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Gwen was surprised when the man drew a blade against her, and she stepped back before rooting herself, taking the stance of a trained fighter. But it didn't take much for her to understand, and relax her posture - if this man was as confused as she was, it made complete sense to pull a knife.

“What did you do to me? Why can’t I FEEL anything?”

So, it wasn't just her. She noted the strange way the man hobbled, like a baby purliquan standing for the first time. He felt it, too. He had been broken. He had survived, like she had. And he should not have - like she had.

She lowered her fists, then pointed to the ominous, displayed corpses on the hill. Her many years of service started to click inside her brain.

"We're in unknown territory," she explained to the pale man. "We don't know what awaits us among the white rocks. At a tide market, we know the rules. We speak the language. We should be safe. More or less. We can find supplies. Medicine. These people need our help,"

((OOC note: because the tide markets are pretty universal, so is the vod language - AKA the trade language, or the Language of Buying and Selling. Most everyone on the planet understands and speaks the trade language conversationally.))

She looked up at the silent, perfectly spherical invader in the sky. She felt something churn in a part of her stomach she had never felt before.

Was it some sort of moon?

Or another world?

Her eyes scanned for that shadow she'd seen. That weird, dark shape snaking across the purple crescent.

Had she imagined it?

Gwen kept her eyes on the man’s knife as he shifted his weight, still unsteady on his feet. His face was pale, his eyes darting from her to the bodies on the shore, to the endless black tide creeping toward them. He looked like a man trying to wake up from a nightmare but finding no way out.

She understood that feeling all too well.

"What's your name?" she asked, not expecting an answer but needing to establish some kind of command. "Who were you traveling with?"

Gwen exhaled sharply, scanning the others who were beginning to stir. Survivors. Some sat up groggily, blinking at the morning light. Others remained still, either unconscious or beyond saving. A few were trying to stand, shaking off the shock of whatever had brought them here.

She counted twelve awake.

That wasn’t enough.

Her thoughts began assembling in practiced order, the instinct of an officer taking over even as uncertainty clawed at the edges of her mind. What would command expect in a situation like this?

First, assess. She took stock of the supplies—none. Weapons—this man had a knife, but nothing else was immediately visible. Medical assistance—unlikely, unless they found someone among the survivors with the skills they needed. And their injuries… or lack of them.

Her stomach tightened again.

"I don’t know what happened to us," she admitted, forcing her voice to remain level, professional. "But it doesn’t matter. We're alive. And that means we act accordingly."
However many you like!
As Gwen lifted her leg with her arms, attempting to keep the broken bone aligned, she felt the profound wrongness intensify suddenly. Parts of her body began to feel as though they were connected incorrectly. Her lower jaw pulsed with strange pressure, as did the skin over her shoulder blades. When she breathed, the air felt dirty, like a room filled with old cigarette smoke. For the first time in a long time, she felt no hunger.

No hunger.

Famine, she thought to herself, feeling the fleeting passing of a memory. Hunger. She couldn't forget that.

She had been fleeing hunger. Where she was from, there was no food.

Where did the hunger go?

She twisted her torso around and saw a pile of drift within reach. She grabbed the longest piece of wood she could and some weed, hoping to fashion a splint for her broken bone. As she did, she heard a weak voice nearby.

H-hello?

Gwen's eyes snapped to the source of the voice instantaneously. One of the nearby bodies was calling to her. He looked half dead, a fair-colored man whose pallid look mirrored hers. Another living corpse on this black beach.

Something activated in her. A sense of duty. She was starting to remember.

"Hey!" she called back to the pale man, as he seemed to attempt to stand. He spoke Skenian - which was helpful. "Are you hurt?"

Tell him to run, she reasoned. She would only slow him down. She looked around at the other shapes moving around on the beach, their dazed, shambling gaits reminiscent of the walking dead. She looked once more to the giant purplish sliver in the sky, and the shade of the gigantic floating sphere it was attached to, and then her eyes fell to the cliffsides below, and the row of bodies hung up on stakes prominently displayed atop them.

Shit.

There was civilization here, all right. Nothing said civilization like organized displays of capital punishment.

And notably - the bodies looked huge. Abnormally tall, with limbs too long. They made for effective displays, arms splayed outward, nailed to posts.

She turned back to the weak voiced man nearby. Without thinking, she put weight on her broken leg - and that pernicious sense of wrongness came over her once again.

The bone held strong.

She shifted more of her weight onto the leg to confirm it - her leg was no longer broken.

You're dead. This is Death.

She couldn't feel pain, or hunger, and now her body was healing horrific fractures.

No other explanation made sense.

Then what about him?

She cautiously stood, the black sand squelching with wetness beneath her boots. Her boots, her uniform. She remembered.

Admiral.

"Do you need help?" she asked as she approached the other man. As she did, she saw a familiar sight in the distance, further along the beach - a morning tide market.

Tide markets appeared every day at the low tides, during the several hours just after the water recedes. Vod traders from the depths would ride the tide deep into land-dweller territory and await the recession of the water in order to set up impromptu markets, hoping to separate those land-dwellers from valuables. In particular, the vod liked non-corrosive metals; and for the price, there were few limits on what you could find at a tide market.

Exotic fish from lands no one has ever heard of, or even the deepest dark of the sea. Lost treasures from sunken ships. Weapons. Slaves. Drugs. Sex.

And in the tide market, the laws of the sea applied. This was universal - vod only obeyed their own laws.

Gwen didn't like tide markets. She found the vod merchants to be aggressive. But, to their credit, she had never seen a vod crucify someone and then display their body on a cliffside.

"There's a tide market over there," Gwen told the stranger as she reached his side. "Can you walk?"
Looks good to me - feel free to jump in on the RP if you like

Basic Information

Name: Guinevere Navarro, Skenian Navy Admiral

Age: Late 30s

Origin: Gwen was a military brat her whole life. Her father, who would eventually become the Grand Commander of the Skenian military, traveled much during Skene's days of conquest, and she was right along with him. She enlisted as soon as she was legally able, and has worked in the military since. The circumstances surrounding her appointment to lead the expedition into the Great Rift are suspect.

Appearance: Blonde hair, tight to her skull and pulled back into a simple, utilitarian knot. Sea green eyes with brown rings around the irises. Sharp features, never wears makeup. She is a small woman, but heavily muscled.

Notable Possessions: She has six piercings in each ear. The conventional wisdom is that no matter where one travels, there will be a tide market, as sure as the star will rise - so wearing valuable metals in one's ear would ensure they could trade for goods wherever they ended up, as vod are very found of precious metals, especially ones that will not corrode in ocean water. As she is part of one of Skene's high houses, Gwen's earrings are made of incredibly valuable, noncorrosive metals, though from the outside they do not appear to be anything special.

Did they know anyone else on the expedition? (Friends? Rivals? A lover? A family member?)
What kind of person were they before the crash? (Were they respected? Feared? Loved? Forgotten?)
Is there anyone waiting for them back home?

Free Space: What Else Should We Know?
(A dream they had? A voice they keep hearing? A fragment of memory that won’t let go?)
I went ahead and made a thread for the RP - feel free to join me over there in the OOC side if you want to keep workshopping your shapeshifter! I'm working on a world map also just to have some visual aids.
This is a flexible character sheet meant to encourage storytelling rather than rigid stat blocks. Fill it out as loosely or as detailed as you like.

Basic Information

Name:
Age:
Origin: (Where on the Far Side are they from? What kind of life did they lead?)
Appearance: (What do they look like? Distinctive traits? Scars, tattoos, odd features?)
Notable Possessions: (Anything they washed up with? Something significant from their past?)

Did they know anyone else on the expedition? (Friends? Rivals? A lover? A family member?)
What kind of person were they before the crash? (Were they respected? Feared? Loved? Forgotten?)
Is there anyone waiting for them back home?

Free Space: What Else Should We Know?
(A dream they had? A voice they keep hearing? A fragment of memory that won’t let go?)

This sheet is more of a guide than a rigid format—expand where you want, write freely, and don’t be afraid to leave blanks for discovery.
A changeling, very interesting. There are a million different places we could fit this in!

A deathless changeling could be a very formidable foe, indeed.

The first question that comes to mind - is the shapeshifting biological, or is it magical in nature? Canonwise we could go either way.

Biological - Vechern has extremely high biodiversity, precipitated by frequent impact events in its history and a need for quick evolution. If we're going the biological route, I'd love to get into the history of this species. What was the environment like that led to the development of shapeshifting as an ability? An extreme need to blend in. What would motivate this? Perhaps changelings have been hunted to near extinction by some sort of superpredator.

Magical - This would be a little harder to work, because the magic in this series isn't something that is easily controlled or channeled. I lean toward, perhaps inside the Great Sky Rift, there is life, these changeling creatures, and one of them (or several) manage to board the Overture while it is in flight through the rift and they assume the form of people on the expedition. This could lead to some fun.

Either way, having a deathless shapeshifter is something that could dramatically change the calculus for the players and politically for all of the different big players in the world of the RP, so I'm all for it. I think it's great.
A high fantasy/sci-fi epic with inspirations in Slavic mythology

The first thing you feel is the cold.

Not the sharp cold of winter, nor the bite of an unforgiving wind, but a damp, creeping chill that settles into your bones and refuses to leave. The briny scent of salt and decay fills your lungs as consciousness drags you, gasping, from the abyss of sleep.

You awaken sprawled across wet sand, the tide lapping at your legs as if the ocean itself were reluctant to release you. The sky overhead is not the black void of space, nor the gentle blue of home, but something else entirely—a swirling, endless mural of deep violets and gold, of smears of light too large and too still to be stars. The sun—if it can be called that—hangs low and swollen on the horizon, casting the world in hues of amber and rust - and next to it, the lit crescent of Nivig, hanging menacingly in the sky.

This is not Skene. The place you've awoken is far, far from home.

You remember the Overture, the expedition that was meant to take you to the edge of the known world. You remember the mission—the promise of something beyond the Great Sky Rift, of answers hidden where none had dared go before. You remember the storms, the winds that should have torn your airship apart. And you remember the celebration - the cheering as the ship emerged, unscathed, in the eye of the Great Rift, proving it could survive the worst of the tempest. And then, red - and nothing else.

You realize you are not alone.

Scattered along the miles and miles of marshy, sandy beach, other bodies stir. Some are waking. Some are not. The remnants of the Overture are nowhere to be seen — no wreckage, no cargo, no shattered frame upon the shore. Only driftwood and bones, tangled together in the pale sand. Miles away, retreating, the waves tower and crash, as if fingers eager to drag you back.

And then, the first real horror: your wounds do not hurt.

The bruises, the broken bones, the cracked ribs—they should be unbearable. But they are not. Your body refuses to register the pain. And beneath your skin, something is wrong. You know it in your blood, in your marrow, in the rhythm of your breath.

Further inland, past the dune grass and the jagged outcroppings of alabaster saltstone, there is life. A city, or something like it—a settlement built into the cliffs, where great wooden fortresses loom like beasts frozen in the act of climbing. Smoke curls from distant fires. Figures move among the tide markets, their bodies too tall, too sharp.

You do not belong here.

You are an intruder on a land untouched by your people for longer than history remembers.

And somewhere, unseen, something is watching.

Welcome to the Near Side.

You do not know how you got here. You do not know why you were spared. But you are not safe. The people of this land are giants, birdlike, warriors born of the cliffs and the tides. Their world is one of war and blood oaths, of silence and sacrifice. Their queen is a child, her kingdom held together by threads.

This is Novzemje, the last great city of the Kralic Tribes.

Weapons are forbidden here—except in the tide markets, where the law of the vod is absolute. To carry a blade is to forfeit your life. But you may not live long enough for that to matter. Already, the eyes of the city are upon you.

You must move. Find allies. Find answers.

Remember.

Where We Are:

A gas giant called Nivig has three moons. The verdant second moon is the setting of our story. This moon is called Vechern.

The nation of Kralin exists on the very edge of Vechern's Near Side, nestled up against the coastline at the edge of the Great Rift. It is populated by a large race of humans (called homids in this world) who have avian qualities in terms of bone structure and predatory instincts. Kralin is a loose federation of seven tribes, under a queen.

The queen is a young girl. She is not old enough to rule; so, her mother rules for her in her place.

Where You Came From

A vast dominion stretching across the habitable band of Vechern’s Far Side, Skene is a land of fractured nations, crumbling cities, and dying kings. The last great civilization of humanity clings to existence here, a tenuous order upheld by fragile alliances and desperate wars.

For centuries, the people of Skene believed they stood at the edge of the world. The Great Sky Rift, a chasm of endless storms and unseen horrors, severed them from whatever lay beyond. The Other Side was a tale to frighten children, a place of madness and ruin, spoken of in whispers but never in truth.

And then the famine began.

A Land in Crisis

Skene was never a paradise. Kingdoms have risen and fallen like the miles-wide tides, empires crumbling into dust with each turn of history. But now, something is different. The fields no longer yield. The rivers no longer nourish. The soil itself is failing.

The great cities, once thriving, choke on hunger and sickness. The Skenian government, fractured and desperate, has tried to hold back the tide. They bought surplus from farmers to distribute among the starving poor.
They rationed food, though corruption bled the system dry. They paid men to dig irrigation canals into the eastern frontier, reclaiming land once thought lost.

But it is not enough.

The people whisper of cursed soil, of a sickness in the land itself. The old gods turn away. The new gods remain silent. And so the desperate look outward.

With Skene on the edge of collapse, a bold expedition was launched. The Overture, alongside a fleet of explorers, scholars, and warriors, was sent beyond the Great Sky Rift.

Vodan legends speak of the other side. Strange flora drift on the outer bands of the Great Rift, hinting of the exotic plant life found beyond. And so, the expedition was greenlit.

Some believed they would find new lands, fertile and untouched, a place to rebuild what was lost. Others sought ancient knowledge, lost truths buried in the myths of old. There were those who feared what they might find—but still, they went.

And now, they are gone.

Weeks later, no word has come from the Overture. No wreckage. No signals. Only silence.

All signs point to catastrophic failure.

Who Are You?

Vechern is a verdant world with astonishing biodiversity, including sapient species. Frequent impact events have guided evolution on the planet toward rapid mutation and speciation. As such, the world is rife with hominid-like species. You're pretty free to create the character you like - here are some canon species but feel free to make your own.

Homid - human analogue
Gnomid - dwarf analogue
Nyphid - elf analogue
Leshid - tree people
Vod - fish/swamp people

Perhaps you are a connected real estate mogul, out to stake new lands. Perhaps you don't belong here, but you happened upon the necessary papers to embark on this journey. Perhaps you are a sailor, or a chef, or a blade for hire. One way or another, you boarded the Overture, you survived the journey through the Sky Rift and made it to the eye - and upon witnessing Nivig, you awoke after an undisclosed time on the beaches of Novzemje, Kralin.

You are Deathless. You feel no pain, and you cannot die.

But soon you'll discover that there are fates worse than death.

Places to Know

Vechern is a moon of Nivig, a gas giant with red and blue bands that swirl together.

The Far Side and the Near Side are terms that we use to describe the two discrete halves of Vechern, separated by a massive storm known colloquially as the Great Sky Rift (in Vodan - Zar'quul above the waves, and Mu'rquul beneath the waves).

Novzemje is the largest city in Kralin, which nests in the rocky cliffs and salt flats beside the ocean, at the mouth of the Velmira River.

Skene is the largest civilization on Vechern, a vaguely-Spanish inspired society with roughly WW1-era technology. They are the undisputed superpower of the Far Side.

The tide markets appear at low tide, virtually anywhere in the world where there is coastline. Tide markets follow Vodan law exclusively, and most land-bound peoples give the vod significant leeway in terms of the way the markets are treated, largely because vodan punishment is steep and nobody wants to make enemies of the vod.

Tech/Magic

In this world, the highest tech achieved is roughly WW1-level (Skene), although at the start of the RP, the nation we're in (Kralin) is more medieval - think "just before the printing press".

Magic does exist in this world, but its nature is not well-understood - thus, you won't be finding practiced mages slinging fireballs. The vod in particular are regarded as a mystical race capable of strange magics, brought up from deep within Vechern - whether it's true or not...well, everyone does seem to have a story. The Near Side, bathing in the light of Nivig, is a much more magical place by nature compared to the Far Side, but there's no real sense of control when it comes to magical abilities.

The Kralic people have an innate understanding of animal life and in some ways are thought to commune with those who do not speak (animals, plants). This is a magical trait.

What Will Deathlessness Mean for My Character?

You do not feel pain - only pressure. You do not feel heat, but its absence, and the flow of its loss.

Your hair and your nails grow faster than before, thicker and sharper. Any lost teeth will be restored. Eventually, extra teeth will begin to sprout. Your eyes will change color unpredictably.

Your bones will heal, as will your skin. First, in thin layers, like peeling skin off a sunburn.

Your organs no longer do anything, except your lungs, which still help with communication.

If you are destroyed, as in an explosion, or smashed under something big and metal, or spaghettified by an upset eldritch being, you will awaken elsewhere, naked and confused.

The Tide Markets & Novzemje — A Setting Primer for Resonant: The Deathless

The Tide Markets — Where the Land Ends and the Sea Owns All
At the edge of the known world, where the Velmira River spills into the ocean, the Tide Markets cling to the shore like barnacles on a half-sunken wreck. A chaotic sprawl of drifting piers, scavenged wood, and sodden stone, the Markets are neither truly land nor truly sea. Here, the Vod rule. They are the amphibious folk of the deep, traders and scavengers whose webbed hands and sharp, lamp-like eyes make them as eerie as the tides they worship.

The Tide Markets are lawless, save for the one unbreakable rule: the ocean belongs to the Vod. Weapons are allowed here where they are forbidden in Novzemje, for the water is hungry, and those who cheat, steal, or insult the wrong trader often vanish beneath its black surface without a trace.

What is sold in the Markets? Anything and everything. Here, you will find:

Salt-dried fish from depths no human dares dive.
Strange artifacts dredged up from shipwrecks lost to the Maelstrom, some whispering with forgotten voices.
Bioluminescent fungi, glowing blue and red in the damp twilight, harvested from the caverns beneath the cliffs.
Scar-tattooed storytellers, offering secrets in exchange for coin—or for a memory taken directly from your mind.
And, if you know the right Vod, you may barter for passage across the forbidden waters, though none return unchanged.
Slave traders

Novzemje — The Last Bastion of the Near Side
Towering above the Tide Markets atop the cliffs, Novzemje is the last true fortified city before the endless wilds of the Near Side. Its walls are ancient, carved from stone before any alive can remember. The city is a strange mixture of grandeur and brutality, where the powerful rule with heavy hands and the weak survive by wit alone.

Once, Novzemje was merely a fortress for the Kralic tribes, but under the rule of Guld Dornan, the acting Queen of the Six Tribes, it has grown into something far greater. Now, it is a bustling, tense meeting ground where warriors, diplomats, and exiles from across the Near Side gather in uneasy truce.

Yet, it is not a free city. The laws are strict and absolute:

No weapons within the city walls. To be caught with one is to be executed in the streets. The guards enforce this without mercy.

No blood feuds in Novzemje. Vengeance is for the wilds, not the city.

Loyalty to the ruling house is law. The young Queen Dornan is just a child, and many seek to see her dead.

Despite these laws, the city is a den of intrigue, full of spies, mercenaries, and emissaries from every tribe and warband. The cliffs upon which Novzemje stands are etched with the scars of old wars, and its great wooden castle looms over all, a watchful eye above a city full of secrets.

And now, as outsiders arrive, washing up from the tides with no memory of how they came here, Novzemje watches. Some whisper that the gods have returned. Others say the cursed Deathless walk among them. Either way, nothing will remain the same.

The Krals

Immediately, you know that these people are a threat. Just beyond the edge of the Tide Markets, you see the signs of their brutality. On the hilltops, the crucified, 8-foot tall corpses of Kralic criminals are prominently displayed.

They are a people of contradictions: both warriors and mystics, hunters and poets, kings and exiles. The Near Side is harsh, its land scarred by blood and fire, but the Krals endure. They have always endured.

The Six Tribes of Kralin are bound by blood and war, by old grudges and older pacts. They do not worship gods—they kill them. They do not bow—they break those who would force them to kneel.

To outsiders, they are giants, their frames shaped by hardship, their sharp features and predatory eyes reminiscent of the flightless carrion birds that circle their battlefields like jaguars lurking in trees. Their language, Kralic, is a thing of short, brutal syllables, often spoken with teeth bared, not in anger, but in custom.

Yet, for all their might, the Krals are a fractured people, their unity held together only by Guld Dornan, the acting queen. With their true queen, Milla Dornan, still a child, some whisper that the Six Tribes are a sword waiting to break.

(To be continued)
The mid-morning light spills across the black sand, casting long, wavering shadows across the miles-wide black sand tide zones. Overhead, the sky is a deep, fractured blue, heavy with streaks of white cloud that swirl in the high winds. Nivig looms above, a crescent of dim, purple light on the left side, its massive shape dominating the horizon even in daylight. The star shines brightly to Nivig's side, but its brightness does little to draw the eye away from the awe-inspiring gas giant.

Beyond the beach, the land rises into jagged white cliffs, their pale stone stark against the darkness of the shore. This contrast—black sand, white stone—defines Kralin’s rugged geography, a land shaped by time and forces beyond human reckoning. Inland, past the cliffs, the first signs of civilization can be seen: faint outlines of tents clinging to the rock face, banners snapping in the wind, and the distant murmur of a city waking beneath the watchful gaze of the Kralic tribes.

But here, on the shoreline, all is still—a graveyard of wreckage and bodies, scattered like offerings to an indifferent, alien sky.


-------------


The first thing Gwen felt was the weight.

It pressed down on her from all sides, a slow, suffocating pull, like she was still submerged beneath some vast, unknowable sea.

Then—air.

Her body lurched, choking on salt and breath, rolling onto her side as water poured from her lungs. She coughed until she was empty, until her ribs ached, until she could taste only iron and brine.

The distant sound of crashing waves and the bubbling sea echoed in her head. But she was on land now. She was alive.

She lay still, fingers digging into the wet black sand, waiting for the world to settle.

Then, slowly, she turned her head—

And saw that thing, again.

It filled the sky.

Memory stirred.

A floating sphere so vast, so impossible, it swallowed the horizon, a churning colossus of storm and color. The clouds roiled in shades of ochre and violet, of bruised crimson and gold, a sky within a sky, folding and unfolding in endless, ceaseless motion.

She was breathless. It was like nothing she'd ever seen.

Except...

She had seen it before. Hadn’t she?

The knowledge felt slippery, like trying to grasp the memory of a dream upon waking.

She squinted, vision swimming, and saw something else.

Something moved within the planet’s clouds.

A shadow, large enough to be seen from here, deeper than the storms that churned around it. It shifted, too fluid to be a mountain, too solid to be mist, something vast and slow, something that should not be alive.

Her breath hitched. She did not know why she was afraid, only that she was.

She forced herself to look away, and the world reasserted itself in broken fragments.

The tide. The wreckage of a dozen ancient ships, marking 1,000 years of civilization. The bodies.

She was not alone.

Figures lay strewn across the shore, caught in the grasp of driftwood and seaweed. Some stirred, rising with sluggish, disbelieving movements. Others did not.

Something pounded in her throat, but it did not feel like her heart. In fact, it was beginning to dawn on her that her pulse was...weak. Had to be, she couldn't feel it at all.

A man slumped face-down in the sand, arms bent at an unnatural angle. A woman gasped for breath beside him, her fingers twitching, as if she had only just remembered how to move. Further down, someone sobbed, clutching a lifeless body against their chest.

The ocean had cast them here. But from what?

Gwen shifted, trying to sit up, and the wrongness of her body hit her like a second wave.

Her leg was broken.

She could see it, could feel it—yet there was no pain.

Her breath caught as she pressed a trembling hand to the bone beneath her skin. She should be screaming, weeping, but all she felt was a hollow absence.

No pain. No heat.

She had survived something.

Something no one should have.

She swallowed, forcing down the swell of some unholy cousin of nausea. Answers could wait. The world was here. She was here.

And somewhere beyond the beach, past the rising cliffs and curling smoke, civilization waited.

For now, she had to move. She had to find a way.
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