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Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#1: Aug 16th 2016 at 9:26:41 PM

Long ago, the world was chaotic and unformed, with the primordial beings known as Archaeans ruling and clashing over the newborn existence. The Archaeans were a mysterious and powerful set of beings, with no set form or consistency among them, where no two were alike but all were immense in the scale with which they wandered over the earth.

Among them a woman, Mesanyx, was born under the full moon, who felt lonely among her capricious and ambiguously-formed brethren. Her power was tied to the midnight sky, and under the nights she labored to create beings more like herself. And so she created her six brothers and five sisters, and they joined among themselves and bore children of their own. And a race of beings like the woman and her family began to appear in pockets across the world, and the family saw fit to guide this race known as mankind. In guiding them, each of the members of Mesanyx’s family became an exemplar of the various ways that people interacted with each other and the world around them in their daily lives. For the fact that they guided man’s hours, the family became known as the Lords of Time.

The Archaeans came to fear the so-called Lords of Time, who were beginning to lead a budding humanity in an existence that did not fear the ancient beings of the world. And so the Archaeans came together and began tearing down the civilizations that Mesanyx’s family had helped the humans build. In response, the Lords of Time went to war for their beloved people, and fought the Archaeans in the War of Ancients.

During the fighting and in the aftermath, Meridiem, first child of Mesanyx and Lord of Midday, rose up as the leader of the Lords of Time. Eclipsing his parents and their siblings as the most powerful member of his family, he led them to victory against the Archaeans and united the realms of man at the base of Mount Edra, where a resplendent city was built in the mountain’s heights to house the Lords of Time. But victory was not without cost; only eight of the Lords of Time survived the War of Ancients. No longer did they have the numbers to rule the Hours of man, so they each took up a Watch in the aftermath of war. And so it has been in the new Age of Lords for nearly four millennia.

But for all their power and wisdom, the Lords of Time have proven as flawed and petty, if perhaps moreso, than the humans they rule over, but with powers to enforce their will that even the most revered sorcerers could not match. And now tensions rise as the oracle of the gods gazes into the mysterious power of Fate and utters these words: “Twilight comes for the Lords of Time.”

So a revolution is forming: The Wax Wings. In the course of their long lives, the gods committed many misdeeds—they cursed mortals, they stole lives, they tore the world asunder. And now there are people who want to collect on those sins. The Wax Wings are not a truly united front, differing both in ideals and methods, but they all have one goal: removing the Gods from power.

The end of an age is coming, and the Lords will leave their thrones, one way or another. This is the story that you are about to tell.

In terms of characters, one can play as either one of the Lords of Time, or as one of the many mortals who deign to act upon the prophetic words spoken by the High Oracle, either for or against the gods. Since basically any backstory for the mortals is contingent on the Lords’ effects on their lives, I would like the Lords of Time to be created first so that later players will have something to make their pasts off of.

     Bio Formats 

Lords of Time:

  • Name: [Insert Name Here], Lord/Lady of the Nth Watch (1st-4th for Mesanyx's older generation, 5th-8th for Meridiem's younger generation) and Master of X (Something relating to human activity)
  • Symbol:
  • Domain: What the Lord of Time once taught humanity to do, and remains more or less the exemplar of. Also include if your Lord of Time significantly uses the power of an element, worldly aspect, or a celestial object.
  • Relations: Since everyone is related among the Lords of Time, just describe the state of the immediate family of your Lord. For the older generation, that's their spouse, their son, and their daughter. For the younger generation, that's their parents and opposite-sex sibling.
  • Order: While all mankind worships the Lords of Time in general, the ones who survived the War of Ancients established orders in their name to help reestablish and protect mankind's realms, and each Lord for called those specifically devoted to them to serve. Basically, you can come up with rituals, uniforms, equipment, and duties for those especially devoted to a single Lord, as well as the Order's name. This way we can know how their Elite Mooks work in advance. But this section can be omitted if you wish.
  • Abilities: Special things that your Lord can do, or at least stuff that they're famous for doing even if other Lords can do it.
  • Appearance:
  • Weapon: All of the Lords of Time fought in the War of Ancients, and they each wielded a powerful artifact to do it. So describe it.
  • Personality:
  • Bio:

Note: Mesanyx and the last Lady can be played, but you’ll have to PM me about them. I’ve got some notes on them that anyone playing them should use, though everything else about them that can be made is fair game to the player’s choice. Meridiem is mine.

Mortals:

  • Name:
  • Sex:
  • Race: Human, Descendant (1st, 2nd, 3rd-tier), Accursed, Remnant (Specify the particular species for either Accursed or Remnant)
  • Appearance:
  • Equipment:
  • Abilities:
  • Magic: See Magic folder for full explanation.
  • Personality:
  • Bio:

     Races 
  • Human: Self-explanatory.
  • Descendant: Humans descended from one of the Lords of Time, sans Mesanyx. Title only applies down to great-grandchildren of the gods, as any divine power or talent is diluted out by the fourth generation onwards.
    • 1st-Tier: Actual half-human children of the Lords of Time. "Demigod" is the most apt way of generally describing their power, with many of their deeds, good or evil, recorded throughout the gods' reign. However, greatness and madness are two sides of the same coin, and Fate enjoys flipping it whenever these children are born. Oh, and physical mutations sometimes follow. Human and divine mixing in a single being and whatnot.
    • 2nd-Tier: Human grandchildren of the Lords of Time. "Superhuman" is the best way to describe their general capability. While certainly weaker than 1st-tier Descendants, these can still channel some of their divine ancestor's unique power and are physically leagues ahead of normal humans.
    • 3rd-Tier: Great-grandchildren of the Lords of Time. Compared to the other tiers, "prodigy" is the way to describe the majority of them, for it is rare for these Descendants to manifest powers similar to their divine ancestor, or even magic. They're just naturally talented and adaptable at the same level as like...Captain America.
  • Accursed: Races made from humans who were cursed and transformed by any of the Lords of Time, whose inhuman traits are like magically dominant genes. So gorgons, minotaurs, and other half-human hybrids can be described here.
  • Remnants: Ancient peoples made by the Archaeans in their occasional dabbling in the creation of life. So races like elves, dwarves, nymphs, giants, trolls etc. go here.

     Magic 
The races of the world access magic in many different ways:
  • Humans wield magic gifted to them by the Lords and Ladies. When a child is conceived, any one of them can choose whether or not to bless the child with magic upon maturation. While any human was once able to learn magic, that ability was sealed away so that the superior judgment of the Gods would keep magic away from the hands of the villainous, a decision made shortly after the War of Ancients had ended and Mount Edra was settled. The actual mechanics of magic are that mana is pulled from the air and collected in the body, or processed into, yes, Mana Potions, then expelled with a strong force of will to imitate the acts of gods—changing the world according to one's desires. While this does mean human magic can be extremely variable, most human spellcasters can only learn a couple things and require intense training or a bullheaded personality to exert a will on the world sufficient to have truly powerful spells.
  • The Accursed have spells etched into their very DNA. The spell that twisted their progenitor into a monstrous form still sleeps inside every Accursed, and their magic twists that spell to suit their purposes. Gorgons find they can twist and shape their petrified victims, a Minotaur's charge phases straight through walls, and a Werewolf can make any moon full with enough mana. The magic of the Accursed is thematically bound to their form but makes them particularly dangerous by augmenting the abilities they already have.
  • Remnants have managed to hold onto the firmament their creators, the Archaeans, granted them. The magic of a Remnant controls the forces of the natural world—water, earth, fire, air, with a little mana infused into it a Remnant can manipulate it like an extra appendage. Due to how differently different kinds of matter behaves, most Remnants specialize into one or two kinds, but they can manipulate all unprocessed matter with a little effort—it might just be a little unstable.

     Mount Edra 
  • The city sprawls over every spare inch of the mountain. What was once a series of concentric defense walls to allow for safe retreats in case of a siege has become an informal means of segregating the populace. The passages between the walls are narrow and heavily guarded; moving between "layers" of the city is extremely slow and difficult for this reason. Edra itself is 30 miles high and is basically circular with a radius of about 25 miles—for those of you keeping score at home, the slope of the mountain people actually live on is around 40 miles long of inconsistent steppes, slants, and San Fran snake roads. A series of endless rivers of pure water flow from the top of the mountain downwards into various canals throughout the city, supplying everyone with (relatively) clean water and waste disposal.
  • At the bottom tier there are the farmers, fishermen, and anyone else who leaves the city during the day to work in the fertile streams, lakes, and fields surrounding Edra's base, because this is the only place anyone can get to the fields quickly enough to have a full day of work. Conditions here are humble at best and squalid at worst. The waste in the rivers accumulates here and gets in the air as well; it sticks to everything and means that nothing stays particularly clean down here. Roland is the Lord assigned to this tier.
  • Above the field workers is, of course, the craftsmen and various other skilled laborers. They are positioned to allow for easy access to both commoners headed up on a weekend to buy some luxuries or to sell materials to work with, and to access their wealthy patrons one tier above. Business here is good, as The Material Freedom Act means that there is a hard upper limit to how expensive raw materials can be sold for, which keeps the skilled laborers' profit margins high. Necessita is the Lord assigned to this tier.
  • Just below the Gods are the closest thing the mountain has to nobility. While all administrative decisions are carried out by the Lords and Ladies of the Watch, various minor clerks and recordkeepers have residence here to live nearby their employers. If they are not government workers, the residents of the third tier are the clergy, holy men and women tasked with spreading the good word of their faith in daily journeys down the mountain to preach to all people in turn. Much like the scribes, the Lords and Ladies are given great freedom to decide how their clerics actually take on this task. Johnathan is the Lord assigned to this tier.
  • And above all of them is the Citadel of Time itself, the final bastion of the Lords and Ladies of the Watches, a nigh-impenetrable bastion of unknowable might, perhaps truly unconquerable, it is where the Lords and Ladies of the Watches live when otherwise not engaged in other business.

    More Notes on the World 
  • The last day of every month is dedicated to mourning one of the Lords lost to the War of Ancients. The remaining four Lords betrayed their family and mankind are now known as the Forsaken and are not mourned or celebrated. Mention of them is something of a big no-no among the Lords, especially since Meridiem had to put them down himself.

edited 25th Aug '16 8:43:23 PM by Insano

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TheHailStormer Classic from Playing Sonic Mania Since: Dec, 2013 Relationship Status: Having tea with Cthulhu
Classic
#2: Aug 16th 2016 at 9:31:58 PM

Interest reservation confirmed. You know who I have for this, Insano.

"Never let anyone tell you that something is impossible." - Monty Oum, 1981-2015
Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#3: Aug 16th 2016 at 9:33:50 PM

  • Name: Meridiem, Lord of the Fifth Watch and Master of Kings (Formerly Lord of the Noon and the 13th Hour)
  • Symbol: The Noontime Sun
  • Domain: Leadership, Rule, Authority, Light and the Sun, with some lesser ties to Fire and Lightning
  • Order: The Blades of Sunlight is Meridiem's order of natural-born leaders with the express goal of going out and making the world mankind's again after the War of Ancients. Aside from placing their Lord's sigil somewhere visible on their person and their chosen weapon, the Blades of Sunlight have no particular uniform, though variants of the Blade on a Stick appear to be the Weapon of Choice for the Order, since they evoke the image of Meridiem's own weapon.
  • Relations: Mesanyx (Mother), Lady of the Final Watch (Sister), Taong Gala, Lord of the 12th Hour and Master of Travel (Father, Deceased)
  • Abilities: As the mightiest among the Lords of Time, Meridiem stands head-and-shoulders above the rest of his family, save for perhaps his mother and his sister. Having collected the power of various Archaeans and most of his fallen family members during the War of Ancients, Meridiem can move objects and himself with his mind, teleport with ease, and augment his already-powerful magic and physical power, among other miraculous and legendary feats. Unless something or someone can be found or made to open a weakness against the Master of Kings, facing Meridiem is downright suicidal.
  • Appearance: Ruler of Kings
  • Weapon:
    • Meridiem's main weapon is known as Nova, a resplendent swordspear made with the power to slay Archaeans. Embedded in its blade is the yellow diamond that was the core of the Star Forger, an Archaean who could, according to legend, cast stars down to the earth. Where Meridiem goes, his weapon is not far behind, and no one may even touch it without his permission.
    • Perhaps more famous than Nova itself is Sunder, the Remnant dragon that Meridiem trained as his companion and steed before the War of Ancients and who turned against his race in favor of the one he saw as strongest. This feat marks Meridiem as the only one of the Lords of Time who tamed such a naturally powerful and dominating creature, even among the Remnants. Sunder is a powerful, massive wyvern with golden scales and mastery over the natural elements through his inherent magic, but he is also an intelligent and cunning advisor who assisted his master in many battles. Nowadays his massive shadow can sometimes be seen in the clouds that usually obscure the Citadel of Time, but he emerges now and then to deliver wrath or protection, depending on his lord's command.
  • Personality: Meridiem is a very action-and-goal-oriented type of person, always having some sort of vision and a way to see it through with the help of his peers and inferiors. However, as a king of kings, Meridiem is the kind of ruler whose word is law, as his view of leadership is that of one with the might to judge the world, and to move all else according to his will. Very much absolute in action in line with his leadership style, Meridiem carries himself with a sense of earnestness, duty, and honor even as he chops heads or razes rebellions to the dirt. Thus, he does not take kindly to insubordination or betrayal, even by his family. However, he certainly does bear a soft spot for his remaining family, and has taken many steps to ensure their happiness and survival, even if friction exists between them. Towards the mortals, Meridiem is particularly intrigued by them, but in the end he is a god and they are not, so to that end he has appointed himself lord and judge from the top of Mount Edra. Towards the Accursed and Remnants, he does not hesitate to remind them what they are and where they came from, which definitely paints a harsher picture of him to them.
  • Bio:
    • Meridiem was born to rule, plain and simple. From a young age, he had a dominating and organizing personality, ready to show man how to use his peers and inferiors to achieve higher goals and bring prosperity and glory to their peoples. As his family traveled and became known as the Lords of Time, Meridiem left kingdoms and empires in his wake as he inspired men and women to lead, and who inspired him to lead within his own family. And even under the might of the Archaeans, who would destroy what he wrought through mortals at their fancy, Meridiem was content with his work.
    • But when his sister revealed to her family a power that coupled with her fascination with death, Meridiem could feel the fear of the Archaeans towards his family and the mortals they uplifted. And when destruction and cataclysms came for mankind, Meridiem could no longer tolerate the Archaeans' rule and their threat against his only sibling, and he led his family into a century of war, slaughtering the creations of the Archaeans that would become known as Remnants and bolstering the morale of humanity.
    • Though victory came, Meridiem felt little great joy when faced with the loss of most of his family, by the powers of Archaeans or the Forsaken Lords, who Meridiem personally struck down for their treachery, even when killing them felt like tearing off a limb. So in his grief, Meridiem brought his remaining family to Mount Edra, where the grateful mankind built with them the cities that ring the mountain's peaks even after four thousand years. Having taken power from fallen Archaeans and Lords alike, Meridiem seated himself as overlord of the world, and has watched from the Citadel of Time ever since.

edited 25th Aug '16 7:26:00 PM by Insano

Allurand and surrounding world loading, 28%...
TheHailStormer Classic from Playing Sonic Mania Since: Dec, 2013 Relationship Status: Having tea with Cthulhu
Classic
#4: Aug 17th 2016 at 7:18:02 AM

  • Name: Raithora, Lady of the 4th Watch and Mistress of War (Formerly Lady of the 11th Hour)
  • Symbol: The Blade of Ceaseless Storm.
  • Domains: War and Combat, with major affinities for Lightning and Thunder, and minor affinities for Water and Wind.
  • Relations: Necessita (Daughter) Discussed with Aqua ahead of time., Providus, Lord of the 10th Hour and Master of Peacecraft (Husband, Deceased), Wyld, Lord of the 17th Hour and Master of Change (Son, Deceased)
  • Order: Raithora leads a dedicated army of mortals willing to serve as her soldiers, known as The Army of the Storming Banner. While they have no set uniform code, they are to carry their weapon of choice with them at all times, as well as bear their Lord's sigil somewhere on their person.
  • Abilities: Raithora has extraordinary control over almost any form of storm-related weather or elements, being able to do feats like calling down divine lightning from the sky to smite foes, creating a torrential rain storm, or unleashing gale-force winds to blow away foes. Despite having such magical abilities though, she favors her physical combat skills first, and is a master of multiple different forms of combat and weaponry.
  • Appearance: The Thundrous General.
  • Weapons:
    • The Thundercall Blades, a pair of longswords she keeps sheathed on her back when she isn't using them. They are capable of being put together to form a single large greatsword, and can channel Raithora's primary elemental affinity to call down bolts of lightning to smite foes, as well as summon lightning for other purposes as well. Forged in the midst of a great, raging storm and imbued with divine lightning, these blades have been Raithora's weapons of choice for ages, and she is never seen without them.
    • She also possesses a gold and white chariot that she rides into battle, pulled by twin horses made of electricity called Tempestatis and Procella.
  • Personality: As the Mistress of War, Raithora embodies many aspects that tend to come with warfare, both good and bad. She is the Boisterous Bruiser type, a general who has developed nearly every currently used war tactic and then some, and loves combat, seeing it as something of great glory and honor. She valiantly leads anyone willing to fight for her into the battlefield, and sees death in combat as the most honorable way to die, especially if one sacrifices themselves to save a comrade's life. That being said, she utterly despises cowards, traitors and those who are unloyal, and those unwilling to fight or stand up for themselves. She is of a short temper, she's utter garbage at diplomacy, and it's VERY hard to get her to retreat (as surrender is not a word in her vocabulary). The amount of death left in her wake matters little to her most of the time, but speaking of Raithora's diseased husband or son while she's in earshot, or making any attempt to harm Necessita is generally regarded as one of the worst ideas one could have.
  • Bio:
    • Created as one of the younger of Mesanyx's sisters, Raithora was the one who taught mankind how to fight and wage warfare. Finding a soulmate in the form of Providus, who's teachings of diplomacy helped unite the warring groups of ancient humanity, she served as one of Meridem's top generals during the War of Ancients, having two children named Wyld and Necessita with Providus along the way as well. She schooled her children in the art of combat, and while they did not necessarily become frontline fighters, they still contributed to the war efforts in their own ways (Wyld with his attacks of ruining stability on the Archeans, Necessita with her weaponsmithing), and Raithora was proud of them for that.
    • Unfortunately, both Providus and Wyld became casualties of the war towards its end, leaving Raithora and Necessita distraught at their deaths. It took time for both of them to recover from that great loss, but the Mistress of War soon became completely invested in the conflict out of a desire for vengeance, and eventually, the Lords of Time won the war. Afterwards, Raithora decided to set up a standing army of those mortals willing to fight under her, known as The Army of the Storming Banner, to keep humanity guarded and ready should any more threats arise.

edited 21st Aug '16 7:48:22 PM by TheHailStormer

"Never let anyone tell you that something is impossible." - Monty Oum, 1981-2015
Taco Since: Jan, 2001
#5: Aug 17th 2016 at 8:12:11 PM

Hey guys, Co-GM here, I just wanted to lay down some things that aren't rules, but they are an Agenda. If you've played any games hacked from Apocalypse World like World Wide Wrestling, The Sprawl, Monsterhearts, or Monster of the Week, you'll get this. Basically, it's what I want to get out of you guys in play, stuff I want to encourage.

  • Entangle the characters in political agendas. Everyone should have some politics they care about enough to really talk about, even if that stance is just "I like to fight." I'd suggest you look to the weirdo freakshow bosses of Metal Gear Solid for what I mean here.
  • Make everyone human. Nobody thinks they're evil and nobody does stuff Just Cuz. Characters might and probably will do some fucked up shit, but they should have tangible ways to justify it that the other players can play off of.
  • Make everyone a hero. Characters should have the potential for big moments that let their individual talents shine to dramatically change the world. Big heights, big falls. To borrow more terms from games, this RP should try to be very "swingy" and unstable.
  • Look through the crosshairs. I want everyone to hold the world with a light touch. Great harm of many kinds can befall anyone and anything at any time.
  • Be a fan of the characters. Yeah, you want the player characters to succeed, but don't just get success. We like Guts and Eren and Jojo and Kirito because they'll just keep standing back up! Much like the last two points, you should want your character to receive great hardship so that their victories are that much more worth it.
Also, a last thing, also from some of these games, is I want anyone expressing interest to be upfront about anything that they don't want in the game. Content, designs, specific ideas, anything that you'd rather we go easy on or remove, let us all know. Say all the "No" up front so that we can just keep saying "yes" as we move on.

KR_Vandal Since: Jun, 2014
#6: Aug 17th 2016 at 9:18:23 PM

Check for interest. I'm thinking about a mortal housebreaker.

Aquatica1000 Since: Oct, 2012
#7: Aug 17th 2016 at 10:26:12 PM

EDIT: And it's been fixed

  • Name: Necessita, Lady of the 7th Watch and Mistress of the Forge (Formerly the Lady of the 18th hour)
  • Symbol: A gauntlet with a simplified gear drawing on the palm
  • Domain: Invention and Weaponcrafting, with particular affinities to Fire, Metal and Machines
  • Relation: Raithora (Mother), Providius (Father, deceased), Wyld (Brother, deceased)
  • Order: The Society of the Brass Arm is the closest Necessita has to a religious order, which she created in an attempt to help push humanity to a bright future. She chooses as her “clerics” those magicians, scientists, and (magi)tech makers who wish to learn more about the world and use it to make things better. Those who wish to help but don’t have the knowledge of magics or sciences that would allow them to be a cleric are often chosen to become her Iron Paladins. These brave men and women are often equipped with steam-powered armored suits and artillery systems with the purpose of protecting the Society or avenging transgressions against Necessita’s domain. Those who move up the ranks of the Iron Paladins are those who employ cunning and precision on their missions for the Society.
  • Abilities: For the most part, Necessita favors her advanced intellect over most magical abilities, which she uses to build the many wonders and weapons associated with her. However, she is also known for manipulating fire and metal – while she has known to throw a fireball or bend some metal when she’s backed into a corner, for the most part she just uses these abilities to help forge her creations.
  • Appearance: Necessita takes the form of a tall woman with wild black hair and eyes as bright and red as the sparks in her forge. She is well-muscled and scarred from her work as a blacksmith, and her right arm has been replaced with an intricate metal one she had constructed for herself. She tends to wear practical outfits leaning on the practical side (Pants, shirt, apron, boots, goggles, and a glove on her left hand) except for the most formal of occasions.
  • Weapon: During the war, Necessita wielded a Warhammer she called Volcanus. Allegedly, it was harder than diamonds and more heat-resistant than tungsten, but whether that claim is true or just part of the stories is unknown. The fact stands, though, that it has lasted through the Rebellion (not to mention the four millennia of Necessita constructing various machines) with very few repairs needed.
  • Personality: For a woman who seemingly embodies the spirit of invention, Necessita is rather jovial person. She often takes after her mother in that she is boisterous and excitable outside of the forge, and is usually quite eager to help out the humans when needed. When she’s got an idea in her head for a new project, though, she becomes extremely driven. To her, her designs will be finished – lack of uses and contingency plans be damned – and she has been known to get angry at those who would mess and/or destroy her creations without her say-so.
  • Bio:
    • Necessita was the daughter of Raithora. While she trained under her mother under the art of combat, she found herself more interested in the construction of weapons than the wielding of them – a venture that Raithora supported nonetheless. Soon, Necessita ended up among the humans, teaching them the various things she knew as her gift to the young race.
    • However, this innocence would not last long – when the Archeans chose to wage war against the Lords, Necessita found herself forging weapons and machines for herself and her fellow Lords, and worked to finish the war as quickly as possible. It wasn’t long before freedom was won, but by that time Necessita had lost her father, her brother, and her right arm in the conflict. It took a while for her to rebuild from that – both physically and emotionally – but rebuild she did, and soon she set up the Society of the Brass Arm to help lead humanity to a brighter era.

edited 20th Aug '16 4:11:21 PM by Aquatica1000

Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#8: Aug 17th 2016 at 10:35:49 PM

  • Name: Roland, Lord of the 6th Watch and Master of Heroes (Former lord of the 20th Hour)
  • Symbol: Steeled Resolve
  • Domain: Passion, and to a lesser extent; Heroes and Courage
  • Relations: None (dead)
  • Order: Non-existant. Roland would rather handle things on his own, and let any who would be so inclined to follow his example do so without having to do so under his command.
  • Appearance: With one of his numerous mortal "associates"
  • Abilities: While not magical per se, Roland possesses a near-supernatural affinity for being able to instill courage and to inspire people with his words. Though Roland cannot overwrite someone's free will, he can usually use his words to inspire someone to fight harder or give them the courage to attempt achieve what they might consider impossible.
  • Weapon: Legacy is what Roland has dubbed his trusty rapier. The sword itself isn't anything special, the blade is simple, mortal steel and has no magical enhancements other than a simple durability enchantment to ensure that Legacy won't shatter after a poorly timed parry.
  • Personality: Braggadocious, stubborn, moderately snarky and heroic to a fault, Roland is best described as being both the best and worst of what one would expect of a heroic figure. Despite usually looking out for number one, Roland tends to prefer to spend most of his time around mortals, finding them much more entertaining and enjoyable to be around than his fellow Lords. Though he mostly enjoys reveling and engaging in debauchery with mortals (particularly women), Roland frequently takes time to inspire courage in those in times of fear and uncertainty and will also go out of his way to personally reward any heroic acts he witnesses as well as occasionally pointing two potential soulmates towards each other. When spending time alongside his fellow Lords, Roland frequently enjoys trying to get the more stern Lords to lighten up a bit as well as spending time sharing tales of his own heroics as well as stories of other mighty heroes he may have witnessed in recent memory.
  • Bio: Before the War of Ancients, Roland spent most of his time around mortals, usually doing his best to inspire good and honourable individuals to go one step beyond and to become heroes worthy of great tales to be passed down through generations, as well as engaging in levels of debauchery that are still talked about to this day. Roland also found himself occasionally playing matchmaker during this time, frequently egging on young men and women to follow their hearts and give them the courage to express their feelings to their beloveds.
  • But, like all good things, this revelry and joy would have to come to an end at some point.
  • When conflict began to brew between the Archaeans and the Lords, Roland had Legacy forged for him and spent every moment leading up to the first conflict training with the blade by sparring against the greatest mortal swordsmen as well as those amongst the Lords who were talented with blades. As the first battle commenced, Roland naturally joined his fellow lords in battle against the Archaeans, standing firm and inspiring his allies to fight as hard as they could against their mighty foes. Though the War of Ancients was won by the Lords, Roland considers it a personal failure on his part that he was unable to save those Lords who fell to the Archaeans and was inconsolable with grief for quite some time after the war had ended.
  • Now, throughout Mount Edra, the name Roland is quite a divisive one. To some, he is a legend amongst legends, a warrior without peer (though anyone with half a brain is well aware that this quite impossible), a bastion of courage and a friend to all. To most others, Roland is seen as a scoundrel, a braggart and quite frequently; a distant relative. But, in times of great fear and distress, there are few Lords that the common man would rather have around.

edited 20th Aug '16 9:23:52 AM by Eachiunn

TheRealWren Omega Overlord. Or superjwren329. Either or. from I...honestly have no idea. Since: Jan, 2011
Omega Overlord. Or superjwren329. Either or.
#9: Aug 18th 2016 at 10:22:20 AM

Just...making a character reservation slot here. The sheet's halfway done and will be posted once it is complete. I apologize.

  • Name: Johnathan, Lord of the 2nd Watch and Master of Literature. Formerly Lord of the 9th Hour.
  • Symbol: A book inset with a silver medallion with an engraving of the full moon.
  • Domain: Teaching mankind how to read and write, not just history, but tales of their own.
  • Relations: Wife, Son, Daughter. (deceased)
  • Order: None.
  • Appearance: ...until I find something better, this will have to do.
  • Weapon: Genesis and Revelations. Two books in Johnathan's possession. One is a simple tome, holding records of the past, documented for most of the Lord of Literature's life with memories from before the War to the present...

    • While the other...is something far more out of the ordinary. Sealed with a lock and chain made of some mysterious metal, he prefers to keep it shut as Revelations holds it's power within the pages. Removing the pages with body words and pages infused with his Mana, the moment he mutters those very words, that mere text becomes quite physically real. Along with being able to manipulate it's size from a small to enough to function as a makeshift shield, Johnathan prefers to use such methods as a last resort.

  • Personality: Humble and quite reserved compared to his fellows, the Lord of Literature is usually lost in the libraries of both the Citadel and city itself. While keeping the level-headed and logical mindset, there's an incredible sense of curiosity in humanity's potential and what they've achieved on their own merits...along with the pursuit of more knowledge. Having little taste for war or battle, there are likely some who would call him a coward, he's quite content to ignore such claims.
  • Bio: Long before the War, Johnathan was simply content to watch over the world, acting as mediator whenever there were disputes or arguments between humans while teaching what lessons he could. Much like now, war was something he held with considerable disdain, but when war called and any hope of negotiation was quickly shattered, the Chronicler joined the conflict with surprising, if reluctant fervor to defend mankind and his kin.

    • When the War finally ended, the weary Lord took solace in that his family still remained. As time moved on, he stumbled, yes, hoping to assist mankind...even if a few mistakes were made along the way.

edited 21st Aug '16 10:11:08 PM by TheRealWren

Hope you weren't expecting anything witty here. Maybe some day.
HazzyHaz Slice and Dice Since: Oct, 2011
Slice and Dice
#10: Aug 18th 2016 at 2:45:10 PM

Not sure if I wanna do this, or a Lord of Magic/the Arcane, tbh

Or maybe both?

  • Name: Arazhi/Akrahashi, Lord of the Third Watch and Master of Mystery and Magic, Former Lord of the Fourth Hour
  • Symbol: A dead tree, cast in chains.
  • Domain: Man is a great and terrible thing. He desires greatness, he desires grandeur... he desires the weird and strange. Things that cannot be explained at first glance. Mysteries, dark things... magic. Above all things, weapons or wonders, Man's greatest power is curiosity. Arazhi is the patron of adventurers, the inquisitive and enterprising. At the same time, however, there is a darker aspect to him. Many mysteries are forbidden, after all, either by kings and lords, or even by the gods themselves, sometimes for good reason. Those unwilling heretics mumble prayers and benedictions to his older name, Akrahashi, Lord of the Strange, for protection, hoping that he will guide them in their pursuit of greater mysteries.
  • Order:
  • Abilities:
  • Appearance:
  • Weapon: The Book of One Page. It is an ancient tome that looks like a stiff breeze would cause the whole thing to crumble into dust. Paper flakes fall from it on a daily basis. In contrast, chains of shining silver tightly coil around it, preventing it from being opened. It feels impossibly heavy to lift, even by another god, yet Arazhi is capable of carrying it around with ease. This is because the Book carries all the pages that have been written and will be written, so it is metaphysically and physically dense to an impossible level. However, as the name implied, when opened, it only reveals one page. That page, however, may inspire artisans to the beginning of their magnum opus, adventurers on the first step of their great journey. And at other times, it can play spoiler to the grand machinations of others. In the War, Akrahashi used it to great effect. But now? Its power is waned, unpredictable, if it could ever be controlled in the first place.
  • Personality: Kind of kooky and strange, Arazhi is basically the awkward uncle that you're forced to deal with at Christmas dinner because he's family. He is largely aloof to the ways of mortals. As a result, his worship and cult have suffered, although one could argue that, as people have made discovery after discovery throughout time, their need for Arazhi lessened naturally. Perhaps it is a combination of both. Fitting, then, that the Master of Mystery is the most mysterious of the gods.
  • Bio: He was born Akrahashi, first brother to Mesanyx, they say he whispered the first words to mankind, an arcane but simple phrase. That he pointed at an ancient tree, asked them, "What is that?" The question planted a seed, a seed that sprouted and took root, that holds to this very day. Akrahashi won a great victory in the War of the Ancients by tricking a mighty leader of the Archareans, a being forged of ether and stitched by will, into dispersing its form across the cosmos, and then consuming much of its power for his own, gaining command of raw magic, wild and untapped as it was. Things were good for a time... until the masters upon Edra chose to seal magic away from mortals. To carry out this act, the god Akrahashi had to be maimed, his right eye plucked out, his left leg crushed. Change the god's role, and you change his very name. No longer was he Akrahashi, Lord of the Strange and the Arcane, but Arazhi, Master of Mystery and Magic.

edited 25th Aug '16 7:16:33 PM by HazzyHaz

Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#11: Aug 18th 2016 at 10:01:38 PM

Hm, looks like when you're saying Unknown, you're referring to a concept that can be more accurately described in terms of Domain as Knowledge. And you're tying it to Magic/Arcane as well. Which is fine, of course. Just make it clear, I guess.

Which I suppose means we're almost done gathering players for Lords. Now the question is: who would like to play the First and Last Ladies among the Lords of Time?

Allurand and surrounding world loading, 28%...
Taco Since: Jan, 2001
#12: Aug 20th 2016 at 8:50:55 AM

Roland and Necessita are approved.

KR_Vandal Since: Jun, 2014
#13: Aug 21st 2016 at 6:00:50 AM

EDIT: Done! One more for KR's "Big Bruiser Guys with Soft Habits".

Name: Bastiaan "Bas" Micawber

Sex: Male

Race: Human Descendant of Roland, Master of Heroes, 3rd Tier

Appearance: A large brute of a man with deepset eyes. Often clad in a padded greatcoat, a very worn tunic, trousers, and thick hobnailed boots.

Equipment: Aside from all the odds and ends of a second-story man in a thick rucksack (a bell, a ball of string, a grappling hook, 3 sun rods, 2 pairs of socks, 50 ft of silk rope, an oil flask, caltrops, lockpicks, tinderbox, 5 days of rations, a waterskin, climbing hammer, and pitons), Bas' baby is a Housebreaker's Hammer, an all-purpose tool with a hefty hammerhead, a pick on the hammerhead's reverse, and a prybar at the end.

For emergencies, Bas has a straight silver on a thigh sheathe.

Abilities: Bastiaan, or Bas, is known as the Muscle of the Smiling Band. He's the Plan B when Plan A has gone south. Years of soldiering for the highest bidder has put his gods-granted body to good use and has a talent for violence in its many forms, particularly in the use of heavy weaponry. But far more valued than his obvious athleticism is his mind.

Not an educated man by the strictest standard, Bas seems to have a craftsman's touch for engineering, particularly architecture. At least the breaking end, for when he needs an expedient approach or an escape plan. Quick-thinking on his feet, Bas is the person you'd want on your corner when you need a plan when things go wrong.

He also has a taste for reading, particularly if it involves care of animals. The Smiling Band are known to keep tiny animals around their hideout. Because there is no way any of them can say no to Bas.

Personality: "Don't run from a problem, keep the hurt to a minimum, and finish the job." Those are the words that Bas lives by. Honest to a fault and dedicated to his duties, Bas balances out the more larcenous character of the Smiling Band, his particular group of associates.

For all his brusqueness, general specialization in his choice of book-learning, and off-color language, Bas is a soft touch at heart, and prefers to take on jobs that won't harm those who have no other means to support themselves.

Bio: Our man Bas once had a fortune told that he would have an interesting life. The child of a flower girl, it appeared that he definitely had one. First as an urchin living amidst the slums of Edra's slopes, then as a mercenary working with the famed Lonesome Moon Corps. And finally, after a voluntary discharge (Bas felt he wasnt going very far near the end of his tenure), as a housebreaker.

Pay's not good when you're on the local magistrate's shitlist. But things are looking up! The Smiling Band have gotten themselves a new job! Though he isn't clear on all the details, all Bas has to do is be the Plan B.

Not like they'll need it right?

Though now that you think about it, the strange-looking wax pin worn by their new employer does look somewhat shady...

edited 22nd Aug '16 7:12:21 PM by KR_Vandal

Taco Since: Jan, 2001
guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#15: Aug 21st 2016 at 11:50:55 PM

  • Name: Mara, Lady of the Final Watch and Mistress of the Grave (Formerly Lady of the Final Hour)
  • Symbol: A burial shroud and sieve
  • Domain: Death, Burial, Funerals, Mourning, Peace, and Grief
  • Order: Monks of the peace: a monastic order of tomb keepers and embalmers. What's less know about is underneath the service of dutiful and compassionate monks who help arrange funerals and try to easy the grief of the families of the deceased there are also assassins, meant to kill those who need to be killed so that the order of life and death in the universe is maintained.
  • Relations: Mesanyx (Mother), Meridiem (Brother), Taong Gala, Lord of the 12th Hour and Master of Travel (Father, Deceased)
  • Abilities:
    • Reanimate Dead: Uniquely among the Lords, she can bring back the dead, though it’s either an imperfect art for the young goddess.
    • Death sight: She knows when it's your time.
    • Vortex: All souls of those passing in the world are drawn to her so she can send them on their way to the next world.
  • Appearance: Most only see a dark figure wrapped in what appears to be a massive, shifting pale robe. Under the robe she appears to have the face of a teenager, has hair the color of bone and skin the shade of onyx. One eye is a deep blue and the other an angry red.
  • Weapon: A recurve bow that is as tall as she is, only possible to be drawn with godly strength. It appears to be made of some purple crystal said to be found in her underworld. She uses this to fire a unique metal arrow.
  • Personality: Mara is a god of two minds. While for the most part she is the embodiment of the peace from death and responsible steward of the dead, and desiring to being left alone to tend to her duties. However she also embodies the less pleasant aspect of death. To that end she will sometimes act to the expectation of an evil death god, striking down mortals at what appears to be random, as well as having very little compunction about forcing the service of those who oppose her family.
  • Bio: Mara is the youngest Lord of Time, only 5000 years old. Her power to bring back the dead was what struck fear in the Archaeans, because for all their power, they could not delay decay in such a way. They feared she would teach this power to her family or to the mortals they were fostering. Their fears were unfounded as she keeps that secret to herself to this day but nonetheless this was a contributing factor to the war between the pantheons. In the aftermath even as the goddess of death, she did not find the souls of either her fallen family or their defeated foes within the river of souls that was the result of the conflict. She established her organization to deal with the day to day duties associated with those dying and to eliminate certain threats. While this was partly out of the kindness of her heart, it was also to take a noticeable burden off herself so she could study souls and the underworld more closely, for even as the ruler of death, there is much about it that she does not understand.

edited 21st Aug '16 11:56:17 PM by guyshane

-dramatic music ensues-
Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#16: Aug 21st 2016 at 11:54:44 PM

Johnathan and Mara are accepted. The Lord of the Third Watch and Mesanyx are still available among the Lords of Time.

Allurand and surrounding world loading, 28%...
Taco Since: Jan, 2001
#17: Aug 22nd 2016 at 11:11:45 AM

  • Name: Arghan Div
  • Sex: M
  • Race: Remnant—Ifrit
  • Appearance: Regardless of his current form, Arghan's always evocative of smoke and fire. He's very broadly built, with big muscles and a round round face. He has very curly dark hair and a matching beard; his bright red eyes stand out on his face, always super wide and intense. Arghan wears a lot of fine robes from the olden days, all signs of his former position as an Ifrit nobleman that the Lords and Ladies have let him keep, and a turban at many times. He kind of has to wear the turban, actually, as his hair is a bright flame that can only be contained by specially treated cloth.
  • Equipment:
    • Money. Arghan has a near-inexhaustible supply of gold saved up over thousands of years.
    • Arghan owns a nice mansion in the top tier of Edra, a two-story affair with plenty of magically-created servants to help keep the place tidy.
    • Arghan's clothes and hair are chemically treated so as to be impossible to catch fire. Each one is also embroidered with the names of the Lords and Ladies of the Watch in the seams.
    • Arghan is well-armed; while none of it is magically forged or anything, he always wears a scimitar on his hip and at least three knives hidden on his body. Can't be too well-prepped.
  • Abilities:
    • Arghan can store himself into objects and reemerge when he feels like it. While this does make for an excellent hiding place, he can also animate these objects and shoot flame from them as if it was his body.
    • Arghan's a trained duelist. While not at the level of the professional soldiers his family used to be, he can still hold his own with a scimitar.
    • Arghan is really hot. His blood is several hundred degrees Celsius, and can severely burn people it comes into contact with; his skin can resist heat like nobody's business to of course deal with this, but he still feels warm to the touch, like he has a fever. His hair is also a constant blazing flame, which grows higher when he exerts himself.
  • Magic:
    • Arghan is a skilled pyromancer, though he specializes in finesse, not raw power. He can manipulate flames into very precise forms, and create extremely complex and dazzling pyrotechnics displays. He has a bit of earth magic in his wheelhouse too, but almost entirely for manipulating clouds of particulate matter like smoke and sand.
  • Personality: Arghan knows how to play the games of politics, but that doesn't mean he has to like it. He cultivates an image of a hot-blooded playboy, always throwing big parties and trying to impress all with lavish displays of consumption. Around the Gods, however, he's rather restrained, always stiff and businesslike in order to get whatever they want from him done as soon as possible. This is mostly because if he didn't take absolutely every precaution he could, Arghan would most likely fly into a rage at their crimes and at what they'd forced his family to do as their minions throughout the years.
  • Bio: Arghan's family is descended from a line of Ifrit warlords that can be traced back to the War of the Ancients. However, Ifrits live long lives, so really that means that that's only as far back as his great-great grandfather, Abdullah Div. The wounds of war are still fresh; Arghan grew up on the stories of how splendid Abdullah's home was, how his father was promised that once the Archaeans put down the rebellion he'd have his own mansion and all the horses he'd want, and they'd all ride together across the deserts of the world as a loving family. That obviously was not what happened. They lost the war, but grandpa was a quick thinker. He and the rest of his family "swore off" their great-grandfather when the Lords and Ladies came knocking, and in the interest of self-preservation they pledged their loyalty to the new masters of the world. They were allowed to keep their money, provided they then worked for the Lords. While not strictly loyal to any particular Lord, they became pencil-pushers and mercenaries, lending administrative help where needed and managing the complex assets of Mount Edra. Arghan was raised entirely in Mount Edra surrounded by this past and his family's fall, the forced facade of swearing off great-grandpa, and these creatures that called themselves gods of this world. Once his father passed and Arghan became head of the household, he almost immediately began forming a plan to help them from his high position in Edra.

Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#18: Aug 22nd 2016 at 11:28:30 AM

Arghan and Raithora are accepted.

Allurand and surrounding world loading, 28%...
ThisGuy481 Since: Jul, 2015
#19: Aug 25th 2016 at 1:38:13 AM

Name: Amon, Lord of the Third Watch and Master of Forbidden Knowledge and Secrets

•Symbol: The Blades of Dark

•Domain: He is a bit unique in this respect - he did not teach Humanity things. He kept things away from them. Void Magic and similar occult practices are under his domain.

•Relations: Relations? No, no! Gets in the way! Can't let anyone get hurt by the knowledge you keep, unless you want them to.

•Order: The Eye of Amon is a dark, underground conspiracy, with members often engaging in their own activities, following only a few simple, loose guidelines - 1. Do not interfere with the activities of other members of the Eye. 2. Research things that any mortal, or lord for that matter, should not know. 3. Hide the discoveries of said research from all outsiders. You are too far deep in, though, so you can use them.

•Abilities:

  • Void Soul: He can continue to exist after death in the void beyond worlds - this really has few benefits for others, since he has no reason to help anyone else now.

  • Drain Magic: Exactly What It Says on the Tin. He can drain magic from spellcasters, leaving weaker spellcasters unable to cast for weeks, months, or even years at a time, and leaving them physically crippled and mentally ill, or merely leaving stronger ones drained, sapped, and tired.

  • Telepathy: He can telepathically communicate. Considering that he can also tell you exactly what he knows, this isn't exactly just used for conversation.

  • Distortion of reality: He can tear open rifts in the fabric of space-time. It is best not to ask questions about what would happen where you to be trapped in one of said rifts.

•Appearance: Meeting a new member of the cult is always the same.

•Weapon: A duel-bladed, elaborately-designed, pitch black weapon that looks more like psychedelic artwork than a blade.

•Personality: Amon is a sarcastic, narcissistic Lord who deems those around him idiots. He is rather introverted and doesn't have much fear of death - he would only deem it a setback in his research. Yes, he would be unable to keep the discoveries of said research away from mortals, but if he were to be killed, they would deserve it, wouldn't they? He almost always keeps his cool, and his deadpan voice rarely raises.

•Bio: Some say Amon was once meant to be a scientist among them, a Lord of Knowledge, and Intellect. But, one day, he stumbled upon things, or, rather, lack thereof that not even Lords were meant to know. Needless to say, this had changed him quite a bit. Who had once a narcissitic and blunt but charitable Lord had become introverted, cold, and calculating. He had lost much passion for the matters of those except himself, and it had even taken days to convince him to pull his weight against the Archaeans. After the war was over, he had hastily established a cult, before immediately locking himself in his observatory, interacting with none other but his cult's leader, and even then only through telepathy.

edited 25th Aug '16 1:56:34 AM by ThisGuy481

Taco Since: Jan, 2001
#20: Aug 25th 2016 at 5:03:50 AM

Amon is not approved for this RP.

Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#21: Aug 25th 2016 at 6:49:24 AM

Agreed, this is not quite right for one of the surviving Lords of Time.

Allurand and surrounding world loading, 28%...
ThisGuy481 Since: Jul, 2015
#22: Aug 25th 2016 at 11:04:04 AM

Is anything specific wrong, or is it the theme in general?

Taco Since: Jan, 2001
#23: Aug 25th 2016 at 11:44:43 AM

It is partially the theme and it is partially rooted in past experience with your writing style that we don't think would be a good fit for this RP.

ThisGuy481 Since: Jul, 2015
#24: Aug 26th 2016 at 9:55:35 AM

Ah, my writing style.

Yes, I am quite aware I have written some cringy shit in the past.

I haven't been in stasis since like January, you know XP

Unless you just mean that I don't do good with paragraphs, which I have been evolving on too, but I guess I get that point.

edited 26th Aug '16 9:56:08 AM by ThisGuy481

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