If the game gains enough interest, and we are ready to start the mission, there is something that players need to decide. It is the way the game is played from GM's perspective. There are two ways, each with its pros and cons.
1. Playthrough with essential NPC GM controls a character that serves as the designated team leader. They have their own background, motives, and interests. Generally, They give your character orders, and although it is not mandatory, your character answers to them.
Pros: -More focused campaign -Reliable pointer, easier campaign -The first person to blame if something goes wrong -A powerful ally
Cons: -The game would feel railroaded -Additional boss
2. Playthrough without essential NPC The GM only acts as dungeon master handing out clues and pointers. However to keep the game progression remain focused on the mission, players should elect one player to be a team leader. This team leader would be the one holding the communication device and deciding how they conduct their investigation.
Pros -Grants more Freedom -Free of conflict of interest from the GM -Freedom -Team leader get some privilege -Likely more natural interaction
Cons -When things go south, it is your fault -Team Leader character needs a relevant background and more tailoring -More hassle
Five months ago, a group of humanitarian relief personnel sponsored by the Order of the Golden Sun set off to Sielse, the westernmost province of Tretagor to aid the locals affected by the Civil War. What is concerning is that we have lost contact with the group for more than two months, and as more days passed, The Order has grown troubled by the ordeal.
The group was led by a Paladin named Thomas Sanders, a pious man who was also a role model for other clergymen alike. His dedication to helping others motivated him to start this journey, despite disapproval from the Council of Nations, citing the instability in Tretagor due to prolonged unrest. Such warnings only fuelled his zeal even more.
Paladin Thomas brought with him his wife Ursula Sanders, and six other deacons and deaconesses on this noble journey. Most have families that await their return, and it would immensely pain us if something ill happened to the fellowship.
Nevertheless, The Order does not overlook the wisdom from the Council of Nations and would respond proportionately and cautiously. The situation in Tretagor is indeed volatile, and any action that could be perceived as aggression to a foreign state is not an option.
Thus, after much contemplation, the Synodus has determined to commission a recruitment of a group of brave and virtuous Pontificials to conduct an observation mission in Sielse. This group will then report their findings to the designated Case Officer for further action.
Greetings and welcome to my latest RP idea yet! This time we are going eastward, to a region that is totally not wartime Poland. You will play as Pontificials, a watered-down term for Mercenaries hired by a peacekeeping organization because The Cardinals have faces to save. Your mission? Already in the summary above, but why should we think too much about such bothersome parameters, right?
As long as we stay true to our moral compass, everything will be fine. After all, aren't we all the good guys?
There are multiple possible endings for this RP depending on the player's actions (nuff said), but before we carry on with unadulterated mayhem and hero complex, A fair warning: Actions have consequences, even if you mean well. NPCs may not like you, you may get betrayed, or backstabbed, and the classic no good deeds go unpunished may or may not befall your characters.
Setting
Away from anywhere, a poor province with unremarkable natural resources. Its people subsides primarily on agriculture, crafting, and animal husbandry. Its terrain consists of forestry, wetlands, and grassy plains that would turn into an unforgiving snowy wasteland in mid-November.
Like many other provinces and vassal states in Tretagor, The people of Sielse never get it easy, even after centuries of oppression from the Fredrin Dynasty finally came to its end, the people had to deal with decades of civil war between those who sought to continue the monarchy, and those who support revolution. It is currently controlled by both the Confederates and the Loyalists in which none seemed to have gained significant upper hands over the others for years. It is basically a no man's land, yet the people remain there, for they have nowhere else to go; Nobody can guarantee their safety in the neighboring province, that also facing a similar problem, and Westernant has closed its borders due to political reasons.
That's all we know about the region. The Council had discouraged conducting any operation in that area until the unforeseeable future, save some humanitarian missions sponsored by the Helvetian Government.
Character creation
It is a fantasy RP (duh) and takes place in the world I crafted with my co-writer years ago. So yeah, we have elves, demons, youkais, orcs. Sadly no dwarves though. You may refer to this post to see what species are available for your character. roleplayerguild.com/posts/5555210 Do you have any other ideas besides the listed races? Ask away and I will see if I can make some compromise, though I don't see the point of having unique races for the context of the story.
Skills and spells Like my previous RP a character can have 4 active skills/spells and 2 passives at maximum. The passive effect can be a negative or a positive, depending on your liking. Active skills may have cooldowns, generally the more powerful, the longer its cooldown and will use more mana. A character may also have mundane skills to define who they are. For example, an adventurer who can cook, a mercenary who knows the right medical procedure, a venerer who can track animals and people, to name a few.
Keep in mind that your character skills and capabilities will have to be evaluated in a case-by-case manner by the GM before they can be officially accepted.
The CS format, I prefer to make it simple, but feel free if you prefer something more elaborated, as long as it still has the following elements
Name:
Species: (What is your character’s race)
Age:
Gender:
Appearance: (What do they look like, and what do they wear)
Bio: (What is their backstory, and what brings them into this journey. What makes the recruiter think your character is a good person)
Passives: (What kind of passive talents and traits do they have)
Spells: (What kind of spells do they know, maximum of 4 spells)
Mundane Skills: (mundane and maybe trivial things that they can do)
Equipment: (What kind of tools and weapons do they have on them)
Other: (What other things should we know about your character)
The rules and expectations
Yes, wouldn't be fun without some~
The pacing of this RP is slower than in my previous work, 1 post per week is the slowest, and 1 post in 3 days is the norm. Also, we aim for completion, so if you can't commit, this is may not the RP for you.
Keep it Roleplayer Guild friendly. Any content that is not allowed to be posted on the forum should not be in this roleplay.
No godmodding/power-playing/auto-hitting/controlling other players' characters and stuff like that.
Kindly do not gamejack the campaign. While we encourage unique backgrounds and motivations, trying to steer the game direction toward the plot or outcomes you want is unacceptable and may disrupt the other player's enjoyment.
Be friendly, tolerant, and tolerable. Respect everyone and don’t be afraid to communicate with them or the GM. If you have any problems or concerns about unfair rulings, please immediately reach out to the GMs.
If there is a dispute, the GM has the final say on that matter.
Thank you for reading this far, I hope you'll be interested in the idea. I apologize if you find it difficult to understand my phrase, for English is not my first language. If there is something that is not quite clear, please feel free to ask.
The destined inheritor of the earth, and the dominant species in terms of number. No one knows where the first humans were settled, but historians agree they were here before the elves. Throughout history, mankind has split into myriads of societies and communities, scattered to every corner of the world with each having their own distinctive cultures and traditions.
The average lifespan of mankind is 120 years.
Native to Varenheim. It is widely known that the elves were angels once, descended to the mortal realm for reasons they never disclose. Always enigmatic yet seems 'human' and mortal if you can ignore the slightly longer and pointy ears. Only a bit faster than humans, and more lightweight for similar muscle mass. Generally can see in the darkness better and has a slightly sharper hearing.
The elves place a high value on the law and order to sustain their civilization. The outsider would observe that the enforcement of such laws toward their kind is rare however, and it would seem like the law itself has been subconsciously embedded into every living elves, creating a culture of collective compliance towards the law and uniform understanding of morality without being preached to.
The elves' average lifespan is 600 to 700 years.
The umbrella terms... really. Youkai is a type of djinn. spirits, fairies, nymphs, onis, and orcs, to name a few, are all types of djinns. When the creator placed the humans to dominate the world. He took away most of Djinns' powers, effectively retarding their mystical characteristic and forcing them to assume a more tangible and mortal appearance. Some evolved into more mundane species with distinct characteristics like orcs, oni, and hybrids while some of the powerful ones still retain their mystical power and thousand-years-worth lifespan. Any kind of Djinn can be slain by either physical or magical means.
Many djinn live in human society and their presence is widely spread across the globe.
The mysterious humanoid species with demonic physical characteristics. Some say they were the antithesis of the elves that were created separately, while others say they were corrupted elves or fallen angels. There are a lot of alternative rumors and speculations regarding their true origin but none of them seems credible enough to warrant a consensus. Not that the Sarkaz themselves would talk about it, whether to confirm or to deny. Initially, Sarkaz society consisted of nomadic tribes that wandered the forestry and plains north of the continent, but following the genocide that befalls them during Serensiel's regime, many Sarkaz finally unified themselves and collaborated with djinns to build Dagorlad, a land for their own.
The Sarkaz's average lifespan is 300 years. In present days, seeing Sarkaz people outside Dagorlad is not an uncommon occurrence, despite prejudice and negative stereotypes.
Formally called Terra, or just The World by its inhabitants, or the Thaniealam, or simply Alam some ancient elves called it. The world of Terra functions similarly to the Earth as we know it. The level of civilization in Terra is currently equivalent to the late medieval to early Renaissance period.
It is a general knowledge among those who are literate enough that the world was created mainly for humanity to thrive. The destined dominant species, the Creator says, according to the ancient scriptures.
The Continent
The continent where the majority of the story currently takes place. The land soaked in blood for many centuries and the realm where empires fall and rebuild, only to have themselves plunged into another devastating war again. The list of conflicts was enormous most people wouldn't even bother to remember what the casus belli were.
Except, of course, misery during Serensiel's regime. But that's the story for another time.
It is the land where humans, elves, and other ancient races settle and thrive. The level of civilization, prosperity, demographics, and culture relatively varies between nations. Such disparity and differences have been used as reasons for nations to seek war with each other.
Nowadays, however, the prospects of war between nations have been more unpopular than ever. Pioneered by Helvetia and the Elven Kingdom, the two formed a strong alliance that advocated a peaceful diplomatic approach rather than an open conflict that also served as a deterrent from other hostile forces.
And it worked, flawlessly! No other major power would risk a blatant invasion against the two, allowing them to develop their nation significantly ahead of their neighbors. The success of the two racially different nations eventually inspired the other kingdoms to sign a covenant of peace and form a Council of Nations, for the peace and benefit of all.
And so, the continent is at peace. An uneasy peace perhaps, since there will be always some top brasses in every nation who despise the idea of amity and forgetting the old hatred. But as long as reasonable leaders remain in charge, the Council will manage. And so far, the organization has proven to be quite effective in resolving discords between its state members that are satisfactory enough for all parties involved.
The Nations in the continent are as follows:
Westernant
The continent's current dominant power. Westernant started its peak after the fall of Queen Serensiel some 1700 years ago and reached its greatest territorial extent 100 years later by absorbing weakened nations in the aftermath of The Great War against Varenheim.
The empire has claimed itself to be the liberator of humanity and its eternal shield, an undisputed claim that also shows their general view toward their non-human neighbor up north. Unrivaled when it comes to propaganda and raw military strengths. Westernant speaks the loudest about fairness and tradition to keep its unity with numerous vassal-states remained cohesive, and if that wasn't convincing enough, it could back it with an overwhelming military action. Their relations with Varenheim have seen many ups and downs throughout history but today it is mostly on cordial terms.
Westernant is a member of The Council of Nations.
Tretagor
Teretagor was once a major empire with a thirst for military conquest and expansion. For the last two decades, however, following the collapse of the Feredrin Dynasty, the nation has been torn apart by a ceaseless civil war between the Loyalists of the late monarch and the Revolutionists, who seek to overhaul the nation's government system.
With no strong unifying figure and major factions still fighting to claim and reclaim the capital, and people's support, it is predicted that Tretagor will eventually dissolve into smaller states, or be annexed by nearby powers by the end of the decade
Varenheim
The elven nation that is best to be left alone. Fully self-reliant, with stable socioeconomics, and a somewhat relaxed political attitude.
Even before Serensiel's regime, the elves' history was full of strives and conflicts. Ones that still harbor eternal hatred towards them were the descendants of expelled demons and djinn tribes that once occupied the forestry and plains before the dawn of human civilization. Though eons later both races finally saw the importance of peace with the demons retreating to the north and with Alkautsar recognizing the founding of Dagorlad, there are still some clans and tribes that see the elves as the invaders and would never stop treating them with the enmity they deserve until the elves gave up the territory they stole.
Varenheim was one of three founders of The Council of Nations.
Helvetia
The beacon of progress, technological advancement, and the first republic on the continent.
Helvetia's rise to prominence started 500 years ago. While most human nations regularly warred with each other and let their territory plunged into instability, Helvetia provided safe haven for the brightest minds with specialties commonly seen as unusable for war efforts. Helvetia is an example of what happened when an affluent state poured all the money and security to support technological research and prioritized education and knowledge more than the efforts for war. And today, such stratagems are finally paying off. Every piece of technology you can find these days is made in Helvetia, the latest medical progress and discoveries are researched there, and while the rest of the world stagnates Helvetia continues on with its pursuit of knowledge and invention.
Interestingly, despite being separated by half of the continent's size by the Westernant, Helvetia's diplomatic ties are tied closest to Varenheim, dating back to 800 years ago, and remain that way to this day.
Helvetia was one of three founders of The Council of Nations.
Meche
In its heydays, Meche was a heavily militarized nation that put a lot of effort into revolutionizing their metalwork industry to the highest degree achievable at that time. Their powerful armaments and their alliance with the more magic-savvy Kindeance have earned them a fearsome reputation that would make the giant Tratagor reluctant to start a war with Meche and its vassals.
Nowadays Meche is a husk of its former self. Following the independence of Kindeance and their failure to reclaim their vassal in the following century has rendered the nation financially bankrupt. Their adherence to their militaristic tradition and the closemindedness of its populace wasn't helping either.
Meche is one of the few nations where any form of magic is outlawed.
Kindeance
If Meche is in constant decline, their neighbor Kindeance is on the opposite. A newly flourishing economic powerhouse has seen unprecedented growth after undergoing several reformations in its governance red tape, shedding the old feudal system in favor of a more democratic and participative one. That, combined with the collective effort to improve the ease of doing business had turned the nation into one of the most important trading ports that nearly rivaled Hevetia's.
Kindeance overall foreign policy and stance could be described as cautiously neutral these days with the country's focus inwardly on its own economic growth. Yet, it remained relatively cautious should the crisis in Tretagor spread into its territory and bring instability and chaos along.
Kindeance is not yet a member of the Council of Nations
When the Master Shinobi went back to the camp with the party. He automatically go his scanning routine so that he can notify them when a familiar or a foe closing by with their campsite
Considering everything that just happened in the past 24 hours, Nanashi knew his boundaries. Every step was taken cautiously, in a way not a single fallen leaf would be disturbed.
It was just a light recon, and an uneventful one at that until Nanashi saw a faint smoke rising in the distance. Nothing seemed out of the ordinary in that part of the forest, and the smoke looked like coming from one or two campfires that served nothing but a generic source of heat deliberately lit up by a group of people. Probably twice the size of this party.
The question was, who was it? Wasn't this region supposed to be Varenheim's no man's land?
The Monster was still oozing greenish venom from its mandibles, it changed in color and viscosity upon being extracted, and if one would inspect it closer, it emanated a trace of a magical signature that seems of a foreign origin.
Gray advised not to touch the substance without any precaution, though typical of him, did not elaborate in detail on the important properties of such venom and its usefulness in regard to making an antidote out of it. So for now it was just very potent poison, capable of immobilizing a healthy grown man with a single touch.
With no longer stops ahead of them, they continued their march to the camp. The sun was already rising in the east when they arrived, and the situation at the camp appeared to be nominal at first glance.
Here they are at least, the result was far from optimal but at least mission accomplished. Vesemir, Gray and the remained young porter immediately unloaded some of the supply crates from the carriage and placed them under the giant chestnut, setting up makeshift beds where the injured could lay down.
"I thought you were going to give your verdict anytime now." Said Vesemir, in a defeated tone after Gray excused himself to get some rest.
"My wisdom can wait until I get a chance to close my eyes. For five or six hours, at least." Gray answered. "Until then, I would be no use to you. I am not a doctor you can consult on, Roxas is. though I am not sure if you will hear a lot of good news, even from her."
Everything seemed to be working out in the end. Carnathia would lead the way unburdened, and Gray was spared from the duty of hauling one of those injured porters. However, it should be mentioned that witnessing Roxas hoisting a fully-grown Tretagorian man like he was a bear pelt and carrying him away on her back was both confounding and... embarrassing, considering the party has no shortage of able-bodied men.
Yes, the Sky was their witness, and it was looking at you, Tillius, Gray, and Rezzelo.
Back to Gray Flame, he nodded at Roxas' request but did not say much when the healer conveyed her plan to neutralize the poison in their body. Nevertheless, the idea of collecting the White Lady's venom was a good idea, and he promised her that they would make a stop at the first site. After all, they need to evacuate that one guy with a punctured lung too.
“Actually, darling. I have a traveler’s potion kit. I don’t know if it will have what you need, but it’s something.” said Fia when they arrived at the first site. The dead arachnee was still there, in the same position, with its exterior looking even paler than before. Fia once again proposed her plan.
“I can go about collecting the venom. I’ll catch up with you once I’m done, deary.”
"That too... is a sound proposition, miss Carnathia." Said Vesmir flatly. With Stepan on his shoulder, the monocled elf started their arduous walk back to the camp, seemingly uninterested in pleading for aid any longer.
"Master Gray, would you be so kind as to pass the lantern to Miss Carnathia?" He asked, and the masked ranger nodded.
"Well after you, Miss." He added, gesturing to Carnathia to lead the way.
"It's dawning soon," Gray mumbled, looking up to the sky that was no longer pitch black. Finally, it felt like the night had been unnaturally stretched as if every shadow in this region conspired to lead them astray. Regardless, they had no reason to delay the evacuation.
"We need a stretcher then..." He glanced at Engelbert. "I hope you wouldn't mind having more stains in your snazzy-looking coat."
Then to Tillius, he said. "And two of your spears, Friend. Those paralyzed drunkards can take some rough hauling, but that bleeding Dimitri guy over there? Definitely need a proper means of transportation."
Besides, he was too tired to just carry someone in his back.
The unwrappings were done swiftly and efficiently, for the silky thread posed no meaningful resistance against the Shinobi's blade, or any blade in particular. In no time He had opened our cocoons from their bindings, in which two of the four were the abducted porters. Safe to say they were lucky-- very lucky compared to the other two bundles containing nothing but a partially rotting carcass, victims of the White Lady's previous hunt.
Thankfully the affair of the unwrapping wet and decomposing package was nothing but an insignificant spook for the shinobi.
Soon Roxas would examine them, but she had to take care of Stepan first.
The muscular Tretagorian man that was Stepan was unconscious, still fully clothed but with skin bluing and colder than bare polished iron. They knew he was alive because he was breathing, and no external injuries could be observed.
The other two seemed to be in a similar condition, but the last guy was missing a leg, with the silk wrappings seemed to be more prominent around the stump. Gray advised Nananshi not to tamper with that part for the time being.
"I think that's what's keeping him from bleeding to death."
Then he turned to Vesemir. at first, no words were coming out, Gray just shook his head, and Vesemir seemed to know what he was implying. It wasn't much of a good news, it seems.
Both men finally nodded in agreement, and Vesemir asked Gray to hold his lantern before speaking softly to Roxas first. "Dear Roxas, could you help me lift up our poor Stepan? I will carry him-- Those who still have strength, please lend me your aid. Let's take back these poor lands back to our camp."