Hello, and welcome to the Telltale Talismans! This is the first RP that I will be attempting on rpG2.0, and I'm very excited to give it a whirl! I am looking for a decently-sized group of RPers to sign on. Preferably 6-8, but the numbers are flexible.
But first, a little about how I run RPs:
- Since this is in
Casual, I certainly won't be going out of my way to enforce a posting length, posting rate, etc. I want people to write well, length be damned. I'm a quality-over-quantity kind of guy. However, please aim to post once every few days. Keep us updated on your status via the OOC! Be friendly, people. We all got lives, we're here to have fun.
Also, despite the fact that I have a very planned direction for the story of this RP, never hesitate to throw something into the pot. Check with me if it's something big, but odds are you'll be good to go. It's collaborative story-telling, I'd be remiss to not give everyone a fair share of the plot.
Anyways, onto the main attraction!
The Setting:- Our story will take place in the world of
Xerra. It's a relatively small realm; its most prominent feature is the large city of
Magisol, which floats a comfortable distance above the planet's surface. Magisol is a massive, sprawling city. It houses the rich, the poor, the workers, and the adventurers. The center of the magnificent city is a gargantuan clock tower. A grand symbol of the city, it is from this pillar that all of Magisol is built. The city houses an incredible diversity of people, their only commonality being a desire to pave their way in the world. Resources are scarce, and only the strong or clever thrive. Beyond the city limits, on the surface of Xerra, there is little more than sprawling desert. It is largely uninhabitable to all but monsters and the most hardy of people. However, hidden in its sands and rocky cliffs lie unseen bounty. Minerals, water, and all sorts of artifacts are systematically discovered and mined from the surface. Forests are also present, though scarce, only popping up surrounding oases and aquifers. Dungeons and other Ruins are aplenty, and the surface hides many secrets. A few small communities exist out on the surface, most established to specifically extract a resource and ship it to Magisol. Though a few operate as self-governed city-states, the majority of these communities are run by
Guilds.
Places of Note:
- Magisol: The largest (and only) city in Xerra. It floats comfortably above the planet's arid surface, and is built around a massive clock tower known as the Chronos Pillar. Since it houses 99% of the Xerran population, it is quite a diverse city indeed. It is tiered like a mountain, with the lowest level being the slums, and the city's elite residing on its uppermost, sunbathed tier. Most buildings and infrastructure are made from metal alloys, since wood is relatively rare. The city itself is suspended with magitech magnet boosters, and a mysterious clockwork generator is at the very heart of Magisol.
- The Surface: It's a long way down, but the majority of the planet is covered by a vast expanse of rocky desert. Legend has it that the surface used to be lush and habitable, but no one can say for certain, despite what some of those crazy xeno-historians think. There are many ruins and dungeons dotting the landscape, as well as the occasional oasis. Most of Magisol's resources are extracted from the Surface, usually done in huge mining colonies set up by Guilds. Everything from water to oil to new Talismans are found in this manner. So despite being so barren, it is quite lucrative to the experienced eye.
- Magisol Castle: where the Ruling Body of the city presides. It is therefore usually occupied by the Ruling Guild, though remains vacant and guarded until a new one is named. It is a vast clockwork castle built right into the side of the Chronos Pillar.
- More to be added as necessary
Guilds: - Guilds, coalitions of like-minded people, rule the city. A Guild will generally amass resources and specialize in a service. There are information-seeking Guilds that run Libraries, Mercenary Guilds that provide hired hands, Mining Guilds that run the surface settlements, Treasure-Hunting Guilds, etc. There is even a
Ruling Guild that operates as a sort of monarchy for the City. Being a member of a Guild affords you a higher quality of life--resources, companions, a livelihood. Success while operating as an
Independent is not unheard of, but unless you possess a very specific and marketable skill, or are a wealthy merchant, your quality of life is likely very lackluster. To join a Guild, the prerequisite is that you are at least 15 years of age. Although recruitment requirements vary by organization, it is almost guaranteed that you must be in possession of a
Talisman.
Guilds of Note:
- Galdexia: The "Golden Hands". This Guild of Mercenaries recently experienced a setback, as two-thirds of their Guild was wiped out in a mysterious incident while on a mission. For the most part, they are a noble and adventurous lot, who take on new members based on the caliber of one's character. It is led by Niami Galdexia, a high-ranking female mercenary with her sights set on the Ruling Guild's chair.
- Malvarona: The "Black Hearts." Self-proclaimed rivals to Galdexia, they are led by Niami's twin brother, Blaize Malvarona. Another mercenary Guild, they pride themselves on a strict recruitment policy, and only taking on the most high-profile jobs. Though considered dangerous and a bit hostile, they are well-respected in Magisol, and not to be trifled with.
- Aetherex: Formerly known as the "True Kings." Aetherex was the former Ruling Guild that was deposed after their leader was suddenly reported dead. Without his guidance, the Guild crumbled, and few now wear its name. It primarily consisted of upper-class merchants and aristocrats, and bore the title of a Treasure-Hunting Guild. some of its ex-members speak of a Guild revival, while others have become rogues that use the lingering resources of their ruined Guild for personal benefit.
- Platonii: The "Wise Ones." Formed by wise warriors and scholars, this Guild controls most of the Libraries and other information-gathering services in Magisol. They have very strict recruitment standards, but are primarily out for the betterment of the people. Approachable and trustworthy, for the most part.
- Forzite: Loosely translated to "Raw Power." This is the Mining Guild, and they oversee a vast majority of settlements on the surface. Both physically-capable warriors as well as enterprising merchants flock to this Guild. They need the muscle for mining, and the economic minds to wisely move resources. A very integral Guild to Magisol's current quality of life.
- More to be added when necessary.
Talismans:- This is the Magic System of the RP. The ability to use Magic is not innate with the people of Xerra. Talismans are any artifact that, when equipped and utilized, bestow abilities or other skills on the user. This can be anything from elemental magic, weapons, physical enhancements, etc. There are a seemingly limitless variety of abilities. However, only one person can use one Talisman at any given time. Once bonded with someone, that Talisman becomes theirs, until death or some other rite is performed. They can be stolen, yes, but not utilized by anyone other than the owner. There seem to be a set number of Talismans; most are found as treasures on the surface, but many are passed through family lines. It is unclear where Talismans originate, but they are an invaluable asset. The most respected Guilds contain people with incredibly powerful Talismans. Through continual use, the owner of a Talisman becomes more strongly-bonded with it, and unlocks further abilities. The utility of these Talismans is endless, but most seem to get the most mileage through combat. These strange artifacts seem to find their user through sheer force of fate, and appear to be perfectly indestructible.
Tech Level and Etc.:
- Steampunk level tech. We're probably all familiar with this trope. It's modern, but with a fantasy flair. Magic exists in the world of Xerra, through Talismans, but many modern devices exist as well. Most upper-class homes contain electric lights and appliances, and Guilds generally have their own radio transceivers to keep their members in contact over long distances. While things like television and the internet may not exist, that's not for a lack of possibility--it's just that no one has gotten around to inventing them yet! Humans are the only playable race (as of now), but that doesn't mean you can't bend physical appearances by using Talisman abilities.The planet of Xerra is also relatively small. This really won't affect the RP, and I'm going to ignore the real-life consequences of science, since I have magic talismans and other silly stuff like that. There's a sun, a moon, outer space, etc. It's just a smaller planet!
Cultural Notes:
- There are a huge variety of people that live in Magisol and on Surface colonies. The one thing that unites everyone is the presence of Talismans as everyday necessities. Though many people will never own a Talisman in their lifetime, it is often a very sought-after quality of life. The desire for one to have a Talisman has shaped Xerran culture, from fairy tales that tell of children finding their fated artifacts, to Talisman 101 taught in public schools.
- Children are not forced into compulsory education, but most attend public or private school institutions up until they are 15 years of age. It is then that a young person decides if they will join a Guild, attend some sort of higher-learning, or become versed in a trade. Some individuals never go to school, and others are homeschooled.
- There are not many religious institutions in Magisol. Talismans are often revered as spiritual artifacts, but the world is not unified under a deity or school of philosophical thought. There are stories of Old Gods since before Magisol's founding, but they are often just regarded as stories. The Chronos Pillar is said to be a sacred monument, but again, not many refer to it as such.
- Last but not least, the question of Last Names. Every family has a surname, but rarely do people refer to each other by it. Instead, those who join a Guild take on the Guild's last name. Those that do not join Guilds sometimes go by a surname, or just do not worry much about it. People generally only share their last names with close friends, making the reveal of one's family name seen as something of an act of trust. Best friends, spouses, etc. share their last names with one another as a sign of respect.
The RolePlay: - So yeah, if you got through all that, here's the main idea: We will be playing characters of guild-ready age, and who likely have Talismans of their own. One of the most well-known and respected organizations, a Mercenary Guild known as Galdexia, is now taking on new recruits. They recently experienced a huge disaster, and lost 75% of their Members. Crippled by this loss, it has opened up new opportunity for those wishing to get a start on Guild life!
Simultaneously, the Ruling Guild has lost power over Magisol. This has created a power vacuum, with many Guilds attempting to gain control of the city, for better or worse.
The Council, a temporary ruling body consisting of respected city elders, needs to name a new Ruling Guild. Sounds like the perfect opportunity for our characters to get in the mix of things! They will be joining this Mercenary Guild, for varying reasons, as the plot unfolds. Conspiracy and mysteries are afoot in the city of Magisol! [/hider]
Character Sheet: - If you're interested to get involved in this new RP, here's the appropriate thingie to fill out. You can only have one character at the start of the RolePlay, but I may be open to letting you create more (or promote one of your NPCs to character status) as the RP progresses. Put some thought into the character, but don't feel like you need to create some epic badass or something like that. I think this will be a largely light-hearted adventure.
Name: (first name is all that's really necessary. you can include your character's last name if you wish, but it won't be very relevant, as mentioned in the Culture section.)
Age: 15+
Sex: (biologically male or female. if you want to create some genderqueer androgynous pansexual otherkin, fucking go for it, but I still want the actual binary.)
Appearance: (picture or otherwise. I tend to roll my eyes at anime pictures, but I can't and won't stop you from using them! just try to give us a good idea of what your character looks like, and describe any differences in a few sentences, if necessary. )
Personality: (keep it brief, yet dense. I believe your character's personality will only become fully-developed once you start playing them.)
Backstory: (personal history, why they're joining Galdexia, education level, etc.)
Equipment: (tools or minor weapons they use, not including a Talisman.)
Talisman: (name/physical description of Talisman)
-Abilities: (what does it do? be as detailed as possible.)
-Backstory: (how did your character acquire it?)
Theme Music: (just a fun little extra I usually do with my RPs. if you have a song in mind from your character, like from a video game or something, feel free to put it here! not required or even necessary, just fun.)
Name: Reeze
Age: 17
Sex: M
Appearance: - A young man, with red hair and brown eyes. He stands at average height for his age, with the build of a runner. Reeze wears whatever clothes he can find; currently, he's settled on a dark blue tunic and a gray cloak. He also wears a pair of oversized, light pants and some foot-conforming moccasins.
Personality: Spirited and excitable, with his sights always set on riches. Reeze is obsessed with hitting it big, and is always looking for the next scheme to get rich quick. He's not above skirting Magisol law to accomplish this, but has decided that pursuing a Guild career could go a long way. Despite his greed, he has an aversion to physical violence, usually opting for a flight over fight.
Backstory: - Reeze was born to a middle-class family in Magisol's median quarters. His father was employed in a Mining Colony overseen by the Forzites, and his Mother died before he could even remember her. Reeze's father had long hours, but made a decent living; this afforded his son free roam of the house, neighborhood, and city at large. Reeze frequently stirred up trouble at school, often just to get himself suspended for a day in order to explore the city all day. He was hardly concerned about his education suffering, and figured anything you could learn in a classroom could also be taught in the streets.
However, his father was killed in a mining accident when he was approximately 10. It affected Reeze for a time, but he was already used to being alone most of the time. An Uncle whom he'd only met a few times was the only one to take him in. Uncle Jax lived in the low quarters of the city, and had a job that saw him organizing refuse from mining operations--a glorified garbageman. Reeze had all but dropped out of school at age 12, and took to doing a few low-impact scams in markets and alleyways to net himself some spending money. He would also on occasion join his Uncle at work, and was allowed to keep anything interesting or valuable that went through the sifting machines. He could sometimes find fragments of gemstones, or a discarded piece of ore that would net a few bucks from a streetside vendor.
One day in particular, however, he got lucky. A shiny, heart-shaped gem appeared at the top of a pile of scrap minerals. Reeze's Uncle instantly recognized the strange artifact as a Talisman, and presented it to his nephew. Overjoyed, Reeze fashioned a chain and began wearing it around his neck. He practiced with the Talisman, bonding to the gem, and his activities became even more bold. He would sneak out at night to the Surface in order to mine things personally, or slay some beasts for their tusks. Though the revenue was hardly worth batting an eye over, to a kid it was a small fortune. This continued for years: Reeze would grind for furtune, blow it all on an interesting trinket, then rinse and repeat.
He eventually caught wind of one of the more well-known Guilds, a Mercenary operation by the name of Galdexia, was recruiting. Instantly smitten with the prospect of making some money in the Guild, he was quick to train himself in basic combat, and made plans to join.
Equipment: - A special satchel that only he knows how to open. The knot is fashioned in a way so that if the wrong oops are pulled, it becomes even more difficult to open. Coupled with the strong, heatproof material that it is made of, Reeze is able to safely store his belongings away from prying eyes.
- Leak-proof canteen
- Vial of
Pyrespice-- these small cloves can be thrown to the ground to cause a smokescreen with a mild irritant effect. It's also pretty good in soup.
Talisman: Garnet Heart-- This magenta, inverted heart-shaped stone is set into a black metal base, and a chain allows it to be worn around Reeze's neck. Upon activation, it glows a fiery red and a crystal sword extends from the top of the heart. A hilt also extends from the posterior, allowing it to be wielded like any other standard blade.
-
Abilities: like any other Talisman, it is indestructible. The Blade also extends out to various lengths, from a small dagger to an unwieldy longsword. The sword itself also glows from extreme heat, and coupled with its incredible sharpness, can cut through most materials. Reeze can focus on making it hotter, but the heat could eventually consume him, or possibly burn out and need to re-charge. Using it, he was able to mine and slay beasts with little trouble.
-
History: Found in a pile of scrap metal and discarded minerals. Reeze's Uncle found the Taisman, and gave it to him as a gift. With time and practice, he eventually unlocked its potential, and he wields it very efficiently.
Theme Music:Here.