@YankeeActually, I just answered that in the OOC!! But, so you don't have to jump over there immediately, I'll answer; you are going to play one of each! You don't necessarily have to play your Participant's Sponsor, so I'm kind of leaving that up to the players.
The Last Adherent watched over the bustling city, a wraith in tattered rags; unseen by Mortals and unbothered by other Sponsors. He, if such sexing were not a superfluous thing, had already chosen his Participant. A criminal, currently awaiting death. Others would choose differently, their own desires more steel than gossamer. Yet, his thoughts were not on such a trivial matter.
Corner City was a massively populated area. The Obstacles presented, once The Event began would be countless. Lives would be lost, and the city itself would become a horrific amalgam of nightmare and familiarity. All through its fetid veins, others moved. Mortal and those beyond, alike, were making their preparations. It was no grand secret. It was simply the nature of things.
Sanctuaries would be created. Pacts would be forged. Participants would choose how great their role. As the Adherent made his ghostly rounds, Desire resonated deeply; a tone both melodious and odious at once...the cacophony of human minds. The other Sponsors would follow strong Desires.
Just as someone was now following him. Another Sponsor. The Last Adherent slowed his gliding, coming to a complete stop in the network of alleyways. Even with the midday Sun overhead, it was a place cast in darkness. "What is it you wish from me," he said, creaking like a coffin lid, "Nautical Queen?" The luminous emptiness of his hood was turned in her direction, as she slithered free from a veil already peered through.
"Forgive me," she giggled, wiggling, "it is just quite rare to have an opportunity like that. Many in the Court would be interested in what you're doing, Last Adherent." When he said nothing, she continued. "Even if it is something so mundane as observing the stage, before the game."
The two had never been friendly, even if the Nautical Queen liked to keep a chipper attitude. "I care not for their interest in my activity. Nor the machinations that you are going to soon present to me," the weight of his gaze lifted from her, but he did not turn, "I will have no alliance with you, nor the Man of Glaives, nor the others." She pretended to be disappointed by the news. He knew that she had already known. "The Old Ways will be upheld. The Judges and Game Masters have already been chosen. If you are of a mind to warp such tradition, punishment is a certainty."
The words were colder than usual. The Nautical Queen almost laughed, despite herself. Instead, she raised a hand. "Merely curious, Last Adherent. I had hope that you would understand, but I assumed this would be the outcome," she smirked, showing rows of small, sharp teeth, "I wouldn't want to waste anyone's time. After all, it is a commodity of striking rarity, now, is it not?"
Silence, for a moment.
"Less than twelve hours. Midnight will mark the end of 'normalcy', for the Mortals of this world," he seemed to relish in it, or so the Nautical Queen supposed, "The Event will change all that has come to be in this Incantation. When that moment passes, you and I will be enemies." Despite herself, she felt a small shiver. "All the Court will become competitors. Mortals with strong enough Desire will be chosen. Other Mortals will reveal what was hidden within them, all along. Through our Participants, we will determine what is to come...after the ashes of this Incantation are swept away."
Something was amiss. Of course, she knew what was coming; but knowing did little to quench the ember of unease that The Last Adherent had so easily sparked. He was older than the rest of the Sponsors, by far, and, as she had heard it told, one of the last who had come from the First Court. "I will leave you to your thoughts, then," she became transparent, but not yet absent, "please reconsider joining myself and the Man of Glaives." Then, she was simply gone from the Mortal Coil.
Alone, The Last Adherent chuckled. Though none would witness it, he would stare skyward for some time before departing.
After all, the clock had begun to tick. With each movement of its lopsided arms, The Event came closer to release.
"Soon," he whispered into the darkness, "they will come to understand."
Hey, again. It's me and you, in the thick of it! This is the OOC for A Game of Desire, as you can see! Glad to have you, or glad to have you stopping in. Below are some useful terms, among other things. If you're here for the first time, you can go check out the Interest Check. It may prove crucial to understand some of this, or it may not. I, at least, recommend reading the first flavor intro.
Fate: A mechanism by which the lives and actions of Mortals are guided. While vague in utilization, Fate permeates each game and opposes the concept of Chance.
Chance: A schism by which the lives and actions of Mortals deviate from Fate. While vague in utilization, Chance always opposes Fate in each game.
Participant: A Mortal chosen by a Sponsor to participate in the game. Participants are given Abilities that share a vague esoteric connection to their deepest Desire.
Sponsor: An assortment of beings involved with the game, they are not Mortals and may only influence events through championing a Participant.
End: The cessation of any given Reality through actions of Fate or Chance. Usually brought about by The Event.
Nothing: Absence of reality between sessions of the game. A primordial chaos that often produces Realities after a short incubation.
Something: Reality itself. Also referred to as an 'Incantation'.
Catalyst: That which turns 'Something' into a battlefield compatible with the game perpetuated by Sponsors. Interchangeable with the terms 'Event' and 'Game'.
Mortal: Beings that inhabit Something. Usually the central pieces in games. Limited to the Corporeal side of Reality. Notable Mortals are chosen by Sponsors for their Desire and granted Abilities that reflect this whim. These Mortals are labeled as Participants.
Reality: That which is eventually revealed through the machinations of Fate and Chance.
Desire: That which opposes Reality. Usually held by Mortals. When a Sponsor approaches a Mortal of Desire that they deem sufficient, the Mortal will be offered a Pact. If they accept the Sponsor's Pact, they will be granted an 'Effigy Emblem'.
Pact: A deal reached between Sponsor and Mortal, changing Mortal into Participant in The Catalyst. While Pacts usually involve several layers and make certain that a Participant does not kill a Sponsor or vice versa, they must always be signed with a Participant-To-Be's blood. Upon signing, they have entered The Game and will work alongside their Sponsor.
Pacts cannot be made by a Participant, unless it is to create a group of allies. Pacts made with Sponsors cannot be broken without dire consequence. Violating the terms of a Pact also warrants punishment, from either the affronted Sponsor or a neutral Judge.
Effigy Emblem: The strange beyond-Mortal potency granted to Participants. Sometimes simply called an 'Effigy' or 'Emblem', it is that which, through a Sponsor, gives reflection to the Desire of a Participant. Effigy Emblems are often literal tokens, belonging to one of several Participant Classifications. The Emblem distorts this Desire with the Sponsor's own essence, allowing the Mortal to wield strange and unexplained phenomena as their weaponry.
Classification: Weapon, Vessel, Totem and Grimoire. The four respective 'Classes' that a participant can fall into, once they accept a Pact.
Weapon: Those who utilize their Effigy Emblem in direct combat, be it up close or from afar. Weapon Class Participants are given a Weapon that evolves alongside them, and can eventually be imbued by their Sponsor directly. Their strength lies in unpredictability, given that nearly any object can become a Weapon. Their weakness is that their Weapon is an object they can become separated from. A Participant who masters the full scope of their Weapon is a dangerous combatant.
A stolen Weapon will not function in the hands of another Mortal, or Participant.
Vessel: Those who are bound deeply to their organic Effigy Emblem, which appears as a sapient creature and remains perpetually by the Vessel Participant's side. Through the Vessel Effigy, a Participant can channel abilities. No two Vessels are the same, aside from their capacity for growth and the depth of the bond shared with their masters. Their strength lies in the ability to coordinate attacks with their Effigy Emblem and the abilities inherent to it. Their weakness is that Vessels can not stray far from their master, and damage inflicted onto the master will weaken the Vessel itself. Vessels often reflect the emotional state of their master, but cannot act outside their commands, often the two will support one another. A Vessel and Participant working in tandem, at their peak, is certainly a sight to behold.
Totem: As with Weapons, Totem Class Participants are gifted with an object Effigy Emblem; one which is permanently attached to their person, in one way or another. Totem Classes are notorious for seeming to resemble Weapon Classes in their early stages of development, being forced to use themselves as a conduit for abilities. As with Vessels, no two Totems will be the same and they grow alongside the user. Their strength lies in growth capacity and wide diversity. Their weakness is having a limited skillset, until the Totem is awakened through a sort of spiritual journey; alongside this, if a Totem is forcibly taken from a Totem Class Participant, they become incapable of using their abilities. A fully awakened Totem is extremely dangerous, given how close it becomes to becoming a part of the Participant.
Grimoire: A loose term for those who are given a book, or other arcane implement. Grimoire Class Participants often wield abilities that seem like magic, usually being based in that which changes the Reality around them. Elemental Grimoires are the most common, but have the most limitations in their versatility. Cursed Grimoires give the Classed Participant access to a particularly potent set of skills, but alongside them is the caveat of extensive utilization rules and conditions. Their strength lies in their sheer power. Their weakness lies in their complexity or simplicity. Grimoires do not bond deeply with their Classed Participants, having no will of their own, or potency that is not already within their pages; it is up to the wielder to become familiar with the Grimoire and use it effectively.
The Court: A loosely connected group of the esoteric Sponsors. Each within the current Court (the Third Court, precisely) will compete in the coming Event/Game to preserve their status within the Court. A Court can be composed of any number of Sponsors, with the Third Court possessing twelve in all. Intrigue and subterfuge is common among Sponsors who share animosity.
It is by their hand that The Catalyst is put into place, and by their vote that the shape our dear Event is given shape and rules. Courts convene fairly often, to discuss matters of importance occurring within the Incantation they inhabit. Once the Game begins, they will still hold these meetings, but with increasing rarity. A gathering of the Court involves a massive metaphysical citadel that is simply called "Virtue".
Judge: A creature neither Sponsor or Mortal. Constructed by neutral parties, the Judge serves to watch over a Game and ensure that the rules are observed by both Participants and Sponsors. They hold a sort of immutable power, once they choose to invoke it, and deal harshly with those who would desecrate the sanctity of The Event. They work in tandem with the Game Master.
This particular Judge is named Magician.
Game Master: Similar in nature to the Judge, a Game Master's title is quite literal. Holding dominion over the entirety of the Event's procession, Game Masters also serve to make things interesting for all parties involved. While they are, in their core, inclined to adhere to the rules, Game Masters are far more fickle; resembling Mortals more than the Judge, or other Sponsors.
This particular Game will have two Masters. One Event Master and one generalized Game Master. The Event Master is a new addition to things, intended to provide challenges to Participants; granting gifts to those who pass. Sponsors ultimately have the last say in whether or not a Participant actually receives their boon, however.
Corner City: The stage for this Incantation's Game. A large city, isolated by great stretches of sea on any given side. A slick, modern city full of towering skyscrapers and Mortals traversing perpetually busy streets. Given to warm days and mild neon nights, but famous for its holiday festivals, Corner City will soon become awash in blood and the esoteric. As the year changes, so will everything else.
This next part is a copy//pasted answer to a question I got about Weapons, Totems and their differences. Feel free to skip over it, if you feel you understand.
A Weapon could be anything; a coin, a gun, paper that you fold into an airplane. However, it's not something that is intrinsically attached to a participant like a Totem is. Rather, a Weapon represents the Desire within the Participant. It is, for all purposes, a tool to achieve that Desire. The more familiar a Participant becomes with their Weapon, the more likely a Sponsor is to unlock the next tier of its potential. Mind you, this can also be done solely by the Participant.
In summation, Weapons take many shapes and come equipped with many locks. Usually they are created by the Sponsor specifically for the Desire that their Participant holds.
Totems can be things like; a watch, a backpack, a necklace. Essentially, the huge difference is in their functionality and capability to be an accessory. They also differ in the purpose to the Participant. Totems are usually given to those with deepset emotional issues, as a sort of guide that can reach them in a way their Sponsor would fail at. Weapons are reliant on creative usage and being imbued to increase the range of their power. Totems adapt to their wielder, becoming a mirror of their personality; while simultaneously guiding them along a path of 'growth' to facilitate their union and a wider array of abilities.
In summation, Totems take many shapes and locks; but take steps to guide their wielder, since they are one. Losing a Totem, having it forcibly separated or destroyed, would render the Participant incomplete...as though a part of themselves died with the Totem. Weapon Class Participants don't suffer this same condition, but are usually asked to make a sacrifice if their Weapon is destroyed.
Similarities exist between them, however, which often makes it difficult to tell the Classes apart. Weapon Class Participants have a more rapid growth curve and work more closely with their Sponsor to realize their Desire and increase the power provided by the Weapon. Totem Class Participants usually work more closely with the Totem itself, rather than their Sponsor, leaving the progress of the wielder in their own hands//the hands of a representation of their psyche as they seek to 'mature' in some way.
I hope that cleared things up, a little. If you have suggestions on how I can word things differently in the Terms sections, or clarify with less verbiage; please let me know!
Up next are the Character Sheet Skeletons!
Name: The name your Participant is most commonly called by.
Age: Whatever age your character is. Not setting a strict range on this.
Appearance: Feel free to use an image, or description; or both.
Former Occupation: What role did they play, before The Event?
Personality: Quick rundown of how this Participant acts.
Desire: Explain, a little, what your character wants.
Class: One of the four above.
Effigy Emblem: Describe your character's Emblem here, along with what it can do.
Bio: Optional. Feel free to give a brief overview of your character's past, here. Or don't.
Name: What does this Sponsor go by?
Appearance: What form does this Sponsor manifest in?
Personality: Optional.
Specialty: Each Sponsor leans toward one of the four classes. Choosing a Participant doesn't necessarily guarantee that they will become that Class, however. Sponsors with an affinity matching their Participant do not gain an advantage until The Game is well underway.
Participant: The name of their chosen champion.
Affiliation: This one is a little difficult, in the opening stages. By default it will be 'The Court'. That is, until we have more factions develop in-character
Feel free to expand on or reformat those, as you please!
Summation: The turn of the millennium brings about The Catalyst. The Event. The Game. Whatever label you attach to it matters little. Those of the Third Court descend into the Mortal Coil, specifically into Corner City; seeking champions, called Participants, to represent them in the struggle. If a Mortal should accept the offered Pact, they become a Participant; having a Sponsor on their side and an Effigy Emblem gifted to them. With their signature, sanguine on the Incantation's decay, they will face challenges determined by The Game Master, The Court, other Participants and countless other threats that emerge.
You will take control of a Participant and a Sponsor (but you do not have to play your character's Sponsor and vice versa. That kind of arrangement can be reached between players), and will leave your mark on the dying Incantation for The Event's ultimate reward; the promise of shaping the next Incantation as the winning Participant (or group//party) wills. We will begin with the setting Sun, as those Mortals to be chosen are sought out for their Desire.
It is that Desire that lies at the center of The Game. Sponsors and Participants alike share this.
As the countdown to the New Year reaches zero, a hideous change overtakes Corner City. Perhaps the entirety of the Mortal world. Mortals with strong Desires that were not championed become Obstacles, monstrosities that serve as grotesque and exaggerated parodies of a human's dark and hidden heart. Some will remain unchanged, their Desire too weak to attract a Sponsor...or turn them into Obstacles. Casualties.
As The Event progresses, more and more will become clear.
Well, that's that! For now, anyway! Thanks for reading and taking some time to get invested.
I'm looking forward to writing with everyone. Here's...
What I want//Rules: We'll keep things simple. I like simple, when it comes to this kind of thing.
•Don't be a douche.
•I expect everyone to play a Sponsor and Participant. You don't have to, but let me know if you're only wanting to play one or the other. I'll try and cover the slack, or find someone who will.
•Experiment, a little! Be creative, that kind of thing!
•All I expect is a paragraph per post. I think that's more than lenient.
•If you can't post for a bit, let me know.
•This one is weird, but I've had to deal with it in the past; KEEP OOC AND IC SEPARATE, PLEASE!
•Don't be afraid to hit me up privately if you want to do some scheming. Same with anyone else. This Game is all about forging//breaking relationships and character development, despite the setting.
A post will immediately follow this one, showing the sample characters of "Christian" and "The Last Adherent".
Feel free to ask me questions here, or PM them to me. Also, I'm bad at making fancy formatted stuff. Sorry about that!
Later.
One: Added Pacts to the Quick Terms section. Two: Added Corner City to Quick Terms. Three: Fixed a couple of grammatical errors. Four: Moved "Christian" and "The Last Adherent" to the Character Tab. Five: Fixed a formatting issue.
@Dark LightThanks, that means a lot. Glad to have you, and glad that the explanation was adequate!
Posting up two sample Character Sheets, momentarily. A Participant and a Sponsor. Will edit them in.
Edit:
Name: "Christian Sands"
Age: Twenty Eight
Appearance:
Former Occupation: Contract killer and corporate espionage expert.
Personality: A quiet, seemingly shy sort. Behind his forced stutters, incessant politeness, false smiles and lies he is quite simply a monster without his favorite mask. A sadist and masochist, in turns, Christian, once his schemes are foiled or plans failed will be more directly confrontational and cruel; though there seem to exist some moral boundaries he won't cross.
Most, if they can move beyond his appearance and avoid rousing his spite, will find a surprisingly gentle soul; despite the Desire he carries. He is relentlessly level-headed and clever by degress most would not expect. Having lived a fairly long and tumultuous life, being thrust into The Game does not phase Christian. He seems to have a rather optimistic outlook, in most situations.
If anything, the world has come closer to how he has always thought of it. A bleeding cesspool, littered with monsters locking horns for supremacy. Part of him hates that idea, while another is darkly enamored.
Desire: To achieve revenge on the man who managed to have him imprisoned.
Class: Cursed Grimoire
Effigy Emblem: Appearing to be a simple pamphlet, Christian often keeps his Emblem out of sight; as that is one of the conditions of its usage. When active, the Effigy allows Christian to create explosions of varying magnitude on any surface that he has touched within the last twenty-four hours. Regardless of his intent, everywhere chosen as the epicenter of an explosion will 'release' at once.
Bio: Notorious among the elite and wealthy, Christian has operated under many aliases. Well before coming to Corner City, he supposedly served in some militaristic faction before defecting. The truth is hard to discern, however, aside from his evident incarceration.
More feverishly will he speak of Aster Galluk, head of Muse Incorporated; the man who uncovered Christian before he could assassinate him. The grudge held from having his freedom stripped away is what created the potent Desire that surrounds Christian...and what drew his enigmatic Sponsor from the shadows.
Name: "The Last Adherent"
Appearance:
Personality: One of the last among the Third Court who remembers the First Court. An ancient being, even by the standards of Sponsors, The Last Adherent has adopted this moniker as a reminder to all other Sponsors that the 'Old Ways' are still alive and well. A dismissive and sometimes haughty sort, The Adherent is always calculating and maneuvering. His displeasure with the current state of The Court is well known, but he is not entirely opposed to hearing out those of a younger generation.
A strict creature, valuing tradition and victory above all else.
Specialty: Grimoire Classed Participants
Participant: "Christian" Sands
Affiliation: The Court
Name: The name your Participant is most commonly called by.
Age: Whatever age your character is. Not setting a strict range on this.
Appearance: Feel free to use an image, or description; or both.
Former Occupation: What role did they play, before The Event?
Personality: Quick rundown of how this Participant acts.
Desire: Explain, a little, what your character wants.
Class: One of the four above.
Effigy Emblem: Describe your character's Emblem here, along with what it can do.
Bio: Optional. Feel free to give a brief overview of your character's past, here. Or don't.
Name: What does this Sponsor go by?
Appearance: What form does this Sponsor manifest in?
Personality: Optional.
Specialty: Each Sponsor leans toward one of the four classes. Choosing a Participant doesn't necessarily guarantee that they will become that Class, however. Sponsors with an affinity matching their Participant do not gain an advantage until The Game is well underway.
Participant: The name of their chosen champion.
Affiliation: This one is a little difficult, in the opening stages. By default it will be 'The Court'. That is, until we have more factions develop in-character
@Dark LightAbsolutely. A Weapon could be anything; a coin, a gun, paper that you fold into an airplane. However, it's not something that is intrinsically attached to a participant like a Totem is. Rather, a Weapon represents the Desire within the Participant. It is, for all purposes, a tool to achieve that Desire. The more familiar a Participant becomes with their Weapon, the more likely a Sponsor is to unlock the next tier of its potential. Mind you, this can also be done solely by the Participant.
In summation, Weapons take many shapes and come equipped with many locks. Usually they are created by the Sponsor specifically for the Desire that their Participant holds.
Totems can be things like; a watch, a backpack, a necklace. Essentially, the huge difference is in their functionality and capability to be an accessory. They also differ in the purpose to the Participant. Totems are usually given to those with deepset emotional issues, as a sort of guide that can reach them in a way their Sponsor would fail at. Weapons are reliant on creative usage and being imbued to increase the range of their power. Totems adapt to their wielder, becoming a mirror of their personality; while simultaneously guiding them along a path of 'growth' to facilitate their union and a wider array of abilities.
In summation, Totems take many shapes and locks; but take steps to guide their wielder, since they are one. Losing a Totem, having it forcibly separated or destroyed, would render the Participant incomplete...as though a part of themselves died with the Totem. Weapon Class Participants don't suffer this same condition, but are usually asked to make a sacrifice if their Weapon is destroyed.
Similarities exist between them, however, which often makes it difficult to tell the Classes apart. Weapon Class Participants have a more rapid growth curve and work more closely with their Sponsor to realize their Desire and increase the power provided by the Weapon. Totem Class Participants usually work more closely with the Totem itself, rather than their Sponsor, leaving the progress of the wielder in their own hands//the hands of a representation of their psyche as they seek to 'mature' in some way.
I hope that cleared things up, a little. If you have suggestions on how I can word things differently in the Terms sections, or clarify with less verbiage; please let me know!
Also, welcome! I know you didn't quite say that you're interested, but I assumed you may be.
Fate: A mechanism by which the lives and actions of Mortals are guided. While vague in utilization, Fate permeates each game and opposes the concept of Chance.
Chance: A schism by which the lives and actions of Mortals deviate from Fate. While vague in utilization, Chance always opposes Fate in each game.
Participant: A Mortal chosen by a Sponsor to participate in the game. Participants are given Abilities that share a vague esoteric connection to their deepest Desire.
Sponsor: An assortment of beings involved with the game, they are not Mortals and may only influence events through championing a Participant.
End: The cessation of any given Reality through actions of Fate or Chance.
Nothing: Absence of reality between sessions of the game. A primordial chaos that often produces Realities after a short incubation.
Something: Reality itself. Also referred to as an 'Incantation'.
Catalyst: That which turns 'Something' into a battlefield compatible with the game perpetuated by Sponsors. Interchangeable with the term 'Event'.
Mortal: Beings that inhabit Something. Usually the central pieces in games. Limited to the Corporeal side of Reality. Notable Mortals are chosen by Sponsors for their Desire and granted Abilities that reflect this whim. These Mortals are labeled as Participants.
Reality: That which is eventually revealed through the machinations of Fate and Chance.
Desire: That which opposes Reality. Usually held by Mortals. When a Sponsor approaches a Mortal of Desire that they deem sufficient, the Mortal will be offered a Pact. If they accept the Sponsor's Pact, they will be granted an 'Effigy Emblem'.
Effigy Emblem: The strange beyond-Mortal potency granted to Participants. Sometimes simply called an 'Effigy' or 'Emblem', it is that which, through a Sponsor, gives reflection to the Desire of a Participant. Effigy Emblems are often literal tokens, belonging to one of several Participant Classifications. The Emblem distorts this Desire with the Sponsor's own essence, allowing the Mortal to wield strange and unexplained phenomena as their weaponry.
Classification: Weapon, Vessel, Totem and Grimoire. The four respective 'Classes' that a participant can fall into, once they accept a Pact.
Weapon: Those who utilize their Effigy Emblem in direct combat, be it up close or from afar. Weapon Class Participants are given a Weapon that evolves alongside them, and can eventually be imbued by their Sponsor directly. Their strength lies in unpredictability, given that nearly any object can become a Weapon. Their weakness is that their Weapon is an object they can become separated from. A Participant who masters the full scope of their Weapon is a dangerous combatant.
A stolen Weapon will not function in the hands of another Mortal, or Participant.
Vessel: Those who are bound deeply to their organic Effigy Emblem, which appears as a sapient creature and remains perpetually by the Vessel Participant's side. Through the Vessel Effigy, a Participant can channel abilities. No two Vessels are the same, aside from their capacity for growth and the depth of the bond shared with their masters. Their strength lies in the ability to coordinate attacks with their Effigy Emblem and the abilities inherent to it. Their weakness is that Vessels can not stray far from their master, and damage inflicted onto the master will weaken the Vessel itself. Vessels often reflect the emotional state of their master, but cannot act outside their commands, often the two will support one another. A Vessel and Participant working in tandem, at their peak, is certainly a sight to behold.
Totem: As with Weapons, Totem Class Participants are gifted with an object Effigy Emblem; one which is permanently attached to their person, in one way or another. Totem Classes are notorious for seeming to resemble Weapon Classes in their early stages of development, being forced to use themselves as a conduit for abilities. As with Vessels, no two Totems will be the same and they grow alongside the user. Their strength lies in growth capacity and wide diversity. Their weakness is having a limited skillset, until the Totem is awakened through a sort of spiritual journey; alongside this, if a Totem is forcibly taken from a Totem Class Participant, they become incapable of using their abilities. A fully awakened Totem is extremely dangerous, given how close it becomes to becoming a part of the Participant.
Grimoire: A loose term for those who are given a book, or other arcane implement. Grimoire Class Participants often wield abilities that seem like magic, usually being based in that which changes the Reality around them. Elemental Grimoires are the most common, but have the most limitations in their versatility. Cursed Grimoires give the Classed Participant access to a particularly potent set of skills, but alongside them is the caveat of extensive utilization rules and conditions. Their strength lies in their sheer power. Their weakness lies in their complexity or simplicity. Grimoires do not bond deeply with their Classed Participants, having no will of their own, or potency that is not already within their pages; it is up to the wielder to become familiar with the Grimoire and use it effectively.
The Court: A loosely connected group of the esoteric Sponsors. Each within the current Court (the Third Court, precisely) will compete in the coming Event/Game to preserve their status within the Court. A Court can be composed of any number of Sponsors, with the Third Court possessing twelve in all. Intrigue and subterfuge is common among Sponsors who share animosity.
It is by their hand that The Catalyst is put into place, and by their vote that the shape our dear Event is given shape and rules. Courts convene fairly often, to discuss matters of importance occurring within the Incantation they inhabit. Once the Game begins, they will still hold these meetings, but with increasing rarity. A gathering of the Court involves a massive metaphysical citadel that is simply called "Virtue".
Judge: A creature neither Sponsor or Mortal. Constructed by neutral parties, the Judge serves to watch over a Game and ensure that the rules are observed by both Participants and Sponsors. They hold a sort of immutable power, once they choose to invoke it, and deal harshly with those who would desecrate the sanctity of The Event. They work in tandem with the Game Master.
This particular Judge is named Magician.
Game Master: Similar in nature to the Judge, a Game Master's title is quite literal. Holding dominion over the entirety of the Event's procession, Game Masters also serve to make things interesting for all parties involved. While they are, in their core, inclined to adhere to the rules, Game Masters are far more fickle; resembling Mortals more than the Judge, or other Sponsors.
This particular Game will have two Masters. One Event Master and one generalized Game Master. The Event Master is a new addition to things, intended to provide challenges to Participants; granting gifts to those who pass. Sponsors ultimately have the last say in whether or not a Participant actually receives their boon, however.
Updated list of Quick Terms. I've added Participant Classes, along with some other stuff! Instead of changing the Terms in this thread, I'll add a few more and use this in the OOC.
A preview of the flavor intro for the OOC portion of A Game of Desire. It introduces a few new terms and hints at a few things.
The Last Adherent watched over the bustling city, a wraith in tattered rags; unseen by Mortals and unbothered by other Sponsors. He, if such sexing were not a superfluous thing, had already chosen his Participant. A criminal, currently awaiting death. Others would choose differently, their own desires more steel than gossamer. Yet, his thoughts were not on such a trivial matter.
Corner City was a massively populated area. The Obstacles presented, once The Event began would be countless. Lives would be lost, and the city itself would become a horrific amalgam of nightmare and familiarity. All through its fetid veins, others moved. Mortal and those beyond, alike, were making their preparations. It was no grand secret. It was simply the nature of things.
Sanctuaries would be created. Pacts would be forged. Participants would choose how great their role. As the Adherent made his ghostly rounds, Desire resonated deeply; a tone both melodious and odious at once...the cacophony of human minds. The other Sponsors would follow strong Desires.
Just as someone was now following him. Another Sponsor. The Last Adherent slowed his gliding, coming to a complete stop in the network of alleyways. Even with the midday Sun overhead, it was a place cast in darkness. "What is it you wish from me," he said, creaking like a coffin lid, "Nautical Queen?" The luminous emptiness of his hood was turned in her direction, as she slithered free from a veil already peered through.
"Forgive me," she giggled, wiggling, "it is just quite rare to have an opportunity like that. Many in the Court would be interested in what you're doing, Last Adherent." When he said nothing, she continued. "Even if it is something so mundane as observing the stage, before the game."
The two had never been friendly, even if the Nautical Queen liked to keep a chipper attitude. "I care not for their interest in my activity. Nor the machinations that you are going to soon present to me," the weight of his gaze lifted from her, but he did not turn, "I will have no alliance with you, nor the Man of Glaives, nor the others." She pretended to be disappointed by the news. He knew that she had already known. "The Old Ways will be upheld. The Judges and Game Masters have already been chosen. If you are of a mind to warp such tradition, punishment is a certainty."
The words were colder than usual. The Nautical Queen almost laughed, despite herself. Instead, she raised a hand. "Merely curious, Last Adherent. I had hope that you would understand, but I assumed this would be the outcome," she smirked, showing rows of small, sharp teeth, "I wouldn't want to waste anyone's time. After all, it is a commodity of striking rarity, now, is it not?"
Silence, for a moment.
"Less than twelve hours. Midnight will mark the end of 'normalcy', for the Mortals of this world," he seemed to relish in it, or so the Nautical Queen supposed, "The Event will change all that has come to be in this Incantation. When that moment passes, you and I will be enemies." Despite herself, she felt a small shiver. "All the Court will become competitors. Mortals with strong enough Desire will be chosen. Other Mortals will reveal what was hidden within them, all along. Through our Participants, we will determine what is to come...after the ashes of this Incantation are swept away."
Something was amiss. Of course, she knew what was coming; but knowing did little to quench the ember of unease that The Last Adherent had so easily sparked. He was older than the rest of the Sponsors, by far, and, as she had heard it told, one of the last who had come from the First Court. "I will leave you to your thoughts, then," she became transparent, but not yet absent, "please reconsider joining myself and the Man of Glaives." Then, she was simply gone from the Mortal Coil.
Alone, The Last Adherent chuckled. Though none would witness it, he would stare skyward for some time before departing.
After all, the clock had begun to tick. With each movement of its lopsided arms, The Event came closer to release.
"Soon," he whispered into the darkness, "they will come to understand."
Just thought I'd drop this tidbit here. Hope you enjoy. Continuing to work on the rest of the OOC info.
@DarcsHey. I'll take that ogling as an expression of interest. Welcome.
Been a couple of days since I dropped in. Sorry for the delay on OOC stuff, ended up with a kind of nasty cold. I won't be typing things out on my phone, and I'm taking today to just...relax, I guess.
Will resume proper work tomorrow RIGHT FUCKING NOW and I expect to have the OOC up before the weekend ends probably tomorrow.