Through her grace, this day...is your last day. Urchin, charlatan, prince or general; it matters not on this..hallowed ground. In the name of the Ten true, let weakness burn away in her light. Let trembling hands be steeled by her touch. Let the throats of men moaning trepidation deafen to her call. Let your fears die, and all that you once were pass on with it. You are called to a higher purpose. You are a blade in the fog finding liberation in oppressive mists. You are a conduit for the dead; a brazier for the living.
Yours is the darkest of tasks to bear, oh wardens of taint. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath of blood and burden.
Setting: The year is 39 in the Age of Owls. The Order of Vigilance, bound in blood to protect all of Vicelles from the abominations of the Fog, have conscripted its newest recruits under the protection of their ward, Elias Black. For over two eras these pervasive, toxic, mists have obscured most of the vast Vicellan woods cursing and poisoning whatever may be lost to the ever undulating murk.
The abominations, dogged in their seizure of land and resources, are only one of many threats to the realm. The myriad of noble houses occupying the various Vicellan holds feud perpetually over claims of birth-right, scarcity, and territory. Whispers of war spread even farther than the mist.
Ever elusive to the musings of farmers and kings alike is the origin of the Fog, and how exactly it may be halted. Secrets, conspiracies, oaths, blood and fog await the damned souls of Fort Stag.
Authored by Miriam Foster
Referred to also, as the Common Calendar the Marcellian Calendar is a unit of measuring time developed primarily for Carthus. However, after the War of Splitting Branches, with a far more expansive global trade system the calendar and its months have become the norm for a number of societies throughout Ithea.
Frostmist: The first month of the year. Characterized by the beginnings of consistently colder climates in most of Carthus and throughout the Dales. (45 days long)
Verestas: Named after the embodiment of death, Veruun. Verestas denotes the first snow falls and the dying of plant life throughout many parts of Ithea. This month is the longest month in the year. (63 days long)
Harbormarch: This month marks the end of Veruun’s influence over the lands of Ithea. Harbormarch is called such because it is during this month that most major waterways begin thawing out. (45 days long)
Springtide: The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long)
Reistas: Reistas much like Springtide is a month characterized by growth and a welcoming of the summer months. Reistas’ rise in temperature often brings about heavy precipitation. (42 days long)
Summerhill: Summerhill, as the name suggests, is the only summer month in the year. (40 days long)
Cristulas: Cristulas represents the transition from summer into fall, and is the shortest month in the year. Cristulas has moderately warm temperatures, and is the optimal harvest season for much of the produce in Ithea. (38 days long)
“Oft the subject of handmaiden’s tales to young Vicellan nobles my kind have been relegated to mere fantasy and myth. Yet beyond the fog do we lurk- same as any beast, I suppose. Vicelles is not yours alone. Those who have arisen in the glimmer of nightfall lay claim to your forests, your homes, and your person.” -- cited by anonymous author Memoir of the Tainted
An arisen (known locally as night-stalkers or nightkin) is the product of a mortal having submitted to blood lust symptomatic of the night sickness. The months following their transformation, these arisen develop a level of agility, strength, and endurance far more substantial to that of normal mortals. This is at the consequence of an incredible sensitivity to light, and extreme reactions to sunlight. Along with this, the sickness requires its victim to feed on the blood of mortals. Preference seems to be given to, sentient mortals, for unknown reason. Failure to meet this need produces fog poisoned nightkin, and with it the loss of sentience and sanity.
Arisen do not age in the traditional sense, and because they remain exclusive to Vicelles’ forests there is little research regarding their life cycle. Even still, arisen are not immortal. They are regarded as an incredible threat throughout Vicelles, and thus oft take up hiding in small communities on the outskirts of civilization. For fear of infiltration by an officer of the Order of Vigilance broods often require outsiders to first have a contact within the community. In practice this means that arisen transformed by a random attacker are usually ostracized and forced to brave the forests alone.
It is unknown where nightkin might originate, but like other creatures they are assumed to have come alongside the fogs that plague Vicelles.
"Beware the hushed cries that play on the winds. It is not a cry for help, but a warning. Her blood tears mark her territory. Once you've heard the her harrowing scream it is oft too late.
--Miriam Foster--Compendium Obscura
It is more common to hear of banshees in handmaiden's tales than to actually encounter one. They dwell where the fogs are heaviest most likely because they prefer to be alone. Their emaciated husks make them appear weak, but they are incredibly powerful. They move along the wind with their screams being the only sign of their presence. Their wails have been known to pierce the ears to the point of drawing blood. With elongated digits and sharp teeth that have ripped apart pieces of their jaw- most encounters tend to be fatal. This includes even the strongest of the Order.
"Occasionally, when the harvest is at its most plentiful do these creatures stumble ravenously from the wood. With inflamed and tumorous sores bloating their stomachs like a woman with child these monstrosities are often reduced to a pathetic shamble. Regardless, their hunger knows no limits and they will feast on anything they manage to catch.
--Miriam Foster Compendium Obscura
Upon feasting on the meat of a fever stag the feaster's stomach begins to rot and corrupt from the tainted meat. In the early stages of the affliction fever and explosive stool are common. Large cysts appear on the torso, and within a few days expand forming a larger tumor on the stomach. As the bloating continues it becomes difficult for the victim to keep down foods and bile frequently spills from their mouth. The flesh can rot, and becomes weak and easy to tear. The feet often become gangrenous from prolonged exposure from weakened flesh.
In the final stages of the infection the victim is plagued by hallucinations and an intense burning sensation throughout the body. The fever begins to destroy the mind, and soon only the most basic mental faculties are kept undamaged. Bloats ooze wretched smelling pus from their orifices, and clamor for anything they can eat. They prioritize meat, but will not prey on most fog-poisoned creatures and fauna. Some victims are kidnapped by the Crows of North Marsh and intentionally transformed into Bloats for the purpose of rituals.
A powerful coven of mutilated witches corrupted and twisted by the blood magic that feeds their power. Rather than serve a divine or otherworldly entity the Crows of the North Fens draw their power from the fog itself. Unlike most witches, the Crows are physically altered by their ritual. It is speculated that this is because the ritual is forced unto an individual as opposed to a consensual rite. The Crows have a connection to the tainted wildlife of the forests. They may use them for surveillance or protection. The Crow Witches kidnap people (more often those who are feminine), and perform a ritual wherein the victim is force-fed one of these tainted poultry. Upon ingestion of the sickly meat and blood, an ancient Ellvaani incantation is uttered. The victim is corrupted within hours, but upon transformation is gifted with incredible cultivation magic.
“In the heart of the forest do they shamble without cause or conviction. Nay, they are little more than manifestations of the twisted oak that weeds its way through the fog. Lost men whose intrepid curiosity robbed them of their flesh.”
--Miriam Foster Compendium Obscura
The Hollow Men are husk like creatures that aimlessly wander the fog-heavy forests of Vicelles. Though the arcane research that explores these creatures is limited, there exists a wide consensus among arcanists that the hollow men suffer an ancient curse. The stories of travelers bound by magic to the trees of the forest are commonplace in much of Vicelles.
What little is known of the affliction is that spores seem to lull careless travelers into a state of euphoria. From here, vivid hallucinations plague the victim and entice them to wander the forest with little regard for their own safety. Continued exposure to these spores inflict a hex curse on the victim. The transformation is believed to be quite painful as the shoulders bloat like tumors until they engulf the neck and chin. Before long the face becomes sunken and disfigured, and the breastplate is compressed. Once the hex has ravaged the body enough the head is so disfigured, and the upper body so swollen, that the face appears sunken into the chest.
"Vicelles is the colder distant sister of the other great countries inhabiting Carthus. While the state is comprised mostly of humans the dark soils and ever-present wandering moonlight beckon much stranger bedfellows. The noble houses of the land are in constant turmoil with perpetual feuding over birthrights as constant as the mists that bathe every village and city of the country. The aforementioned noble families remain loosely bonded in solidarity only for the wondrously dreadful abominations of the fog.” -- cited from Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Astoria is one of four nations in Carthus. Highlighted in red on the political map, Astoria is ruled by one major house. House Chamberhill currently holds the throne with little in the way of political opposition from minor houses throughout Astoria.
There are a myriad of religions scattered throughout Ithea. Below is a compendium of some of the most prominent.
The Ten Divines Faith is the religion that dominates most humanistic cultures throughout Ithea. The Ten Divines are each an embodiment of specific virtues, and often are worshipped in that specific context. A farmer might pray to the Goddess of rain and fertility, for example. These deities have their own respective temples dotting across Ithea, and have priests and paladins whom serve them.
One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment.
Reias: Mother of Birth and Soil- goddess of Soil, Fertility, Nature and Rain.
Minerva: Mistress of Magic- goddess of Magic, Arcane Knowledge, Balance, and Foresight.
Clarus: The One Who Sees- god of Fate, Destiny, Divination
Veruun: Guardian of the Deep- god of Death, Darkness, Murder, and the Underworld.
Cristo: Lord of Light and Strength- god of the Sun, Light, Strength, and Healing.
Merrin: Minister of Reason- god of Peace, Reason and Serenity.
Therest: Hand of the People- god of Prosperity.
Armond: Master of Coin- god of Trade, Opulence, Coin and Commerce
Niverus: Lady of the Hunt- goddess of Hunting, Obsession, and Debt
Quirinus: Champion of Valor- god of Chivalry, Justice, Honor, War, Daring, and Valor.
The Old Gods, or Elder Mages, are revered by high-elves. They were a class of ancient mages that could bend and shape Ithea to their will. So great was their power that they were deemed gods by the non-mages they ruled over. However, the Fallen Elves (believed to be ancestors of dark elves), betrayed their high-elven masters and stole their power. This betrayal was what spread magic to Ithea and every other species. The religion dictates that magic is inherent only to elves, and that eventually other species will once again lose the ability to harness it. The Elder Mages each represent one of the magic foci (or a specific aspect of a foci), given that adjuration magic is outlawed in Ellvenaan there is no mage to represent adjuration.
Maa'thalo: Cultivation Magic- god of Nature and Keeper of the Wood Elves
O'gaana: Rend Magic- goddess of Madness and the Cosmos
Tritheus: Constitution Magic- god of Life and Death
Vaa'ti: Blood Magic- god of Sacrifice
Mai'ven- Apparition Magic- goddess of Secrets and Intangibility
Daerune- Ruination Magic- god of Power and Wisdom
Aa'reith- Divination Magic- first Ascended and goddess of Righteousness
The fallen elves, deemed "lesser mages" by high-elven religious texts, were a group that rose up against the Elder Mages. The religious texts often cite Maa'thalo, naive in his trust and inability to quash rebellious thought, as a major cause of the spreading of magic. However, the dark elves revere the "fallen" as champions against tyranny. They have been a symbol of dark elven oppression for ages. Each of the four represents an aspect of revolution and rebellion.
Raanidus: Champion of Blood and the Military
Indemma: Champion of Tomes and Negotiation
Carmista: Champion of Lies and Subterfuge
Quenyus: Champion of Home and Community
The Wood Elves recognize the Elven Deities as 'The Old Ones' a powerful group of mages that drew too much on the magic that Ithea provided them. For Wood Elves, magic comes from the fauna of Ithea. Where the Old Ones lost their way, and their power, is in ignoring Maa'thalo's warnings of drawing on too much power. By imposing their will on Ithea and her people's the Old Ones were their own demise. Their warfare with the dark elves caused the lands of Ithea to split and drift to take shapes as the continents they are now.
While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly.
To the southern most parts of High Mist, where the sand is soaked in crimson, there are whispers of a faceless and ethereal creature who feasts on weakness and the obedience of its prey. The Dread God is not a God to be worshiped; instead it calls upon those it torments for sacrifices. The tiefling religion is a misotheistic one, where doctrine dictates that followers must reject the Dread One's influence over Ithea. Magic and its taint are a blight upon the world, and tools of the Dread God. Still magic can be used sparingly, and out of necessity, but a cleansing process is should always follow such excursions into the dread. By refusing to give in to the temptations of the Dread God and foregoing worship one can negate some of its power.
The Wayward are a monastic order with religious and executive authority throughout the Pillar Cities. All mages in the Pillar Cities of High Mist are to become monastic priests. Tieflings who come of age are required to journey on a pilgrimage through the Blightlands desert where they are tested by priests. The priests are capable monks. Even still it is typically Wayward Justicars, some of the most capable warriors in all of Ithea, who work as enforcers. Some justicar are sent around the world to retrieve high-level tieflings (especially mages) who escape the Pillar Cities out of fear of persecution. Justicar are also tasked with escorting tieflings on their pilgrimage, but the trek can still prove perilous.
Created during the "War of Splitting Branches" to deter Elven assassins. Erasure Wards are commonplace throughout Carthus and in High Mist. Erasure Wards are magically encrypted glyphs that absorb magic and outright dampen spells based on a tiered potency system.
There are three tiers (I,II, III) of magic spell classifications and as such the Erasure Wards have three tiers. Each tier can only dampen spells of the corresponding tier. As it stands now Erasure Wards have a canceling effect if placed too close together. Mages can feel a force pulling on them whenever in the presence of one of these words.
A particularly odious substance obtained from the body of a Bloat. Mixed with throw-up and pus the bile is typically used for poisons and for torture. The smell can also attract other creatures from the fog.
A common plant throughout Vicelles that is used most commonly by peasantry for the purposes of mitigating blood loss. Crimson golds, much like leeches, will feed on the blood upon contact. However, leeches not tainted by the fog are a much more expensive investment than the crimson gold. Since herbalists can control the growth cycle and location for these plants crimson golds can be used more widely. It is believed that leeches are more effective especially when it comes to ridding the body of toxins.
Crow feathers are a prolific ingredient used in a number of incantations, rituals, and alchemist's potions. Improved vision, summoning spells, clairvoyant rituals, and other powerful magics require these feathers.
Grown in the forests of Valenndale Deeproot works as incredibly potent disinfectant and anti-bacterial cleansing agent. It is used most commonly throughout the Elven Kingdom as well as the Union. Deeproot serum is often recognized as a foreign entity by the body and thus quickly attacked in an attempt by said body to balance its humors. It works well in cleansing cuts and when applied to infections.
Typically found in the drier regions of Penault, Marron Grass is a dense long-grass typically used socially (at least in Penault) as a means of offering friendship or partnership, and can be used as a decorative piece for flower arrangements. The thick grass symbolizes a strong connection between two or more people. In most other places around the world it is seen as a petty and insulting gift. It also tastes quite bitter. It is considered an important ingredient in any alchemist poultice that enhances defenses against cuts.
Nightshade berries are a fairly common commodity in Carthus. Named for growing in the shaded areas under trees these barries have a number of useful applications. They typically help with easing inflammation and headaches, but can be used in potions for varied affects. They are a common ingredient in stealth-based potions.
A common plant found throughout Vicelles' woods that can cause rashes for most races other than Elves. Puke Weed contains a potent essence for healing potions, but if ingested in large quantities can cause a rash in the throat that could cause fatal swelling. It is said that the rash can save men from being transformed into hallow men.
A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus.
Hello, and thanks for stopping by! I've been trying my hand at roleplaying since I was fairly young, but have often found that GMing hasn't been what I'm strongest at. So instead I wanted to try and work one on one (or potentially in a small group) to get back to writing stories and characters. I'm mostly here for story-driven roleplay, but I'm okay with romance in a plot as well. I'm most comfortable with MxM, but I can adapt if necessary. I'm into sci-fi, fantasy, and modern settings. Though if there's an idea you have, and you might be interested in roleplaying with me shoot me a PM and we can work out another setting. I prefer writing at the high-casual to advanced level quantity (multiple paragraphs where appropriate). I tend towards a busy but fairly flexible schedule so we can work out those details should you have interest! Below are some plot ideas I had to get started, but I'm open to suggestions and ideas. Thanks for reading!
I will add to this section should any other plots come to mind! If you have any plot ideas of your own feel free to send me a PM! I'd love to hear your ideas!
Setting: This RP would take place in the fictional city of Lanza Bay, roughly 15-25 years into the future (with slightly altered history from our own world). In this world there is a small population of the planet with a protein mutation that afford them superhuman abilities. In response to this scientific and cultural revelation was a political backlash that resulted in more authoritarian thinking and a number of challenges to civil rights. At the same time, a wave of massive deregulation throughout the United States saw the return of corporate-run cities. Lanza Bay is one such city, and a city where rampant inequality seems even more heightened. Despite its more harrowing and cut-throat aspects, the city represents a diverse range of cultures and distractions. Though the game has elements of the political, it doesn't require a heavy focus on such themes. I actually would like to tell a more grounded story despite the more eccentric/fantastical elements of the world itself.
My Character: My character would be Preston Arroyo, a native to Lanza Bay, who has the ability to shapeshift. The powers of this world aren't as world-breaking as that of typical mutant worlds. For example, Preston's "body-surfing" process requires extensive study of his targets features (which he usually does through sketching/sculpting). The process is best done over a period of hours in a tub of ice to reduce inflammation. Arroyo has found himself caught-up in a corp-rivalry far beyond his comprehension and capabilities. His relationship to your character could be worked out once you have an idea what kind of character you'll be playing. I'm okay with platonic and romantic avenues (Preston is pansexual).
Preston is not only trying to navigate life in Lanza Bay, but also his own past trauma and working through it. I'll provide a detailed, albeit very old, description of the character I've written for a previous RP.
Name: Preston Levi Arroyo Age: 22 Gender: Male (He/Him) Height: 5'10'' Weight: 146 lbs Blood Type: A+ Appearance: Preston Arroyo is a biracial hispanic male that often passes as white hispanic rather than biracial. He has strikingly handsome features with no visible damage to his skin given his ability to rapidly repair himself. He has a messy dark brown head full of loose curls, and he has light brown eyes. Despite the lack of bags underneath his eyes he still carries an often apathetic and tired look about his face. Fairly large sized lips and a defined jawline are two striking features. Preston Arroyo is well defined, but not particularly muscular. His body's ability to rapidly repair itself means that he could potentially put on muscle quite easily, but has little to no interest in doing so. His lithe frame is easier to morph, and brings less discomfort during the process.
On a typical day it isn't unusual to see Preston decked out in jean jackets, loose fitting tank tops, and skinny jeans. He also often wears beanies, and is a sycophant when it comes to jewelry especially pertaining to his Native American heritage.
Musical Tastes: Preston typically enjoys anything indie. While his knowledge is limited he does possess a sort of esoteric understanding of music history which often validates his narcissistic proclivities in comparison to fans of more streamlined music. He also joins alternative music which stems from the angst of his teenage years. Preston also enjoys hip-hop music, but much like his other tastes feels prideful in his more obscure collection within the genre.
Hobbies: Preston has always been a talented artist. He enjoys sketching, painting, and less commonly sculpting. It's likely that should one visit his apartment they'd find his art scattered throughout. Preston also enjoys writing poetry, but has little confidence in neither his oratory skills or his writing abilities. Preston has a distinct interest in politics. He'd probably never venture willingly into that arena himself, but has rather strong positions and a desire for investigation. He's empathetic to less insidious conspiracy theories. Lastly, Preston fancies himself as quite the movie buff.
Personality: Preston, like many in Lanza Bay, is a man of varying complexities. He has an apathetically pessimistic view of the world and those with power. This often manifests itself in a deep depression stemming from unresolved childhood trauma. Preston has a sense of justice, of right and wrong, but his pessimism has perverted this vague concept in ways that prevent him from desiring to take action and even permit him to break his aforementioned ideals within reason. Preston has come to understand that Esperanza, and the world in general, is filled with selfish and broken people. Instead of channeling his justified outrage with political machinations and corruption into something positive he instead retreats to a macabre "c'est la vie" approach to human interaction. Rather than use his abilities for an actual cause he uses them as a means of "survival" by working for the highest bidders. While this often leaves him working for people that are, to say the least, morally ambiguous he does at least maintain a desire to keep from harming people he deems innocent or good. He's carried with him from childhood a materialism that tends to come with living in a society that measures worth and success via possessions. Instead of chasing his passions he attempts to use objects as a means of personal fulfillment.
Preston does invoke a self-destructive sort of narcissism that typically pushes people away. Quite contrarily, Preston actually craves human interaction and is incredibly protective of those people that he does become close with. His desire for interactions tend to lead to naive tendencies and dependency on those he manages to get close to. He's self-aware to notice many of the contradictions in how he processes these thoughts and interprets the world. It frustrates him, but as with most everything else he pretends instead to be apathetic to it.
Powers: Preston has the ability to restructure his phenotypic characteristics at an accelerated rate in such a way that he can mimic the appearance of nearly anyone. This process requires at least a day, and at most three days to complete. It also requires a good deal of preparation. In an idealistic scenario Preston rests in a tub of ice to reduce inflammation whilst his body is wrapped in protective bandages. An IV drip provides him nourishment, and after having studied his target's features he begins the process of copying them. Preston's abilities also allow him to heal at an incredibly fast pace, and allow him to take considerable amounts of damage to his body. His artistic capabilities give him greater assistance in studying features thoroughly when mimicking.
Weaknesses: Preston cannot mimic markings such as tattoos. He also cannot gain access to abilities or knowledge of the person he mimics. While, he is capable in combat he is has about the strength and speed of a normal human. He isn't impervious to damage, but is resistant. Enough sustained damage could still certainly kill him especially if done by another super-powered human. Critical damage can also cause rapid fluctuations in his appearance which can be incredibly harmful if not fatal for him.
World-Building: I don't have much of this world fleshed out, and would be more than happy to explore some of its broader elements through writing, but I recognize that isn't everyone's cup of tea. Either way, I'm more than willing to workshop the world- either on my own or together.
General Themes: Trauma (Systemic, Generational, Individual), Friendship/Love, Healing, Power & Materialism
By her grace, may this day be your last day. Be you an urchin, a charlatan, a prince or his general. We pray to the Ten True Divines that who once was may now be cleansed in fire. May trembling hands be steeled. May throats moaning trepidation be drowned out. May the feet beneath you burrow into this most holy soil. Let your fears die, and all that you once were pass on with it. You are called to a higher purpose. You are a blade in the fog finding liberation in oppressive mists. You are a conduit for the dead; a brazier for the living.
Yours is the darkest of tasks to bear, oh wardens of taint. You are the breaker of beasts.
Extend your hand, and may our Goddess Minerva, by her infinite power, accept your oath of blood and burden.
Setting: This story takes place in a high-fantasy setting set in the fictional country of Vicelles. For over a century a twisted fog has snaked its way through every hold in the kingdom. It binds and strangles the life of whatever it touches. Those unlucky enough to survive are often corrupted-turned into beasts and creatures of the night. A sort of "magical radiation" permeates much of the thick forests of Vicelles while the holds struggle for cooperate to maintain control and resources. One of the strongest families, House Ostelt, controls the kingdom's largest resistance to the blighted creatures of the fog- the Order of Vigilance. Our characters are a part of that order (new or older members can be hashed out). The secrets of the order and the political machinations of the kingdom could drive our characters to seek refuge from the order or continue acting wardens of the order. Heavily inspired by Dragon Age and the Witcher series. Expect a gothic setting with elements of high-mid fantasy.
World-Building: I've done much of the leg-work in my fantasy setting already. I have pretty extensive archives of the lore of the larger world, and Vicelles specifically but I'm more than willing to be flexible and adaptive for the sake of the RP. I'll provide some lore stuff below for anyone interested! Not a requirement to read at all though, so no worries!
Authored by Miriam Foster
Referred to also, as the Common Calendar the Marcellian Calendar is a unit of measuring time developed primarily for Carthus. However, after the War of Splitting Branches, with a far more expansive global trade system the calendar and its months have become the norm for a number of societies throughout Ithea.
Frostmist: The first month of the year. Characterized by the beginnings of consistently colder climates in most of Carthus and throughout the Dales. (45 days long)
Verestas: Named after the embodiment of death, Veruun. Verestas denotes the first snow falls and the dying of plant life throughout many parts of Ithea. This month is the longest month in the year. (63 days long)
Harbormarch: This month marks the end of Veruun’s influence over the lands of Ithea. Harbormarch is called such because it is during this month that most major waterways begin thawing out. (45 days long)
Springtide: The middle month. Springtide is the return of life to Ithea, and with it the start of productive agricultural routines. (43 days long)
Reistas: Reistas much like Springtide is a month characterized by growth and a welcoming of the summer months. Reistas’ rise in temperature often brings about heavy precipitation. (42 days long)
Summerhill: Summerhill, as the name suggests, is the only summer month in the year. (40 days long)
Cristulas: Cristulas represents the transition from summer into fall, and is the shortest month in the year. Cristulas has moderately warm temperatures, and is the optimal harvest season for much of the produce in Ithea. (38 days long)
"Carthus consists, largely, of humans and dwarven populations. While the dwarven kingdoms of Viguard and Ostguard border Vicelles from the west Astoria borders it from the east. Following the end of the War of Splitting Branches and the end of the Iron Era there has been relative peace throughout Carthus. " Miriam Foster-- Compendium Obscura
Carthus is considered by most contemporary scholars to be the center of the world. It boasts many of the world's most powerful empires, and its capacity for trade is matched only by Dalic Union. Carthus has a diverse climate with ice-lands located to the far north-west, thick forests and wooded areas, rather warm coasts, and an even warmer southern tip.
Carthus is divided into four major countries. This includes two human nations of Astoria (highlighted in red) andVicelles (highlighted in purple), and the dwarven kingdoms of Viguard (highlighted in yellow) and Ostguard (highlighted in blue). Additionally, there are smaller wood elf encampments scattered throughout the continent.
To the east of Carthus is the recently re-named. Alexandrian Ocean, and to the west is the Oceana Abyssal a untraveled toxic body of water whose depths remain unexplored.
Valenndale (commonly called the Dales) is a continent that is home, largely, to the elven people. Ellvenaan, the kingdom of the elves, is one of the largest nations in Ithea. It rivals the dwarven kingdom of Otmanguard in size. Valenndale is also home to a conflation of human city-states often referred to as The Union. The Dorvanhun or the Heartlands are home to the largest wood-elf encampment in all of Ithea. Not all tribes are friendly to outsiders, beware.
Valenndale has a moderate-to-warm climate. The lands feature mostly heavy forest areas, but south of the heartlands, there are jungle areas teaming with a diverse wildlife population. The Caracas League is a huge trade conglomerate, and are subject to Ellvenaan taxes, but the high elves of Valenndale also get resources from their mercantile colony in Penault.
Despite its reputation, Penault is one of the most historically relevant continents in all of Ithea. The continent is home to the Otmonguard Dwarves (highlighted in white), the Valenndale colony of Ellemau'nan (highlighted in gold), the Kingdom of Le Feu Mot (highlighted in red), and the Penaultish Wilds- inhabited mostly by Dark Elves and other mysterious creatures.
Lining the west coast, are two major historical fortresses. The Great Summit was once used to rally war-torn worlds and nations together under joint cooperation from world leaders. The Londessellan is an ancient elven fortress. Penault has a far warmer climate than most other continents, with vast desert regions, savannas and the jungles to the south.
High Mist is quite different from many of the other lands of Ithea. Nowhere else can one find volcanic activity and the red soils south of Tiefling territory. The major territories of High Mist include: the Orcish kingdom of I'Canxu (highlighted in magenta), Koponbect- the Gnosmish Kingdom (highlighted in tan and charcoal), and The Four Pillar Cities(also known as Babel) home to Tieflings (highlighted in red). To the north of High Mist are the Fleeting Isles dense jungle islands that are inhabited by wood elves, humans, and half-elves. The people of the Fleeting Isles are often taken as slaves by the nations of High Mist.
Many parts of High Mist are still unknown to contemporary scholars as travel through the lands is scarce and quite difficult. Perhaps, one day others may be able to uncover more secrets of High Mist.
Crysteria is an arctic continent that has remained habitable for only two nations. The landmass is home to the People of the Trident (highlighted in blue), and Britheria home to the feline race known as the Brith. Crysteria isn't completely frozen, despite popular belief. The People of the Trident live in an arctic tundra which gives them a pivotal position on the continent. These human tribes are forced to pay- in resources- tribute to the powerful nation of Britheria. Crysteria's Frostfoot Marches are perilous and thus there are still vast areas of the continent that remain unexplored.
Human- Humans are the most populous race in all of Ithea. This race is dominant in five nations, and is prevalent still in other nations. Humans are known for their ability to adapt and survive. While they aren't as physically strong as the average Orc or Brith or as magically attuned as an Elf- they make up for it by showing promise in all fields (strength, nimbleness, magic, etc.).
Average Height:5'6''-6'0'' Average Lifespan" 65 years
High-Elf- High-elves are an incredibly powerful race known for confidence in their people. The High-Elves hold an impressive kingdom in Valenndale that nearly spans the entirety of the continent. High-elves are known for taller height and a slim-build; this is accompanied by sharp facial features. Their ears are far shorter than their elven cousins. High-elves are also known for their prominent affinity for magic. Not all high-elves possess magic, but it is slightly more common among this race.
Average Height:6'1" (185.5cm)- 6'6" (198cm) Average Lifespan: 90 years
Half-Elf- Half-elves are the result of one elven and one human parent. They are typically somewhat smaller than the average human, but much thicker than the average high-elf. Half-elves typically inherit similar (but softened) facial features from their elven parent, but always have human ears. Half-elves are more likely than most to fall within an intermediate level of capacity for magic.
Average Height: 5'6"-5'10" Average Lifespan: 68 years
Dwarf- Dwarves are a short yet brutish and powerful race. Three Dwarven empires span all of Ithea, all somewhat similar in governing style and religious beliefs. The Dwarves are skilled crafters, and incredibly fierce warriors. Many militaristic innovations and strategies were created by them. What they lack in stature they make up for in endurance and durability.
Average Height:4'5"-4'10" Average Lifespan:63 years
Orc- Orcs are one of the least populated races in all of Ithea. Their kingdom is located in High Mist where they dominate the northern region. Orcs are known for their ferocity in combat, their overwhelming strength, and a bloodlust rage unmatched by other races in all of Ithea. The Orcish people are incredibly skilled warriors- rivaling the dwarves in military prowess. Orcs are generally fearless and crave battle.
Average Height:6'8" Average Lifespan: 51 years
Gnome- The Gnomes of High Mist are another of the least populated races in Ithea. Their territory is unique in that most of their major cities are located underground. The Gnomes are considered to be the pioneers of technological advancement, particularly in architecture and transforming their environment (controlled demolitions, black powder, etc.) Gnomes are similar in height to dwarves, but are far less robust. Where as dwarves are hardy and sturdy, gnomes are much frailer.
Average Height:3'10"-4'6" Average Lifespan:66 years
Tiefling- Tieflings are a race of people that live predominantly in The Four Pillar Cities of High Mist. This race is the least common of all races throughout Ithea, but they still boast an impressive population (especially in High Mist). Many people believe that the Tieflings are a people cursed by Gods (hence their red skin, and horns). Even many Tieflings believe this to be true. It is for this reason that all Tieflings (particularly mages) are sent on a pilgrimage to the monastic temples scattered around the wasteland to be cleansed of the Dread God's influence. Many people in Ithea would think the Tiefling are barbaric, and in some ways, perhaps they are. However, upon further inspection- one would realize that they are a rather advanced race of people who are afraid of what they are and what that might mean for the world and their culture.
Average Height: 6'1"-6'7" Average Lifespan: 58 years
Brith- The Brith are a powerful race of feline-humanoids (resembling bulky leopards or tigers). Many reside in the frozen wastes of Crysteria in the empire known as Britheria. Natural conquerors, the Brith at one point held large amounts of territory throughout all of Ithea. Their defeat at the hands of a Dwarven and Human alliance forced the Brith's empire to shrink. Still a mighty empire in its own right, the Brith are renowned for their naval capabilities. Brith are typically very large (though not always), rivaling Orcs in size. Despite the average, among their race, the Brith are about as diverse as humans in color, height, weight and facial differences.
Average Height:5'11''-6'8'' Average Lifespan: 70 years
Wood-Elf- The wood elves are a variant of high-elves, though still classified as the same race. Wood Elves have historically been pushed back- their territories reduced to designated encampments in the wilderness. Wood elves have a greater affinity for magic even when compared to their high-elf cousins. They are typically adept at survival, especially in wooded areas. Wood elves have much larger ears, and softer features when compared to high-elves. They also often have facial tattoos representative of the clan or family that they hail from.
Average Height:5'4''-5'11'' Average Lifespan: 88 years
Halfling- Halflings are the offspring of dwarves or gnomes with a human or an elf. Halflings make up a small minority in Ithea, and often work as entertainers. Halflings are known for their agility, and their small stature. It makes for excellent performers, and deadly warriors. Halflings don't have a large nation behind them, but are rather just scattered throughout all of Ithea. Halflings are generally infertile or otherwise have tremendous issues with childbirth.
Average Height:5'0'' Average Lifespan: 45 years
Dark-Elf- Dark-elves (or Drow) are another variant of high-elves, and as such are still classified as the same race. Dark-elves are believed to be the descendants of the Fallen, the evil deities said to have betrayed the deities of the high-elven Pantheon. Dark-eves are widely discriminated against with societal challenges similar to Tieflings. While the history of the dark-elves is shrouded in mystery it is undeniable that dark-elves are more attuned to forbidden magics (necromancy, blood magic, etc.) though some would argue that they are driven to use this magics because they are treated so poorly throughout Ithea. This is certainly the case in most societies. Dark-elves are often taken into chattel slavery in high-elven society, and in human societies they are often indentured servants. They have begun to form a combine clandestine tribes to form a larger entity in the Penaultish Wilds.
Average Height:5'11''-6'3'' Average Lifespans: 68 years
Sirens- The Sirens are one part mystery and the other part misery. For as many truths that exist about the Sirens there are just as many myths; this is more than likely by design. Sirens are a dying race of aquatic beings that blur the line between human and creature. Fiercely protective of their waters it is rare to see one of their kind outside of warded territory. Many Sirens are capable of weaving 'Siren Glass' an adhesive and glossy string with magical properties that can serve as a protective ward against magic and unwanted guests. The corruption of the Oceana Abyssal to the west has forced a great migration. What is known of these beings is that on land their differences to humans are subtle, but still so many details about them remain elusive.
Average Height:5'9"-5'11" Average Lifespan: 38-40 years
“Oft the subject of handmaiden’s tales to young Vicellan nobles my kind have been relegated to mere fantasy and myth. Yet beyond the fog do we lurk- same as any beast, I suppose. Vicelles is not yours alone. Those who have arisen in the glimmer of nightfall lay claim to your forests, your homes, and your person.” -- cited by anonymous author Memoir of the Tainted
An arisen (known locally as night-stalkers or nightkin) is the product of a mortal having submitted to blood lust symptomatic of the night sickness. The months following their transformation, these arisen develop a level of agility, strength, and endurance far more substantial to that of normal mortals. This is at the consequence of an incredible sensitivity to light, and extreme reactions to sunlight. Along with this, the sickness requires its victim to feed on the blood of mortals. Preference seems to be given to, sentient mortals, for unknown reason. Failure to meet this need produces fog poisoned nightkin, and with it the loss of sentience and sanity.
Arisen do not age in the traditional sense, and because they remain exclusive to Vicelles’ forests there is little research regarding their life cycle. Even still, arisen are not immortal. They are regarded as an incredible threat throughout Vicelles, and thus oft take up hiding in small communities on the outskirts of civilization. For fear of infiltration by an officer of the Order of Vigilance broods often require outsiders to first have a contact within the community. In practice this means that arisen transformed by a random attacker are usually ostracized and forced to brave the forests alone.
It is unknown where nightkin might originate, but like other creatures they are assumed to have come alongside the fogs that plague Vicelles.
"Beware the hushed cries that play on the winds. It is not a cry for help, but a warning. Her blood tears mark her territory. Once you've heard the her harrowing scream it is oft too late.
--Miriam Foster--Compendium Obscura
It is more common to hear of banshees in handmaiden's tales than to actually encounter one. They dwell where the fogs are heaviest most likely because they prefer to be alone. Their emaciated husks make them appear weak, but they are incredibly powerful. They move along the wind with their screams being the only sign of their presence. Their wails have been known to pierce the ears to the point of drawing blood. With elongated digits and sharp teeth that have ripped apart pieces of their jaw- most encounters tend to be fatal. This includes even the strongest of the Order.
"Occasionally, when the harvest is at its most plentiful do these creatures stumble ravenously from the wood. With inflamed and tumorous sores bloating their stomachs like a woman with child these monstrosities are often reduced to a pathetic shamble. Regardless, their hunger knows no limits and they will feast on anything they manage to catch.
--Miriam Foster Compendium Obscura
Upon feasting on the meat of a fever stag the feaster's stomach begins to rot and corrupt from the tainted meat. In the early stages of the affliction fever and explosive stool are common. Large cysts appear on the torso, and within a few days expand forming a larger tumor on the stomach. As the bloating continues it becomes difficult for the victim to keep down foods and bile frequently spills from their mouth. The flesh can rot, and becomes weak and easy to tear. The feet often become gangrenous from prolonged exposure from weakened flesh.
In the final stages of the infection the victim is plagued by hallucinations and an intense burning sensation throughout the body. The fever begins to destroy the mind, and soon only the most basic mental faculties are kept undamaged. Bloats ooze wretched smelling pus from their orifices, and clamor for anything they can eat. They prioritize meat, but will not prey on most fog-poisoned creatures and fauna. Some victims are kidnapped by the Crows of North Marsh and intentionally transformed into Bloats for the purpose of rituals.
A powerful coven of witches corrupted and twisted by the blood magic that feeds their power. Rather than serve a divine or otherworldly entity the Crows of North Marsh draw their power from the Vicellan fog. Unlike most wishes the Crows are physically altered by their ritual. It is speculated that this is because the ritual is forced unto an individual as opposed to a consensual rite. The witches of North Marsh use fog-tainted crows for surveillance as well as for their ritual. These witches kidnap women from towns or those lost in the fog, and perform a ritual wherein the victim is force fed one of these tainted crows. Upon ingestion of the crow, and of blood from the witches an ancient Ellvaani incantation is uttered. The victim is corrupted within hours, but upon transformation is gifted with incredible cultivation magic.
“In the heart of the forest do they shamble without cause or conviction. Nay, they are little more than manifestations of the twisted oak that weeds its way through the fog. Lost men whose intrepid curiosity robbed them of their flesh.”
--Miriam Foster Compendium Obscura
The Hollow Men are husk like creatures that aimlessly wander the fog-heavy forests of Vicelles. Though the arcane research that explores these creatures is limited, there exists a wide consensus among arcanists that the hollow men suffer an ancient curse. The stories of travelers bound by magic to the trees of the forest are commonplace in much of Vicelles.
What little is known of the affliction is that spores seem to lull careless travelers into a state of euphoria. From here, vivid hallucinations plague the victim and entice them to wander the forest with little regard for their own safety. Continued exposure to these spores inflict a hex curse on the victim. The transformation is believed to be quite painful as the shoulders bloat like tumors until they engulf the neck and chin. Before long the face becomes sunken and disfigured, and the breastplate is compressed. Once the hex has ravaged the body enough the head is so disfigured, and the upper body so swollen, that the face appears sunken into the chest.
"Vicelles is the colder distant sister of the other great countries inhabiting Carthus. While the state is comprised mostly of humans the dark soils and ever-present wandering moonlight beckon much stranger bedfellows. The noble houses of the land are in constant turmoil with perpetual feuding over birthrights as constant as the mists that bathe every village and city of the country. The aforementioned noble families remain loosely bonded in solidarity only for the wondrously dreadful abominations of the fog.” -- cited from Professor Copernicus Plumbottom-- The Essential Ithean Atlas
Astoria is one of four nations in Carthus. Highlighted in red on the political map, Astoria is ruled by one major house. House Chamberhill currently holds the throne with little in the way of political opposition from minor houses throughout Astoria.
There are a myriad of religions scattered throughout Ithea. Below is a compendium of some of the most prominent.
The Ten Divines Faith is the religion that dominates most humanistic cultures throughout Ithea. The Ten Divines are each an embodiment of specific virtues, and often are worshipped in that specific context. A farmer might pray to the Goddess of rain and fertility, for example. These deities have their own respective temples dotting across Ithea, and have priests and paladins whom serve them.
One of the ten divines can be chosen as a patron. In doing so, the faithful promises to live their life according to the texts and values ordained by their patron God. Successfully living one's life by those virtues will grant them access to their patron's realm in the afterlife. A failure to live up to these virtues will instead send the dead to a corrupted realm designed specifically by their patron as punishment.
Reias: Mother of Birth and Soil- goddess of Soil, Fertility, Nature and Rain.
Minerva: Mistress of Magic- goddess of Magic, Arcane Knowledge, Balance, and Foresight.
Clarus: The One Who Sees- god of Fate, Destiny, Divination
Veruun: Guardian of the Deep- god of Death, Darkness, Murder, and the Underworld.
Cristo: Lord of Light and Strength- god of the Sun, Light, Strength, and Healing.
Merrin: Minister of Reason- god of Peace, Reason and Serenity.
Therest: Hand of the People- god of Prosperity.
Armond: Master of Coin- god of Trade, Opulence, Coin and Commerce
Niverus: Lady of the Hunt- goddess of Hunting, Obsession, and Debt
Quirinus: Champion of Valor- god of Chivalry, Justice, Honor, War, Daring, and Valor.
The Old Gods, or Elder Mages, are revered by high-elves. They were a class of ancient mages that could bend and shape Ithea to their will. So great was their power that they were deemed gods by the non-mages they ruled over. However, the Fallen Elves (believed to be ancestors of dark elves), betrayed their high-elven masters and stole their power. This betrayal was what spread magic to Ithea and every other species. The religion dictates that magic is inherent only to elves, and that eventually other species will once again lose the ability to harness it. The Elder Mages each represent one of the magic foci (or a specific aspect of a foci), given that adjuration magic is outlawed in Ellvenaan there is no mage to represent adjuration.
Maa'thalo: Cultivation Magic- god of Nature and Keeper of the Wood Elves
O'gaana: Rend Magic- goddess of Madness and the Cosmos
Tritheus: Constitution Magic- god of Life and Death
Vaa'ti: Blood Magic- god of Sacrifice
Mai'ven- Apparition Magic- goddess of Secrets and Intangibility
Daerune- Ruination Magic- god of Power and Wisdom
Aa'reith- Divination Magic- first Ascended and goddess of Righteousness
The fallen elves, deemed "lesser mages" by high-elven religious texts, were a group that rose up against the Elder Mages. The religious texts often cite Maa'thalo, naive in his trust and inability to quash rebellious thought, as a major cause of the spreading of magic. However, the dark elves revere the "fallen" as champions against tyranny. They have been a symbol of dark elven oppression for ages. Each of the four represents an aspect of revolution and rebellion.
Raanidus: Champion of Blood and the Military
Indemma: Champion of Tomes and Negotiation
Carmista: Champion of Lies and Subterfuge
Quenyus: Champion of Home and Community
The Wood Elves recognize the Elven Deities as 'The Old Ones' a powerful group of mages that drew too much on the magic that Ithea provided them. For Wood Elves, magic comes from the fauna of Ithea. Where the Old Ones lost their way, and their power, is in ignoring Maa'thalo's warnings of drawing on too much power. By imposing their will on Ithea and her people's the Old Ones were their own demise. Their warfare with the dark elves caused the lands of Ithea to split and drift to take shapes as the continents they are now.
While they respect the Old Ones for their power, these mages serve as a warning to any who might try to gain power. There are no deities to the wood elves; only Ithea herself. Attempting to manipulate Ithea to one's own ends is folly.
To the southern most parts of High Mist, where the sand is soaked in crimson, there are whispers of a faceless and ethereal creature who feasts on weakness and the obedience of its prey. The Dread God is not a God to be worshiped; instead it calls upon those it torments for sacrifices. The tiefling religion is a misotheistic one, where doctrine dictates that followers must reject the Dread One's influence over Ithea. Magic and its taint are a blight upon the world, and tools of the Dread God. Still magic can be used sparingly, and out of necessity, but a cleansing process is should always follow such excursions into the dread. By refusing to give in to the temptations of the Dread God and foregoing worship one can negate some of its power.
The Wayward are a monastic order with religious and executive authority throughout the Pillar Cities. All mages in the Pillar Cities of High Mist are to become monastic priests. Tieflings who come of age are required to journey on a pilgrimage through the Blightlands desert where they are tested by priests. The priests are capable monks. Even still it is typically Wayward Justicars, some of the most capable warriors in all of Ithea, who work as enforcers. Some justicar are sent around the world to retrieve high-level tieflings (especially mages) who escape the Pillar Cities out of fear of persecution. Justicar are also tasked with escorting tieflings on their pilgrimage, but the trek can still prove perilous.
Created during the "War of Splitting Branches" to deter Elven assassins. Erasure Wards are commonplace throughout Carthus and in High Mist. Erasure Wards are magically encrypted glyphs that absorb magic and outright dampen spells based on a tiered potency system.
There are three tiers (I,II, III) of magic spell classifications and as such the Erasure Wards have three tiers. Each tier can only dampen spells of the corresponding tier. As it stands now Erasure Wards have a canceling effect if placed too close together. Mages can feel a force pulling on them whenever in the presence of one of these words.
A particularly odious substance obtained from the body of a Bloat. Mixed with throw-up and pus the bile is typically used for poisons and for torture. The smell can also attract other creatures from the fog.
A common plant throughout Vicelles that is used most commonly by peasantry for the purposes of mitigating blood loss. Crimson golds, much like leeches, will feed on the blood upon contact. However, leeches not tainted by the fog are a much more expensive investment than the crimson gold. Since herbalists can control the growth cycle and location for these plants crimson golds can be used more widely. It is believed that leeches are more effective especially when it comes to ridding the body of toxins.
Crow feathers are a prolific ingredient used in a number of incantations, rituals, and alchemist's potions. Improved vision, summoning spells, clairvoyant rituals, and other powerful magics require these feathers.
Grown in the forests of Valenndale Deeproot works as incredibly potent disinfectant and anti-bacterial cleansing agent. It is used most commonly throughout the Elven Kingdom as well as the Union. Deeproot serum is often recognized as a foreign entity by the body and thus quickly attacked in an attempt by said body to balance its humors. It works well in cleansing cuts and when applied to infections.
Typically found in the drier regions of Penault, Marron Grass is a dense long-grass typically used socially (at least in Penault) as a means of offering friendship or partnership, and can be used as a decorative piece for flower arrangements. The thick grass symbolizes a strong connection between two or more people. In most other places around the world it is seen as a petty and insulting gift. It also tastes quite bitter. It is considered an important ingredient in any alchemist poultice that enhances defenses against cuts.
Nightshade berries are a fairly common commodity in Carthus. Named for growing in the shaded areas under trees these barries have a number of useful applications. They typically help with easing inflammation and headaches, but can be used in potions for varied affects. They are a common ingredient in stealth-based potions.
A common plant found throughout Vicelles' woods that can cause rashes for most races other than Elves. Puke Weed contains a potent essence for healing potions, but if ingested in large quantities can cause a rash in the throat that could cause fatal swelling. It is said that the rash can save men from being transformed into hallow men.
A common herbal serum ingested to alleviate pain, and minor illness. Witch Hazel is common in more areas of the world, particularly in Carthus.
Here's a list of a few fandoms that I enjoy and would also be down to roleplay in!
Cyberpunk: Still familiarizing myself with the lore of the world, but I absolutely have fallen in love with the world-building in this universe and would enjoy exploring it in whatever capacity.
Mass Effect: My favorite game series of all-time. I'm pretty caught-up lore wise!
Dragon Age: I really like this series, but I would honestly prefer to RP in an original fantasy setting.
@Heat So sorry for your loss. I think everyone can understand with everything going on right now that folks are going to have other priorities. I can't speak for others, but I'll definitely be around when you get the time and have the head-space to start. Stay safe, and thank you for the update!
Personality: Tanda Sal is fast-talking, impish, and naive to the world around her. Years in hiding, bouncing around the Outer Rim, have shielded her from some of the harsher realities of life under the Galactic Empire. Even still, Tanda has seen enough suffering to instill a tendency towards radical ideation. This coupled with a lack of nuanced understandings of the political, social and economic machinations at play lead her towards futile attempts at heroism. She often fails to see the bigger picture. Typically, her father served to temper her proclivity for rash decision-making and blind optimism. With him still hid away in the Outer Rim, Tanda has veered more heavily towards her rebellious nature. Tanda is new to many of the customs, foods, traditions, and peoples throughout the galaxy.
While she doesn't fully understand the state of the galaxy she does understand the role she wants to serve in it. She desires to help those where she can, but often times fails to understand her limitations. This can cause her to act foolishly especially in an attempt to help another. Her heroics aren't completely altruistic. Subconsciously, Tanda desires more than anything to prove to her father, and perhaps herself, that she is capable. This insecurity often makes her impulsive. When she is challenged by obstacles in her life she'd often rather jump to hyperspace than confront them. Though, she doesn't see it that way. To her, she's the only one in her life thus far willing to confront things. Her parents' past, the world beyond sheltered hideaways, the Empire.
This isn't to say that Tanda has no fear. While she can be impulsive she very much fears what the Empire is capable of. Her father did well at hiding her away for parts of her life, but even he couldn't shield her from some of the Empire's excursions into the Outer Rim. As a consequence, she was raised to treat her weapons as an extension of herself. One should never venture too far without a blaster, and an escape plan. Never stay in one place too long. Trusting others can often be an exercise in disappointment. Avoid putting yourself in situations that make you helpless. Tanda has developed a fear of being bound, and dislikes tight spaces where it is difficult for her to maneuver.
It is not only the Empire that Tanda fears. She spent much of her life listening to the warnings of her father, a separatist veteran of the Clone Wars. She was inundated with stories of clones and monks cutting down entire squadrons. Her father was often unsettled by droids, and didn't trust them to be effective. Tanda could never quite tell if he was proud of his service, or if he agonized himself over it. Nonetheless, the Jedi betrayed the Empire and even in their vast power they were defeated. Tanda's father enshrined for her that there were greater forces in the galaxy, beyond their understanding. At any sign of something with that kind of power, they were to run and never look back.
Goals: Tanda's goals aren't exactly clear to her. She knows at least that she wants to prove herself in Coruscant, and that she needs to finance herself. Larger aspirations might include having the credits to fund something off-world for herself and her father. Tanda is tired of running away, and wants to find a home.
Weapons and Equipment: -C-M Fragstorm Heavy Shotgun -Blaster pistol -Mechanic's Tools: An assortment of screwdrivers, servodrivers, solder-blasters, spanners, etc. Most of her tools are left at her workstation, but she carries some around for quick access outside of work.
Capabilities: R3-K6, nicknamed Kay, is similar to other astromech droids in her functional capacities. Computer repair, data-retrieval, and starship maintenance. Unlike other droids of her model Kay has also become proficient in vehicle maintenance due to her time with Var and Tanda. Her cognitive functions surpass previous models, and as an R3 model she can process numerous tasks at once. Kay, like other R3's, is capable of plugging into starfighters. Kay has some limited capability for self-defense usually resorting to using her own gadgets to disrupt or evader attackers.
History: Like most in the R3 model, Kay was developed by Industrial Automaton (IA) during the Clone Wars. Typically, these droids were sold to the Republic for use by military personnel, maintenance teams, and starship crews. The Separatists organized raids on IA facilities on a number of worlds. These droids would be re-purposed, most commonly as spies infiltrating the Republic.
Kay's memory data from much of the war was corrupted. She was found, nonoperational, aboard one of the many defunct starships littering a shipyard. It was here that a maintenance crew, tasked with scrapping the ship, found K6. Var Sal, who by now was working as a Separatist engineer had been stationed with said crew. Instead of scrapping the droid, Var took the droid and attempted to repair. It took months to gather the proper parts, but with time Kay became functional again. Var knew enough to keep most of her functions offline until he eventually figured out how to reprogram her. Throughout the war Kay would serve as an assistant to Var, and a caretaker for a young Tanda.
When Var abandoned the Separatists and went into hiding he attempted to scrap the bot, but Tanda still only 5 or 6, protested. Var opted to wiping parts of the droid's memory data, and continued work to help acclimate her to a life in hiding. Tanda grew increasingly close to the droid as she got older. They were so close, in fact, that Tanda took Kay with her when she left her father behind and traveled to Coruscant.
Re-purposed R3-series astromech droid named R3-K6 (nicknamed Kay)
Apparel: Tanda is often times sporting her mechanic's jumpsuit. It may, at times, be unzipped to reveal a shirt beneath. She typically has a tool-belt draped around her waist. She wears gloves withered by rust, oils, and time. She wears combat boots, and also sports a pilot's cap equipped with goggles. Tanda's hair falls in semi-tight coils, and has gotten quite long. She usually ties them back underneath her cap into large space buns. Otherwise she either sports a bun or lets her hair down.
Skills and Shortcomings: When she wasn't on the run or listening to war stories, Tanda would be at work building things. She has developed an acute fascination with machinery, weaponry, and vehicles. With it comes a strong desire to consume as much knowledge as she can. She often lacks the innovation to create entirely new tech, but is excellent at improving on previous iterations and designs. Tanda can often be found scouring marketplaces and workstations for new schematics to study. Given the precariousness of life in hiding Tanda never really had the most advanced equipment and tools to work with. She's developed a knack for improvisation, and for developing functioning pieces no matter how hodgepodge their design. This quick wit has translated to most social interactions as well. Though her lack of proper social learning may often result in stinted conversation and an awkward forwardness.
Tanda specializes in vehicle and robotic repairs, but has experimented with weapon modification.
Tanda is by no means a combat specialist. She is hardly a marksman, which is why she prefers to use her shotgun or her wits in most situation. Her father has taught her the basics for survival, but she could hardly operate scope-based weapons even if she'd be able to modify one for someone else. In trying situations Tanda relies on her lithe frame, and ability to think on her feet for fast escapes. She can endure a fair amount of punishment, and has above-average endurance. However, all of this has its limitations. Tanda is not force-sensitive, and despite her strong will could likely fall prey to most abilities in a skilled force-users arsenal. She isn't particularly skilled in hand-to-hand combat, but was trained by her father who was a soldier.
Tanda was born to Var Sal and Lira Wain who both served as Bravo Squad N1 starfighters during the Invasion of Naboo, and before that as security on the same planet. The two had grown close mostly in their mutual distaste for the constraints of bureaucracy which they felt did little to help the common people. After years of service the two fell in love, and some time after the invasion decided to settle on Corellia in hopes of having a child though they had yet to wed. Tanda would be born in the year 24 BBY. The family lived in peace. Var took up work in the shipyards of Coronet City, and Lira worked for a private security organization. For most of Tanda's infancy Lira stayed out taking assignments while Var did much of the work. The two parents would argue quite frequently as Val grew suspicious of infidelity and that Lira wasn't ready for motherhood. Lira was often tired and irritable. As the luster of their love waned Lira began to feel constrained as she did years ago. This time, it wasn't just bureaucracy and government corruption. Var's love never waned though, and he felt that he had no control in where their life and relationship was heading.
Just two years later rising tensions regarding corruption in the Galactic Republic would lead to separatist succession from the republic. Sympathetic to the ideals espoused by Count Dooku and more radical thinkers regarding corruption in the Galactic Senate Lira found herself unable to betray her ideals in favor of a domestic life. Despite protest from her beloved Var who argued that she was running away from motherhood out of fear, she would join the Separatists. Tormented by the idea of Lira fighting at war Var was faced with a decision. Stay on Corellia and lose Lira or fight for a cause he believed in and a woman he loved. Var also joined the movement; though he knew that he needed to protect Tanda. So, Var sought engineering roles that demanded far less time doing field-work. Moving from system to system Tanda grew up with caretakers and her father. She relished the chances she got to see her mother who loved telling her stories of battle and grandeur. Usually, these interactions were restricted to transmissions and holo-vids. Tanda grew up watching her father work as an engineer, mostly in shipyards. It was here that she developed her own predilection for mechanics. There were a number of times that she was left in the care of droids which shaped her fondness of them as she got older.
It would be in 19 BBY that tragedy would strike. Nearing the end of the Clone Wars Lira would be killed in battle; Tanda was 5 years old. Already disillusioned with the cause, and unable to process this grief in a healthy way Var wanted out. He saw the tides turning in favor of the Republic, and wanted to keep Tanda safe. He fled the Separatists opting to be labeled a traitor. Var couldn't have imagined how little he knew. At the end of the war, the Jedi betrayed the Republic. Var had heard how these monks could destroy entire units by themselves, and had seen their capabilities twice before. Yet, the Republic still stopped them. Hunted them, and killed them. Var had no idea if their status as traitors was true nor did he care. It didn't matter to whom, the Separatists or the Republic, he was still a traitor. He needed to keep Tanda safe from harm; something he'd failed to do for Lira.
Eventually, the Republic became the Empire. Clone troopers became storm-troopers. All the while Var and Tanda kept to the Outer Rim, bouncing between planets to avoid detection by the Empire. Tanda had little prolonged contact with others. Var only kept in contact with a few ex-separtists that also managed to escape Imperial detection. He'd do discreet freelance work, and program droids to protect himself and Tanda. As she grew older, Tanda became more curious about the world outside of their hideaways. She became more rebellious, and argued often with her father. There were a number of times that she put her father in harm's way with her impulsiveness. Her time learning how to operate ships with her father gave her a wanderlust often associated with Corellians. This would culminate in an argument between Tanda and her father. At the age of 19, Tanda took her father's ship and set a course for the mid-rim. She had no real idea of where to go, but heard broadcasts from Coruscant. A city stretching across an entire planet sounded like the perfect place for a fresh start. Upon arrival, Tanda's ship was impounded. The next few months saw Tanda trying to find work and a way to contact her father.
Here's a rough draft for my proposed character, Tanda Sal. If everything goes well and she gets approved I may end up having to eventually make a sheet for her father as well. If this character is a bit too clean and tidy for the purposes of the RP I can draft up something else.
Personality: Tanda Sal is fast-talking, impish, and naive to the world around her. Years in hiding, bouncing around the Outer Rim, have shielded her from some of the harsher realities of life under the Galactic Empire. Even still, Tanda has seen enough suffering to instill a tendency towards radical ideation. This coupled with a lack of nuanced understandings of the political, social and economic machinations at play lead her towards futile attempts at heroism. She often fails to see the bigger picture. Typically, her father served to temper her proclivity for rash decision-making and blind optimism. With him still hid away in the Outer Rim, Tanda has veered more heavily towards her rebellious nature. Tanda is new to many of the customs, foods, traditions, and peoples throughout the galaxy.
While she doesn't fully understand the state of the galaxy she does understand the role she wants to serve in it. She desires to help those where she can, but often times fails to understand her limitations. This can cause her to act foolishly especially in an attempt to help another. Her heroics aren't completely altruistic. Subconsciously, Tanda desires more than anything to prove to her father, and perhaps herself, that she is capable. This insecurity often makes her impulsive. When she is challenged by obstacles in her life she'd often rather jump to hyperspace than confront them. Though, she doesn't see it that way. To her, she's the only one in her life thus far willing to confront things. Her parents' past, the world beyond sheltered hideaways, the Empire.
This isn't to say that Tanda has no fear. While she can be impulsive she very much fears what the Empire is capable of. Her father did well at hiding her away for parts of her life, but even he couldn't shield her from some of the Empire's excursions into the Outer Rim. As a consequence, she was raised to treat her weapons as an extension of herself. One should never venture too far without a blaster, and an escape plan. Never stay in one place too long. Trusting others can often be an exercise in disappointment. Avoid putting yourself in situations that make you helpless. Tanda has developed a fear of being bound, and dislikes tight spaces where it is difficult for her to maneuver.
It is not only the Empire that Tanda fears. She spent much of her life listening to the warnings of her father, a separatist veteran of the Clone Wars. She was inundated with stories of clones and monks cutting down entire squadrons. Her father was often unsettled by droids, and didn't trust them to be effective. Tanda could never quite tell if he was proud of his service, or if he agonized himself over it. Nonetheless, the Jedi betrayed the Empire and even in their vast power they were defeated. Tanda's father enshrined for her that there were greater forces in the galaxy, beyond their understanding. At any sign of something with that kind of power, they were to run and never look back.
Goals: Tanda's goals aren't exactly clear to her. She knows at least that she wants to prove herself in Coruscant, and that she needs to finance herself. Larger aspirations might include having the credits to fund something off-world for herself and her father. Tanda is tired of running away, and wants to find a home.
Weapons and Equipment: -C-M Fragstorm Heavy Shotgun -Blaster pistol -Mechanic's Tools: An assortment of screwdrivers, servodrivers, solder-blasters, spanners, etc. Most of her tools are left at her workstation, but she carries some around for quick access outside of work.
Capabilities: R3-K6, nicknamed Kay, is similar to other astromech droids in her functional capacities. Computer repair, data-retrieval, and starship maintenance. Unlike other droids of her model Kay has also become proficient in vehicle maintenance due to her time with Var and Tanda. Her cognitive functions surpass previous models, and as an R3 model she can process numerous tasks at once. Kay, like other R3's, is capable of plugging into starfighters. Kay has some limited capability for self-defense usually resorting to using her own gadgets to disrupt or evader attackers.
History: Like most in the R3 model, Kay was developed by Industrial Automaton (IA) during the Clone Wars. Typically, these droids were sold to the Republic for use by military personnel, maintenance teams, and starship crews. The Separatists organized raids on IA facilities on a number of worlds. These droids would be re-purposed, most commonly as spies infiltrating the Republic.
Kay's memory data from much of the war was corrupted. She was found, nonoperational, aboard one of the many defunct starships littering a shipyard. It was here that a maintenance crew, tasked with scrapping the ship, found K6. Var Sal, who by now was working as a Separatist engineer had been stationed with said crew. Instead of scrapping the droid, Var took the droid and attempted to repair. It took months to gather the proper parts, but with time Kay became functional again. Var knew enough to keep most of her functions offline until he eventually figured out how to reprogram her. Throughout the war Kay would serve as an assistant to Var, and a caretaker for a young Tanda.
When Var abandoned the Separatists and went into hiding he attempted to scrap the bot, but Tanda still only 5 or 6, protested. Var opted to wiping parts of the droid's memory data, and continued work to help acclimate her to a life in hiding. Tanda grew increasingly close to the droid as she got older. They were so close, in fact, that Tanda took Kay with her when she left her father behind and traveled to Coruscant.
Re-purposed R3-series astromech droid named R3-K6 (nicknamed Kay)
Apparel: Tanda is often times sporting her mechanic's jumpsuit. It may, at times, be unzipped to reveal a shirt beneath. She typically has a tool-belt draped around her waist. She wears gloves withered by rust, oils, and time. She wears combat boots, and also sports a pilot's cap equipped with goggles. Tanda's hair falls in semi-tight coils, and has gotten quite long. She usually ties them back underneath her cap into large space buns. Otherwise she either sports a bun or lets her hair down.
Skills and Shortcomings: When she wasn't on the run or listening to war stories, Tanda would be at work building things. She has developed an acute fascination with machinery, weaponry, and vehicles. With it comes a strong desire to consume as much knowledge as she can. She often lacks the innovation to create entirely new tech, but is excellent at improving on previous iterations and designs. Tanda can often be found scouring marketplaces and workstations for new schematics to study. Given the precariousness of life in hiding Tanda never really had the most advanced equipment and tools to work with. She's developed a knack for improvisation, and for developing functioning pieces no matter how hodgepodge their design. This quick wit has translated to most social interactions as well. Though her lack of proper social learning may often result in stinted conversation and an awkward forwardness.
Tanda specializes in vehicle and robotic repairs, but has experimented with weapon modification.
Tanda is by no means a combat specialist. She is hardly a marksman, which is why she prefers to use her shotgun or her wits in most situation. Her father has taught her the basics for survival, but she could hardly operate scope-based weapons even if she'd be able to modify one for someone else. In trying situations Tanda relies on her lithe frame, and ability to think on her feet for fast escapes. She can endure a fair amount of punishment, and has above-average endurance. However, all of this has its limitations. Tanda is not force-sensitive, and despite her strong will could likely fall prey to most abilities in a skilled force-users arsenal. She isn't particularly skilled in hand-to-hand combat, but was trained by her father who was a soldier.
Tanda was born to Var Sal and Lira Wain who both served as Bravo Squad N1 starfighters during the Invasion of Naboo, and before that as security on the same planet. The two had grown close mostly in their mutual distaste for the constraints of bureaucracy which they felt did little to help the common people. After years of service the two fell in love, and some time after the invasion decided to settle on Corellia in hopes of having a child though they had yet to wed. Tanda would be born in the year 24 BBY. The family lived in peace. Var took up work in the shipyards of Coronet City, and Lira worked for a private security organization. For most of Tanda's infancy Lira stayed out taking assignments while Var did much of the work. The two parents would argue quite frequently as Val grew suspicious of infidelity and that Lira wasn't ready for motherhood. Lira was often tired and irritable. As the luster of their love waned Lira began to feel constrained as she did years ago. This time, it wasn't just bureaucracy and government corruption. Var's love never waned though, and he felt that he had no control in where their life and relationship was heading.
Just two years later rising tensions regarding corruption in the Galactic Republic would lead to separatist succession from the republic. Sympathetic to the ideals espoused by Count Dooku and more radical thinkers regarding corruption in the Galactic Senate Lira found herself unable to betray her ideals in favor of a domestic life. Despite protest from her beloved Var who argued that she was running away from motherhood out of fear, she would join the Separatists. Tormented by the idea of Lira fighting at war Var was faced with a decision. Stay on Corellia and lose Lira or fight for a cause he believed in and a woman he loved. Var also joined the movement; though he knew that he needed to protect Tanda. So, Var sought engineering roles that demanded far less time doing field-work. Moving from system to system Tanda grew up with caretakers and her father. She relished the chances she got to see her mother who loved telling her stories of battle and grandeur. Usually, these interactions were restricted to transmissions and holo-vids. Tanda grew up watching her father work as an engineer, mostly in shipyards. It was here that she developed her own predilection for mechanics. There were a number of times that she was left in the care of droids which shaped her fondness of them as she got older.
It would be in 19 BBY that tragedy would strike. Nearing the end of the Clone Wars Lira would be killed in battle; Tanda was 5 years old. Already disillusioned with the cause, and unable to process this grief in a healthy way Var wanted out. He saw the tides turning in favor of the Republic, and wanted to keep Tanda safe. He fled the Separatists opting to be labeled a traitor. Var couldn't have imagined how little he knew. At the end of the war, the Jedi betrayed the Republic. Var had heard how these monks could destroy entire units by themselves, and had seen their capabilities twice before. Yet, the Republic still stopped them. Hunted them, and killed them. Var had no idea if their status as traitors was true nor did he care. It didn't matter to whom, the Separatists or the Republic, he was still a traitor. He needed to keep Tanda safe from harm; something he'd failed to do for Lira.
Eventually, the Republic became the Empire. Clone troopers became storm-troopers. All the while Var and Tanda kept to the Outer Rim, bouncing between planets to avoid detection by the Empire. Tanda had little prolonged contact with others. Var only kept in contact with a few ex-separtists that also managed to escape Imperial detection. He'd do discreet freelance work, and program droids to protect himself and Tanda. As she grew older, Tanda became more curious about the world outside of their hideaways. She became more rebellious, and argued often with her father. There were a number of times that she put her father in harm's way with her impulsiveness. Her time learning how to operate ships with her father gave her a wanderlust often associated with Corellians. This would culminate in an argument between Tanda and her father. At the age of 19, Tanda took her father's ship and set a course for the mid-rim. She had no real idea of where to go, but heard broadcasts from Coruscant. A city stretching across an entire planet sounded like the perfect place for a fresh start. Upon arrival, Tanda's ship was impounded. The next few months saw Tanda trying to find work and a way to contact her father.
The echo of an oar wading through dank waters crept throughout the underground tunnels the party had found themselves in. More pernicious than the noise was the odor. It was worse than the common refuse one might expect from a large city. It smelled unnatural, like a kind of decaying; of what no one could be sure. The only reprieve from the darkness that encroached on their boat was a small orb of light manifested by the mage who had navigated the party through the city. He kept his focus on steering the gondola yet the orb persisted without faltering.
You’d finally been offered a chance to rest without the burden of the mage upon your shoulders. Karlus was lithe, and quite easy to lift. Even still, the stranger had guided your party through small spaces, tunnels, stairs and a host of other obstacles. Reaching this hideaway seemed a new journey entirely. These sewers smelled of the plague. You’d only seen its effects in passing, but even then the sights of those afflicted were haunting.
There was no doubt that you were underneath the Elven Quarter, a district home to the elves native to Caracas. You’d heard tales of the interplay between elven and human culture that made the district unique. You found only disease and rot in your time there. Where exactly was this stranger taking you all?
It was difficult to make out much in the darkness. Though perhaps the smell alone would be enough to help your crew identify whatever hole you’d fallen into. You noticed occasional stutters as the boat moved through the water. The strange magic the mage cast to light his path forward was enough to illuminate a clenched hand at each stop. Whatever he was doing seemed to cause him some discomfort, but you couldn’t hazard to guess what witchcraft was at work.
The boat came to a halt one final time. A dead end. The party found themselves in a large cavernous room with only a small dock and blocked off tunnels ahead of them.
“Come,” the stranger urged as he stepped from the boat out onto the decrepit dock. It stretched out onto the water like an old finger. The mage calmly stepped forward without another word. The wooden planks creaked beneath them. As the party followed the mage toward the tunnels he looked back to them. “Please, pardon my compatriots. Things...have been difficult.”
With that the mage put a hand on one of the walls to the tunnel. A ripple in space itself that followed from his touch. He pushed through the facade as if stepping through water as the party followed closely behind him.
Whatever magic had allowed them all to phase through the wall led them into another large cavern. Its was long and vacuous, but narrow. They made their way through the dark hallways of the cavern. The smell from before had finally subsided, relatively at least.
The sounds of footsteps meeting the party at the other end of the cavern was enough to give them pause. The stranger seemed undeterred by the advancing noises. Eventually, an older man stepped from the shadows greeting the party as they made their way to the end of the tunnel. The elder man looked the party over before glancing towards the stranger with contempt. There were no words exchanged as the stranger brushed passed the elder who then followed behind the group.
The party made their way into a makeshift foyer. A number of small fireplaces lit the area more than most of the cavern. People were hustled around them. Their gaze turned to the party as they made their way forward. Hushed whispers spilled out around them. There was old furniture, tomes, luggage, and artwork scattering the area. There was the occasional shanty nestled away in the darkest corners of the room.
The elder mage finally broke the silence among the party. “I knew you to be a fool, Horatz, but to bring strangers to this place? After what happened at La Grazia? In your arrogance, you’ve jeopardized the safety of the entire league.” The old man made no effort to cloak his words behind niceties nor did he seek to hide them from the party.
“No Phideas,” Horatz protested. “They were helping a mage who had been attacked by one of Stantos’ men.”
“There is no weaker a bond than one forged in mutual hatred. Even still...” Phideas stopped at the end of the foyer before turning to the rest of the party. “I mean you all no offense. These are troubling times in our fair Caracas. I’d only wish Horatz had made us aware of his sudden...philanthropic predilections.” The man spoke with a heavy Caracan accent. His voice was rich and deep, but there was a weariness to it. It was almost mesmerizing.
“Helping others is how we win against my brother, is it not Phideas,” another voice called out from beyond the foyer. A young man stepped out towards the party. He spoke with a flamboyance, and he worked to mask any trace of an accent. He was devilishly handsome. A small golden chain linked from his nostril to his earlobe. His eyes were a murky hazel, and his skin a light brown color. His robes were fanciful though covered by a cape. The cape itself had an extravagant collar that was nearly weighed down by its own heaviness. It's tip extended up the man's neck towards his ear on one side, and hung closer to the chest on the other.
“I meant only that we should take caution, Dantel.”
Dantel made his way towards the group as if ignoring Phideas’ protests. He studied the party with an exaggerated level of charm. “Such beautiful new allies you’ve brought us Horatz.” He made his way towards Kjellfrid before taking her hand and kissing it gently. “I am Dantel Ernesto Amarillo de Caracas. Prince of Canal City and...humble leader to the League of Magi. You must forgive the...eccentricities of my collaborators. They are far too dire.” Dantel looked to Karlus who still laid unconscious draped over Annabella’s shoulders.
Noticing Dantel’s prodding Horatz looked towards him. “It seems he has spell fatigue. He just needs some rest, and a bit of caster’s milk.” Dantel nodded in response.
“Jareez, please help our new friends. Would you be so kind as to carry this handsome specimen to our infirmary?” Horatz rolled his eyes at Dantel's flattery.
Stepping out from one of the groups huddled around a fire was a large tiefling woman. Her hair was cut short, and her horns were frayed. She couldn't help but stare at Vekyzz for a few moments, before looking to Dantel. She nodded before gently taking the mage from Annabella’s care.
“If you’ll all follow us,” Dantel motioned for the group to follow his lead behind Jareez. The group made their way through corridors that lined the cavern. It was clear that something had been built down here long ago. Most of it was tattered and in ruins now, but there was a time when this place stood strong.
“I must apologize for the state of our current abode. My brother has thrown a tantrum because he is not the heir to this great city. He’s ransacked our former base of operations, and has made retrieving much of my property from the royal offices all but impossible. Meanwhile the people he seeks to rule are made miserable by his ineptitude.”
As the party moved through the hallways the sounds of coughing and vomiting grew louder. The smell that filled the sewers returned, though more acute than before. Jareez turned into one of the corridors on the right. There were a number of makeshift beds where a number of sick lay in misery. It was difficult to make out much in the room with such little lighting, but there was enough to see strange brown rashes and rotting pustules having mutilated the faces of many of the sick.
“I realize the sight is a troubling one. We’ve been working to find a cure,” Dantel said. “Forgive my bluntness, but we are fortunate that it only affects elven-kind. They’ve taken to calling it woodrot.”
Peering into the room you could see the suffering of many, but even still in the darkness something caught your eye. One of the sick, they looked familiar. The sickness had obscured many of their facial features, but you knew them. White hair and nipped ears…
Jareez put Karlus down in a corner bed, away from the others.
“Remember your purity spells,” Phideas urged as Jareez walked passed the group and back out towards the foyer.
Dantel had taken the group to a back room that seemed to serve as his office. There wasn’t much in terms of personal effects save for some tomes, magical objects, and a small carved dragon resting on a stack of opened scrolls.
“You all are welcome to stay here for as long as we are able to host you.” Dantel paused for a moment before continuing. “My brother has surrendered to madness, and for it people are suffering. I can imagine that you all don’t trust me, and to be frank, I’m not sure I trust you all either. What I do know is that none of you are getting out of this city without stopping Stantos.” Horatz looked to Dantel, who in turn looked towards Phideas. Dantel nodded to the elder.
“There is more than just Stantos,” Phideas sighed. “We believe there is some larger conspiracy afoot… some sort of cult bent on ruling the Union with the use of some hellish magic. We don’t know much of anything save for what one of the people in our care has been able to tell us.”
“But we believe Stantos is connected to it, somehow,” Dantel added. He studied the group looking for some reaction. They all seemed rather tired. He let out a small sigh, trying to defuse the tension. “For now, you are all safe, and have no obligation to me. Get rest and food, and return to me once you have the strength.”
The party made their way out of the tavern to track down Karlus through the back alleyway, but there was no trace of the mage there. Stepping out beyond the garbage and clutter in the alleyway they could see a completely abandoned marketplace with no one in sight. Unlike many of the stands and merchant shops dotting the marketplace, one stand off to the right of the alley still had a number of trinkets upon it. The area was somewhat small, but nestled between sprawling favelas and dank alleys.
Vekyzz's feet came to a trampling stop on the dirty cobblestones, almost sliding a few inches over them as near a harbor things always had a nasty tendency to be a little wet. The tiefling looked around, but it certainly would not have taken anyone near his height to get a perfect overview of the situation quickly: There simple wasn't anybody left to obstruct any line of sight. The marketplace was devoid of any life, but not of indications that it must have been there just moments earlier.
This could simply not be a good sign... What had caused this mass exodus of people ? The situation inside the tavern ? Vekyzz almost immediately dismissed this thought as rubbish -- too far, way too silent and probably all too 'normal' for a tavern with drunk people in it. For him, things pointed much more to Karlus. Had the crazy mage not been able to stop his fiery temper once outside ? Had he continued to use dangerous magic ? And most importantly: Which of those small streets had this damned, tiny little man taken ? For a moment Vekyzz even considered hoping for Karlus to continue to use his magic as it would have made finding him a lot easier, if not possible in the first place.
However he was not the kind of guy to give up in this situation. The place being empty also had the advantage of nobody being there to obstruct his path or to alert even more guards about another crazy man running around -- this time with a rifle ready to fire. Vekyzz had not taken the thing into his hands yet as carrying it strapped to his back made it easier to run. And so he did now, taking the alley to the east. Hopefully anyone who had followed him so far would be clever enough not to waste his or her presence following him but to take another route. The tiefling did not give instructions at this point, he was too focused on the hunt and assassins usually worked alone.
Upon making his way towards the alleyway Vekyzz was greeted by the sight of both Karlus and the guard rendered unconscious. There was clearly some kind of skirmish. The mage laid face down at the head of the alleyway while the guard, about four paces away, sat against the wall. His armor was dented on the right side with smoke billowing out from the center of the wound. Vekyzz could see that neither were dead, at least.
”By my ancestors,” Kjellfrid said, looking at the scene, having followed Vekyzz for reasons that he would not have known. However, it was clear on a simple thought that the Tiefling was tall and intimidating, odds are she would be using him as a wall to hide from others. Though, the magical flute she carried was nowhere to be seen, having been placed back somewhere on her person. The brith, looked at Vekyzz and then back to the mage and guard.
”S-should we help him?’ she asked hesitantly.
”Help whom ?” Vekyzz almost snapped back, the brith recoiling from the response. It was pretty safe to say that seeing the scene ahead had not helped his adrenaline level go down again. ”And help with what ? I can try to heal some wounds, but I can not help making a madman sane again!”
Having made this kind of statement, the tiefling raised his rifle and pointed it right at Karlus before approaching him carefully. Once he stood right next to the mage’s feet, he used the barrel to gently touch as much of the unconscious man’s cheek as there was reachable. Maybe the feeling of cold metal forged into a very lethal form would help to wake him up. If not there still was Vekyzz’s voice, even though the tiefling always found it odd to do anything else but whisper when using it: ”Hello there! Wake up!”
”Kjellfrid ? Take care of the guard. We can still come out of this without anyone having been killed. We have to!” Vekyzz added, not turning away from Karlus for a single moment.
The bard moved forward, slowly getting closer to the guard before crouching next to him after making sure he truly was unconscious. She looked at the bent and near shattered armor, noting the smoke coming out of it in a rather large column. Though, Kjellfrid first took away the weapon of the guard, setting it behind her in a clear bit of paranoia, either of dying or just the sight of the weapon in general. She looked to Vekyzz, silently watching his gun before turning back to the guard and trying to release him from the armor.
Before Kjellfrid could relieve the guard of his armor a voice called out from just beyond the alleyway. “Minerva, mother spoke true.” Surprise echoed in the onlookers voice as he called out to the Goddess. Stepping out from around a corner and peering into the alleyway was a man dressed in rather striking robes. A head shaved nearly too close to the scalp contrasted with his flamboyant clothing. His lanky frame came into view as he motioned towards the party. “If your intent is to harm that mage I’m afraid I cannot allow you to leave this alleyway.”
The onlooker was thin though he looked fairly athletic. However, he carried no weapons with him. Someone brave enough to threaten armed strangers with no weapon could only be one thing...mage. He had yet to take a defensive stance. You tried desperately to recall a mage that needed to. He was a far enough distance away that only the brith and tiefling would put up much of a fight. They’d have to help you close the distance. You looked to them for some kind of signal.
The man’s accent was Caracan, but he was of a lighter complexion than most you’d come to meet here. He wore the robes of someone with quantma to spend, but why would someone like that occupy the Caracan favelas? From your vantage point you could see that he was human. Perhaps a noble? You were one of the closest to the stranger, but still a good distance from him. You could sense trepidation in him. Perhaps this could be solved peaceably. Though, judging by every other interaction today was it worth the risk?
You could smell burnt flesh even as your eyes turned to meet the stranger approaching you all in the alleway. Your heart sunk as he called out to you from a distance. You could feel the anxiety worm its way to the forefront of your mind. So much so that it was difficult to concentrate on what he was saying. Even still you could be comforted by the fact that in between you and this man were four other people. He was no doubt another guard looking to round you all up and send you to the Pits. Your mind traveled back to Armonte. How could things get any worse?
Today just really wasn’t your day. Having finally found Karlus and subdued the guards with the help of your new allies there was yet another obstacle. You could sense that, unlike Armonte, this man wasn’t looking for a fight. You studied him and his posture. You would likely be the one to make the first move. Your rifle could close the distance fairly well. You felt Sigemund’s glare from behind you. He was no doubt looking for a signal of some sort. As your eyes traveled back towards the man you noticed just beneath the sleeves of his robes were bandages poking through on either wrist. Thinking back again to your encounter with the guard captain you remembered what that meant.
The stranger inched closer to the group, or more specifically towards Vekyzz and Annabella. He raised his hands as if in surrender. “I mean you no harm. This, I swear to you. So long as your intentions for this mage are pure,” he stopped moving forward. His left hand tugged at the bandages on the right wrist, still raised in good faith. The bandages fell gingerly to the pavement revealing, in their place, a bevy of scars and cuts about the stranger’s flesh.
Annabella showed the man her palms but made no move to step forward. She took note of his scars. A friend of the mage, perhaps? At the very least the two were likely allies. Perhaps three was the charm for the day. That was the hope, anyway as she took a deep breath before speaking to the man. She spoke softly, evenly, doing her best to exude an aura of calm "Our intentions are peaceful, we do not want to harm him." She paused, pursing her lips as she thought about her next words. "However, I will not lie to you. If we cannot stop him with words, we will use force. We cannot allow him to endanger anyone else."
The robed mage dropped his hand. He looked to Annabella and then his eyes wandered behind her towards Kjellfrid, or more likely, the unconscious guard. “Is he dead,” he asked. It was clear from his tone, though, that he didn’t expect an answer. He shook his head gingerly and with it the question from his mind. He walked more casually towards Vekyzz and Annabella. “It is not the mage you should fear. You and your companions aren’t safe here,” he urged. The mage paused for a moment in thought. “I may be able to afford you safety from them,” he motioned towards the guard as he spoke. “Anyone who would call Stantos’ dogs their enemy is an ally to us.”
”Well… if I am allowed to speak frankly… With friends like these you don’t need enemies. They have been giving trouble to me for the whole, freakin’ day!” Vekyzz clearly was speaking about his own party and he was doing so with the blatant undertone of at least partial resignation. He felt like a hunter who had been so close to his prey before some greater evil had decided to just snatch it away from him. Who was going to give Karlus the rant and beating he had earned himself so profoundly now ? Probably none. Not with the small madman just having gained a tall, could-be lunatic as his new best friend who could be a powerful mage, too. Or maybe that anonymous guy just pretended to be such until he’d reveal his true and ugly face ? Who knew what kind of different factions were at work in this city. Right now it definitely felt as if there were more than just the guards.
The tiefling stopped trying to wake up Karlus with his rifle and strapped the weapon onto his large back again. He reached for the man instead, his huge hand easily gaining a vice grip around the mage’s shirt so he could pull him up. ”Hello ? You there ? Wake up!” Vekyzz tried to slap Karlus’ cheek. Gently first, then with significantly increased strength. The tiefling sighed, speaking to the stranger again while not turning his eyes away from Karlus. ”Actually we are here to save him from both the guards and his own actions, but if he doesn’t wake up soon I’ll have to carry him to whatever hideout you have in mind and that will trigger even more attention...”
The mage observed the motley crew of adventures with an eyebrow raised, and head slightly ajar. A smile threatened his downturned mouth. As Vekyzz tended to Karlus the stranger continued. “Our medics have been quite busy tending to plague-ridden, but we could likely tend to you all.” As the tiefling sighed and spoke again the mage nodded away Vekyzz’s concerns. “I can promise you discretion…” he said as he gave the party a final look over. “Certainly more discretion than you’ve managed thus far. But you must make your choice quickly. I have taken a risk in trying to help you.”
Annabella narrowed her eyes at Vekyzz and crossed her arms over her chest. She stepped right up to the man and looked up at him with a less than pleased expression. "First of all, I arrived only minutes ago. Second, you waving your rifle around like a drunken grenadier is not helping either. I want to help you and everyone here, but if you're going to keep acting like a tantruming child who throws blame on everyone else then I'll be happy to part ways, even with someone as handsome as yourself." Without waiting for his reply, she picked the mage up off the ground and laid him across her broad shoulders in a fireman's carry. With that, she turned her attention to the mage. "I don't know about the others, but I am not waiting here for the guards to crash down on us like a tidal wave. Röl grosh, avůk nogal. Lead the way."
"By the hammer, not the furnace." (do not wait to strike while the iron is hot, make it hot by striking)
Vekyzz did not say anything. Or well… at least nothing anyone else would have been able to understand. It was a curse straight from the deepest, darkest abyss to be found in the heart of a tiefling’s native tongue. A tantruming child ? A drunken grenadier ? Well first of all she herself had just admitted that she had merely arrived minutes ago, so she had missed some of the insults and unnecessary provocations he had had to endure in the first place. Then she probably had no idea how to handle a rifle, let alone a precision one like his. So how could she dare to speak about how to deal with one properly ? And carefully nudging a dangerous mage from the distance with the cold barrel could hardly be called ‘waving around’, could it ?
Vekyzz once more used the tiefling language, this time speaking to Karlus who still seemed unconscious: ”Karlus ? If you hear me… wake up! Wake up and unleash all of the uncontrolled rage that’s left in you upon the Orc carrying you. I have been a fool and deemed her to be one of the more reasonable of the party at first!” Well... from a strictly technical point of view Annabella still was, but that barrage of accusations was a very major blow still.
"Stick close to me, and follow my every direction exactly." With that the mage hurried forward out of the alleyway with the others following close behind. Collaboration between @Fetzen, @Lauder, @Famotill and @Jarl Coolgruuf