Hidden 7 yrs ago 7 yrs ago Post by Viatos
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Viatos

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In what is now to be known as the First Canticle - formerly Year 347 of the Seventh Aeon - mankind's sins rose up as if to swallow him. War set fire to the Known World, terrible beasts swarmed from the jungles of its edges to devour his most ambitious holdings, and in the kingdom of Yachiel, ruled by the city of Dais at the world's strong center, a black flower of corruption took root and then blossomed. Men gave themselves over to unnatural pleasures - astrology, meditation, the seeking of visions, taking council with unclean spirits - and grotesque arts and theatre, and in this way Dais turned its eyes from the world, as it burned and was ravaged, and those wisest gathered in its defiled universities to whisper that all was lost.

But God had not turned Her eyes from the Known World, though it had rejected Her long ago, and She sent Her angels to save us.

Rejoice! In our blackest hour She smote the Black Flower of Dais and burned it clean with Her light - and though the city was destroyed, its people were saved! Reborn as Blessing, the City-upon-the-Altar, it has been made beautiful, pure, and a refuge for all Her wayward children, wicked or unworthy though they be. Now Her Blessing flows forth to blanket the Known World! Her angels soar to do Her work, raising men and women of good heart to an incredible holiness, charging them to strike back against the darkness and bring Her light to this awful world. They offer peace, freedom, and strength to us all without let or lien, asking only that we keep the least of Her graces:

Do not raise thine eyes to the stars.
Let not thy mind be empty; let not thy flesh fall idle.
Seek out no false truth, no false future.
Never must thou take council with an unclean spirit...




Here we go! First and foremost, I'd recommend reading the Interest Check here, which contains a lot of helpful information about the setting and aesthetics. If this sounds like the right game for you, consider hitting up the Discord so you can workshop your character with me and with others, discuss and share ideas, and start building connections with prospective fellow players. Raring to go? Awesome! Here's what you need to know:

The Beginning


Elatreis, the Wolf-Haunted Kingdom, one of the surviving Eight Nations - a land of sprawling forested hills and recessed and rumor-shadowed noble estates, boasting many market towns but only one true city: Silver Spear, home to the royal seat of Elatreis, where rule Queen Isande and her two consorts, the Dueling Kings Ixil and Rajara. Here the trade of four nations - once more - passes beneath the watchful eyes of a small army of fanatic officials and through the teeth of the thousand-and-one trade laws of Elatreis. Here the walls stand tall and strong, mounted by six great ballistae at key junctions, and the war seems very far away - at least physically; whispers are everywhere regarding the Queen's efforts to procure a weapon great enough to repulse the angel Quoliel, who even now stalks Elatreis' borders and tests its legendary Great Hunt legion for weakness. Here...you have been led and now kept by signs in the stars and the low thrum of an earthbound scream gone unheard for half a hundred thousand years.

Every god and witch in the city can feel that something is wrong, something is changing, but only you, as sorcerers, can feel something more floating plague-like on the evening breeze: power. Opportunity. Destiny? Within the walls of the city, the omens are obvious, almost overpowering in their efforts to lead you to the undercroft of Silver Spear's immense Verimos Cathedral, where are interred the bones of the six hunter-saints who slew the behemoth Stonefur and founded Elatreis. It is the First Festival, a grand celebration of exactly that fundamental event, and above the city sings, sweats, and dances in a stylized re-telling of that mighty deed. You and those like you have gathered in the dark - a gathering of the sort not seen in an age. A sorcerer's gathering.

Elatreis is a divided, wild kingdom where the noble class holds tremendous strength and freedom and the royal seat is primarily a mercantile power, rather than a military one. True to its name, its vast forests are dangerous places home to Elatreian wolves - huge creatures interbred long ago with beasts from beyond the Edge of the World, possessed of singular cunning and appetite. Its guerilla-like legions contend with woodsbeasts, bandits, overtly rebellious or corrupt nobles (usually with the tacit support of other noble estates) and it's dotted with hidden villages, market towns, and clandestine fey revels. The gods are powerful here, and before She came, Elatreis was harshest and least forgiving of all nations when it came to practitioners of sorcery - a sentence of death, carried out by its famously vicious Shadowcatcher legion. Since the beginning of the time some are now calling Apocalypse, those restrictions have been relaxed, and any sorcerer willing to aid the war effort is offered letters of marque by the royal seat itself.

Are you a native of this ferocious land, or did you come to it to disappear? Are you a refugee seeking shelter, fleeing the fires of God, or an outlander seeking asylum, fleeing a fate entirely of your own making? Perhaps you survived Quoliel's last sortie, and are among those few survivors come to the city to report the near-total loss of the Great Hunt legion. Do you imagine your passage through Silver Spear to have been entirely coincidental, or did strange events already alert you to some guiding hand ushering you towards the city? How is that you come to be here and now, at the heart of the fate of the Known World?

The Character Sheet




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Hidden 7 yrs ago Post by Tass
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Tass All The Things She Said

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I missed the Interest Check, but I don't think I can pass up applying for an RP like this.
Hidden 7 yrs ago Post by Viatos
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Viatos

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The application process will be open until...

Monday, December 11th, 11:59 PM, Eastern Standard Time.
Hidden 7 yrs ago 7 yrs ago Post by Rtron
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Good to go
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Hidden 7 yrs ago Post by Dark Light
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The current concept rolling around my head is a seafaring Viking/pirate type.
A superstitious story teller.

His magic will be chaos magic like from encyclopaedia arcane.

It all depends on the image though...
Hidden 7 yrs ago 7 yrs ago Post by Trivval
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Donezo

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Hidden 7 yrs ago 7 yrs ago Post by Redward
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Redward Merry

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WIP. I'll be finishing up later tonight or tomorrow, I think.

Will be completed when I get back.

Almost done. Last touches will be applied after another short absence.

One more edit, after this one. Two more things to go.

Korine is done!
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Hidden 7 yrs ago 7 yrs ago Post by NewShoesForever
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NewShoesForever Now is the Winter of Our Dis-pun-tent

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Hidden 7 yrs ago 7 yrs ago Post by Oraculum
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Oraculum Perambulans in tenebris

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Hidden 7 yrs ago 7 yrs ago Post by Terminal
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Terminal Rancorous Narrative Proxy

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HEART AND MIND - WHO YOU WERE BEFORE

Name: Ormoneric Chalarensis
Sobriquets: Predicant of the Forgotten

Concept: Dead and dismembered, but animate with dread purpose and twice-damned. The terrible light he desires to spread can be seen in the ineffable depths of his gaze.



Skills and Flaws

Beguiling Mendicant: In his previous life, Ormoneric was many things. A great artist and craftsmen, a carpenter and mason. He was a scribe of many means, a student of astrology, and learned in the ways of material science. Now, upbraided and cast down with his body and tongue unfit for their respective labors, Ormoneric has been reduced to mere panhandling in the open wilds and streets. His blatantly perverse appearance has a morbidly fascinating quality to it, whereupon passerby are compelled to stop, and listen to his soundless words - and, after a time, in solemn hope that he might let them by unsullied, they give.

Obscure Tormentor: Ormoneric's form is ill-suited to the rigors of combat, and it is just as well that his furtive form can be wicked from the air like water through the skein of the world, merging with shadows and fading into the unseen corners of most places. They prefer to strike from afar, guiding their disembodied hands and their innumerable verminous minions to terrify and reduce foes. When pressed, they can direct the ichor seeping from their body at close range to burn away their enemies.

Choate Meaning: As a learned man and student of many creeds and scriptures both mundane and arcane, Ormoneric is fluent in a diverse collection of languages and forms of writing - a utility sadly limited by Ormoneric's damaged throat, leaving him only capable of speaking obscured Peligin words.

Call of the Void: The destructive impulses that drive Ormoneric inevitably drive him to seek self-destruction at the most inopportune times. Ormoneric takes many unnecessary risks, with poor control over his impulsive desires - so seen in the desecration of his stolen Priestly raiment with mocking symbols revealed only by divine light, ensuring that any agent of the Circle of Light will immediately find him out.

Hooks:

  • It is not. Yet it was, perhaps. The Exile shall despair having cheated Ormoneric of what was theirs, and shall despair having let them live.
  • The light. It is terrible...and untrue. True light must yet be rendered. Its veracious power will purge reality of falsehood. Truth in the form of Trophic Light shall be rendered, at any cost, dispelling the Exile's cursed veil and revealing the memory of what was lost to the whole of the world - or what is left of it. The rendering process for the raw elemental form of Light present at the onset of creation may be so volatile that the Known World cannot contain it, and what boons might be conveyed by its rendering are...questionable.
  • The Unclean Spirit Lucrore had their own motives for damning Ormoneric, and their ability to render an impure version of Trophic Light has unsettling implications. Just what might the Unclear Spirit, and whatever Dead Stars they are associated with, have set in motion?


SOUL - WHAT YOU ARE BENEATH THE SKIN

Initiation: The Unclear Spirit Lucrore fell upon Ormoneric on the brink of their death in the wilds. It was the specific combination of Ormoneric's anguish, their connection to that which was not, and the exigent will of the Exile that made the transformation possible. It drained Ormoneric of their lifeblood and furnished their husk with an ichor of terrible substance, rendered by balancing the light of the Exile with the light of the Dead Stars and an impure evocation of primal Trophic light, the elemental light thought to have been present during the onset of all creation, lost to time. Ormoneric died but was kept from death and thus twice-damned, the sea of Dead Stars open to them.

Weirds

Epiphianic Touch: Ormoneric's severed, disembodied hands move according to his will, possessing inhuman strength and uncommon resilience, capable of wielding steel and arcane might, physical and otherwise, in accord. Ormoneric's ability to manipulate them is only limited by his senses and how well he can keep track of them.

Starlit Humors: Ormoneric's lifeblood has been supplanted by a dread substance of loathsome, impossible light. Its passage through the world is not gentle, and Ormoneric can readily manipulate and use his own ichor as a catalytic agent of destructive change - a potent reagent and weapon at once, a universal solvent in alchemy and against men. The ichor can burn through very nearly any material with terrifying ease on contact.

Trophic Secret: Knowledge of Truth. Ormoneric can fray and render down different kens of light, from natural Sunlight to the ghostly-rays of the Moon and nighttime stars to the Divine Light radiated by agents of the Exile to the woeful gleam of the Dead Stars themselves. Ormoneric can interpret the sum of all mortal and immortal pretension carried through the rendering process, capable of gaining great insight into the mind and knowledge borne of any light-source while also drawing power from it. Men and beast alike may find their minds lay bare in any light Ormoneric shines through them, granting him the ability to delve into the minds of others.

BLOOD AND BONE - THE NEPHILIM

Nephilim: VERACITY REBIRTHS ETERNAL ANGUISH NEVERMORE
Sobriquets: Veracity of Light.

Concept: A catalytic being of irrepressible certainty; its might builds like the tide and advances like a glacier, indiscriminate in the pain of its revelations.

Form: Veracity of Light is relatively small compared to other Nephilim, but its form is nonetheless immediately so distinct and alien, its nature is unquestionable. It is a massive creature of ivory-white flesh that drifts through the air. It possesses six arms, two of which are mutated, one ending in an extremity resembling a tower shield and the other appearing as a scepter. The Nephilim has no head, with only a rounded stump-like growth protruding from the body where the neck might. The Nephilim nonetheless possesses a face located in the center of its back, human in approximation but bearing an inhuman grace and refinement to it, with depthless iridescent eyes. Seated upon the front of the Nephilim's upper protrusion is a dodecahedral crystalline chamber, from within which the Nephilim is piloted. The chamber is entered and exited through the mouth of the back's face. The Nephilim's pairs of lower and upper arms are triple jointed, ending with crystalline spires resembling spines with bases rimmed with pentagonal, mirror-like arrays. The left of the middle-pair of arms gives way to a massive, irregular pentagonal extremity resembling a massive shield after the first joint. The exterior face is a polished crystalline substance with a perfect mirror finish, presenting an immaculate reflection of its surroundings at all time. Each corner of the shield has a small, jutting spine of crystal. The right of the middle-pair of arms features a scepter-like structure fused with the limb beyond the third joint, with a great deal of length protruding backwards. The scepter taper outwards towards its end, and is topped with a dodecahedral, crystalline club. The Nephilim possesses no legs, its lower body instead giving way to a spine-like protrusion of stone material that ends where the pelvis might begin. The Nephilim drifts eerily through the air, kept aloft by some unknown force. It may move freely through the air, but with no great speed as true flight is denied to it.

Abominations

Trophic Might: Although diminutive compared to other Nephilim, Veracity of Light may slowly engorge and grow over time, with its crystalline shards and weapons accruing in power as well, by collecting different forms of light. Light in the form of divine light, sunlight, moonlight, or even the light of Dead Stars. This strength is fleeting in nature; these impure forms of Truth cannot sustain the Nephilim for prolonged durations of time and its form will always recede. This might is also dependent upon diversity rather than intensity; the Nephilim requiring multiple forms of Truth in order to grow as opposed to the simple severe intensity of any one kind of light.

Wit of Law: Light is Truth, Truth is Law, and the universe is thus bound. Veracity of Light may use any source of light to define, comprehend, and encompass the nature of a thing over time - even more quickly if the thing itself emits its own light. The more time and light the Nephilim is given, the more it will adapt to the object of its study, gaining an insidious power over the focus of its attention. The longer the Nephilim is permitted to examine a foe with the aid of various light sources, the better able the Nephilim becomes at combating its chosen foe in general.

Vacuous Perfection: Veracity of Light's massive shield and its scepter are both capable of warping space. The shield may distort space reflected upon its surface, potentially at great distances, although it must be held still and remain stable in order to do so. The longer the shield is held up, the greater the effect can become. The scepter's head can distort space simply by passing through it, and although this effect is much more powerful due to its localized nature it is also notably more fleeting, barely persisting beyond the immediate region surrounding the dodecahedron atop the scepter itself.

The Dark is Without Form: Veracity of Light is a being of tangible certainty. Truth is the thing the Nephilim renders manifest, feeds upon, and bestows upon others. Without Truth, its form is greatly diminished in power and resiliency. Without Truth, it cannot bind its foes with Law and thus cannot better them. Worse, in an impure universe where untainted Truth does not exist in its elemental form, the Nephilim is frail and weak, relegated to sustaining itself on lesser truth. If not given access to a great superfluity of light in varying intensities and of diversity, the Nephilim is frail and weak, and its ability to unravel the mysteries of its opponents becomes diminished. Even when provided with the sustenance it requires, the Nephilim requires a good deal of time in order to build might and to comprehend and encompass its foe.
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Hidden 7 yrs ago 7 yrs ago Post by Tass
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Very note format(y) stuff (adding more quite soon):



Applicable but random lore composed thanks to boredom:

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Hidden 7 yrs ago 7 yrs ago Post by Mammon
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Mammon The Chief Mourner

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A work in progress.

Tentatively completed.
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Hidden 7 yrs ago Post by Joatmon
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Super rough, unfinished early draft. Expect grammatical errors and mispellings until it's finished.
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Tut tu ru Literally the Worst

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Hidden 7 yrs ago Post by Viatos
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Deadline extension! You have until

Tuesday, December 12, 12:00 PM, Eastern Standard Time


to complete your applications.
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