Well, I've got to admit that I'm really impressed with the quality of these characters. Thanks to everyone who has submitted one for putting the time and effort into your work.
I'll be keeping applications open for a little longer, but I'm really happy with the characters I have seen and can already see some possibly interesting dynamics forming.
@AtlasRedfox During their training initiates will have trained under a number of tutors - though naturally spent much more time with those who could teach them their specialised skills. The training may have been in groups on occasion, but will also have involved a lot of one-on-one time and even studying alone.
This mission is considered a 'test' of sorts. This time, the initiates will be accompanied by a single, experienced Witch Hunter whom they have never met before. While the investigation is entirely in the hands of the initiates, the Hunter is there to supervise and take action if something goes particually badly. He is also there to offer insight and answer questions, to the best of his ability.
This also allows me to give prompts and pointers in universe, at least early on until everyone gets a feel for exploring the world on their own.
Both in universe and in real like, the character will allow me to ease control of the investigation over to the players as they gain familiarity with the setting.
Thanks for picking up on that's for me - I post from my phone and sometimes don't notice certain mistakes I make.
The colours were essentially just to make the different sections easier to distinguish, as there was a 'wall of text' thing going on. Any living race is absolutely fine if you want to try one of the others out.
I've not gone over any character applications just yet - I'll probably take a peek when I have more time later tonight.
Apperance: Kaite stands at a physically unimposing 5'4 runt save for a lean swimmer's tone. His hair is sheen with what seems like a silvery brown, it holds a slight wave to it and is usually worn longer than average, almost reaching their shoulders if the bulk wasn't tied up in a thick poneytail in the back. This leaves the front half to fall naturally. Their eyes hold a mint green hue that often appears muddy though brilliantly catches the light. A clean complexion paints him as being beautiful, though he secretly resents compliments as he tends to be mistaken for a woman. Kaite is often clad in regulation attire which, by appearance, take great pride in their work and care to upholding the image (Although comes off more adorable than respectable due to their build). An adaptation upon request is to add half an inch to the soles of his boots to make him seem that much taller...he is considering switching back due to looks he's reportedly been given. Adding on to this is a black and white plaid scarf of unknown significance though frequently totes the scent of various colognes and perfumes alike. This scarf is kept up to his nose to hide as much of his face as he can get away with.
Personality: Starting with the easiest summary, sociopathic. Where others broke and were built back up as hunters, Kaite broke and convinced himself relying on others wasn't what gave them strength. He came back slower than the others in his group, but many are certain he's still not entirely there. Frequent bouts of disproportionate bite in response to their treatment landed them in trouble a few times while still in training after injuring sparring partners. They're known to be cold and calculating, heavily influenced by logic which they use as a mask to hide the bitterness they feel towards general existence, especially other humans, in a nihilistic fashion. On the topics of masks, even with their violence considered, Kaite carries himself with a pleasant nature even in their own darkest moments but only until they feel genuinely threatened do the claws come out. It's obvious and disquieting how they frequently use emotion as a veil to keep themselves from others, while still coming off wholesomely approachable and even friendly in the best of situations. The tone and conveying of words wielded like a honed blade rather than of human nature. Aimed to cut where it can; he wants to fit in, but finds trouble opening up the way others do and often dodges topics about himself out of personal comfort. Kaite enjoys the company of women, though not in the physical sort. This is hinted to by the scents they adorn their scarf with, though it doesn't explain the cologne. Most attribute the scents towards making themselves appealing to the opposite sex...most are often wrong, as they wash and re-scent the scarf frequently. They have a stark fixation on water, more namable for its quality of being pure and nonjudgmental. This has carried over to be a love of aquatic life of all forms as well as a borderline heretical worship of an unspoken entity they find within it they refer to as "Distant Fish". While the tenants are akin to teachings, it differs in unsettling ways. He rarely mentions this, even in prayer, and instead the words slip barely under his breath in moment of distress in the way some would say "God damn".
Strengths: Kaite is exceptionally skilled with the rapier and most forms of slim swords, relying mostly on dexterity and timing rather than brute strength. To this note, keen reflexes have served him as well as his affinity for observational perceptiveness to either avoid or preemptively end confrontation before it rears its head...this is not without its drawbacks. Their nearly artistic appreciation for emotional application to reason has granted them a silver tongue which they often flaunt for the sake of intimidation and diplomacy alike, though only so much can be taken seriously from such a small man. Many would think him more suited to be a poet rather than a hunter.
Weaknesses: 'Physically unimposing', the term isn't thrown around lightly since most average joes with a labor job could easily win in an arm-wrestling contest let alone bench-press Kaite. Technology has never been his strong suit, and being a fast learner only helps him understand that which he can give a foundation to. Crossbows are about the most he can wrap his head around, usually. His admiration towards women sometimes clouds his judgment. A lightweight when it comes to alcohol, he appreciates a fine drink but can't handle more than a shot or two. Prone to violence and cruel measures to meet an end where diplomacy fails.
Equipment: -Kaite wears leather plating over undeservingly formal attire under their greatcoat. The ink staining that went into marring the leather black almost makes it look part of their attire if it weren't for obviously being armor. -A pappenheimer rapier with a ring of seashells crushed against the inside of the guard. -Runed knife. -Repeating hand-crossbow (compact 4-round magazine with foregrip cocking mechanism) -Vials of "Holy Water" (Normal water) Other: Wears an eyepatch on pirate principle (Keep one eye dilated so they can remove it when they enter dimly lit areas and have one eye already adapted to the darkness) Speaks with a slight "French" accent.
Appearance: Standing five foot five inches, Syrrissia is wiry and lean in her build. For all her training and muscle, she is incredibly bony. Her hair is kept at shoulder length. Syrris's face is fair, but holds no enchanting beauty. Sharp features, with a slightly crooked beak of a nose. These features offset soft eyes and lips. Making her seem slightly less harmless to the unknowing townsfolk. A series of scars- claw marks- run along her neck and lower jaw. A matching set is also on her left shoulder.
Personality: Syrris enjoys childminder over all things. Watching, talking, playing, protecting them... She finds them innocent in a world full of horror and anguish. But she also has a strong sense of morality and diplomacy. Trying to always walk the diplomatic route while staying true to her belief of justice. This also involves keeping the populace about her happy. Syrris will do this by following local wishes, customs, and will not force herself upon unwelcoming people unless she sees no other way. The easiest way to infuriate the woman would be to act against her sense of what is right. Unprovoked attacks, and hurting the helpless are top on that list. She also sees no point in torture unless it's a torturer. Over all Syrris tries to live up the ideal that a Witch Hunter should stay neutral while also trying to keep her temper over her morals in check.
Strengths: She can use a sword with ease. Syrris has decent bow skills, along with dagger and knife fighting. She's nimble and quick on her feet and of mind. She can read people, and judge intentions quite well.
Weaknesses: Syrris's left shoulder is stiff and often sore. She, also, can't block a heavy strike because of this. The old wound also hinders swimming and climbing. Also, she has a tendency to drink a tad to heavily and gamble- badly- when drunk.
Equipment: Black leather great coat with leather mixed with light chain armor over her vitals underneath. Small silver knife with a blue rune, a sword, dagger, and long bow.
Other: N/A
Name Reynald Vox
Age 23
Gender Human Male
Apperance
1,82m tall with a muscular non-bulky build. Mid length dark brown hair parted slightly off the center. A light stubble, testimony to a number of sleepless nights along with the bags around his jet black eyes and a slight gaunt of his cheeks. Sharp facial features. A slim, light scar just under his right eye reaching midway down his cheek.
Personality Loyal and dedicated to his beliefs, Reynald is often considered one of the most zealous of Initiates. Always ready and eager to do the Gods' work and wipe the world clean of magic. His deep beliefs have, however, made him rather close-minded, feeling a hint of discomfort in the back of his mind when having to meddle with individuals who 'lack faith'. While he personally would consider them an affront, he has learned to keep his thoughts to himself, so long as they ultimately assist in the greater goal he is willing to overlook their slights. In spite of any shortcomings, he is a man of honor, giving respect where its due and lending a helping hand where is needed. Most of the time he is quiet, keeping his thoughts to himself and only speaking when he has something to say. His sense of humor is quite low, actually finding it distasteful when overhearing other people joke about certain subjects, even insulting to the point of anger should they make japes about his beliefs. For him, the mission is important above all else, be it his life or the lives of others, doing whatever it is necessary to fulfil the task set before him. Some may call him ruthless with his methods but he knows that at the end of the day, his 'ruthlesness' will be what brings results.
Strengths Reynald is a skilled swordsman, prefering the use of a well balanced two-handed sword over any other. While his strength and endurance is impressive, he is fighting not with brute force but with technique, adapting to the battle as it may change. He can smei-properly handle a simple flintlock pistol but rarely appeals to it, rather when out of an opponent's range, he would reach for his hook-chain in an attempt to pull his target towards him and close the gap. Apart from his combat prowess, he has an intimidating demeanor, capable of coaxing information one way or another. He never gives up on his mission, his deep faith in the Almighty keeps him strong and fighting even in the darkest of situations.
Weaknesses Reynald considers himself not a man but a weapon in human form, thus he would most likely overtax his body in the blind pursuit of his mission. His deep faith and devotion have harden his heart, rarely if ever showing empathy or mercy. He also is very judgemental of those whom he considers to be 'lacking in faith'. He has all but denied himself the 'sins' of this world, be it heavy drinks, exquisite foods, gambling or pleasures of the flesh.
Equipment -Black Greatcoat- -Half-Plate Armor- -An armored Mask which he wears with the hood of his greatcoat- -A standard issue Claymore- -A simple Flintlock Pistol- -A strong metal hook attached to a long chain- -A Runed Dagger- -A holy talisman, always kept close to his person-
Other N/A
Name: Vayen Del'mor
Age: 25
Gender: Female
Appearance: - The first thing anyone notices about Vayen is her poise, around 5'7" she grew into her womanly figure- not quite elegant as a dancer or fine rich blooded woman but disciplined and strong cored. - Her hair long and dark like burnt chestnuts is always braided back into a bun, while it would be more practical to have it cut short like many others she has a vain attachment to it. - No stranger to split lips, bloodied noses and brows you look closer upon her face there are many small and faint scars blended within her freckles, most from old injuries where practice took a more serious turn, the more notable is her left cheekbone which sits a little higher and wider from a break that never really healed correctly. - Finally looking past the black kohl eyeliner she wears to reduce the suns glare her eyes are an appealing shade of gold flecked hazel eyes. - Her garments usually consist of riding attire as she spends a majority of her time tending to the Order's stables- leather long boots, woollen charcoal grey trousers and hand-me-down shirts. Her armour consists of light scale leather vest with a high neck collar, laced leather gauntlets and her initiate black great coat moulded for horseback.
Personality: - Vayen enjoys the respected fear that's associated with being a Witch Hunter and has a particular arrogance about her (Humility is a lesson she could learn well) this being said she holds herself to a higher caliber than everyone else, consistently measuring her skills and training against her mentors and older initiates. - Constantly being reminded by her mentors to keep a level head Vayen struggles with her emotions- she is curious, passionate and stubborn, while these traits can be moulded with experience and time but they have gotten her many beatings for unruliness and a sharp tongue. - Vayen craves experience and wants to prove her skills. She usually does not lack courage and is more than willing to put herself first. - She walks proudly with purpose and would never shy away from looking a person in the eye. - A sharp and blunt tongue has gotten her into and out of trouble many times.
Strengths: From an early age she showed promise in many areas of her training like most of her brothers and sisters of the Order. A natural horsewoman and with particular aptitude for tracking she was placed under the tutelage of the Order's Master Scout where she developed skills in wild craft (foraging and hunting etc) and herbalism such as natural medicines, salves and poisons.
Weaknesses: - While they are conditioned to push through many of their fears, Vayen still struggles with her fear of deep and open water. She can swim albeit not very strongly. - The Order's teachings have moulded her views of the world but she has many unanswered questions and needs unmet that cracks are beginning to form in her beliefs which may leave her impressionable to outside influences. - A desire to prove herself at almost any cost. - During the cooler months of the year her fingers become stiff and painful from repeatedly being broken during her years of training leaving it difficult to do small detailed work for long periods of time.
Equipment: - Naginata style staff (preferred weapon) roughly the same height as her. Slight curved blade at one end and a pointed tip the other. - Katana styled blade, usually slung on her saddle or worn on her left hip when carrying. -Blue rune etched knife that every initiate is given, worn on right hip/belt. Small leather saddle bag used to keeping herbs and salves etc when on the road.
Other: Vayen spends much of her time when not training within the stables tending to the Order's horses and hunt dogs and refining her tracking skills.
Witch Hunters
Name: Arrion Reinam
Age: 36
Gender: Male
Apperance: A powerful and imposing example of a Witch Hunter, Arrion is a naturally strong human honed to even greater heights by year after year of near constant hardship and battle. He is tall, solidly built and covered from head to foot with a huge array of scars, with the largest and most prominent of these appearing his upper torso and left arm.
His face is harrowed and harsh, with features that make clear the cold indifference he holds to the world around him. He is missing a large piece of his left ear and one of his teeth (his lower left canine). On his leathery, tanned skin, evidence of years of irreparable damage are visible from burns and cuts all the way to scars caused by minor frostbite.
His hair is a drab and limp black mess, roughly hewn by his own hand while out on the road. It falls just shorter than shoulder length and is kept safely away from his vision by a wide brimmed hat of tough brown leather, beneath which he peers out with a dull scowl.
Personality: Arrion is a veteran Witch Hunter: one who has been shaped not only by his training but also his worldly experience.
He is a perfect example of a Witch Hunter and was chosen to escort the initiates for this reason - he is dangerous, ruthless and determined to the end. At the same time however, he is also an example of everything the Hunters sacrifice to become this. He has witnessed the horrors of Magic and done whatever was necessary to protect the land from its own inhabitants, loosing a portion of his humanity in the process, becoming a cold hearted warrior with little to live for outside of his duty.
Unafraid to resort to violence at the slightest provocation, he has a tendency to look down on more subtle methods such as stealth or diplomacy. He refuses to utilise tools or weapons which are even distantly associated with magic, and would rather die than turn to a mage for assistance.
His devotion to the order of Witch Hunters is great - even in contrast with others of his kind. Having long given his life to them, he acts out the will of the order with little regard for himself or anyone else - collateral damage is preferable to even the slightest trace of magic being allowed to survive, as far as he is concerned.
Strengths: Strong and tough, Arrion clearly favors brute force and intimidation over any other approach. He is a talented warrior who wields a Claymore with great speed and skill. He is also tremendously resilient to pain: having had his senses dulled over time by repeated damage. It is this strength and determination which has led him to live such a long life in service to the Order.
Weaknesses: Arrion focuses on his strength and combat prowess to an almost crippling degree: should brute force not succeed, his only real backup plan is to use more force. While not unintelligent, his mind does not work in such a way that he can solve problems of any real intricacy. He holds such a deep, personal hatred of magic that he tends to attack without thinking - being unable to fathom the concept of walking away, being outnumbered or being outmached. He will uphold the teachings of the order at any cost - even at his own expense and will often find himself in discomfort or suffering injury when it might not have been necessary.
Equipment: Beneath his chain-lined greatcoat, Arrion wears simple clothing and a small number of hardened leather plates that serve to protect his vital organs. He weas an iron gauntlet with a silver plate over the knuckle on his right hand and carries an iron longsword. The brown leather hat he wears is old Witch Hunter attire which was once issued alongside the brown armoured greatcoat of a Witch Hunter when they completed their initiation, though these have since fallen out of fashion and are rarely worn in recent times.
He also carries a pair of flintlock pistols, which holster over his chest beneath his coat.
Other: Arrion is a sour warrior with a bad temper but he does truly want to see his initiates succeed, even if only to strengthen the order. He will act in their best interests, will always answer as truthfully if he is able and will even put aside his own judgement so that they can experience the world for themselves. Experience is the best teacher, after all.
The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes of the land to murderers, kidnappers and lawless scum that lurk in the shadows. While the many people might hold many differing opinions of the shadowy and dark organisation, there is one fact which is consistent in almost every tale told of the Hunters - that their methods and presence are as fearsome and ruthless as their cause is necessary. While most have never seen a true Witch Hunter in person there are countless stories and legends that spread the tales of their lack of pity or remorse, and while most people might resent or even hate them for reasons both honest and unfounded, none question them openly since Aldergard fell to the taint.
It was near six hundred years ago that the island province was declared a Dead Land - one in which all hope was lost to the taint of magic, after a mysterious event known now only as 'the sundering' left the island under siege from within. The very earth and air warped under the arcane energies that crackled and sparked with unstable power as Daemons and Eldritch monstrosities roamed the lands, killing freely as storms left the skies twisted and cities abandoned or burning. The Witch Hunters had failed to contain the devastation set forth by a handful of mages, and as such the island was cut off from the rest of the world - left to rot and burn in order to protect the other nations. This was the Hunters last resort.
Now however, the impossible has happened. A ship has been landed claiming to be from Aldergard - claiming that the island is once again becoming safe. The travellers claim that they wish to reopen trade routes - travel to and from the mainland and reclaim their place in the greater world.
The Order of Witch Hunters - weak as they are all this time after the Sundering - have deigned to send not just a single hunter, but an expedition of their apprentices to investigate these claims. Each a worthy inquisitor in his or her own right and worth more than a small army in the right battle, this team of magic-seekers is to be dispached under the guidance of obe true Hunter to confirm or deny these outlandish claims, and to help purify the land. You are one such apprentice: a man or woman who has lived in one of the orders strongholds on the mainland for as long as you remember. Your skills, knowledge and unwavering faith have been brutally beaten into you by sixteen years of intense training and indoctrination, and now you have been granted an opportunity to cast off your status as an initiate and become a true Witch Hunter.
Your orders are simple: as a Witch Hunters always are. Establish whether the island is truely becoming safe, eliminate any traces of magic you might discover and report your findings back to the Order. Within these parameters, you are free to act as you see fit - the authority of the Order is behind you. Question not your faith, Initiate. Magic has already led to the death of more innocents than you can possibly comprehend in this place - it has no place, it is never innocent and it must always be purged.
Welcome to Aldergard.
Since you have read this far, you are clearly at least somewhat interested in the story of Aldergard. This roleplay will be one that focuses on choice, morality and consequence. The history of the land that your character will discover is seeped in darkness and corruption and more often than not there will be no ideal solution to matters that you will face.
You must be prepared to fail. You must be prepared to be defeated. You must be prepared to accept the consequences of your actions in an unfair world.
For this roleplay, I am looking for four to six players / characters. Ideally, I will select characters based mainly on who I feel will best benefit the story - those with potential to experience the world and grow in it. Please understand this before applying - I will not simply accept characters on a 'first come, first served' basis.
I ask that players can write to an appropriate level of coherency in third person. We all make spelling and grammar mistakes from time to time, bt wen u r writn lyk did is no gud sry. Content wise, I ask for a normal post to consist of at least a couple of paragraphs - obviously there is a time and a place for shorter posts but those should be the exception, not the norm.
I also ask that each player posts between once and three times a week - I do not want to have folks getting left behind when they don't have time, but I also don't want to have people constantly waiting on each other. If you are going to be missing for a while, let us know so that we can make arrangements around that. I can check the roleplay semi-regually but might not always have time to reply quickly myself.
Naturally, expect mature themes. If you are sensitive to... well, anything really, you might want to give this a miss. Violence, psychological conflict, horror and anything else that crops up during the story will all be considered fair game. I will always do my best to keep things tasteful and urge others to do the same, but you have been warned.
Yes, these are a lot of rules / requests, but please remember that this is a story that I have thought long and hard about, and I want everyone involved to enjoy being a part of it as much as possible.
Character Sheet
Please be aware that your character is talented, but undeveloped. A blank slate. Quirks, skills and traits can be developed as the story progresses - do not overload your character with absolutely everything you can think of from the start.
All Initiates share similar pasts - growing up in one of the orders strongholds, rarely even seeing the outside world and being subject to countless hours of torturous training. That said, they are still unique people and now that they are leaving to enter the true world for the first time, it is important that they come to terms with who they are.
Name: (Your Hunters name)
Age: (Must be between eighteen and twenty five)
Gender: (Do I really need to spell this out?)
Apperance: (Images are welcome, but a detailed written description is required.)
Personality: (What motivates your character? Are they cynical or idealistic? Do they take pleasure in what they do or do they act out of necessity? This covers likes, dislikes and all other aspects of their personality which you deem important to share.)
Strengths: (Is your character particually capable with a specific weapon? Did they prove a fast learner or do they have great endurance? Are they able to hold their breath for an exceptional amount of time? Strengths should be SLIGHT - natural edges or small learned skills.)
Weaknesses: (Does your character have an injury that hinders them? Are they incompetent with technology or is there a specific skill that they simply cannot grasp? Do they have poor eyesight or hearing, or are they simply a poor judge of character?)
Equipment: (All Initiates are issued a black leather greatcoat as a mark of their status, but while some find this enough and like to rely on their mobility, others wear leather or even additional chain or scale armor beneath. Also, Initiates are permitted to take up to three weapons from the armoury, though most take only one or two. Finally, every Initiate is granted a small, silver knife etched with a blue rune, supposedly able to harm almost anything that a normal weapon cannot.)
Other: (Is there anything else we should know about your character?)
Lore
This section serves as a running record of various bits and pieces of Lore known about the land. It may be updated during the RP.
The Order of Witch Hunters
The order of Witch Hunters have existed for as long as anyone can recall, even if most knowledge of them is shrouded in myth and mystery. Across the land, Witch Hunters are viewed mostly as the stuff of nightmares - ungodly apostles that appear in the night, spreading death and destruction in their wake in their unwavering pursuit of even the slightest trace of the unnatural. Most understand that they serve a necessary purpose, but this does little to alleviate ones fears when they know not which of their neighbours or family will be be missing when they next awaken.
In truth, a supprisingly large number of these assumptions are mostly correct, if exaggerated and sensationalised. Witch Hunters are few and far between witg rarely more than twenty operating at any time. They are taken at young ages - typically between four and seven - to live at one of the orders two remaining strongholds and study the ways of the Witch Hunters. These new recruits are chosen carefully and never have any trace of magic in their blood. They begin their training immediately: Combat, tracking, survival and above all the Hunters most powerful weapon: faith.
Hunters must be able to survive in the wilds, be able to deal with society and be able to find his prey through some means. While every Hunter is taught to utilise force, diplomacy and guile, they receive specialist tutorage in whatever methods suite them best.
Witch Hunters are all trained to use as many kinds of weapon as possible, and receive specialist training with the most common weapons that they excel with. Swords, spears, axes, maces, bows, crossbows... even rare and dangerous flintlock pistols are among the orders arsenal.
While a Witch Hunter is taught to wield almost any weapon with skill and how to do battle with a mage, it is a Witch Hunters unwavering sense of righteousness that gives them a supernatural edge over the arcane realm and those that would use it against them. While little is understood even within the order, Witch Hunters sinply ignoring illusions, sensing magic through solid walls and even standing back up with little more than a singed coat after being immolated by hellfire is a more commonn occurance than it has any right to be - especially among veteran Hunters.
Every Witch Hunter wears a heavy greatcoat of brown leather, inlaid with a thin layer of chain. Whether the Hunter in question wears armour beneath this is largely up to personal preference. Initiates (including you) are issued and expected to wear a similar coat of black leather - though without the chain inlay. Aside from their practical purpose, these coats identify the wearer as a Witch Hunter and act as a symbol of authority.
The life of a Witch Hunter is one of complete sacrifice: they are taught to seek one battle after another, and as their foes are so dangerous, few ever reach the age of thirty. The oldest recorded Hunter is known to have lived to the age of fifty three before meeting his match: ancient by the orders standards.
Telathra - The Great Alliance
Telathra is the name of the collective landmass of three great nations: the great fields and forests of the lush Hawksmoor, the deserts and mountains of the nation of Es'tha and the now dead island of Aldergard. In ages past, these nations united under a common banner in the name of shared peace and prosperity.
This would not last.
Relations began to break down between the provinces as differing laws led to each drifting away from the union to act on its own accord. These were small things to begin with - appropriate punishments, laws of rightful ownership and so forth - until Aldergard disbanded the Witch Hunters order and dubbed the practice of magic valid for the first time in recorded history. This colossal shift in political power led to further breakdown between the three nations. Es'tha became much more isolated: technically still an ally to the both of the others though secretly shifting the laws of its own lands how it saw fit. Hawksmoor however declared itself no ally to a nation that would jeprodise them all and vowed to send no aid to Aldergard in the future. The three nations were divided.
The Shattering and the fall of Aldergard
Exactly what caused the Shattering, nobody is certain of. All that is knows is that several years after the vanishing of the Order of Witch Hunters from the island, a great surch of Arcane energy struck without warning. The effect was immediate and catastrophic, but would prove to only be the beginning.
The skies twisted and contorted above the island nation as the air, ground and water were polluted with Arcane power. A great shockwave pulsed across the land leaving cities shaken and towns destroyed in its wake. Those that dies then were the lucky ones however - withing weeks sightings began of otherworldly creatures stalking the land - preying on the native population and growing in numbers by the day. Es'tha sent aod even when Hawksmoor would not, but these soldiers proved hopeless against the magical foes that they faced.
Even when the Witch Hunters of the mainland nations arrived, there was little they could do. The threat had simply grown too great for fifty of so Hunters to halt, and they were forced to resort to the only option that remained. The remainder of the Witch Hunters and Es'tha's armies retreated back to their own lands. Between the two surviving nations, a complete blockade was established - no ship was to leave Aldergard under any circumstance. After a few years, they stopped attempting to.
The island was dead, and to this day serves as a testament to the importance of the Witch Hunters Order.
Races of Telathra
Humanity
"After the Shattering, we all knew Aldergard was doomed. We knew, but year after year men and women threw themselves without a second thought at an enemy they could not hope to defeat. Defiant to the bitter, bloody end, that is the spirit of mankind."
By far the most common sentient species cross the land, humanity has grown prosperous and strong over the course of its development. Moderatly long lived, strong willed and with a generally weak connection to the Arcane realm, humans have imposed regulations on themselves over the years which have led to their continued existence. They have spread across most of the known land and shown little signs of slowing their spread into uncharted territory.
Humans are considered 'the norm' and are the default to which other races are compared.
The Sha'
"Ser, I dunno how else to say it. They was there, but they wasn't. They was fuzzy round the edges - like tryin' to focus on someone after a night of boozin' even when we was stone cold sober..."
The Sha' (Sh-ah) are a widespread species even if their numbers are few. Exactly how closely related to humans they might by is yet to be discovered, thiugh they do merit a similar appearance. The Sha' are best described as ghost-like figures - typically slightly shorter and much more slender than humans, they sport smooth, grey skin and hair of various shades of black and grey - which moves slightly as if caught in the slightest breeze, whether in still air or a storm. The Sha's most noticable difference to a humans however is that their form 'shimmers' in a disorienting and almost incorporeal way - as of the edges of their bodies were only loosely governed by the laws of nature. This has led to them being associated with spirits, demons and shadows by fearful humans, but this bad reputation has little basis in fact.
Sha' do tend to have a disproportionately strong bond with the Arcane realm. Because of this, many have been hunted by the order and are relitivly few in number, however many are also perfectly mundane and function much like humans. They are most certainly not magical creatures.
Little is known of Sha' history - even to themselves. The eldest offer have no idea how old they are or where they were born, suggesting that age related memory loss runs in the race much more significantly than humans. There are no records of the Sha' in old history and no ruins that can be traced to them - it is as if they simply appeared from nowhere.
The Elder Blooded
"In the distance, we saw smoke. A fire and log huts sunken beneath the snow - an Elder village. After weeks lost in the cold and with no food to speak of, we turned around and headed back into the blizzard: better to take our chances there than have our hearts offered up as tribute to some primal God, we figured."
Elusive and hardy, the Elder Blooded (or Etaal, as they call themselves) are known to live outside civilised lands. Savages and barbarians, they are a race that puts tradition and spirituality ahead of progress and culture.
The Elder Blooded typically stand both taller and bulkier than humans, with even the weakest of the race sporting significant muscle mass. They are strong, stubborn and proud by nature, and natural warriors. The Elder Blooded are typically slightly more receptive to magic than humans, but as it is such a minor part of their culture there are few recorded instances of it ever being used.
As tradition dictates they do not cut their hair it is not uncommon for them to by noticed by their large manes and beards. They tend to reside in colder climates where humans have fewer settlements, but are known tobhave tribes scattered across the lands. Few speak the common tongue.
While the culture of the Elder Blooded is clearly more ancient that of humanity, there are strong similarities which suggest that they may be closely related.
The Elves.
The Elves were once a race that resided in Hawksmoor, before humans had even come to exist if the stories are to be believed. The most widely accepted version of their history is that they managed to wipe out their entire civilisation and species through uncontrolled magic much in the same way that Aldergard did, and that the precious few that had little to no connection to the Arcane realm would survive and later breed to eventually become the first humans.
The Seraphim
The Seraphim - or Seraph - are widely regarded as little more than legends, though there are some small traces of evidence that suggest they might have truly existed. Stories tell of angels - celestial being that ruled the land in a golden age, long before the three nations were divided. The most common stories are that they grew too noble for their mortal world and ascended to another, greater plane ld existance.
While this is of course absurd, there have been a very small number of skeletons located in the darkest corners of Es'tha Telathra which display certain avian features which may explain where some of these legends evolved from.
The Nesaka
Unlike most other long dead civilisations, the Nesaka are fairly well documented. Reptilian-blooded humanoids with hard, scale-like skin, the Nesaka held a flourishing civilisation not long before Es'tha was colonised by humans. Beautiful, strong and valuing intelligence and art above all other traits, their downfall was a sad but long predictable tale - due to a genetic flaw, each generation saw fewer and fewer females born. Eventually their numbers simply dwindled to nothing.
As a relatively recent race who had forseen their fate ahead of tijme, a large amount of ruins, inventions and texts survived and have been recovered in their homeland of the Es'tha deserts. Many complex contraptions can have their origins traced back to Nesaka roots.
Wow, I'm supprised* to see such a positive response! Hope I can answer any questions here...
(Edit - I didn't notice I had written 'supposed' instead of supprised)
What is the truth of magic? Is it really evil, or is that just what people believe?
Well that's... open to interpretation really. One of the points that I'm hoping to explore. It's a lot more than just a tool that can be used by people regardless of their morality though - there is a reason the Witch Hunters exist after all.
Certainly interested. Being a fantasy, I assume at least the normal fantasy races? Also, is there no such thing as 'miracles'. Holy magic of sorts, or are we essentially the inquisition?
An Inquisition of a sort yes, though the Witch Hunters are based off a less grand concept - Indivituals that are basicly let loose upon the world, with no real power (legally) but commanding fear and a dark kind of respect. They possess a power of their own that is not quite magic and not quite mundane, which even they don't understand. Again, something I want to explore during the story.
As for races, while other races do exist in the universe, they tend to be rare. Think of it this way: Elves are associated with magic, so if magic is eradicated then so are most of the Elves.
I'm certainly intrigued by this.
A query: it mentions each witch hunter as being worth a small army. Do the witch hunters themselves possess some sort of magic or something?
Mentioned this above. But in a word, yes. Kind of. They have powers that develop that aren't quite magic, but at the same time certainly aren't normal. Worth a small army might be an exaggeration depending on exactly what they are fighting - put simply, they can do things that humans simply can't do. Mostly revolving around fighting and stopping magic.
Well... you clicked the link so stay a little while and hear me out, if you will.
I have in my head a very firm setting for a story. I have places, I have people and I have a history - but no story taking place there. I was wanting to put my idea out there and see if there was any interest. To put simply, this roleplay will involve characters being placed in a world with only a very vague goal - where they go, how they deal with the challenges and what impact they have on the world around them is then completely dependant of the actions of the players.
Witch Hunter will involve mostly mystery, exploration and (what I hope will be) deep moral decisions. If I am successful, you will genuinely feel torn over the choices your characters might have to make. A difficult goal, but one I aim to achieve.
Now for those that are still reading, without further ado... please read on.
Witch Hunter: Aldergard
The Order of Witch Hunters are known across the land of Telathra as a great number things: from guardians, protectors and heroes to murderers, kidnappers and lawless scum. While the people's differing opinions of them might be as widely spread as an ocean, two things remain consistent in almost every tale that is told of the Hunters - that they are terrifying in their methods, and necessary is their cause. While most have never seen a true Witch Hunter there are countless stories and legends that spread the tales of their lack of pity or remorse, and while most people might resent or even hate them for reasons both honest and unfounded, none question them openly since Aldergard fell to the taint.
It was near six hundred years ago that the island province was declared a Dead Land - one in which all hope was lost to the taint of magic. After a mysterious event known now only as 'the sundering' left the island under siege from within. The very earth and air warped under the arcane energies that crackled and sparked with unstable power as Daemons and Eldritch monstrosities roamed the lands, killing freely as storms left the skies twisted and cities abandoned or burning. The Witch Hunters had failed to contain the devastation set forth by a handful of mages, and as sucb the island was cut off from the rest of the world - left to rot and burn in order to protect the other nations. This was the Hunters last resort.
Now however, the impossible has happened. A ship has been landed claiming to be from Aldergard - claiming that the island is once again becoming safe. The travellers claim that they wish to reopen trade routes - travel to and from the mainland and reclaim their place in the greater world.
The Order of Witch Hunters - weak as they are all this time after the Sundering - have deigned to send not just a single hunter, but an expedition of their apprentices to investigate these claims. Each a worthy inquisitor in his or her own right and worth more than a small army in battle, a team of magic-seekers to confirm these outlandish claims and help purify the land. You are one such apprentice: a man or woman who has lived in one of the orders strongholds on the mainland for as long as you remember. Your skills, knowledge and unwavering faith have been brutally beaten into you by sixteen years of intense training and now you have been granted an opportunity to cast off your status as an initiate and become a true Witch Hunter.
Your orders are simple: as a Witch Hunters always are. Establish whether the island is truely becoming safe, eliminate any traces of magic you might discover and report your findings back to the Order. Within these parameters, you are free to act as you see fit - the authority of the Order is behind you. Question not your faith, Initiate. Magic has already led to the death of more innocents than you can possibly comprehend in this place - it has no place, it is never innocent and it must always be purged.
Well, there it is. A brief summary. If anyone is interested, I would love to hear it!
Titles: The Audacious. The Daring Bard. The Gambler of Fate.
True name: Franklin Zimmadin
Inspiration: Sheogorath, Orpheus, RPG Bards and TVTropes.
Appearance: A rather simple-looking male human wearing a foppish hat with a large peacock feather protruding from it, and robes which appear to be several sizes too large for him. Said robes are so patched with bright colours that it is nigh impossible to tell what colour they were to begin with, though there is a large amount of gold. His actual facial features are ordinary, though he inspires a slight feeling of surreal dizziness in those that look upon him. A hummingbird typically sits on his shoulder.
Symbols: A large peacock feather. A broken lute. A hummingbird. A quizzical expression.
Portfolio: Chaos Domain: Luck subdomain.
Alignment: Chaotic Neutral
Servitars: Otherworldly Ethereal spirits disguised (poorly) as Bards.
Weapon: Typically a Scimitar, but anything flashy, excessive and over the top.
Animal: Hummingbirds
Followers: Bards, duelists, swashbucklers and gamblers.
Zimmadin was once mortal - or at least, so some stories would come to tell. A wanderer who lived with not a single fear and knew no master. So unflinching and so audacious was he that he that when he had seen every last challenge that the mortal realm could offer he did not beseech the higher powers, but rather demanded they granted him their favor - elevating him to a station where he could watch over those that might dare as he did. For his sheer audacity, he was granted a game of chance by some ancient deity of fortune: with the gods own divine right as its prize.
Suffice to say, he did not lose.
It is said that so long as one trusts their fortune wholeheartedly to the Bardic Gambler, their very fortune might be swayed. So long as they show their disregard for any kind of modesty, subtlty or restraint, his favor might see them through the most convoluted of circumstance.
Name: Lustran
Full (real) Name: Endrick Harbor
Age: 34
Appearance: Narrow faced and cold of expression, Lustran is solidly built yet lythe after many years of living as what can only be described as an outlaw. He has charcoal grey hair which is several inches long, swept back to reveal a face whose expression naturally falls somewhere between a sneer and a snarl. His eyes are a cold steel-blue, piercing and recessed beneath a prominent brow. His face is slightly gaunt, though this is made more prominent by the surreal hollowness in his expression.
Personality: Cold and disinterested in the affairs of others, to call Lustran the emotional equivalent of a wall would be a disservice to walls everywhere. His mind is a fortress: layered in so many facades that he has long forgotten what his natural personality was before he began his new life. On the surface, he is a cold hearted outlaw - a mercenary, a wanderer and a brigand through and through. He cares little for others beyond using them for his own means and has no qualms about taking the underhanded route to success. He plays the part of the villain well, as that is what he has become.
He has forgotten a large portion of his past - not through accident or malevolent intent, but through choice. His memories of his past life have been suppressed long ago along with his name and personality. Now he is simple a criminal - fighting because he knows little else any more.
He is intelligent and cunning, if not particularly wise. More importantly however is his strong sense of self entitlement and twisted view of justice and retribution. Lustran can be disproportionately cruel with very little motivation.
Alignment: None.
Morality: Lustran cares little for good, evil, law or chaos. He looks out for himself and has his own agenda.
Likes: Lustran enjoys many of the vices of mankind - he might be cold but he is still very much human. He tries to keep himself occupied at all times through whatever distractions might be available. He also seems to take a sick pleasure in executing vengeance on any he deems to have wronged him.
Dislikes: Not unusual for any man, Lustran is not fond of being wronged. What is unusual however is how much so this applies - he is sadistic and cruel when pushed even only very slightly, and there are some topics that rile him more than others. He cannot stand to be unoccupied for any notable length of time and must constantly be doing something to keep his mind busy.
Secrets: N/A
Companion (Optional): 'Valkyrie' (see ‘Other’)
Outfit: A brown leather greatcoat, lined with a thin layer of chainmail. The coat is well fitted and of high quality, if very old. It is stitched in many places where the leather has been split or pierced by various means. Beneath this, Lustran wears a fitted doublet of black velvet and matching legwear - both of high quality and well cared for, but again somewhat aged. He also wears thick boots and gloves made of rugged leather, with iron accents.
Other: Lustran carries a large, heavy crossbow on his back, supported by a leather sling that he wears over his coat. This bow - which he refers to as Valkyrie - is an old and rather unique weapon in that it's weight and size render it almost more reminiscent of a Gastraphetes (charybdis.nl/ef5f5030.gif) than a regular crossbow. It is fitted with an iron spike which also functions as a bayonet if need be.
Appearance: Far from masculine, the soft skinned and fair haired Emryn has maintained an almost childlike appearance into his adulthood - with sparkling blue eyes and blond hair pulled back into a loose ponytail he certainly appears far from intimidating. His features are soft and narrow, well cared for and clean. Despite his evident recent travelling he is still well groomed with a smooth face and not a scar or blemish or stubble of facial hair to be seen.
Personality: Emryn is a kindhearted and optimistic individual, who suffers from a mild case of ‘hero syndrome’ - he is unable to see someone being mistreated without feeling a deep need to intervene. Sadly, this conflicts with his lack of material prowess: while Emryn seems capable enough in theory, he simply does not have the mindset of a warrior.
He is compassionate, but somewhat naive and lacking in knowledge of the world - startlingly so in some areas.
He understands the need to lie, cheat and steal on occasion - or at least, he claims to - but struggles to understand the concept of one person's needs being greater than another's. This can often leave him conflicted and unable to act in situations where he really should - deigning to rely on others to make difficult decisions in his stead. He is a naturally social and curious type, though this can lead to problems on occasion when he has tried to socialise with less kind characters.
Alignment: Whoever needs help the most.
Morality: Emryn is kindhearted and compassionate - a ‘good’ person by almost anyone's standards. He cannot stand seeing anyone wronged unduly and has a powerful sense of justice that he struggles to ignore, even when he understands the reasons why he should. His idealism is something of a problem but has led to a natural ability to make friends, as he comes across as trustworthy and brightens the day of anyone he can.
Likes: Emryn appreciates kindhearted gestures, honesty and integrity. He is also quite fond of teas and visiting new locations. Making new acquaintances is something he tends to enjoy. He enjoys the concept of dueling, but lacks the capability to fight well and is far less fond of losing. He also has quite the sweet tooth, and enjoys spending time at night reflecting on his memories beneath the starlight.
Dislikes: As mentioned, Emryn cannot stand losing. He struggles to forgive himself for being bad at anything and hates to have to rely on others anymore than necessary. He cannot stand cruelty, underhanded actions or even neutrality when it might lead somebody to harm.
Secrets: N/A
Companion: N/A
Outfit: A simple, loose fitting outfit made from several thin layers of sturdy cloth worn over each other bound by leather belts and ties - mostly in shades of forest green. In addition, he wears a long scarf, hood and cloak all made from a very thin, lightweight red cloth. Beneath this and hidden from sight, he wears a silver amulet in the shape of an owl.
So, this is the greeting section? Well, here I am!
I'm a fairly experienced roleplayer and aspiring author with a huge passion for flawed heroes and character development. A friend of mine recommended I check this place out, then I made an account and... well, you know the rest.
I'm pretty big on fantasy and Sci-fi, getting into a characters mindset and improvisation. Love throwing curveballs in stories, and making players decisions really feel like they have 'weight' behind them. Not so big on cliche overpowered and two dimensional characters, and WAAC players who thing that they need to 'win' at role playing.
I HATE god modding, (bad) Mary Sues (tropes are not inherently bad, folks!) and people who lack common respect. I'm also an egotistical, sociopathic hypocrite. Just getting that out there.
I love to write, and role playing is an awesome outlet for that. It gives me opportunities to write about characters who aren't always the centre of focus: the morally ambiguous that could never be the 'real' heroes in an ordinary story. I love both seeing a character grow strong and watching them crumble to dust under the pressure of a good story. I'm also a big fan of building worlds for these characters to interact with.
So... that's me! Hope to stick around for a while and see what's going on around here. Adios!