| Post/Author/DateTime | Post |
|---|---|
| NorthWind12-23-07, 12:32 AM | For three centuries, the land has been filled with chaos and darkness. Nights are long, and men hide in the towns that sit in the shadow of grand, arching castles, at the mouth of ancient tunnels, in the bones of fallen ships. The king has been dead for three hundred years, and without his magic, madness has filled the world. Last night, though, seven stars have been seen over the horizon, shining in the east, over the Black Seas. Seven stars - the sign of a lord king. You and your friends are the pilgrims appointed to find the new king. To see to it that his magic can be brough here, to Qajar, lest the dark swallow us up forever. Coming soon to a thread near you! PM your game master for details/if you have any questions. More will be added and defined for your convinience shortly. |
| Gideon_Gideonson12-23-07, 11:25 AM | Interested, but I'd like to know more first, if possible, both on the world and the characters you'd like to see. :D |
| NorthWind12-23-07, 11:33 AM | Yep, I'll be getting to that shortly - it's a matter of defining what I've got in my head at this point so that other people can understand it. |
| NorthWind12-28-07, 10:50 PM | Pilgrims. The first pilgrims for many long years, ever since the temples were destroyed by shadows. The first pilgrims, and hopefully the last. For a pilgrim of Quajar (pronounced "kwa-HAR") is a person who is sent from a town to brave the black, swirling countryside and retrieve a relic from a temple, carry a message to another settlement...or seek a king. Three hundred years ago, Quajar was ruled by a benevolent monarch. He kept the Dark in check, and the world prospered. Flying ships, trains, soaring architecture, elegant artwork - all were once common, and the people were content. Then came the Dark. At the death of the King, Darkness filled the world - and Quajar slowly fell into ruin. Ships fell, temples caved in, cultures...forgotten. Almost all the people remember nothing but fear of the Dark. But there is hope. You have seen a Sign in the skies, settling over the mountains over the Eastern Sea. It is the sign of a king, and you and your companions are the pilgrims who will find him. Find him, and save the people of Quajar from the Dark! The only link between a small town on the edge of a bleak sea and a shadowy world. Pilgrims. The few people blessed with knowledge of the past of Quajar. Magic, swordplay, music - the heritage of the world is in their heart, and as such, they are the only individuals capable of venturing out into it. The people admire the pilgrims, and they constitute the only local authority - a handful of families keep the traditions and functions alive in each village or town. To make a pilgrim, there are a few things you must keep in mind. First off, the heritage of Quajar is barely cultural at all - a few scraps of poetry or verse used for spells, perhaps. The names of ancient heroes to grace your weapons. But nearly all your land's past has been condensed into the more practical arts of magic, fighting, and other skills useful to the community you serve. The power level of these characters would proabably be comparable to that of seventh or eighth level characters. As for specific powers or abilities, feel free to use your imagination - magicians, psychics, martial artists - just about anything could have been a martial tradition of Quajar. The pilgrims live in a house, or extended family, usually in a refurbished ruin or something similar, and there are usually six to seven families of pilgrims in a town. What you know of ancient Quajar came from your parents, your grandparents, brothers, sisters and even fellow pilgrims. In such desperate times, no one can afford anything more serious than a light-hearted rivalry between houses, yet at times it can be bitter as pilgrim families vie for the hearts of the people they protect. I invite you to create your own house for your character, or if you feel so inclined, make one with another player and share it. Okay, to finally give you somethin of a mindset for this game, I'll list some of the stuff that inspired me: First off, ancient Quajar I view as a vaguely Persian place, so names, magic, weapons and religion could easily resemble that of Persia or the ancient near east. VanGogh's "Starry Night": if you'll look closely at the piece, notice the orderly little town surrounded by swirling, shadowy trees and stars. That's something of how these little villages and towns are like (note, though, that the Darkness is not literal. You'll find out more about it as the game progresses) Gothic Cathedrals. If you can picture a tropical beach, add wooden towers in the background, tunnels through rocky hillsides, and a starry sky, you'll start to get a feeling for the basic Quajar landscape. Fitting the mood (by the tune and instruments, not lyrics) is Sting's "Gabriel's Message". Yes, it is a Christmas piece, but the music, not the words and content, is evocative of the setting, at least for me. The legend of the Simurgh, but it'll spoil the story if you look it up. I have that feeling that something is missing, so please ask on the Battle Royale or PM me, if only to keep this thread mostly clear of OoC stuff. Thanks! |