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* RAGNAROK Setting/Rules Thread

post #1 of 3
Thread Starter 
SETTING
This is a fantasy/warfare role-playing campaign set against a modern day backdrop. A large portion of the material is drawn from Norse Myth, the religious lore of ancient Vikings. If you are not familiar with it at all, you will still be able to participate fully. If you are well-versed in the subject, you will likewise have to adapt.

As GameMaster, I will be taking several liberties with the traditional path that some of you might know well. A suitable amount of environmental flavor will be created for die-hard Norse students. Traditional plot will be adapted for story flow. (This may require that you put out of your mind the Marvel Comics version of Thor and his adventures.) On the off chance you will have problems with liberties being taken, please do not feel obligated to play.

According to Norse legend, there are nine worlds, all connected by a giant “world tree” called Yggdrasil. A few of these locations will come into play, such as Asgard—Home of the Gods, Jotunheim—Land of Giants, Midgard—the “middle world” (“Earth” to us mortals), and Hel—the land of the dishonored dead.

Note: In addition to supernatural creatures, there is a significant chance that each player may be in contact with one or more gods during this campaign. Proper perspective should be put into your role-play when interacting with such deities.

RULES

1. Post regularly. Try to post once a day with some kind of action for your character. You may post multiple conversation posts in a day, and accelerate your action posts if all other parties involved in your situation do so as well. If you fall behind without notice for more than a week, your character will be taken over by myself, the GameMaster. This will keep others from waiting. If you are busy due to real life business, let me know via e-mail and we will work something out.

2. The role of GameMaster. As GameMaster, I reserve the right to inform you that you have taken lethal damage, are dying, or are dead. I prefer to let thoughtful players play fairly without intervening, but from time to time I will have to mediate as a referee. I may need to ask you to edit your post if it hampers the overall game, or if it seems to have been a “bad decision”.

3 Types of Characters. There are four types of characters. Please learn the differences:

Player Characters – The one and only character you will control. No matter what “type” you are, you can be killed or permanently eliminated from play. Different Chewers may end up on opposite sides from one another. Do not assume you are safe from permanent elimination since you are a real, live person playing.

Un-named Characters – A non-player character run by the GameMaster (GM—myself). A generic, unspecified character. If surrounded by a group of nameless enemies, feel free to post what happens to them as you do battle. (“I punch the first goon in the face, and stab the second with my sword”).

Named Characters – A non-player character run by the GameMaster that has a specific “name”. Such a character is one that you as a player cannot post damage or status changes to. Leave your actions towards them open ended. (“I swing my mace at Gilden’s head.”)

Gods – A deity in the Norse pantheon. Your efforts as a player character may aide, serve, or defy the will of the gods. As a player, you cannot use magic, or expect a physical attack to work against a god. Moreover, you should show respect, obedience, fear or confusion when facing such a character, whichever is most in line with your character’s background.

If you have any questions at all regarding how General Logan CHUD Role Playing Games are operated, please e-mail me or Yahoo IM me as soon as they arise.

A “Cast” thread and “Questions” thread are forthcoming. Please refrain from posting comments/questions here in the rules thread.
post #2 of 3
Thread Starter 
Here's some more campaign setting and background info:

* Timeline. The story is set in the near future for a specific purpose, but as far as technology and other developments go, consider 2003 as a good guideline for what type of things are available.

* Mortals. Mortal characters are all centered in Earth. If your character is not a student of mythology, then he will have virtually no idea what is happening as the supernatural events bleed over into our "world". Again, in Viking lore, Earth is referred to as "Midgard". Get used to that term.

* Gods. The Norse pantheon is made up of two "sets" of gods. The Aesir, are the dominant, warlike gods. This inlcudes those such as Odin, the "father" god (like Zeus or Ra) and his son Thor (the Hercules-like God of Thunder). The other gods are referred to as the Vanir, the more passive (but still fierce in combat) gods. Among these are Frey, god of fertility and Bragi, god of poetry. There are "evil" gods as well, such as Loki, half-son of Odin a god of Trickery who has become much more sinister. Loki's daughter Hel (who also rules a place called "Hel") is considered evil, though not as diabolic as her father. Many of these gods will have specific roles in the campaign, and you might find yourself fighting on behalf, beside, or against one of them.

* Creatures. Trolls, elves and dwarves living in the Nine worlds. They function mostly as their counterparts in the Lord of the Rings trilogy, for a rough comparison. There are giants, wolves and other beasts as well. There will be some interaction with these types in the campaign.

* Powerful creatures. There are also several extremely powerful god-like monsters that are beyond the scope of mortal reach. Jormungard, for instance, is a serpent that lies in the ocean, believed to be as long as the earth is round. Another is the giant, malevolent wolf called Fenris (or Fenrir)--an intelligent beast who had to be bound in chains by the gods. Another large threat is Surt (or Surtur), a giant, demon-like creature made of fire that seeks to destroy the gods.

* Earth. There is a growing conflict on earth, a new war between nations that is already happening for us everyday humans. It will be expounded on in the first chapter.

* Yggdrasil. The giant world tree connects the Nine Worlds (including earth-Midgard) to each other. It can and will be used as a means to travel for you, the players.

* Einhenjar (honored dead Vikings) will be transported back to Valhalla (hall of the dead) when killed. They are not zombies or ghosts, but fully ressurrected here after dying in valiant battle centuries ago. As players, they cannot leave the realm of Asgard (where Valhalla is contained) unless sent on a mission. If they die in another realm, their bodies are guided back to Valhalla, where they are fully brought back to life. Einhenjar can easily be sent to Earth/Midgard or any other realm in disguise.

* Valkyres. These are flying women/warriors in the service of Odin, acting as angels who rescue wounded soldiers, devlier messages, or guide dead spirits to Valhalla. They cannot leave Asgard unless ordered by Odin, and when they "die", their corpses must be brought back to Valhalla where they can be fully brought back to life.

* Undead (Evil or dishonored). These warriors are those that have died and dwell in Hel centuries ago. Unlike the Einhenjar, they are indeed "undead". Some are zombie-like, others just walking skeletons. Some are given life again, however, being comepletely alive and tasked to serve the forces of evil. They are likewise bound to Hel unless tasked to leave by an evil god.

* Mortal PCs. If your character is mortal and "dies" in the campaign, he or she can (A) be revived on the field by a Valkrye or other healing magic, (B) left in "limbo" until presented to a god, or be (C) drawn to Hel if evil or cowardly. At this point, your character becomes a member of the "Undead", but retains his modern day skills (and can learn some magic).

* Giants. Giants that are killed are destroyed. A new player character must be created for you as a player to continue in the game. Exceptions may be imposed by the GM.

* Magic. Magic spells and knoweldge come from reciting words, reading runes, or using magical items. Speak to the GM prior to attempting any of these. Some character classes prohibit magic use (spells/runes) or the using of magic items. mortals from Earth cannot ever learn magic spells, but can use items and in time, learn to read runes. Gods can bestow powers on mortals of worth and thus break this rule.

* Technology. Only humans from the modern day period know how to drive, pilot vehicles, fire guns, etc. Others can learn, but are at a heavy loss to do so. Especially giants, which are so often just damn stupid.

(More to come later.)
post #3 of 3
Thread Starter 
A bit later today, I will be posting a "Prologue" thread, with some information on the state of the world(s) up until Chapter 1 (which will formally open tomorrow.

If you wish to take part in Chapter 1, please make sure your character is posted immediately! I need to go through them all and plot starting locations for each. If you post later, you might be able to join, but will possibly have to come in to the story "late", perhaps even in Chapter 2.

One other note. There is more than one spelling or pronunciation for several names that are to be used in our story. I will list the "preferred" version first, and alternates in parentheses. I will also try not to spend time throwing out dozens of Viking names that would only serve to confuse us.

Look for a "glossary" to appear in this thread later on as a helpful guide to those who need assistance in keeping names straight.
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