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Glorified Mercenaries: The Rebootening
06-14-2013, 09:47 PM
(This post was last modified: 02-02-2014, 07:12 AM by Granolaman.)
MrGuy Wrote:The year is 3021, 9 years after the end of the Millenial War. The nations of the world have, more or less, rebuilt, and for the fortunate few, the world is entering a golden age. Planes, cars and motorcycles are becoming commonplace, greatly expanding opportunities for travel and work. Both big cities and small towns are constantly growing and improving, and advances in magic mean new careers seem to pop up every few months. The media is, by and large, idealistic, yet artists are making great strides into themes and techniques not explored before.
But others are finding things far worse. Families have been destroyed, old prejudices intensified; even with the buildings returned to their former glory, the losers' economies have yet to fully recover. Women, minorities, and "weirdos" are marginalized, and new discoveries are both exciting and terrifying, with a growing movement that seeks to return to a time before industrialization – by force.
The dark side to the prosperity is exemplified by the Worldwide Guild of Explorers, Cartographers, Collectors and Do-Gooders, formerly colloquially known as The Adventurers' Guild, now more often referred to as "that haven for freaks" or "those poor, hopeless souls." Back in the day, it was exclusive, its members respected, its finds many and impressive. But nothing, it seems, can last forever.
The bad times started when the vast majority of the planet's surface was mapped out, "Cartographers" becoming little more than an artifact in the guild’s name - maps didn't change as much anymore, and the only time anyone seemed to really need a new one was to accommodate a new street or suburb, or some tiny territory gain from a war. Soon afterwards, all the old tombs and temples were cleared of traps and beasts, and a new wave of archaeologists displaced the old-fashioned explorers, being more able to find and carefully retrieve valuable artifacts. The remaining frontiers – space and the deep sea – required a new skillset and expensive technology, so new organizations were set up to explore them instead. The war may have catalyzed the Guild's collapse, but it was really just the last nail in the coffin; everyone agrees it was more or less inevitable.
Now, the Guild is more or less a glorified synthesis of a mercenary corps and a detective agency, more known for violence than great discoveries. There is neither prestige nor an impressive salary for those who they employ. The only people who join are fools who still think they can scrape some glory off the bottom of the barrel, and people who – by skills, past behavior, bad luck or simply the way they were born – can't find employment anywhere else.
As you might have gleaned, you're one of them.
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GENERAL STUFF YOU SHOULD KNOW!
So this is a Tabletop RPG, like Dungeons and Dragons or GURPS. The system this game is using is called Lightweight RPG, and I’m using it mainly because it has enough depth to be interesting, but not so much that it’s difficult to learn and administrate I’ve uploaded the full rulebook for your perusal here; it has information on character creation, and is (as the name implies) a pretty light read, particularly if you only look at the super-important stuff. For any questions not answered by the book, or anything that isn’t quite clear, I’m almost always in the #eagletime or #grandbattle IRC when I can be, so pop by and shoot me a PM.
If you want to join, think up a character concept that fits within the bounds of the setting – if you’re unsure if it works, you might want to run it by me first, but I’m pretty flexible. Character creation rules are in the linked materials so I’d appreciate it if you got statting and such done and posted too (again, if you need help, I’m usually in IRC). Once you’ve got the character sheet and stuff all posted, you’re a candidate to play. Note: If there’s any Secret Backstory Stuff or similar things you don’t want others to know yet, just forum PM it to me. I’ll probably wait a week, week and a half to give people time to set up their dudes – if you need a little more time than that, tell me, I’m totally cool with waiting a bit. I’m probably going to go with 4-6 players, so anyone above that I’m afraid I won’t have room for. Sorry if that leaves anyone out, but it’s just for practicality in balancing encounters/crafting a comprehensible narrative – and you can always look into starting or otherwise getting in on another RP or game!
If you do join, please contribute regularly – even if you don’t have time to make a wordwall, you can put in five minutes a day for an action or a couple lines of dialogue. Disappearances are the bane of roleplaying, and can severely mess up a game’s momentum. If something important comes up, I totally understand – but please try to tell me that you won’t be able to contribute for a while, and give me a decent estimate for how long that’ll be if possible. If you don’t act for a while without any warning, I will skip over your turn (if you’re in a rolling-for-stuff situation), and if it goes on too long I will kick you out and find someone willing to replace in.
Once the game’s in progress, if you aren’t finding the game super-enjoyable for whatever reason, tell me, but give me specifics. Specific feedback means I can try to improve the situation, and do my best to make things fun for everyone – no feedback or vague feedback and I can’t.
WORLDBUILDING INFO
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SPECIES (probably a good idea to read this before making a character)
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- Moatin: Pronounced "MO-tin." A wholly herbivorous species that ranges from six to eight feet and tends towards a bulkier body type. Skin ranges from pale purple or red, to usually deeper shades of orange or blue. Are famous for their theater, which started out as a harvest festival tradition and was retained during their years of slavery as a way to preserve their culture and displace themselves after a long day of work. Technologically apt, they are believed to be the first species to have developed agriculture as we know it.
During the heyday of the Foumillan Empire, they were widely enslaved, used primarily for drudge work like mining and farming. The luckier or more skilled ones would be taken up by a mercenary band – where, though they would still receive no pay to begin with, could advance up the ranks and earn a salary if they were particularly valorous (though this was unfortunately rare, as they were typically given little to no equipment and used as cannon fodder) – or as assistants to an artisan, where they could use any free time to pursue their own side projects and, hopefully, sell them off to buy their freedom. Free Moatin were given tattoos (with a needle and ink suited to flesh) if female, and magically bound (so as to be essentially unstealable) rings if male; nowadays, both men and women tend to wear one or two nonmagical rings and light tattoos.
The practice of slavery mostly died out with the fall of the Empire, and the Moatin formed a large kingdom known as Dekara, a civil war later splitting it into Radelius and the Democracy of Burin. Quite a lot of the second millennium was spent building more and more impressive and gigantic monuments, and their cities, both ancient and new, remain tremendous tourist destinations. Being the first group to hit the industrial revolution, they have also embraced technology, and developed many of the technologies used both during and after the Millenial War – which some of the more proud or bigoted Moatin will remind you of whenever they get a chance. While their culture tends to have a relatively low degree of racism and sexism, classism is more common than in other species, with class conflict defining the recent decades of Moatin-dominated societies.
- Celarúi: Roughly pronounced “Chell-uh-ROO-ee.” Descended from birds, with prominent beaks and large wings; their wings are disconnected from their arms. Tend to be four or five feet and slender. They traditionally wear open-toed shoes or boots, though this has fallen by the wayside and is now practiced only by hardcore followers of the martial art Dato Rama, as unshielded talons are required to execute kicking techniques properly. Men tend to have brighter plumage, and are expected to wear makeup to accentuate it if necessary. Women tend to wear bright clothing and jewelry to contrast with their plainer feathers. While the other species tend towards a male-dominated society, Celarúi are female-biased; men are considered passive and expected to pretty themselves up when seeking a relationship, while women make the actual choice of boyfriend or husband – a man making the first move is considered odd at best, and horrifying amongst more conservative groups. Men are also expected to take care of eggs and young children, though raising older children is a burden more equally shared between spouses.
In the past, they primarily lived as nomads, making their living either as traders, hunters or ranchers. While some have preferred to settle down in a specific place – and the policy is on the rise, especially with the establishment of large, permanent cities on Celarúi land – those who do so are considered to be “Celarúi in body only,” and treated as members of another culture by their traditionalist brethren. This has often led to those who decide on a permanent residence to feel ostracized, considered alien both by their species and by others, but the formation of community groups starting in the 2970s has mitigated this concern.
Those who continue their lives as travelers have, obviously, needed to make a transition; most of them now work as pilots, truckers or sailors, though a few families still run traveling ranches and markets. Most automobile companies specifically manufacture “wing-compatible” seats for their comfort, which results in a relatively small, but still worthwhile, profit.
- Foumillan: Pronounced “Foe-MEE-yon.” A species of insect-like creatures, with four arms and a chitinous exoskeleton. Range from three to six feet, and are generally bulky, though a third to one-half of that is their skeleton. Females tend to be larger than the males, and traditionally receive tattoos with special needles and ink, the latter being designed to prevent proper molting in the area it’s applied to; as a result, the oldest tattoos will appear deeply indented. Both genders are generally expected to follow their parents’ career, and are given a ceremonial token of it (such as a golden needle or ornamental sword), as well as more practical tools, on their 16th birthday. Frequently live both aboveground and underground.
It's said that long ago (historians have the dates pinned as roughly 400-1500), the species held an empire unlike any other - a haven for art, a land of constant abundance, and the undisputed center of world trade. Nobody can agree quite what caused the kingdom's downfall; some say it was invaders, others claim a war of succession which quickly depleted the country's resources and drove off many of its citizens. Regardless of what caused it, the old cities crumbled, and only a few works of art were smuggled away; the rest have been lost to time, or destroyed by those who considered them outdated, inferior or evil.
Afterwards, the Foumillan turned inward, creating the isolationist city-state of Agnevilois. The Millenial War was the first time they had been officially involved in a large-scale conflict; however, there have always been fairly large mercenary groups in the country, and the weapons to supply them were practically the only imports Agnevilois accepted before opening up trade in recent years.
- Duonasí: Pronounced “Doy-nuh-SHE.” They vary greatly in size, standing from two feet to seven feet tall and covering just about every body type one could imagine. They tend to have light purple or blue skin, vestigial tails and antennae; the purpose of the latter two seems to have been lost to the ages, and richer Duonasí tend to have them surgically removed as a status symbol of sorts. Older men and women wear their hair short, whereas the youth – particularly the more rebellious among them – let it grow out more, sometimes down to their waist.
Believed to be the last species to have developed civilization, the Duonasí made a name for themselves through scholarly pursuits; most notable among these, they invented and spread contract-based magic; they founded the first modern university in the capital of Eoimahais around 2943, which has been preserved as a museum after a new campus was established; and they were the beginners of several classical art movements, though Moatin and Celarúi have dominated in more recent years.
While their culture generally emphasizes that contractual magic should focus on benefitting both parties equally, the more unsavory elements tend to use technicalities, misdirection, the other party’s lack of understanding, or if all else fails, outright lies to get what they want. This abuse eventually led to the formation of an organized crime syndicate known as The Pendulum; though it has officially been broken up, smaller crime families remain scattered throughout many countries of the world.
- Aumoli: Pronounced “OH-mo-lee.” Possibly the first species to attain sapience, these creatures form from concentrated magical energy, first coming into being in a cave with large deposits of Unicite (a magic-absorbing crystal used for both magical and anti-magical purposes). As such, their culture lacks a concept of gender. Infants are more or less intangible wisps; as they age, they solidify and become more humanoid, tending to resemble Unicite in texture (though their color has a much wider range, encompassing nearly anything you could name).
The Aumoli are most notable for running most of the major sects of Durrennism, having founded the original Church of the Holy Three centuries ago. Years of acting as missionaries and clergy have left their culture with a distinct emphasis on things such as diplomacy and debate, and the small but increasing number of secular Aumoli frequently find work as marketers or therapists. They tend towards thick clothes even in summer – which helps mask the temperature fluctuations caused by their tendency to either absorb energy or, in stressful situations, give it off – and typically wear flexible masks when dealing with other species, shaping them with magic to simulate lip movements and give an impression of their current emotional state (or at least the one they want to display). From a combination of their missionary work and semi-telepathic communication between each other, they were also the species that broke down the language barrier.
While skilled mages and diplomats, their fairly rigid and fragile bodies have generally been considered to make them unsuited for combat (which is compounded by the damage anti-magical weaponry can do to them) or craftsmanship, and they were often looked down upon in the past for this. While new technologies are allowing them to more easily manipulate their surroundings – and many Aumoli participated in the Millenial War, doing surprisingly well due to body armor designed to help them maintain their physical structure even under heavy anti-magical bombardment – the bias still remains, particularly among the Foumillan and Moatin.
- Demons: There are two primary genera of demon, each of which encompasses seven species. They are, in essence, evil and folly made flesh; each species can feed off nothing but whatever sin they are associated with, and if unable or unwilling to do so, they will wither away and die. For a long time, this meant that they were pariahs, banned from almost all other societies; however, reform movements of the past few decades (started by the legendary Tyrigan of pride, Inlyksor) have led to subcultures who survive by minimizing the severity and frequency with which they "feed," and thus are able to eke out a marginal life in certain areas.
-- Tyrigan: The embodiment of the Terien sins. Generally smaller and more humanoid than the Kashad, but with visible horns and several pairs of eyes. Native to the hot, mountainous regions of the Underworld, where they form small towns generally led by one or two well-liked Pride demons. Rarely tend to be a major threat to mortal society as a whole, though a few individuals have caused strife; indeed, their rivalry with the Kashad has saved the world from the brink of disaster more than once.
-- Kashad: The embodiment of the Linteren sins. Tend to be large and bestial, with the exception of Doubt and Despair Kashad, who are generally unimposing and on the shorter/thinner side respectively. Native to the freezing tundra of the Underworld, tending to form oligarchies and “republics” which are generally run by Drudgery demons as sort-of-benevolent dictatorships. Whereas the Tyrigan are primarily dangerous as individuals, the Kashad are only a major threat as a society on the whole, as individuals are mostly uninterested in or unequipped for doing anything of detriment to mortal society.
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GEOGRAPHY
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Major Nations:
1) Achendam: A republic founded by a coalition of Moatin, Duonasí and Aumoli. Generally considered the instigator of the Millenial War, their territory considerably shrunk by the treaties that followed. Extremist elements in the government were purged in the process, which led to some unrest but has also encouraged the more progressive elements of society to make themselves heard.
2) Agnevilois: A formerly isolationist kingdom. A monarchy on paper, but a series of weak kings led to the Federal Council taking a large chunk of power, leaving it more of an oligarchy. The Millenial War was the first conflict the kingdom had officially participated in.
3) The Democracy of Burin: A direct democracy which split off from Dekara in a civil war. Mostly notable for a disproportionately large economy, its status and location brings many immigrants and traders of every species, and nearly every Celarúi trade route passes through the capital of Burin City. Extremely capitalist, with large income disparity.
4) Dekara: A monarchy formed by the Moatin. The first country to hit the industrial revolution (due to its large deposits of iron and coal), it gained considerable amounts of territory during the Millenial War, though some of the weapons it used to do so have since been rightfully banned.
5) Diabolos Celesti: A meritocracy, with the government divided into a legal council, a military council, an economic council, a science council and a religious council. Founded by Inlyksor and the Demon Reform Movement. Its tropical climate has led to it becoming a major tourist destination. Managed to stay out of the Millenial War until 3008.
6) The Durrennic Confederacy: A theocracy with a weak federal government. Infamous for being the only nation that still enforces a total ban on all demonic immigration. Both gained and lost a considerable amount of territory during the war, but more or less came out ahead in the end.
7) Eoimahais: A merchant kingdom, vast before the war but since reduced to the coast and a few scattered islands; since the Agneviloisian mercenaries on which they relied were mostly busy defending their homeland, their cities were a tempting and easy target. Though traditionalists and magnates are unhappy with this, the populace at large has mostly moved on due to an easy-come-easy-go philosophy, and the region remains economically relevant.
8) Golina ri Bulris: A constitutional monarchy situated along the coast of the western continent. Centered around the capital, Sovisa, and a couple major cities near it; roughly 2/3 of the population lives in or around this area. The urbanized and southern areas are popular tourist destinations, with the northern reaches of the kingdom mainly being a site for extraction of resources like metals and gemstones.
9) Laodoc Lam: The Celarúi home region, very lightly forested with lots of hills and plains. Mostly small river towns and permanent campsites, and as such was more or less untouched by the war. Since the war’s end, a few boom towns have cropped up after the discovery of valuable metals and crystals in the more hilly areas.
10) Riverhaven: A republican city-state founded shortly after the war, from a chunk of Celarúi territory cut off from Laodoc Lam. Drew in a good deal of refugees and veterans. Currently the most urbanized country in the world. The campaign starts here, with a desperate attempt to reinvigorate the Adventurers’ Guild with a new branch.
11) Siháiloren: A moderately corrupt republic almost totally controlled by Duonasí; only in recent years have a couple Moatin and Foumillan managed to attain notable public office. While they didn’t gain any significant land during the war, they managed to position themselves in a way that significantly improved their economy and diplomatic relations.
12) Xori le Raso: A meritocracy centered around science and magic. Each school of magic has a council, headed by their Prime Delegate; the Prime Delegates congregate once monthly at the Prime Council. Maintains close diplomatic ties to the Durrenic Confederacy, and while it allows demonic immigration, strict sanctions are still in place.
The Seven Natural Wonders of the World:
A) Din Moshai Chasm: The river here forms a deep and wide canyon, then disappears into the mountains; it comes out on the other side of the range in a waterfall popularly known as Din Moshai Drop.
B) The Cliffs of Sovisa: Infamous for a tremendous drop into the ocean, rock climbers have recently taken to traversing these cliffs, and often carving small sculptures from the rock wall. Certain rare species of bird are also known to nest in the area. The view over the ocean, especially at sunset, is legendary.
C) Mount Eternal: The fourth-highest peak in the world, legendary for the strange silver crystals that form in caves near the top. Being a powerful source of healing energy, Celarúi legend has several tales of people who braved the mountain to gather them. Recently, companies have been jockeying over the rights to a large-scale mining operation.
D) Corlucail: The world's densest rainforest, renowned for its extraordinarily high biodiversity. Many useful plants and animals, and even some magical constructs, can only be found here.
E) Ora Miskish: A bay notable for a vast and beautiful reef, as well as a complex network of grottoes formed by the dissolution of dolomite. Mages in training often visit for the unexplained intense magical fields in the area.
F) Luatschen Peak: While not hugely impressive in stature, a mountain here is shaped in such a way that a deep basin at the top overflows regularly in the rainy season. When it does so, the water eventually bursts forth in a major waterfall; this even is traditionally marked by holidays and festivals in the surrounding countries.
G) Kenteruju: An islet famed for an ancient and still active shield volcano. Life flourishes here which is unlike any other on the planet, having adapted to extreme levels of toxins in the soil. Said toxins also play havoc with the area's magical fields, making it basically impossible to cast Earth or Energy magic.
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MYTHOLOGY
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Durrennan mythology has three major gods, known as the Overseers. First is Durenha, associated with magic, morality, the spiritual world, and balance; then comes Miralond, associated with combat, the physical world, and passion; and finally, Sha’od, associated with diplomacy, philosophy, and love. They are also portrayed as having children, which come together to form sub-pantheons (generally of 3, but in rare cases of 2 or 4 due to a lack of a balancing element or the addition of a fourth one): for example, the gods of Sky, Earth and Water, or the gods of the Wilderness, the City, and Travel. For the most part, these children are considered relatively unimportant (with the exception of members of The Congregation).
- The Sins: Traditional Durrennan texts enforce the idea of balance between satisfying one's own desires, and fulfilling one's societal duty. Thus, two classes of sin were defined: The Terien sins, or sins against others, which are analagous to (and overlap with) the oft-referenced Seven Deadly Sins, are made up of Sloth, Hedonism, Wrath, Ambition, Deceit, Hatred and Pride. Meanwhile, the Linteren sins, sins against the self, consist of the opposite extreme: Drudgery, Asceticism, Doubt, Purposelessness, Bluntness, Apathy, and Despair.
- Churches: Few major non-Durrennan religions exist, if only by virtue of it being difficult to convince people to convert when their gods have been conclusively documented as appearing within the last two centuries. However, Durrennan belief has split a few times, resulting in several competing sects. - Church of the Holy Three: The original church, or what remains of it. Structured around three Principals, each reporting to one of the primary gods. Very traditionalist, disallowing any non Aumoli from holding a position above bishop. Founding date allegedly marks the beginning of the True Calendar, but some historians argue it was as many as 200 years earlier or later.
- The Congregation: A church more focused on minor patron gods than worshipping the Big Three. Heavy emphasis on individual prayer and meditation, with priests giving believers advice on which gods to pray to based on what they have and what they need.
- The Southern Fold: Founded in the early 1300s by the Foumillan Empire. Due to shrinking membership, underwent extreme reforms in the 2120s. The smallest of the major religions, comprised almost entirely of Foumillan and Moatin. Focuses on the fallibility of all beings, including the gods themselves, and strongly encourages forgiveness and personal growth as a result.
- The Universal Church of Durenha: A progressive church with a roughly even mix of followers from every race, but still mostly run by the Aumoli. Has the highest number of demonic followers due to inclusiveness being an important part of doctrine.
- The Church of the One and Many: A sort-of-monotheistic religion founded by Celarúi around the 900s. Has since adopted the Durrennan gods, but considers them subservient to the true god and creator. All races are allowed to be clergy members, but only females (naturally, Aumoli do not have this restriction, lacking sex or gender).
- Reform Parish of the Creator: A splinter group of the Church of the One and Many that follows a strictly monotheistic paradigm, considering the Durrennan deities to be demons or other powerful (but non-divine) entities presenting themselves as gods. The clergy is exclusively female and exclusively Celarúi.
- The Underworld: Where demons live. A land of extremes – all the lands within are either freezing and flat, or scorching and mountainous, and there is either so much light it causes headaches, or so little it’s all but impossible to see even with artificial light sources. Mortals rarely see fit to go there, and a more-or-less constant war rages between the Tyrigan and Kashad, with few permanent gains for either side.
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MAGIC
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Nearly all post-Industrial technology is based around some form of magic or another – guns are based on using a magical explosion rather than igniting gunpowder, refrigerators provide a cold environment via ice magic, cars and airplanes move using modified forms of levitation.
Becoming a wizard or magician proper requires, at the bare minimum, a bachelor’s degree in either general magic or a specific discipline; most (about 70%) professionals will choose to attend a graduate school as well. However, a low level of magical ability is nearly universal, and basic magic classes are a staple of both public and private schools at the primary and secondary level.
A sufficiently-skilled magician has three major limits – their existing knowledge, their imagination, and their physical and mental capacity to perform any given spell. Aside from that, few clearly-defined boundaries to what magic can accomplish exist, with one major exception – predicting the future seems to be more or less impossible, as all who have attempted it (and been confirmed as genuine, rather than con artists) have come out suffering from amnesia, a dissociative disorder, or symptoms of schizophrenia. Postcognitive efforts have not been much more successful, with only two or three confirmed and inarguable successes.
- Principles: Magic is divided into several elemental schools known as Principles, all of these being either a Base Principle – Earth, Air, Energy or Water – or a Blended Principle considered to be a mix of the two, e.g. Illusion or Movement. Not all magic is organized around a principle, however – non-elemental magic is also quite common, including things like contractual magic and hexes/curses. Nearly every element discovered thus far is associated with one or more principles, generally sharing similar make-ups by group: for example, alkali metals tend to be associated with the Energy and Alkali principles, noble gases with Energy and Air (as well as Lift for the less dense ones, e.g. Helium), carbon group elements with Earth and related blends. Compounds do not necessarily exhibit a blend of their components’ principles: for example, nitrogen and carbon would seem to form an air/earth blend, but cyanide is strictly a toxin (i.e. water/air).
The most basic rule of Principle-based casting is that two opposed principles cannot be combined; instead, the cancellation caused by attempting to blend the two forms the basis of anti-magic (see below). Anti-magic is most commonly performed by combining Void and Magnetism due to the significance of the former.
It is important to note that several principles are either entirely undiscovered (but assumed to exist in some capacity), or mostly theoretical; the former are obscured in the above diagram, the latter marked with a question mark. The discovered principles thus far are: - Base Principles: Earth, Air, Energy and Water (as noted above). These can also be “refined” into the elements of Matter, Time (which, though attempts to see into the future or past have gone poorly, can still be used for such purposes as slowing time or increasing/reducing age, and is often used to quickly age things such as cheese and wine), “Principle X” (a Refined version of energy not yet truly understood), and Life (which encompasses both traditional healing and necromancy).
- Tier-One Blends: Blends made of a roughly equal combination of the forms and concepts between two Base Principles. Includes Illusion (Water and Energy), Pressure (Energy and Air), Movement (Air and Earth), and Toxins (Earth and Water).
- Tier-Two Blends: More complex blends formed by “blending blends” or by combining an uneven amount of two base principles. Contains most of the theoretical principles and all of the unknown principles. Known to include Acid, Radiation (theoretical), Salt, Alkali (theoretical), Momentum, Magnetism, Wind, Burst, Lift, Ice, Electricity, Reflection, Void, and Diffraction (theoretical).
- Prepared Magic: Most magic can be performed on the fly, with little to no preparation besides practice and some sort of conduit (e.g. a staff or gun). However, certain forms – most notably potions and hexes – are prepared in advance, which is less convenient but allows for more power and versatility. Prepared magic tends to be heavily policed for this reason, with several varieties of potion and hex outright banned, most of them being related to mind control, permanent injury or death.
- Golems: Golem science has existed in theory since the late 2700s, but was never pursued practically due to low energy and information storage capacity. Recently, though, two types of golem have emerged – the first is unmanned and has been phased into a couple of factories, doing the more repetitive and simple work much more efficiently than ordinary workers, and the second is piloted, essentially a combat suit, deployed near the end of the Millenial War to great effect in a couple of key battles. While still rare and fairly expensive, they have ignited the public imagination, and many works of fiction discuss the potential and dangers of increasingly advanced golems.
- Anti-Magic: Anti-magical weaponry and high training costs tend to make classical magical combat, particularly in large-scale battles, unviable. Instead, most professional soldiers know only enough magic to use (and, in some cases, repair) their magical weapons. Heavy magical bombardments are used primarily by bombing squads or before a surprise attack, to avoid allies getting caught in the crossfire; in a more direct conflict, low-powered anti-magic grenades are used fairly frequently. Soldiers, cops and adventurers alike tend to carry a non-magical sidearm in case the battle is too heated for them to repair their weapon. Despite the increasing spread of anti-magic, though, traditional magicians are still prized for special operations, and quite a few work for the Guild.
Many thanks to bigro for help with refining magic and geography, as well as providing the graphics for them! You're a peach~
Posts: 1,776
Joined: Jul 2011
Pronouns: Her, but They is also okay
Location: The Frigid Northlands
Glorified Mercenaries (mystery boxes) [LWRPG]
06-17-2013, 06:51 AM
(This post was last modified: 09-12-2013, 12:53 AM by MaxieSatan.)
Original OP (circa February 2, 2014)
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SpoilerThe year is 3021, 9 years after the end of the Millenial War. The nations of the world have, more or less, rebuilt, and for the fortunate few, the world is entering a golden age. Planes, cars and motorcycles are becoming commonplace, greatly expanding opportunities for travel and work. Both big cities and small towns are constantly growing and improving, and advances in magic mean new careers seem to pop up every few months. The media is, by and large, idealistic, yet artists are making great strides into themes and techniques not explored before.
But others are finding things far worse. Families have been destroyed, old prejudices intensified; even with the buildings returned to their former glory, the losers' economies have yet to fully recover. Women, minorities, and "weirdos" are marginalized, and new discoveries are both exciting and terrifying, with a growing movement that seeks to return to a time before industrialization – by force.
The dark side to the prosperity is exemplified by the Worldwide Guild of Explorers, Cartographers, Collectors and Do-Gooders, formerly colloquially known as The Adventurers' Guild, now more often referred to as "that haven for freaks" or "those poor, hopeless souls." Back in the day, it was exclusive, its members respected, its finds many and impressive. But nothing, it seems, can last forever.
The bad times started when the vast majority of the planet's surface was mapped out, "Cartographers" becoming little more than an artifact in the guild’s name - maps didn't change as much anymore, and the only time anyone seemed to really need a new one was to accommodate a new street or suburb, or some tiny territory gain from a war. Soon afterwards, all the old tombs and temples were cleared of traps and beasts, and a new wave of archaeologists displaced the old-fashioned explorers, being more able to find and carefully retrieve valuable artifacts. The remaining frontiers – space and the deep sea – required a new skillset and expensive technology, so new organizations were set up to explore them instead. The war may have catalyzed the Guild's collapse, but it was really just the last nail in the coffin; everyone agrees it was more or less inevitable.
Now, the Guild is more or less a glorified synthesis of a mercenary corps and a detective agency, more known for violence than great discoveries. There is neither prestige nor an impressive salary for those who they employ. The only people who join are fools who still think they can scrape some glory off the bottom of the barrel, and people who – by skills, past behavior, bad luck or simply the way they were born – can't find employment anywhere else.
As you might have gleaned, you're one of them.
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GENERAL STUFF YOU SHOULD KNOW!
So this is a Tabletop RPG, like Dungeons and Dragons or GURPS. The system this game is using is called Lightweight RPG, and I’m using it mainly because it has enough depth to be interesting, but not so much that it’s difficult to learn and administrate I’ve uploaded the full rulebook for your perusal here; it has information on character creation, and is (as the name implies) a pretty light read, particularly if you only look at the super-important stuff. For any questions not answered by the book, or anything that isn’t quite clear, I’m almost always in the #eagletime or #grandbattle IRC when I can be, so pop by and shoot me a PM.
If you want to join, think up a character concept that fits within the bounds of the setting – if you’re unsure if it works, you might want to run it by me first, but I’m pretty flexible. Character creation rules are in the linked materials so I’d appreciate it if you got statting and such done and posted too (again, if you need help, I’m usually in IRC). Once you’ve got the character sheet and stuff all posted, you’re a candidate to play. Note: If there’s any Secret Backstory Stuff or similar things you don’t want others to know yet, just forum PM it to me. I’ll probably wait a week, week and a half to give people time to set up their dudes – if you need a little more time than that, tell me, I’m totally cool with waiting a bit. I’m probably going to go with 4-6 players, so anyone above that I’m afraid I won’t have room for. Sorry if that leaves anyone out, but it’s just for practicality in balancing encounters/crafting a comprehensible narrative – and you can always look into starting or otherwise getting in on another RP or game!
If you do join, please contribute regularly – even if you don’t have time to make a wordwall, you can put in five minutes a day for an action or a couple lines of dialogue. Disappearances are the bane of roleplaying, and can severely mess up a game’s momentum. If something important comes up, I totally understand – but please try to tell me that you won’t be able to contribute for a while, and give me a decent estimate for how long that’ll be if possible. If you don’t act for a while without any warning, I will skip over your turn (if you’re in a rolling-for-stuff situation), and if it goes on too long I will kick you out and find someone willing to replace in.
Once the game’s in progress, if you aren’t finding the game super-enjoyable for whatever reason, tell me, but give me specifics. Specific feedback means I can try to improve the situation, and do my best to make things fun for everyone – no feedback or vague feedback and I can’t.
WORLDBUILDING INFO
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SPECIES (probably a good idea to read this before making a character)
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- Moatin: Pronounced "MO-tin." A wholly herbivorous species that ranges from six to eight feet and tends towards a bulkier body type. Skin ranges from pale purple or red, to usually deeper shades of orange or blue. Are famous for their theater, which started out as a harvest festival tradition and was retained during their years of slavery as a way to preserve their culture and displace themselves after a long day of work. Technologically apt, they are believed to be the first species to have developed agriculture as we know it.
During the heyday of the Foumillan Empire, they were widely enslaved, used primarily for drudge work like mining and farming. The luckier or more skilled ones would be taken up by a mercenary band – where, though they would still receive no pay to begin with, could advance up the ranks and earn a salary if they were particularly valorous (though this was unfortunately rare, as they were typically given little to no equipment and used as cannon fodder) – or as assistants to an artisan, where they could use any free time to pursue their own side projects and, hopefully, sell them off to buy their freedom. Free Moatin were given tattoos (with a needle and ink suited to flesh) if female, and magically bound (so as to be essentially unstealable) rings if male; nowadays, both men and women tend to wear one or two nonmagical rings and light tattoos.
The practice of slavery mostly died out with the fall of the Empire, and the Moatin formed a large kingdom known as Dekara, a civil war later splitting it into Radelius and the Democracy of Burin. Quite a lot of the second millennium was spent building more and more impressive and gigantic monuments, and their cities, both ancient and new, remain tremendous tourist destinations. Being the first group to hit the industrial revolution, they have also embraced technology, and developed many of the technologies used both during and after the Millenial War – which some of the more proud or bigoted Moatin will remind you of whenever they get a chance. While their culture tends to have a relatively low degree of racism and sexism, classism is more common than in other species, with class conflict defining the recent decades of Moatin-dominated societies.
- Celarúi: Roughly pronounced “Chell-uh-ROO-ee.” Descended from birds, with prominent beaks and large wings; their wings are disconnected from their arms. Tend to be four or five feet and slender. They traditionally wear open-toed shoes or boots, though this has fallen by the wayside and is now practiced only by hardcore followers of the martial art Dato Rama, as unshielded talons are required to execute kicking techniques properly. Men tend to have brighter plumage, and are expected to wear makeup to accentuate it if necessary. Women tend to wear bright clothing and jewelry to contrast with their plainer feathers. While the other species tend towards a male-dominated society, Celarúi are female-biased; men are considered passive and expected to pretty themselves up when seeking a relationship, while women make the actual choice of boyfriend or husband – a man making the first move is considered odd at best, and horrifying amongst more conservative groups. Men are also expected to take care of eggs and young children, though raising older children is a burden more equally shared between spouses.
In the past, they primarily lived as nomads, making their living either as traders, hunters or ranchers. While some have preferred to settle down in a specific place – and the policy is on the rise, especially with the establishment of large, permanent cities on Celarúi land – those who do so are considered to be “Celarúi in body only,” and treated as members of another culture by their traditionalist brethren. This has often led to those who decide on a permanent residence to feel ostracized, considered alien both by their species and by others, but the formation of community groups starting in the 2970s has mitigated this concern.
Those who continue their lives as travelers have, obviously, needed to make a transition; most of them now work as pilots, truckers or sailors, though a few families still run traveling ranches and markets. Most automobile companies specifically manufacture “wing-compatible” seats for their comfort, which results in a relatively small, but still worthwhile, profit.
- Foumillan: Pronounced “Foe-MEE-yon.” A species of insect-like creatures, with four arms and a chitinous exoskeleton. Range from three to six feet, and are generally bulky, though a third to one-half of that is their skeleton. Females tend to be larger than the males, and traditionally receive tattoos with special needles and ink, the latter being designed to prevent proper molting in the area it’s applied to; as a result, the oldest tattoos will appear deeply indented. Both genders are generally expected to follow their parents’ career, and are given a ceremonial token of it (such as a golden needle or ornamental sword), as well as more practical tools, on their 16th birthday. Frequently live both aboveground and underground.
It's said that long ago (historians have the dates pinned as roughly 400-1500), the species held an empire unlike any other - a haven for art, a land of constant abundance, and the undisputed center of world trade. Nobody can agree quite what caused the kingdom's downfall; some say it was invaders, others claim a war of succession which quickly depleted the country's resources and drove off many of its citizens. Regardless of what caused it, the old cities crumbled, and only a few works of art were smuggled away; the rest have been lost to time, or destroyed by those who considered them outdated, inferior or evil.
Afterwards, the Foumillan turned inward, creating the isolationist city-state of Agnevilois. The Millenial War was the first time they had been officially involved in a large-scale conflict; however, there have always been fairly large mercenary groups in the country, and the weapons to supply them were practically the only imports Agnevilois accepted before opening up trade in recent years.
- Duonasí: Pronounced “Doy-nuh-SHE.” They vary greatly in size, standing from two feet to seven feet tall and covering just about every body type one could imagine. They tend to have light purple or blue skin, vestigial tails and antennae; the purpose of the latter two seems to have been lost to the ages, and richer Duonasí tend to have them surgically removed as a status symbol of sorts. Older men and women wear their hair short, whereas the youth – particularly the more rebellious among them – let it grow out more, sometimes down to their waist.
Believed to be the last species to have developed civilization, the Duonasí made a name for themselves through scholarly pursuits; most notable among these, they invented and spread contract-based magic; they founded the first modern university in the capital of Eoimahais around 2943, which has been preserved as a museum after a new campus was established; and they were the beginners of several classical art movements, though Moatin and Celarúi have dominated in more recent years.
While their culture generally emphasizes that contractual magic should focus on benefitting both parties equally, the more unsavory elements tend to use technicalities, misdirection, the other party’s lack of understanding, or if all else fails, outright lies to get what they want. This abuse eventually led to the formation of an organized crime syndicate known as The Pendulum; though it has officially been broken up, smaller crime families remain scattered throughout many countries of the world.
- Aumoli: Pronounced “OH-mo-lee.” Possibly the first species to attain sapience, these creatures form from concentrated magical energy, first coming into being in a cave with large deposits of Unicite (a magic-absorbing crystal used for both magical and anti-magical purposes). As such, their culture lacks a concept of gender. Infants are more or less intangible wisps; as they age, they solidify and become more humanoid, tending to resemble Unicite in texture (though their color has a much wider range, encompassing nearly anything you could name).
The Aumoli are most notable for running most of the major sects of Durrennism, having founded the original Church of the Holy Three centuries ago. Years of acting as missionaries and clergy have left their culture with a distinct emphasis on things such as diplomacy and debate, and the small but increasing number of secular Aumoli frequently find work as marketers or therapists. They tend towards thick clothes even in summer – which helps mask the temperature fluctuations caused by their tendency to either absorb energy or, in stressful situations, give it off – and typically wear flexible masks when dealing with other species, shaping them with magic to simulate lip movements and give an impression of their current emotional state (or at least the one they want to display). From a combination of their missionary work and semi-telepathic communication between each other, they were also the species that broke down the language barrier.
While skilled mages and diplomats, their fairly rigid and fragile bodies have generally been considered to make them unsuited for combat (which is compounded by the damage anti-magical weaponry can do to them) or craftsmanship, and they were often looked down upon in the past for this. While new technologies are allowing them to more easily manipulate their surroundings – and many Aumoli participated in the Millenial War, doing surprisingly well due to body armor designed to help them maintain their physical structure even under heavy anti-magical bombardment – the bias still remains, particularly among the Foumillan and Moatin.
- Demons: There are two primary genera of demon, each of which encompasses seven species. They are, in essence, evil and folly made flesh; each species can feed off nothing but whatever sin they are associated with, and if unable or unwilling to do so, they will wither away and die. For a long time, this meant that they were pariahs, banned from almost all other societies; however, reform movements of the past few decades (started by the legendary Tyrigan of pride, Inlyksor) have led to subcultures who survive by minimizing the severity and frequency with which they "feed," and thus are able to eke out a marginal life in certain areas.
-- Tyrigan: The embodiment of the Terien sins. Generally smaller and more humanoid than the Kashad, but with visible horns and several pairs of eyes. Native to the hot, mountainous regions of the Underworld, where they form small towns generally led by one or two well-liked Pride demons. Rarely tend to be a major threat to mortal society as a whole, though a few individuals have caused strife; indeed, their rivalry with the Kashad has saved the world from the brink of disaster more than once.
-- Kashad: The embodiment of the Linteren sins. Tend to be large and bestial, with the exception of Doubt and Despair Kashad, who are generally unimposing and on the shorter/thinner side respectively. Native to the freezing tundra of the Underworld, tending to form oligarchies and “republics” which are generally run by Drudgery demons as sort-of-benevolent dictatorships. Whereas the Tyrigan are primarily dangerous as individuals, the Kashad are only a major threat as a society on the whole, as individuals are mostly uninterested in or unequipped for doing anything of detriment to mortal society.
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GEOGRAPHY
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Major Nations:
1) Achendam: A republic founded by a coalition of Moatin, Duonasí and Aumoli. Generally considered the instigator of the Millenial War, their territory considerably shrunk by the treaties that followed. Extremist elements in the government were purged in the process, which led to some unrest but has also encouraged the more progressive elements of society to make themselves heard.
2) Agnevilois: A formerly isolationist kingdom. A monarchy on paper, but a series of weak kings led to the Federal Council taking a large chunk of power, leaving it more of an oligarchy. The Millenial War was the first conflict the kingdom had officially participated in.
3) The Democracy of Burin: A direct democracy which split off from Dekara in a civil war. Mostly notable for a disproportionately large economy, its status and location brings many immigrants and traders of every species, and nearly every Celarúi trade route passes through the capital of Burin City. Extremely capitalist, with large income disparity.
4) Dekara: A monarchy formed by the Moatin. The first country to hit the industrial revolution (due to its large deposits of iron and coal), it gained considerable amounts of territory during the Millenial War, though some of the weapons it used to do so have since been rightfully banned.
5) Diabolos Celesti: A meritocracy, with the government divided into a legal council, a military council, an economic council, a science council and a religious council. Founded by Inlyksor and the Demon Reform Movement. Its tropical climate has led to it becoming a major tourist destination. Managed to stay out of the Millenial War until 3008.
6) The Durrennic Confederacy: A theocracy with a weak federal government. Infamous for being the only nation that still enforces a total ban on all demonic immigration. Both gained and lost a considerable amount of territory during the war, but more or less came out ahead in the end.
7) Eoimahais: A merchant kingdom, vast before the war but since reduced to the coast and a few scattered islands; since the Agneviloisian mercenaries on which they relied were mostly busy defending their homeland, their cities were a tempting and easy target. Though traditionalists and magnates are unhappy with this, the populace at large has mostly moved on due to an easy-come-easy-go philosophy, and the region remains economically relevant.
8) Golina ri Bulris: A constitutional monarchy situated along the coast of the western continent. Centered around the capital, Sovisa, and a couple major cities near it; roughly 2/3 of the population lives in or around this area. The urbanized and southern areas are popular tourist destinations, with the northern reaches of the kingdom mainly being a site for extraction of resources like metals and gemstones.
9) Laodoc Lam: The Celarúi home region, very lightly forested with lots of hills and plains. Mostly small river towns and permanent campsites, and as such was more or less untouched by the war. Since the war’s end, a few boom towns have cropped up after the discovery of valuable metals and crystals in the more hilly areas.
10) Riverhaven: A republican city-state founded shortly after the war, from a chunk of Celarúi territory cut off from Laodoc Lam. Drew in a good deal of refugees and veterans. Currently the most urbanized country in the world. The campaign starts here, with a desperate attempt to reinvigorate the Adventurers’ Guild with a new branch.
11) Siháiloren: A moderately corrupt republic almost totally controlled by Duonasí; only in recent years have a couple Moatin and Foumillan managed to attain notable public office. While they didn’t gain any significant land during the war, they managed to position themselves in a way that significantly improved their economy and diplomatic relations.
12) Xori le Raso: A meritocracy centered around science and magic. Each school of magic has a council, headed by their Prime Delegate; the Prime Delegates congregate once monthly at the Prime Council. Maintains close diplomatic ties to the Durrenic Confederacy, and while it allows demonic immigration, strict sanctions are still in place.
The Seven Natural Wonders of the World:
A) Din Moshai Chasm: The river here forms a deep and wide canyon, then disappears into the mountains; it comes out on the other side of the range in a waterfall popularly known as Din Moshai Drop.
B) The Cliffs of Sovisa: Infamous for a tremendous drop into the ocean, rock climbers have recently taken to traversing these cliffs, and often carving small sculptures from the rock wall. Certain rare species of bird are also known to nest in the area. The view over the ocean, especially at sunset, is legendary.
C) Mount Eternal: The fourth-highest peak in the world, legendary for the strange silver crystals that form in caves near the top. Being a powerful source of healing energy, Celarúi legend has several tales of people who braved the mountain to gather them. Recently, companies have been jockeying over the rights to a large-scale mining operation.
D) Corlucail: The world's densest rainforest, renowned for its extraordinarily high biodiversity. Many useful plants and animals, and even some magical constructs, can only be found here.
E) Ora Miskish: A bay notable for a vast and beautiful reef, as well as a complex network of grottoes formed by the dissolution of dolomite. Mages in training often visit for the unexplained intense magical fields in the area.
F) Luatschen Peak: While not hugely impressive in stature, a mountain here is shaped in such a way that a deep basin at the top overflows regularly in the rainy season. When it does so, the water eventually bursts forth in a major waterfall; this even is traditionally marked by holidays and festivals in the surrounding countries.
G) Kenteruju: An islet famed for an ancient and still active shield volcano. Life flourishes here which is unlike any other on the planet, having adapted to extreme levels of toxins in the soil. Said toxins also play havoc with the area's magical fields, making it basically impossible to cast Earth or Energy magic.
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MYTHOLOGY
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Durrennan mythology has three major gods, known as the Overseers. First is Durenha, associated with magic, morality, the spiritual world, and balance; then comes Miralond, associated with combat, the physical world, and passion; and finally, Sha’od, associated with diplomacy, philosophy, and love. They are also portrayed as having children, which come together to form sub-pantheons (generally of 3, but in rare cases of 2 or 4 due to a lack of a balancing element or the addition of a fourth one): for example, the gods of Sky, Earth and Water, or the gods of the Wilderness, the City, and Travel. For the most part, these children are considered relatively unimportant (with the exception of members of The Congregation).
- The Sins: Traditional Durrennan texts enforce the idea of balance between satisfying one's own desires, and fulfilling one's societal duty. Thus, two classes of sin were defined: The Terien sins, or sins against others, which are analagous to (and overlap with) the oft-referenced Seven Deadly Sins, are made up of Sloth, Hedonism, Wrath, Ambition, Deceit, Hatred and Pride. Meanwhile, the Linteren sins, sins against the self, consist of the opposite extreme: Drudgery, Asceticism, Doubt, Purposelessness, Bluntness, Apathy, and Despair.
- Churches: Few major non-Durrennan religions exist, if only by virtue of it being difficult to convince people to convert when their gods have been conclusively documented as appearing within the last two centuries. However, Durrennan belief has split a few times, resulting in several competing sects. - Church of the Holy Three: The original church, or what remains of it. Structured around three Principals, each reporting to one of the primary gods. Very traditionalist, disallowing any non Aumoli from holding a position above bishop. Founding date allegedly marks the beginning of the True Calendar, but some historians argue it was as many as 200 years earlier or later.
- The Congregation: A church more focused on minor patron gods than worshipping the Big Three. Heavy emphasis on individual prayer and meditation, with priests giving believers advice on which gods to pray to based on what they have and what they need.
- The Southern Fold: Founded in the early 1300s by the Foumillan Empire. Due to shrinking membership, underwent extreme reforms in the 2120s. The smallest of the major religions, comprised almost entirely of Foumillan and Moatin. Focuses on the fallibility of all beings, including the gods themselves, and strongly encourages forgiveness and personal growth as a result.
- The Universal Church of Durenha: A progressive church with a roughly even mix of followers from every race, but still mostly run by the Aumoli. Has the highest number of demonic followers due to inclusiveness being an important part of doctrine.
- The Church of the One and Many: A sort-of-monotheistic religion founded by Celarúi around the 900s. Has since adopted the Durrennan gods, but considers them subservient to the true god and creator. All races are allowed to be clergy members, but only females (naturally, Aumoli do not have this restriction, lacking sex or gender).
- Reform Parish of the Creator: A splinter group of the Church of the One and Many that follows a strictly monotheistic paradigm, considering the Durrennan deities to be demons or other powerful (but non-divine) entities presenting themselves as gods. The clergy is exclusively female and exclusively Celarúi.
- The Underworld: Where demons live. A land of extremes – all the lands within are either freezing and flat, or scorching and mountainous, and there is either so much light it causes headaches, or so little it’s all but impossible to see even with artificial light sources. Mortals rarely see fit to go there, and a more-or-less constant war rages between the Tyrigan and Kashad, with few permanent gains for either side.
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MAGIC
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Nearly all post-Industrial technology is based around some form of magic or another – guns are based on using a magical explosion rather than igniting gunpowder, refrigerators provide a cold environment via ice magic, cars and airplanes move using modified forms of levitation.
Becoming a wizard or magician proper requires, at the bare minimum, a bachelor’s degree in either general magic or a specific discipline; most (about 70%) professionals will choose to attend a graduate school as well. However, a low level of magical ability is nearly universal, and basic magic classes are a staple of both public and private schools at the primary and secondary level.
A sufficiently-skilled magician has three major limits – their existing knowledge, their imagination, and their physical and mental capacity to perform any given spell. Aside from that, few clearly-defined boundaries to what magic can accomplish exist, with one major exception – predicting the future seems to be more or less impossible, as all who have attempted it (and been confirmed as genuine, rather than con artists) have come out suffering from amnesia, a dissociative disorder, or symptoms of schizophrenia. Postcognitive efforts have not been much more successful, with only two or three confirmed and inarguable successes.
- Principles: Magic is divided into several elemental schools known as Principles, all of these being either a Base Principle – Earth, Air, Energy or Water – or a Blended Principle considered to be a mix of the two, e.g. Illusion or Movement. Not all magic is organized around a principle, however – non-elemental magic is also quite common, including things like contractual magic and hexes/curses. Nearly every element discovered thus far is associated with one or more principles, generally sharing similar make-ups by group: for example, alkali metals tend to be associated with the Energy and Alkali principles, noble gases with Energy and Air (as well as Lift for the less dense ones, e.g. Helium), carbon group elements with Earth and related blends. Compounds do not necessarily exhibit a blend of their components’ principles: for example, nitrogen and carbon would seem to form an air/earth blend, but cyanide is strictly a toxin (i.e. water/air).
The most basic rule of Principle-based casting is that two opposed principles cannot be combined; instead, the cancellation caused by attempting to blend the two forms the basis of anti-magic (see below). Anti-magic is most commonly performed by combining Void and Magnetism due to the significance of the former.
It is important to note that several principles are either entirely undiscovered (but assumed to exist in some capacity), or mostly theoretical; the former are obscured in the above diagram, the latter marked with a question mark. The discovered principles thus far are: - Base Principles: Earth, Air, Energy and Water (as noted above). These can also be “refined” into the elements of Matter, Time (which, though attempts to see into the future or past have gone poorly, can still be used for such purposes as slowing time or increasing/reducing age, and is often used to quickly age things such as cheese and wine), “Principle X” (a Refined version of energy not yet truly understood), and Life (which encompasses both traditional healing and necromancy).
- Tier-One Blends: Blends made of a roughly equal combination of the forms and concepts between two Base Principles. Includes Illusion (Water and Energy), Pressure (Energy and Air), Movement (Air and Earth), and Toxins (Earth and Water).
- Tier-Two Blends: More complex blends formed by “blending blends” or by combining an uneven amount of two base principles. Contains most of the theoretical principles and all of the unknown principles. Known to include Acid, Radiation (theoretical), Salt, Alkali (theoretical), Momentum, Magnetism, Wind, Burst, Lift, Ice, Electricity, Reflection, Void, and Diffraction (theoretical).
- Prepared Magic: Most magic can be performed on the fly, with little to no preparation besides practice and some sort of conduit (e.g. a staff or gun). However, certain forms – most notably potions and hexes – are prepared in advance, which is less convenient but allows for more power and versatility. Prepared magic tends to be heavily policed for this reason, with several varieties of potion and hex outright banned, most of them being related to mind control, permanent injury or death.
- Golems: Golem science has existed in theory since the late 2700s, but was never pursued practically due to low energy and information storage capacity. Recently, though, two types of golem have emerged – the first is unmanned and has been phased into a couple of factories, doing the more repetitive and simple work much more efficiently than ordinary workers, and the second is piloted, essentially a combat suit, deployed near the end of the Millenial War to great effect in a couple of key battles. While still rare and fairly expensive, they have ignited the public imagination, and many works of fiction discuss the potential and dangers of increasingly advanced golems.
- Anti-Magic: Anti-magical weaponry and high training costs tend to make classical magical combat, particularly in large-scale battles, unviable. Instead, most professional soldiers know only enough magic to use (and, in some cases, repair) their magical weapons. Heavy magical bombardments are used primarily by bombing squads or before a surprise attack, to avoid allies getting caught in the crossfire; in a more direct conflict, low-powered anti-magic grenades are used fairly frequently. Soldiers, cops and adventurers alike tend to carry a non-magical sidearm in case the battle is too heated for them to repair their weapon. Despite the increasing spread of anti-magic, though, traditional magicians are still prized for special operations, and quite a few work for the Guild.
Many thanks to bigro for help with refining magic and geography, as well as providing the graphics for them! You're a peach~
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 04:54 PM
(This post was last modified: 06-19-2013, 05:29 AM by Gatr.)
yush
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Spoilerbig image ahoy
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Backstory: He was raised in a very wealthy family, and he was expected to be a bishop of the Church of the Holy Three. He was indeed successful in his goal, and he earned a lot of fame and pride among his people. However, about a month ago, he made a tragic mistake, and fell from grace. Now, he is hated and derided. He had to flee his hometown in The Durennic Confederacy, and experience the "real world" for the first time. He did not take it well, but he has survived up to this point, at least. He is currently questioning his religion, because he now has the opportunity to see the world for what it really is. He is now in a difficult position. His church hates him for besmirching their name, and most other people hate him because of his holier-than-thou personality. Desperate, he has come to the Adventurer's Guild, looking for a job.
Description:
- He wears a long, flowing, white and gold, priest's robe, although it has been dirtied and frayed over his travels.
- His mask is as clean as ever, however, due to magical influences, mostly. It has several fancy markings. It does not easily show emotion, however, which is just fine because he does not easily show emotion as well.
- He was very snobbish and holier-than-thou due to his upbringing, but he has mostly changed since being kicked out of the Church. He has grown more cynical and untrusting, as many criminals have taken advantage of his naivete.
- He still shows signs of being a religious guy, such as praying every once in a while and disliking demons. Somehow, the gods still like him, even though most other people hate him.
- His ultimate goal is to find hope in this world once more.
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 04:57 PM
(This post was last modified: 06-18-2013, 10:01 PM by FelixSparks.)
CHARACTER TIME!
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Name: Mikah Allister
Race: Foumillian
Religion: Southern Fold
Description: A relatively tall male, standing at five and a half feet, with a tough-looking build, thanks in part to his exoskeleton, and in part to his training. He carries his toolbelt everywhere, and usually is wearing either his construction vest or helmet. His exoskeleton is a deep, vivid blue, reminding people of the sea. He has silver eyes, which hide a deeper knowledge than his attitude lets on.
Attributes:
Strength: 4
Intelligence: 2
Cunning: 3
Luck: 1
Bravery: 5
Skills:
General: Construction Worker: +1 to demolition and construction related tasks.
DODGE: +1 to Defense
Specific: Hand to Hand Combat: +3 during fist fights, for attacking and defending.
Wrench Expertise: +3 to use wrenches during combat.
Signature: Bringing down the House: +5 to bring down a building by hitting the structural weakpoints.
Inventory:
Two large Wrenches
Sledgehammer
Toolbelt (Wears around waist, contains a Screwdriver, a smaller Hammer, slots for both Wrenches, and two empty pouches)
Wallet with ID and a tiny amount of cash
Construction Worker Vest (Grants Small Defense Bonus)
Construction Worker's Helmet (Grants Small Defense Bonus)
Necklace with a pendant of a crossed Hammer and Wrench, to symbolize his career.
Armor: 1
Shield: 0
Power: 4
Initiative: 5
Movement: 6
Accuracy: 0
Defense: 20
Damage Reduction: 1
Attacks:
Loose Bolt (Basic Wrench Attack)
Precision: 3(3+0)
Power: 7 (3+4)
Demolition Swing (Basic Sledgehammer Attack)
Precision: 2 (2+0)
Power: 6 (2+4)
Cleave
Carapace Knuckles (Basic Hand-To-Hand attack)
Precision: 3 (3+0)
Power: 6 (2+4)
Push 1
Carapace Strike (Aimed Hand-To-Hand Attack)
Precision: 5 (5+0)
Power: 4 (0+4)
Cannot Miss
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Location: Kelowna, BC, Canada, THE MOON
RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 05:07 PM
(This post was last modified: 07-17-2013, 04:05 PM by Robust Laser.)
unreserved....... and SUBMITTED YEAH
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Character Sheet
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SpoilerCharacter Name: Naisse Tualle
Player Name: cyber95
Description: 4ft 7in tall, Foumillan female. Fancies herself an artist; spiteful towards artists more successful than her (read: most other artists). Loves to travel, and fellow travellers; dislikes townies in general. Just wants to sell some god damn paintings.
ATTRIBUTES
STR - 4
INT - 3
CUN - 1
LUC - 3
BRA - 4
COMBAT
Power - 4
Initiative - 4=3+1
Movement - 5=4+1-0
Accuracy - 3=3-0-0
Defense - 19=15+4+0
Damage reduction - 0
SKILLS
General - Visual Artistry - +1 to Creative endeavors in a visual medium (painting, sculpting, what have you)
General - Beginners Weapon Training - +1 to guns in general.
Specific - Basic Illusion Magic - +3 to illusion based magic
Specific - Motorcycle Certification Test - +3 to riding or otherwise using motorcycles.
Signature - Kindred Wanderer - +5 for people skills with those that aren't from around here, and don't plan on staying for long.
HINDRANCES & BOONS
Nothing... yet!!!
GEAR
Armor - 0 - Worn out leather shirt, covered in paint.
Shield - 0 - Naught but her naturally thick carapace.
One (1) S&W 9mm handgun
A supply of 9mm bullets
A smaller but still notable supply of 9mm healing shells
One (1) backpack, caked in crumbling yellow acrylic paint
General art stuff, including paintbrushes, paints, a sketchbook, pencils, and a few other bits for various mediums she dabbles in.
A lot of blank canvas.
Fresh produce. Always seems to be plenty of it. Surely legitimately obtained.
An old, beat up motorcycle, fixed up with amateur servicing, and plenty of loving care.
ATTACKS
Attack #1 - Single Shot
Ranged
Precision - 4=1+3
Damage - 6=2+4
Attack #2 - Four Fist Fury
No features
Precision - 5=2+3
Damage - 8=4+4
Attack #3 - Point Blank Shot
Reach 1
Precision - 6=3+3
Damage - 6=2+4
Attack #4 - Disorienting Apparation
Cannot Miss, Debuff: -3 accuracy, -2 Power
Precision - 3=0+3
Damage - 4=0+4
Heal #1 - 9mm Health Shot
Ranged
Healing - 3
look it still kinda stings to get shot, even if they're magic healing bullets. Naisse generally prefers regular first aid kits. These are only good for healing somebody from far away, and that doesn't usually come up for a travelling artist. Why did she buy these in the first place?
image version (old)
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Spoiler
History
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SpoilerBorn in Agnevilois, Naisse picked up painting very quickly as a child, and as she grew up, she honed her creative talents, so she could some day move to Eoimahais to sell her works. Besides painting, she dabbled in a few other visual arts. A spot of sculpting (her mother was always good at that!), some designwork, even picked up a bit of Illusion magic. "The most creative principle of magic," she claims.
Eventually, she was satisfied with what she could accomplish. She had sold some of her work around town, and even had some commission work, so it was time to take it to the big merchant city. With a beat up old motorcycle she got for cheap and had some help fixing up, she set off on the road to Eoimahais.
Travel was good to her. I mean, sure, she had trouble along the way. Had to use some of her savings to buy a gun for self-protection! But travelling folk were her folk. Meeting others on great journeys of their own proved fortuitous, as they were almost always friendly to her, and got along great. Even sold a few of her works!
Eoimahais went... less than well. She very rarely managed to sell anything, whereas That Bird Motherfucker across the street was selling his garbage to like, every other person that went to take a look. It wasn't about the art, it was about marketing. Charismatic bastard. Somehow knows just what to say to the townies here.
Really, there were three things she learned while in Eoimahais.
1. Fruit merchants are like the least observant people in the planet, and it's a wonder anybody ever pays to eat.
2. Townsfolk are different than travellers and wanderers. She just got the people on the road. And maybe that's why she had more success with them.
3. Some schmucks halfway across the world were trying to make the Guild something respectable again. Word travels far in such a commerce built city.
There was no way they'd succeed. Well, who knows, really? ...it certainly sounded better than sticking around in this dump. Spend a good while on the road travelling there? Hell, maybe even get some sort of a reputation. Would help sell some pictures at the very least.
That Bird Motherfucker was laughing. Faking amusement at some townie's joke again most likely, but in Naisse's mind, he was laughing at her. It was all that was needed to convince her to ditch this place.
...right after getting gas money for her bike.
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Location: the incredulous residence of Our Great Runas
RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 05:59 PM
(This post was last modified: 06-18-2013, 02:26 AM by SupahKiven.)
I... think this is a reserve?
Bluh, never mind, I'm no good at this. Good luck to everyone else I guess.
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 06:10 PM
(This post was last modified: 06-19-2013, 05:45 AM by VerifiedNutcase.)
All the yes. I'm in.
E: This is what I've got so far. It's been forever since I actually built a character so feedback is rather welcome.
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Spoiler
Name: Bartholomew Whose
Gender: Male
Race: Demon - Keshad - Despair
Religion: None. Has respect for the Gods but does not worship them.
Appearance
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SpoilerBart looks like a Celarúi at first glance, and is often mistaken as such, but his unnaturally colourful plumage and the row of five horns leading down the back of his head and neck give him away. That and the colouration of his feathers shift on a day-to-day basis. Oddly enough, people just don't seem to notice...
He stands at four feet and two inches and enjoys wearing very light clothing, preferring to leave his torso bare (if it can be called that when covered in feathers).
Backstory
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SpoilerDuring the war, Bart employed himself as a Medic. While certainly a noble pursuit, he was driven purely by selfish reasons; all the wounded, the dying, provided a veritable banquet of Despair for him to feed on.
Although those times have passed, he continues with the profession as there is no lack of Despair in the injured and sick. Not as much as before... but enough to satisfy without resorting to 'questionable behaviour'.
Attributes
Strength: 2
Intelligence: 5
Cunning: 2
Luck: 5
Bravery: 1
Gear
Silken Trousers (clothing)
Scalpel (tiny blade weapon)
Skills
On Call (general): +1 bonus to adjacent allies' Bravery
I Have No Idea What I'm Doing (general): +1 bonus to magic
Healer (specific): +3 bonus to Life magic.
Halp (specific): +3 bonus to a single allies' Defence when said ally is directly between Bart and an enemy.
Grip of Life (signature): Through physical contact, prevents a target from falling below 1 resolve provided that the amount of damage the target has taken during the round isn't more than half their resolve at the beginning of the round. Cannot be used on self.
Combat
Power: 5
Initiative: 7
Movement: 4
Accuracy: 5
Defence: 16
Damage Reduction: 0
Attacks
Shank
Precision (mod): 1 (6)
Damage (mod): 5 (10)
Features: Single Target
Water Blast (Water)
Precision (mod): 1 (6)
Damage: 0 (5)
Features: Single Target, Push Target (5)
Embers (Fire)
Precision (mod): 1 (6)
Damage (mod): 2 (7)
Features: Single Target, Ranged
Spore (Life)
Precision (mod): 0 (5)
Damage (mod): 1 (6)
Features: Single Target, Debuff (-3 Accuracy), Debuff (-2 Power)
Heals
Soothing Surge (Life)
Restoration: 6
Features: Single Target
Triage (Life)
Restoration: 4
Features: Cleave
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Pronouns: Male
Location: The deepest, most petrifying depths of your local Wal-Mart
RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 06:24 PM
(This post was last modified: 06-17-2013, 06:24 PM by ICan'tGiveCredit.)
Reseeeerve!
NOPE SORRY, WORK TO DO
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-17-2013, 11:47 PM
is my previous implications an implicit in?
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-18-2013, 02:17 AM
Here's a character, all-natural and reserve free.
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Spoiler
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Location:
RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-18-2013, 07:12 AM
(This post was last modified: 06-18-2013, 08:17 AM by Nopad.)
gonna post my character i made months ago and then read the information to make it actually fit in the world
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SpoilerPlayer: Nopad
Name: Cherry Headlights
Description:
A b-baller at heart, Cherry yearns to improve her slams enough to make it pro. She is never seen
without her mixed-range weapon, a trusty b-ball. (This is partly thanks to an enchantment that causes the ball to return to her even after a bad toss. Not exactly tournament-legal, but watchu gonna do?)
In her downtime, Cherry has also developed a repertoire of jams, which she uses as an amateur disk jockey. She carries these around in her combination satchel/turntable, sorta like the combination boom box/paint can WIllow Smith uses in her video for “Whip My Hair”, only it’s a turntable instead of a boom box, and instead of paint it stores adventurin’ materials, including her b-ball, jacket, first-aid kit, i don’t know twine? etc. If turn tables don’t exist in this time period then this one runs on magic.
Moatin, 6'6", suprisingly slim build. Cherry has bright red skin and pink, voluminous hair, which is a reasonable thing for people in this world to look like. She wears a jersey and shorts and nice kicks, which leave her movement unrestricted but provide little in the way of protection.
After a falling-out with her family over things like “jobs” and “fucking doing something with your life”, Cherry has turned to the Adventurers Guild to prove her mettle. And also for money.
Strength: 4
Intelligence: 2
Cunning: 5
Luck: 3
Bravery: 1
Armor: 0
Shield: 0 (fuck it)
Power: 4
Initiative: 7
Movement: 9
Accuracy: 3
Defense: 16
Current Resolve: 16
Damage Reduction: 0
= Skills =
Slams (+1) Through years of b-ball training, Cherry has gained coordination and basic knowledge of the body.
Jams (+1) Cherry is quite familiar with a variety of music.
Throwing Small Objects, Especially Roundish Rubbery Ones (+3) B-ball is a way of life.
Inspiring Music That You Play in The Climactic Scene Of The Movie Where There’s Like One Second Left On The Clock (+3) Gives the party +1 to hit rolls for some turns or something that’s fair. Needs a playable music thing to work.
DUNKS (+5) Aw shitt! Cherry launches into the air, slamming her b-ball hard. Of course, this can only be used with a b-ball, and on something initially with a height advantage on Cherry. No point in dunking without some sweet air, after all.
= Attacks =
Base Precision
Base Damage
Features
Description
Jumper
2
1
Ranged
Cherry jumps and throws her b-ball at a distance.
Chest Pass
1
3
Reach 2
Cherry throws her b-ball at a nearby enemy with both hands.
MUZAK
1
2
Splash (Long Cone)
Cherry lays down some nasty beats to demoralize the enemy.
C’mon and Slam
1
1
Cannot Miss, Push Target 3
Step the fuck off!
= Heals =
Base Heal
Features
Welcome to the Jam
3
Splash (Wide Cone)
Pump it up with inspirational tunes.
Sports Medicine
6
An ace bandage can go quite far.
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-18-2013, 09:42 PM
Some dudes were asking me about this in IRC so I should just explicitly mention (for anyone still profilin') that negative points on attacks are probably not a good idea. Since there's no explicit provisions for them in the rulebook and they could be pretty minmaxable, best not to mess around with that imo.
Also Nopad, profile looks good but it would be rad if you could reformat the attacks/heals section (it looks really weird and hard to read)
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RE: Glorified Mercenaries: The Rebootening: Part I: SIGNUPS Harder [LWRPG]
06-19-2013, 08:27 AM
(This post was last modified: 07-04-2013, 01:46 AM by Not The Author.)
Time to fail all my hit checks forever
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SpoilerNAME:
Sylvain Alter
DESCRIPTION:
Moatin, male. Nearly eight-and-a-half feet tall in his armor. Ex-military. Doesn't talk much. Seems perpetually tired.
Muscular build. Deep cerulean skin; cyan hair flecked with white, cut short. Prefers to wear his helm, leaving only his mouth visible.
Clad in older but well-maintained full-body heavy Golem armor; simple, streamlined, practical. Intricate pattern etched onto left gauntlet, colored in his flesh tone; design incorporates symbols associated with the Southern Fold, the Universal Church of Durenha, and Life magic. Pauldrons bear etchings worn to illegibility.
Hexagonal shield. Seven feet long, three feet wide; broader towards the top. Lighter than it looks; still quite heavy. Sylvain's weapon of choice. Uses magnetic clamps instead of bindings; clamped to his back when not in use. Bears etchings similar to those on his gauntlet.
Dekarian native, low-mid class. Active military for much of the war, though only deployed to the front lines in the latter third. Joined the Cartographers little over a year after the war's end. Hasn't been in Dekara since.
EQUIPMENT:
military-grade Golem armor (Armor 3)
B F Shield (Shield 2)
field repair kit
chain necklace with rings:
- 2 ornate gold
- 1 silver
- 4 iron
- 1 small wooden
STATS:
Str 5
Int 3
Cun 1
Luc 1
Bra 5
COMBAT:
Armor 3
Shields 2
Power 5
Initiative 4 (3 + 1)
Movement 3 (1 + 5 - 3)
Accuracy -4 (1 - 3 - 2)
Defense 25 (15 + 5 + 2) (+ 3)
Dmg Reduc. 3
SKILLS:
(Gen) Low Class - Bonus to manual labor.
(Gen) Ironclad - Bonus to maintenance and repair of all armor.
(Spc) Intimidate - Bonus to coercion.
(Spc) Sentinel - Bonus Defense when using shields.
(Sig) Body Guard - May intercept damage to an adjacent target once per round.
ATTACKS:
Pulverize
P2 [-2], D4 [9]
Guard Edge
P2 [-2], D2 [7], Cleave
Guard Slam
P4 [0], D0 [5], Push 2
Hold Fast
P0 [-4], D0 [5], Defensive 6
HINDERANCES:
Personality of a Stump (-2 to socialization)
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-22-2013, 05:30 AM
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SpoilerThe final lineup, in no particular order, is Not The Author, bigro, VerifiedNutcase, Slorange, Garuru and cyber95. Apologies to those who couldn't participate or who I couldn't make room for.
Note that Sylvain is not currently present, due to already being a member of the Guild. He'll show up after the intro.
The five of you sit in the lobby of the Riverhaven Central Adventurers’ Guild, waiting on cheap wooden chairs and benches to be called up for the entrance exam. It is a small, sparsely-decorated room, far different from the glitz found in the older Guild offices, as a relic of their past glory; only a couple of cheap paintings and a tiny fountain in the corner break up the monotony of the unpainted brick walls.
It’s a cool summer evening, the first one in a while not to be oppressively hot and humid. A few greasers hang out at a nearby garage, nominally tuning up their cars but mostly just chatting and joking around; a Moatin family passes by the window, having just eaten dinner. Small groups of fireflies and wisps are flitting about, and the smell of flowers lingers on the air. The moon has risen, and is waxing gibbous; the stars and the planet’s rings can’t be seen, blocked out by the neon and streetlights of the city.
A Duonasí woman, in her late teenage years, is sitting at the reception desk. Most of her time is spent reading a comic book while chewing some gum; occasionally, she glances at a clock to the right and sighs. After quite a while, one of these glances proves fruitful, and she briefly raises her head from the comic and calls out “Group F, it’s exam time! Go through that door, if ya please!” She jerks a thumb towards an imposing metal door to her left, before spitting out her gum and grabbing a new piece.
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-22-2013, 05:45 AM
"An exam? I do not see why this is necessary. Surely you decrepit lot can't afford but to take in anyone you can find."
The secretary did not even look at Kairui. He stood around awkwardly. Finally he gave a dramatic huff as he strode through the door, muttering something about the plebeians.
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-22-2013, 01:47 PM
Bart flinches, having been dozing in his chair. "Wh-..."
He gets to his feet with a start, dusting off his trousers before hurrying after Kairui.
"You're group F as well? ...ah, silly question. Still, what brings a person of your stature here?" He gestures to Kairui's esoteric robe, in stark contrast to his own attire consisting solely of a pair of neutral-toned silken trousers.
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-22-2013, 04:47 PM
Giles shrugs his blazer back on, grabs his briefcase, and tucks an unlit cigarette into the corner of his mouth purely by habit before following the others.
"Two demons and a Trinity bishop, in the same group? I suppose someone at the Guild has what they like to think is a good sense of humor."
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-23-2013, 05:18 AM
Naisse was kind of idly sketching a man outside the window across the road, too busy listening to some sort of music to even tell somebody's watching him, nevermind drawing him. Oh the pages of sketches Naisse has been able to fill up with people who are unaware of their surroundings. She should take some of those sketches and get a series of paintings out of it. But for now, it seemed like she was needed. She quickly put her sketchbook away and followed the others that were already headed for the door.
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-23-2013, 05:13 PM
Proceeding through the door, you find yourselves in a somewhat dingy break room; the overhead lighting flickers every few seconds, and the refrigerator seems to be leaking a bit of cold into the surrounding area. The room's almost entirely empty of people, save for a Foumillan moving a toothpick about in his mouth and reading a book, and the man in a full mech suit leaning in the corner. (You'd think he'd take it off in private, but to each their own, eh?) They both turn to face you; the Foumillan sighs and gives a half-hearted wave. "Hey, welcome to the auspicious Guild halls, yada yada yada, my name's Ilves, Sylvy over there's gonna be your proctor for this session, something something test your wits and combat ability. Go introduce yourself or whatever." He turns back to his book, waving you on and sighing.
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-23-2013, 05:20 PM
Giles cocks an eyebrow at Ives, an expression most of the mammalian races find a bit disorienting on someone with six eyes, then turns to 'Sylvy'. He proffers a hand as though to shake, glances at the golemsuit, and thinks better of it.
"Name's L-..." He clears his throat and blinks embarrassedly. "Name's Giles. What exactly are we doing here today? Nobody's really been much more informative than Mr. Yadda Yadda over there."
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-23-2013, 05:29 PM
Bart immediately stops in his tracks upon the utterance of 'combat'.
"You don't expect me to fight, right?" He stammers at the Foumillan who said it. "I'm no soldier."
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-23-2013, 06:19 PM
Kairui flinches at the presence of the demons, whom he only just now noticed. Those filthy sinners! And he would be working with them?! This was simply unacceptable. Oh, Trinity have mercy on him...
Still, he was confident that this was the mission that the Holy Three had bestowed upon him. He would win the grace of his people back, no matter what he had to do. Smiting the demons would have to wait.
When the Foumillan made his lackluster speech, Kairui shuddered at the unprofessional delivery. He made a disgusted expression, then he decided it was time to introduce himself to the group.
"Ahem. Everybody, my name is Kairui Kino. Although I no longer bear the title of Bishop, I am still a man of the Holy Three. This, of course, means you would do well not to cross me, demons. I am here on a mission from the Trinity, and, although it disgusts me to be working with such lower-class people, I must heed their word. I will assist you on combat, and hopefully nothing else. Now can we get started?"
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-24-2013, 02:29 AM
Oh lordy, that is the face of a man who's seen far too many idiots pass through.
Like, maybe people signing up for an adventurer's guild without expecting to do any fighting.
Or people who think they're hot shit that everybody should care about pay attention to me dammit I'm obviously important.
After having rolled her eyes as hard as possible at Kairui, Naisse gave her own introduction.
"Naisse Tualle. Painter, traveller, what have you. Normal city life wasn't really doing it for me, so here I am. So, what's this test all about?"
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-24-2013, 05:16 AM
With a cough and a rub of the neck to compose himself, Bart looks to Albert and nods slowly. "Likewise. Since we're doing introductions and all... Bartholomew Whose. Doctor by vocation."
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RE: Glorified Mercenaries (Game Start!) [LWRPG]
06-24-2013, 05:51 AM
(This post was last modified: 06-24-2013, 05:55 AM by Not The Author.)
The man in the armor shares a glance with Ilves. The latter shrugs, the former sighs. "Welcome." The moatin's voice rolls as distant thunder across the room. "I am Sylvain Alter, and I will be your proctor for this evening."
Sylvain sweeps his view across the motley crew arrayed before him. "You will undergo a series of trials to determine your worth to the Guild." His gaze lingers on Kairui. "For even we have standards."
The moatin stands, helm scraping the ceiling. "This will not prepare you for what you may face in your journeys. But it will make as good a start as any."
"I am your judge, and your trial begins now!"
Sylvain gestures at the refrigerator. "After you."
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