Eight (including myself) is the absolute maximum so that leaves one, final, open spot for yourself. I'll be around for the next two-three hours if you wanted to start working on a sheet. Any questions or any input you need from me then shoot me a message.
I'm working on the first IC post now and I'll be putting it up tomorrow (for everyone's information, in case it was unclear from the thing under my username, I'm British so work on GMT+0). I'll also start work on some beginning contracts. As we go along I'll be putting these up in the 0th post as a sort of 'Jobs Board' (as well as recording other useful and relevant/reference information there). Which ones we actually go for will be determined by us as a group, largely through our in character interactions!
Looks great - the only thing missing is just a bit of info on how much of her Adamant her Primary Flare would use up and a rough scale (spread it out over two square metres using up 4/10 of her Adamant ratio, for example). It doesn't need to be anything concrete, just a rough idea how it would affect her Secondary Flare (basic attribute increase).
Appearance/Description: Five foot and seven inches tall with a slim, petite figure, Lyrel is not physically intimidating. Her pale skin indicates one who most likely hails from Regis and her raven-black hair confirms this heritage, trailing long and straight to the small of her back. Eyes as dark as her hair with flecks of a deep purple within them, she would be a perfect shadow in the night if it were not for the luminescent whiteness of her skin. Although her preference is for dark clothes she has been forced to adopt the whiter tunics and dresses the people of the mainland wear to ward off the higher temperatures, ones she is most certainly not accustomed to. She styles herself in functional, form-fitting tunic tops and trousers which might go against the sensibilities of some of the more courtly members of society but as she has no intention of ingratiating herself with such people it is no concern of hers.
Flare: Clairvoyance is the most accurate way to describe this but it is not quite the full picture. Lyrel is able to sense an impending event but she does not see it. Her body and mind will instinctively react to the information her Flare feeds her, an example being a sharpshooter taking aim at her blind spot and her Flare commanding her body to dodge safely. It is easy for this ability to become overloaded by sensory input and she can only 'see' herself. She uses Adamant up more quickly when she is having to Flare more often, for example when she is facing numerous opponents. If she is simply walking down the street with no clear opponents then she will use Adamant up very slowly but this can be dangerous as it will leave excess substance in her digestive tracks with poisonous effects.
The other use is more traditional, allowing her to see snapshots of future events. She can only do this when totally still without any distraction, usually in a dark room and alone, and only sees events involving people she has met. The more tenuous their relationship the less clearly she sees. This use is particularly exhausting and she will see maybe five minutes of disconnected images if she expends an entire pouch of Adamant.
(Primary/Secondary Flare strength ratio varies on extent of Primary use from 1:1 (5/5) when extensively using Primary to narrow focus of Primary at 2/8 split)
History: Lyrel hails from Regis, the small island sitting between mainland Boreas and the unknown lands of Miram further east. Their position would make one think that they were in prime position to feed off the Adamant trade from Miram to the mainland but the Highprinces are too caught up in their constant border disputes to capitalise on such an opportunity and ultimately Tikanddyri seized in in their place.
Her family was one of many killed in such clashes although she was young enough at the time that it has become a distant memory; a defining one and not without pain but not an event that influences her personality and future. Shortly after the slaughter she, and many other unfortunate survivors, were carted off to the city and thrown into work on the docks or in warehouses, wherever they could be made use of. Highprince Regis had no sympathy for his subjects slain along the border, especially if he eventually lost the land which they had once tended, and Lyrel quickly learned that loyalty towards one's Highprince was rarely returned although she also saw first hand that disloyalty was swiftly punished and so kept her head down, stepping back into shadows when she did not want to be seen and finding that it was easy to go unnoticed if she wanted.
Her skills were noticed by a small time thief who brought her into a large group where she soon learned she had a knack for slipping in and out of homes and shops without attracting attention. While lacking the finesse of a master pickpocket she wasn't half bad but, unfortunately, that was not good enough to forever escape the keen eyes of the law and soon she found herself imprisoned. Sold as a slave, she was put to work rowing a ship but slipped away in the first port they came to although she was pursued. Sanctuary came in the form of Vale Craft after she stumbled, in her flight, into one of their frequent Powder Mage musters and proved to possess a Flare.
Her freedom was bought by the Master personally and she has a strong loyalty to the guild, more than most who call it home.
Personality: Lyrel is intensely loyal to certain people, those whom she trusts although that is not something easily earned. To others she is amicable, if somewhat cautious and actively dislikes being the centre of attention. She works best when in the background, unnoticed and going about her business until she is ready to step into the limelight.
That said she will lead if required, her time as a slave and her history leaving its fair share of scars and injustices upon her.
She likes to be up high, even if that is perching on the tallest bar stool (or the bar itself) and although she has a good sense of propriety she pays little heed to it, not above climbing a client's bookshelf to find the most comfortable vantage point in their room for 'reasons'.
Boreas is a world ruled by Highprinces without armies, their arsenals restricted to venomous words, blades in the dark and contracted guilds. Forbidden from recruiting soldiers by the powerful, if isolated, island nation of Miram to the East, the Highprinces hire guilds of Powder Mages to steal, raid and guard against their neighbours and rivals all under the guise of civility towards one another so as not to bring Miram's unstoppable armies down upon them once again.
Powder Mages, uncommon but not rare, are those who posses a Flare; an ability unique to each individual which can only be born into existence by the consumption of Adamant. This is a powder distributed to registered guilds from Miram Fields to the East. With no other way to gain this empowering substance many would-be Powder Mages join a guild for this express purpose while others do so to earn a wage, the gaining of power a mere happenstance on the way to a reliable income and possible celebrity.
Over the two centuries since an enduring, but uneasy, peace was forced upon Boreas, guilds have proliferated exponentially until they number in the hundreds, varying in size from a a small band to several hundred members. Each have gained a character and reputation based on the jobs they are willing to carry out, their Masters having to tread the path between keeping the contracts coming without earning the ire of the wrong Highprince. Many consider themselves righteous, only accepting contracts of a just, or at the very least a legal, nature. Others are openly known to indulge in orgies of violence and destruction at their employer’s request but must do so in as clandestine and deniable a manner as possible lest Miram cut off their supply of all important Adamant and leave them powerless or, worse, bring down the Smith enforces upon themselves.
Vale Craft Guild makes it home nestled into the rocky cliffs overlooking the port city of Dilei and the emerald sea beyond. Peculiarly, they have no interest in Powder Mages of repute, either good or bad, and are only interested in new blood. Known to be neutral in nature, declining the most bloodstained of jobs but otherwise happy to enter into most any other contract, they are a growing guild training up some skilled Mages and have easy access to Adamant through the port whereas many guilds must risk importing it inland. Most sensible guilds and bandits would avoid robbing a shipment of Adamant but some unregistered Powder Mages become desperate enough to do anything that will keep their Flare alive.
The Master is often absent, engaging in politics known only to her and leaving the running of the guild to a couple of trusted lieutenants who seem both entirely competent and totally harassed by the demands of their position. A new haul of recruits is due to be enrolled, keen to have the guild’s black feather emblem tattooed onto their body to proudly display.
Rumours of a new, more direct, era of conflict between the Highprinces is spreading and how Vale Craft steers itself through these tumultuous seas will dictate whether it survives and thrives or is cast down into the forgotten annals of history, destroyed down to the last mage.
Greetings and welcome to the Adamant World - a guild based RP! If the above has interested you but you're looking for more information then please peruse the hiders below (they are in my note format, rather than full prose, so bear that in mind; they are also subject to change as the world expands).
Hopefully the above gives you a clear idea of the format (at least, the beginning format) - your characters will be new entrants to the guild and will be placed into a group under the oversight of a more experienced Powder Mage to carry out contracts, there may be two groups based on how many join (groups are usually three or four). What those jobs are will be down a great deal to you, with some guidance from me (my idea is to have a 'jobs board' and we will roleplay the job choice out but this is very much up for thoughtful contributions). There is an over-arching plot but we will get into that gradually.
A lot of the world of Boreas is flexible and organic - I have some ideas and some structure in place but I want to collaborate with everyone to create a living and breathing world, allowing everyone to write as they wish. There will be some off-limits places/NPCs, of course, for future plot purpose and some of the geographical/historical features are ones I would like to keep in place but I'd be most interested in thoughts as we progress through the RP.
Rules... I hope I don't need to go into them as they're largely uniform across the roleplaying sites and I expect people to be mature and sensible (read: this is not synonymous with boring). Any queries, please give me a shout below.
Oh, and activity wise I'm understanding of situations. I'd like a post a week (this is aiming for Advanced, after all) but the key for me is keeping in contact and letting myself and others know what the situation is; there's nothing worse than someone simply vanishing (we might do a Discord chat or something to aid communication).
As usual, please post your sheets in the OOC thread for approval. Some of you may have questions about the Flare (abilities) which Powder Mages have so ask below or PM me if you wish to discuss it for clarity.
Below are some of my notes on the world and some wider explanations. Much of this is up for creative input and is not in full prose but it should be clear enough if you wanted to read further.
Adamant is a substance close to gunpowder in appearance and feel but tastes and smells very differently. It also lacks the explosive quality of gunpowder. If damp it loses some of its effect (water literally washes away its potency) so needs to be carried in protective packs. A small pouch, similar to one that most carry coins in, would be enough for an hour’s continuous and extensive use of most abilities (varies on the ability).
The powder cannot be consumed ahead of time - it follows usual digestive timescales and can be poisonous if not used and when left in the stomach. It can also become addictive if used extensively along with other more dangerous side-effects (burn out or the exact opposite in extreme cases).
Powder Mage abilities can vary from 'common' themes such as the ability to create fire at will or more complex abilities such as a form of clairvoyance, this is their Primary Flare. All Powder Mages also gain small but significant increases to their basic athleticism, this is known as Secondary Flare, again varying in conjunction with their power (someone whose Primary Flare is large/powerful will have a correspondingly weaker Secondary Flare as more Adamant is left over for it).
Powder Mages are discovered by testing conducted by the guilds. The more reputable ones will be gifted a heavily diluted form of Adamant to give willing subjects to see if they possess a Flare. If they do not they will react negatively to the Adamant, often vomiting, but it will not kill them like the pure form would. If someone is discovered to be a Mage they will be recorded, along with their lineage, and possibly offered a position in the guild. Vale Craft is active in this sense and if the subject joins they will keep the record confidential.
Largely medieval in weapons technology with some basic muskets becoming popular although very expensive. Most guardsmen will still wield halberds or spears, even if they own a musket.
Most energy has gone into economic advances with unpowered factories coming into existence and tests on the first trains being run between Dilei and Abraxashesperios but not yet available to the public.
Life is still distinctly feudal with the Highprinces kings in their own cities, their own bodyguards as well as forces to guard their cities but no armies capable of assault another Highprince’s lands. Poverty is fairly rampant but life is better than it might have been even for the poorest because of the lack of war and relatively rampant advances in social and economic technology.
Adamant cannot be sold and can only be bought by registered guilds. They work with ambassadors from Miram who are present in every major city who will arrange for it to be delivered in quantities relevant to the size of the guild. Those who try to buy or sell it illegally will be found by agents of Miram and dealt with, even Highprinces.
Miram employs people entitled ‘Smiths’ who are able to sense Adamant and can consume it like Powder Mages but simply gain increased physical capabilities. They are trained to fight Powder Mages and act as law enforcement. Some are on loan to each Highprince to keep rogue guilds in check but how many actually exist in total is unknown.
There are over a hundred different guilds, varying in size from just a dozen or so members to several hundred. Guilds can be deregistered if Miram is displeased with their activities, these will often attempt to steal a shipment of Adamant to continue on but Highprinces will not publically deal with them, for fear of angering Miram. Vale Craft sits near the high end with between a hundred and two hundred members although a large number of them are ‘inactive’, retired but remaining to advise the younger members coming in. Cities often ‘sponsor’ their resident guilds to ward off the illicit activities of other, hostile guilds but the resident guilds are not obligated to do so unless specifically hired.
Highprinces shed their given name when they attain their rank, taking the name of their city (often a shortening of it for convenience's sake) but their family and close friends may still use their given name as a mark of their familiarity, in private.
The main island consists of tundra and savanna in the inland areas running in a north-west to south-east direction while the coastal areas are generally grassland and more fertile. Regis and Miram are both very fertile lands, Miram is particularly difficult to get to as the seas are very rough and they have neglected to share their charts with anyone else.
Blount to the south-west is the most isolated of all cities and is generally regarded as holy and a sight for pilgrimage. It’s surrounded by tundra and is vastly colder than the main island. Tikanddryi (south-east) is a stopping off point used by ships from Miram and exists almost solely as a seaport and nothing else.
Bidlip to the north-east is an abandoned city, a former Miram outpost used to keep an eye on the large island until it was no longer necessary. The people all left in an orderly manner, taking all records with them however the city itself still stands, if somewhat dilapidated. Criminals usually try to escape here to avoid justice being served.
Regis Hill and Guise sell crops to the central island, constantly in dispute with one another over the particularly fertile lands between the two cities but a string of mountains provide a semi-natural barrier between the two and is commonly accepted as the unofficial border.
Hatkadedyet was considered the capital once, a neutral city ruled by a Senate rather than a Highprince and once said to be the seat of an Emperor but that was centuries ago, long enough that no one much cares for such tales any longer. Now it is home to scholars, thanks to its legacy of lawyers and educated citizens, with the Grand Mausoleum nearby giving it a certain prestige despite its decline. A river heading to Nawade is navigable by small cargo ships and makes the city more accessible than it might otherwise have been.
Nawade largely survives from its tariffs on all traffic heading to the old capital and was built to protect the capital from sea-based attackers. It has diversified with a growing industry of animal farming.
Rynalem is a small coastal city, a stopping off point after Barclaybend with vicious storms often battering the coast between the two settlements. Largely subsisting off its inns and taverns, the city has a growing tourist trade and supports this with barley and other hops for ale.
Barclaybend is fed by commerce from Carneylem and Aoifetreba, exacting tariffs for sea access with cargo being shipped downriver to it.
Carneylem mines the mountains to the south for coal and iron, allowing steel to be produced. It also has some managed herds but the savannah is not great for highly organised grazing.
Aoifetreba makes jewellery, mining gems and silver in the massive mountain regions to the north-east, importing gold from Telmaorphninos upriver and then shipping to Barclaybend for exports.
Limenhypselos specialises in lumber and quarrying although both materials are easily found in other city regions. They send large excess amounts to other cities as well as crafting with the raw materials, making elaborate furniture and statues.
Napegeraios grazes its herds on the land just to the north-east, made fertile by a river delta, particularly sheep and then making textiles from the wool. These are shipped to Abraxashesperios for dyeing or other customisation, the more basic products being sold directly.
Abraxashesperios is becoming the centre of the known world, the closest mainland city to Miram and also easily supplied with livestock and grain by the Regis island. It leads fashion, its artisans using the raw materials from Napegeraios and creating increasinly absurd but creative designs. For the reason, and its proximity to the East, has made it the new unofficial capital, a neutral zone but unlike Hatkadedyet it is ruled by a Highprince in their own right, not a neutral Senate.
I'll be placing my sheet up as an example. Name Age Sex Appearance/Description
Flare (include a description of the ability and give an idea of its duration/stamina vs potency (you can give it a score out of 10 if that helps e.g. stamina 4/10 potency 6/10 so the total is not over 10, the actual stat does not matter as it should help you and others understand the limits of the ability).
History (include a little of where they were before coming to Vale Craft, perhaps why they decided to come).
Personality (optional, I can find it useful to just jot down my intended character's traits).
It's out in hardback... paperback is due out in October in the UK I'm reliably told by my wife. If all of his others back I owned were not paperback I would have already got it but... can't ruin a decent shelf display by being overly hasty.