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3 yrs ago
Current Shilling a good medieval fantasy: roleplayerguild.com/topics/…
3 yrs ago
Don't mind me. Just shilling a thread: roleplayerguild.com/topics/…
3 yrs ago
So worried right now. My brother just got admitted to the hospital after swallowing six toy horses. Doctors say he's in stable condtion.
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3 yrs ago
Nice to meet you, Bored. I'm interested!
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3 yrs ago
Ugh. Someone literally stole the wheels off of my car. Gonna have to work tirelessly for justice.
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Bio

Oh gee! An age and a gender and interests and things. Yeah, I have those. Ain't no way I'm about to trigger an existential crisis by typing them all out, though. You can find out what a nerd I am on discord, okay?

Stay awesome, people.

Most Recent Posts

Just a quick update on the above vote: thanks to player and general forum input, the winning spinoff idea was Oriflamme. the interest check will be going up sometime later tonight or tomorrow. Vive la Perrence!


J O C A S T A R E


Plenty of decapitations here, Jocasta mused to herself. How macabre. She wasn't particularly surprised that these were all little killers despite their subtle and not so subtle assertions to the contrary. After all, what was she?

I am what the Refuge made me, she knew, and the things I have become since, but there was nothing before: only vague memories of hide and seek, climbing pistachio trees, and frolicking on a rocky beach with friends whose faces she could not remember. For that wound, the Chemical Mage who had taken those memories paid with his life. It was but a trick of internal chemical and magnetic magic: overstimulate the heart and provoke a heart attack. He noticed her tampering, but it was too late. He couldn't fight it off by then. He couldn't even form words. So it was that Jocasta sat there while the others battled, her face telling the story of a near-panicked girl sweeping the distance for energies, while she ripped the life out of an evil man. It was revenge a decade in the making and yet it did not satisfy the girl. She worked to keep a scowl from her face. You still lived past fifty, she knew. I didn't get to watch it, she thought. You didn't know it was me. She consoled herself with the notion that at least he would not erase everything that made up any other little children like he had erased her or whoever she had been before.

Next, Jocasta knew, she would have to set upon Mirabel, the Tan-Zeno, for she was strong in The Gift and would escape once she recognized this for the attack that it was. Already, the girl could feel the energy of three bodies scrambling. She could feel Mirabel's brain pumping out cortisol and adrenaline. You're next, you bitch. She had already decided to save Gutierrez for last. The more that he suffered, the better. Al-Qorrah was unfortunate to be there, but there was nobody innocent who ran a Tethered Refuge.

"Could you warm this for me, please?" Jocasta snapped out of her bloodlust just as Mirabel may have felt the first pinch. She'd wasted time being unusually subtle. Six Halassa were dead. Bitch and Creep were not, sadly: the former to go on being as presumptuous as ever, the latter as arrogant. The sour look that some part of Jocasta demanded did not show on her face. She would finish her work later, even if all five of these others stood against her. As for Esparza, it would appear to all but the most trained that the anxious old man had simply suffered a heart attack. Besides, out here in the desert, with aberration-mad beasts running amok, the other caretakers would not continue their mission while carrying the body. They would return to the Refuge and she would see them there. A wave of... something cold and uneasy washed through Jocasta. She could not picture, in her mind's eye, being back there. Secretly, she wished for Triste, or even Benedetto. His constant slings and barbs would keep her mind busy.

Jocasta put hands to wheels, resisting the near-instinct to let herself float. At least the ground beneath her was rocky and she started to move. Then she found more of that Gods-awful drink shoved in her face. What was with Bitch and consuming the stuff? Fuck it, Jocasta relented, time to kill her with kindness. "Oh Zamira," she chirped, "r-really, you're too kind! How can I refuse?" With a quick bit of chemical manipulation, she muted the signals from her taste buds to her brain and took a hearty sip. She let it linger in her mouth for a moment, checking for poisons and psychotropic effects. Satisfied that the drink was no threat, she swallowed. "Ahhh, I know I shouldn't be... be drinking this," she sighed, "because it excites my temperament ever so... so much, but that really hits the spot." She smiled warmly. "I can already feel the energy flowing back into me. Tha-Thank you." At that, compliments towards the vile drink abounded, and they all got down to the work of filling themselves with it.

"So. The settlement,” Zarina remarked after a blessed few seconds of not having to hear her voice. "We’ve agreed to talk to them first, yeah? Then let’s get moving before they’re all turtle shit.”

They're already far worse than that, you self-important imbecile. As if to reinforce Jocasta's impression, the Virangishwoman yawned and stretched. "... It’s that way, right?” She pointed in a direction that was... just wrong enough that Jocasta was tempted to let her walk off in it.

"Uh... uh, yes!" the Tethered girl replied after a moment. "Th-this way!" She pointed in a slightly different direction. "I'm... I'm sure Yalen senses it too. We've, uh, quite the range. Perhaps he'd be a b-better choice to um... lead the way," she squeaked. "Th-that is, if you're alright with it, of course!" With a start, she turned to the priest. "Dami forgive me, I'm so t-terribly sorry for just assuming."

Yalen merely pointed at himself in response with a look of puzzlement. "Me? Er, yes, of course. I'd be happy to." He closed his eyes for a moment. "Someone must have felt the portal open. I can sense them out there. A group of four or five. They must be part of the garrison."

Three now, Jocasta thought, learning another valuable piece of information about her teammate. "Thank you," she mewed, "and sorry. I... I suppose we should get going." And that was that. With a few more words exchanged, they set off for the Refuge, or 'settlement' as Bitch put it, or 'garrison' as Idiot put it. At least Slut knows when to keep her mouth shut, Jocasta decided with some satisfaction, though the Torragonese kept stealing yearning glances at Creep's cloak. Sucker was... furtive, probably wondering if anyone had noticed or would condemn him for his use of Blood Magic. Ironically, that had actually served to increase the tiny shred of respect that Jocasta held for him. Now, if you could just learn to use it without shame, she thought, but the notion soon faded from her mind.

It was tough going for the Tethered girl as the terrain alternated between stone and sand. There was a growing chill in the air and a pesky wind that continued to whip dust into the group's eyes. The blonde was forced to use a continuous amount of energy to both move herself and keep her eyes clear. More than one of the others noticed and tried to take advantage of her shield, and so, with a little peep of exertion and doe eyes darting about, she expanded it to cover them all, drawing from the residual heat in the sand to warm herself as she went and... for some reason, Slut as well. It wasn't generosity, empathy, or anything like that, of course. She just couldn't deal with any more of the girl's telegraphed gazes at her teammate's cloak.

Then, there were lights in the far distance and she knew them for the sanctuary. Clear in her mind's eye was that night, six years ago, when she'd glanced back over her shoulder at them a dozen times, with growing conviction that she had made the right choice and growing fear that it would kill her.

Yet, there was something else too, and she exchanged a glance with Yalen - Idiot. Three human bodies and a fast-cooling corpse, the energies in it changing: Tan-Zeno, Binder, and Rapist. They were hurrying back to the safety of the for-once aptly named Refuge. Further, Jocasta stretched her senses and she could feel swift shapes moving above: a pair of Froabases pounding the air with their wings, kinetic energy swirling about. The stout thirty-foot dragons liked hunting at dusk, often aided by their version of The Gift. They avoided cities, but would regularly pick humans off if they journeyed solo or in small groups. The sonic rasp of their echolocation caused her to flinch momentarily. They were either hunting or...

Almost simultaneously, the Froabases arced up and away and that struck Jocasta as wrong. One of the caretakers from the Refuge turned to look back at the fast-gaining group and shouted something unintelligible, waving them forward but not stopping. Jocasta delved into the kinetic and sharpened the distant voice. "Arena!" they were shouting, "Arena Malvada!" ...Evil Sand, Jocasta translated with a start. She reached out with her senses and there it was, near the edge of her range, approaching exactly from due east, perpendicular to their path: the gargantuan collection of energies that could only denote a Royal Sand Wyrm... and it was a big one.

One of her idiot teammates was shouting for the caretakers to slow down. Another was asking if they needed help. It would be easier to let these fools die, but she needed them, in a manner of speaking. Jocasta was not entirely ready to waltz into that Refuge and not just murder every caretaker in sight. The face that she was forced to wear for them might be the only thing that would hold her back. She took a deep breath. "Sand Wyrm!" she screamed, making sure that everyone heard her. "East of here! It's... it's coming up fast!"

The caretakers would make it if they dropped Esparza's body. They'd make it with time to spare. The foundations of the Refuge were solid stone and ran deep underground to bedrock. Jocasta's peers were... a fifty-fifty proposition. Anyone who could boost their speed with Kinetic magic stood a good chance. Anyone who could lift themselves at least one hundred feet clear of the sand might live. Or, they could fight it. The Refuge was so tantalizingly close. Jocasta never thought that she'd actually be happy to see one of the accursed places, but its presence was now a comforting thing and a grim reminder of the sheer hostility of the High Desert. Separating herself from her wheeled-chair, she raised it alongside her as she rose smoothly into the air. Then, the Tethered was flying, letting gravity tug at her and then drawing from that same energy to lift herself back up in a continuous loop. She glanced down at the ground and her five peers. She glanced ahead at the Refuge and its stoic walls. "Hurry," the caretakers were shouting at the students in Torragonese, "Run! Use your magic!" She glanced East at a distinctive growing furrow in the sand. Jocasta Re had killed many people and many things in her life, but she had never even thought to kill a Sand Wyrm.




_ _ __ __ ____I N T E R E S T____ __ __ _ _

Manfred Hohenfelter von Meckelin-Thandau



Manfred had made it no more than a handful of yards, when he paused at the top of the steps. The ship's towering twin stacks let out a mighty puff of white smoke and then it died down to a trickle. From below came the sounds of shouting and clamour.

Dami damn it! He shouted inwardly. "Scheiße, Scheiße, Scheiße" he muttered under his breath. The Kerreman gritted his teeth and turned on his heel, marching back towards where he could get a better view. He could hear breaking glass and see the glow of fire reflected on the water's surface. This was why you didn't send children to do the work of soldiers, even if they were talented children. Manfred knew himself for half a child as well and even he was not so unwise. Either the old man has lost it or else he is doing this for a reason.

Making it to the forward railing, not so far from where the second mate, helmsman, and an unfortunate seaman slept by the pilothouse, Manfred peered over. Their plans had called for a measure of order and teamwork. Instead, there was naught but chaos and Dorothea was in the midst of it. With a growing panic that he tamped down on with the practiced mindset of a soldier, he scanned the scene below for her. Of Carmillia, he saw nothing. She had either pitched overboard or else abandoned Dorothea at her first sign of need. Zarra, too, had gone gallivanting off on his own self-appointed errand. Perrench schwein-hunde! he cursed at them. Dami-damned slimy, unreliable people!

His eyes found her: lost, scared, and alone in the surging mob. That vile agent of the Traveler's had outmaneuvered her. Under pressure, she'd consumed an aberration. Dory... He knew how much his had meant to her. He knew about her dreams but now she was part of a nightmare. She was giving it her best, though. He saw a flash erupt from Dory's hands and then she clubbed her disoriented foe on the temple and he spilled into the water. Manfred rushed to the side railing, closest to where she was, grabbed it, and checked that nothing would fall from him as he leapt over.

"Not proceeding as you'd expected?" inquired a voice. The former soldier froze. He had just swept the area there was nobody -

Everything was still. It was... like somebody had stopped the forward march of time itself. It was not only people; it was everything: the flash of Dory's magic, the flicker of the fires, the lapping of the waves. But not him. Manfred whirled in the direction of the speaker, eyes wide, hands going instinctively for his weapons. "What are you?" he asked.

The figure was a woman in a dark, hooded cloak. She was seated on a bollard. "Nobody you know," she assured him, her voice not the least bit assuring. He could feel the pinch of chemical magic in his mind. He had trained to recognize it but he also knew that someone capable of time-stopping magic could easily have hidden her deed. She wanted him to know. "You hide your true face," he growled.

"A necessary precaution," said the mysterious woman, "for my enemies are many."

A cold prickle worked its way up and down Manfred's body. Such power and secrecy, many enemies... His mind did not want to accept its own conclusions. "And you recognize me for one, Traveler."

He could not see her eyes, but he could see the soft smile on her lips. "I recognize you for many things, Manfred Hohenfelter: lost but too afraid to admit it, dutiful but with no one to serve, good but unable or perhaps unwilling to see the path to justice."

"You are the archdemon Zathra here to tempt me, like Dami in the wilderness!"

She regarded him steadily and said nothing for a moment. "I do not need to tempt what I could kill. Not that I shall do such a thing. There has been far too much death already; far too much of those with power misusing it against those without."

He was about to issue an angry retort but it would've done him no good. His way out of this was not to oppose the monster, but to appease it. He remained silent and nodded slightly.

"I know you for a good man: one who has seen the senseless slaughter that results when one person holds the effortless power of life and death over a great many others. How can he resist when he knows himself better? How can there be equality when, in truth, there is not?" She shook her head sadly and he listened. After a moment he replied. "There cannot," he admitted quietly.

"And yet I am a villain for trying to share the power that was placed within this world for us? For trying to empower the common people so that they might not be mere fodder for those who hoard the Gods' Gift?" Her voice rose and she unknitted her fingers.

"That power is unholy," Manfred retorted, finding his conviction once more. "Unnatural! It is not of this world and it turns people mad when they touch it!"

"Does it now?"

"One need only look below," he snarled, twisting to regard the frozen scenes of violence below. "That is madness!" he finished, twisting back to regard her but, instead of a grown woman, he was now face to face with a young boy. He recognized that boy from somewhere. Where, he could not precisely say.

The boy frowned. "That is the problem. As things stand now, most people cannot cleanly handle the power that comes from without. Its effects are temporary, yet dangerous nonetheless." His feet dangled as he talked and, momentarily, he hopped off of the bollard and half-turned. "I... wanna change that," he continued. "You don't know how much the church lies." He shook his head in annoyance and his eyes met Manfred's again. "The things that they say about 'aberrations'." He made his fingers into air quotes.

"The church is the word of the gods," Manfred replied with a coldness more certain than he felt. "Are you questioning the gods?"

"No, for the love of Shune," retorted the boy. "I'm questioning the people who make up that church. Did not Ahn-Dami give us free will? Do not we have choice? Who is to say that same choice does not corrupt the will of the gods? Who's to say your beloved priests and bishops - users of the Gift all, from families of wealth and privilege all - are telling you the truth?"

That gave Manfred pause, for he had long known that people in positions of power lied. His own family lied. Jurgen lied about the woman he had raped. Father had lied to his soldiers about the war. Mother had lied to him about Nina - dear Nina - and then his sister had disappeared. "Then what are they lying about?" he challenged.

"Everything," the boy snorted derisively, "but most of all, the 'threat' that their 'aberrations' present." He walked right up to Manfred and gazed up at him, expression implacable. "What we're doing down there -" he gestured "- it's imperfect, though your friends have made it look worse, but you can absorb that power safely: in small amounts, weeks apart, and it will work. It'll make you stronger." The boy turned abruptly and skipped away, leaning against the rail on his tiptoes. For a moment, he seemed so like a boy and so little like The Traveler that Manfred nearly forgot who he was. "But the real solution," he continued, "is in the hold of this ship or... one part of it, I guess."

"The Lyre?"

The boy grinned mischievously. "Old Hugo didn't tell you why it was so important," he teased, "and unlike those Rednitz fools who just want it for status, he knows what it can do."

"And I suppose you'll tell me?"

"Yup!" the boy replied, and Manfred waited. The Traveler's expression grew impish for a moment before he relented. "You see how just that tiny bit's affected them down there?"

Manfred glanced that way again and when he looked back and opened his mouth to speak, he was speaking to Nina. "You are not her!" he roared. "Don't take her face! You have no right to!"

He blinked and the Traveler was an old man with a long beard. "Apologies if that was jarring, but I have met her and she believes me. Search your feelings. You know your sister. You know her heart."

"Say your piece, sorcerer."

The old man let out a snort. "I cannot let you and your group succeed." He shook his head regretfully. "That artifact can reconcile the without and the within. In layman's terms, it and its peers can remove the taint of madness from aberrations. With those, we can change this world for the better. We can bring The Gift to all of those who deserve it."

"And each holy artifact can do this? How do you know?"

"I have already said enough. I do not like to kill but, for such a greater good, I would scarce hesitate. That is why I need to know whether I must risk my loyal friends or whether I can trust you and your people to make the right decisions."

Manfred's heart was hammering. He could feel it within his chest. This truly was the Traveler. There truly was something to the artifacts, or so it appeared. He would test that later. "I cannot speak for others," he warned.

"I will speak with them in time," replied the old man.

"The artifact is safe so long as it is in my hands," Manfred promised, though he truly had no other viable choice. "I will put your theory to the test," he amended, "and if it should turn out not to be -"

"I would expect nothing less," the old man interrupted. "In fact, I would encourage it. Just... be careful who you call an ally or a friend." He nodded sagely. "Now, I believe, you were in the middle of being a hero," he concluded. "I would rescue the girl and head for the hold as quickly as possible. There's a hidden access near one of the wheels, not far from where she's standing. It'll take you to the engine room."

How can he know all these things? Manfred wondered, his sense of unreality ebbing and flowing with each sentence in their exchange. Now, he understood, the unsettling encounter was about to be over. He would be left with much to think about and little time to think. "One last question..." he began, and the Traveler twisted and nodded. In truth, Manfred felt stupid asking it, but he had come this far down the rabbit hole of reality and it was now burning in his mind. "Are you... a God?"

The old man merely chuckled. "Only to some," he replied. Then, there was a flash of darkness and Manfred found himself standing not one yard from Dorothea. She turned and regarded him, startled. "Yes, I snuck up on you," he assured her. "Easy to lose me in the press of this madness."

"It is madness!" she near-shouted, "total madness! Dami, I should've never touched that gods-damned aberration!" He kept his newfound perspective to himself for the time being, for it wouldn't help. Instead, he knew something that would. Manfred took Dorothea by the hand and pulled. "I'm very glad you're alright," he said simply. "Come with me. I know a way out of this."



Long ago, along the banks of the rivers now called the Asquelle, Oreuse, Vitroux, and Meine, there lived five tribes: one for each of the Gods, though these people were as yet ignorant of the Pentad. The land that Oraphe had gifted them was lush and green nonetheless, the climate fair, and the forests rich with game. At times, it was true that Echeran raised his mighty sword and there was war among them but, more often than not, there was bounty enough for all and so they lived in Ipté's peace.

Centuries passed and, as Chune granted them more of her wisdom, the five tribes began to apply her Gift of magic in simple ways. They built villages and towns, pushing back the forests with their dark, rugged reaches and savage beasts. Farms came to cover the hillsides: swaying seas of golden rye, barley, oats, and lentils dotted with thatched-roof huts and cottages. Gradually, the five peoples became one and their numbers grew. They began to call themselves something new: Parren. Dami was pleased by their sound judgement and blessed them greatly for many years.


But the five tribes-turned-one were simple yet, compared to their neighbours from the rocky, sweltering north. These had built a vast empire on blood, gold, and magic. They, too, were many, and greatly blessed by Echeran, whom they worshipped in marble temples. Now, they turned their greedy eyes south towards the lands of those they called Parencii. How simple was the conquest.

Yet, for all of their initial brutality, these Avincians proved just and fair as masters and, in time became brothers with the Parencii and the others whose lands they had marched upon. Once again the people of the Asquelle, Oreuse, Vitroux, and Meine thrived. They learned a great deal in this time - most of all, the names and magics of the Gods - and nobody could call them simple anymore. They built their homes of stone and plowed their fields with oxen and slaves gained from conquest. Their victories became those of the Avincians and the Avincians' theirs.


However, the same was true of their defeats, for such are the Gods of the Pentad that they give and they take. The peoples of Sipente ebb and flow no differently than their world does. Too much, those of the arid north liked their gold, and their empire weakened from within. From the south now, lands cold and unforgiving, blessed only with winds, snows, and a wealth of minerals, came a new threat: the Eskandr.

Their magics were fresh and strong and their fury and lust like nothing the Parencii nor their Avincian masters had ever seen. By fire and sword, they set upon the more civilized peoples' homes, farms, and businesses and razed them to the ground. To their frigid and desolate lands, the Eskandr took the accumulated wealth of generations: the gold, spices, and marble, the strong men as slaves, and the beautiful women as unwilling wives. Those left behind howled for vengeance and, within a decade, formed the backbone of the mighty Avincian legions which struck south.





On the banks of the Meine, the two armies fought to a bloody standstill. The empire recovered itself somewhat and staggered on for another two hundred years. The Eskandr bided their time but, when the thousand year city of Avince and its civilization fell, it was not they who did the deed. Rather, among others, it was the Parench. For quite some time, they had been doing the dragon's share of the work and receiving scant little of the reward.

For their greed, Dami judged them wanting and Echeran laid them low. Plague and famine swept the lands of the dead empire. Petty kings, conquerors, and strongmen carved the great corpse into small, feuding realms. Roads fell into disuse, temples into ruins, and forests full of wolves and bandits encroached upon farmland. As they lay bleaching in the subtropical sun, bricks were scavenged from the great, overgrown bones of the old Avincian cities. Public baths, stadiums, and libraries became humble huts and longhouses. Books became kindling and the practice of magic became strange and arcane.


Now, the Eskandr returned, and they feasted on the soft lands to the North. Under many banners but with one purpose and a common set of heathen gods, they raided up and down the coast and then began to strike inland. The villages of the Parench burned once more and there were a hundred different men who claimed that they would act as saviour to their people: the one to take on and defeat this scourge of Echeran. They would not share their glory, however and, instead, they carved their own lands up in bloody warfare. Only after dozens of these would-be heroes lay dead and the heathens ran rampant, extracting tribute and taking slaves, did the remainder swallow their pride and adopt the titles of dukes, counts, barons, and margraves.

On the shore of the Étroite Sea lies the old Avincian city of Solenium, with its handsome stone buildings, cobble streets in their original grid pattern, and palm trees that sway in the maritime breeze. Renamed Solenne by the Parrench, it was here that the proud lords of the land, near to broken from their wars against each other and Eskandr alike, gathered on the Ides of Verdi. As cathedral bells chimed and the year’s first flowers bloomed outside, they bowed their heads and pledged their fealty to a new king: a first among equals.


The ruler of the unified Parrench people, Arcel, is a young man, for it was truly his father Rouis who won the crown and then expired too soon to wear it. Some say he is clever, handsome, and strong in The Gift. Others say that his are a young man's dreams and too grand to make for reality. Dukes and counts whisper and scheme. Margravines curtsy and court him. They say he will fail but, in truth, he must succeed, or the bold experiment that is one Parrench nation will fail with him and become a feast for the Eskandr.

To that end, in cities, towns, and even the largest of villages, King Arcel's agents now appear. For those few who can read, parchments are hammered onto posts and church doors while innkeepers and town criers relay the king's message for the many who cannot. Arcel, first of his name, King of the Parrench, calls all willing and able warriors skilled in the use of The Gift to the town of Relouse, on the southern frontier. Knights, Wizards, Rangers, and Scoundrels alike, he calls them to fight for the future of their people.





Your Legend_________ __ __ _ _

First: The Story This is a low fantasy RPG set in the same world as The Hourglass Order, but eight hundred years prior, during the Dark Ages. It shares much of the same lore and deals with the coalescence and founding of the nation of Perrence. This takes place against the backdrop of merciless and persistent raids and invasions by the southern 'barbarians' known as Eskandr. Yet, these invaders face issues of their own. Their northernmost brethren - the Drudgunzeans - are increasingly forsaking their ancient ways and the faith of their fathers in favour of Quentism. You'll be playing warriors of a great many sorts who have answered the young king's call to fight for their country or else the very barbarians who seek to destroy it in order to preserve their ascendance.

Second: Character Creation This RPG involves magic and a handful of fantasy creatures, but is more concerned with a degree of realism than most fantasy. To that end, you'll be playing human characters. These should be setting-appropriate, which means no clockwork tinkerers, half-elves, unusually tall emo kids, rebellious princess-knights, or anime main characters. The people that you create don't have to revel in their outward uniqueness simply for its own sake. They can be archetypes but still be compelling if thought, nuance, and heart go into making them. Good Dark Ages character art is also very difficult to find, so I'll be allowing some leeway, but this is not a D&D campaign or an anime. Characters attire should be practical and reflect their setting and role.

Third: Conduct This will be a fast-paced game with plenty of action, intrigue, politics, and exploration. It will have a clearly defined goal and ending. Players will be expected to adhere to the standard rules on powerplaying, metagaming, and 'asspulling'. Play this game in good faith and it'll be rewarding. If you find yourself very focused on 'winning' against other players as opposed to telling a collaborative story, then I'd ask you to look elsewhere. In terms of activity level, I'm looking for at least two paragraphs per post a minimum of once per week. If you don't think that you can keep up with that activity level, then this isn't for you. If you go inactive on the forum and on discord without prior notice for more than a week, I will ping and Direct Message you. If you fail to respond after a second week of inactivity... your character will fall in service of the kingdom or join the Visitor in Grønhal.

Fourth: Deaths As participants in a wartime game, you run the risk of character death. These will not be random acts of the Gods, but risky choices are, well... risky. That is not to discourage risk-taking. There may be sizable rewards as well, but ill-advised decisions (and you will always receive a warning of the risks and possible benefits if you would like one) can also result in the maiming or death of your character. You are free, however, to re-enter with a second character if your first is taken by Echeran. You'll only be permanently kicked from the game in instances of counterproductive behaviour or extended inactivity without notice.

Fifth: Character Roles There are three main factions and ten Callings (otherwise known as classes). Some are fairly unique and there will be caps on how many characters are allowed of these types. For the sake of realism, if your character is going against the societal grain, I would like to see good, nuanced, developed reasons as to why. If you're rebelling in some way, it needs to have a compelling internal logic and thoughtful emotional justification. In general, to ensure a balanced spread of characters that reflects the spirit of the game, we'll be using a quota system. If there are too many characters submitted for a particular quota, the one best suited to the direction of the narrative will be taken. The other player may submit an alternate character if they wish.





The World_________ __ __ _ _


The world of Sipente, where our story takes place, is vast and complex, governed by the laws of nature and magic but, to its people, by those of the divine Pentad as covered in the holy Menanne. All Parrench and many Drudgunzeans believe firmly that it was through the will of the Gods that all things were brought into existence, by their leave that man flourishes, and by their wrath that he fails.

Distinct from most fantasy settings, this world is very much in its equivalent to the Dark Ages (though the later part of them). Tactics and technology are simpler than in later medieval times: castles humbler, siege warfare in its infancy, good steel more valuable, and mounted knights a relatively new innovation. Full plate armour does not yet exist. The trebuchet has not been invented. Still developing, too, are the social codes that will come to define the middle ages: chivalry is a mere idea that some people have, nobility is still as much a state of being and behaviour as it is a status that one inherits. Magic has become less schooled and more arcane, still widely used but with much of its written form and finer points having been lost. Kingdoms are generally small and evanescent in nature. Parrence is the first truly large one to form north of the Asquelle since the fall of the Avincian Empire. Its success or failure may very well determine what the continent's future will look like.

Many are the peoples, places, beasts, and legends of this world. However, in this brief guide, only those that may play a role in our story will be covered.




















B L A C K F L A G























J O C A S T A R E


"Five encounters five," said Creep, doing that thing that people of a certain height did, looking down their nose at you in a subtle assertion of power. "One for each of our party to trial against." It gave Jocasta pleasure knowing that hers was the power to break this arrogant girl should she have chosen. "Agreed?" The Virangishwoman concluded their one-sided conversation. Jocasta gave her the satisfaction of the eye contact that she so obviously sought. She gulped and nodded. "I...I'll give it everything I have," she promised. Or... perhaps ten percent, you peon. It was easy to turn the smirk that threatened to burst out of her into a brave smile. Then, she watched the children launch themselves headlong at giant tortoises. Jocasta had lived inside one of their shells once. She had eaten their putrid flesh: rubbery, bland, and slimy. What moisture it had contained!

The magics that they hit the halassa with were about what she expected. Slut played a pretty little thing on her flute, splashed some paint and vibrated the sand. Oh, Jocasta thought, you're a sonic mage. Truly a stunning development. Still, she slowed the aberration-mad beasts a little, and that made it easier for the others. Subtly, the Tethered began drawing energy.

There was nothing subtle about Bitch, however. It was clear that the sisters weren't on ideal terms - and I wonder so ever why? Jocasta mused wryly - but they were oh so much alike beneath their superficial differences, pointy hats, and gaudy jewellery. This one just charged in and began jumping and dancing around the biggest oldest tortoise of them all, making a lot of unnecessary noise. Ugh, Virangish. She was entertaining at least, though her attempts to poke at its shell were not likely to yield any sort of dividends. For a moment, Jocasta considered intervening, but the girl was quick and probably wouldn't die. She'd find her opening eventually.

The boy that the Tethered had hardly noticed earlier - she'd thought there were only five of them for the longest time - she dubbed Sucker (for bloodsucker, since he looked like a vampire). He... started disintegrating sand. This was wonderful, honestly! The vampire was a blood mage! Left to her own devices, Jocasta would've struggled to make something so good up! Thankfully, the nonexistent gods had done it for her. Or just this guy's parents, she amended. She watched him sweat and strain and set himself as if he were about to defecate in the sand. A barrier materialized in front of the charging halassa and the big old tortoise hammered right into it blindly at a... breakneck pace. Well, not really. It did slam hard into something of considerable mass, however, and it staggered, stumbled, and... Jocasta gave it a little bop. It crashed to the ground, dazed and wounded, one of its chunky forelimbs twitching spasmodically.

As Sucker was busy nearly getting a nosebleed and giving a halassa one, Creep, for all her subtly disdainful talk of pulling one's weight - which Jocasta was all too used to being on the receiving end of - attacked the third animal with... a screaming puppet. The Creep is a puppeteer. Let me guess: the priest prays the next one to death. Just what the second Virangishwoman intended to do with a little black birdy and a cuckoo jester was beyond Jocasta's imagining, and that actually annoyed her slightly. If this one dies, she told herself, I think I'll let it happen. Would the sisters reconcile as one lay there, expiring? That would be worth watching. A part of her now hoped that one would, indeed, take a mortal wound, but she wasn't invested enough to make it happen.

“And thus Shune said unto Rakda, I shall take thy sight from thee, so that thou may ponder thine own iniquity…!” Jocasta felt a distinct buildup of energy in the area of the fourth halassa and the beast let out a horrible braying, hissing yowl. Well, at least one surprise among the group. Yalen was straining, she could tell. For all of his Tethered powers and enviable degree of ambulation, his RAS was pitifully low. Boiling its brain, she recognized. He was the smartest of the group, the girl knew, for she had done it the same way. He made the most of his powers and ended its life quickly and mercifully. Animals were stupid things, but innocent, and there was no need to make them suffer for humanity's follies more than they had to.

Then, one was upon her. She'd been paying so much attention to the others that she'd neglected its approach. There wasn't time for anything fancy. With a speed approaching instinct, her arms flashed out in front of her and, eyes wide, she hit it with a massive kinetic shove. The enormous tortoise tumbled backwards, end over end, and landed on its back some fifty yards distant, struggling to right itself. Mercilessly, Jocasta drew the energy both from its flailing limbs and from the final halassa, which was heading straight for Ayla, and made a slight twisting gesture with her fingers. The inverted animal's neck snapped and its suffering ended.

While her draw had slowed the sixth giant tortoise to a more appropriate tortoise-speed, it was still headed for Ayla. There were three still very much alive and in the fight and a fourth down but not completely out. Jocasta began panting. She used chemical magic to cook up a sweat. Clearly, the Tethered girl had done her part and was rightly exhausted. She reached out with her manas. Even now, she could feel her former prison-mates stirring a ways away. She wondered who the caretakers' favourites were now: who'd told them about the disruption out in the sands. She could sense them moving: on a sortie out to investigate. The other five could handle three and a half halassa and, if they couldn't, they weren't worth having around anyways. "I-I'm sorry," Jocasta called, panting as she spoke, "That's one more down, b-but it took a lot out of me. I've got your backs, though! I'll...I'll scan in the distance for any more. Gods help us if there are!"

That would cover the surge of energy that they might feel from her. Four figures: caretakers, including Mirabel, the Tan-Zeno; Al-Qorrah, the Binder; Esparza, the Internal Chemist; and Gutierrez, the rapist. They would never make it over here. Jocasta drew from the desert and reached out with her energies: she would see to that.



World Expansion


Alright so, given the popularity of this game and its associated world and lore, I'll be opening up a second game during the summer (yay, teacher life!) set in an earlier time and different place. Below are a few potential options and we'll choose one. Feel free to chime in with any feedback, questions, or interest! Let me know which you'd be most interested in. On that note, I intend to open an interest check for the one chosen before the weekend.

1) Regium Anguis (Royal Snake): set during the height of the Avincian Empire, this RPG follows the political intrigue and growing conspiracy to assassinate an emperor who some feel is decadent and corrupt and others feel is strong and stabilizing. Yes, this means magical gladiators, barbarians, and centurions.

2) 秘密戦争 *Himitsu Sensō* (The Hidden War): set during the collapse of the Danegashima Shogunate, this RP follows the various warring clans and hidden agents of the Retanese twin emperors as they attempt to establish control over late medieval Kanjiki. Yup, we have magical ninjas, geishas, and samurai.

3) City of Stone: set in the fertile Miharapori Delta during the agricultural revolution, this RP follows a small band of hunter-gatherers as they encounter civilization and the establishment of the very first kingdom, formal discovery of the seven magics, and enshrining of the earliest pantheon of gods. Yes, this means magical cavemen, but think of it more as Mesopotamia/Babylon.

4) 百王之战 *Bǎi wáng zhī zhàn* (War of the Hundred Kings): set in Dark Ages Re Tan following the collapse of the Sui Dynasty, players would either lead or be part of one of the dozens of factions and sub factions vying to establish the great nation's next dynasty or at least prevent it from splintering. Yes, this means magical shaolin monks.

5) Oriflamme: set in Dark Ages Perrence, Eskandish raiders pillage up and down coasts, rivers, and trade routes, extracting tribute from petty nobles and threatening the capital. The young king Arcel has decided to establish the Knights of the Red Table to counter their threat. Players would take on the roles of knights and mages in this quest. Yes, there be dragons.

6) By Reed and Wind: set during the expansion of the Palaparese peoples into the islands of the Solemni Ocean, this RPG follows the harrowing ordeal of one clan as they set off on their trimarans and catamarans to find a new home safe from the dangers of volcanoes, typhoons, great sea beasts, and internal sabotage. Yes, this means magical Maori warriors.




Feel free to take this survey: docs.google.com/forms/d/e/1FAIpQLSfJ1…
World Expansion


Alright so, given the popularity of this game and its associated world and lore, I'll be opening up a second game during the summer (yay, teacher life!) set in an earlier time and different location. Below are a few potential options and we'll choose one. Feel free to chime in with any feedback, questions, or interest! Let me know which you'd be most interested in. On that note, I intend to open an interest check for the one chosen before the weekend.

1) Regium Anguis (Royal Snake): set during the height of the Avincian Empire, this RPG follows the political intrigue and growing conspiracy to assassinate an emperor who some feel is decadent and corrupt and others feel is strong and stabilizing. Yes, this means magical gladiators, barbarians, and centurions.

2) 秘密戦争 Himitsu Sensō (The Hidden War): set during the collapse of the Danegashima Shogunate, this RP follows the various warring clans and clandestine agents of the Retanese twin emperors as they attempt to establish control over late medieval Kanjiki. Yup, we have magical ninjas, geisha, and samurai.

3) City of Stone: set in the fertile Miharapori Delta during the agricultural revolution, this RP follows a small band of hunter-gatherers as they encounter civilization and the establishment of the very first kingdom, formal discovery of the seven magics, and enshrining of the earliest pantheon of gods. Yes, this means magical cavemen, but think of it more as Mesopotamia/Babylon.

4) 百王之战 Bǎi wáng zhī zhàn (War of the Hundred Kings): set in Dark Ages Re Tan following the collapse of the Sui Dynasty, players would either lead or be part of one of the dozens of factions and sub factions vying to establish the great nation's next dynasty or at least prevent it from splintering. Yes, this means magical shaolin monks.

5) Oriflamme: set in Dark Ages Perrence, Eskandish raiders pillage up and down coasts, rivers, and trade routes, extracting tribute from petty nobles and threatening the capital. The young king Arcel has decided to establish the Knights of the Red Table to counter their threat. Players would take on the roles of knights and mages in this quest. Yes, there be dragons.

6) By Reed and Wind: set during the expansion of the Palaparese peoples into the islands of the Solemni Ocean, this RPG follows the harrowing ordeal of one clan as they set off on their trimarans and catamarans to find a new home safe from the dangers of volcanoes, typhoons, great sea beasts, and internal sabotage. Yes, this means magical Maori warriors.




Feel free to take this survey: docs.google.com/forms/d/e/1FAIpQLSfJ1…




The Imit tried hard to radiate power and dignity and maybe even succeeded. It was not difficult when he already possessed one of those things. Azar had seen men like him before - and they were almost always men - of course. Sitting there above her upon his fancy chair, his gaze had flickered momentarily to lewd. She didn't need to be particularly perceptive to notice it.

The ayiralite bowed low before him. These Tawrish thrived on recognition of their awesomeness. "I am Azar, your excellence, called Al-Hashimi or else Masoumi by others." She rose in a single, sinuous motion, her hair momentarily enfolding her in ebony and flames before settling about her back and shoulders. "You may, of course, address me however you desire." She paused for just long enough before continuing, aware that she should probably reference the Tawrish pantheon lest he suspect her of not being a follower. "I am grateful to have saved a man of such value. Indeed, I have come here from a place of some hardship to serve the will of the Gods and of Maatrho himself -" And, by extension, you, she thought, though she did not say it. "- in any way that I may be of use. Of course, as you know, my nature lends itself better to some pursuits than others..." With a thought, she conjured five small tongues of flame that danced at her fingertips.

It was near to noon and dusty columns of light streamed in through the tall narrow windows of the palace. This place reveled in that rarest of indoor commodities: sheer open space where utilitarian function was often the order of the day. Azar's attention, however, was on the Imit and her own performance, with which she found herself pleased. Nailed it, she thought, hiding her smirk of triumph. The jinnblood's expression remained beatific, or so she imagined it. She stood before the Imit's throne, feet together, chest out just a touch, for too much would make her appear low and that wouldn't do. She allowed a slight smile to crease her lips as she snuffed out the flames in her palm. A curl of smoke arose from it and, ever so slightly, she bowed her head and awaited his words.

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