The ancient dragon speaks in a grizzled voice with a thick Breton accent,
“In the beginning of the world there were four types of dragons
from the four dragons were born the seasons
from the seasons were born the seven dragons of weather
from the weather were born the thirteen dragons of earth
the wind blowing out of the grasslands, the soft sunlight,
pairs of beasts, lively castle towns
all is given life by the long breath of the dragons
from the 24 dragons, innumerable more are born into the world
they wait for the time to awaken
the time has not yet come
the world is a Dragon’s Egg
with the Travelers and Ryuujin warming it
what sort of dragon will hatch into this world…?”
Ryuutama is a game setting which allows its players a form of cooperative control over its world and happenings. It also allows for the unique element of the Game Master (me) to have a minor character in the campaign in the form of the Ryuujin. You can read all about Ryuutama: Here
I’m looking for four young people who have whatever drives they desire to set off on an adventure. Pick a role, give me your name and then tell me about your drives and reasons for going on an adventure. Then give me a bit of backstory (200 words max) and give me a vulnerability you have. Examples: A fear of lightning, a bum knee, allergic to bees, dangerously oblivious, etc. Feel free to include character art because it might bias me.
Applications are now closed!
Our World is named: Theras (AKA: The Ryutama Adventure Setting)
The Major Players are:
The Exalted Theocracy of Etru: The Exalted Theocracy of Etru (ETE) has been around for a little over a hundred years, its leader is chosen by the people from among the people. Candidates are always individuals who feel they best express the will of the Great Dragons. The current Exalt, Wyserias Threspiel, claims he has been personally blessed by a dragon.
The Barony of Pendel: Ruled by Baroness Janice Pendel and her consort Lord Owen Pendel the Barony of Pendel is a thriving trading domain which tolerates (sometimes begrudgingly) all manner of visitors.
The Barony of Arbor: Baron Sedwick Arbor and his lover Julian Gusre hold dominion over almost the whole of the island, though the ETE has made headway in and has been slowly extending its influence and evangelizing to the people. Baron Arbor is quite stressed, as his domain is fraught with contentious mayors, bickering minor lords, and one of his best trading towns has been endlessly beset by destructive forces for almost three decades now. He ails for he has little means to assist them, and struggles to keep the peace between the endless warring of egos. The ETE has arrived and set up at quite the opportune time indeed.
The Flamewrought Vigil: The Duchy of Flamewrought, overseen by Grand Duchess Cecile Oslam, houses the Flamewrought Vigil. An elite mercenary unit which spends its time fighting back the perpetual brushfire which burns to the northwest. They also travel out to “fight fires” (aka, act as assassins) elsewhere.
The Sunset Sentinels: All across the world a call is sent, to the elders of the world of Theras, those in the twilight of their lives to take up the cause of the Sunset Sentinel. Deep within the mountains, a terrible evil is contained, and these hardened warriors have sworn their life in service to its continued imprisonment.
The Earldom of Decent: Headed by Earl Esse Stayborn and their partner Yuri Stayborn, the Earldom of Decent is a smallish domain known for its cattle and milk. The people are largely happy, the Earldom of Decent welcomes all within their domain and they maintain only the barest of armies. It is a place without gender and a functioning democracy within a largely monarchical structure so they just humor being called Earls.
The Fisher Fiefdom: Oswald Fisher spent almost 30 years building fishing ships by hand, crewing them, bringing in the fish and selling them before making enough wealth to hire folks to do it for him. As an older gentleman now, Oswald built himself a fishing empire and styles himself as a Lord (few in his domain disagree, he’s certainly wealthy enough.) He has nany children he wants to see married off.
The Usagi-Taguel: Scattered about the world of Theras are the highly adaptive Usagi-Taguel, settling in in human cities or living in their own. When in the domain of human monarchs they honor the authority of them well enough (so long as the monarch does not ask too much) but they actually have their own leader, as each city is run by a mayor and they all answer to the Shogun Subaru Nobunga. They’ve been having citizens and soldiers kidnapped lately.
The Fairy Kingdoms: Nobody can really tell who rules the fairies to the southwest, they seem to arbitrarily change leadership on a whim. They tolerate the presence of humans and Taguel in their domain so long as they are just towns, villages, cities, and the like. They do not take kindly to any attempts at foreign powers laying claim to their territory.
The Couriers Collective: The Couriers in Theras are renowned for their ability to get a letter or parcel from any one to any one any where. The Couriers Collective is situated in the western desert where they train and recruit. Couriers are well paid and live quite the lavish lifestyle when they’re not out delivering messages and packages.
The Guardians: Once called the Nimish before we knew better the Guardians watch over the eggs of sleeping great dragons that travelers feed their travelogues to. Now they’re sending an army to Pendel in alliance with the Usagi-Taguel.
Special House Rules:
1.) You can always choose to fail: If you feel it is not appropriate for your character to succeed a test or check because it is unlike them to do so, or you feel it would be more beneficial to the story, or whatever other reason you can choose to forego rolling the test/check and simply fail.
2.) You can sometimes be determined: You bring up incidences where you’ve chosen to fail to explain why your character might be more determined to succeed on a specific test or check. Depending on how you sell it you may or may not get a bonus. (You do not have to have previously chosen to fail to argue for a buff to succeed but it does help your case.)
3.) Communal Critical Failures: When A player critically fails (hereafter referred to as the Failing Player) they may determine how they critically fail, ex: “I step right into the bee nest!” Then other players can suggest ways that the Failing Player fails so long as they also explain how that failure effects/affects them, ex: “They step into the bees’ nest and the bees go everywhere! I’m afraid of bees!” This may or may not give deductions to the suggesting player. This is optional and players can forego making a suggestion. At the end of going around the table the critical failure is resolved and the GM and the Failing Player decide how much they fail based on the player input. The FP always gets the final say.
4.) Communal Critical Successes: Same as failures because it is just fun to make critical happenings silly/ridiculous/absurd. May or may not give bonuses.
5.) Bonds and Bond Bonuses: The GM may choose to assign a Bond to any number of characters who are interacting well and have good comradeship (or other reasons). The characters can then, once daily, invoke their Bond when acting together to get a bonus towards success/damage/etc.