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After your first death and departure from a fantasy world, you have been chosen by the Managers of your new afterlife to lead an expedition into an uncharted-yet-charted pocket dimension along with numerous other fantasy souls.
I: A Second Chance
Every second, the souls of billions of people from worlds across the omniverse are taken after death and sent to the Great Resting Area or Grest, a place beyond the reach of any being save for those who manage it and those who have been chosen to inhabit. Each species, religion and culture are separated into facsimiles of their previous lives, somewhat idealized but realistic enough for a certain degree of suffering to be imposed. Once in a while, the managers of the Grest choose a small number of these souls to lead an expedition and found a colony in one of the omniverse's innumerable pocket dimensions - for you see, while the Grest's capacity to house souls is immense it is far from infinite, and from time to time it becomes necessary to release the pressure on its housing capabilities.

Today is the day you have been chosen to lead one of these ventures. In your previous life, you were an inhabitant of a fantasy world, albeit not an individual of much importance. The way you see it this is a second chance at life, especially given the premature circumstances of the ending of your first.

But before you can begin, you must make a few decisions. First, choose your home world (or rather, group of home worlds), which will also be the world cluster that the vast majority of your fellow settlers will hail from. Save for time period and the common people who inhabit them, these worlds will all be identical to each other.

Please note that even in the case of mundane worlds such as the "real" Earth and After the End, the supernatural will still exist throughout all the instances that the Managers pull from.

[] [Main Source World] "Real" Earth

-Races: Humans
-Religions: Hellenism, Norse, Christianity, Islam, Judaism, Zoroastrianism, Hinduism, Buddhism, Taoism, Shintoism, Aztec, Incan, Mayan, etc...
-Cultures: English, Spanish, French, German, Italian, Greek, Swedish, Norwegian, Danish, Scottish, Irish, Polish, Arab, Turkic, Russian, Lithuanian, Mongol, Arab, Egyptian, Persian, Hindi, Han, Japanese, Aztec, Incan, Mayan, Inuit, Algonquin, Portuguese, Czech, Slovak, Serbian, Albanian, Roman, Macedonian, Korean, Celtic, Goth, Xiongnu, Hun, Bactrian...

Yeah, you get the point.

Any culture and faith from New Kingdom Egypt to Revolutionary France can be found within this single world cluster.

[] [Main Source World] After the End CK3

-Races: Humans
-Religions: Americanist, Evangelical, Riverlander, Omenteller, Galvanist, Diabolic, Mayflower, Remembrant, etc...
-Cultures: Southron, Beltway, Gothamite, Lobsterman, etc...

Over half a millennium after a mysterious Event shook the Old World and sent it up in flames, the lands of the American continents play host to a massive variety of peoples and creeds.

[] [Main Source World] D&D Forgotten Realms

-Races: Humans, Elves, Dwarves, Halflings, Goblinoids, Beastfolk
-Religions: Faerûnian, Seldarine, Goblinoid, Orcish, Dark Seldarine, etc...
-Cultures: Dalelander, Baldurian, Waterdhavian, Moon Elf, Dwarven, etc...

The continent of Faerûn is a fantastic place, full of great opportunity but also great danger. Even more strange peoples inhabit the continents of Kara-Tur and Zakhara, along with the rest of the planet of Toril and its surrounding solar system. Beyond even that are the myriad crystal spheres in which spelljammers prowl the phlogiston in between - but it remains quite too early for you to get colonists hailing from these places.

[] [Main Source World] The Elder Scrolls

-Races: Men [Humans], Mer [Elves], Beastfolk
-Religions: Nine Divines (incl. variations)
-Cultures: Breton, Redguard, Nord, Imperial, Dunmer, Argonian, Khajiit, Bosmer, Altmer, etc...

All time periods from the late First Era to the Fourth Era are available to the Managers, and by extension potentially available to you.

[] [Main Source World] Pathfinder RPG

-Races: Humans, Elves, Dwarves, Halflings, Beastfolk, Goblinoids
-Religions: Inner Sea pantheon, Mwangi Expanse pantheon, Iron Gods of Numeria, Vudran pantheon, Orc pantheon, Elven pantheon, Dwarven pantheon, etc...

Similar in many respects to the Forgotten Realms, but still different in oh-so-many ways. Most colonists will have been taken from the Age of Lost Omens, after the god Aroden's untimely death at unknown hands.

[] [Main Source World] Warhammer Fantasy

-Races: Humans, Elves, Dwarves, Halflings, Greenskins [Goblinoids], etc...
-Religions: Old World pantheon, Lady of the Lake worship, Dwarfen ancestor worship, Elf pantheon, etc...

The taint of Chaos is strong within this world cluster, and although its terrible presence will be felt regardless of your choices here it will become all the more present if you take this option as your primary.

- - -

Then there is the matter of race, or species. Your choice below will determine both your own race and the race of most of the others joining you on your colonial expedition. It will also indirectly determine the race of those native to your destination, in the sense that they will be the opposite of what you choose here.

[] [Primary Race] Humans

These omniversal constants need no introduction.

[] [Primary Race] Elves

Lithe, pointy-eared cousins to humans, elves are often stereotyped as haughty and dismissive of other races.

[] [Primary Race] Dwarves

A short, sturdy folk, dwarves are renowned throughout many worlds as champions of tunneling and metalwork.

[] [Primary Race] Halflings

Akin to human children to a certain degree, halflings are usually thought of as gleeful merrymakers quite fond of song and dance.

[] [Primary Race] Beastfolk

A fusion of beast and man given intelligent, beastfolk are uncommon in comparison to humans and their close relatives. Their form and temperament are quite varied.

[] [Primary Race] Goblinoids

Tough, green-skinned warriors with a penchant for savagery. Not all of them are plain evil, although many are.

- - -

Third in your list of decisions is the settler to supply ratio. This should not need much explanation.

[] [Settlers and Resources] 50 Settlers / 10 Months Supplies
[] [Settlers and Resources] 70 Settlers / 7 Months Supplies
[] [Settlers and Resources] 100 Settlers / 5 Months Supplies

- - -

Finally, it is time for you to pick an ocean in which your voyage to new lands shall begin. Depending on where you come from, you may already recognize the names of one or both of these oceans.

[] [Ocean] Atlantic
[] [Ocean] Pacific
 
[X] Plan: beast across the multiverse!
-[X] [Main Source World] After the End CK3
-[X] [Primary Race] Beastfolk
-[X] [Settlers and Resources] 50 Settlers / 10 Months Supplies
-[X] [Ocean] Atlantic
 
[X]Plan: Strike the Surf!
-[X] [Main Source World] Warhammer Fantasy
-[X] [Primary Race] Dwarves
-[X] [Settlers and Resources] 50 Settlers / 10 Months Supplies
-[X] [Ocean] Pacific


Tropical dwarves! Hanging ten and blasting orks!
 
[X] Plan: Multiversal Human Empire

[x] [Main Source World] D&D Forgotten Realms

-Races: Humans, Elves, Dwarves, Halflings, Goblinoids, Beastfolk
-Religions: Faerûnian, Seldarine, Goblinoid, Orcish, Dark Seldarine, etc...
-Cultures: Dalelander, Baldurian, Waterdhavian, Moon Elf, Dwarven, etc...

[x] [Primary Race] Humans

These omniversal constants need no introduction.

[x] [Settlers and Resources] 100 Settlers / 5 Months Supplies

[x] [Ocean] Pacific

humans because that is what we are, why do we have more races, get the majority of people with different abilities
 
[X]The plan is boring:
- [X] [Main Source World] "Real" Earth
- [X] [Primary Race] Humans
- [X] [Settlers and Resources] 100 Settlers / 5 Months Supplies
- [X] [Ocean] Pacific
 
Looks like we've got a tie at the moment.
Adhoc vote count started by Addemup on Jun 13, 2024 at 7:23 AM, finished with 10 posts and 10 votes.

  • [X] Plan: beast across the multiverse!
    -[X] [Main Source World] After the End CK3
    -[X] [Primary Race] Beastfolk
    -[X] [Settlers and Resources] 50 Settlers / 10 Months Supplies
    -[X] [Ocean] Atlantic
    [X]Plan: Strike the Surf!
    -[X] [Main Source World] Warhammer Fantasy
    -[X] [Primary Race] Dwarves
    -[X] [Settlers and Resources] 50 Settlers / 10 Months Supplies
    -[X] [Ocean] Pacific
    [X] Plan: Multiversal Human Empire
    [x] [Main Source World] D&D Forgotten Realms
    [x] [Primary Race] Humans
    [x] [Settlers and Resources] 100 Settlers / 5 Months Supplies
    [x] [Ocean] Pacific
    [X]The plan is boring:
    - [X] [Main Source World] "Real" Earth
    - [X] [Primary Race] Humans
    - [X] [Settlers and Resources] 100 Settlers / 5 Months Supplies
    -[X] [Ocean] Pacific
 
Vote closed
Scheduled vote count started by Addemup on Jun 11, 2024 at 10:10 PM, finished with 14 posts and 12 votes.

  • [X]Plan: Strike the Surf!
    -[X] [Main Source World] Warhammer Fantasy
    -[X] [Primary Race] Dwarves
    -[X] [Settlers and Resources] 50 Settlers / 10 Months Supplies
    -[X] [Ocean] Pacific
    [X] Plan: beast across the multiverse!
    -[X] [Main Source World] After the End CK3
    -[X] [Primary Race] Beastfolk
    -[X] [Settlers and Resources] 50 Settlers / 10 Months Supplies
    -[X] [Ocean] Atlantic
    [X] Plan: Multiversal Human Empire
    [x] [Main Source World] D&D Forgotten Realms
    [x] [Primary Race] Humans
    [x] [Settlers and Resources] 100 Settlers / 5 Months Supplies
    [x] [Ocean] Pacific
    [X]The plan is boring:
    - [X] [Main Source World] "Real" Earth
    - [X] [Primary Race] Humans
    - [X] [Settlers and Resources] 100 Settlers / 5 Months Supplies
    -[X] [Ocean] Pacific
 
II: Setting Sail
True to its name, the Ironbeard is clad in a grand grey hull keeping it safe and secure from the elements. Two massive wheels plod through the currents of this mysterious Pacific Ocean, while smoke billows out from twin funnels rising up through the ship's center. Within this ironclad beauty, no less than 50 hopefuls make their temporary abodes.

If the decision were up to you, then all the settlers would be Worlds Edge Dawi, or at least those dwarfs who hail from Mallus. The thought of leading people with mysterious customs and distrustful attitudes makes you uneasy, to say the least.

But alas, the Managers have other designs. While Dawi make up the majority of those on board, there also exist a sizable contingent of not only dwarves (the alternate spelling alone confuses you from time to time) from other Source Worlds, but also both humans and elves. As you regrettably know little about those two worlds (although their names - Toril and Golarion - have managed to stick themselves within your mind), you fear that this will only serve to compound cultural barriers between you and everyone else on the Ironbeard.

There's no point in ruminating over such minor inconveniences, however. Now that you and yours have set course for uncharted territories, the main matter at hand should be to decide the course of the Ironbeard. The Managers made a vague warning about "not straying past the first equator, lest untold woe befall upon you", and while you're not too sure what that means it would be foolish of you to not heed their words.

[] [Direction] Northwest
[] [Direction] Northeast
[] [Direction] East
[] [Direction] Southeast
[] [Direction] Southwest
[] [Direction] West

- - -

Then there is the matter of leadership. The Managers have already chosen you as the colonists' primary leader in all matters, but they left it up to you to determine who is second-in-command. In the scant few days since your arrival in the Pacific, you have collected a mental list of four individuals who might just qualify to be your right hand man.

From the very day you first met each other in the Grest, you have been on good terms with Nuldaur Grimthane. Not quite close friends, but whenever the two of you had a dispute it is usually resolved in short time. Otherwise he is an ordinary Dawi from the early Silver Age, although from what you have seen of his excavation skills you'd probably be hard pressed to find anyone who was faster.

To say that Bhatru Brokenaxe is a feisty woman would be an understatement. Even by dwarfen standards, her grudges against others are severe, and the ferocity with which she fights is unmatched among those on the Ironbeard. Considering the potential dangers the colonists might face in their endeavors, they might need someone who is unwilling to back down among their leadership.

Hordal Carak hails from the mysterious continent of Faerûn, although if you were to try and get to know him better it might not be so mysterious anymore. From what he claims, he was a mining prospector in his old life, marking out various caverns within the continent's expansive Underdark for excavation in hopes of striking it rich.

Normally, you wouldn't consider a human for such a high-ranking position in a group made up of mostly dwarfs. But Wolfgang von Sundermann is no ordinary human: he is a minor scion of House Gausser, the ruling dynasty the Empire's Nordland province. In his first life he ruled a small village from an equally small keep, ensuring that harvests were plentiful and the fish from the river in abundance. Choosing him as your second-in-command may alienate the dwarfs making up the majority of the pioneers, but given his experience it would only be fair to at least give him a chance.

[] [Second-in-Command] Nuldaur Grimthane
[] [Second-in-Command] Bhatru Brokenaxe
[] [Second-in-Command] Hordal Carak
[] [Second-in-Command] Wolfgang von Sundermann

- - -

Finally, it might be best to look inwards upon your own life. To begin with, you are a Dwarf from the Worlds Edge Mountains.

[] [Hold of First Birth] Karaz-a-Karak
[] [Hold of First Birth] Karak Kadrin

[] [Leader Class] Fighter
[] [Leader Class] Barbarian
[] [Leader Class] Bard

[] [Leader Gender] Male
[] [Leader Gender] Female

[] [Name] Write-in
 
Demographics
Racial/Religious/Cultural Demographics

TOTAL
: 50

Dwarves: 40
-Warhammer Fantasy Dwarfs: 32
--Karaz-a-Karak: 26
--Karak Kadrin: 3
--Karak Azgaraz: 2
--Karak Grom: 1
-Forgotten Realms Dwarves: 6
--Clan Orothiar: 3
--Clan Hillborn: 3
-Pathfinder Dwarves: 2
--Holtasken: 2
Humans: 7
-Warhammer Fantasy Humans: 5
--Imperial Humans: 4
--Marienburg Humans: 1
-Forgotten Realms Humans: 1
--Waterdhavian Humans: 1
-Pathfinder Humans: 1
--Andoren Humans: 1
Elves: 3
-Warhammer Fantasy Elves: 3
--Asur / High Elves: 2
--Asrai / Wood Elves: 1

Class Demographics

Commoners
: 23 (16 Dwarfs, 4 Humans, 1 Elf)
Adepts: 17 (14 Dwarfs, 1 Human)
Aristocrats: 4 (3 Dwarfs, 1 Human, 1 Elf)
Fighters: 5 (4 Dwarfs, 1 Human)
Barbarians: 2 (2 Dwarfs)
Bards: 1 (1 Dwarf)
Wizard: 1 (1 Elf)

Important Characters

None (yet!)
 
[X] Plan Two Worlds
-[X] [Direction] Northwest
-[X] [Second-in-Command] Hordal Carak
-[X] [Hold of First Birth] Karaz-a-Karak
-[X] [Leader Class] Bard
-[X] [Leader Gender] Male

Don't have a name yet, will think of one later (suggestions are welcome).
 
[X] Plan Westroll
-[X] [Direction] West
-[X] [Second-in-Command] Bhatru Brokenaxe
-[X] [Hold of First Birth] Karaz-a-Karak
-[X] [Leader Class] Fighter
-[X] [Leader Gender] Female
-[X] [Name] Velga Hightann
 
Vote closed
Scheduled vote count started by Addemup on Jul 2, 2024 at 1:21 PM, finished with 2 posts and 2 votes.

  • [X] Plan Two Worlds
    -[X] [Direction] Northwest
    -[X] [Second-in-Command] Hordal Carak
    -[X] [Hold of First Birth] Karaz-a-Karak
    -[X] [Leader Class] Bard
    -[X] [Leader Gender] Male
    [X] Plan Westroll
    -[X] [Direction] West
    -[X] [Second-in-Command] Bhatru Brokenaxe
    -[X] [Hold of First Birth] Karaz-a-Karak
    -[X] [Leader Class] Fighter
    -[X] [Leader Gender] Female
    -[X] [Name] Velga Hightann
 
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