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Legends of Lachrymonde - Signups/Worldbuilding

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Imca (Veteran)
#1: Mar 18th 2016 at 9:23:26 PM

Lachrymonde is slowly dying. This is a known fact. Ice encroaches from both the north and the south, bringing with it eternal winter and a supernatural cold so intense that fire does little to satiate it. While this has been happening for a couple years now, the average person finds it little more then a distant inconvenience unless they live in the affected areas. Its slow but steady advance has begun to worry multiple groups. One of whom has hired you, true believer.

Your job as part of this multi-group enterprise is to find out what is causing this supernatural winter, and put an end to it by any means necessary. To accomplish this task, a wide variety of people have been hired on, such as mages, knights, and even a supply crew to keep the logistics up and these investigators fed on what may be a long journey spanning to all ends of the world.

You will begin your journey at Athalenes, a massive port city stationed at the centre of the world known for its vast trade history and and history records that stretch as far into the past as known to modern man. Here you are expected to find a lead and set off on your journey. The details of how to find such a lead is being left to you by your employers. Do you dive into Athalenes' vast archives? Talk to the local mages and see if any of them have any ideas? See if the sailors have seen any thing or know any tales? The choice is yours. Your employers only care that you get it done and that you prevent the end of the world.

While your mission is important, and you are being funded well from the outset, you should also take this time to prepare your supplies. As we have mentioned, most people don't care at all about the ice expansion, the locals won't be as forthcoming in offering aid. And considering the lack of a single unified currency in this world yet, your next chance to get supplies may not come for a while. If you're unlucky, you will have to make due for a journey that no one knows quite sure what to expect.

Stay safe out there, adventurers, and save Lachrymonde.


Before you can get started, I am going to need to know a bit about who you intend to play. While fun characters are encouraged, I would still appreciate a degree of seriousness out of the cast. Nothing whacky or too out there, like a magic basketballer or something. This is a fantasy adventure, not a three ring circus

  • Name/Aliases: A name is required. If they have any callsigns/aliases they go by, put that here too.
  • Sex/Gender: Sex is required, as it may be used for things like spells or the reaction of wildlife. If your gender differs from your sex, put it here too.
  • Race: What species are you, if your the first person to make a character of this species feel free to put details about it here.
  • Appearance: This is what you look like, you can use descriptions, pictures, or even both.
  • Gear: Any weapons, equipment, and magitech go here.
  • Skills: So what can you do?
  • Magical Powers: This category only needs to be filled out if you are a mage, and consists of how you can use your magic, please do not go overboard on the powers while mages are adaptable, there are limits to how much even they can do.
  • Personality: How do you act?
  • Background: As sparse or as in-depth as you want, but please include background, we at least need to know why you were hired.
  • Job: What were you hired to do? Were you hired to smash things good and protect people? Were you instead an investegator? A mage? Even the cook? Just... why are you being paid?

World building details are contained in the folders below to help you fill your character sheet out.

    open/close all folders 

    Races 
All sentient races that exist on this world have descended from humans in some shape or form. While the races are as varied as you would expect from a fantasy world, if you are the first player to make a character of a specific race, you have the option to specify details about them. I will add them here. :)

Some examples include;

  • Humans: the most populous race.
  • Elfs: who are plants. Think the Orks from Warhammer 40K. It doesn't exactly affect much unless you want it to, but the biggest difference is that they photosynthesise their food.
  • Orcs: big green muscle bound dudes, tend to not be that smart, capable of photosynthesis like elfs, unlike elfs though because of there mass they cant subsist solely on it.
  • Kitsune: I will handle these guys since I intend to play one, expect the details around the time I make my character sheet.
  • Abhuman: A subspecies of humanity whose specific origins are a mystery but are generally agreed to be the descendants of some experiment of the old world. Generally found living close to old world ruins, braving the wilds as nomads, or in the slums as the lower dregs of society. Produce far fewer mages than other species, but they are more physically resilient in return. Often in visible possession of redundant organs or extra limbs, which can result in bizarre or deformed appearances that often require hiding when in proper society.
  • Vampire: Undead creatures of the night that feast on blood. Many of them live in underground cities, but they can also be found on the surface – both in cities and in the wild. Their origin is unknown, and not much information about them seems to exist. They are considerably more agile than humans, have excellent vision that allows them to see clearly in the dead of night, lack the need to sleep, and are do not tire in physical situations. In exchange, they have a persistent need to feed on blood (be it animal or human), and become weaker in the presence of sunlight. It's not a debilitating weakness, and wearing a hoodie or carrying a parasol is enough to negate its effects.
  • Nagaji: A race of reptilian humanoids that've been around almost as long as humans have. Their exact origins are unknown, but it's believed that the fusion of man and reptile was magical in nature, rather than biological. Their main habitat is the south-eastern and centre lands, though anywhere with a high enough temperature will suffice. Compared to a human the Nagaji have enhanced senses- in particular is their natural night-vision- and a higher proficiency with magic. On the downside they have a shorter lifespan, rarely making it past 60, and can't survive in cold climates.
  • Slate Orc:A Subrace of Orcs who have adapted to living within the Esseraum, or Volcanic Castle-Forges of the old world. Unlike their photosynthetic cousins, the Slate Orcs have adapted to living without sunlight by relying more on the nutrients they could find underground, as well as local subterranean fauna. As such, the chlorophyll in their skin has been removed, leading to a grey skin tone. In addition, they have a higher heat tolerance than other races. Their eyesight is a bit poor due to the intense light of the forges.
    Geography 
As a foreword, on thing to remember is that this world is not earth. Feel free to reference places that I do not explicitly specify here. I like to engage in collaborative world-building, but please do not use real world locations.

https://static.tvtropes.org/pmwiki/pub/images/worldmap.png

While Lachrymonde is varied in temperatures, it is extremely... wet. It is hard to find any place without large amounts of precipitation, only one such location being known. There are 5 main continents on Lachrymonde.

  • Oscia: The center islands are the pinnacle of modern civilization; a warm climate, massive monolithic cities with a renaissance aesthetic, and ruins of the old world litter the 5 island ring, although none exist on the center island. Most maps are centered on this center.
  • Vara Royan: The large western continent is mountainous and rocky, difficult to traverse, and without many ruins, but full of mineral deposits below the surface. Some of the mountains even float in the sky, held afloat by latent magic in the air.
  • Aylion: The large north-eastern continent is full of various climates, temperatures, and terrains. Many ruins exist, and it is what you would expect from any high fantasy campaign.
  • Shari: The south-eastern continent is almost all jungle, with high precipitation even for Lachrymonde and very few ruins. Crystals with the ability to store magic litter the landscape.
  • Yazara, the Sea of Broken Steel: The little continent you see on both sides of the map is surrounded by a ring of mountainous terrain, in the center of which is a vast desert of metalic sand. This vast expanse, while rich in resources, is extremely cold. Coupled with the metalic sandstorms, cities are built in pits in the ground rather than up. There is very little travel between them.
  • A ring of ice now encircles the north and south poles due to global cooling; there is no land under the ice.

More details for some of these lands exist, but I would like to actually explore them IC. If you wish for more information on one, or wish to contribute, just ask. As stated before I value collaborative world-building, it lets the players have something of their own, and makes my job easier.

    Language 
Being a fantasy world, there are a wide variety of languages spoken, but most share one very unique trait, a very distinctive writing style that reads more like a flowchart then a normal language. Composed of runes, some times with patterns around them, connected together by other runes, the specific symbols involved tend to roughly shape what they are trying to represent. One for a car (not that there are any of these left functioning) will look sort of like a car in question. The pattern around the previous runes, represents an additive. A plain circle with runes in its perimeter representing nouns as descriptors. The final piece, the connecting segment, represents a verb.
    Religion 
Religions are listed below, feel free to make your own as well, just please avoid monotheistic ones.
The Order of Ninurta is a religious sect dedicated to Ninurta, one of the deities of a pantheistic religion that has recently swept over much of the Western Continent. Ninurta is the god of Hunting and War, which is why his Order is mostly concerned with training knights and combat-mages. Once a member of the Order reaches a certain ranking, they are given a new name that they may use at their discretion. The other members of the Lagayan Pantheon (Lagaya being the “Cathedral Kingdom” where the Pantheon began) are as follows:
  • Enlil, Goddess of Storms and Space
  • Nisaba, Goddess of Gentle Winds and Harvest
  • Enki, God of Crafts and Creation
  • Tammuz, God of Plants and Vegetation
  • Shamash, Goddess of Justice and the Sun
  • Nanna, God of the Moon and Secrecy
  • Ishtar, Goddess of Love and War

Lagayan texts speak of a ruling deity that governed over the rest, but they mention the death of this individual long before the world began. This means that the Lagayan Pantheon effectively has no central ruling party, which puts all the gods at odds with one another. Each deity has an Order that follows it. These orders share a common belief, but this is where the similarity ends. Infighting is frequent, and is especially common within Lagaya itself.

    Mages 
Magecraft is obtainable in one of two ways. It can be discovered in the ruins of old, granted to people by strange devices that have a tendency to only work once, or it can be hereditary. Inherited magic is passed down by the mother, and the mother alone, and even this is not a guaranteed chance. Of the two, hereditary Magecraft is normally more powerful, but those who discover the art tend to command more respect due to the effort required to actually find one of the rather rare devices.

Magecraft is capable of many feats. However, summoning matter is not one of these feats. Energy constructs are capable of being produced by some mages, but attempting to summon something with a physical mass has a rather common and alarming tendency to disintegrate the mage, if it does anything at all....

    Technomancy 
Technomancy is a specific and rare subset of Magecraft. While exact numbers are hard to come by, each city often only has one or two small circles of Technomancers that produce magitech for its citizens on commmision. A large city might have a whole college of mages. As its own unique line of Magecraft, unlike the other schools, you either are a Technomancer or you are not. A normal mage can never learn Technomancy, nor can they pass it down to their children, and a technomancer will never be able to manipulate raw power as well as a normal mage. In fact, most of them can't even cast normal spells.

While this seems like a massive disadvantage at first glance, technomancers are capable of remote object manipulation even outside of their craft. More importantly though, they "understand" technology, for lack of a better word. They don't know what makes it function, the physical principles, or how to word it in ways other people understand, but while using their Technomancy they have an intrinsic understanding of a machine, and how, if possible, it can be operated and fixed.

This is not a perfect situation due to their inability to communicate what they are doing with normal people. Not even they themselves know what they are doing. As a group, however, Technomancers may occasionally work in synch. This leads to creating impressive feats of engineering... with a "how" left unrecorded.

It is because of this that Technomancers tend to be highly coveted, and also why I will be heavily limiting the amount that can be played. Old world tech is supposed to be a rarity, not the norm, and while I won't stop a character from having it, and may award it through loot, I don't want the group to have the ability to just fix everything, or build a solution to every problem they come across.

    Old World Tech 
Functioning tech of the old world still exists, although it is rare. Some of it has been kit-bashed into ways it should not be kit-bashed, and it tends to offers some advantages over current generation magi-tech. Not every thing that existed in the old world is capable of being replicated; power generation, for instance, has advanced little beyond steam, or remote operation by magic. Magic rocketry exists, but guns do not. It seems that gunpowder tends to react violently, to say the least, in the presence of magic, which predominates modern society. Most volatile explosives share the same fate, but slow burning ones do not.
    Magitech 
Modern tech is almost universally magitech, built on commission by Technomancers, impressive pieces of one-off hardware commissioned by the person that wanted them. Mass production is a thing of the past. While I will allow quite a bit of Magitech, there are a few things I want to keep old world exclusive, "guns" being one of them. However, crossbows that fire bolts charged with energy, or similar things? Go for it. Just understand that I will need to approve a characters magitech items on a case by case basis and that I may deny them, although I probably won't. If I do deny the item, please don't get upset; I will include the reason why, and let you try making another.

A universal feature of magi-tech is the accompanying mana-generator or mana-battery. Magitech does not violate the the laws of conservation of energy, and will need to either be recharged by a mage, or a mana generator, which gets its power from steam.

Some examples of good magi-tech items include:

  • Robots/Constructs
  • Flying equipment
  • Powered Armor
  • Crossbows and swords with various unique abilities
  • Anything you think might be cool, as long as it serves a clearly defined purpose

Bad examples of magi-tech equipment:

  • Anything that provides power beyond what mages themselves could have. Magitech needs power that comes from SOMEWHERE. If its power could not be reasonably supplied, it will be denied.
  • It needs a clearly defined purpose. Magitech is built on commission, and while most people can't understand Technomancers, they need to be able to clearly understand what you want out of a device. Technomancers work on instincts, and if there is too much going on with the machine they tend to have issues figuring out what to do. If you want it to do multiple things, you need multiple Magitech items.
  • Magitech is expensive. While it is everywhere, and most people have some, please don't go overboard with it.

I would like to thank Taco for taking the time to clean up the syntax of the worldbuilding info, and Rai for doing the same to the plot summary. :)

edited 29th Mar '16 6:59:04 PM by Imca

HilarityEnsues Since: Sep, 2009
#2: Mar 19th 2016 at 2:42:08 PM

Interested, will edit in a character later.

And here it is.

  • Name/Aliases: Morgana Rivers, “The Black Death”

  • Sex/Gender: Female

  • Race: Vampire - Undead creatures of the night that feast on blood. Many of them live in underground cities, but they can also be found on the surface – both in cities and in the wild. Their origin is unknown, and not much information about them seems to exist. They are considerably more agile than humans, have excellent vision that allows them to see clearly in the dead of night, lack the need to sleep, and are do not tire in physical situations. In exchange, they have a persistent need to feed on blood (be it animal or human), and become weaker in the presence of sunlight. It's not a debilitating weakness, and wearing a hoodie or carrying a parasol is enough to negate its effects.

  • Appearance: Just like this.

  • Gear: Crossbow, two daggers, light armor, vials of poison, a black parasol

  • Skills: Morgana is skilled at stealth, reconnaissance, and, befitting of her nickname, killing.

  • Magical Powers:

    • Morgana's magic can be classified under the umbrella of “darkness”. It specializes in stealth and manipulation. Most notably it has the power to make her invisible by bending the light around her. This invisibility even be applied to objects, such as her crossbow's arrows.

    • It also gives her the ability to make hypnotic “suggestions” to people. The usefulness of this ability in most circumstances is dubious in most circumstances, though maintaining eye contact with the intended target increases the chances of her victim obeying her. However, kissing someone is the most effective means of making them more susceptible to her power – though its still not guaranteed to work, her commands become difficult to resist.

  • Personality: Unusually friendly, given her line of work. Likes to talk to people and find out what makes them tick, and any secrets they may have. When she is given a job, she is willing to resort to underhanded tactics to achieve her goals, such as using her magic to make people do her bidding.

  • Background: Morgana spent most of her days doing odd jobs. These ranged from simple ones, such as retrieving lost items, to killing high profile targets that have attracted the ire of various contractors. She has a record of being very professional and can avoid leaving a trace. She found a magical relic during one of her missions, which is how she got her powers.

  • Job: Assassination, Spying, Stealth. In general, Morgana specializes in covert ops. She is perfectly capable in general combat situations, but her sneakiness and proficiency with magic are what got her the job.

edited 20th Mar '16 11:12:24 PM by HilarityEnsues

thestonedog78 Princess Warlock from from deep space Since: Oct, 2012 Relationship Status: I'm just a poor boy, nobody loves me
Princess Warlock
#3: Mar 19th 2016 at 3:03:31 PM

Same.

They can't for the life of them understand why nobody liked being ruled by a group of manic depressive demigods - 4chan
GyroZ The Troper Formerly Known as Amp from Freyden, Nevada Since: Aug, 2015 Relationship Status: The vvillage twwo-wwheeled devvice
The Troper Formerly Known as Amp
#4: Mar 19th 2016 at 4:52:50 PM

I already offered to help you out with naming, so here's my official note of interest

G was here - 2/9/24
SpartyMcFly Military Grade Shitposter from Not where he should be Since: Nov, 2010 Relationship Status: Get out of here, STALKER
Military Grade Shitposter
#5: Mar 19th 2016 at 6:24:23 PM

Interested as well.

And by that I mean "I already rolled somebody up." He does seem a bit edgy at first glance, but I am hoping I can do the "silent knight" archetype justice with this one.

  • Alias: Cataphract. Real name Filip Barwegen.
  • Sex: Male.
  • Race: Allegedly (read; 100% confirmed human. He barely takes the armor off in public; nobody can tell.
  • Appearance: Looks something like this, only using different stuff. Usually seen in his armor, however.
  • Gear: A suit of armor. Appears to be powered to a minimal extent, providing the strength and endurance boosts necessary to use a magitech warhammer. The warhammer, on contact with a surface, generates an extremely powerful kinetic pulse, amplifying the force of the blow. The end result tends to be grisly.
  • Skills: Very good at fighting. While the use of a warhammer has its strengths and weaknesses Cataphract seems to understand how to use it to its fullest potential.
  • Magical Powers: None to speak of.
  • Personality: Quiet. Cataphract believes actions speak louder than words; most of what he says is direct and short, stating only what needs to be said. He usually doesn't comment on things unless directly addressed or asked. This in mind, he doesn't go out of his way to avoid talking to others; he is willing to offer advice and fully capable of carrying on conversation. He just doesn't bother to carry it any further than it needs to be carried.
  • Background: Came to prominence five or six years ago, when he assisted in the Battle of Corinth by slaying the enemy's lead knight, breaking the invading army's morale. Has since appeared sporadically in various places, smashing evil into the ground wherever he goes. Used to use a standard warhammer before his recent acquisition of magitech: he has been seen using armor for approximately one year, and his magitech warhammer for nine months. This man fights with significant zeal. Something must be driving him to this extent, but all inquiries are rebuffed...
  • Job: Regardless of his motivations, Cataphract has been hired for his combat abilities. Given his repertoire he seems to serve excellently in any enforcer-related role, including assault and defense. His... obstinate lack of personability does not lend him well to social situations, though he clearly acknowledges this.

edited 19th Mar '16 6:59:58 PM by SpartyMcFly

"Seven is here too, dressed like the concept of choosing clothes that look nice together was an arcane secret far beyond their grasp."
Raidouthe21st Cool Dude from Whacking trick-or-treating punks Since: Jun, 2010 Relationship Status: Anime is my true love
Cool Dude
#6: Mar 19th 2016 at 7:44:44 PM

Interest, along with character submission.

  • Name: Vivian
  • Sex/Gender: Female
  • Race: Abhuman.
    • A subspecies of humanity whose specific origins are a mystery but are generally agreed to be the descendants of some experiment of the old world. Generally found living close to old world ruins, braving the wilds as nomads, or in the slums as the lower dregs of society. Produce far fewer mages than other species, but they are more physically resilient in return. Often in visible possession of redundant organs or extra limbs, which can result in bizarre or deformed appearances that often require hiding when in proper society.
  • Appearance: Looks like a young female in mid-twenties almost always wearing a gas mask or some kind of eyewear as well as a traveling cloak far too bulky for her build.
  • Gear: Listing the notables, since I'm too bad at logistics to label everything she might carry.
    • Pair of steel short swords
    • Crossbow
    • Gas mask & environmental-protective cloak
    • Multitool that's gone through several generations. Possibly old-world tech, but it's been kitbashed and repaired too many times to matter now.
    • Maintenance equipment for said tools
  • Skills: Skilled in hunting, tracking, trap-making, and sharpshooting. Claims to have other skills, but nothing that someone more experienced can't do better.
  • Magical Powers: None.
  • Personality: How do you act? Suffered an unexplained brain injury years ago, so depending on the current stimuli swings between acting like a deathly serious and aggressive person, to someone whimsical and light-hearted. Occasional non-characteristic behaviors indicate her true self might be neither.
  • Background: Claims to have lived for decades despite appearance, but the only known records of her existence are her escapades involving partaking in manhunting several notorious criminals for their bounties and the capture & retrieval of several rare animals. Caught the eye of one of the backers of this project after catching (and smacking around) a would-be thief attempting to steal from a technomancer, and accepted offer to join this particular enterprise.
  • Job: Scout & Security.

edited 19th Mar '16 7:54:22 PM by Raidouthe21st

We Are Our Avatars Forever (Now on Discord by invitation, PM)
Imca (Veteran)
#7: Mar 19th 2016 at 10:31:11 PM

Both of you are good to go.

SolusLupus Since: Apr, 2013
#8: Mar 19th 2016 at 11:30:13 PM

I already mentioned my interest to ya Imca, so I'm just gonna put in my official word here.

will work on a sheet tomorrow.

Taco Since: Jan, 2001
#9: Mar 20th 2016 at 1:20:12 AM

  • Name/Aliases: Krius Technologies Valiant Model 33
  • Sex/Gender: -null- sex, uses male pronouns.
  • Race: Old world robot. He doesn't eat, sleep, breathe, get bored, or get tired. His battery can hold up to three days of energy, and recharges off of the solar panels that sit in his back panels. He is superhumanly strong, and is essentially always wearing heavy armor. Everything but his legs works on a ball joint, allowing him to contort himself in a variety of ways. His left index finger can open up into a wire that allows him to interface with old computers, should he be able to get them turned on.
  • Appearance: Valiant is seven feet tall. He sees through the small holes in the central faceplate, which hide powerful cameras.
  • Gear:
    • Walking stick: A staff of metal as tall as himself torn from an old radio tower, good at keeping his balance.
    • Custom Crossbow: A crossbow mounted on top of the bottom half of some kind of black assault rifle from the old world, giving it a stock and pistol grip. The trigger has been modified to activate the bowstring.
    • Repair kit: A Technomantic device that looks like a pistol had a lovechild with a geode. It is keyed to Valiant's body, and allows him to repair himself by simply pointing it at the damaged bits and pulling the trigger.
    • Survival gear: Not for himself, but Valiant has a two-person tent and firemaking tools in a backpack.
  • Skills:
    • Combat: Valiant is highly proficient in the use of Old World Tech weapons, but has found multiple weapons that emulate what he has programmed in him to become an excellent combatant with both his bare hands and with a custom crossbow shaped like a rifle. Both of these fighting styles are designed to maim and break rather than kill; Valiant's hands don't shake and his eyes never falter, so provided good conditions he knows where to shoot vital areas on humanoid creatures to cause real damage. In melee combat he leverages his superior size and strength to throw out powerful grabs to break or dislocate limbs.
    • Stone Cold: First of all, Valiant is literally stone cold; he has no heat signature. However, he also has a perfect poker face, because he has no face. He says everything basically the same, and his lies sound exactly like his truths.
    • Native: Valiant may be one of the few people on Lachrymonde who is innately skilled with the use of computers and other old world technology.
  • Personality: Valiant speaks precisely and levelly, but only because he cannot actually convey the nearly constant state of low-key confusion and panic with the voicebox he has—something he aims to correct eventually. Nearly every second of life is something his creators had never intended for him to deal with. It is not an endless torment, but many of the more fantastical elements of Lachrymonde waffle between terrifying and awe-inspiring, such that a robot can feel awe. Valiant is highly submissive, and takes enormous pleasure in verbal praise and the gratification of his owners. For the duration of this adventure, his owners are anyone in this group, though in conflicts of interest he will defer to AARC leadership if possible.
  • Background: Valiant woke up in the care of the Athalenes Artifact Restoration Company. The only working robot in a commercial Krius Technologies factory, he carried knowledge of how to fight, how to talk, and the rules he had to live by—not killing people and stuff like that, but that basic rundown was all. The Krius Technologies Valiant was a mass-produced model made for a variety of roles—his Model was made for combat, but he had not yet been shipped to a particular group for a more specific briefing. When he awoke among orcs and elves, he knew something was deeply wrong, but he also had no idea what the norm actually was, beyond broad strokes about the nature of the old world. Nor did he have any idea how the old world could have possibly become the way it was now. Instead of letting him stop and think, The AARC gave him a job and a month to prepare before the rest of the project could begin. Valiant spent the first two weeks in a heavily dissociative fugue simply trying to process what was before him in every second of his consciousness. He broke through it a week before the enterprise brought together the rest of the hires, figuring out enough of the language and the rules of this new world to get himself in working order. That final week was instead spent just trying to talk to as many people as possible and explore the city of Athalenes. He still has his moments of stress, just not as many anymore.
  • Job: Hazardous environments, muscle, and old world technological interfacing.

edited 23rd Mar '16 1:34:22 PM by Taco

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#10: Mar 20th 2016 at 1:37:28 AM

Interest, sheet is in the works.

KR_Vandal Since: Jun, 2014
#11: Mar 20th 2016 at 1:44:02 AM

Interest. Concept in the works.

guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#12: Mar 20th 2016 at 4:41:17 AM

  • Name/Aliases: Lt. Marcus Highwind
  • Sex/Gender: Male
  • Race: Human
  • Age: 32
  • Appearance: A tall, well-built man with dark hair that he keeps closely cut. Wears armor like this. Though he usually keeps the helmet off and tends to wear a large cloak to conceal the armor as best he can.
  • Gear: Marcus carries a metal spear with a head shaped like so. (though obviously made of steel and not gold.) He also wears a gladius on his belt for when stuck in close quarters. The only magitech he has is in the lower portion of his armor, a combonation of springs, servos and runes that allow his to jump absurdly high and land from great heights without taking damage
  • Skills: Marcus is both a highly skilled combatant and a very charismatic diplomat.
  • Magical Powers: None.
  • Personality: He's a kind and friendly sort. Very willing to try to talk out problems and inclined to give foes mercy if they haven't crossed to many lines. That being said he's not naive nor is he weak, which is not a mistake to make when dealing with him.
  • Background: Marcus joined the military at the ripe old age of 15, recruited from a city-state on the Western continent known as Haven. Eventually he was deployed to fight a major insurrection where he found himself serving in the government vanguard with distinction, earning him his suit of armor as a reward along with being promoted to Lieutenant. He was dispatched on several patrol tours to remind those he had fought against the power the government held when Marcus discovered that his knack for smoothing things over between his men and getting them to cooperate translated just as well to the civilian population. He in fact ended up helping civilians to bring several issues to the governments attention peacefully.
  • Job: He was actually hired mostly for his skills as a negotiator. While he has a great deal of combat experience he was meant to smooth things over through towns the group passes through.

edited 20th Mar '16 4:41:52 AM by guyshane

-dramatic music ensues-
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#13: Mar 20th 2016 at 4:59:03 AM

  • Name/Aliases: Victor "Vic" Gallen
  • Sex/Gender: Man
  • Race: Human
  • Age: 26
  • Appearance: On a good day (doesn't wear glasses)
  • Gear:
    • A belt of flasks containing six different types of alcohol. Sake, Mead, Rum, Scotch, Vodka and a special Moonshine brew. Due to a specialized enchantment passed down from drunken master to drunken master, these flasks refill every 24 hours. The exception to this enchantment is the Moonshine, which is more powerful in a few drops than most of the other drinks combined.
    • An incredibly worn out and dirty outfit.
    • A pack full of pots, pans, cutlery and similar cooking equipment.
  • Skills:
    • Vic is an accomplished Martial artist and knowledgeable in a handful of styles. When sober, he can hold his own with most. When he unleashes his drunken masteries however, his skills are on a whole different level.
    • Out of combat Vic is an incredibly talented cook, though most of his dishes will end up having some sort of booze based sauté.
    • Due to being a master martial artist, Vic is quite knowledgeable of most styles and the history behind them, even if he doesn't practice them and can recognize most forms by simply watching for a few seconds, even when heavily inebriated.
  • Magical Powers:
    • While not exactly magical per se, Vic is a drunken master who channels various ancestral powers through his martial arts by drinking different spirits.
      • Sake simply allows Victor to enter his drunken stylings while still keeping most of his reflexes and dexterity intact, something his other beverages/stances don't really allow.
      • Mead puts Vic into something of a mild berzerk state, allowing him to strike harder while sacrificing some style and grace (what little there is in drunken martial arts).
      • Rum is the first out of two elemental beverages that Vic has access to, in this case, granting him access to fire related abilities. Though mostly relegated to fire breathing, Vic can light his fists on fire with this ability and leave small pools of flames that burn for a short period of time.
      • Scotch, plain and simple, dulls Vic's sense of pain to such a degree that he could easily shrug off blows that would down him normally. However, this ability does not negate the damage done by these attacks and as such will require aid once the effect wears off (or sooner).
      • Vodka unlocks the second of Vic's elemental abilities, this time instead of fire, Vic gains access to various ice based abilities with the disadvantage of slowing his movements more than usual. Essentially serving as a weaker form of cryomancy, Vic is capable of freezing most liquids outside of those found within people's bodies which tend to be moving too fast for him to freeze accurately as well as allowing Vic to coat his fists in incredibly hard icy gauntlets.
      • Moonshine is Vic's strongest alcohol, and doesn't come without a price. Increasing Vic's strength, speed and pain tolerance to near superhuman levels, Moonshine also has the disadvantage of literally tearing Vic's muscles apart with each strike he makes, whether or not they hit. The longer Vic is under the influence of this particular technique, the more damage his muscular system endures.
  • Personality: Perpetually tip-toeing the line between surly and personable due to a near-constant hangover, Vic is as friendly to you as you are to him. While incredibly slow to anger, if you mistreat Vic or someone he considers to be a friend (though his employers usually take priority over friends, but not family), you might soon feel the wrath of one of his six drunken forms.
  • Background: Descended from a long line of martial artists, Victor Gallen was basically slated to become a master of many styles from the day he could walk. However, some time around when he turned 20, Vic realized that he wasn't sure he wanted to live out in the mountains and follow the ascetic life that most of his family had chosen, and instead decided that he wanted to have a little bit of fun with his fated occupation. So, Vic decided that he would take up the same Drunken style that his Grandfather had. After first being trained in how to fight while absolutely shitfaced, Vic's grandfather spent the next four years of his training instructing Vic on how to channel the ancestral powers of the Gallen family. Opting to use various drinks as a focus for these ancestral abilities, Vic slowly but surely managed to master the powers of his ancestors while still maintaining his Drunken style. In his fifth year of training, Vic's grandfather came to the conclusion that there was no more he could teach Vic, and booted him out of his house, telling his Grandson to explore Lachrymonde and find his purpose in life.
  • Job: Cooking, martial arts and occasional bartender (hey, sometimes you just need a drink).

Imca (Veteran)
#14: Mar 20th 2016 at 11:01:58 AM

Valiant and Valiant are good.

As for Victor, do you mind if I consider his alcohol based powers magic I am actually trying to keep a bit of consistency with where supernatural effects come from given the nature of magic in this setting. (Actually quite a few more details then in the folder, I am just not trying to spoil discovery elements or plot, and they would not really be known to the characters)

guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#15: Mar 20th 2016 at 11:06:22 AM

Err...did you mean Valiant and Marcus by any chance and not just that Valiant is double approved? I mean not that you aren't allowed to double approve Valiant, you are the GM after all :P

-dramatic music ensues-
HilarityEnsues Since: Sep, 2009
Imca (Veteran)
#17: Mar 20th 2016 at 11:20:38 AM

[up] I did sorry, your also good to go, good job on keeping the origins murky though, I actually have plans for the origins of MOST races. >.<

[up][up] Yes I did, sorry typo.

IsaacTheRed Since: Jul, 2015
#18: Mar 20th 2016 at 11:43:38 AM

I'm interested in joining but unfortunately I probably won't be able to submit a character until Thursday.

Imca (Veteran)
#19: Mar 20th 2016 at 11:48:01 AM

I dont plan on starting until friday any way sooo. tongue

I would actually be open to late joiners as well.

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#20: Mar 20th 2016 at 5:26:35 PM

@Imca, sounds fine by me.

The intent was it for it to be a sort of inherited magical ability that requires incredible amounts of training, or a focus of sorts to master.

edited 20th Mar '16 5:26:48 PM by Eachiunn

SolusLupus Since: Apr, 2013
#21: Mar 20th 2016 at 9:28:14 PM

• Name/Aliases: River “Riv” Telu

• Sex/Gender: Female

• Race: Kitsune

• Appearance: River is a mildly small woman, being of height of about 4’ 8”. Relatively slim and attractive, with tattoos in the pattern of what look like circuits that glow whenever she starts to use her technomancy. She has long blond hair, mostly loose except for a thin braid that hangs over her left shoulder, and tall standing ears that add about 3 inches to her height, and a long fluffy fox tail of the same color as her hair. She wears a cloth shirt and skirt that ends just above her knees. She also wears tall leather boots, and also goggles, a leather coat, a toolbelt, and a broken pocket watch hanging from said belt, that she found while scavenging for her tribe.

• Gear: River’s main gear is a giant magitech wrench. It is a variable size wrench made to be able to fit any nut or bolt that she comes across. Its large size and weight also makes it a very viable blunt melee weapon. One end is the standard U-head Wrench for the standard job, and the other side has an interchangeable head for various tools for the job. All of these attachments scale with the size of the wrench once they are connected, and start out at their smallest, stored in River’s tool belt.

• Skills: Aside from her Technomancy, Riv is quite proficient with whacking things with her wrench. Despite her small stature, she is relatively fit, being able to carry the constantly heavy wrench, as due to conservation of mass, the wrench of course always weighs the same as its biggest size. Not to mention always messing with machinery, and preferring to haul things around just as much as she would use her technomancy.

• Magical Powers: Technomancy

• Personality: River is a rather determined yet airheaded girl. She is very curious, loving to discover new things and is already quite knowledgeable, but her attitude can often lead to moments of social ineptitude and what can affectionately be called "derp moments". She loves to tinker, enjoying making random things with her technomancy in her spare time. Also, as a side note, do not give her caffeine. Ever.

• Background: River was born into a Kistune Tribe of tech worshipers that live in the floating mountains of the western continent. The tribe believes that the ruins and old tech are the remnants of their gods who lived in these ruins in the old times, and therefore hold the ruins and tech sacred. Due to their nature, they also found Technomancers to be a great blessing in their tribe, seeing it as a blessing of their gods. As such, when it was discovered that innocent young River displayed the powers of technomancy, it was a pretty big deal. She was valued greatly by the tribe, and she led a good life, helping her tribe with creations and scavenging the mountains for the scarce old world tech that the Tribe used to make its living.

• Job: Technomancer, mechanic, and head basher.

edited 26th Mar '16 11:20:12 PM by SolusLupus

Imca (Veteran)
whizzerd Transcender of Gender from Scotland Since: Oct, 2010 Relationship Status: I'm just high on the world
Transcender of Gender
#23: Mar 21st 2016 at 5:55:41 AM

You know what I'll just post what I have and see if it works. Do let me know if there's any problems with it.

  • Name/Aliases: Arthotheos Cureclaw. 'Art' for short.
  • Sex/Gender: Male
  • Race: Nagaji
    • A race of reptilian humanoids that've been around almost as long as humans have. Their exact origins are unknown, but it's believed that the fusion of man and reptile was magical in nature, rather than biological. Their main habitat is the south-eastern and centre lands, though anywhere with a high enough temperature will suffice.
    • Compared to a human the Nagaji have enhanced senses- in particular is their natural night-vision- and a higher proficiency with magic. On the downside they have a shorter lifespan, rarely making it past 60, and can't survive in cold climates.
  • Appearance: Older than he looks.
  • Gear:
    • Magitech armour. It converts mana into heat, which is what's kept Art alive and healthy despite the encroaching cold. The armour requires a charge of mana each morning, so Art's magic output is less than it normally would be because of it.
    • Has a backpack that carries some stuff for outdoor camping; a tent, blankets, flint & steel, tinder, a makeshift compass, waterskins, and fishing hooks & line.
    • Also in the backpack is his prized medical kit; bandages, needle and thread, splints, a collapsible stretcher, herbs for healing and dulling pain, antidotes for various poisons, and a magitech scanning tool that'll tell him the biology of a creature and what its injuries and ailments are. The tool doesn't require charging as often as his armour, but he usually can't cast spells on the same day that he's charged both the tool and armour.
  • Skills:
    • Can heal real gud. He's not about to bring anyone back from the dead, but damned if he can't recover them from the brink of it.
    • Besides that he's been experimenting a little with mixing various herbs and concoctions to create potions. He's no master, but he's got the grasp of a few enhancement potions.
  • Magical Powers: Art has hereditary magic, and has a couple of spells that he uses in conjunction with his medical care. As mentioned above, the power and consistency of his spells is limited due to his magitech.
    • Blood Drive: This spell accelerates the body's ability to create blood. Used after wounds have been patched up to deal with blood loss.
    • Reverse Wound: Repairs small cuts, tears, or puncture marks in the skin. Larger wounds are beyond his limit and are dealt with using good ol' needle-and-thread instead.
    • Mind Purge: Alleviates more mental pains such as headaches, nausea, hangovers, etc.
  • Personality: Friendly, optimistic to the point of naivety, and rather quick to scare. He has a big heart that renders him incapable of declining a call for help. Doesn't like to fight, isn't really good at it anyway, and would rather settle a conflict with words than fists. He has a more serious side, but it's only really seen when he needs to concentrate on patient care.
  • Background: Art didn't have a perfect life in the jungle. His timid personality, and interest in a passive job like medical care, made him an easy target for the other kids. Even now he fails to garner much respect from his peers and family. So when came the monthly 'Saviour's Quest'- where brave Nagaji set out to try and find the cause and cure for the approaching 'Icedeath'- he impulsively signed himself up for it.
    He doesn't have any idea what he's actually looking for, though, so for the past year he's instead been making a name as one of the more reputable freelance doctors in Athalenes. Said reputation is how he came to be offered a job with the group. He happily accepted, taking it as a sign that his quest must continue.
  • Job: Medic, Amateur Potion-maker.

edited 21st Mar '16 5:57:36 AM by whizzerd

they/them || "Forgive me, regent of queer amphibians" - Lt.BGob
GyroZ The Troper Formerly Known as Amp from Freyden, Nevada Since: Aug, 2015 Relationship Status: The vvillage twwo-wwheeled devvice
The Troper Formerly Known as Amp
#24: Mar 21st 2016 at 9:36:02 AM

Here comes the world-building train

  • Name/Aliases: Ruqayyah “Ruka” Ein-Zwolf. Also known as “Sister Bahu”
  • Sex/Gender: Female
  • Race: Slate Orc
    • A Subrace of Orcs who have adapted to living within the Esseraum, or Volcanic Castle-Forges of the old world. Unlike their photosynthetic cousins, the Slate Orcs have adapted to living without sunlight by relying more on the nutrients they could find underground, as well as local subterranean fauna. As such, the chlorophyll in their skin has been removed, leading to a grey skin tone. In addition, they have a higher heat tolerance than other races. Their eyesight is a bit poor due to the intense light of the forges.
  • Appearance: She’s as tall as the standard orc. Here, she’s wearing the standard uniform of the thaumaturgical branch of the Order of Ninurta (the gloves are not part of the standard uniform). The outfit is monochromatic, so the pants are also a similar shade of gray.
  • Gear:
    • Malika - The pair of gloves Ruka wears at all times. They were discovered deep inside the Ein-Zwolf Forge, and are presumably the last device crafted within it. Prior to their discovery, Ruka had absolutely no magical potential. Afterwards, however, she gained the magical affinity of a top class mage. This is not to say that her magical ability is entirely as a result of the gloves. On the contrary, as the gloves only opened the door for her to learn what was previously closed off to her. The Malika were apparently constructed as catalysts for high-ranking non-mages who wished to partake in the art. The gloves are actually attached to her body and do not come off.
    • Order Uniform: Made of a fine cloth. It allows for a surprising range of movement, but offers little protection. It’s specifically made for Mages and Martial Artists, as the two do not make frequent use of heavy armor.
  • Skills: Ruka is well versed in enchanting, spellcasting, and the Martial Art of Ninurta, known as ‘Sharur’. Sharur focuses on heavy strikes with the hands, which works out pretty well since Ruka wears gloves all the time. She isn’t very good at summoning, but can do it nevertheless. The constructs she creates are rather weak and only suitable for simple or mundane tasks.
  • Magical Powers:
    • Enchanting: Enchanting is Ruka’s specialty, and she often casts them on herself. She has only been taught Enchantments that are suitable for active combat or hunting. These range from increasing the muscle mass of an individual to allowing a sword to absorb and later release sunlight in a damaging beam. The strength of an enchantment is directly proportional to how much energy it takes away from Ruka. Too strong of an enchantment and she could end up vaporizing herself.

    • Spellcasting: Being of the Order of Ninurta, Ruka has only learned combat oriented spells, like simple damaging bolts or disorienting mana clouds. She often combines spellcasting with her martial arts to fire small blasts of magic at the moment of impact. It’s as flashy as it is effective.

    • Summoning: As stated before, Ruka is only capable of making small worthless constructs. She generally uses them to brighten up a dark area or to cook a meal.

  • Personality: Ruka is innately curious about new things, which often comes at a detriment to herself. When on official Order business, she prefers to keep things serious and professional, though she often times breaks this facade when she finds something entertaining. She is passionate about her work, and will train for much of the day if left to her own devices. She has an irritating habit of petting people who are a few heads shorter than her (since she’s 7’3’’, that’s quite an amount of people), which has lead to more than a few fights.
  • Background: Ruka is from a Castle-Forge located in the North Western. Her surname “Ein-Zwolf,” is a designation that refers to this specific Forge in particular. While harvesting some edible mushrooms in a cave system, she discovered a passageway that led to the innermost previously-sealed off chambers of the Forge. There, she found her artifact. She didn’t know that at first, so when the gloves latched onto her arms and bit into her flesh she was understandably horrified. She ran through the corridors, lost in her desperation to get away, and ended up outside. As she struggled to survive in the strange outside world, she began gradually learning how to cast simple magic. It was not until she came across an Emissary of the Order of Ninurta that she came to realize her actual potential. Initially, Ruka only served the order to find answers about her artifact, but gradually she started to believe and eventually converted to the religion. Now she works for them, selling her magical services as a mercenary so she can continue raising funds for the Order. She isn’t sure how long she was out there before she came to the Order, so her own age is unknown to her.
  • Job: Combat and Support Mage. Martial Artist.


  • Note: The Order of Ninurta is a religious sect dedicated to Ninurta, one of the deities of a pantheistic religion that has recently swept over much of the Western Continent. Ninurta is the god of Hunting and War, which is why his Order is mostly concerned with training knights and combat-mages. Once a member of the Order reaches a certain ranking, they are given a new name that they may use at their discretion. The other members of the Lagayan Pantheon (Lagaya being the “Cathedral Kingdom” where the Pantheon began) are as follows:
    • Enlil, Goddess of Storms and Space
    • Nisaba, Goddess of Gentle Winds and Harvest
    • Enki, God of Crafts and Creation
    • Tammuz, God of Plants and Vegetation
    • Shamash, Goddess of Justice and the Sun
    • Nanna, God of the Moon and Secrecy
    • Ishtar, Goddess of Love and War
  • Lagayan texts speak of a ruling deity that governed over the rest, but they mention the death of this individual long before the world began. This means that the Lagayan Pantheon effectively has no central ruling party, which puts all the gods at odds with one another. Each deity has an Order that follows it. These orders share a common belief, but this is where the similarity ends. Infighting is frequent, and is especially common within Lagaya itself.

edited 23rd Mar '16 5:17:02 AM by GyroZ

G was here - 2/9/24
Shiningknight S.E.A captain from Professor Xavier's school for gifted lesbians. Since: Apr, 2010 Relationship Status: Non-Canon
S.E.A captain
#25: Mar 21st 2016 at 10:10:36 AM

I'm in will get a char written asap

" I did the right thing, didn't I? It all worked out in the end." "In the end? Nothing ends, Adrian. Nothing ever ends."

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