Quinn (
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itsaboxstravaganza2016-10-05 12:48 pm
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Entry tags:
TOWER OF VALOR
TOWER OF VALOR
OVERVIEW
What do you desire?
Money and wealth?
Honor and pride?
Authority and power?
Revenge?
Or something that can transcened all of them?
Whatever you desire... is in here.
Tower of Valor is a campaign based on the Manhwa Tower of God, about would-be heroes scaling a tower so massive that each floor is an entire self-contained world. With each floor, the tests, traps and monsters become more dangerous. If you can reach the top of the Tower, any wish can be granted. Countless people begin the climb, but vanishingly few reach the top floor. Do you have what it takes?
SETTING
Bullet points for people who already know the canon:
The Tower is so unimaginably vast that it's not right to think of it as a building. It's separated into three distinct areas - the Outer Tower, the Middle Area, and the Inner Tower. The Outer Tower is where most of the Tower's inhabitants live - each floor is the size of a continent, and some are not even aware of the existence of the Inner Tower and its trials. Ever floor has totally different climates, landscapes, and cultures. All manner of creatures inhabit these worlds - humans, animal people, horned people, people made of stone, people with six arms, anything you can imagine. From this outer world, Regulars are selected to be given the right to begin scaling the Inner Tower from its first floor.
The Inner Tower is enormous and bizarre, but still much smaller than the Outer Tower. On each floor, the Regulars must be determined by the floor's Administrator of being worthy of advancing to the next floor. Most people know next to nothing about these mysterious entities or what their stake in this is - in reality, contact with them is rare. The day-to-day details are handled by Rankers working on the behalf of the Administartors - former Regulars who reached the top floor of the Tower. These extremely powerful individuals run tests and select who can rise and who can't - unless the floor Administrator takes specific interest in the goings on of a group of Regulars, the decisions of the Rankers are absolute.
The world of the Inner Tower is strange and deadly. The atmosphere is comprised of a substance called Shinsu. Shinsu is the bases of all energy, taking on properties of air, water, fire, light, or anything else as necessary. The secret to true power is in the manipulation of Shinsu, through which one can eventually gain immortality, control the shape of the world, and even become God. All Regulars have some ability to control Shinsu, but talent in doing so varies dramatically from person to person. The higher your climb in the Inner Tower, the denser the Shinsu becomes - if an ordinary person leapt straight to the 30th floor, they would suffocate to death.
In order to enter the Tower, you must be selected as a Regular. This is done by the first-floor Administrator, who travels the Outer Tower looking for people who interest him as candidates. Once you are selected and taken to the Tower, you are given a Pocket - a useful spherical device that can be used to track time, store items, and send messages to other Regulars. Then, you receive your first test - if you pass that, you enter the second floor, which is a grueling gauntlet of tests to weed out the unworthy. Most Regulars end their careers there. However, extremely rarely, some circumstances lead to someone entering the Tower without being chosen as a Regular. These Irregulars are usually figures of immense power, and the word is one of fear and mistrust.
The exact number of floors in the Tower is unknown to most Regulars - only the Rankers know for sure, and they tend to say very little about the top. It is said that the society and structure of the Inner Tower was created by Zata, the Last Queen, who conquered every floor of the Tower and ruled it as her empire for a thousand years. However, the Zata Empire crumbled when she vanished without a warning or a clue of where she went. In the modern era, the seven Great Families rule the Tower - Althea, Datu, Divina, Igme, Mirasol, Perla and Zyriel. These seven bloodlines work together peacefully to prevent anarchy from overwhelming the Inner Tower. Or, at least, that's what they say... but it's also said that one of these families holds a terrible secret, and that this alliance could break apart at any time.
The Tower may not be the entirety of creation. There are rumors of a world beyond its walls, where the sky is filled with stars, and the lands are so wide that you could travel for your entire life and never reach the end. Of course, there's no reason to believe such fanciful rumors, is there?
MECHANICS
I will be using Valor for this campaign, with the usual set of balance houserules. As usual, the valor rulebook will be provided for interested players who need it. However, character creation will be a little different.
Players are encouraged to share as little as possible about their characters with each other - basic concepts and general builds are necessary to keep a proper party balance, but beyond that, the more you can keep a secret, the better. Backstories and character sheets are to be sent to me privately. From there, depending on the circumstances, some characters may or may not be allowed to level up several times immediately - not all Regulars are created equal. Of course, as the story advances, the weaker party members will catch up wtih the stronger ones and a team of equals will emerge.
A maximum of one Irregular and two members of the Great Families will be allowed in the party. Once the players are selected, either discuss among yourselves who will claim these slots, or if an agreement cannot be reached, I will make a decision myself.
SCHEDULING
Seeking 3 to 5 players to meet once a week for 2-4 hours per session. Game will begin, depending on player interest, either after the end of Fists of Asphalt or after the end of Minus World - so probably either Winter 2016 or Spring 2017.
If interested, reply here with:
OVERVIEW
Money and wealth?
Honor and pride?
Authority and power?
Revenge?
Or something that can transcened all of them?
Whatever you desire... is in here.
Tower of Valor is a campaign based on the Manhwa Tower of God, about would-be heroes scaling a tower so massive that each floor is an entire self-contained world. With each floor, the tests, traps and monsters become more dangerous. If you can reach the top of the Tower, any wish can be granted. Countless people begin the climb, but vanishingly few reach the top floor. Do you have what it takes?
SETTING
Bullet points for people who already know the canon:
- Almost all named characters AU'd out.
- Political structure and history of the Inner Tower revamped.
- Making up my own answers to a lot of setting mysteries.
The Tower is so unimaginably vast that it's not right to think of it as a building. It's separated into three distinct areas - the Outer Tower, the Middle Area, and the Inner Tower. The Outer Tower is where most of the Tower's inhabitants live - each floor is the size of a continent, and some are not even aware of the existence of the Inner Tower and its trials. Ever floor has totally different climates, landscapes, and cultures. All manner of creatures inhabit these worlds - humans, animal people, horned people, people made of stone, people with six arms, anything you can imagine. From this outer world, Regulars are selected to be given the right to begin scaling the Inner Tower from its first floor.
The Inner Tower is enormous and bizarre, but still much smaller than the Outer Tower. On each floor, the Regulars must be determined by the floor's Administrator of being worthy of advancing to the next floor. Most people know next to nothing about these mysterious entities or what their stake in this is - in reality, contact with them is rare. The day-to-day details are handled by Rankers working on the behalf of the Administartors - former Regulars who reached the top floor of the Tower. These extremely powerful individuals run tests and select who can rise and who can't - unless the floor Administrator takes specific interest in the goings on of a group of Regulars, the decisions of the Rankers are absolute.
The world of the Inner Tower is strange and deadly. The atmosphere is comprised of a substance called Shinsu. Shinsu is the bases of all energy, taking on properties of air, water, fire, light, or anything else as necessary. The secret to true power is in the manipulation of Shinsu, through which one can eventually gain immortality, control the shape of the world, and even become God. All Regulars have some ability to control Shinsu, but talent in doing so varies dramatically from person to person. The higher your climb in the Inner Tower, the denser the Shinsu becomes - if an ordinary person leapt straight to the 30th floor, they would suffocate to death.
In order to enter the Tower, you must be selected as a Regular. This is done by the first-floor Administrator, who travels the Outer Tower looking for people who interest him as candidates. Once you are selected and taken to the Tower, you are given a Pocket - a useful spherical device that can be used to track time, store items, and send messages to other Regulars. Then, you receive your first test - if you pass that, you enter the second floor, which is a grueling gauntlet of tests to weed out the unworthy. Most Regulars end their careers there. However, extremely rarely, some circumstances lead to someone entering the Tower without being chosen as a Regular. These Irregulars are usually figures of immense power, and the word is one of fear and mistrust.
The exact number of floors in the Tower is unknown to most Regulars - only the Rankers know for sure, and they tend to say very little about the top. It is said that the society and structure of the Inner Tower was created by Zata, the Last Queen, who conquered every floor of the Tower and ruled it as her empire for a thousand years. However, the Zata Empire crumbled when she vanished without a warning or a clue of where she went. In the modern era, the seven Great Families rule the Tower - Althea, Datu, Divina, Igme, Mirasol, Perla and Zyriel. These seven bloodlines work together peacefully to prevent anarchy from overwhelming the Inner Tower. Or, at least, that's what they say... but it's also said that one of these families holds a terrible secret, and that this alliance could break apart at any time.
The Tower may not be the entirety of creation. There are rumors of a world beyond its walls, where the sky is filled with stars, and the lands are so wide that you could travel for your entire life and never reach the end. Of course, there's no reason to believe such fanciful rumors, is there?
MECHANICS
I will be using Valor for this campaign, with the usual set of balance houserules. As usual, the valor rulebook will be provided for interested players who need it. However, character creation will be a little different.
Players are encouraged to share as little as possible about their characters with each other - basic concepts and general builds are necessary to keep a proper party balance, but beyond that, the more you can keep a secret, the better. Backstories and character sheets are to be sent to me privately. From there, depending on the circumstances, some characters may or may not be allowed to level up several times immediately - not all Regulars are created equal. Of course, as the story advances, the weaker party members will catch up wtih the stronger ones and a team of equals will emerge.
A maximum of one Irregular and two members of the Great Families will be allowed in the party. Once the players are selected, either discuss among yourselves who will claim these slots, or if an agreement cannot be reached, I will make a decision myself.
SCHEDULING
Seeking 3 to 5 players to meet once a week for 2-4 hours per session. Game will begin, depending on player interest, either after the end of Fists of Asphalt or after the end of Minus World - so probably either Winter 2016 or Spring 2017.
If interested, reply here with:
- Your name and plurk handle.
- The times during the week when you are most reliably available to play.
- Anywhere between zero and three character concepts.
- Questions about the game or its setting.
- A rumor about the Tower.