Hidden 8 yrs ago 8 yrs ago Post by Mae
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Mae Crayola

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♥ ♠ ♣ ♦

There once was a land of beauty and wonder known as Meltaine. This ancient land had knowledge and magic, and all it harboured lived abundant, joy-filled lives. They were clever and graceful, wise and benevolent, strong and honorable... but most of all, they followed their hearts and brought light, love and life to the world they lived in. There was no turmoil, no pain, and no suffering.

This sacred kingdom was preserved by the Guardians of the Royal Lines. Kings and Queens who held within their souls the purest form of each virtue that brought their home such prosperity. They had reigned for thousands of years, and perhaps would have reigned for a thousand more; they had no heirs for they were thought to be immortal beings of purity and goodness.

The Fetid Wind that swept through the land left no mark at first. A gentle sickness overcame the Royal Lines, one that could not be cured by any magic yet known. First they grew tired; then they grew withered. With them the earth writhed and cried out in their names. But as the life left their bodies, so too did the virtues they represented. They rose into the skies as symbols of light, splintering and scattering, lost to the world. The land of Meltaine fractured, and the dark corruption buried it's tendrils deep into the hearts of man and earth alike.

The people cried out in one voice and the noble Jacks took to the thrones in hope of salvaging their lost home. But their hearts, far weaker than the Guardians, could not bear the load of the evil that writhed within their beings. As the evil killed crops and poisoned lakes so too did it twist the Jack's hearts into beings of evil, and the Broken Jacks became rulers of the Mad Land of Meltaine, for all who lived within were poisoned by the evil.

The gruesome genocide of the people of Meltaine is one not written in storybooks. While it is said some still live in that legendary land only those who took the evil into their hearts could abide by it's harsh landscape. Early in the Jack's reign, those who were wise enough to read the signs saw the tragedy that was befalling their home. It was with great grief a band of refugees took to the ocean and travelled to faraway lands in search of freedom and safety. But their hearts had been left bereft of guidance, and within them the seed of corruption took root. Now, all had the capacity for goodness and for evil in their hearts, and the madness would always be with them.

♥ ♠ ♣ ♦

It is a thousand years hence and the Mad Land of Meltaine is all but a fairytale. You live in the lands of Wormwold, a place far from the paradise of old. It is a life of toil and hard work, taming lands unknown and claiming them in Wormwold's name.

It is hard to imagine a world where all people were born equal with all valors and magic within them. These days each person is born into one Suit and inherits that Suit's powers alone... and if that wasn't enough to contend with, born into one of the classes, their place in society, accordingly. Hearts are near Royalty, Spades are Nobility, Clubs are Brutes and Diamonds are Beggars. Each Class subjugates themselves to the wills of those above them, and most will marry within their own class suit. It is the way of things, and life has never been different.

You are a student of the Spire, a youth preparing yourself to take your place in Wormwold. You live and grow in a city of mostly students, of all Suits and powers, and aim to gain Prestige and make your way in the world. These days, however, you can't shake the strange dreams you've been having. Dreams of a beautiful city that glints in the sunlight, of terrible creatures rising from a dark wood, and a wind that buffets you and withers your soul. Always the last thing you see is that sickeningly grotesque smile, that glints and gleams with a madman's fervor. It all seems so familiar...



Suits



The four suits affect all aspects of a character, bust most importantly their power/style of magic. All suits have their own magic which can be interpreted in a number of ways.

♥ Hearts ♥
♥ The Primary Suit of Royalty ♥
♠ ♣ ♦
Hearts - Emotional Element, Life, Emotion, Healing, Connection, Light, Love, Joy, Fertility, Social
Shadow of Heart: Instability, Overgrowth, Despair, Forced emotion over others, Blinding, barren.


♠ Spades ♠
♠ The Secondary Suit of Nobility ♠
♣ ♦
Spades - Mind Element, Intellect, Logic, Puzzles, Finesse, Delicacy, Grace, Devotion, Studiousness, Dedication, Arcana, Memory, Literacy, Willpower, Skillful, Wit, Cunning, etiquette
Shadow of Spades - Supremacy, Dominance, thirst for forbidden knowledge, cruelty, logic-driven only


♣ Clubs ♣
♣ The Tetriary Suit of Brutes ♣
♥ ♠
Clubs - Physical Element, Strength, Power, Courage, Loyalty, Earth, Air, Fire, Water, Steadfast, Dependable, Reliable, Crafters, Machines, In Touch With The Earth, Protection, Valor
Shadow Side of Clubs: Pain, Suffering, Anger, Destruction, Violence, Torture, Darkness, Machinations


♦ Diamonds ♦
♦ The Quarternary Suit of Beggars ♦
♥ ♠ ♣
Diamonds: Spiritual Element, Wisdom, Neutrality, Balance, Equalising, Flow, Ease, Peace, Harmony, Spirits, Magic, Natural order, Dreaming, Signs, Premonition, Precognition, Benevolence
Shadow of Diamonds: Lack of caring, immovable, inactive, imbalance, ignorance to others, disharmony, upheaval, necromancy, undead, refusal to follow natural order

🂿 J ø к ε Я ṧ 🂿

May only be 2.

Little is known about the Jokers. They say they are no class and all classes, that they are the highest and lowest combined. That they function beyond the rules of the Suits and belong to the corruption in the Mad Land of Meltaine.
R O K E N J A C K S

May only be 4.

The Broken Jacks are legendary creatures who rule the fractured lands of Meltaine. They have been poisoned by the corruption that enraptures the land. It is unclear what their aims are, but they have gone mad with power, and wish to bring others into their thrall. Each Jack follows a unique aspect of their suit.

♥ ♠ ♣ ♦

⚜ T H E S P I R E ⚜



The Spire is a coastal city of canals and towers of white stone that cascade with beautiful waterfalls. It is a city of commerce, gaining a lot of wealth through trade in the port district. However, that is not it's call to fame. While beautiful, the Spire is at the heart of Wormwold's tradition of preparing the youth for the great tasks that lay before them.

Further inland, on the high ground that overlooks the port, the Prime District sits overlooking the rest of the city. Here, the youth are brought from all over to be trained. For this reason the Prime District operates differently than other cities - as well as gold, students can earn credit through their training that can be spent on privileges within the city. In this way students are encouraged to perform well, while also learning to be autonomous in their own right. They may perhaps one day earn the right to own their own properties, places of business, gain access to exclusive areas of the city, research, weaponry and magic, as well as being held in high standing within the city itself... sometimes, the only way to gain respect regardless of one’s born rank.

The Prime District exists for two reasons: first, to encourage the young to take their proper place among the Suits, as is correct of them. Second, to prepare them for the dangerous world they find themselves in, and readying them to perhaps one day take their place among a Deck.

However, that is not the only path for a youth of the Spire. Many senior students will take their place working within stores, within guilds, or crafting goods for the city. Others may instead decide to return to their families, often is the way among nobles. Doing well in the Spire brings great honor, wealth and respect to one's home, but the Spire itself rewards those willing to do the work. However, only the best will be richly rewarded.

R A N K I N G S

The Spire works on a prestige ranking system. Please note: upon purchasing your rank, your credits are then spent and reset to 0. Credit upgrades are automatic. Also note that there may be Suit-based penalization that apply to In Training/Novice ranks, and certain Powers are inherent and ignore some rank restrictions (e.g. if your character's concept and Power is creating machinations, they can build and use machinations)


⟁ T H E M A D N E S S ⟁

Corruption, Madness and Maladies have been brought to the hearts of men. Corruption, Madness and Maladies can befall your character during the course of the roleplay. Maladies are small temporary madnesses that affect your character - sometimes for a period of time, such as the length of one mission or one week, or other times you must find a simple cure (a certain tincture of plants, for example). Madnesses are more permanent and powerful maladies that are far more devastating and harder to shake. Sometimes a Madness will create a new Fate for the character that, if completed, will remove the Madness.

Corruptions are the most dreaded of all - for better or worse, corruptions can change a person's physical makeup, mutating them and changing who they are. It can also give new powers and abilities, but sometimes, this has it's own cost. It is possible to remove corruptions but this is not always successful.


❧ F A T E S & D E S T I N I E S ☙

On your character sheet you will provide three destinies for your character. They can be things you want your character to experience (but maybe your character would have no idea about it, or maybe even wouldn't want it to happen) things that will involve other characters in the roleplay or group-set goals, or sometimes over-arching or significant storylines.

Destinies can be big or small. They can be anything from "I want my character to get beat up this chapter" which provides other player's or the GMs the opportunity to fight you, or "I want my character to gain the ability to fly" which your character may not have any idea about, or even "I want my character to meet someone new" which your character might want to happen. They could be something like "Our group completes the mission without getting harmed" to "Everyone discovers the significance of Meltaine."

The GM will provided opportunities, usually at the end of a chapter, to change your destinies if you're finding them unenjoyable. Rewards will be granted upon completing a Destiny, with greater rewards being given for more difficult Destinies. While that's the case, it is best to have a mix of a short-term destiny, intermediate destiny, and long term destiny.

Fates are not chosen but given. They are temporary goals suggested by the GM that your character can chose to ignore or follow. Those who complete a Fate will be rewarded, but your character does not have to follow them.


♛ T R E A S U R E ♛
There are many types of treasure in Wormwold and the Mad Lands.

Reagents: Reagents are items that have properties that can be used to create magical or imbued items. They can be applied to armor, weaponary and brought to the Alchemist for potion creation. There is no limit to how many reagents you can have and each reagent has multiple properties of various rarity.

Curiosities: Magical and Mechanical items of a mysterious nature; most Curiosities hold little to no use. Some make life easier, such as a cup that never runs dry or a wind chime that sings when danger is near. Others hold little to no use. The truth is, most of these items will keep their signifance well hidden, as these items cannot be identified. There is no restrictions to the amount of Curiosities one can own - unless you count space, that is.

Trinkets: More predictable and arguably far more useful then their Curiosity counterparts, these items come in all sorts of shapes and forms. From damage boosters to two way screens that let you see far away places, these common items litter the known world. Trinkets can be identified relatively easily, and some can be extremely helpful in a pinch... but alas, these items usually have a depletion rate, and low level Trinkets only have one charge in them. Trinkets are under regulation in the Spire.

Artefacts: The most powerful magical items in all the land, artefacts are rare creations that can have a myriad of different properties and uses. They don't get destroyed as easily as trinkets; some are even indestructable. As it is, the Spire has strict regulations on the use of Artefacts, as they can be very dangerous.


⚔ C O M B A T ⚔

The combat system in this RP is a combination of different systems, but highly inspired by various tabletop systems. Below is an explanation of the different parts of combat and how they work.

╠ L O C A T I O N S ╣


Below is the list of locations available to unlock through the credit system. When a Player unlocks a location, the full information pertaining to that place becomes available. You may buy additional unlocks for 1000 Credits each once you are Initiate rank or higher.



W R I T S
Permission slips, written privilege permissions, commendations and sometimes letters of correspondence. Writs can only be sent from high ranking officials. Some attempt to forge.



❉ C O N D I T I O N S ❉

Conditions apply buffs or debuffs to stats and sometimes change how combat functions. Some status effects, such as hungry or parched function outside of combat as well as during combat.


C H A R A C T E R S H E E T

Please read the below rules.
Click "View Raw" to copy.


R U L E S

I trust all storytellers who take part in this RP to know general etiquette. Forum rules apply on top of these. If you feel uncomfortable or aren't sure what's ok and not ok in a rp, feel free to PM me, I wont bite :D With that aside:

+ One character per player. Characters sheets must be posted in OOC or int. check thread pending approval.

+ By joining this roleplay, you accept your character might die, change, become corrupted, or generally have surprising things happen to them they don't expect - including the realms of the heart, mind, body and soul. You and other characters can use hard earned gold to buy things that can effect other characters quite strongly (such as potions that cause envy, anger, love, ect.) You are not allowed to ignore these effects, that is not in the spirit of the roleplay. Your character will be expected to act in a way befitting of said potion, Madness or Injury, until such a time the effect wears off, if at all.

+ Players who embrace sudden character changes, such as being influenced by a potion or roleplaying a madness well, will be rewarded with bonus Credit Points.

+ By joining this roleplay, you understand there may be some tweaking and balancing of items, systems and rules in order to make things better. You are free to make suggestions, but please do not heckle the GM about these choices too much. This rp takes alot of work, and I appreciate a supportive environment to GM in :)

+ As well as character posts, the GM will make GM posts that affect the roleplay world. These include player choices as well as events and flavour text. If you are rping with the GM's character and waiting on a response, please don't be offended if you see a GM post appear seperate from the character posts. GM posts do take priority.

+ I am fine with language and grusome scenes. Fade to black for romance above PG-13.

+ A note on posting: If there is no IC post or contact within 10 days, other players can and will NPC your character to finish any scenes you were in so they can continue. If another 10 days passes without any form of contact, your character may be killed or otherwise used as appropriate.

+ Please wait at least 2 posts between posting again. If you are really into it and feel the need to speed post, please contact your current roleplay partner(s) using PM, write the finished scene together and post is as a collab. We also have a chatzy room being set up for quick-fire rounds if people wish to finish small scenes together.

+ Please remember to add a status snippet at the top of your post to show current gold total, health, sanity, ect. to IC posts. The GM shall provide an example status snippet which you are free to customise (so long as it has all needed information) Please remember to keep this updated with character changes.

+ This is a pretty standard rule, but I shall re-iterate: Do NOT take IC conflicts OOC and vice versa. There are people playing villains in this roleplay. They help move the story forward and make things interesting. They essentially are in the employ of the GM for the betterment of the roleplay. This does not give them extra privaleges but they do deserve your respect as much as any other player does.

+ Pending discussion, we shall be using rolz.org for dice rolls so the GM can doublecheck no hoodwinking is happening, you sneaky sausages ;D

+ Now that's out of the way, OOC is party time at all times!





B A N N E R



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Hidden 8 yrs ago 8 yrs ago Post by Mae
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Mae Crayola

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✯ A L C H E M I S T ✯

Alchemists sell potions, and can augment items using reagents.


⚔ B L A C K S M I T H ⚔

A place to purchase weapons and weapon upgrades. Once a reagent has been fully discovered, characters can take large quantities of the reagent here to forge weapons of specific assets. The price is more expensive then the alchemist, but removes the random element. Price is based off the rarity and power.


Reagent Upgrades:
+ No Reagent has been fully discovered yet.


۞ D I S E N C H A N T E R ۞

Disenchanter will remove augments from an Artefact. Occasionally regeants would be salvaged from this action. Prices vary base on the Artefacts and Reagents in question. The Disenchanter can also remove less vicious curses for a price.

+ D O C T O R +

The Doctor removes Corruptions, Maladies and Insanity. Visiting the Doctor will give a price check on the unique infliction that affects your character. Once successfully treated, that infliction will be added to the Doctor's list of specialities for future reference regarding price.



๑ F O R T U N E T E L L E R ๑
The Fortune Teller can tell you secrets of the future. She can grant you extra information about quests you undertake and occasionally sells rare reagents.



⚀ G A M B L E R 'S D E N ⚀

Gamble for money, gain connections with seedy folk, apply for favors. Those who have Perfomance skills may come here to earn extra gold once an evening.


☋ G E N E R A L S T O R E ☋

For purchasing general adventuring equipment.
[\\] L I B R A R Y [\\]

The library can be used to research locations and gain information on lore, monsters, ect.


۩ M A R K E T P L A C E ۩

Sells a random selection of items each day, and used as a communal market place. Item selection are often based off of which locations in the world have been discovered in the world and secured.

The current market items change daily, and are only listed here once the market has been visited this day.



🐦 M E N A R G E R I E 🐦



M U S E U M


The museum can be visited to identify artefacts and potions, and rarely the Museum will know of artefacts and their location in relation to mission goals. Museums will occasionallly have unique missions of archeological value.



T R A I N I N G G R O U N D S

Check the day's bounty (Beasts, Demons, Undead, ect) to receive gold for each creature of that type killed. Training can improve skills and moves over time, though it is a slow process.




♨ W I S H I N G B A S I N ♨

Hidden 8 yrs ago 8 yrs ago Post by Mae
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Mae Crayola

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Map information here~

Other information:
Hidden 8 yrs ago 8 yrs ago Post by Mae
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Mae Crayola

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We are now open for buisness. Interest check information here.
Hidden 8 yrs ago Post by FantasyChic
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FantasyChic Poptarts and Glitter

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All right!

Not sure what progress is made in terms of the sisters aspect that was brought up, but if not then I'll have my sheet out soon.
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Hidden 8 yrs ago Post by Mae
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Mae Crayola

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@FantasyChic Awesome! I am heading off to sleep shortly but I look forward to seeing it :D
Hidden 8 yrs ago 8 yrs ago Post by Eklispe
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Eklispe SSP

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Boop
Hidden 8 yrs ago Post by Brasslazer
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Brasslazer Snunch King

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@FantasyChicI think the sisters thing sorta just fell flat, just make whatever you want!
Hidden 8 yrs ago Post by RedDusk
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@Mae And it's here. Lovely. Gonna post a revised version of my CS soon, just gotta finish a couple of things for college. One question though, is every person in the world of Wormwold a part of a suit? I mean, there is a limited number of houses, so there can be more than one house for aces of diamonds?
Hidden 8 yrs ago Post by MrMonsoon
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MrMonsoon Look out fools, it's monsoon season

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@Mae
This looks really put together, i will definitely apply :)
Hidden 8 yrs ago Post by Mae
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Mae Crayola

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@MrMonsoon yaaaay~

@RedDusk I was thinking about this and it's kind of a loophole xD I was thinking it was possible they're family names, like Smith or Mason or Castle, but with more value. So... All royalty are going to be in Ace-Two of Hearts, though there may be different subsets, and there would be alot less people in the Ace of Heart family then, say, the Ten of Diamonds.

More Likely: Another alternative is it's like a cultural band of families with the most known family of the rank taking up the mantle of that number. For example, there might be The House of the Spinning Cogs and The House of Hungry Earth that are both vying for 3rd of Clubs... but because Spinning Cogs has more prestige, or is more well known, they were gifted the title of 3rd of Clubs. This ties in quite well with the origion of civilisation after Meltaine collapsed, so this is the most likely one I'm going to go with, because it will have historical significance later ;)

In truth it's not something I've thought about enough, thankyou for gifting me the oppurtunity to flesh it out more :D
Hidden 8 yrs ago Post by RedDusk
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@Mae Ah, that works. I was confused for a moment there.
Hidden 8 yrs ago Post by RedDusk
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RedDusk Likes cheese and slacking

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Anyway,

Hidden 8 yrs ago Post by duskshine749
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YAY, it's finally up. I'm so excited. This RP feels like a written version of D&D, and I love it :D One thing @Mae, I decided to change Zephyr's house from Swordplay to The Elemental Blades just so it was more in line with some of the other houses, plus it sounds super cool
Hidden 8 yrs ago Post by Mae
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Mae Crayola

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@duskshine749 me too! Also that sounds so cool <3 I've got some time to go through character sheets and help balance them today so we'll be getting them up on the character tab soon hopefully!
Hidden 8 yrs ago Post by duskshine749
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duskshine749

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@Mae I was thinking, with Zephyr's research specialty being in Forbidden Magic, if he's on a mission or something and he comes across something made by Forbidden Magic would you include in your GM post or PM me or something that I would know it was Forbidden Magic?
Hidden 8 yrs ago Post by Mae
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Mae Crayola

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Hidden 8 yrs ago 8 yrs ago Post by duskshine749
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duskshine749

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Awesome :D now that we have the actual RP up now I want a nice IC post so we can start the story XD
Also, I'm a bit confused as to which locations exactly are restricted for us to use our token on and which ones are not
Hidden 8 yrs ago Post by DarkStar
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DarkStar Linux / LIKE BOSS IT IS

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I am very interested in participating in a true roleplay. However. Due to the serious detail given by the glorious mae and the small fact that it is coming up to one thirty in the morning. Might I ask if I could reserve the position of 10th of Spades?
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Hidden 8 yrs ago Post by tal0n
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@Mae Again, sorry I have been taking so long, but assuming certain convos go well/quickly, I should be done with my character within 24 hours
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