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Thread: The Darkest Journey

  1. #1
    Grim Reaper Ashgan's Avatar
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    The Darkest Journey


    For those that want a quick rundown of what to expect before diving into the lore and detail, here is what The Darkest Journey (TDJ) is about. TDJ plays in a decrepit, rundown and shabby medieval world where the majority of the denizens are undead. In contrast to most undead from typical fantasy, TDJ's undead are (generally) highly intelligent, no less than a living human. The twist here is that your characters, too, are undead. While you may design them in any way you like (so long as they do not step over any logical boundaries), this is the only condition you must adhere to. A later paragraph will explain the condition of Undeath in greater detail, as it is absolutely central to the RP.

    The mood of TDJ should be appropriately gloomy and perhaps depressing. In a world where most of the land is governed by utter anarchy, and where nobody dies so easily, many undead see that the greatest challenge of their poor existence is finding a raison d'être; a reason to be. Indeed, the pursuit of purpose is central to many undead, and their approaches to solve this predicament are as varied as the stars in the sky. Some travel the land in search of answers. Some pray to Morwenth (the name of the land this RP plays in, as well as the central, old deity that men prayed to) or other gods that they have either stumbled upon or made up themselves. Some attempt to rebuild society as it was when everybody was still alive. And some... some simply despair, going mad with grief or boredom and turning amok. Characters are expected to know how to fight at least adequately, and battles with both earthly and unearthly foes will be had, and while they promise to be intense and dangerous, they are not the main focus behind TDJ, but rather a spicy flavor. The core of this roleplay, I plan, is the group's own pursuit of the truth, of answers to the veil of lies and secrets that have obscured the shadow-drenched ruins of Morwenth. Together, they will brave the darkest dungeons and journey to the farthest corners of a god-forsaken, undead world to unravel a thousand years of deceit. Moreover, the journey will also take each individual on a trip within themselves in search of answers to the question "Who am I?". Randomly and pointlessly thrown into a world with no purpose, this is a question that few can claim to have an answer to, but that none can ignore. Will you find your answer? Or will you descend into madness like millions have before you?

    The next paragraph will give you a more IC introduction to TDJ, and those after it will touch on some integral mechanics of the world; slightly dry, but necessary for the sake of this RP. I generally want to remain vague, suggestive and indirect about most things concerning this RP, because I think it is much more rewarding for both the characters as well as the roleplayers to try and figure things out on their own, to theorize, and to hypothesize about happenings in the world, however, there are a few subjects I simply can't leave up to interpretation out of practical reasons. Those are the ones I will explain.


    Once upon a time, there was a grand kingdom that sprawled across the whole of Morwenth, the holy, sacred birth land of mankind. Man back then was beautiful and strong, blessed by the gods and second to none. With ease they made the world their own, crafting grandiose cities from dust, magnificent, spiraling towers from vulgar rock and artful weapons and armors from all the ores of the earth. Before long, man expanded into the unknown: massive ships drifted away from Morwenth against the four winds, armed and ready to colonize and settle on distant lands, and so even the untamed, savage lands beyond the ocean became peaceful and cultivated. Mankind had indeed been a blessing on the world, begotten by the primordial earth itself that men revered as their god. But...

    There was a poison in their hearts. A dark seed that festered and grew and gnawed at their very souls, subtly manipulating their every move. This poison they called Greed. Arrogance. Evil. And so, one day, this infernal seed that had been planted in their hearts since the day they were born came to blossom, and what a horrible, hideous flower did bloom from their bosoms. Mankind watered the fruit of their heart with their very blood, paying the ultimate price so that darkness may triumph. The spiraling towers toppled, and the magnificent cities crumbled one by one, torn apart by weakness, hate and fear.

    Today, only their ruins remain as silent mementos to a world gone by; a world we have never known, and may never get to know. The stars are going out one by one, and the sun has darkened considerably. The living and the dead are losing their minds, void of purpose in this wretched, sundered world. The darkness closes in around you, threatening to finally consume even you. Here, in a world so flooded by dark and hopelessness, a mystical lantern is all that keeps you sane and on the righteous path. Its ghostly light guides you through the frightful twilight of fallen Morwenth. So clutch your hands tightly around it, and press its comforting light against your lifeless heart before it breaks apart.


    There are two entities that, in life, are irrevocably intertwined. There is the body, and there is the soul. The body needs no explanation, but the soul is an abstract concept. It can be regarded as an inherently good force or power that resides within the body to constantly supply it with raw life. To use a modern analogy, one could regard it as a power plant that keeps its host body well-supplied with that which it needs. More than just a mechanical source of power, the soul’s positive influx is needed to retain a healthy mind as well. In short, without the soul, the body will wither and die, and that is precisely what happens upon death; it is the separation of body and soul.

    When a soul is separated from its body it is thrust into a place known as the Spirit Realm. The Spirit Realm is a parallel dimension to the material world where Spirits (the nomenclature applies to Souls that have no body) wander aimlessly or perhaps not until the day they vanish. Indeed, the Spirit Realm is no Elysium and no paradise where the dead can rest in peace: Spirits slowly deteriorate there, disappearing bit by bit until they simply cease to exist. Furthermore, though this is a recent change in Morwenth’s ecology, there exist abhorrent things known as Soul Hunters, whose sole purpose is to haunt the Spirit Realm in search of wayward Spirits that they can destroy or absorb or kidnap – it is, in fact, not known for sure what the Soul Hunters do precisely or why, but every Spirit dreads them.

    Meanwhile, the soulless and dead body goes through a very strange process: perhaps out of a stubborn refusal to die or some other, deeper urge, the body forms a new soul. However, this is not entirely accurate either, for the dead cannot create true souls for themselves. What they end up with after an undetermined amount of time spent constructing a new consciousness is a form of Pseudo-Soul, that gives the Undead awareness, personality and intellect, but that functions differently than the souls of the living in one regard especially: Pseudo-Souls of the Undead do not quit the body after the Undead is destroyed (term applied to “killing” the dead). Rather, they disappear as mysteriously as they came. They are also generally less potent than proper Souls and Spirits in terms of raw power output, which has an impact on those Undead that wish to become Sorcerers. It is important to highlight the fact that the Undead have no relation to their body’s previous life. They are not the same person. The Undead are new people with no memories, personality traits or other heirlooms from their body’s previous life. Indeed, reanimated skeletal remains may not even identify or care about their proper gender. Moreover, while the Undead are generally at least basically intellectual, there also exist those who have either never received a sane mind, or who have discarded or lost their sanity during their indefinite lives in a meaningless world. In other words, there do exist undead that are content with mimicking statues or corpses for the rest of eternity, and more dangerous examples have been reduced to frenzied wildlife that will assault anything that moves. These wretches are to be pitied – perhaps.


    The paragraph pertaining to Undeath has already touched on the subject of Spirits and Souls, both of which are central to Sorcery. Sorcery is an ancient art developed during the prime time of the age of man. Even back then, it was a highly occult, secretive practice reserved only for the initiated. With the age of man long concluded, Sorcery has been almost forgotten, and only a handful of human pariahs remain scattered throughout the world, upholding the historical teachings, or at least that which they remember. Even the most powerful Sorcerers in Morwenth only possess fractions of the knowledge that the grand magi of old once had. So how does it work, and what does it do?

    Let us recall: the Soul is a font of a positive force, life in its purest form. If we go by that interpretation, then Sorcery is the wicked art of inverting the power of the Soul into its opposite: a negative force that embodies the intent to destroy. By invoking Sorcery, the Sorcerer deprives him or herself of his most basic resource in order to bring about a physical manifestation of destructive intent. The visual appearance thereof is highly varied between Sorcerers; for some, their heartfelt, angry sorceries manifest in the shape of raging flames. A noble knight’s valorous conviction can summon blinding, white light to reduce his foes to dust. The power-obsessed might fling about great lightning bolts to scorch his inferior adversaries. Appearances may differ, but the result does not: at the end of the day, the sorcerer has paid a fraction of their life to undo the life of something else. Excessive use of sorcery thus has adverse effects on the caster. Since with every evocation they use their soul’s power for something other than staying sane and alive, they are perpetually driven closer and closer to insanity and death. It is therefore no wonder that, with all the chaos and madness that ran rampant through Morwenth, so few Sorcerers remain today.

    Both the Undead and the Living are capable of Sorcery. For both groups, it functions exactly the same, with the only difference being the capabilities and limits of their bodies and souls. As described above, a human abusing Sorcery will eventually go mad, and beyond that, die. Humans, being in possession of true souls, have a powerful font to draw from, and as such have great potential. The Undead have much weaker souls, if one can call them that at all, which means that they generally make very bad sorcerers. Although expending their soul speeds up the process of decay, this fact is generally of trivial importance to the Undead, who are impervious to suffering and death in the traditional sense. On the downside of things, their frail minds are much easier broken, and unlucky wanderers may happen across greedy undead sorcerers who have forgotten themselves and hunt others out of insanity. Undead sorcerers who wish to play it safely would be advised to use their abilities for little more than to break down flimsy walls or to enchant their weapons.

    Finally, it is not impossible for an Undead to experience true spell casting as if they were alive. This is due to a concept called Inhabitance. Spirits are capable of inhabiting any given object and perceive the world as this object. Typically, this is what one would call a ghost haunt. Spirits are incapable of inhabiting a living thing, which also means that the living and spirits have no way of communicating to each other. In fact, the Living do not even know for sure that there is such a thing as spirits at all. With the advent of Undeath, however, Spirits have made a curious discovery: they can inhabit the Undead! By doing so, they can perceive the world through the Undead’s eyes, and, more importantly, exchange thoughts and memories. Through Inhabitance, Undead and Spirits can communicate. An Undead may, furthermore, never be inhabited by more than one Spirit at a given time, and a Spirit can never inhabit more than one thing at a time either. While the exchange of knowledge between the dead and semi-dead is a powerful tool in the pursuit of knowledge, Inhabitance of an Undead brings about another, very curious and useful property. When an inhabited Undead attempts to use Sorcery, the soul power necessary for his evocation will not be drafted from his own, weakly soul, but from the Spirit (who used to be a healthy human soul!). In other words, an inhabited Undead can use powerful sorceries far beyond what they should normally be capable of, without feeling any repercussions whatsoever. The Spirit, however, pays the price of course. It was mentioned before that Spirits are already gradually disappearing, and being drained through the above process only hastens their inevitable doom. As such, Spirits seldom offer themselves for this purpose, unless they are truly convinced by the Undead’s intentions or simply tire of existence.


    Places and objects known as Sanctuaries among the learned are a mystery even to the wise. They come in any given shape, be it a glorious old statue, a forgotten, tiny pond or a thrown-away doll. They all share a common property: they slow down or entirely halt the disintegration of Spirits. Normally, Spirits anywhere in the Spirit realm would suffer from gradual dissipation until naught but a void remained in their place, but if they stay close to a Sanctuary, they are able to cling to their existence indefinitely. Sanctuaries are thus always haunted by a multitude of Spirits, which makes them a worthy object of pilgrimage for Undead who wish to consult the Spirits for guidance and wisdom. Supposedly, there are also some Undead who have become mad by living near a Sanctuary, for the prolonged and chaotic exchange of memories with multiple Spirits has shattered their fragile mind and personality. How Sanctuaries exactly work, and why they counteract the hostile aura of the Spirit Realm, nobody knows, least of all the Spirits.


    A paragraph you’ve no doubt been waiting for, the following lines explain the dos and don’ts for your would-be characters. It was mentioned before, but it shall be repeated for good measure: Your character must be undead. I know that the premise of a living character is inviting and interesting, and I would actually welcome a living character under certain circumstances, but before I would be willing to accept any Living into the RP, I’d first like to make sure that the group is sufficiently covered by Undead. Depending if certain players drop out during the course of the RP, thus opening up free space, I may also be more lenient in accepting living characters at a later date. This also goes for players who have had their character destroyed and wish to make a new one instead of quitting the RP. Thus, I simply and strongly suggest to make an undead character for now, but if you are convinced you have an absolutely must-have idea for a living, it never hurts to at least suggest it, even if I may end up shooting it down.

    There are no other must-adhere-to criteria for your characters. They may be of any gender (if any) and have any (plausible) equipment, skills and experiences. Whether you play a newly-reanimated zombie priestess who worships a hideous idol or a three-centuries-old skeletal knight on a quest for purpose is your choice. Although, please try not to make a character older than 900 years, a number which I picked quite specifically. I would also suggest that your character has at least basic means of self defense, because as was mentioned earlier, TDJ will feature combat that will endanger all participants. Though you are allowed to make an essentially defenseless character, chances are they won’t live to see the end of their darkest journey. If they do, you earn a medal. I feel the need to stress, however, that your character should not be too powerful either, especially if they are magic users. As a rule of thumb, consider a spell to be more akin to a miracle than a throw-away fireball, to give it a sense of value and the respect it needs. Also consider your character’s equipment; due to an Undead’s extremely high pain-threshold, piercing weapons make a generally poor choice to fight the undead. Bows and crossbows in particular have become almost obsolete, although they still make very fine tools for dealing with anything that lives, which is also something to keep in mind. To dispatch the undead, cleaving weapons such as broadswords, claymores and axes are far more efficient, as well as blunt weapons if enough force is applied.

    As far as names are concerned, the undead, as opposed to humans, pick their own nomenclature rather than being given one by their parents. Due to this, there are essentially three types of undead: First, those that pick a legit name by human standards, such as Marcus or Dorothy or what have you. Second, undead that go by a title or designation in the stead of a real name, for example calling themselves Seeker or Wanderer if that is what they do with their existence. Finally, many undead do not pick a name at all because nothing obliges them to. The latter kind is usually the kind of undead that is either insane or simply lonesome, in other words, wandering the world instead of living in a community.

    Lastly, you are allowed to create one additional Spirit NPC to be your character’s companion. You are free to design this Spirit, his/her background, personality etc just like your main character. This privilege is mainly intended to give Sorcerers a chance, but having Spirits in the group is very interesting in general, so perhaps you would consider making one even without using magic. I must stress, however, that Spirits rarely travel with an Undead for extended periods of time, partly due to the fact that they will dissipate when absent from a Sanctuary. A Spirit would either need a very good reason or a very deep friendship to abandon their Sanctuary to join an Undead on their lonely journey. Consequently, I will attempt to keep the number of spirits in the group proportionally low.

    I am sure there are some things I did not cover here, so if you have any questions regarding your character, please just ask.


    The roleplay begins in Velerath, one of the largest somewhat intact ruins of a human city that is located on the western shore of Morwenth. Though most of it has been reduced to rubble, it still provides housing for many undead and even a handful of living. The fallen city plays a vital role as a central hub for many travelers who wish to go anywhere in Morwenth, which should provide you with all the freedom you need in designing your character. Besides pillaging the ruins, there are a few points of interest in Velerath:

    First, there is the Necropolis. Velerath’s grand castle, where royals once lived no doubt, has been refitted into a giant city for the undead; a city within a city, one could say. Undead from all walks of life stalk the decrepit halls from the tallest tower to the deepest pits of the catacombs below. Seated in the darkest chamber of the catacombs is Velerath’s self-imposed, dictatorial ruler: Arch Necromancer Elizier. He is an undead who bears terrible might, with the otherworldly and impossible power to raise the dead at his leisure, and the ability to control fire that blazes as brightly as the sun. With an army of obedient warriors, named the Ashen Guard, he has seized the Necropolis about a century ago, and by extension, the whole of Velerath. They say that the Ashen are branded by a curse of his, and that it can be applied to any undead, turning them into his slaves. Before Elizier came to Velerath, Necropolis was protected by a band of knights known as the Obsidian Guard, but their forces have been driven away, and their leader is being kept under arrest within the castle. With no leader and not enough man power to challenge Elizier or his Ashen Guard, the Obsidian Guard can do little more than hide in the shadows and plot revenge.

    Velerath’s shadow falls onto a steep valley towards the east, and within this valley, there is a place known as The Depths. From the valley’s centre, a gigantic tree sprouts and reaches far into the darkening sky. Seen as a symbol of life in a world consumed by death, its massive branches and colorful leaves were revered and sought by many living that thusly lived in the Depths alongside the undead. There they built their own city, co-existing with Velerath, and the life-giving aura of the tree caused growth everywhere in the valley. Today, the Depths are abandoned and haunted, for when Elizier came, he used his infernal sorcery to burn the divine tree, and the entire valley. Seen from above, all that remains of the Depths is a black stain on the face of Morwenth, although the charred remains of the tree still stand tall, and stubborn weeds keep growing through the blanket of ashes, but Elizier’s fires continue burning even after a hundred years, consuming the remaining houses one by one and making sure nobody lives there ever again.

    Lastly, there are rumors abound of dark, despicable things lurking beneath the city and none that have dared venture into the cisterns have returned to confirm or deny it. Although his power is second only to a god, some claim that even Elizier gets nervous when the darkness below is mentioned.

    ---

    So much for the description of Velerath. All characters should start within the city so that a group can be formed with relative ease. I will not yet unveil the actual purpose, i.e. final goal of the group; rather, I will create an event that is meant to lure the characters into the same spot, spurring interaction and bestowing the characters with purpose IC.

    I feel I have touched upon most of the elemental and essential matters, though I expect a lot of questions to be had still, so at this point, I think I’m going to cut this short and let you ask specific things instead.

    Character sheets are wanted and expected; make them as detailed as you can and want to, because this RP is not first come first serve, and your character sheets will heavily influence my decision on whom to accept. You can design the character sheet yourself, if you like. I will put down a blank character sheet after my own design as a guideline and general suggestion, that you may or may not follow. Oh, and if you plan on making a Spirit NPC to go along with your character, I will need a separate CS for the Spirit, though that one does not have to be as elaborate as that of your main character - but it is always welcome.

    Spoiler


    Wouldn't normally bother, but if you want to support me and a well-made browser game (these are rare, mind you), just click on this link. I think the mere act of clicking is enough, no registration required. No shenanigans either.

  2. #2
    Nobody xbriannova's Avatar
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    Hah! Don't think you can ever escape my gaze! Ever! Like ever, ever! Heh Anyway, I noticed (ever!) that you've created a new RP. While I won't be joining it due to the sheer emotional and intellectual upkeep imposed upon me by The Prophecy as of date, I'm here to show my support! I'd say your RP has good background info, pretty much everything a prospective member would need and more It's really detailed. I just hope that you'd get your own loyal cadre of dedicated roleplayers on your side- It's pretty much the foundation of any successful RP.

    Go Ashgan!
    Nobody

  3. #3
    The Elegant Sakuya Izayoi's Avatar
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    Oh my, I'm in love with the concept as a whole and as such will express my very keen interest~

    *Grins with dark glee*
    *Starts to laugh manically*

  4. #4
    星が地上を歩く Asuras's Avatar
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    I have one thing to ask... Did you find any inspiration for this from Dark Souls, by any chance?

    Also, you say we are allowed to have a Spirit companion, but also that Spirits rarely stay with an Undead and away from a Sanctuary. But, you also say that Sanctuaries can be objects as well; does this mean an Undead could potentially carry the sanctuary with them, as well as the Spirit companion? Or would this be too difficult, as Sanctuaries generally carry many Spirits?




  5. #5
    Grim Reaper Ashgan's Avatar
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    Yes, Dark Souls was a big inspiration for me, there's no denying that. ^^

    And, indeed, Sanctuaries can be portable objects, though they commonly are stationary. Carrying a Sanctuary around is possible, and will allow the undead to sustain his/her spirit companion, though they will attract the attention of other spirits too. I should also point out that Spirits can sense Sanctuaries (while Undead cannot), which means that an undead carrying a sanctuary is essentially a bright beacon for any spirit to be seen; and, potentially, the undead that those spirits may support.

    Also, thanks a lot for your support brian; I appreciate it!


    Wouldn't normally bother, but if you want to support me and a well-made browser game (these are rare, mind you), just click on this link. I think the mere act of clicking is enough, no registration required. No shenanigans either.

  6. #6
    The Elegant Sakuya Izayoi's Avatar
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    *Pauses thoughtful and hums to herself*

    Would I be correct in assuming that our undead's appearance can possess features that are not quite human anymore? Or is it the case that we remain completely unchanging physically? Apologies if you already explaned that already and I missed it~

  7. #7
    Heroes Can Die Old Hero's Avatar
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    I wanna reveal the history IC; so even if those of you who've read it know about his past, make sure your characters don't~

    ~As far as the whole CS goes, I've added another weakness (which is in his nickname, and also in the 'Other Equipment' section), rephrased some sentences, and redid his history to include his horse and how he learned of the sorcery. Oh, and I gave him an extra weapon (a sabre) because what with Bleeder having fifty weapons, I felt one was one too little. And lastly, I've added a tidbit about his speech into the Strengths section.

    What with the bone-vest, just see my previous post.
    ----------

    'I seen the bastard myself, stopping on the brow of the hill overlooking Velerath late one evening, just as the sun was setting. The blighted thing was headless, but it cradled its own head in its arms and I heard it call out a name. I put my hand across my only ear in case the name was my own, so I couldn't hear what it said. When I looked again, it was gone. Next day, found an extra skeleton atop o' that pile on the hill. I think he did that. All of that. I'm staying the hell away from there, and from that damned devil.' ~ Ol' One-Ear the Dragur

    <><<>><> Basics <><<>><>
    Name: Grynn. A name he had given himself as a sort of metaphor, and in a lame attempt at irony. If you wish to incite his wrath and make him go mad with anger hotter than a forge and steam to bellow from his ears, then simply call him 'Gan Ceann'.
    Nickname: He is known around Velerath, not by reputation, but by sightings. He is oft times seen galloping past the entrance in a furious blur atop his bright and snorting steed.
    always in a hurry. Every night, at the same time, to and fro,
    with the same expression of haste coated on his Undead face.
    Gender: Male
    Status: Undead
    Age: 300
    Class:- -~- - Dullahan - -~- -

    <><<>><> Appearance and Equipment <><<>><>
    Attire and Looks: He dons the attire of human nobility, a sort of bone-vest strapped to his chest for protection, with a flowing black cape cascading down his back, a trademark to his name, something you can lose your eyes in. The most important factor of his appearance, of course, is the fact that he is headless. He breathes as any other undead, and yet he sees so much more. He carries his head upon his arms as he rides, sometimes on the saddle-brow of his horse, and his pupils move back and forth, still functioning as if still at its rightful place atop his neck. His face is the colored of rotten dough or moldy cheese, his eyes are nearly all black with a dim circle of gray around the irises, and his hair is black as well. He has a sort of peculiar smile plastered to his face, of a deep smirk, yet if closely inspected it would seem false - and if one looked even closer, one could see a deeper sense of sorrow lingering around his face; a vast, empty sorrow. He indeed knows sorcery, though it is considered 'utility sorcery', and it is both rare and peculiar. His boots, too, are tattered and faded with use, but it can be told that they have saved his life more than once, and they still have that air of hollowed, abysmal, empty that always seems to be scattered about Undeath. Other than that, he has a seemingly purple fog around his body's neck, and around his head's stub of a neck. There's a shade of black included with it, and maybe a hint of gray.

    Spoiler


    Spoiler

    Weapons: He uses a a standard Gaelic sword, rusted at its edge with overuse, but an efficient blade nonetheless. It is said that he uses a whip made of the spines of his prey, but this is completely inaccurate, and the only 'prey' that is victim to his wrath is his own self-pity. He carries no shield, and he uses his other hand to merely punch, or perhaps fit a dagger with. He also carries a like-new sabre with him, almost glowing with its lack of use. It is somewhat of a treasure to him, a prized possession that he would only use as a last resort.

    Other Equipment: His head is not equipment, quite clearly, but is most definitely a peculiar asset of his. It has the ability to turn into a beautiful and dark cape, with eyes at its center, allowing him to see behind him, making blindspots hard to detect. (His Achilles tendon is his main weakspot, and he will bug the f-u-c-k out if any gold is shown within a mile of him) The way he sees in front of him is by the 'fog' around his stubs, giving him not sight, but a sort of sixth sense - a kind of echolocation, though not precisely. If he uses his body to hold out his head, he can see down the countryside for miles. Other than that, his vest is extremely durable, though there is nothing particularly great about it, perhaps he was simply lucky all those times...

    Sorcery: Yes, his head-crap is a rarer type of sorcery which was learned as a part of his most brutal past, a rotten chip of wood that he'd rather not speak about.

    <><<>><> Inner Workings <><<>><>

    History:

    When Grynn was a young 'infant' among the Undeath, merely the age of 23, he had an unnatural fear of dissipitating into nothingness, a fear of his soul running out. He terrorized any Undead he saw, whispering salty threats in their ears, only to receive their blood on his hands in return. He hungered for a way to cure his aging soul, to have 'eternal' Undeath, and so he traveled. He traveled over land, cradling his head in his hands, the only warmth he had. He was wearing nothing. He had not a weapon on him. He was nude and weaponless, and to this day he knows not how he killed so many Undead with his bare hands – perhaps the vigor of youth? Regardless, he traveled on foot, not stopping at any one place, unaware of Velerath's existence.
    It was then that he came upon a stream, a stream of a thick black liquid, that he did not understand. Grynn dipped his foot in its body, immediately feeling evaporated. He almost fell, sliding into the stream completely, naked body now bathing in its contents. His vision blurred, his eyes stung, and his grip loosened on his head. He almost lost it until he heard the snort and whinny of a nearby horse. It reared up close, steadied. It kicked him in the back of the neck.

    Bastard! Grynn had thought.

    The fury was enough to get him out. He stood up, one fist clenched, the other clutching his head tightly together. He forced himself out of the water, smokey fog rising from the stubs on his neck. He raised a fist toward the horse, but lowerd it almost immediately. He stared at the horse. It stared back. It surely was a peculiar stallion, smooth white hair agaisnst a smooth gray body, his tail a deep midnight black, his hooves a deep cloud white. The horse came closer, and nudged at him with its mouth. He followed.
    The horse took him to another fellow like him; headless. The difference was that he wore clothing, a deep black cape flowing down to the ground, spotless. Grynn nearly went mad just looking at it, and it took all of his non-heart to look away from it. Of course, the man was already upon him, sword drawn, head...
    ...Reattached? Grynn was in awe, and if his jaw fell any lower he was sure it would have come completely off, making him look more the Undead. He stumbled backwards on his arse, reaching out for a weapon, before remembering that he didn't have one.
    But the man halted, stared, and then sheathed his weapon. He came forward and offered his gloved hand to Grynn, staring up toward him with the closet thing to a smile an Undead to could get. Grynn stood up, for the first time feeling out of place because he was naked. And so it happened.
    He talked with the man, who revealed to Grynn his name to be Synn. Funny, but there was probably a reason behind it. They spoke and talked and chatted. He gave him clothing, a spotlessly black pair of noble attire. Grynn was quick to put it on. He showed Grynn how to use sorcery, how to ride a horse without busting his head, well, his neck open. The only thing he couldn't teach Grynn was how to use a sword; that, Grynn knew his way around. He had shown Grynn how to tie a knot, how to start a fire - which was white for some reason, and as the fire roared and flickered, it too seemed sad in these unfortunate times.
    The most important skill Grynn learned was the sorcery, of course. He learned how to utilize his head, how to utilize his cape, how to adjust to the senses and vision. But even more importantly, he taught Grynn how to feel. Of course, Grynn would never know happiness, for it was only a 'week' later before his new found friend had disappeared, leaving a Gaelic sword behind, as well as a Sabre inside of a metal case. It was rather surprising, really, how he even had a case that wasn't stolen or chipped. There was also a letter lef t behind, that Grynn was only able to read due to his lessons with his friend. He picked up his sword and carried on, before realizing the horse that had helped him at the stream was following behind him.

    Of course, they soon became companions, and Grynn rode him as such. Fifty-seven years later and Grynn has found Velerath, riding back and forth between the entrance, stopping occasionally to release his ghastly wail.

    Strengths/Skills: Grynn has a limited power of speech. His disembodied head is permitted to speak any time it wants, but in a duel/battle it then has only the ability to call the name of the person whose death he heralds/he is fighting. His vest, his badass horse, and his head are the biggest assets he has in his repertoire. He has almost no fears, but unfortunately this comes at the almost unrealistic and irrational fear of*death.Not of his own Undead life, but of his horse. He has grown as attached as an Undead can get to his horse, and needless to say, the feeling is mutual.

    -------

    Basics
    Name: Shaed
    Gender: Male, but who cares; it's a horse.
    Status: Undead/Inhabited by a Spirit
    Age: 300
    Class:*Hero

    Appearance and Equipment
    Attire and Looks: He looks pretty much the same as the mount in the picture. He's an extremely sturdy and reliable companion, and he's about as fleshy as an Undead can get. His eyes are deep gold, seemingly indented into his face, with big round pupils. His 'hair' droops down to his sides, a sort of swampy and smooth feel to it, gray and aschy. He wears no armor save for his saddle, which is metallic in feel and appearance. His Undead fur is the color of a grave, gray with a black tail and white hooves.
    Other Equipment: N/A

    Inner Workings
    History: Same as his Master Grynn's. He does not know how he came to be inhabited by a spirit, and it is quite possible he does not know it, being a horse. He's a horse whose only feelings are that of its rider, feeling anger, pride, sorrow along with Grynn's own feelings. The only feeling it has of its own is a sort of 'compassion' for Grynn, if a horse, or even an Undead, could call it such a thing.

    Personality: Very self-reliable and independent. He bites and kicks most others who try to ride him, and there are moments when he is not his own hay-loving self, but rather, something else, something with a thought. He is strong and firm, and will ride anywhere, even to the Undeath, with its Master.

    Strengths/Skills: Being inhabited by a Spirit is a rather 'up there' strength, allowing him to have thought processes that a horse would otherwise not have. His kick is as strong as a horse's body allows, which is pretty damn strong. It would be useful if most Undead didn't have weapons, and if horses didn't have such damned short legs.
    Last edited by Old Hero; 04-05-2012 at 05:37 PM.

  8. #8
    The Jack of Darkness Dark Jack's Avatar
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    I admit, I am intrigued. And I, too, quite quickly came to suspect that inspiration for this had been drawn from Demon Souls/Dark Souls - but that's fine, I like both of those games anyways. I do have a few wonders, though... such as: just how durable are the Undead? How are they killed? Can they be killed? Do they recuperate from injuries like the Living do, or is the damage done to their decaying bodies permanent? And just how much does it actually take before an Undead actually feels pain - and if they cannot feel that, is it to be presumed that they cannot feel much of anything else, either?
    Aside from this, I also wonder that if nothing remains in the Undead from when they were alive, how can they speak, or even walk? Is this all something that they must learn all over again upon rising from death, either on their own or through Inhabitance, or do they somehow retain these abilities when all else is apparently wiped from their being?
    And finally, Sorcery... I presume this means the kind with incantations and weaving sigils, as opposed to more primal, instinctual magic? Since it needs to be learned, I figure the first, but I thought I had better ask.

    Hmm... depending on the answers to these questions, I may already have a character in mind. Ah, this has potential to be refreshingly gritty and sinister. This might be entertaining indeed.
    Noun - Jack: (archaic) A knave (a servant or later, a deceitful man). - Wiktionary

    The Dark Vault - characters of mine, both new and old.

    The Tale of Felgon Dragonslayer

  9. #9
    Grim Reaper Ashgan's Avatar
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    828
    All right, thanks for the replies so far, everyone!

    Oh, and just by the way... I can't help but find it coincidental that, for some reason, every poster save for Brian has an animated anime-like picture in their signature. I thought I'd point it out because it's funny. ^^

    @Sakuya Izayoi: I'm not sure I got your question the way it was meant to be understood, but here goes. The undead do not actually mutate, or gain parts that are distinctly inhuman, but if you were asking whether or not they look like living people, then no, they decay like any corpse would; in other words, they all look like dead people, but still people. The degree of rot is your own decision and largely depends on your character's age, as well as usage of Sorcery, if applicable.

    @Old Hero: It's nice to see a lengthy CS after such a short amount of time already; I really appreciate the diligence here. To get it right off the bat, I won't say right away whether or not you're accepted, because I feel it's a little too early to call anything definitive, but I also want you to know that I generally approve of the CS, and see no problems with your spelling or anything else. In other words, you can expect to be accepted unless something weird and crazy happens. Now, although your character sheet is mostly solid, there are a few things I want to/need to address and make sure they're right.

    1: I understand that you did not post the entire character background yet, and I'm not asking you to do it if you really don't want to spoil the beans, but something like a chest armor made of bones is highly unusual; that it is a sanctuary only amplifies this. While not contradictory to the world, the item has to have a good explanation where it came from, because it's pretty much a one-of-a-kind.

    2: A very minor detail, but since Ireland is not part of Morwenth, calling the sword Gaelic while IC might be a little off. However, I understand that you probably did it OOC in order to be correct, and I have no objections to the sword obviously.

    3: Ahh yes, the head-crap as you called it. First off, yes, it is possible. Second, it is necessary that this is Sorcery; I can't think of any other way to explain such a miracle. Third, non-destructive Sorcery such as this, while existent, is actually even rarer than the "common" Sorcery. I did plan to introduce utility-sorcery later on to shake things up, but this works too. I endorse player freedom. My only condition, again, is that you have an explanation on how he acquired this sort of Sorcery. I also want you to keep in mind that transformation such as this would take a significant toll on an undead's soul, which means your character can't pull that stunt multiple times every day. Additionally, I'd like to know how exactly he can use both his severed head and the rest of his body, because usually only one of the two entities should be controlled by a creature (as it only has one soul, for one body). You did mention some purple mist though, so I'm guessing he has a supernatural solution to this, too. Also, on a related question, does turning his head into a cape, which he then wears on his back, eliminate his front-view? If yes, wouldn't that be terribly inconvenient? :P

    4: The horse. I actually like that your character has a mount, I hadn't thought of it at all. Since the undead do not grow tired, and time is generally not much of an issue, many undead simply walk to their destination, for weeks on end without pause or rest, but that's not to say that none use mounts. Particularly for combating purposes, being on horseback should be a big advantage. However, there's one thing I want to make sure we're on the same page. That is, you said the horse is possessed by a spirit. I'm not sure if you simply used it as a synonym for inhabited, or meant actual possession, because spirits can never directly control the undead they inhabit, only manipulate through suggestions and advice. If you meant this, however, then there is obviously no problem. I also have some questions for this spirit, but I guess you will actually delve into greater detail when you do post that CS at a later date. I'm simply guessing the spirit within the horse is actually a human spirit, yes? While animals do spawn as spirits after death too, I'm uncertain as to how blooming the friendship between a spirit horse and an undead would end up being. I'm just speculating and guessing at this point though, so I'll cut it here.

    That's all the things I wanted to address in your CS for the time being. Thanks again for coming forward with solid ideas so quickly!

    Edit: Oh, wow, and then Jack posts. I'm really, really glad to see your face here! I'll answer your questions in order.

    Q: Just how durable are the Undead?
    A: They're as durable as their physical bodies would realistically allow, so technically about as durable as a human, perhaps somewhat less because the flesh withers and bones become brittle.

    Q: How are they killed? Can they be killed?
    A: Ah, I've had a lengthy discussion on this with a good friend of mine when he helped me clear up issues with TDJ. To be frank, the answer to "Can they be killed?" is "somewhat". Undead do not die in the traditional sense, such as from bloodloss or the loss of an organ considered vital; we already have a headless character to stand proof for this fact. However, the undead don't have a definitive point of death. Destroying an undead means about as much as simply eliminating any possibility for them to exist as a coherent entity. By obliterating a skeletal foe and sending every single bone flying into a different direction, one can essentially conclude that creature's undeath, but there is really no way for sure to say if it has stopped existing metaphysically. It becomes almost a matter of faith or philosophy, and in the end it is up to everyone to decide on their own whether or not they attribute sentience to the shattered and unrecognizable remains of a once undead creature. Anyway, for convenience's sake, we'll simply say that destroying an undead is the act of permanently disabling them from doing anything.

    Q: Do they recuperate from injuries like the Living do, or is the damage done to their decaying bodies permanent?
    A: Damage done to them is permanent, simple as that. Cuts, pierces and bruises generally inflict little hindrance on the undead however, fortunately, but the loss of a limb is unfortunately irreversible.

    Q: And just how much does it actually take before an Undead actually feels pain?
    A: It takes a lot. As a rule of thumb, physical injuries are relatively unlikely to cause pain at all, unless the undead has had half their body blown to smithereens. It is much more likely that they will suffer from pain when they use too much Sorcery, because their meek little soul is much more precious to their existence than their shell-bodies, and the difference shows in their sensitivity. Humans depend just as much on a healthy body as on a healthy soul, thus they feel pain equally.

    Furthermore, the undead can feel other things besides pain, though I suppose it is a dulled experience indeed when compared to how a human perceives the same things. For the record, however, an undead does have the same five senses that humans have, regardless of their accuracy. The biological correctness in particular is a thing that I had to conclude with the "it's magic!" explanation to some degree, because some things simply don't make sense, but are too cool to pass up on, such as animated skeletons. With no muscles, they should be technically incapable of motion, or sight, or hearing or tasting and everything else. But they are. This is a matter where Morwenth simply has different laws to Earth, and we have to accept it as such.

    Q: If nothing remains in the Undead from when they were alive, how can they speak, or even walk?
    A: I suppose the easiest way to explain this is by comparing human and undead souls. Humans are born as infants, and thus have the knowledge of an infant. The undead are conceived entirely differently, being essentially a different species all together because they have inherently different souls, and are immediately born with the motor functions, skills and intelligence of a comparable adult. I don't think I want to go into the in-depth mechanics of how Souls are actually formed (there is an explanation), but suffice to say, the process of conceit simply differs between humans and undead. What is the same, however, is that both receive a brand new soul on birth. This is why an undead has no memory of their predecessor; they are just an entirely different entity altogether, and the ability to walk and speak are just common skills that come from no person in particular. For the occult, it is a gift bestowed upon the undead by benevolent Morwenth.

    Q: Sorcery... I presume this means the kind with incantations and weaving sigils, as opposed to more primal, instinctual magic? Since it needs to be learned, I figure the first, but I thought I had better ask.
    A: It is good you asked, because Sorcery actually leans more towards the former than the latter. There is no arcane language or specific mystical signs to remember. The ritualistic aspect comes mostly in the form of meditation and "seeking your inner self" to strengthen the bond to your soul and thus learn to control it better and, in some cases, in different ways. Most Sorcerers simply invert life into death, thus causing destruction, but as mentioned somewhere far above, Sorcery can be used for utility purposes as well, though this is a forlorn art that few have ever learned of and even less mastered. The latter kind takes a different approach to processing the soul's power, and must thus be learned separately.
    ---
    I hope I could answer your questions successfully, and thanks for coming here. :D
    Last edited by Ashgan; 03-31-2012 at 03:45 AM.


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  10. #10
    Black Rose Warlock Aydan Tenaebra's Avatar
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    I am extremely intrigued by this concept! The vague quality to part of the lore is quite enticing and everything is so well written and explained. I hope that I can express my interest enough to be able to join in. I also appreciate that this isn't first-come, first-serve, even though I may be one of the first posters, hah. At any rate, I shall do my best to be worthy of character approval! Though, I will say ahead of time that the history may seem vague or unfinished at parts, because it is something I would prefer to be revealed IC. I will more than happily PM you the full history upon request or, obviously, upon the occasion that my character is accepted.

    Basics

    Name: Ryver

    Gender: Female

    Status: Undead

    Age: 25 (To her, thanks to her mental condition, days blur and make it difficult to judge time, but the rough estimation is 25 years of Undeath around the time of the setting)

    Class: Ryver is essentially the combination of a Rogue class and a Ranger/Scout type of class, just for frame of reference to her combat style and some personality traits.

    Appearance and Equipment

    Attire and Looks: A small woman, standing no more than 5'4", she slight with just enough curve to make her recognizable as a female from a decent distance. Her hair is long and raven black, though few know how long because it is nearly always kept in a secure knot at the back of her crown, with just a few short strands falling down to frame her face. Her eyes are dark violet barbed with a lighter shade at their center and often hold a sharp, constantly shifting gaze. Her skin is pale, almost surpassing porcelain into an ashen grey on her delicately carved, feminine features, giving her a decidedly less-than dangerous appearance. Crisscrossing the visible patches of skin on her body are scars, a particularly defining one runs from mid left cheek up to her left temple. A black, calf-length cloak rests across her shoulders with a silver clasp shaped like a raven at her throat. It's hood is often up, shadowing her face ever so slightly as she moves through trees or town. For a shirt she wears a deep, forest green corset-chemise, cut short to fall just below her hip bones. It's three-quarter length sleeves are loose enough to allow for free movement without impeding it or getting caught, tightening around her arms where they end to further shrink the likely hood of being caught. The laced section at the neck is left partially open by a frayed, green cord of cloth that won't tie, revealing another defining scar that runs from just above her collarbone to mid breastbone (no real cleavage can be seen). Over the shortened chemise she wears a jet-black, leather, corset-like jerkin. The leather of it seems to be sturdy, but it shows a few signs of use and of mending from age and previous skirmishes. On her left arm, mad of the same black leather, she wears an archer's bracer laced with a strong, rawhide thong and on her right wrist is a strange bracelet made of a silver-colored metal linked like chain mail with a dark blue sapphire hanging from the link closest to it's ornate clasp. Her pants are also black and are somewhat tight (again, not restricting movement) and are laced up the sides with strong, cloth cord of the same color as her shirt. Her feet are covered with simple, black leather boots with a low heel and a good tread. The only adornment on them are two silver buckles at the top and one around the ankle. A black belt is slung across her hips. Attached to it are a small bag/pouch containing herbs and a flask and a short scabbard.

    Weapons: Ryver possesses three weapons: a small dirk that rests in a holster inside her left boot, a short sword (27-32" hilt to blade tip) in the scabbard at her hip, and a bow and quiver slung across her back. There are, as with her armor, signs of use on the weaponry, though they are clearly kept up in a sincere and meticulous manner. There are faded signs of inscriptions in the blades and hilts of the dirk and sword that suggest they could be quite old.

    Other Equipment: As previously mentioned, Ryver wears sturdy leather armor in the form of a corset-like leather jerkin (it laces up the front and is fitted for a woman of about her size, though upon inspection it is clearly adjustable to be taken in slightly or let out by buckles on the side and the lacing in the front) and an archer's bracer encircling her left forearm. The odd bracelet on her right wrist is intricately made from an unknown metal that shines dully like unpolished silver or the steel of a blade and is decorated only by an ornate clasp and a small, dark sapphire charm- it appears to be the most prized of her possessions. Also, in the pouch on her belt, she often carries sedative or poisonous herbs (belladonna, white hellebore, sweetspire resin (sedative), and things of that nature/equivalent) as well as occasionally carrying helpful herbs like mint, devil's claw (an anti-inflamitory), and chamomile.

    Sorcery:Yes, Aydan has been exposed to sorcery, though she finds it useless and "a fool's way of combat." Though this could be due to the fact that- aside from being partial to arrows and small blades- she could only manage a small ball of blue-violet energy that managed to do little more than produce light and singe tree bark after several months of study.

    Inner Workings

    History:

    Blackness. Blackness and a gentle rushing sound near by. These sensations were soon accompanied by a cool wet feeling covering part of her body and lapping up a bit higher. These are her earliest memories. That fateful day when violet eyes opened to find herself laying half on a sandy shoreline, half in muddy, ice-cold water. The woman sat up and drew her knees into herself in the first conscious moments of her undeath, the moments when time ran together and faded into one big mess.

    She could have sat there for a few minutes, a few hours or even a few days for all that she knew, before someone finally approached her. A tan hand with a strange chain bracelet with a sapphire charm extended into her vision. It was a group of travelers- two men and two women. One of them was even alive. It was she that approached, offered a hand and asked the now-dry girl for her name. After several minutes of wondering, debating, frustration and a tiny bit of un-originality, she stood and looked at the living woman and gave the name "Ryver."

    The living woman was a sorceress by the name of Nynaeve. Her undead partners- consisting of a warrior whose name Ryver had forgotten within the first decade of separation, a somewhat suave rogue by the name of Tamrin, and, the other female, a rather outgoing ranger by the name of Saidin- were heading toward a distant city for reasons they would not reveal to her. This was the first time she would hear of the city that she would eventually reach one day, alone. Velerath.

    Nynaeve's sympathetic laughter at her failed attempts to teach Ryver sorcery during the early months of her arrival still often rang in the undead woman's head, threatening to bring a smile to her lips. A memory of the time before things would go horribly wrong for the companions. The nameless warrior hadn't trusted the new girl from the get go, but Ryver wasn't to fond of him either and found no trouble in doing no more than recognizing his existence. Then there were Tamrin and Saidin. Those two also became good companions of hers, like Nynaeve. Though, she found her knack for their teachings much more easily than she had failed with magic. The rogue and scout gave her the cloak, armor and weaponry that she carries even now, not letting it leave her sight, and taught her all the skills she knows in stealth, sword play, and archery.

    Occasionally, Ryver's mind would (and still does) slip into contemplation of her lack of memories and her undeath or the condition of undeath in general. Keeping these musings to herself did little to aid in adding any mental stability. However, instead of creating outward 'emotional' or mental turmoil, she fed the frustration of such thoughts and ideas into her training and later on, into her search for answers for Undeath and her own possible past or future- if such things even existed.

    Ryver had traveled with the group for nearly five years, finding a comfortable niche with at least three of her four companions, and with the fourth she found an agreeable silence and mutual recognition of existence. Until then there had been little incident in the way of combat and such. Unfortunately, all of that ended in one horrible, bloody day. A day that she tried her best to block from her conscious memory.

    From there, she traveled alone and mostly at night for the remaining five or so months of the Journey- her lacking sense of real-time being of no help there. In Velerath, she essentially slipped into a walking, waking coma for around two decades. She did rather shady or odd jobs to preoccupy her nights-and the occasional day-and keep her reflexes and skills sharp. Her eyes took on a hollow and dead quality and she was often seen muttering under her breath to what appeared to be nothing... Or herself.

    Until one day, the near silent mutterings became heated whispers and light flickered violently back to life in violet eyes. Ryver was back, truely awake and ready to find her answers...


    Personality: Ryver is relatively quiet and pretty much always in a state of full alertness. Her sense of humor is rather dark and she often comes across as abrasive or rude because she says exactly what is on her mind, on the occasions in which she actually opens her mouth. Her tone is nearly always one of two when she speaks as well: sarcastic or bored. However, she is very goal/task oriented. When she is sent out or sets out to do something, Ryver becomes determined to do whatever it takes to complete what she has set out to do. This extends to a determination to do her utmost to ensure the return of the entire group when sent out in a party or team. Though, that does not mean she suffers any delusions of returning from even most tasks without deaths or casualties. It simply indicates her desire for goals to be accomplished as a whole. She also has a logical, and very common sense thought process that may be considered some what greater than others because she often allows it to over rule her small sense of compassion.

    Strengths/Skills: In respects to combat, training and small size has lent to her gaining of quick reflexes and moving very quickly. She was also extensively trained in stealth, close-quarters combat (short blade and dirk), and in archery- her specialty with a bow being to basically snipe while hidden in the branches of a tree- during her five years traveling with Nynaeve's party and then additional self training/ practice during her time in Velerath. Working mostly at night has also given her a slight advantage in night vision, if through nothing more than years of practice at what to look for. Outside of that, her common sense and logical thought may be considered both a strength and a weakness, as well as her penchant for silence may be.
    "Ich bin ein Kind der Nacht
    Schlafes bruder ist der Tod
    Ich bin ein Kind der Nacht
    Kommt der Morgen graut es mir"
    -Callejon "Kind der Nacht"

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