In the darkness, the only recollection you grasp is a name.
Your own? Or someone else’s? It’s uncertain.
Your body is your own. Your mind is your own. And yet, you are bereft of all that you once had.
The memories are displaced, leaving you only with a sense of emptiness.
An emptiness soon forgotten, as the darkness is split open by light, and you…
“Awaken.”
Altera ; Of Departures and Deliverance
Three generations have passed since the destruction of the King of Corpses by the prophesized hero, and yet, the continent of Altera had not yet been claimed by the Empire of Mankind. Fractured as they are, the demihumans that once banded under the Corpse King’s banner have stayed strong in their respective territories, pushing back all attempts of liberation to this date. Of humanity’s many conquests, only the Seaside Fortress-City of Andeave remains stalwart against the monstrous nations, a frontier town guarded by thousands, housing those drunk on imperial propaganda, those holding delusions of grandeur, those without a home on the fatherland.
But this is not a story about the patriots, the fortune seekers, the outcasts.
This is about those without pasts, without memories, without families, without friends. Those who awoken in the catacombs of a church, who, with no futures to work towards, were conscripted into the Volunteer Army and tasked with the slaughter, the pillaging of the inhuman.
None of them are heroes, and this is not a fantasy.
But no matter how dreadful the circumstances, no matter how painful the departures, how far off deliverance was, life goes on.
And they must live on.
Feel free to format the CS however you wish. As a note, characters should be young ones. Parts that are denoted with an asterisk should be PMed to me, rather than posted in the Int Chek. In general, I prefer to have all sheets made and players accepted before launching the OOC.
Moniker: What you would like to be called? Does NOT have to be the name that you recall. Sexuality: Male or Female? Based off genitalia, not what they identify as. Countenance: If you opt to use an anime picture, slap it on the top of your sheet. Include all easily spottable outward details. Include height and weight. *Stigmas: Physical marks upon their body that may be hidden by clothing or makeup, blemishes that may have stories or significance attached. Tattoos, scars, birthmarks, etc. Facade: One paragraph minimum. Your character's outward attitude towards others. *Depths: Their inner selves, the part that shows when they crack under pressure, when they scream internally. *Vestiges: Their past. The less you write here, the more pleasant the surprises will be in the future. A common factor in every character's history should be 'unhappiness'.
Competence These serve as general 'stats' for your characters. Assign each stat with a letter grade from A to E, with A being 'excellent' and E being 'incompetent'. Add + or - as you wish. There is no limit to how awesome or terrible your character is. Be my guest if you want to have a character who has A+ in everything. You'll be judged by the rest of the players.
Vibrance – The brilliance of the soul. Courage and nobility that shines through in the darkest times. Gestalt – Fragments of otherworldly knowledge guide your hand, even though you know not how it comes about. Conformity – Adapt and consume. The ability to grow accustom to the horrors and irrationalities that plague this realm. Physique – The might of meat. Strength, dexterity, and fortitude, united in a single body. Composure – Poise and confidence. A steady, focused mind, so that one can act with alacrity even under the gaze of a King.
The Divinity of Mankind Ain-Mala, The Woman Within the Gourd
The goddess of the harvest, of festivity, of fertility, of beauty, Ain-Mala is the most beloved of all, and warriors especially toast to her on a nightly basis for being able to enjoy her gifts once more. However, there are no shrines built for her, and she is a goddess without priests. Her worship is found in honest, physical work.
Alri-Qua, Keeper of the Sun
The god who exercises his power the most upon these realms, Alri-Qua's symbol is that of a sun-shaped hexagram, and he shares his powers of life-giving light to all those who offer their prayers to him. It was by his influence that the King of Corpses fell at the hands of the prophesized hero, and for that, many banquets are toasted to his name.
Kur-Inuus, The Jaws of the Eternal Cycle
The beast-god who presides over the cycles of nature, whether it be life and death, drought and flood, feast or famine, and the elusive patron of those who devout themselves to the wilderness. Kur-Inuus's servants take the form of silver wolves, mysterious reapers who punish those who do not properly respect the bounties of the land.
Vyr-Nilil, Lawmaker and Ringholder
A nebulous god-child born when civilization was created, Vyr-Nilil is the watcher of those who tread the gray spaces of the law, whether it be thieves or businessmen. Their symbol is that of balanced scales, and those who wish to avoid karmic retribution will do well to ensure those scales remain balanced.
The Seaside Fortress of Andeave
The central plaza of Andeave is ringed with many shops that are meant to appeal to Silver Moon soldiers, from smiths to grocers to travelling supplies. Many important facilities are also present here, and owing to the amount of high-value buildings, the Central District is the most well-guarded.
Silver Moon Recruiting Office - The general office for the Silver Moon Corps. A two story building with one of the front walls plastered with flyers of monster bounties. The Imperial Academy of Practical Wizardry - A grand building carved of marble, that's perhaps a bit too spacious for the amount of furniture and decorations present within. Silver Moon soldiers usually take Combat Magic classes, skipping over the basic lessons that are taught to children.
Andeave's port. Overlooks a coastal inlet and has a pleasantly sandy beach. Fishermen can often be seen off the side of the piers. Many warehouses for storing goods are also present here.
A high-end residential area, home to manors and guild houses. Many more well-known Silver Moon soldiers live here, and associations affiliated with the Church of the First Light can be found as well. Generally the only place that aristocracy from the fatherland would reside in.
Order of the Silver Light - A bold building with a coat-of-arms painted over its grand oaken gates. Houses the warrior-priests who have took up iron weapons to defend the faithful. Their motto is 'Salutis Ad Lucem', and their heraldry is decorated with lances, unicorns, crescent moons, stars, and a silver-and-blue theme.
A sheer clifface that serves as a natural defence for the northern side of Andeave. The Church of the First Light is built inside the mountain, halls carved in. The climb up to the Church is steep and painful, but the sight on top, when first light breaks onto a new day, is breath-taking.
The Church of the First Light - A massive set of stone doors leads to large carved caverns filled with wooden pews. Painted murals featuring six gods, all connected to a single, abstract creature, is illuminated by flames burning in black iron stands. At the pulpit, a large sun-shaped hexagon stands, emananting with a strange, white light.
The Northwestern District is populated by butchers' shops and the like, a community of meat-producers supported by hunters who travel out to the forests of the mountain range to bring back game meat. Due to proximity of the Western District, many quieter restaurants are located here as well.
Ranger's Guild - A non-descript mud hut helmed by a taciturn man. Serves as a general meeting point for rangers, rather than an actual base where anything happens.
The Western District is home to Andeave's main gate to the rest of Altera's monster-infested wilderness. It's also the liveliest district within the city, home to various taverns, restaurants, and muscians, as well as the Warrior's Guild. The theory is that any enemy from the west will have to go through the thickest concentration of warriors.
Roselia's - A higher-end bar helmed by many pretty waitresses and a muscular bartender. Delicate timberwork makes the place look more spacious than it actually is, and colorful flowers hang from the rafters.
The pleasure district that doubles as the slums. Brothels, cheap alcohol, gambling dens, and all the other stuff associated with seedy subjects can be found here. Drunks from the Western District inevitably find themselves here, ready to lose even more of their money. The Thieves' Guild cracks down on the greatest offenders, however, and their justice is swift and brutal.
Thieves' Guild - An unmarked, inconspicuous building. Most likely not even the real Thieves' Guild.
A district devoted to those with odder faiths, abnormal beliefs, or eccentric interpretations of the gods. Filled to the brim with strange shops advertising less-than-reliable occult-ish items. The Temples of the Fiend Knights can be found here, as well as a smattering of other warrior-centric Guilds.
Bladedancer's Academy - Located high up on the rooftops are the acrobatic Bladedancers, who are generally nuisances to everyone down below. Their gold-and-red banner billows dramatically from the penthouse they rent.
An extension of the shipping docks that line the coast. More warehouses can be found here, and many sweaty men are always working here. Some small houses have been built to accomodate merchants from the fatherland while they sell their supplies to the locals in Andeave.
Accounts Payable
Hospital Fees - Due to the Church of the First Light. One week grace peroid. After that, 1 silver every three days, with a total of 1 silver due.
The Price of Information - Due to Etono, for sharing information about guilds and such. Unknown debt. Filling the Guild Fee - Due to Etono. 1 silver due at a random time, or a favor. Hospital Fees - Due to the Church of the First Light. One week grace peroid. After that, 1 silver every three days, with a total of 2 silver due.
Filling the Guild Fee - Due to the Bladedancer's Academy. 20 silver owed. Every week that passes, 1 silver will be collected. Every month that passes, the debt owed will be increased by one-tenth. Bloodbound. 1/20 silver paid. Hospital Fees - Due to the Church of the First Light. One week grace peroid. After that, 1 silver every three days, with a total of 5 silver due. Ash's Kindness - Due to Ash. 1 silver.
A blue slime that has integrated the skeletal structure of a wolf into its form. Wanders the western forests, close to sources of water. Bounty: 1 Silver Lives Claimed: 3 Warnings: Shoots bones.
Skull Faced Goblin
A spear-wielding goblin, the flesh of his head damaged to the extent that his countenance was absolutely skeletal. Resides within the ruins of Rugome Fort, west of Andeave. Bounty: 5 Silver Lives Claimed: 7 Warnings: Utilizes poison and smoke.
Red Striped Toad
A large toad with a black-and-red striped back. Can often be seen in the southern plains and meadows, and has caused great damage to grazing livestock. Bounty: 7 Silver Lives Claimed: 4 Warnings: Exceptionally skilled at escaping.
Undead Adventurer Party
A group of undead consisting of three Warriors and one Mage, all of them formerly Iron-class soldiers. Wanders south-west of Andeave, near the discontinued Redstone Mines. Bring back their ashes. Bounty: 5 Silver Lives Claimed: 0? Warnings: The Mage uses Ice Magic. Undead can not be killed without a Priest's magic.
Man Eating Bear
A massive bear that stalks the mountain forests of Andeave, occasionally broaching upon the Ranger's Reserve. Can be identified by its dark red coat of fur. Bounty: 12 Silver Lives Claimed: 10 Warnings: Stealthy.
Tithemal Dragonscar, the Dragon's Dervish
A skinny, blue-haired orc with dragon-shaped scars over the entirety of his body. Dual-wields warhammers, and has a belt of throwing knives around his waist. The Champion of the Dragonscar Tribe. Bounty: 2 Platinum Lives Claimed: 30+ Warnings: Master-class duelist. Breathes fire. Defend backline, as lapses in protection will end with a thrown knife between your priest's eyes. Heavily-armored warriors should not engage if they're not confident in their parrying technique. Has noticeable resilience to magic. Does not appear to rely on sight in combat.