About The Game

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Thorns: Uprising is a play-by-post forum RPG with an emphasis on creative writing, story and character development, and community. Although we've only been up and running since August 2008, we already have a steady and dedicated player base, an active forum and a plethora of fascinating stories in motion. Thorns' unique game model has something to offer for casual roleplayers as well as dedicated RP veterans. We have a detailed game world and a great degree of freedom in character creation.

The Story Behind The Game

In the world of Vita, sorcerers, known as galdori, are the dominant force. They wield the power of the mona and all lesser races are subject to their will. In Anaxas, the humans and wicks are displeased with their place in the world and are beginning to plan an Uprising that will dethrone the galdori King and restore Anaxas to non-magical control. The most extreme of these freedom fighters would gladly see any of the galdori killed and the art of magic forever lost.

From their base at the University of Brunnhold, the galdori are still getting used to their new Headmistress, Ophelia Servalis, whose radical ideas threaten the status quo. Their aged King, Taelin, is on the brink of collapse; what will his death mean for the sorcerers, especially when the Queen herself is dying of a mysterious illness? Total political chaos seems near, and only the sinister High Judge Azmus seems capable of restoring reason and power to the galdori.

For humans, times are bleak. The economy is suffering from outrageous tariffs, the people are poor and oppressed, and villainy is rampant under the thumb of the crime lord Silas Hawke and his band of mobsters known as the Bad Brothers. The Resistance, led by folk hero Jon Serro, promises change; many cling to the desperate hope that they will overcome their galdori oppressors. But will the freedom fighters restore power to the people or simply take it for themselves?

The wicks, the dark horses of history, linger on the outskirts of this conflict, neither taking sides nor opting out altogether. They seem to favor the human side of things, as their people have been oppressed as well, but their loyalty to their own people seems to take precedent. And they have their own problems to deal with - High Judge Azmus would as soon look at a wick as kill him, and the future of the tribes has never seemed so insecure. Even the Durgs are in disagreement.

Though the struggle between these two forces (magical and nonmagical) is all-encompassing, there is a third player. The natural world, a magic so deep as to be incomprehensible to mortals, has begun to take note of the events of the mortal world. The malevolent force of the hatchers, a band of mythic beasts who hate mankind more than it is possible to comprehend, looms in the distance. The mona are restless, and are beginning to enact their will through the passives - non-magical galdori who have an unexplained connection with the mona. And the gods, as usual, are silent.

Anaxas is at a boiling point, and it seems like only a matter of time before a catalyst sets an inevitable war in motion.

The Story So Far

Since the game began in August 2008, much has changed.

Several events began to set the Uprising in motion. The human public have been tested to their limit with increasingly restrictive laws, and violent outbursts continue to disrupt the peace and erode their faith in the galdori government. The Cadre, a shadowy organization with the singular purpose of finding and destroying the resistance, reared its head and is now in full control of the Seventen and Hanz Morde.

In the magical world, it has become evident that there is something very strange afoot. Diableries are happening more frequently, ghosts are on the rise, and the hatchers have departed their usual stalking grounds for the mountains, opening the pathway to the ancient wick haven of Anhau. All these events have left their mark on the world, and a few intrepid academics at Brunnhold have begun to search for the reason behind them.

Banned from Vienda for allegedly disturbing the peace and inciting violence, the wicks have moved on to Anhau. The tribes are in disagreement, unsure of whether to maintain their nomadic lifestyle in the face of imminent war; a new tribe, One Wolf, has formed to defend the wick way of life. Meanwhile, the citizens of Anhau have struggled to accept the influx of modern society and retain their culture.

Jon Serro was declared dead by the galdori government. Many believe it to be true, and his second-in-command, Alyssa Pierre, has stepped up to take over for him. Some still suspect it to be a government trick, but Serro has not been sighted since the announcement.

With the recent (and still secret) death of the Queen, the High Judge, the Cadre and the Seventen must act quickly to dethrone Ophelia Servalis and appoint a new Queen and Headmaster - individuals who would be more likely to support open war to quash the rebellion.

What You Should Know

Although Thorns has some elements in common with better-known RPGs such as Dungeons and Dragons, this game is going to be significantly different from any other RPG you've ever played. We have a unique and unfamiliar setting, and vastly different in-character social standards than most fantasy games. The magic system in particular is unusual, and will take some getting used to.

Try to approach this game without any expectations about how you think it will work. This is a low-magic world, which means that while magic exists, it is not prevalent in every aspect of the game, nor is it all-powerful. Traditional fantasy elements are kept to a complete minimum here, so don't expect to encounter fairies or orcs.

Above all else, please remember that this game is not about being the hero or saving the day; it's about participating in something larger than yourself, and being part of monumental changes that change the shape of the game from the inside out. There is no way to win this game. The ultimate goal is to have a good time.

Creator Goals

  • To create a fascinating and unique world for players to interact with
  • To fill this world with interesting places, people and concepts, each of which is enjoyable to read about
  • To step outside the usual stereotypes of fantasy magic and create a system based on solid principles
  • To allow for a balance between player storylines and a central story arc
  • To allow players to participate in the formation of history, and decide the events which change the world
  • To encourage creativity, friendship and collaborative writing among players