Name : Carmen Andario Friston Species : Human Gender : Male Age : 35 Place of Birth : Servielle, Kingdom of Westernant Affilation : Order of the Golden Sun
Physical Attributes
Height : 180cm Weight : 73kg Build : Athletic Eyes : Grey Blue Hair : Silver Skin Tone : Fair
Physical Exam
Physical Strength : Excellent Mobility : Excellent Physiological Endurance : Standard Tactical Acument : Normal Combat Skill : Excellent Arcane Capability : Standard Mana Pool Type : Wellspring
Profile
Head of the Pontificals Guard, Carmen is the oldest child from an affluent clan governing Servielle province, southwest of Westernant. Always righteous and always brave. It was his motto after joining the order, which according to him was one of the most important moments in his life.
Carmen had made it clear to his family why he left his position as a cavalry colonel to join the order. It gave him purpose, a much more meaningful purpose than when he was in Westernant Army. He had tired of seeing the war, and would rather dedicate the rest of his life to learning and spreading the teaching of Revered Hero Areston Lydus.
His involvement in this journey to Sielse stemmed from his sense of camaraderie with Paladin Thomas, who he sees as both a comrade and role model senior, and an immense frustration upon seeing The Order's seemingly halfhearted response toward the disappearance of one of their best Paladins, and their reluctance to stand up against the Council's hogwashery. To that matter, he would deal with it personally.
Oh, he knows exactly who he is up against. But with his faith, he is unstoppable, and this pesky Case officer shall witness and falter before his unwavering zeal.
Traits and Spell
-Inquisitor's Expertise(passive) Carmen is proficient in both swordsmanship and arcane understanding. The latter allows him to recognize the technicalities of magic and spellcasting and learn a new simple spell with ease.
-Inquisitor's Charisma(Passive) Relaxed NPCs would more likely cooperate when being questioned. The effect may vary on the other PCs
-Unwavering Faith (Passive) Carmen's Faith grants him a strong resistance to negative ailments such as mind reading, hypnotism, sleep-inducing effects, and mind controlling.
-Exorcism (Active) Instantly removes negative affliction from the target. Only works on removable effects or effects that are not placed through a continuous ritual.
-Inquisitor's Lantern When Carmen infuses his magic into his lantern, he can reveal the invisible or replay the events that once happened in the area around him. Prolonged exposure to the lantern's light might frail one's psychological defense, allowing Carmen to extract a truthful confession from the interrogatee.
-Arcane Shackle Just by pointing his sword, Carmen can immobilize a target by placing translucent arcane energy on the target's ankle or any body parts that he wishes. The target may break free if he is stronger than him, and he can only cast one shackle at a time. Drains 10% of his mana per cast. Cooldown 3 turns
Equipment
-Lion of Servielle A decorated sabre with golden handle, very sharp and very durable. -Storm Lanten A very old-looking storm lantern that the cleaning of its glass seems to have long been overdue. It emits a soft purple glow and Carmen always carries it on his belt -Caplock pistol Easily concealable pistol made in Helvetia. A present from his younger brother. Plated with silver and gold. -Black powder flask An antique flask containing black powder for his caplock pistol. Enough for 30 shots -30x percussion cap -30x caliber.50 musket ball -Small cleaning kit for his sword and handgun
Age: 132 as Amanita Mycellia (True chronological age Unknown)
Gender: Female
She sometimes remembers, of Dampness, of Their Mycelium growing and spreading, of how They were Everywhere. These memories, for some reasons, are always fuzzy and distorted.
Her first,truly clear memory, is of a clear,night sky covered in Twinkling lights. She didn’t know much back then, but she still recognized its ethereal beauty.
Her first years after awakening were spent lazily wandering around the humid forest she found herself in, looking at all the marvels this world had to offer.
What changed her routine was an encounter with a pair of humans.A Small Pair, her mind instinctually providing the information that they were still pinning, and one of them was seemingly mauled.
They were guarded against her, but didn’t actually do anything as her curiosity compelled her to close in.
Before she even knew what she was doing, she started emitting specific spores on the Human’s injury. The blood started to clot, and its body healing system got put into overdrive.
The uninjured human, seeing this, made some sort of sound, before taking a bow and starting to, very carefully, move his injured brethren.
After that, encounters with humans started becoming more frequent. From the odd human every few years that would freak out at her presence, to finding herself having visitors every couple of months, searching for her specifically.
During the years she learned the language thanks to her sporadic meetings, and found out that these people, coming from a nearby village, were calling her the “Mushroom Witch”, and came to her for a variety of problems, from the more banal, like injuries, to the extremes, like asking her to somehow curse someone else.
She counted somewhere around the fifty year mark when she decided that she could do with a change of scenery.
Most of the Humans she knew were now nourishing the Earth, and she had explored her surroundings and the sky thoroughly.
So, unable to contain her curiosity any longer, she started to wander, and got herself a routine.
Wander until you find a somewhat interesting place, settle there for some years, exploring the place and usually helping its inhabitants with some of their problems,from the small to the large, before deciding to move on.
In her wanderings, she learned much. How the sky changed if you moved far enough, how Human society worked and how they could be so similar yet so different, how enjoyable it was brewing mushroom beer, how long it took to decompose different beasts,that there was still even more she still did not know and that Human cells were very comfortable.
It was specifically in one of those cells,after she was found “selling” Mushroom beer without a permit, that she had received a communication. Seemingly one of the people she previously helped out of a thigh spot one or two decades ago had a proposition for her.
They needed some people to go to a place called Tetragon to find one of his friends that went missing. Since they knew how she liked new experiences and exploring new places, they thought they would ask if she wanted to join,as a way to repair the favor she did so long ago.
Amanita, of course, accepted without a second thought.
-Mycokinesis:
Amanita's inherent connection to Fungal entities allows her to have some magical authority over them. Beside her Spells, She has the ability to rapidly grow Mushrooms and induce decomposition in organic matter.
-Myconid Physiology:
Amanita’s Djinn Heritage makes her body a mix of fungal and humanoid structure. This gives her some inherent benefits, such as a toxic body, being able to heal far more easily from most injuries and resistance to most every toxin.There aren’t only benefits however, as fire burns her like tinder, she's slower than you would expect and no matter how easily she can heal, a fatal enough strike would still kill her. She also has an affinity to humid and a severe distaste for arid climates.
-Psilocybe: Amanita releases highly toxic spores that, when inhaled, cause dizziness and nausa, with higher dosages bringing weakness,sluggishness and even hallucinations. (Build over time Debuff that gains more debilitating effects as it stacks)
-Ganoderma Amanita releases a mix of medicinal spores that, when inhaled, invigorates and refreshes, with higher dosages being adrenalinic, boosting their healing rate and ever fortifying their mind. (Build over time buff that gains more positive effects as it stack)
-Mycosis: Amanita sends the Psilocybe spores into overdrive, causing them to grow,multiplicate and consume at an heightened rate, causing a sudden onset of fungal infection to her foes that, if left unchecked, might prove fatal, as the fungi overtakes nominal bodily functions until complete decomposition is achieved (Build over time DoT. Usable only against enemies affected by Psilocybe. The strength of a cast of Mycosis Is based on how much the target is affected by Psilocybe.)
- Sorus Burst: Amanita emits a burst of spores either surrounding herself or in a cone, heavily disrupting sight in the affected area. The cloud itself is indiscriminately made up of all her spores, and emitting that many spores all at once takes a toll on her. Such a high concentration of biotic material, however, makes for great kindling. (AoE zone which heavily limits visibility and affects everyone inside with her other spells. Highly flammable)
Has grown a passion for creating Mushroom Craft Beers. Thanks to her magic, she doesn’t need a truly dedicated workshop,and can experiment on the go. Is happy to share.
Can be eerily calm in most situations except with a few exceptions.
Can cook a mean mushroom stew.
-Craft Beer Kit: While barebones,for Amanita herself it has enough tools to craft and store any brew she might come up with
-Blooming Shillelagh: A sturdy stick from which a variety of Fungi grows. Usable both as a walking and bonking stick. The Fungal growth easily release Spores when moved with some heft behind it (In game terms, it means a Hit allows a “Free Cast” of her spells)
Would be an Alcoholic if her being Half-fungus didn’t prevent her from becoming inebriated.
Has no idea of how non-fungal reproductivity works
The same is true for money or even most forms of bargaining. Most of the time she gives out her help freely without asking anything in return except for the experience in itself.
Can be very Naive at times.
As per our conversation in discord, your character has been approved, but if there is a consensus that mandates your character to have cooldowns on her skill, I hope you don't mind if we implement some.
Name : Carmen Andario Friston Species : Human Gender : Male Age : 35 Place of Birth : Servielle, Kingdom of Westernant Affilation : Order of the Golden Sun
𝘗𝘩𝘺𝘴𝘪𝘤𝘢𝘭 𝘈𝘵𝘵𝘳𝘪𝘣𝘶𝘵𝘦𝘴
Height : 180cm Weight : 73kg Build : Athletic Eyes : Grey Blue Hair : Silver Skin Tone : Fair
𝘗𝘩𝘺𝘴𝘪𝘤𝘢𝘭 𝘌𝘹𝘢𝘮
Physical Strength : Excellent Mobility : Excellent Physiological Endurance : Standard Tactical Acument : Normal Combat Skill : Excellent Arcane Capability : Standard Mana Pool Type : Wellspring
𝘗𝘳𝘰𝘧𝘪𝘭𝘦
Head of the Pontificals Guard, Carmen is the oldest child from an affluent clan governing Serville province, southwest of Westernant. Always righteous and always brave. It was his motto after joining the order, which according to him was one of the most important moments in his life.
Carmen had made it clear to his family why he left his position as a cavalry colonel to join the order. It gave him purpose, a much more meaningful purpose than when he was in Westernant Army. He had tired of seeing the war, and would rather dedicate the rest of his life to learning and spreading the teaching of Revered Hero Areston Lydus.
His involvement in this journey to Sielse stemmed from his frustration seeing The Order's seemingly halfhearted response toward the disappearance of one of their best Paladins, and their reluctance to stand up against the Council's hogwashery, to that matter, he would deal with it personally.
Oh, he knows exactly who he is up against, but with his faith, he is unstoppable, and this pesky Case officer shall witness and falter before his unwavering zeal.
𝘛𝘳𝘢𝘪𝘵𝘴 𝘢𝘯𝘥 𝘴𝘱𝘦𝘭𝘭𝘴
-Inquisitor(passive) Carment is proficient in both swordsmanship and arcane understanding. The latter allows him to recognize the technicalities of magic and spellcasting and learn a new simple spell with ease.
-Inquisitor's Charisma(Passive) Relaxed NPCs would more likely cooperate when being questioned. The effect may vary on the other PCs
-Unwavering Faith (Passive) Carmen's Faith grants him a strong resistance to negative ailments such as mind reading, hypnotism, sleep-inducing effects, and mind controlling.
-Exorcism (Active) Instantly removes negative affliction from the target. Only works on removable effects or effects that are not placed through a continuous ritual.
-Inquisitor's Lantern When Carmen infuses his magic into his lantern, he can reveal the invisible or replay the events that once happened in the area around him. Prolonged exposure to the lantern's light might frail one's physiological defense, allowing Carmen to extract a truthful confession from the interrogatee.
-Arcane Shackle Just by pointing his sword, Carmen can immobilize a target by placing translucent arcane energy on the target's ankle or any body parts that he wishes. The target may break free if he is stronger than him, and he can only cast one shackle at a time. Drains 10% of his mana per cast. Cooldown 3 turns
𝘌𝘲𝘶𝘪𝘱𝘮𝘦𝘯𝘵
-Lion of Serville A decorated saber with a golden handle, very sharp and very durable. -Storm Lanten A very old-looking storm lantern that the cleaning of its glass seems to have long been overdue. It emits a soft purple glow and Carmen always carries it on his belt -Caplock pistol Easily concealable pistol made in Helvetia. A present from his younger brother. Plated with silver and gold. -Black powder flask An antique flask containing black powder for priming his caplock pistol. Enough for 30 shots -30x percussion cap -30x caliber .50 musket ball -Small cleaning kit for his sword and handgun
Appearance: Rezello stands at a height of 6'6", or roughly 198 cm.
Bio: Rezello was born in the city of Scheel, along the southern edge of the Leize river in the northern frontier of Westernant. The second son of one of the families within the Fulsteel lineage of House Ashton, Rezello was chosen as a child to be trained as a knight of the Sten Corps - a tradition within House Ashton that would have fallen upon his elder brother, had he not been a sickly child incapable of taking on that responsibility.
Through their childhood and into their teenage years, Rezello and twelve other sons of House Ashton endured rigorous physical training and education, preparing them for the duty of guarding the city against threats both known and potential; the former from the untamed wilderness to the south, and the latter from the tainted lands to the north, across the waters of the river that it had been built along.
On the eve of his seventeenth birthday, Rezello and the other knights-in-training were armed and sent into the wilderness to prove their capabilities. Each was tasked with hunting and slaying a great beast before returning with a trophy from its carcass to prove their victory; within the span of a week, Rezello tracked and defeated his target, a giant boar. Returning to the outskirts of the city, he reunited with three other trainees who had completed their mission, awaiting the return of the others.
Once the thirteen were all together again, they headed into the city with their trophies, only to find it seemingly abandoned. Leaving behind the proof of their hunt, they searched Scheel for an indication of where their people had gone, but found nothing. Everything seemed to point to a single conclusion: at some point, while they were outside the city, everyone had simply vanished.
The eldest among them, the first to have returned from his hunt and de-facto leader of the thirteen, was the first to speak, declaring that without people to defend, the Sten Corps had no purpose. They had all earned their knighthood for naught, and on his authority he disbanded their order. Taking up his sword, he left the city, heading south. The remaining twelve soon followed suit, each going their separate ways.
Rezello, dissatisfied with merely abandoning the city to its fate, set out in an attempt to find answers; if none could be found within Scheel, he would simply have to find them elsewhere. There had to have been a time when something at least similar had happened somewhere else, he just had to find a record or sign of it.
Early in his newfound quest, while searching ruins not far from Scheel, he discovered a broken mask within the top floor of an abandoned wizard's tower. Holding it up in the limited light that shone through the tower's window-slits, he suddenly felt compelled to don it; upon returning to his senses, he found it fused to his face. With it came a newfound sense of power, along with a voice he did not recognize; it, however, claimed to recognize him.
Two years ago - a decade after he first set out on his quest - he joined an expedition to Nuria in the heart of the Land of Twilight in a last-ditch effort to find the answers he had spent a decade seeking, having exhausted every other lead and intuition he had. By the end of the expedition, he finally put his search to rest; regardless of whether or not he had found what he was looking for, the former population of Scheel remains vanished, their fate a mystery to most. After the expedition, Rezello briefly retired, his original ten-year mission completed, but found that settling down only made him restless and soon returned to the one thing he truly knew well: adventuring.
When the Order set out to recruit Pontificials for their observation mission, Rezello was seen as a suitable candidate for the role of security; while he didn't have much of a reputation among the general populace, his participation in the Nuria expedition granted him some level of reknown among the various authorities of Westernant. Due to the unique nature of his history, he had the skills of a knight without obligation or connection to any existing political or military entity, and while he wielded a small amount of combat magic it was primarily defensive in nature.
As such, he found himself invited to join the observation party. He accepted.
Passives:
Steeled Blood: The men and women of the Fulsteel lineage inherited the tall stature and robust physique of their progenitor, warrior adventurer Redmond Ashton, granting them enhanced strength and endurance.
Heavy Weapons Specialist: Though trained in all manner of weapons as part of his knighthood, Rezello is especially adept with large two-handed weapons such as halberds, warhammers, and greatswords that make the most of his strength.
Spells:
Armory: Grants access to a small pocket dimension, allowing Rezello to swap out between different weapons he has collected. Only mundane weapons can be used with this spell; those that have been enchanted, made using magic materials, divinely forged, or otherwise enhanced beyond purely physical means cannot be stored.
Rezello can also summon and dismiss a set of armor, though only one can be bound to the spell at a time.
Electric Shell: Emits a surge of lightning magic through the metal in Rezello's armor and weapons, electrifying those in contact with him or struck by his melee attacks. Consumes magic energy slowly while idle and rapidly while affecting a target. Ineffective if the target does not normally conduct electricity.
When using his spadone, Rezello can concentrate the lightning into the sword's blade and release it with an attack; for example, swinging the blade unleashes a short-range wave of lightning, while thrusting launches an arc of lightning in the direction of the thrust.
Hold Ground: Channels earth magic through Rezello's legs and into the ground beneath, anchoring him in place and bracing his body against attempts to move him. Energy consumption is proportional to the amount of force resisted.
While using this spell, Rezello can also harden his body, enhancing his resistance to physical damage.
Conjure Sparks: Produces a small flame, too weak to be used offensively but capable of igniting flammable objects, maintaining warmth, or providing light. Multiple sparks can be combined to increase the size of the flame, but not its power.
The flame can be created anywhere within a small area around Rezello, as long as he can see the point of origin.
Mundane Skills:
Survivalist: At a bare minimum, basic survival skills were expected of all members of the Sten Corps, as defending the city often required them to track beasts and monstrosities through the untamed forests that lie beyond its borders.
Equipment Maintenance: Though the Sten Corps styled itself as a proper order of knights, and were recognized as such within Scheel, in truth they were little more than particularly well-equipped guards. Without elements such as the page and the squire to perform tasks like maintaining equipment, it fell upon the knights to do so, either by hiring servants or learning to do it themselves. Rezello chose the latter.
Equipment:
Fulsteel Spadone: A long, thin two-handed sword. Forged in Scheel as a token of his entry into knighthood from a steel alloy denser than those typically used in swordsmithing. Rezello's preferred weapon.
Weapons of the Armory: Rezello's Armory spell currently contains a messer, a pair of long daggers, a pollaxe, a bec de corbin, and a morningstar.
Sten Corps Armor: Blackened armor, consisting of a mix of plate and mail; pauldrons, gauntlets, half-plate rerebraces and greaves protect the limbs, while the torso is covered by a gambeson, hauberk and green-clothed brigandine. A helmet would also normally be worn, but does not fit over Rezello's mask.
Mask of the Tower: A cursed mask of unusual design, fused to Rezello's face. Rigid, with a leathery texture; the jaw is articulated and can move with Rezello's mouth. A spirit trapped within grants him his magic abilities and claims to be familiar with the Ashton bloodline.
Same with Carnathia, since your character has already been evaluated in the previous campaign, he can join in. Approved and welcome back!
Name:『 Ludvig Morsanqvist 』 Think of the V's as more of a W.
Species: Human
Age: One would estimate late-twenties, early-thirties.
Gender: Male
Appearance: Tall. Midnight black hair, slightly curly. Upturned eyes with blue irises. Natural eyebrows. A skin tone between warm ivory and sand. Clean-shaven. Not so much as a stubble, either well-maintained or unable to grow. Decently ripped frame, visible through tight shirts. A horizontal scar under his chin from stumbling as a child. Every other detail changes too much to be documented, but he is most seen donning a two-piece suit: blazer and vest.
Bio: Excerpts taken from『 An admiring stalker's diary. 』
¹ ... Something oddly nice and strange happened. The barmaid hands me a coffee, I didn't order it. She said it's been paid for by this guy at a far table. I don't even know why- did he think I just needed a pick-me-up? At eight in the evening, three hours removed from work? He notices me staring at him and he just, smiles and then- I don't even know how to explain this. I blinked my eyes once, and suddenly he's gone! I thought I was hallucinating him! But that can't be, right!? This bitter cup of coffee on my table is proof, isn't it!? ...
² ... Did mister Breadmaker hire a new help? My, he's a looker. He looked kinda familiar, I can't place it entirely... I went to buy some bread, and he looked at me and smiled, and that's when it hit me. The disappearing coffee guy, that's him! I wanted to ask him why the coffee the other night, but I, I chickened out. I managed to stick around long enough to hear his name. Ludwig. What a mundane name. ...
³ ... I came back to the bread shop but Ludwig wasn't there. Mister Breadmaker said he only needed some help that day because his assistant got sick. He didn't even ask for pay, Ludwig told him to just give it to the assistant when he returns. That's unbelievable. ...
⁴ ... I tracked his location down to the pier. There he was! Helping the cargo people unload imports! I wished I could move in closer, even from here I could see the muscles on his arms. Not bad. Even on the crew I could see better arms. ...
⁵ ... I asked around and it seems like nearly everyone on this side of the city has been helped by him at some point in the mere three weeks he showed up in town. Similar to mister Breadmaker where he takes the shift of someone otherwise indisposed, and refuses to take the pay for it. Others, hmm. They were mum about the ways they were helped, but assured there was nothing violent. A few ones about saving the same cat from a tree. Saved maybe two kids from a house fire. ...
⁶ ... It's been a long while since I bought a theatre ticket. Tracked Ludwig rehearsing with the actors in his free time. ...When he came out, I could spot at least twenty other people who recognized him. ... Ludvig Morsanqvist, it says on the casting list. V but it's read like a W? I'm so ashamed, I misspelt his name so many times. ...
⁷ ... surname of an extinct noble family of sorcerers. Looks like six or seven decades ago, the eccentric Young Master Ludvig sold away the estate. That can't be right, he looks so young... Right? And then, HE showed up. He was smiling, I couldn't tell whether he was angry that I looked up his name. He looked so dreamy yet terrifying. For a second there he was a lot farther away, and suddenly he was right in front of me, holding my cheek while whispering "don't tell anyone" and then he ... we ...
⁸ ... saw him again, probably for the last time. I couldn't get myself to approach him, but I found out why my mother's ring went missing since then. He was wearing it... on his left ring finger... But, he was holding this letter that had a papal seal. It looked serious. He looked serious. It was rare seeing him not smile. After reading the letter, he just... walked out of town, left us without so much as preparation. Word quickly spread among the people in town, and it felt like the papalcy's approval rating just shot down immensely. ...
Passives:
『 Pretense of Analgesia 』 Doesn't seem able to feel pain... or at least it shouldn't be humanly possible for anyone to just persist through any pain. What, with just sheer willpower? There has to be a trick to this.
『 Chauvinist's Plight 』 A strong psychological urge not to attack any woman (or sufficiently female-looking person) Ludvig considers attractive. Attempts to resist it are only met with symptoms of high fever. Reflective of that, the opponent is also immensely compelled to spare Ludvig's life, and then some... Believed to be a curse for two-timing two powerful Djinns at the same time.
Spells:
『 Groom 』 A highly complicated spell that Ludvig can only use on himself. A wave of magic energy climbs across Ludvig's body, instantly cleaning him. While doing so, it can also change his entire clothing set. It even adds from a selection of nice scents like lavender, rose, citrus, etc. Ready to betroth at any moment.
『 Jumpscare 』 2-turn cooldown, 3% mana cost Instantaneously travel across any visible space. Ludvig has mastered this spell to a level that it leaves no trace. No light, no sound, no mana trace, nothing. Hence the name. Can bring along up to one person in direct physical contact with him, forcibly sharing the burden of the mana cost. Boo.
『 Prismatic Barrier 』 <10% mana cost depending on power of attack taken Typically takes the form of a sphere comprised of every colour in the rainbow and more. Barely visible to regular people unless struck. Its consistency feels like trying to cut through quicksand. It feels unpleasant. Usually surrounds Ludvig at all times, blocking attacks and entities with harmful intent. Can be conjured onto a visible target, passing onto them the burden of the mana cost. Can be expanded to envelop several targets, sharing the burden of the mana cost across all of them. Eugh, why does it feel all gooey?
『 Heavenly Dragon's Inverse Healing Palm 』 Rather than a spell, this is more of a martial art. White-hot energy envelops Ludvig's palms, rapidly healing wounds at the cost of both the target's mana and inducing excruciating amounts of pain. Some say the pain lingers for up to several hours, but that may be merely psychosomatic. Salvation, but at what cost?
Mundane Skills:
Meditation, qi breathing. Enough martial arts and reflexes to avoid attacks from regular people, and then some. Can lowkey detect bloodlust.
Cardistry, sleight of hand, parlor tricks. Forgery of handwriting and signatures. Pickpocketing.
Basic sorcerer's cantrips like making a small rock float, forming a shape with visible mana, engraving small mana marks on things, etc.
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.