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    1. Mortalya 7 yrs ago

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@Gisk No rules from the tabletop or video game will be incorporated into play.
I am however, stealing a part of character creation from the tabletop game, but it has nothing to do with mechanics. Players choose a Character Type from a list of five, think of them like character classes.
@Legion02 It will have a story.

There have been eight previous worlds.
You may refer to them as ages, aeons, epochs, or
eras, but it’s not wrong to think of each as its
own individual world. Each former world stretched
across vast millennia of time. Each played host
to a race whose civilizations rose to supremacy
but eventually died or scattered, disappeared or
transcended. During the time that each world
flourished, those that ruled it spoke to the stars,
reengineered their physical bodies, and mastered
form and essence, all in their own unique ways.


Each left behind remnants.
The Ninth World is built on the bones of the
previous eight, and in particular the last four. Reach
into the dust, and you’ll find that each particle
has been worked, manufactured, or grown,
and then ground back into drit—a fine, artificial
soil—by the relentless power of time. Look to
the horizon—is that a mountain, or part of an
impossible monument to the forgotten emperor
of a lost people? Feel that subtle vibration beneath
your feet and know that ancient engines—vast machines
the size of kingdoms—still operate in the bowels of the earth.


Each of the prior eight worlds, in its own way, is
too distant, too different, too incomprehensible. Life
today is too dangerous to dwell on a past that cannot
be understood. The people excavate and study the
marvels of the prior epochs just enough to help
them survive in the world they have been given. They
know that energies and knowledge are suspended
invisibly in the air, that reshaped continents of iron
and glass—below, upon, and above the earth—hold
vast treasures, and that secret doorways to stars and
other dimensions and realms provide power and
secrets and death. They sometimes call it magic, and
who are we to say that they’re wrong?


More often, however, when they find leftovers
of the old worlds—the devices, the vast machine
complexes, the altered landscapes, the changes
wrought upon living creatures by ancient energies,
the invisible nano-spirits hovering in the air in clouds
called the Iron Wind, the information transmitted
into the so-called datasphere, and the remnants of
visitors from other dimensions and alien planets—
they call these things the Numenera.

~ ]Numenera Core Rulebook


To say the Ninth World is weird, would be to say
humans are carbon. The technology (or magic) left behind
by the denizens of the previous epochs is as alien to any
Ninth Worlder as it is to us. Thus, the strange and unexpected
are commonplace in the Ninth World. Grass and flowers are just as
mundane and 'natural' as the floating mirror in the center of town
that reflects different points in time. The dreadful Iron Wind, a storm
that deconstructs and transforms everything it touches on the
molecular level is no stranger than the storms that bring only
foul smelling breezes Most don't understand how and none understand why.


The technology level of the Ninth World is roughly parallel
to our history's 100 C.E. (A.D.) But the Numenera allow Ninth Worlders
to control beasts, people, the elements, time, space and the very particles
that make all of it up. The challenge is understanding how any of it works.
Numenera allows you a very special level of freedom with character
creation. Do you want to be a human ranger type with a giant yellow
slug as a companion? Perhaps you'd prefer to be a practiced psionic
with an artificial brain, and a third eye. Have your fingers be one
foot long tendrils if you'd like. Maybe you prefer a good old fashioned
thief...with green skin and a mouth on your stomach. The Ninth World is
weird enough for you, are you weird enough for the Ninth World?


Feel free to ask if you are unsure of anything. (Reply or PM)
I'm looking for a minimum of three, no maximum. Who's Interested?
ALL PLAYERS WELCOME

Note: Knowledge of the setting IS NOT NEEDED to enjoy this RP.

Barrett's Privateers - Stan Rogers
Sea Shanty

youtube.com/watch?v=ZIwzRkjn86w
London is most becoming when the fog is thickest. It is much easier to see clearly without the buildings and people cluttering up you vision. Tonight a beggar walks the streets of Veilgarden clad head to toe in the aged garb of a fine Zea Captain. A brimmed black hat with the image of an eye sewn on the front, coat of navy blue down to the knees and shiny black boots. She would wear the clothes of a beggar as she is no longer a Captain, but nowhere in London sells "beggar uniforms" so she doesn't know what they look like.

With fingers laced behind her back and shoulders hunched, she trotts and gallops through these familiar streets, singing in the gentlest of tones:

"As the souls of the dead fill the space of my mind
I'll search without sleeping, 'til peace I can find.
I fear not the weather, I fear not the zea.
I remember the fallen, do they think of me
When my bones in the ocean, forever will be?"


She prances playfully, passing and gracing every manner of artist, scoundrel, lover and orphan with her zongs of the zea. When her trotting brings her past the doorstep of The Singing Mandrake just in time to hear a loud crash, the shivering of glasses, and the exchanging of apologies. The beggar ponders aloud,

"The Singing Mandrake always has a lad of ambition willing to part with an echo or two, for a tale or three; and from the sound of things, something interesting just happened inside!"

Now with anticipation she enters with an assertive stance and scans the room taking note of the populated turnout of the night. She notices a woman lying on a table speaking with the man seated there.

"Curious," she said, "I did not know the Singing Mandrake as place to eat people; and it appears you even get the luxury of speaking with your dish. I hope that man has more guests on the way, I doubt he could finish the whole thing alone."

Realizing she has been speaking at an audible level this whole time, she slaps her palm across her mouth and continued speaking until the thought was done. She turns to take a table near the stage, unaware of any attention her nonsensical monologue may have drawn.
Full Name: "I'd tell you if I cold remember."

Alias: Lady Nonsense

Age: Appears to be 25-35

Gender: Female

Occupation: Beggar (Former Zea Captain)

Description: Of short stature with an athletic fitness suggesting nimbleness and flexibility. Her hair is faintly red, long and often in tangles, keeping it out of her eyes. She is always adorned in and old, but well-aged navy blue captain's uniform, complete with polished boots, captain's hat, and an old pistol at her side which on close inspection has no trigger. On the breast of the captain's coat where one would traditionally find badges, medals and other honors, is instead an array of strange mundane trinkets such as coins, lenses, leaves, teeth, feathers, tails, anything that could be found on the streets; these items seem to change from day to day.

Personality: Her name was granted to her by her fellow scoundrels and virtuoso of Spite and Veilgarden. She is known for strange behavior in the pursuit of nonsensical motives. Lady Nonsense seems wise and level-headed to most who briefly meet her, but a secure bet is she will reveal her mad antics before sixty seconds have elapsed. She often goes prowling through the alleys of Spite for black cats, speaking gibberish to herself all the while. When lucid she is respectable -- if but a shade tarry from a life on the zea -- but on frequent occasion her eyes widen and seem overcome with a glaze; she begins speaking in rhyme, often unrelated to the topic at hand. When it's all done, she claims to not remember a lick of it. Her most favorite pastime is telling grand tales of how she was awarded the many odds and ends on her coat. On a good day the stories are believable, most days they are not.

Skills: An expert zeaman and charismatic speaker to crowds. Physically fit and very nimble. Second to her zailing skills is her knack for theft, usually from just under the nose of her mark during a telling of a tale of the zea. And no zailor would be worth the salt on which she zails without proper finesse with a blade, preferably a rapier. She does not own one, but she could make quick work of any score of pirate zailors. (At least she believes so.) Lastly she seems to be without terror, that is not to say she is unshakable by fear. She can be startled, disturbed and may even flee a fearsome foe, but she shows no fear in the face of true horror. Some account her resistance to terror comes from her fondness of speaking with the cats of Spite.

Weaknesses: It may go without saying, Lady Nonsense is critically mad and often delusional. Her impaired thinking along with a poor memory make her a difficult follower. It is often necessary to remind her of your identity every time you meet her. She does not focus well on simple tasks; the less she has to focus on, the more difficult it is. She does especially poorly when speaking with someone alone. Speaking with Lady by oneself feels as though you are speaking with multiple different people about an equal number of seemingly unrelated topics. Her greatest flaw might be her lust for eldritch knowledge. Her mind is as frail as a human's should be, but yet she actively seeks this type of forgotten lore. Her desire for dark learning often leads her to danger and may even bring her to betray those close to her if the promise of occult secrets is grand enough.

Brief History: Lady Nonsense most often claims to have been raised on the zea, if anything she says is true, is is possible she is known by many names across the Unterzea. If you ask the few people in London who know her closely, they would tell you she was not always mad. Then they would tell the tale of when she zailed away from the docks of London with a crew of twenty, to return a year later without her crew and her mind drastically altered. She'd even forgotten her name, but then again when anyone else attempted to call it to mind, they found the thing unknowable. Since then she wanders the streets of Spite and Veilgarden exchanging her stories for bits of change and stealing what she needs from the unsuspecting.
Is this acceptable?

Full Name: "I'd tell you if I cold remember."

Alias: Lady Nonsense

Age: Appears to be 25-35

Gender: Female

Occupation: Beggar (Former Zea Captain)

Description: Of short stature with an athletic fitness suggesting nimbleness and flexibility. Her hair is faintly red, long and often in tangles, keeping it out of her eyes. She is always adorned in and old, but well-aged navy blue captain's uniform, complete with polished boots, captain's hat, and an old pistol at her side which on close inspection has no trigger. On the breast of the captain's coat where one would traditionally find badges, medals and other honors, is instead an array of strange mundane trinkets such as coins, lenses, leaves, teeth, feathers, tails, anything that could be found on the streets; these items seem to change from day to day.

Personality: Her name was granted to her by her fellow scoundrels and virtuoso of Spite and Veilgarden. She is known for strange behavior in the pursuit of nonsensical motives. Lady Nonsense seems wise and level-headed to most who briefly meet her, but a secure bet is she will reveal her mad antics before sixty seconds have elapsed. She often goes prowling through the alleys of Spite for black cats, speaking gibberish to herself all the while. When lucid she is respectable -- if but a shade tarry from a life on the zea -- but on frequent occasion her eyes widen and seem overcome with a glaze; she begins speaking in rhyme, often unrelated to the topic at hand. When it's all done, she claims to not remember a lick of it. Her most favorite pastime is telling grand tales of how she was awarded the many odds and ends on her coat. On a good day the stories are believable, most days they are not.

Skills: An expert zeaman and charismatic speaker to crowds. Physically fit and very nimble. Second to her zailing skills is her knack for theft, usually from just under the nose of her mark during a telling of a tale of the zea. And no zailor would be worth the salt on which she zails without proper finesse with a blade, preferably a rapier. She does not own one, but she could make quick work of any score of pirate zailors. (At least she believes so.) Lastly she seems to be without terror, that is not to say she is unshakable by fear. She can be startled, disturbed and may even flee a fearsome foe, but she shows no fear in the face of true horror. Some account her resistance to terror comes from her fondness of speaking with the cats of Spite.

Weaknesses: It may go without saying, Lady Nonsense is critically mad and often delusional. Her impaired thinking along with a poor memory make her a difficult follower. It is often necessary to remind her of your identity every time you meet her. She does not focus well on simple tasks; the less she has to focus on, the more difficult it is. She does especially poorly when speaking with someone alone. Speaking with Lady by oneself feels as though you are speaking with multiple different people about an equal number of seemingly unrelated topics. Her greatest flaw might be her lust for eldritch knowledge. Her mind is as frail as a human's should be, but yet she actively seeks this type of forgotten lore. Her desire for dark learning often leads her to danger and may even bring her to betray those close to her if the promise of occult secrets is grand enough.

Brief History: Lady Nonsense most often claims to have been raised on the zea, if anything she says is true, is is possible she is known by many names across the Unterzea. If you ask the few people in London who know her closely, they would tell you she was not always mad. Then they would tell the tale of when she zailed away from the docks of London with a crew of twenty, to return a year later without her crew and her mind drastically altered. She'd even forgotten her name, but then again when anyone else attempted to call it to mind, they found the thing unknowable. Since then she wanders the streets of Spite and Veilgarden exchanging her stories for bits of change and stealing what she needs from the unsuspecting.
I've played the browser game on and off for years, and Sunless Sea was an addiction for a while. I'd love to join!
Category : Student

Name: Kivana Idriel

Race: Elf

Age: 16

Appearance: Graced with sylvan beauty, but cursed with the visage of death. Her skin is smooth and youthful, but pale with a slight recession of her cheeks that pronounces pointed cheekbones. Her hair is full, but a dull black that look black as void, even in daylight. She is rather gaunt and fragile, the less clothing she wears, the more she resembles a wilting corpse wrapped in eleven beauty. She keeps her hands wrapped in cloth and prefers loose-fitting robes to mask her sickly figure. When fully clothed her appearance draws no attention apart from her abnormally pale skin.

Abilities: Highly intelligent, as a result very sophisticated for her age. A gifted spell caster among her peers but easily outclassed by any well-read mage. Unless perhaps, when it come to necromancy. While she has yet to learn how to raise dead humanoids, she is practiced in speaking with the dead and even animating limbs of a corpse, as well as fully animating small rodents and some birds.

Background: Born to two learned eleven mages of affluence in an eleven society, Kivana was was well educated in the arts of the arcane by both her loving parents. Her parents saw promise in her as she was performing parlor tricks flawlessly by the age of 6. At eight, Kivana's parents were grooming their daighter to be a great summoner, but one night while training Kivana's father accidentally handed her a quarto of The Book of the Damned as the ritual text. Kivana has never revealed the nature of what was summoned that day, she only tells the Thing was banished, but her parents didn't survive the encounter. Kivana studied the quarto, and discovered a knack for necromancy. She was found at age 11 sleeping in a mausoleum by a grave digger who brought her to the Orphanage after speaking with her, where she was taught to speak the Common Tongue and continues to study under the guidance of its staff.
Name: Kivana Idriel

Race: Elf

Age: 16

Appearance: Graced with sylvan beauty, but cursed with the visage of death. Her skin is smooth and youthful, but pale with a slight recession of her cheeks that pronounces pointed cheekbones. Her hair is full, but a dull black that look black as void, even in daylight. She is rather gaunt and fragile, the less clothing she wears, the more she resembles a wilting corpse wrapped in eleven beauty. She keeps her hands wrapped in cloth and prefers loose-fitting robes to mask her sickly figure. When fully clothed her appearance draws no attention apart from her abnormally pale skin.

Abilities: Highly intelligent, as a result very sophisticated for her age. A gifted spell caster among her peers but easily outclassed by any well-read mage. Unless perhaps, when it come to necromancy. While she has yet to learn how to raise dead humanoids, she is practiced in speaking with the dead and even animating limbs of a corpse, as well as fully animating small rodents and some birds.

Background: Born to two learned eleven mages of affluence in an eleven society, Kivana was was well educated in the arts of the arcane by both her loving parents. Her parents saw promise in her as she was performing parlor tricks flawlessly by the age of 6. At eight, Kivana's parents were grooming their daighter to be a great summoner, but one night while training Kivana's father accidentally handed her a quarto of The Book of the Damned as the ritual text. Kivana has never revealed the nature of what was summoned that day, she only tells the Thing was banished, but her parents didn't survive the encounter. Kivana studied the quarto, and discovered a knack for necromancy. She was found at age 11 sleeping in a mausoleum by a grave digger who brought her to the Orphanage after speaking with her, where she was taught to speak the Common Tongue and continues to study under the guidance of its staff.

Edit: Added the last 10 words.
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