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  #1  
Old Apr 4th, 2022, 06:51 PM
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The Red Peninsula (Worlds Without Number)

Game NameThe Red Peninsula
Game SystemWorlds Without Number
ThemeA party of would-be adventurers finds their way in the strange world of Latter Earth.
FlavourScience fantasy/sword-and-sorcery
Plot Summary
In a future far beyond comprehension, on an Earth littered with the ruined works of humans and alien Outsiders alike, a group of humble individuals leave behind their mundane lives to make their way as traveling adventurers. They begin as strangers to each other, but learn to work together and to trust each other as each seeks their own fate and fortune in the dangerous lands of the Red Peninsula. The Peninsula is a vast, mountainous region separated from the mainland by an uncrossable desert, scattered with forests, rocky highlands, and alien-influenced regions known as arratu. The habitable regions are controlled by a few squabbling kingdoms and many independent tribes or communities, all trying to survive with scarce resources and defend themselves against monsters, bitter aliens, and each other. People are dependent on medieval-level technologies, as complex physics and chemistry just don't work anymore. Magic works, though, and while it can be a great help, it just as often causes problems.

Basically, the characters will use a particular town as a base from which to go on quests in the surrounding area. Whatever happens, if the party survives it they'll return to town to train, recuperate, and use the spoils of their adventure. During their downtime they'll find another quest to go on, and will repeat the cycle. If they live long enough, the characters will get a chance to grow, to see their goals fulfilled, and to make their mark on the world around them.

As the campaign opens, the would-be adventurers meet for the first time at a tavern on the road to Sendotasun, a minor city on the western border of the nation of Irla. The walled city has long been a shield against the monsters and not-quite-humans which come out of the western rainforest, and holds a strategic position on the River Ibai. It also acts as a jumping-off point for scholars and tomb-raiders who wish to explore the ruins beyond its walls: cities and outposts of the old Artekan Empire and the more ancient creations of the Outsiders. However, adventure waits for no one, and at the tavern a day and a half from the city, the heroes run into trouble on the road.

This campaign will use the rules from Worlds Without Number, a roleplaying game similar to editions of D&d. If you're unfamiliar with the system, it's not hard to get the hang of. The rulebook is free to download, and I will add reference captions in the game forum.

Tone and StyleThis campaign is fairly straightforward and is a good fit for new players, veterans, or anyone wanting some good old-fashioned D&d. Tone-wise it won't be too dark or somber, but I won't shy from serious subjects and themes, and I ask that everyone act with maturity. Being an open world, encounters aren't scaled to characters, which means running away or negotiating with foes are perfectly acceptable options.

ApplicationsI am looking for about 3-6 players with any variety of style and any level of experience. I'd like 2 posts a week from players, though we can go faster or slower in practice if need be. If you know the rules for Worlds Without Number, great, but if you don't, that's okay. DM me for help if you want, and I will also post a reference document in the game thread once it opens. For now, all I need are:

A one- or two-sentence description of your character. This should be very basic and should include your character's archetype, motivation, and, if you wish, a little more of a twist or background info. An archetype is very basic, little more than a role your character plays in the world, like a brash warrior, an academic wizard, or a cunning orator. Mix and match as you please. Use those examples, even. A motivation is the reason your character is adventuring. You don't have to be too complex. Seeking wealth or glory, looking to help the world, or settling scores will do. Add twists or extra description if you wish, but keep it short and don't stress about this part too much. I'm looking for players, not characters, and if what you submit is "brash warrior seeking glory" that's totally fine. You'll have opportunities to build on it later on.

A sample of your writing and roleplaying. You can roleplay your character, you can submit a post from a previous game that you were happy with, or just write a short scene, but the sample should be roughly 200-800 words. I'm mainly looking for clear, competent writing, but you should use this to show your strengths as a roleplayer.

A warning to all applicants: WWN is notoriously unforgiving, and no matter how interesting your character is there's a chance they will end their career in an unmarked grave on the side of the road. Good stories come to those who live to tell the tale, whoever they are.

The last day to submit applications is Sunday, May 8th.

Some notes on the settingMost of what you need to know about the setting was covered in the plot summary; this section is for those who wish to know a little more about the world. There are a few playable demihuman species, though humans themselves are varied enough that you don't need to choose a different type just to be interesting.

Humans are diverse, and in this region have a culture similar to ancient mediterranean or central-american peoples.
Dwarves are gifted engineers and magic-workers, and dwell in the mountains. In Irla, the most prominent dwarves are those of the Draketongue Mountains between Irla and Sjoen, a fierce lot who value justice above all.
Elves are cursed with the memory of past lives and in this part of the Red Peninsula have a thriving community of sailors and sea-traders, known along with their human companions as Islanders. More traditional elves do exist, though.
Blighted were once humans, changed through magic for some specific purpose. Drudges are strong, but slow and docile; Houris are hopelessly obedient to commands, and Anakim are proud warriors afflicted with a hideous appearance and a loathing towards all humankind. They live among humans, often as second-class citizens, or in their own small communities. The ability of a Blighted adventurer to bear their curse often gives them greater strength with which to face the challenges of adventuring.

Irla is the nation the characters will be starting in. It occupies the southeastern end of the Red Peninsula, bordered by the nations of Syma and Sjoen over the mountains to the north and northeast, the great rainforest to the west, and the Ravening Sea to the south, with scattered islands off its coast. While it's ostensibly a republic, in reality it's divided into different city-states and tribes, each ruled pretty much independently by a sendoa, or strong man. Irlan culture draws parallels to the ancient Greece and Sicily we know of, and its names and language sound similar to the Basque language of southwestern Europe.

There are a few different ethnic groups in Irla and the nations around it, but I won't go over them all here. Characters with cultures and names that don't seem Irlan may belong to one of these ethnic groups, may hail from one of the northern nations which lie a few weeks' journey across the Grey Mountains and past Syma or Sjoen, or may belong to the Islanders who take in wanderers from all across the Peninsula and far beyond it.


Feel free to ask questions or make any comments you have.

Current Applicants Character Concepts
Tecumseh Elven Adept
Effete Young Traveler
oakfed Roguish Swordsman
Sorcerious Simple Warrior
MercurialJack Adventurous Antiquitary
SevenStones Retired Crook
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Last edited by Apidae22; May 8th, 2022 at 03:01 AM. Reason: Clarity and more information
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Old Apr 5th, 2022, 01:07 PM
Tecumseh Tecumseh is online now
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The introduction in which I express my heartfelt interestOh, me me me.

I've been GMing Worlds Without Number for a year but haven't gotten to play.

2 posts a week is very doable.

The catch is that I literally have about seven different concepts and it will be difficult to pick a single one. As such, I have some flexibility in case there's substantial overlap with what someone else wants to play. That said, I would start the conversation with an Elven Healer/Vowed combination.

Character DescriptionAn adept of life and death, part healer, part assassin. A moral character, a consequentialist, who believes that the ends justify the means. Willing to do a little evil to do a greater good.

Writing Sample
(A piece I wrote from the perspective of an elf, but not the character mentioned above.)


The elf is lost in his thoughts for a moment.

Have I been here before? he wonders, looking around the room. It all seems so familiar...

The sense of déjà vu is a familiar one to him, and often distracting. It is the consequence of countless past lifetimes bouncing around in his head, all of the memories clamoring for ascendancy. He must push them down in order to speak.

There are warring voices in his head: should he capitalize on the life-or-death nature of the mission in order to negotiate for more, or would that be tasteless given the obvious desperation of the situation? He is, as usual, of two minds about the matter. He will ask for more information first to establish his bargaining position.

"The trade routes between here and Gathis?" he asks to confirm. "Is there no relief to be found from the Usuldarum River, caravan sailing downstream from Hodrin or from Akan Lai?"

He sips the tea that the Patriarch offers. It is bitter and unpleasant but it is another data point. He files it away accordingly.

He is inclined to help, if only in the spirit of adventure, an additional experience to remember for the ages.

"A tale as old as Llaigis," he says of the Patriarch's tale. "Sellswords and mercenary bands. Could be home from a campaign abroad and causing trouble upon their return. Or" - more darkly - "it could be the Anakim that emerge from the south and the ruins of Emed-Dar. Capable foes, either."

Last edited by Tecumseh; Apr 5th, 2022 at 01:11 PM.
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Old Apr 5th, 2022, 04:59 PM
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Thank you for your submission! Looks pretty good.
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Last edited by Apidae22; Apr 5th, 2022 at 04:59 PM.
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Old Apr 6th, 2022, 12:29 PM
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Is there anyone else interested in joining this game?
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Old Apr 6th, 2022, 01:02 PM
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On this forum, Apidae, you're going to have to give your ad more time for a system not everyone knows. I'd definitely give it a week at minimum, probably longer.
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Old Apr 6th, 2022, 01:13 PM
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Okay. I was unsure how quickly to expect replies. Thank you
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Old Apr 6th, 2022, 02:39 PM
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Definitely interested, but need to read the rules first.
Some ads are up for a month or more before the game starts. Most give you a good group to choose from much more quickly.

As Aethera mentioned, more obscure game systems may take a longer amount of time to attract attention.
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Old Apr 6th, 2022, 03:22 PM
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Interested, certainly! Need to have a bit more of a look through the ruleset to think through a character first though.

EDIT: My application is now submitted!
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Last edited by MercurialJack; Apr 11th, 2022 at 03:59 PM. Reason: Updated
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Old Apr 6th, 2022, 04:40 PM
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Interested. I have been wanting to try an osr game for a while and have heard great things about this system. I am reading the rules and hope to have something to apply with over the weekend.
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Old Apr 6th, 2022, 11:04 PM
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Thank you, this is very encouraging. Take as much time as you need.
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Old Apr 7th, 2022, 12:09 AM
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I'm interested in getting involved in something non-5e DnD despite my hesitance to venture from my comfort zone. I am going to try to get something up.
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Old Apr 7th, 2022, 05:49 AM
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Reading through the free doc. Couple of questions cropped up...

1). On page 18, under the Expert class, the main body text says: "Once per scene, the Expert can reroll a failed non-combat skill check..." then just below, the Masterful Expertise class ability has very similar wording. Is this supposed to be the same ability? Or does an Expert get to reroll two failed skills per scene? More importantly, a partial-Expert class doesn't receive Masterful Expertise, but they do get "all other abilities." The fact that the reroll mechanic is given in two places is extremely confusing as to what the intent is here.

2). Elementalists receive Elemental Resistance and Elemental Sparks by default. These are listed as "Arts" but their description does not use the "Commit Effort" terminology like every other Art does. Are these two abilities meant to be at-will or always-on? The subtleties of the wording would suggest they are, but I thought I should confirm it.

3). Where should we roll dice? Or is full character creation something you're going to handle after applications close?

Last edited by Effete; Apr 7th, 2022 at 05:52 AM.
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Old Apr 7th, 2022, 12:50 PM
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1) An Expert gets to reroll one failed skill check per scene; it's just explained twice. A Partial Expert doesn't get a reroll ability.

2) You're correct, Resistance is passive and always on, and Sparks can be used at will, with no cost in Effort.

3) I will be handling character creation after applications close. For now, you don't need any of the rules, except as inspiration for your character archetype.
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Old Apr 7th, 2022, 12:56 PM
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Good to see you, Hammerhand!
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Old Apr 9th, 2022, 01:57 PM
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Silara
Background: Silara is a petite human girl, shy and timid in demeanor, but not unfriendly. She has recently left her humble farmland home when it was discovered she can use magic. Hopelessly naïvé and intimidated by the wider world, she seeks an unknown future, guided only by the mysterious pendant given to her by her mother. Silara's role in the party would be that of a support character, using a blend of her Expert and Elementalist Mage abilities.

 


Last edited by Effete; Apr 10th, 2022 at 12:12 AM.
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