Planet Unrealm - Notes, etc.

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Mar 6, 2000
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Still here

and still reading.

I had a load of stuff to post, but then the whole divine intervention thing kicked in, which completely bolloxed what I had written .... so I didn't post it.
I'm currently in the middle of rewriting, but the fact that death isn't a permanent state anymore kind of makes it hard (though Jings write off was pretty damn sweet:D), and works kind of hectic at the moment. Should hopefully have something up after the weekend
 

Cammy

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All right, RumpleForeskin, I'm sorry about my contributions, okay? :)

As for you, Dudester, I never thought your posts were bad at all. They were pretty good. Don't have such a poor estimate of your writing ability, willya? :)
 

Wolf Blackstar

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It would indeed be fun if we got some more posting action. It has been rather difficult to carry this thread with only one person's writing to help out.

I write because I'm trying my hand at fantasy fiction writing. I realize I may be weak, but I'm learning as I go along. Also, my favorite element is always about the combat, while Cammy...seems more the type who likes......err... "character interpersonal interaction." :)

I've introduced new characters and another area because there was a heavy concentration of characters all running around in the woods, which was great, but difficult to take into account the purposes of each character. I plan for some of the characters to venture forth into S'mon Traska, and join the paladin and the elf.

Oh yeah, an elf. I did this because all the first characters, with the exception of Jing, were human. :)

If the "divine intervention" turns people off, I think we can come up with a solution. There are plenty of RPG deities in most games, and each character can have their own personal preferences.

Or you can be like the Klingons:
We have no gods.......ancient Klingon warriors slew them over three millennia ago."
-Worf, DS9

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Omega-Seven

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I have several characters in ym mind...they go running around beating the crap out of stuff in my mind all the time. I may introduce them into a separate area of the world entirely (they were from old Rifts books that, sadly, I roughly remember).

Eh, as for gods and divine action...eh.... i was going to write something in to curtail that....but... it would lead to the entrance of an incredibly powe well... not powerful per se, but immortal (which is well, powerful =). I probably wont. I would think, however, that it is very strange for a god/dess to take such a direct hand in mortal affairs (regardless of alignment) and moreover to focus so much attention on one particular servant. not unheard of however.

Me? I wrote myself out (thanks PMB =) so i wasn't supposed to be posting...i tied up what loose ends i left, and then wtached to see what happened. But like i said, i may write a character in.
 

Cammy

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To Wolf:

It's not that I don't like fighting action in a written fantasy RPG, but that I prefer some balance between fighting action and what you call 'interpersonal interaction' between the characters. It is through such interaction that the characters can develop more substance as characters and that the world they live in can be given some rationale and framework through what they say of their experiences in it. :) (For example, through hearing from them how they cast spells you can see how magic works in this world, etc.) And you do need all of these to make up a good story, yeah? (Of course, you can do all the fighting and leave all the 'interpersonal interaction' to me... ;))

To Jing:

Why should it be strange that a god/dess interferes in human affairs, particularly the affairs of a specific group of humans? Just how normal is it to have dragons and spellcasting wizards anyway? :)

I think I want to say a few things in defense of having gods in a written fantasy RPG. First, you do find this sort of thing in a lot of classic mythological/fantasy literature, such as the Bible (!!:D), the Iliad of Homer, the Chinese novel Journey to the West, the epic Orlando Furioso by Ariosto, and so on. It is a staple element in this kind of literature. So why not have some of it? It is fun, don't you reckon?

I suppose the reason why some people might not like this Divine Intervention stuff is that, if the gods can just cut in like that, then there would be presumably no story left to write. After all, the gods could just come in and set everything right, and then everyone could live happily ever after. Is that why you fellas don't like having gods in the story? ;) Well, I think I have some solutions for that.

First, I can say the power of the gods can operate in the mortal realm only to the extent people have faith in them. When people lack faith, then the power of the gods cannot reach them. (Don't ask why that's so, it will be like asking how there can be magic at all. You just have to accept it in this kind of literature. :D) Once we grant this our concession, we have an excuse for not having too much divine intervention in human affairs, just a little. (Okay, okay, I'll cut down the divine intervention thing accordingly...)

And hey, not all the divine intervention stuff comes from me either! Look at how Wolf had the old mage and the dwarf suddenly taken over by an unknown force and delivering prophecies! That's surely an 'intervention' of a supernatural kind, isn't it? All I did was make it explicit where the 'intervention' came from!

Finally, as to why a god/dess should suddenly interfere in human affairs and in particular give so much help to a specific bunch of mortals -- simple, I can say it's because the mortal world is in danger (which it is in the story) -- and some of the gods/goddesses care enough about that. :p And as to that specific bunch of mortals -- hey, they're supposed to be heroes and heroines, they're supposed to be mortals with outstanding abilities who ipso facto have the best bets in the struggle against the evil forces. So if you're a god and you want to help the human (including elven, etc.) race, which mortals shall you recruit for the job? Would you recruit a couch potato who couldn't even run 5 minutes on a treadmill? :)

All things said, I like divine intervention!! Come on, let me keep my goddess in the story, pleeeeeease!! :D
 

The_Dudester

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So...I started posting again (with a non-human character...)

I thought you people might like some background on Tzchee-inki's race so, here goes:

Name:
Ash-en (Spider-lords in Sumerian)

Description:
Ash-en are a race of spider-like beings, found only in a small island group far from human inhabitation.
Tales of them occaisionally arise in human cities, mainly inspired by the few encounters with Ash-en by
intrepid sailors. This encounters were usually not peaceful, as men seem to have a problem with
five foot tall black and red half-man half-spiders trying to greet them.

Ash-en are, as mentioned earlier, around five feet (1 and two-thirds metres) tall, measured from the top of
their heads to the ground. They resemble the spider analogue of a centaur, although their
entire body tends towards the chitinous.
Their six legs are long and clever, and allow Ash-en to climb quickly over rough terrain and up most
vertical surfaces (if not too smooth - like glass). Including the legs, Ash-en are perhaps two metres wide, although
if they curl their legs up, they are not much wider than a human. The spider abdomen (as opposed to the
human abdomen...aghh I hate words :) ) contains spinnerets, capable of producing large amounts of webbing silk. This silk
is translucent, extremely strong (bladed weapons cannot cut it unless magical), and may be made sticky if the Ash-en desires.
Ash-en hunt their food by contructing hidden webs and then driving prey ahead of them into those webs. They eat their prey live...

Ash-en magic is strongly ceremonial, and is based upon the contruction of complex geometries using webbing. Such geometrical
patterns actually distort the nature of the Universe, allowing a skilled Ash-en (a so called En-keeper) to divine knowledge of the
present, past or future, or (more dangerously) subtly alter the state of the world.

(Note to all concerned: Source civilisations are (vaguely) Sumer and the South American cultures...

<addition>
Ash-en civilisation is Matriarchal, and complex hierarchical. Individuals are given powers dependant upon how many others
are influenced by them (like how many nodes they are connected to). An En-keeper (always female) is the highest authority in a given
city.
Cities are arboreal, contructed of webbing and red metal (copper, bronze), stone and living wood (trees grown into shape).
Slaves (almost always male, although females who have committed heinous crimes may be demoted to this level...) are used for
manual labour throughout Ash-en civilisation, but everyone (even the majority of the slaves) thinks this is fair and part of the
pattern of things.

Travelling.
A travelling En-keeper will be accompanied by a large entourage of Scry-princes (essentially
artist-engineers in the medium of webbing), Hunting-spinners (the highest level of warrior class
whose arts are based upon stealth, artiface and quick strikes, rather than the cruder methods of fighting known to
barbarian humans (or Urnamu as the Ash-en know them)), Slave-maniples, Slaves, and perhaps a few of the other classes.
There will be perhaps 60 individuals in the entourage, of which 40 or so will be Slaves or Slave-maniples. The rest will be
predominantly female as well...




[Edited by The_Dudester on November 18th, 2000 at 05:54 PM]
 

Cammy

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Read your post to our epic saga :p and thought it's pretty original and picturesque, Dudester. You seem to have a penchant for exotic magicks -- I like that. ;) It's difficult to see what further role these spider-beings can play in the story, though... Well, one thing's for sure, if again you should hand this new creation over to me (don't... :D), I'll find it very difficult to handle as it will be much too different from what I'm used to!

Keep working at the spider-beings, Dudester!
 

The_Dudester

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As for what the Ash-en are going to have to do with the story...

I was thinking of having Tzchee-inki travel to the human-inhabited areas of the world to help battle the evil.
In a similar way to PMB's character, she and her entourage would probably be attacked by humans (even our epic band of adventurers have heard the stories about "evil spider-people") rather than gaining their help.

On the other hand, if LK or any of our less regular contributors post something new, I might get the Ash-en involved with them instead - especially as LK's character is a pirate/sailor and may have encountered the Ash-en before...

Just some ideas...
 

Cammy

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You mind if I make Chun-Li arachnophobic, Dudester? :D

It really would be fun if at least some of the ladies in the party should be arachnophobic. Imagine the characters Isis and Freyja losing their wits and screaming and standing on top of a chair when seeing the Ash-en! :D (Speaking of whom, I wonder when Trinity would give the two gals some background...)

One idea, Dudester: how about letting the Ash-en be able to confer upon any human the abilities of a spider -- so that he or she would become like Spiderman? :D I think the possibilities would be endless! What do you think?
 

The_Dudester

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Hmm...I'm fine with having arachnophobes amongst the intrepid adventurers! Especially given the Ash-en's new alliance with the "good" necromancer, Helmut Von Schwartzentodder...

As for giving humans spider-powers, this might be a producible by some magical potion concocted with the venom of an Ash-en (yes they do have venomous bites, the venom acts as a strong paralytic...).
I'm thinking skeletons with spider powers...:)

(notice a trend for my little group... I'm collecting all the misunderstood, icky things together to fight "evil" too...)
 

Cammy

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Just don't forget, Dudester, the zombies dispatched by the 'good' necromancer had tried to kill people in the town! If he was good, then why did that happen? You'll have to come up with an explanation! Okay, how's this: maybe he himself never intended the zombies to injure innocents, so he himself was just as surprised when he heard of what the zombies had done in town. (Perhaps a not-so-well-meaning third party had done something to his zombies...)

Truth be told, I was quite surprised when you brought in the necromancer, because I thought of bringing one in, too! (I intended the necromancer to be a good one, too, and intended him to have set up shop in town, where he would animate skeletons for you to serve as manual labor. :D) Really. Except I dropped the idea later. Hmmm, talk about synchronicities...
 

Wolf Blackstar

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I just got Trinity to post - she's extremely busy, since with her intense study schedule and her part-time job, she has nearly no time at all left over for herself. She rarely even shows up on IRC anymore, and hasn't played UT for months(but being a pre-med student will do that to a person.)

Arachnophobia? Heh, if you knew Trinity in real life, you'd know her characters would probably switch to maces and warhammers for maximum juicy squishies when fighting spiders. :)

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Omega-Seven

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I'm having a little trouble deciding which character i want to write in...and i'd rather not have to control three characters at once.

There is Recca, who controls the 8 karyu (flame dragons)... he has basic control over flame which manifest on his arm, as well as 8 separate powers from each dragon (fireballs, a blade, strength enhancement, shielding, etc.)

There is erm...Un-named guy ('Grey' ?) who is nearly the opposite of Recca in all respects. He controls the vagaries of water, and is a consummate swordsman. His blade allows him to use a set of sword skills, Hyomon Ken (Hyomon sword). He is more versatile, able to create mist, doubles, water blade that can cut through anything, dancing icicles, freezing, and so forth. He embodies the aspects of water.

And there is Raine, a female assassin from another world... she is similar to the WitchBlade.

And other less complete characters in my mind. I'll figure something out, and write in when the time is right.

but um, people, lets give everyone a chance to reply and take part within a situation or fight, etc. etc...
 

Wolf Blackstar

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In the regions far northwest of S'mon Traska, the woodlands and mountain regions of the kingdom of Kessal are host to the Holy Knights of Excelsior Keep. This magnificent castle is the central stronghold of the kingdom, where King Crestor Valen III rules. Kessal's climate varies from pleasantly warm summers to heavy snow in winter. It's mountainous areas make ideal sites for castles and outposts, as is demonstrated by the magnificent Excelsior Keep. Named for the mountain it rests upon, the massive citadel is truly an inspiring sight.

The mountains of Kessal are home to numerous hosts of orcs and werewolves. A large population of beasts known as Direlings roam the icy peaks and advance into the forests when winter encroaches. Direlings are similar in size to goblins, but unlike goblins, they have thick coats of white fur that camouflage well into the snow. They hunt in packs like goblins, but they also possess sufficient intelligence to use magic. Direling mages are skilled in most low and mid-level cold spells, and though they are not usually strong or powerful enough to pose a threat to a warrior, their strength in numbers can be deadly.

The woods are generally looked upon as the safer of Kessal's regions, but they harbor their own dangers in the forms of more werewolves, gnolls, and deadly six-foot cockroach-like creatures known as Creepers. Creepers' tough exoskeletons make them resistant to average weapons and low-level magic, making them a tough fight if encountered in large numbers. Fortunately, Creepers prefer to attack weaker enemies, and a tough fight usually sends them cowering in fear.

The religion of the Knights of Kessal is monotheistic by nature. They do not speak the name of their god, but he is commonly referred to as the One True God, the Creator, or the Light. A force of righteousness, the Light advocates honour, integrity, and justice. The Code of the Paladin calls for courage in the face of evil, and resistance to pain, sufferering, and dark magic. Upon initiation into the knighthood, a paladin swears to follow the mission of the Light: the defeat and destruction of evil wherever it may strike. Hence, the paladins are traditionally divided into two forces, the Excelsior Guard defends the borders of the kingdom, and the second force, the Cavaliers of the Light, consists of those who are compelled to take their cause to foreign lands.

A Paladin is granted powerful magic abilities as part of their unwavering faith. Paladin are sensitive to the presence of evil and can dispel the effects of fear. The paladin's Aura is his greatest magical asset, a field of divine energy that surrounds and protects the paladin, and is also distributed to those allied with himself to a limited range of the paladin's presence. An aura can give strength beyond human limits, provide powerful defenses against attack, and build resistance to magical energies. A paladin can also unleash small bursts of holy energy that can heal others to a limited extent boosting their strength and stamina, but these bolts of light are also bane to the undead.

Sir Damon Vanderwal is a paladin who comes from one of many prominent military families that have distinguished themselves in battle. Many an evil warlord or wizard has sought to put an end to King Valen's benevoent reign, and armies of foul beasts have been driven to defeat many times by the intrepid knights and paladins of the Excelsior Keep. Sir Vanderwal is still young and is driven by an adventurer's spirit, roaming the Unrealms in his continuing quest of hunting evil.


Early in his travels, he met Que'an Quicksilver, an elf who lives by his wits, as well as his weapons. Que'an is a skilled elf who was first raised in the Forest of Silence, where he learned some of the finer skills of elven magic. While still a lad, he was captured by a marauding party of half-orc raiders, who transported him to S'mon Traska where he was sold into slavery. Quickly escaping, Que'an took to the streets where he easily mastered the arts of stealth and lockpicking. He also acquired a reputation as a deadly shot with a light crossbow.

His thirst for the outdoors led him to travel with a great number of adventurers. He increased his skills over time, and also proved adept at getting himself into deep trouble faster than anyone else could ever do so. It was in one of these situations where he found himself the target of a Red Dragon. Qe'an was injured and abandoned by his cowardly "comrades", left to die at the dragon's mercy. All seemed lost, but seemingly from nowhere a single knight threw himself upon the dragon in holy fury, instilling the elf with courage and strength to rise and fight. Together they slew the dragon, and Sir Damon Vanderwal and Que'an Quicksilver have been inseperable ever since.



[Edited by Wolf Blackstar on November 21st, 2000 at 12:41 AM]
 

Wolf Blackstar

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C'mon, trinity. Give us some background on your Sorceress. She is kinda cute, after all. :) Aren't you gonna tell us if she's evil, or just one of those naughty Chaotic Neutral types? :D

sorceress2.JPG



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Omega-Seven

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well then

I kind of expected cammy would turn my sequence into a dream. Very well then. If everything I write is going to be countered, or my characters made to look stupid, then so be it.

None of that ever happened. My new character never entered the game.

Continue on your merry way.
 

WAnk

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you can join me if you want, Natalya is off galloping into the night.

make your own side quest jaunt and we can meet up later, or something :)
 

Cammy

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Jing, I want to clarify something here

Jing, please don't get me wrong. I have absolutely nothing against the characters you're trying to bring into the story. (Heck, I've even created an opening for bringing back one of them, Alucard -- read the Hellsgate Castle bit.) It's just that those turns of events you brought in were just too sudden and too great, and moreover involved changes to my characters that were just too dramatic. As I see it, such changes should be worked out over at least a few posts, and in collaboration with the people whose characters would be involved, so every party involved would be happy. Imagine if I suddenly wrote that Wolfram became a pathetic pipsqueak who could barely carry himself on his feet, and all the other adventurers suddenly got carried away from him by a tornado. Do you really think this would form a good episode in the story? And how do you think Wolf would feel?

Don't know what you all think, but as I see it we should exercise some restraint and cooperation in a written RPG of this nature. Don't just keep bringing in new things and sudden turns of events that would just make everything topsy-turvy, but also develop on what had happened so far. Ah, well, just my thoughts...

[Edited by Cammy on November 21st, 2000 at 06:19 AM]
 
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