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Regularly huffs chili powder.

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Thanks so much for your patience everyone. Well, it's finally here, OOC thread up! I'll get to responding to PMs and putting up the Sample Character Sheets in a sec, but right now I need a short break from all things End + Sleep related before getting back into things.

Do we need to pick a magic "school" and stick with it? Or can I possess low-level "convenience" spells from several sections?

You answered this, nvm. Still, I don't think my idea fits squarely into any of these categories.


I'd been meaning for the Grisly Trophy spell to set a sort of soft example of how your character's abilities could work, but we can talk about it more in the PM. I do really like your character concept, and'm willing to bend over as much as possible to get her to work in a way that fits your original vision.

So what's the difference between "advanced" and "mighty" magics, particularly when it comes to non-combative abilities?


Mighty is basically magic that only a dedicated magician would know. I'm leaving this mostly up to guys and your judgment as writers, but imagine advanced spells as things someone could pick up and learn with a good amount of effort, but without needing strong magical experience of power, while mighty spells explicitly require a good understanding of the magical style its coming from. Should probs have this in the OP, I'll edit it in later.
Accepting applications again!





“An enemy will trap your head in an iron mask, with no holes for seeing or breathing” warned the first oracle.

“A bloody child, born not from woman’s womb, will claim your throne for her own,” advised the second oracle.

“The trees will grow legs and march on the High City,” prophesied the third and final oracle. “Beware the metal faces, and the unborn children, and the shaking branches of the forest. For they hate you, my King, and they will see you fall.”

King Masbeth thought on their words for some time, then ordered the three oracles executed. This would normally be the duty of the royal executioner, but three hundred years ago King Masbeth banished his entire procession from the fortress. It has been a very lonely three hundred years since then.

In the fortress courtyard there is a garden where criminals are meant to be executed, peacefully and with dignity, but it was so very far from the throne room, and King Masbeth was a tired and weary man, and so he decided it would be easiest to kill the oracles then and there. Three swings of his sword; three dead oracles. Afterwards, when he made to tidy up, the King found their bodies were too heavy to move, and their blood would not wash from the white marble floor.

This is what the rumors say, at least—the Dark King of Quishan murdered three innocent oracles who dared to prophesize his downfall. Bullshit, others say. It was his daughters, and he didn’t murder them. How could a man murder his daughters? The shock of the prophecies killed them, right on the spot, and the King just couldn’t bear to move their bodies from where they fell.

That’s when your cousin, the one who always starts fights during New Year’s dinner, interrupts: Your head is so far up your ass I can see it in your mouth. Here’s what really happened...

And so on. There are many rumors surrounding this particular tale (the murderous king story is particularly popular), but to tell you the truth, no one knows why there are three dead woman seated around the throne of the King.

That is a mystery only he could answer.







To be filled in later



During the golden age of magic, Invernier was a place of magnificent sorcery, ruled by unstoppable Mage-Kingdoms. But those days are long gone. Now, only echoes remain.

Modern knowledge of magic on Invernier is riddled with holes and clouded by superstition. Some scholars (those that remain, at least) suggest this is for the best: magic was always meant to be something undefined and illicit, a thing of shadows, a thing for the shunned. Today, it primarily exists in the form of minor spells, learned and traded like black-market goods. Many places have outlawed the old powers, while others will go so far as to arrest magicians on the spot.

While it is possible to learn one or two minor spells without suffering from this, true magicians will invariable experience extreme warping of the eyes. Common warpings include:
❖ The fraying and distortion of the iris over the pupil, like a torn spiderweb.
❖ The splitting of the iris into multiples (usually two per eye, but as many as four have been recorded in the past).
❖ The blackening or whiting of the entire eye.
❖ Multiple pupils.
❖ Bizarrely colored animal-eyes, such as those of snakes, cows, or crocodiles.


Making a character a true magician means giving yourself a noticeable marker that will probably incur discrimination in many parts of Invernier, so don’t make that decision lightly.

Feel free to make up your own spells. Below are a list of magical styles, and each style has a handful of example spells you can either use for yourself, or use for ideas for your own magic. Spells fall in three categories—simple (1 point) advanced (2) and mighty (4). True magicians are allowed 8 points to spend on magic, while characters who only know a handful of tangential spells are allowed 3. It costs 1 point for each magical style other than the first that your character knows spells from.

Keep in mind magic is rare, and widely untrusted. It’s not the most common thing to know spells, even if only a handful of simple ones. If a character does know magic, try to give them a certain amount of consistency among what kinds of magic they’ve learned and why.

Another note: some spells may not be ‘magic’ to certain groups of people. For example, some healing spells and many of the arts of Old Soot are considered more in line with blessings and prayers, or old tricks, while others are considered holy gifts for priests, such as a handful Seathe spells. Oh, that’s not magic, that’s just an old prayer that’s been in my family for generations, or No, see, that’s the good magic, the kind that’s normal and helpful. This only really applies though if eye warping hasn’t occurred yet, at which point most (depending on region, again) would assume the magician to be one of the ‘bad ones.’




Invernier is an old, tired land. It is sparsely populated, weary of kings, magic, and curses. Hope still exists, of course, as it always does, a very difficult and troublesome thing to get rid of, but the overall mood of the land can often feel like the entire world is resigned to its apparent decline.

This section will go into detail on the different regions of Invernier and its surrounding lands. The Tempesta section will probably be most relevant, as the RPG begins there, and characters’ backstories will probably be heavily influenced by it. For characters that are travelers, or refugees, the other location descriptions should help give you an idea of the different places that could be a part of their backstory, however you want to write it.

This is just to give you ideas and some framing devices for characters, and in many cases is just me self-indulgently throwing a bunch of my ideas on the wall so I have a place to put them. Don’t feel you need to read all—or even most—of this. Since most characters will be Tempestans, literally the only section you actually need to skim is the Tempesta


Seriously, once you get past the Tempesta, the Far West, and Quishan, basically everything else is completely extraneous fluff that’s only here because I’m a completionist with no sense of restraint. If you have any questions and just don't feel like reading through all this nonsense, that is literally the most natural thing in the world, feel free to just directly ask me here in the OOC, or shoot me a PM.

(I know the Tempesta section is fucking ginormous—don’t worry, none of the other sections are anywhere near as in-depth, I just wanted the Tempesta one to be fleshed out enough to give you lots of building blocks to play with for character building.)

B A S I C I N F O R M A T I O N



T H E T E M P E S T A






Humans are by far the dominant race on Invernier. Try not to think of this as a Dungeons and Dragons type situation with mass intermingling of many fabulous races—for many Invernish, the fae are just as much the weird and untrustworthy stuff of fairy tales they are for us. While it’s not totally uncommon to see elves or carnelians travelling the old human roads and bunking at human inns for the night, the fae generally keep to themselves, and tend to be rather aloof towards humankind. Likewise, fae are largely treated with distrust by most humans. Goblins are an exception, and interact and integrate with humans quite regularly.

The fae are not immortal. Though perhaps more resilient to physical injuries than other living things, they have roughly the same lifespan as a human. However, a fae does not age while sleeping, and it is can be common for them to sleep for long stretches of time, dreaming their time away in this ghostly, ageless state. Elves are particularly prone to this, while goblins, a hard and practical people, greatly frown upon sleeping more than necessary.

❖ Playable Races ❖
These are the available races to be used for characters.


❖ Non-Playable Races ❖
Parts of Invernier history and society, but very rare and not available for playable races. Often considered fairy tales, moreso than even the fae.




Your characters are all people who have, either as residents or travelers, ended up in the town of Alonso, an out-of-the-way hamlet at the edge of the Tempesta (info on the region can be found in the World of Invernier section).

❖ While I have no objection to powerful, unusual, or extraordinary characters (if you have a particularly interesting concept and personality for them, go for it!), this RPG is geared a bit more towards low-key characters, like Army of Heroes survivors, or agents of the People’s Legion.

❖ Building off that, don’t worry about having low-power characters alongside the more powerful knights or magicians—while there will be a decent amount of combat, this is primarily a character and character interaction focused story. Do whatever you think will make an interesting character for you to write and for others to bounce off of.

❖ Don’t be too shy about getting inventive with your character’s background. I know there’s a lot hammered down there on the map, and in the location listing, but feel free to invent towns, churches, cults, knights, battles, whatever.

❖ If you have a sheet, please don’t post it in the character tab until I give it the okay. Whenever you want a draft reviewed, either post it her, or, if you prefer, shoot it to me over PM.

❖ If your character knows magic, don’t post the spells in the sheet: send them to me over PM, and I’ll give you the critique over there. I think it’s a bit more fun if people aren’t totally in the know of each other’s abilities (though I’ve still gotta give them the lookover to make sure no one’s gotten a bit too powerplay-ish).

❖ If you're using reference art for your character, please make sure to have the artist's name below and a link to their online account, either on artstation, tumblr, deviantart, or wherever (like what I have for the banner on the 0 post of the OOC). If you can't find the artist's name and page, please don't use that image.

❖ Please use the below skeleton for your sheets. Remove the asterisks from the [*hr]s before posting it. I’ll be considering sheets in the order I receive them (but to be perfectly honest I’m a huge softy who is just absolutely over the moon anyone is paying attention to my work, and will likely let in significantly more people than I should).









The End of Sleep takes place in year 372 of the Age of the Widow. While only a pessimist would say that hope is lost, it isn’t exactly in high supply.

First it was the efertide. An old magic that has surfaced through the Ages to plague the land of Invernier—“the wrong mist” they call it, the night whispers, the dark sheet. Every night, when the sun goes down, the black mist of the efertide rises up from the earth, and anyone caught outside without a light is dragged into the darkness.

None of the four previous efernights had lasted longer than a decade. This one has endured for over three centuries. Travel at night has become nearly impossible, and interstate trade and cooperation has stagnated. People are reclusive these days, outsiders are never trusted—and that’s without considering the ghosts, the huntsmen, the wights, the werewolves—all the many ills that have descended with the Age of the Widow. Most of the old political powers have collapsed. Eight of the nine great royal bloodlines have died out. All across the continent, unstable factionalism bubbles and bursts.

The Tempesta, long considered the great gateway between the south and the west, has always been a land of travelers and strangers—people looking for a place to hide, or people on their way to somewhere better. For most of recent history, it was controlled by the Army of Heroes. They proved to be competent, corrupt, and idealistic, all traits that can incur significant anger, and an eventual uprising led the region into civil war. On one side, the Army—on the other, the People’s Legion, led by the vindictive General Nostro. After three bloody years, the Legion successfully took control of Castle Miranda, and installed itself as the Tempesta’s new champions.

Meanwhile, the remains of the Army of Heroes have scattered across the moors, some still fervently opposed to the Legion, most others tired, jaded, and hoping for nothing more than surviving as long as they can. Nostro sends out his soldiers in search of the survivors, and works to consolidate power over the Tempesta. Five years have passed since the fall of the Army. Not much has changed for the average Tempestan or traveler. However, Nostro has continued his hunt for the old Heroes, and the green cloaks of the People’s Legionnaires have grown much more common as of late—rumor says the General is up to something, and gossip on the subject is colorful, to say the least.

We will start here, at the northern end of the Tempesta, strangers whose paths have all crossed in this little hamlet on the Great Southern Road.
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