bed of straw and felt, a clay bowl and pewter spoon, and there was a small stack of books with unmarked covers.

    He thought back over the past few days, and replied, “I guess, I first felt it on the battlefield. It was... so... I don't know the words. It felt wrong, but I had to do it. I mean, he was right in front of me, and was going to do me if I didn't do him first. My spear was longer, though, so I ran him through. He still slashed at me, but it slid harmlessly over my shield. And then he fell, still looking at me. I'll never forget his eyes, looking at me. He didn't say anything. He didn't have to. He cursed me with those eyes. Looking at me. Is that what you mean?”

    "It's in the nature of the soldier to kill and be killed. This is not wrong, nor is it broken. A curse even so; some fight with weapons made with more subtlety than iron and steel."

    Excerpt 2 from "What Lurks":

    "It was a long, long time ago. I was only twelve when father left. The problem... it's too difficult for most to bear thinking about. Who can understand its nature? Nobody knows who or what she is, and we will most likely never know. It's enough to know the old qanats are dark and evil. People stay away. It's better that way. If people knew more, they might become curious, they might start looking. And it would mean their end."

    She looked concerned. "I know you'll go back, sooner or later. You can't leave a mixed dough unkneaded and unbaked. It didn't matter what I told you, today, this evening, so I thought it best you knew the truth. So you know what you're up against."

    “If what you tell me is true, you have done me a kindness, and for that, I would thank you, but alas, I cannot tell the truth from the lies.”

    The man sat back down, defeated.

    "It was no kindness. I will not live much longer. Before you go back, you must tell my story to others, so this knowledge does not die with me or with you."

    Imre reflected, “When I go back into the qanat to face this monster, I will make sure nobody will have need of this knowledge ever again.”

    The ancient woman smiled and said, "My name is Anya, I have a few more stories to tell." Then she called for more coffee.

    The two sat together for many more hours. Anya told Imre of the search party of women, in the time only men were taken, who met and fought the monster and returned decimated, each woman bearing deep gouges in the face and other hideous wounds. She told him of the two Wizards who entered, prideful and aloof, never to be seen again. Anya told of the boy who managed to escape, and the stories he told of his capture, his waking dreams deep underground, and of his escape. She told him of the qanats before the monster, their grand design, the architecture, the hydrology and structure of the earth, and of the increasingly frantic efforts that were made to quarantine the monster. As Anya spoke, Imre became more and more convinced that she was telling the truth. Somewhere in these stories, he was sure, were the clues he would need to save his family. As the evening turned into night, and the night deepened towards morning, Imre began to acquire what he needed most of all: hope.


    @mods: plz don't hate me for not listing start scenarios up-front like it says in your rulebook - I think I have a nifty alternative.

    184 Comments
    2017/05/18
    09:16 UTC

    9

    [High Fantasy] Midnight at the House of Knives

    #RULES:

    • You have free reign over your actions, within reasonable limits. Certain actions will be solved by chance, the details of which can be found below.

    • You are not invincible. If you do something stupid, you may die. If you try to take on someone who is more powerful than you, you may die. If you roll too low, you may- you get the idea. This also applies to NPC's you meet along the way, unless I state otherwise.

    • Try to write in the first person, it makes things simpler.

    • The world is high fantasy, with medieval weaponry and tech. 'Magic' does exist, but not everyone can use it. Whether or not you can use it will be decided by an initial dice roll. Further details can be found below.

    • YOU MUST PERFORM A ROLL WITH YOUR INITIAL POST, TO DETERMINE YOUR LEVEL OF MAGIC COMPATIBILITY. FAILURE TO PERFORM THIS INITIAL ROLL WILL RESULT IN ME ROLLING FOR YOU, AND APPLYING A -4 PENALTY TO THE OUTCOME.

    • Feel free to include any or all of your character's name, age, race (human, elf, or dwarf) and approximate area of specialization, and a brief backstory. If you decide not to, I will fill in the gaps for you. Generally, Humans are stronger, elves are more magically inclined, and dwarves are more persuasive.

    • You may decide what period in history your adventure takes place at (Early, Middle, Late, or Present Day). The time period you choose will have an effect on a number of things including but not limited to people you'll meet, attitudes to certain things, and which species holds racial dominance. If you do not choose, or have no preference, I will decide for you.

    #CHANCE: Use /u/rollme for skill checks at your discretion. I will roll for any missed skill checks. I reserve the right to add a bonus/penalty to your roll, or ignore it completely if I feel the story isn't progressing. I won't do this frequently though.

    • D20 for skill resolution.

    • Roll 1 for critical failure.

    • Roll 8 or higher for ability success - a thief managing to steal something, for example.

    • Roll 12 or higher for basic (boring) success.

    • Roll 18 or higher for competent (exciting) success.

    • Roll 20 for critical success.

    Certain items you come across may add a bonus/penalty to your roll.

    #MAGIC/YOUR FIRST ROLL: There are 6 general stages of magic compatibility, each more powerful than the previous. Depending on your stage, rolls for magic will be altered. Your first roll will decide which stage your character is. They are as follows:

    • Roll 0-3: Stage 1 - no magic compatibility. -20 to every attempt at magic.

    • Roll 4-8: Stage 2 - scant compatibility/knowledge - limited by your mind's inability to comprehend more complex magic. -5 to every attempt at magic

    • Roll 9-14: Stage 3 - greater compatibility/knowledge - limited by your body's ability to withstand the energy of more complex magic. No bonus or penalty to magic rolls

    • Roll 15-17: Stage 4 - Halfblood Witch - You can understand and perform all but the most complex of spells. +1 to every attempt at magic.

    • Roll 18-19: Stage 5 - Pureblood Witch - Incredibly powerful magic being. Surpassed in power only by demons. +3 to every attempt at magic

    • Roll 20: Stage 6 - Demon - in the words of Sheev Palpatine, 'Unlimited Power.' +7 to all magic rolls

    #UPDATES: I'll make an effort to reply to posts within 24 hours, however I'll most likely reply much sooner, unless I'm busy.

    Finally, I hope that we can create exciting stories together, and I you enjoy yourselves in my world!

    You wake with a start, as if from a bad dream, one which seemed so real, but you can't quite remember the details. You open your eyes to find yourself in a cold stone room bathed in darkness, the only light coming from a narrow window high up on one of the walls. The dim moonlight only serves to exacerbate the chill running through your body as you lay on what you assume to be the cold, stone floor. There is a strange energy in the air, making it almost crackle and fizz, a peculiar metallic smell lingering - one that you can taste in the back of your mouth. As your eyes adjust to the darkness, you realise that you're laying in the centre of a circular pedestal of sorts.

    244 Comments
    2017/05/13
    13:05 UTC

    10

    Server 117 ATLAS: The Ultimate Full-Immersion MMO [Fantasy][Sci-fi]

    NOTICE: I will be away for a few weeks and unable to reply to comments. I will continue with this thread when I return. Sorry for the inconvenience.

    Chance:

    • D20 for skill resolution (Both Protagonist and NPC).

    • Roll 13 or higher for general skill success.

    • Roll 7 or higher for professional skill success. (If you end up being a thief, stealing/sneaking is easier, etc.)

    • Roll 1 for critical failure, often doing the opposite of what you intended.

    • Roll 20 for critical success, accomplishing more than you intended.

    Rules:

    • Keep it PG-13.

    • Need your real world name. The rest will be customized "in game". You can provide who you were in the real world if you wish.

    • I'm going to try and make it so the consequences of one thread affects other threads (i.e. If you summon a dragon, another player may have to fight it..)

    Updates:

    I will try to update stories a maximum of 7 days after the most recent comment in that thread is posted.


    You're sitting on your bed, Oculon TEAR in your hands. You lie down, placing the headset on your head. You press start. Everything goes black. The world begins to materialize around you, green wire frames building and transforming into mesh models. After a few seconds, the dungeon materializes around you and you stand in the starting room of ATLAS: The Ultimate Full-Immersion MMO.

    The room is a damp dungeon with purple stone bricks and green creeper vines sprawled over the floor. There appears to be no discernible exit. Other then you, a green wispy creature floats in the center.

    50 Comments
    2017/05/12
    00:35 UTC

    5

    [SciFi] Interdimensional War

    #Chance:

    • For actions that are unlikely to succeed for your character (or an NPC), I will roll a D20 against an appropriate difficulty. The outcome of the roll decides what happens.

    #Rules:

    • Let the Doom/QuakeII aesthetics guide you, except weapons are rare (given the dangers of projectile weapons in pressurised environments, police/security forces rely mostly on non-lethal weapons).
    • This is sci-fi survival horror and it's war. You'll survive by the skin of your teeth and with missing limbs, or not at all.
    • Hard sci-fi is preferable, if you can. No magic, obviously.

    #Updates:

    • I will try to update stories every 1-3 days.
    • (edit: I just wrote my first bit, and found myself really struggling with using 2nd person. I'll switch to 2nd person if anyone asks me to, but if it's alright I really prefer 3rd.)

    This world is a reinterpretation of the DOOM universe, with a dash of Quake II.

    It was the year 2087 when the first portal opened on Mars. At that point in time, the red planet was dotted with self-sustaining colonies, small settlements that industriously mined and refined the materials needed to survive and expand.

    Earth was home to a large and affluent middle class, which spent most of its time on idle entertainment. People with vision, or just the desire to meet some kind of resistance in their lives, emigrated to Mars. It is a small planet, but there is room for all kinds of people — ultra-capitalist mining towns, idealist Marxist communes, white nationalist enclaves, black supremacist camps, and various more mixed settlements built on other philosophies.

    The first portal only spit out a few alien machines that roamed around a while before the portal closed and the machines self-destructed with a bang. No one knew what to make of the event. Six days later, portals opened up all over Mars. Out of each of them poured... a strange and altered mankind.

    These Strogg had replaced large parts of their anatomy with cyborg implants. They killed anyone they came across, but preserved the settlements' structures intact. Some were observed to be able to survive the Martian outdoors without a space suit, at least for a time. Their goal seems clear: to invade and occupy the settlements on Mars.

    Now an organised defence is being mounted by the humans. Pioneers of all stripes join together to meet a common enemy. War has been unknown on Mars, and Earth is already sending weapons in support... but they will arrive in two months. The human freedom fighters, will have to get creative with the equipment on hand to defeat a technologically superior enemy.

    Unbeknownst to the human defenders, the Strogg invaders find themselves in even deeper desperation. They are escaping from an apocalypse — some unknown force is tearing apart the very planets of their solar system. The portals to this other universe is the only recourse they have that will let their people survive. They've already had to go through painful and risky cybernetic augmentation to deal with living on planets undergoing a constant crust-shattering earthquake — jetpack torsos, metal jumping legs, body armours, augmentations for living in outer space — their people were forced to experiment on their own bodies to survive. Billions have died already, now it's up to the survivors to carve out a place to live on an occupied new world. Time is of the essence — people are dying in droves in the home system, new living space must be secured and the portals must be defended.


    Characters:

    Option 1: You're a Martian pioneer.

    • Background: Describe the settlement you chose or were born into and your role in the settlement.
    • Data: name and appearance.
    • Situation options: You're either on a transport on the way to make a raid against the invaders (if you seek combat) or at home when an alarm sounds.

    Option 2: You're a Strogg invader.

    • Strogg body: How were you dealing with the crumbling homeworld? Describe your cyborg augmentations, and what their purpose was. E.g. titanium claw hands to dig through collapsed buildings and landslides; grasping mechanical tail with welding tip for rapid repair and construction of protective structures; pressurised body for surviving in vacuum.

    — Make sure your augments have downsides.

    • Data: name and appearance.
    • Situation options: You're either attacking or defending (pick one), together with a few other Strogg.

    Starting scenarios:

    • Human offensive: You're one of eight brave humans in a jury-rigged truck on its way to a nearby mining settlement. The last radio contact was 48 hours earlier and... disturbing. Thick metal plates, usually used to reinforce mine shafts, have been bolted on the truck, leaving narrow slits through which you can see and potentially fire your makeshift weaponry. The tense mood ratchets up another notch as you roll around a hillock into view of the settlement.

    • Human defensive: You're in your settlement. The situation is not good, people are afraid and are taking it out on each other. Some want to leave, but the few interplanetary transports that exist aren't enough to take more than a handful of people back to Earth. You're doing the best you can, when suddenly the emergency claxon sounds. Your breath catches and everyone is quiet as you listen for a few seconds. You recognise it quickly — it's the new signal. The Strogg are here. People around you start to panic...

    • Strogg offensive: You and your mates have commandeered a transport and are now reaching a new settlement. To your right, a few transparent domes appear to host green plants. Ahead of you lies a tall white structure of unknown purpose. To your left, what looks like hangars dug partway into the ground. It's time to seize a new home for your people!

    • Strogg defensive: You're part of a small contingent of Strogg tasked with defending the portal through which you arrived. More of your people will be arriving through the portal shortly, but right now you're on your own as the others have gone forward to take more ground. Your portal is in a simple but comfortable pressurised structure built by the indigenous people. Hundreds of their dead lie where they fell. You're on watch, peering through a red-tinged dust storm at the empty Martian landscape, when suddenly a boxy shape emerges. It doesn't appear Strogg, and you prepare to hold your ground.

    40 Comments
    2017/05/10
    20:55 UTC

    7

    [Fantasy][Necromancy][Spirit!Punk] Lochryn

    #Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 14 or higher for competent skill success.
    • Roll 7 or higher for average/unimpressive skill success.
    • Roll 1 for critical failure, often doing the opposite of what you intended or having things fail dramatically/hilariously.
    • Roll 20 for critical success, accomplishing more than you intended.

    Protagonist, use /u/rollme to roll for skill checks at your discretion.
    I will roll for any missed skill checks at my discretion.
    I reserve the right to ignore any and all rolls if I decide there's a better story in a different direction.
    I am a capricious god.

    #Rules:

    • This setting is urban, 1900's-1920's ish, except that instead of electricity, most things run on spirit power. Think steampunk, except with ghosts instead of steam.
    • Children aged 6-14 go to school. Adolescents aged 15-21 go to University or trade schools. If your character is a kid or a teen, you need to figure out why they're free to be running around.
    • Most people don't understand how spirit tech works. Your character will not start out understanding how spirit tech works.
    • Include your character's name, age, and approximate area of specialization (eg: law enforcement, science, medicine, academics). I'll fill in the blanks and give you your backstory in the first post.
    • If you want, you can also include one or two SIMPLE elements of a backstory (eg: was adopted, never goes anywhere without stuffed rabbit, was recently dumped).
    • Long-form RP highly encouraged where appropriate. Some action scenes or conversations will be shorter, but otherwise please be thoughtful and have fun with your writing!
    • New players may not necessarily end up in the same location or timezone as other players, although the initial experience looks the same. There are a lot of little, dark rooms in Lochryn.

    !IMPORTANT DISCLAIMER! - Necromancy is not inherently evil in this world. Please do not spend your time trying to dismantle the entire system. You'll just find it really frustrating. Some things are sketchy, some things aren't, but just because the souls of the dead are involved DOES NOT MEAN that someone is doing something inherently evil.

    #Updates:

    * I will aim to check in daily, more frequently if we get into quick back-and-forth exchanges. More realistically, I'll check in every other day. I'll post a notice if I have to be away for any length of time.

    UPDATE 06/04/2017: Okay, "fighting off a bug" turned into "totally out of commission" for I don't know how long. I'll reply to things as often as I can, but if you don't hear back from me for several days, it's not because I don't love you! ♥


    Lochryn is a reasonably large city on the edge of a small lake. From a distance, it resembles most worlds that have taken the first steps towards industrialization: the streets are lit with steady glowing lights at night, horses and carriages vie for space with automobiles in the streets, and radios and telephones are common in every home.

    There's just one key difference: all of these things are powered by the dead. When someone dies in Lochryn, their body is taken to a government Mortuary, to be used to help provide energy or as material ingredients for spells. Their souls enter a complex necromantic web that powers everything from traffic lights to kitchen appliances to elevators. You know that this web was set up hundreds of years ago by a group of powerful Innate necromancers; almost no one today is born with Innate power - you've certainly never heard of anyone except in vague rumors. All of the "necromancers" today are men and women who've studied and know how to use rituals and spells and technology rather than natural mages.

    In the last ten or fifteen years, Lochryn has been undergoing a certain decline. Neighborhoods that used to be gentrified are starting to fall into disrepair, both Burgess and Manner Slate University have seen funding cuts, and it's been rumored that gangs of thugs that used to be a problem decades ago are starting to come back. Abandoned buildings aren't being re-purposed quickly enough, and some people are even whispering that the undead are starting to do things that undead just aren't supposed to do!


    You wake up slowly, with a splitting headache and a strange gelatinous blurriness behind your eyes that matches a sticky sweetness in the back of your throat. You can remember brief bits and pieces of the night before: an invitation from an acquaintance, loud music, mediocre jokes, liquor in abundance. Events get blurrier and blurrier the harder you try to focus on them, and your headache gets worse; eventually you give up. Was last night another one in a long string of fantastic parties? Or was it proof that you're really much happier spending a quiet evening indoors? You'll have to hope you remember once your mind clears.

    As you start to pay attention, it becomes immediately clear that you're not at home. The room you're in is small and cool and dark, and the air smells like rich dirt and dried flower petals. You've been lying on a narrow bed with a firm but comfortable mattress. The blanket draped over you and the pillow under your head are both made of slightly coarse fabric and have an aggressively neutral scent to them, as though they've never been touched by human hands. The only other thing that you can see in the room is a large chest, illuminated by a single weak shaft of light that's coming in through a crack in the room's simple, wooden door.

    91 Comments
    2017/05/10
    08:49 UTC

    13

    [Dark Fantasy][Post-Apoc] Welcome to the insanity of Ethera

    ...

    "Welcome to Ethera."

    ...

    Have you not heard?

    Six divine weapons fell from the kingdoms of gods...to the domain of man.

    Thousands have fought for them.

    Thousands more will die for them.

    You fool. You should not have come here.

    For the Kingdom of Ethera is withered and frail, her people dead and dying.

    This will be your home now...

    ...And soon, your grave.

    No one will mourn you. No one will care.

    Only divine steel will be your salvation.

    ...

    #Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 13 or higher for general skill success.
    • Roll 7 - 12 for mediocre success. You struggle to get by.
    • Roll 7 or higher for innate ability success. (Each class has a special trait that defines them.)
    • Roll 1 for critical failure, often doing the opposite of what you intended.
    • Roll 20 for critical success, accomplishing more than you intended.
    • I'll be using /u/rollme to do the dice rolls for transparency and fairness

    There are items in the world that can modify the die numbers in your favor, if you can find them. There will also be a hidden dice mechanic related to Divine Weapons, but it will remain secret for the moment until someone has claimed one. Other factors may also decrease your odds of succeeding (Ex. Using a shotgun for long distance firefights will result in a higher success thresholds, making it harder to succeed)

    #Rules:

    • This world is dynamic. You have free reign over your actions within realistic limits. Your choices can affect other threads. Know that your chances of successfully finding a Divine weapon, should you seek it, decreases drastically with each new user entering Ethera. Fight, hide, or die.

    • Users entering this world will start at various points in time.

    • Please try to write in the first person.

    • Rated R. Strong violence, swearing, romance, drug/alcohol use, and sex are all allowed. Not for the faint of heart.

    • Species restricted to either human or elven. The elven have a stronger affinity towards the arcane, but face a large amount of prejudice.

    • Keep in mind that technology consists of both medieval melee weapons and gunpowder-based weapons, and is a bit anachronistic. A very early 1780-1800s industrial revolution meets a grimdark fantasy world. Magic also exists in the form of amulets and staves.

    • Not everyone will survive their journey. This also goes for NPCs. Do not assume you are safe from death. Be wary, trust no one, and know that Ethera is ignorant of your struggles.

    • You can pick up any loot you find, but the more loot you have, the slower you'll be, especially if you decide to carry extra weapons. Certain items can be combined, if you're creative (Attach a scope to a rifle for more precision, light an arrow on fire with resin or oil). They will be available in your bag.

    • Classes are decided by the builder. Characters you meet will react differently based on your profession and backstory.

    • You may interact with other users. This includes cooperation and combat. If you are to attack another user, I will roll for both parties, taking in account innate abilities if applicable. If both users meet the success check, it ends in a stalemate. This continues until one user fails their success check.

    • A unique feature of this world is the Retribution system. If you are unceremoniously killed by another user, you will be given a special opportunity to get your revenge after speaking to Adestras, the demi-goddess of retribution. If you choose to serve her, you will receive a private message with specific instructions. Be warned. Vengeance has its price.

    • If a user does not respond within two weeks without notice, they die. Their belongings will be up for grabs by other users.

    CLASSES

    Knight: A once noble warrior of royals. Start with silver plate armor set, longsword and shield. Can take a considerable amount of punishment.

    Bandit: An assassin that wanders the land for salvage. Start with leather armor set, pair of daggers, and a longbow. Lockpicking and trap disarming is very quick. Gifted with set of five lockpicks and twelve arrows.

    Marauder: A seasoned captain of a once formidable pirate fleet. Start with cotton tunic and heavy coat, rapier and flintlock repeating pistol. More resistant to mental ailments such as curses, succubi pheromones, and siren/harpy songs.

    Gunslinger: A dying breed of sharpshooters. Start with duster coat, cotton garments, bandanna, pair of flintlock revolvers, rifle musket, and hatchet. Extremely fast draw, reload, and throwing speed for ranged weapons.

    Mercenary: A fighter who used to sell their skills to the highest bidder. Start with heavy iron armor and claymore. Though slow, you are very hard to stagger.

    Ronin: A masterless duelist. A rarity these days. Start with steel armor, uchigatana, and tanto blade. Wounds inflicted by your weapons will bleed copiously and heal slowly, even with medicinal aids.

    Paladin: A defender trained in the occult and warfare. Start with brass armor set, amulet, and greataxe. Can cast a spell that dampens the effects of poison/burns/bleeding.

    Occultist: A soul devoted to the arcane arts. Start with blackened robes and amulet to cast spells. Start with 3 spells of your choice. Able to enchant items/people, giving them extra offensive and defensive capabilities.


    Weapon Moveset Types:

    Different movesets work better or worse in certain environments and scenarios. Some weapons have combinations of movesets.

    • Thrusting: Targets an individual, inflicts deep puncture wounds. Trait of halberds, spears, thrusting swords (rapiers/estocs/stilettos)

    • Slashing: Wide range of movement, inflicts lacerations and cuts, typical trait of greatswords, axes, straight swords, curved swords, daggers, claws, scythes, whips.

    • Blunt: Uses blunt trauma to inflict damage and concussions with direct mechanical force without need for armor penetration. Trait of hammers, maces, flails, morningstars, clubs, shields.

    • Projectile: Launches a projectile at range to deliver severe trauma. Trait of bows, crossbows, firearms, occult spells, dart shooters.


    Weapon Upgrade Paths

    Upgrades require a blacksmith, Bloodshards and mineral ores. Divine Weapons cannot be upgraded. Looks complicated, but is pretty simple.

    Basically, fully upgrading a weapon goes like this:

    1 Bloodshard/Iron Ore --> Level I --> 1 Bloodshard/Iron Ore --> Level II --> 1 Bloodshard/Iron Ore --> Level III --> Enchanted Ore/Silver Ore --> Max. Upgraded Weapon

    ...

    Reinforcing Melee Weapons:

    Upgrading begins with reinforcement. With each reinforcement, a single weapon will ascend a level.

    Reinforcement Level I: Requires 1 Bloodshard or 1 iron ore chunk. Weapon is removed of nicks and dullness. Alloys are strengthened to withstand high temperatures.

    Reinforcement Level II: Requires 1 Bloodshard or 1 iron ore chunk. In addition to previous benefits from Level I, weapon has more armor penetration and is more durable. Actions involving striking heavy armor now only require roll of 12+.

    Reinforcement Level III: Requires 1 Bloodshard or 1 iron ore chunk. In addition to previous benefits from Level I & II, damage increased to break shield guard more easily. Weapon achieves maximum stability. Actions involving striking a shield or barrier now only require roll of 12+.

    ...

    Enhancement of Melee Weapons:

    Once a weapon is at Level III, they can become modified down different paths using one chunk of enchanted or silver ore. Enchantment is not required...but it's pretty cool to have.

    • Pyromancy: Endow weapon with power of arcane fire. Strong against flesh and wood. Chance of panicking foes. Damage decreases in wet environments.
    • Pagomancy: Endow weapon with power of ice and crystal. Strong against flesh and wood. Chance of freezing foes. Damages decreases when exposed to high heat.
    • Silver: Endow weapon with silver. Very effective against beasts and hybrids.
    • Occult: Enchant weapon with occult magic. Can cast arcane projectiles from weapon. Hurt spectral foes.
    • Shadowmancy: Endow weapon with dark magic. Deflect occult attacks. Provide curse/illusion immunity to wielder. Damage spectral foes.

    ...

    Upgrading Firearms:

    Reinforcement Level I: Requires 1 Bloodshard or 1 iron ore chunk. Weapon is more robustly designed to prevent it from being waterlogged and to take more physical abuse. Capacity increased by one.

    Reinforcement Level II: Requires 1 Bloodshard or 1 iron ore chunk. In addition to previous benefits from Level I, internal mechanisms upgraded for added stability, leading to higher accuracy shots. Any actions that involve firearms now only require a roll of 12+. Capacity increased by one.

    Reinforcement Level III: Requires 1 Bloodshard or 1 iron ore chunk. In addition to previous benefits from Level I & II, gun has a higher rate of fire. Any actions that involve firearms now only require a roll of 11+. Capacity increased by one.

    ...

    Enhancement of Ammunition:

    Firearms do not require reinforcement to shoot enhanced ammunition. Requires single enchanted or silver ore chunk. Each ore chunk can enchant up to thirty bullets/lead balls/shells (Ex. You can pick 15 bullets to be Hellfire, and the other 15 to be Crystal Ammo.)

    • Hellfire: Endows ammo with power of arcane fire. Strong against flesh and wood. Chance of panicking foes. Damage decreases in wet environments.
    • Crystal: Endows ammo with power of ice and crystal. Strong against flesh and wood. Chance of freezing foes. Damages decreases when exposed to high heat.
    • Quicksilver: Endows ammo with silver. Very effective against beasts and hybrids.
    • Occult: Enchants ammo with occult magic. More damage dealt. Damage spectral foes.
    • Nightshade: Endows ammo with dark magic. Block occult attacks. Penetrate magical barriers. Destroys illusions. More damage dealt. Damage spectral foes.

    #Updates:

    • I will respond within 72 hours or I'll eat a sock. I'll respond even quicker if it's just dialogue.

    ...

    Deaths

    /u/alltariss - 'Khate' - (Cause of death - Infected wound/malnutrition) - 5/18/17

    /u/chloeorsomething - 'Roan' - (Cause of Death - Infected wound/malnutrition) - 5/25/17

    /u/KingnonVerba - 'Paz' - (Cause of Death - Infected wound/malnutrition) - 5/25/17

    /u/KerbalSpaceExplorer - "Caius" - (Cause of Death - Infected wound/malnutrition) - 7/20/17

    /u/Ma5xy - "The Nameless Elf" - (Cause of Death - Gunshot Wound) - 7/26/17

    /u/AshTheDM - 'Erran Sol' - (Cause of Death - Arrow wound) - 8/9/17

    Character Death Imminent

    ...

    Decades ago, a desperate man found a sword from the gods, and with the sword came prosperity.

    Despair would follow soon after.

    What was once a proud kingdom has now deteriorated into smoldering ruins reclaimed by nature. Wars were raged over the Divine, weapons of mass destruction that grant unimaginable power.

    But absolute power corrupts absolutely.

    Millions died over the course of days.

    The few that are left alive now have given in to their primal instincts.

    You've heard rumors. Old tales. Tales that have convinced you that the Divine weapons are still in Ethera, simply waiting for the next soul to wield it.

    Whoever controls a Divine Gift, controls their destiny.

    The reward is certainly seductive.

    You have sailed to Ethera, but an unruly storm had destroyed your ship, as if to discourage you. All you remember is the crashing of waves and thunder, the rain pattering against your skull. Just before black tendrils obscure your vision, you feel a pair of strong hands grip your arms and quickly drag you off the wet sands.

    ...

    A shaft of sunlight shoots through one of the many holes in the roof, shining on your bruised face.

    You're in a small room with just a ragged cot, your equipment, and an old man with tanned skin snoring away in the corner. Dozens of empty pots, vials, and armor pieces are scattered throughout the wooden floorboards, some of which look torn out.

    What is your name? What do you look like? What's your backstory and motivation? Pick a class and begin your descent into madness...

    446 Comments
    2017/05/03
    17:55 UTC

    7

    The Land of Randoss[Fantasy]

    NOTICE: I will be away for a few weeks and unable to reply to comments. I will continue with this thread when I return. Sorry for the inconvenience.

    Chance:

    • D20 for skill resolution (Both Protagonist and NPC).

    • Roll 13 or higher for general skill success.

    • Roll 7 or higher for professional skill success. (If you end up being a thief, stealing/sneaking is easier, etc.)

    • Roll 1 for critical failure, often doing the opposite of what you intended.

    • Roll 20 for critical success, accomplishing more than you intended.

    Rules:

    • Keep it PG-13.

    • Other than that you can do anything or be anyone.

    • I will be making this entire world up based on improv ;)

    • Need your character and backstory (which I may modify)

    • I'm going to try and make it so the consequences of one thread affects other threads (i.e. If you summon a dragon, another player may have to fight it..)(This will also help build the world)

    Updates:

    I will try to update stories a maximum of 7 days after the most recent comment in that thread is posted.


    So? Who are you? You wake up in the main Inn of Dale Cliff after a long horse ride the night before. It is early morning.

    66 Comments
    2017/04/29
    15:06 UTC

    14

    [Modern][Realistic Fiction] A Day Out With Terrence Darby

    #Chance: This time, I've decided to take hold of the reins of fate.

    #Rules:

    • The Protagonist can interact with the people and objects of this world (be it speak, touch, hit, what have you...) but I'd like them to focus on their own feelings, their own thoughts, their own speech, and their own actions and reactions.
    • Because this is a realistic world (and a world with no magic and fantasy), the Protagonist and the people featured in this world are human. Therefore, while you aren't totally restricted, any and all actions should be realistic (For instance, setting a piece of paper on fire with a lighter as opposed to setting it on ablaze with fire breath).
    • What occurs in this world can go from serious to just plain out there, should the Protagonist will it.
    • For every new Protagonist that steps into this world, they are asked to start a new parent comment for their own storyline.

    #Updates:

    • Okay, so I'll try to update this as often as I can. The minimum being within 24 hours and the maximum, 48 hours.
    • The Protagonist's actions can and will influence this world. However, dialogue between the Protagonist and other people will occur on a post-by-post basis.

    Chicago, IL,

    April 2013.

    You awoke on a Saturday Morning at ten o' clock; you were able to sleep in due to this being your day off from work, a thought that you gladly allowed to swim around in your head. Though, even if you wanted to, you couldn't afford to stay in bed any longer. You had made plans to meet up with a friend of yours. Though, where you two were going to go that day had yet to be decided.

    His name was Terrence "Terry" Darby (no relation to the singer, especially not now after the name change). Darby was a portly man in his 40s, had a medium build, and was never seen without his two-piece suit and a worn tan overcoat. His car of choice: a refurbished brown and yellow '76 Pinto. However, despite his old-fashioned appearance, Darby was one to get with the times, mainly in regards to pop culture.

    You got ready for the day and no sooner had you finished breakfast than Darby's signature honk, two quick taps of the horn, announced his arrival from outside. You placed your dish in the sink, grabbed your coat, and stepped out into the typical unseasonably cool Chi-town morning.

    Waiting in front of your house sat Darby's brown and yellow Pinto, all of the windows rolled up except for the one on the driver's side...

    17 Comments
    2017/04/28
    10:03 UTC

    6

    [Sci-fi][Shenanigans] Greetings, and welcome to FUBAR Station!

    Chance:

    Roll 3d6+Clearance, depending on what action you're doing.

    RollDegree of Success / Failure
    3 to 6No, and...
    7 to 10No...
    11 to 14Yes...
    15 to 18Yes, and...
    19+Hell yes, and...

    Rules/Guidelines:

    • Please keep posts rated PG-13
    • Keep actions realistic; no super-powers, no magic, etc.

    Updates

    • I will update two to three times per week per post.
    • Characters may influence the workings of the station, but actual character-to-character interaction will be handled on a per-post basis.

    Character

    Please describe your character within this template in your first post. Clearances fill in for skills.

    • Name:
    • Clearance: Assign +3, +2, +1, +0 to Security, Engineering, Production, and Administration.
    • Profession: Should be somewhat related to your Clearances. Department Heads are NPCs.
    • Appearance: Human only, please. Some amount of cybernetics or genetic engineering is fine, but provide no mechanical benefit.
    • Nation / Planet of birth: Sol System, feel free to worldbuild within that constraint.
    • Miscellaneous character stuff: Possessions, backstory, etc.

    Setting

    "Greetings, worker! The Federation of United Bureaucrats of the Assembled Republics welcomes you to our fine station! A monument to intrasolar cooperation and synergy, FUBAR Station maintains a standard orbital point 1.5 billion kilometers Oortwise of the Plutonian Regulatory Zone, allowing for research, commerce, and industry unfettered by the stifling ethical and safety regulations imposed by the Solar Council! As a crewmember of FUBAR Station, you are instrumental in contributing to the advancement of scientific knowledge and understanding necessary to expand humanity's reach into the stars beyond!

    Participation in FUBAR Station's mission is 100% voluntary; admission to the station releases the Federation from all liability related to accidental or intentional property damage, property theft, personal injury, death, dismemberment, irradiation, mutation, exposure to extrasolar biological materials, interdimensional forces, or other acts of god or gods.

    Opening...

    It is another day, another space-dollar. FUBAR Station bustles around you as the early-work klaxon blares throughout the dull grey steel corridors. Rumor is a new station-wide project will be announced soon, and you await the newest notification alongside the rest of your department...

    13 Comments
    2017/04/27
    20:00 UTC

    3

    [Fantasy][Horror]Monster Hunt

    Chance

    • There is none. Your fate us up to moi.

    Rules

    • Please keep romance of any kind to a minimum.
    • No ultra-powerful protagonists. It takes the suspense and fear out of it.
    • Other than that, your character is free reign.

    Updates

    • When I can I will update as often as possible, although I cannot lay out a good approximation. I would say every two-three hours during weekdays, and every other hour on weekends.

    This world is not one to be trusted... The works of H.P. Lovecraft, Stephen King, Edgar Allen Poe, and even Junji Ito are disturbingly close to reality. Even if their creations are fiction, they are far from impossible. Hideous creatures roam the streets at night, mutant abominations that should not exist. Sewers and caves are often swarmed with SWAT teams ready to try and deal with whatever hideous, wretched thing lay inside. Government buildings are filled to the brim with these strange things. Thrill-seekers seem to be popping up more and more as well. Those who would stare those aberrations in the face and laugh. You are one of them, armed with nothing but a crowbar and a flashlight. The manhole cover was unguarded... It had been for years. You were the only one who knew it was there... It rested in the middle of the woods. You had no clue what it was doing in the center of such a heavily forested area like this one. It was completely isolated, nearly fifteen miles from the nearest town. It had to be dangerous. But then again, that was the whole point of your little endeavor...

    94 Comments
    2017/04/27
    12:57 UTC

    7

    [Fantast][Lite Sci-fi/modern] So Turns the Wheel

    Chance

    d20 for skill rolls

    roll 13 or more for general success

    roll 7 or more for professional success

    1 is critical failure and you end up doing the opposite of what you tried.

    20 is critical success and you do more than you wanted.

    Rules

    Builder determines your profession

    Retrograde Amnesia

    Setting

    As the year 2023 dawns, the world is in turmoil. When magic was undeniably revealed to the world in late 2017, systems began to collapse. Large swaths of the Americas were reconquored by the indigenous peoples using their ancestral magicks and most of the nationstates in the region quickly dissolved.

    The crusades were reignited in Europe and with those came the return of the Catholic Inquisition. Protestant worship was wiped out by the ancient Catholic ritual magics and most of Europe, save Scandinavia, and some of tbe eastern medditerranian fell under Catholic theocracy.

    In the East, where the old ways were never so fully forgotten coexistence was possible; the traditional ways of the pre-global world fell in line with the modern sensibilities and technologies and in the Far East the marriage of modernity and tradition has resulted in bizarre technomancy and massive leaps forward in science.

    The United Kingdom dissolves and the kingdoms of England, Wales, Scotland, and Ireland went to war, where they remain.

    New York, LA, London, Paris, Delhi, Beijing, Sydney, Rio, and Kyoto become city-states and govern themselves, rarely interacting with each other or the outside world.

    Who are you, and what in the world have you gotten yourself into?

    36 Comments
    2017/04/21
    01:21 UTC

    7

    Fuur, The Smuggler's Refuge

    On the farthest of rims of the galaxy lay the planet Fuur, known to its inhabitants as The Smuggler's Refuge. Space Pirates, Smugglers, Thieves, Spy's, and the galaxy's Most Wanteds usually spend time here trying to escape the law.

    Chance:

    D20 for skill resolution (Both Protagonist and NPC).

    Roll 13 or higher for general skill success.

    Roll 7 or higher for professional skill success. (If you end up being a thief, stealing/sneaking is easier, etc.)

    Roll 1 for critical failure, often doing the opposite of what you intended.

    Roll 20 for critical success, accomplishing more than you intended.

    Rules:

    1. Everything that happens in one post also happens in another. I.e. if someone gets shot and killed in one post, another person on the planet would hear about it and be able to interact with that scenario if they chose.

    2. You can be any kind of criminal that you want, just try not to make yourself too powerful.

    3. You can leave The Smuggler's Refuge on a spaceship, but I'm not going to be writing anything past the planet.

    4. The weapons and tools used on Fuur are from the future - the world is set in 3017 AD, i.e. 1000 years from now. With that being said, please don't shoot a mega-laser-disintegration ray. Be reasonable as to what your character would have.

    5. Have fun!

    [[EDIT: I APOLOGIZE FOR NOT PUTTING A TAG IN THE TITLE. TOTALLY MY BAD. SCIFI/CRIME.]]

    11 Comments
    2017/04/20
    19:58 UTC

    7

    [Fantasy] The Lands of Epune

    Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 13 or higher for general skill success.
    • Roll 7 or higher for professional skill success. (If you end up being a thief, stealing/sneaking is easier, etc.)
    • Roll 1 for critical failure, often doing the opposite of what you intended.
    • Roll 20 for critical success, accomplishing more than you intended.

    Rules/Guidlines:

    • I'd prefer to avoid any romance, but if it's for the sake of a good story, I'll roll with it. Keep it PG-13, please.
    • Race options: Humans, Dwarves, and Senaut (8-10 ft. tall warforged powered by Soulshards)
    • The setting takes place in the rough equivalent of the late 1600's to early 1700's, so gunpowder and technomagic is more common, but not at full Eberron steampunk levels yet.
    • Edit: I just wanted to add that collaborative stores are welcome and encouraged. If you see a comment thread you'd like to contribute to, make a rely tagging me and the other protagonist to see how we can work you in.

    You've arrived at the town of Liencourt, after what feels like days of travelling. You aren't quite sure how long it's been - they've kept you bound with a bag over your head, and haven't given you food in as long. The only reason you know where you are now is because of the conversation you've managed to overhear a while back. You couldn't hear everything, but the gist of it is that you're one of the new "volunteer" recruits in some lord's army.

    It's been a few hours now. You're not alone in whatever pen or cell you've been thrown in (a dirt floor and the general smell of piss and fear aren't much to go on) but what was hopefully a rat was chewing a bit on the rope that bound your hands. You think you might be able to work it loose with a bit more effort.

    55 Comments
    2017/04/20
    17:47 UTC

    16

    Subreddit Guidelines - Please read before posting or commenting!

    #Please read the wiki! #Be sure to look at the rules. Some of them are more flexible than others, but you should do your best to follow them to keep in line with the spirit of the sub. #Also look at the writing tips for an idea of what kind of writing makes this experience fun and interesting, and what is generally expected.

    Please leave any questions as a comment below. :)

    This subreddit is intended for writers or DMs who like structured creative writing. The idea is to build an abstract world without many hard set plans, and then let Protagonists do whatever they want (within reason) to live their life in your world.

    We want stories and worlds to grow organically, but you can define whatever limits you want when you create your world. If you don't want a Protagonist to pursue romance or get involved with politics, you can say that you'd prefer not to build a world focused on those things. Otherwise, everything is fair game! Your Protagonist could do anything, from trying to become an inventor ushering your world into the industrial age or space age, trying to bring peace between civilizations or kingdoms, or settling down to start a family with a business. Anything can be interesting and engaging if you write it to be!

    When creating a world and continuing a Protagonist's story, don't railroad them. This means, don't force them down a path you've predetermined just because it's what you want. Part of the challenge of building worlds here is that Protagonists can do whatever they want, including murdering the pleasant guide you've provided them at the outset of their story and running off into some random woods. It's your job to lead them to something interesting regardless of what they choose to do, but if they make your life difficult, you can make theirs too :D

    When continuing a story, writing quick rushed snippets is discouraged. We want to encourage a writing style that reads more like a continuous book. Take your time describing the scene, the people, have fun with dialogue, make the world come to life. This isn't a game where you rush to level up and kill the bad guy, it's building a world with living people inside of it.

    Using chance in some way in addition to your Protagonist's actions helps make the story unpredictable to both you and them, which is exciting. Sometimes rolling a 1 on an action might burn down half a city, which is hilarious and forever changes your world, opening a million new potential paths.

    World Post Template

    15 Comments
    2017/04/18
    14:33 UTC

    14

    [Pulp Sci-Fi][Action] Dark Days for Space Cadets

    Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 13 or higher for general skill success.
    • Roll 7 or higher for success at something you're good at. Explain why you're good at it. Don't be good at everything.
    • Roll 1 for critical failure, everything will go terribly.
    • Roll 20 for critical success, everything is beautiful and nothing hurts.

    Rules:

    • You can be any kind of weird alien you want or a human as long as your character could reasonably make it through a standard door and communicate with other creatures. Tell me what you're playing as off the bat.
    • Don't be gross. Keep it PG-13. I'm not tryna write space erotica.

    It's hard to focus on piloting your escape pod with all these warning lights flashing. An alarm has been blaring since you got in. You vaguely remember learning about it back at the Academy--it means something like "evacuate immediately" or "the ship is about to fall apart."

    In front of you, a cracked display flashes the words "ALL SYSTEMS CRITICAL," which honestly seems a little redundant.

    You aren't totally sure what happened. One second, you were eating lunch in the mess hall aboard Space Corps Cruiser #1673. The next, some kind of explosion rocked the whole ship, and everyone was told to start evacuating.

    It looks like there's a planet nearby you could probably reach. You could also try to see what happened to the Cruiser, or fight back. Either way, you don't have a lot of time before the hunk of junk you're piloting falls apart completely.

    35 Comments
    2017/04/18
    06:07 UTC

    7

    [SciFi][Action] Terra Delta

    #Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 13 or higher for general skill success.
    • Roll 7 or higher for professional skill success. (If you end up being a hacker, cracking systems/hijacking machines is easier, etc.)
    • Roll 1 for critical failure, often doing the opposite of what you intended.
    • Roll 20 for critical success, accomplishing more than you intended.

    #Rules:

    • Retrograde Amnesia.
    • Protagonist's profession is decided by Builder.
    • Protagonist has an understanding of the world in the context of their profession (If you're a hacker and you try to hack a computer, your character will understand how to do it, even though they don't know why).
    • No magic, but anything science based goes if it makes sense in this universe's stage of advancement.

    #Updates:

    • I will be aiming to update everyone's storyline at least once a week. I'll be aiming to update them more quickly, though.
    • For things like conversational dialogue or answering world questions in-character, expect a faster turn-around.

    You find yourself in a lush green landscape, a forest of trees surrounding a slightly sloped plain. A stream bubbles past near the bottom, appearing and disappearing through the maze of wood. The sun is high in the azure sky with few clouds marring its otherwise flawless expanse. A gentle breeze plays across your face as you lay in the shade of a tree and you sigh in contentment.

    The sunlight breaks through the leaves and you feel its hot rays against your closed eyes. A bee buzzes past you, but then returns and begins to buzz around your head. You wince in discomfort, and the buzz becomes more persistent, drowning out the gentle sounds of nature. The sunlight becomes harsher and blinding against your eyelids, while the buzz grows more intermittent as it grows louder.

    You open your eyes and find yourself in a blindingly white room with tables and various medical apparatus laying around. There are no windows, only a featureless white/grey doorway with small porthole at eye height. Your ears ring with the sound of a loud buzzing alarm that blares on and off periodically. A hot spot-check light is shining straight down into your face.

    Looking down at your arm, you notice an IV leaking a light blue fluid out of a crack or defect in the line.

    The room shudders slightly.

    164 Comments
    2017/04/17
    11:49 UTC

    11

    [Fantasy] An Interesting Conundrum.

    Rules:

    • Longform RP only. At least a paragraph, pay attention to detail, and everything written is canon. You are as much a Builder as a Player. It's your job to avoid inconsistency and to retroactively edit or explain it if found.
    • Stereotypical high magic fantasy, a la Lord of the Rings. Any technology you choose to provide will be unique, rare as fuck, brand new, and prone to failure.
    • You are allowed to RP briefly as other characters for the sake of narrative flow and conversation, but be respectful of how that character would react in the situation provided.
    • As a general rule, don't reply to your own posts. If there is another user who should be informed of your post, please mention them (like /u/TheOtherGuy52) in your comment.
    • If somehow this thread gets too large to handle or needs to branch in multiple directions, please make a separate post with the tag [Conundrum] so it can be easily found. This should not be done often.
    • While it is not uncommon for unspeakable atrocities - causing lasting physical and/or mental damage - to occur in this world, they are just that: UNSPEAKABLE. Don't be a dick and for the love of god don't act with your dick.

    [EDIT]: Oh my god we only just started and it's already so great. Plot hooks and name drops everywhere! This is why I love longform RP.


    A stormy wind passes through the usually quiet hamlet of Hell's Respite, just east of the Grey Peaks, and with it comes the ever-familiar chill of the coming winter. Safe inside the better of only a handful of taverns, many an adventurer come in passing to share stories, drinks, and have their deeds passed on into legend by the barkeep; having retired from that lifestyle long ago Bulgar Gemwhittle had nothing better to amuse his dwarven cunning anyway. From the counter he looks more than happy to listen in and comment on the various tall tales from the few patrons bold enough to tell them.

    From general conversation you can glean the knowledge that a noble from some Elven citadel a continent and a half away recently came through, with a party of workers currently occupied in building a mansion far larger than the surrounding homes in the village. While many are unsure what to think, some among the merchant class claim that this newcomer aims to buy up the entire village, or take it by force if unable. That was, until recently.

    Her corpse was found in the cold grass of the construction site, hair as unnaturally white as the snow and an arrow through a bloody hole in her chest. Attached is a note:

    My dear Eliza,
    You were a fool to think you could outrun us. You were more the fool to think we would not notice your betrayal. Soon, everything you knew will be ash in the coming oblivion, and that is retribution enough. To you who find this letter, heed my warning: the Alsterid is coming.

    Thank you for leading us to our prize. ~ Z

    The town has gone even quieter than usual in the mere days following. Even regular travelers are giving Hell's Respite a wide berth. Not one person knows quite what to expect. The tavern is empty. Bulgar waits, almost asleep behind the bar. The air is as still as Death.

    How do you want to do this?

    29 Comments
    2017/04/17
    04:00 UTC

    23

    [Fantasy][Action] Trium

    ###NOTE: This is an example copied from my Facebook post. That is why all the comments are mine. Every other comment is a real person continuing their story! For your own posts, the comments will alternately be theirs and yours.

    ###This world is not open to this subreddit, but there are plenty of other interesting ones to join!

    #Chance:

    • D20 for skill resolution (Both Protagonist and NPC).
    • Roll 13 or higher for general skill success.
    • Roll 7 or higher for professional skill success. (If you end up being a thief, stealing/sneaking is easier, etc.)
    • Roll 1 for critical failure, often doing the opposite of what you intended.
    • Roll 20 for critical success, accomplishing more than you intended.

    #Rules:

    • Protagonist's profession is decided by Builder.
    • Retrograde Amnesia

    #Updates:

    • I will try to continue everyone's storyline at least every 24 hours.
    • Dialogue and in-character information requests will usually have a quicker turn-around.

    You wake up in a small starkly furnished room, laying on a lumpy bed. The building looks aged and is mostly wooden. Sunlight filters through cracks in the wall next to the bed, shining inconveniently into your eyes. The bed, and room, smells strongly of alcohol and sweat. A stool sits next to the bed with a brown satchel on top of it, looking full and slightly drooping off to one side. The door looks solid and is locked with a deadbolt.

    You faintly hear leaves rustling outside, but not much else.

    You hear two quick solid knocks on the door.

    349 Comments
    2017/04/02
    17:29 UTC

    19

    [META] Trium is my first experiment with this idea

    I started this on Facebook with a post that allowed any of my friends to start up a storyline. They're all wildly different. Some of them started with companions, and some of them didn't. However, they all have a short term goal in order to give them something to work towards while figuring out who they are and exploring more of the world so they can decide on their own path.

    A couple of them started off with silly things like 'Eat bed' or 'Contemplate meaning of life', and I just executed that as closely as I could. They ended up getting interested and invested in their story lines.

    As a Builder, I don't always get what I want thanks to the randomness of dice rolls. Sometimes a fight is over before it starts because of a natural 20. Sometimes an NPC fails to do something I wanted them to do to move the story in a certain direction. But it all works out in the end. I can't cling to an exact plot, but that's exciting. I feel like I'm reading someone else's book for the first time even though I'm writing it myself.

    It can be difficult at times to strike a balance between nudging the story along slowly with lots of back-and-forth dialogue and allowing the story to progress on its own. Sometimes I have to go without the Protagonist's input for every decision that they could possibly make to keep the story moving and engaging.

    I started this because I've always loved writing, but found it hard to get motivated to write. With living, breathing characters in my stories, I've found some motivation.

    I hope other writers and readers can find enjoyment in this kind of collaboration, too.

    0 Comments
    2017/04/02
    17:22 UTC

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