Hey there, if I pinged you that is because you had expressed interest in play-testing Realm of Bastions (TTRPG). If you are interested and want to make a character go for it, I'll be capping the amount of people in a single play by post campaign to 4 so if there is more interest I'll run more than one.

Included in the post and subsequent comments will be a game description, lore description, mechanic description, character generation process, and relevant materials for that.

As always if you have interest in reading the whole (250) page .pdf please message me and I'll give the download link.

The Realm of Bastions core rule-set will always be pay what you can as it is important to provide this to anyone who is interested in playing.

Realm of Bastions is a classless & race-less table top role-playing game that promotes shared story-telling. The world that it is based on explores many conflicts in society that are relevant even today, and the encounters may bring up a range of emotions. The Realm of Bastions is aesthetically inspired by Western, Science Fiction, and Fantasy genres exploring some conflicts present in those genres.

The Realm of Bastions is similar yet distinct from the modern world, and will contain themes relating to Technology vs. Magic, tradition vs. innovation, oppressors vs. oppressed, urban vs. rural, among others.

Each Encounter can be designed collectively as an entire group, a single person, or any number in between. The game is designed so that every part of the table top role playing experience can be done so through the Encounter building tools.

The intent of the game is to build friendship through the experiencing of challenging, gritty Encounters while role-playing characters that are capable yet vulnerable. Each player will make difficult choices with their character both in a narrative sense as well as within the mechanics of the game itself.

The game uses a large amount of options to create Actors and then Encounters for which to role-play these characters. The group of players then weave these Actors and Encounters together to create a shared narrative while progressing the Abilities of the Actors.

In the Play by post I will be creating the encounters, I will use another post as the "play by comment" post, this one is where I would like your character to be posted.

In the format of:

Name:

Statistics

Body:

Mind:

Spirit:

Current/Max Stamina: /

Life Paths Experienced:

Active Ability Pool:

Physical Inventory:

Mental Inventory:

Faction Limit:

Faction Points:

Dosh:

Equipment/Items:

Abilities:

Background

For each Life Path experienced please include one to two sentences describing the way the Life Path contributed to the development of the character. In addition please include a physical description of the character.

I'll provide a sample character to help make this more clear.

This is one of the first few times I have run this with others so please be patient and ask as many questions as you can they help me!

  • quartz242 [she/her]
    hexagon
    ·
    3 years ago
    Setting pt.5

    Ruins of Zol’Ka

       South of Bastion City rising out of a vast flat sandy desert surrounded by imposing sand dunes are the ruins of the great city of Zol’Ka. Built from deposits of marble and sandstone from deep beneath the city the proximity to the foothills of the Mirage Mountains and dunes act as a wall. The terrain around is rugged in stark contrast to the flat lands around Zol’Ka, the perfect environment for herds of Ka’mel.  The smooth city is especially magnificent surrounded by the rough and jagged lines of the Mirage Mountains to the south and the Red Pillars to the west. Zol’Ka is a wonder greater than Bastion City, Den’Ka, Skyward Monolith, or Ot’Ka in sheer scale and quality of architecture. However Zol’Ka is almost completely abandoned, and there are many stories of Explorers that have found vast hordes of treasures in hidden rooms in Zol’Ka.  However there are are many more stories of Explorer’s sinking into the walls or floor never to be seen again or ambushed by the large quadruped critters that stalk the flat and quiet sands and foothills that surround Zol’Ka. It is rumored that the Great Worm devoured the people of Zol’Ka for their insolence and disrespect to the avatar of Earth.  However the truth is that a powerful magical ritual resulted in the Earth Ascendant taking control of Zol’Ka and forced the surviving people of Zol’Ka underground to be subjugated or to flee Zol’Ka as refugees.
    

    Red Pillars

       Southwest of Bastion City are a series of valleys and plateaus that marks the end of the Mirage Mountains, the variation in altitude is unpredictable but usually quite minimal except for the massive Red Pillars that tower over the region.  Sprawling atop these red pillars is the jewel of the ‘Ka, Ot’Ka, organized as a hub and spoke the Council of Ot’Ka has their governing chambers in the center of the massive Bazaar a dense cluster of vendor stalls, eateries, and homes this center pillar has the only staircase etched into the Red Pillar, which is rarely used as there are massive suspension bridges to each of the pillars encircling the Hub. Two air-ship docks in Ot’Ka are the oldest in the Realm and are the busiest as traders from across the realm have docking permits for airships. Porters ready to unload the cargo and take it down the wide streets to deliver to the merchants in the Bazaar, aside from the docks the remainder of the space is used for dense housing for the inhabitants of Ot’Ka.  The fiercest river in the Realm, Totch’asu (The Wailing), winds between the Pillars and as a result it is quite difficult to live or forage beneath Ot’Ka, however fishing these rivers is a vital source of food for Ot’Ka in addition to Tassalroot flour imported from Bastion City.  Masters of Air Magic and Pneumatics the Ot’Ka people are said to have been blessed by the Living Cloud and were taught how to fly. They have bartered their flying devices to the rest of Bastion and are the most established and longest running airship bartering route.  The Ot’Ka wind-riders are masters of flight and pneumatic weaponry and are known to be able to procure anything or anyone that can be found in Outer Bastion, for a price.  Beneath the Ot’Ka beyond the river are the red rock & shale hills. Within this region there are few flora and fauna that have adapted to survive. Only experienced Explorers have survived this harsh region finding calm spots on the river to get water & foraging edible plants, especially nuts and berries found only in this area.
    

    Lake Den’Ka

       West of Bastion City where the foothills of the Dragon’s Tail and Mirage Mountains meet is the second largest body of water in Bastion, Lake Den’Ka.  Floating atop this lake is the city of Den’Ka, with a bridge connecting to the east and west. The trading road heading east, winds up into the mountains following the creek that feeds Lake Den’Ka before turning North towards Nat’Ka. The trading road East splits towards Tou’Ka and Bastion City, the road heading North towards Tou’Ka runs parallel to the Train tracks and is a frequent place for Bandit attack. At the center of the floating city a singular airship dock rises from the dense buildings and winding narrow walking paths weave throughout the city.  Once the primary trading partner with Bastion City, after the Third Desert War and the surprise attack there has been a general trade embargo. The plentiful resources, experts of Hydarulics, and powerful water spell-casters make Den’Ka a destinations for many types of Explorers.  The Lake exists in a gigantic caldera with the western most edge being where the foothills of the end of the Dragon Tail meet the foothills of the Mirage Mountains.
    

    The Worm Trail

       The name given to a vast, deep network of tunnels & caves underneath the western half of Bastion, from the Northern Lowlands, south to Zol'Ka and west to Den’Ka.  Legend is that the avatar of earth the Deep Worm bore the tunnels upward so that the ‘Ka could learn the magic of Earth from the wise being.  The Tunnels & Caves themselves are mostly flooded to some degree or another 80% have 1-2 meters of water in them, 10% are dry, and the remaining 10% are completely flooded, mostly those near the lake under Bastion City, the Steam Lake to the Northeast, and the lake of Den’Ka.  Throughout the tunnels there is a diverse ecosystem of critters, moss, lichen, and other fungi.  There are a few rare venomous predators that are the source of many a rumor or cautionary tale of expeditions into the Worm Trail.  Despite the danger the range of materials both organic and inorganic make exploration lucrative.  Some important sections of the Worm Trail are the regions beneath Zol’Ka as well as the Nat'Ka World Tablet. 
    

    The Skies of Bastion

    The skyway of Bastion flows in a fairly predictable path from Inner Bastion to either the 	Skyward Monolith or the Ot’Ka, there are many small flying critters that interact with the 	smaller airships but steer clear of the larger ones.  The only large flying critters are the Ferroch 		in northeast by the Dragon’s Maw.  The danger from sky pirates or a rogue Wind-rider seeking 	quick cash are greater than any critter, usually.  The conditions for flying are usually calm due 	to the Arrest of the Clouds but there are occasionally wind currents that can quickly destabilize 	even the largest sky-ships. After years of study a pattern for these currents has been discerned 	resulting in the creation of the air-ship timetable laying out the most and least desirable safe fly 	times.  Obtaining a favorable space on this timetable is the source of many conflicts among 	the Nobles of Bastion City.