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The Witch’s Trail (Fantasy, Horror, OOC)

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Naval Monte
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The Witch’s Trail (Fantasy, Horror, OOC)

Postby Naval Monte » Mon Oct 26, 2020 6:00 pm

The Witch’s Trail: Mysteries of the Shadowlands
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A Tale of Witchcraft, Faded Glory, and Desperate Hope







A witch ought never be frightened in the darkest forest because she should be sure in her soul that the most terrifying thing in the forest was her.

-Terry Pratchett


Theme/Discord



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The lands of Vesperia has always been a world awash in magic. Whether magic is the lingering essence of the great miracle that was creation of everything made by Providence, the secret teachings of the gods, or even the gods’ gift to mortals, magic has always existed and may continue to exist long after mankind has faded from the world.

From the shamans that were a part of early tribes who used their magic to communicate with ancestor spirits and control the world to change the weather to make that years corps more plentiful, curing diseases, and protecting against evil. To the arcanists of today who study magic to unravel the secrets of the universe and apply their knowledge to fuel our increasingly industrialized world, magic and the brave men and women who practice it have always been with us and it was their work that ensure that human civilization not only remain stable but progress.

But this was not always been the case. For every mage that has used their magic to aid people, there will always be those who use their magic to harm their fellow man. These “witches” as people began to regard them have always been either the outcasts who lived on the fringes of society or were the very same mages who many accepted into their community, hiding their true intention from people.

But how can one tell a witch from a mage? It was this question that plagued people of both the nobility and the peasantry. How can one tell if a witch was truly evil and not a cunning folk? For many the choice has been to either wait for the offending mage to use their magic for malefic purposes or to banish all mages from their communities. This was the common affair in the world for many years as civilizations rose and fell.
As the dawn of a new age began and the rise of the Eklessia began to overshadow the faith of the old pagan gods, pushing many of the old faith followers into the shadows. This time of spiritual and political changes brought with it immense instability as internal divisions form from changing political and religious interest brought massive crackdown on those who refuse to adopt the new faith and others attacked those who would stray away from the path laid before the old gods.

These internal divisions within the many kingdoms would spill into economic conflicts as nations of differing faiths would block access to different goods or even hire mercenaries and thieves to raid trade convoys and villages.

In these trying times the priests of the Eklessia would intervene on these matters to try to disway the violence as best as they could and convert those that still refuse to follow the new faith; these conversions seeing mixed results. Yet over time it would seem that the Eklessia’s efforts would work as more nations began to convert to the new faith and tensions began to be buried down. With many wars being settled the church would work on growing its power base and begin to find a way to deal with the one pressing question that has alluded the priests, oracles, and shamans of old. How best to deal with witches?

In those chaotic times many witches used the chaos to kidnap people to either sacrifice them to darker powers or to use their body parts as ingredients for magic. Others used their magic to curse people and livestock, and generally adding more fuel to the chaos that plagued the land. Many of these witches would slink back into the shadows once the troubled times ended and before the witchfinders can apprehend them as often they would blend in too well with local witch doctors and cunning folks. At the time the Church could not prosecute these people as they too followed the same ancient laws of magic as their forefathers have followed; needing to see proof of the action of malefic magic being used in order to tried a witch.

This affair would change as a series of misfortunes would befall Vesperia. The first was a plague known to many as the Grey Death would strike the land from the near east, spreading from throughout all corners of Vespeira and even affecting the islands close by. This plague would then be followed by a powerful volcanic eruption that would plunge Vesperia into a dark age, taking the light and warmth of the sun. This event, as well as the decreasing able bodied workers attending farms, would cause many corp yield to fail as with no farmers to attend to them many remained on the ground until they rot or were eaten by animals. Some fields were also stricken by a mysterious plague that killed the crops or their lands suddenly become fallow.

The loss of so much food caused mass starvation to hit many communities even as the plague ravaged them. In such times many either turned to faith to find answers or salvation, whether it be from the Church or in secret returning back to the Old Gods. Others lost faith in any divine powers as the world fell around them. But as chaos began to grow the Eklessia was desperate to maintain order in a world increasingly tittering over the brink of chaos.

In these trying times it would come to no surprise that many would begin to find scapegoats. Many societal outcasts would be blamed for the plague. From people following the faith not approved by the collective, people of different groups, to once more those consider witches. All would be arrested and held into mock trials that only served to delay their inevitable execution. When these reports reached the Eklessia many bishops would become involved with these trails to ensure that each trials were being conducted efficiently and to prevent as many innocent people from being killed. A noble effort but such efforts proved to do little good as Vesperia was simply to large for the bishops to be everywhere.

The Eklssia would create the inquisition to aid in witch hunters and create companies of witch finders, often hiring witch finders who were once private professions. These individuals would travel the lands to find suspected witches and determine if they were the cause of some of the chaos befalling the land. While many witches were hanged or burn the plague never wavered in it’s deveastion, nor did the famine ever stop. In fact, conditions would only grow worse as neighboring kingdoms who held feuds that stretched for centuries back would finally fight each other to steal their lands, treasures, and other vital resources.

These wars would soon cause waves of religious fanaticism to spread as many would go into pogroms to hunt down anyone who they suspected to be witches. In these purges many magic users, both good and evil, were often targeted and burned at the stake. If the communities hoped that these actions would prevent more witches from using their magic on them than their wishes were deny as many magic users, often members who helped the communities that turned one them, would use their magic to flee and strike back in anger for the betrayal they felt.

The Church would try to reign back control but in the frenzy many mages who worked for the witches would also be captured and killed by the mob for being agents of evil. It was these actions and the plague’s remerge that would make the Eklessia realize that they have lost control and would hide behind their great cathedrals and monasteries. Offering aid to those in their local pariahs and waiting for the chaos to die down.

The plague and dark age would last for a century to fade from Vespeira, but it would take many centuries more for the witch hunts to end. But once the world began to recover the church would aid in the recovery efforts with surviving kingdoms that were now the precursors to the modern empires and kingdoms of Vespiera. But in this recovery effort the church knew it would need to use magic but after years of prosecution they knew trying to get society to accept magic and it’s practitioners would be difficult.

Thus in the years as Vespiera began it’s rebirth as art, culture, and science grew the church would work closely with several arcanists to unveil magical discoveries and inventions to slowly reintroduce magic to the public. Of these efforts the most important would the the arcane academy of Lycaeum found in the Most Serene Republic of Carmina.

During the witch hunts many associated with the mystic arts fled into the far corners of the Earth and those that fled into a marshy lagoon with a series of islands in the center were no exception. Using their magic as well as the surrounding waters, the people that would form Carmina would be protected from future attacks and be able to rebuild a new civilization in peace.

When the Restoration of Vespiera began it was Carmina that would become one of the epicenters of this new change as many great works of magic would be produced in there. It was in Carmina that many of the modern clockwork inventions be spotted and it was in Carmina that the early working steam powered devices be tested.

These new devices would aid in improving the lives of many. But the slow integration of magic would cause many to rebel against the new age as the beliefs of magic being a dark force was still strong, causing many peasant revolts and some kingdoms declaring war on those that accept mages and magical technologies. These wars would also see some people breaking away from the authority of the church as new ideas born from the Restoration would spread far and wide due to the printing press, a machine approved by the Eklessia to be made.

In these chaotic times the concerns of religion and magic would slowly give away to political and economic agendas. Magic itself was slowly being seen as a powerful tool as many began to use it in their wars. The Lycaeum Academy would take advantage of the growing popularity to reform magic to become more of a scientific discipline and to distance itself from the superstition of old. As the Academy developed more magitech and console with rulers on how best to use magic the church’s powers would only decrease more as more people began to turn to the Academy for aid when it comes to magical matters.

These wars and revolts would end as industrialization was now in its infancy. Now in the world of Vespiera castle keeps stand side by side with factory towns, conscript soldiers carry both swords and pistols, horse drawn carriages are on option for when trains and airships are not available. The monsters of old are now stuck in remote corners of the world as the ruins of ages past are now claimed by the Academy with help of local rulers, putting an end to adventurers robbing from these sites. As mages are now seen as more of scientists instead as witches this put many witch finders and inquisitors out of the job as the Church no longer needs them. The increase powers of monarchs and the spread republican ideals have caused the old feudal lords to lose much of their power and many knights now find their old profession now obsolete along with monster hunters and witch finders.

Yet as the world change rumors still persist that on the far northern corners of Vespeira lies a land that has not been touched by the cold hand of industrialization and modernization, a land where not only do monsters and spirits from the old world still roam freely, but also the practices of the old ways of life, including witchcraft. These cursed lands are known as the Shadowlands. In these lands outlaws, outcasts and true witches hide within the swampy, mist choked, woods.

These rumors have caused many to venture forth to the Shadowlands, few ever returning back. While many are willing to dismiss the stories of the Shadowlands as folklore some are more willing to take the stories seriously. Some find the Shadowlands as the perfect place to relive lost glories, others seem the land as holding opportunities to find lost treasure or knowledge that can make their lives back home better, and others venture to the Shadowlands in a desperate hope to find a better life.

Regardless if these people ever find what they search for most people know that even if one was to leave the Shadowlands they would never be the same person that entered the woods.



Summery-

Welcome all to my newest RP. The Witch’s Trail: The Shadowlands. In this RP universe you are all people living in the land of Vesperia, a world caught in a time of great turmoil and change. This is a world where the remnants of medieval life is slowly being erased by the encroaching hands of modernity.

Where once lords had more powers than kings and they had loyal knights on their beck and call, most find their powers weaken and their knights without jobs. Monster hunters struggle to keep their profession and traditions alive as most monsters and spirits that use to roam the lands are now being pushed to increasingly disappearing remote regions of the world. The Church has also lost much of its power as science, economics, and politics is now dominating the minds of most people. Many people are taken from their rural family own profession and forced to live in crampy and dirty apartments to work in the factories.

You all play as people who for a variety of reasons choose to venture into the Shadowlands. A land infamous for being the land of witches, the home of monsters, and the hideout of outlaws and outcasts. Do you go to these lands to relive old glories one last time? Do you wish to find whatever secrets are hiding in the Shadowlands? Do you wish to live among the outcasts who call it home? Or do you wish to expel these outcasts, witches, and monsters to claim the Shadowlands as your own? The choice is ultimately yours.



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The Book of the Law-

Right now I will act as a sole Op of this RP and as you would expect there will be rules to make sure we all are having a good time. I will be finding co-ops to aid in making sure the rules are being followed. As for matter of lore you all can come up with your own pieces of lore and assuming the lore doesn’t contradict with the setting and is approved by me and my co-ops it will be accepted.

These are the rules as follow.

  • Membership is approved by me and my co-ops. Applications are review based on past RP experience, capabilities of the characters, and ability to write in a orderly way that can be read and understood. If either I or my future CO-OP have something to give you a critique on your application do not take it personally but rather heed their words and work with them, they are willing to help.

  • Members must maintain an active status in the group to maintain their characters. Should they be inactive for too long their character will become an NPC and will be under the control of the OP and co-op for the duration of the arc they are in. Former PCs can be reclaimed by the player if they wish to return.

  • While this RP is not shy on allowing dark and mature subject matters will like to remind players to be both mature on certain subjects and not to be too graphic on both IC and OOC. We don't need to give the Moderators and Administrators of this website a good reason to lock this thread and put an end to the RP.

  • All players are expected to respect one and other at all times in their OOC speak and interactions with regarding this RP. If either me or other members of the group feel that you are causing too much issues than it is within my right to terminate all existing applications made by said trouble players.

  • God modding of any type is also forbidden in this RP. Witch’s Trail is about storytelling game and is not a board game. While there is winners and losers, a certain type of strategy involved, players must agree to what they expect the outcome of the thread to be and how they are going to go about to do it. If players cannot agree or they feel there could not be an agreement the OPs will gather the facts of the situation, and use appropriate measures to find a solution to the problem. It is then in each players involved obligations to carry out that ruling in their RP to create the story. In addition to Godmodding there is also no ignore-cannon. All actions must be recognized unless overruled by the Op.

  • A certain quality is expected of members within their RPs, put your effort in to having fun and commit to Witch’s Trail when you post in IC. Members who are found to be consistently posting half-assed IC posts will be talked to by either me or the CO-OPs and if the behavior continues than the problem player will be dismissed.

  • Vesperia has a joint canon and history and this is something that all the players must contribute to within the world. Please adhere to the existence of this history and try to actively contribute to it. If either me, the CO-OPs or in dire situations the players, deem it necessary they will put someone in charge of forming the world history and canon to be put on file in this thread.

  • Read the Magic section below to understand how magic works by it’s rules. But in short everyone can only use New Magic which takes on the form of rituals, magic potions, and enchanted items. Magic in here is not like DnD. Magic in this world can be flashy and powerful, but it can also be subtle and work by coincidence. However it is never instant as not only does one need time to prepare the spell if they lack an elixir or foci on hand but the effects of certain spells may take time to manifest. Mages are scientists in this world and as such your craft won’t act like traditional super powers. It’s best to mix more mundane skills so you aren’t reliant on your magic for everything.

  • Technology in this world is mostly set into Clockpunk levels with early elements of steampunk sprinkled in with magitech. For examples of this combination look at works like Castlevania, Bloodstained, Avatar: The Last Airbender. If you need examples of what piece of tech exist in this world than know that guns and cannons exist, as well as trains, steam-powered paddle ships, airships, clockwork automatons, and clockwork computers.

  • Humans are the only playable races. Beings like elves, dwarves, orcs, and hobbits do exist in the setting but they are treated more like fairies of folklore than just funny looking humans with special powers. This same attitude goes to other beings like dragons, angels, and demons. Hybrids between humans and otherworldly creatures do exist but such beings were rare back when such beings were common throughout Vesperia, this rarity has increased to almost borderline extinct.



Magical Insight

Magic in the world of Vespiera is divided between two different forms, old and new magic. Old Magic is heavily associated with the magical practices of pagan priests, shamans, and witches. It is a form of magic that has been suppressed heavily due to the witch hunts and is now regarded as a form of lost art. Records of what Old Magic is and how it operates are said to be locked within the Church's Secret Archives and the Great Library of the Academy, both of which only a select few can ever enter. Otherwise wealthy lords and kings possess fragmentary materials of such knowledge. But for many the knowledge of how to perform Old Magic was lost along with the witches who were burned centuries ago.

Thus New Magic was born to take it's place. To understand New Magic one must first understand the three rules to New Magic.

  • Sympathetic Correspondence: This law states that things react by the connections they have with each other. The most resonate example of this law is by the two sub laws related to it; The Law of Similarity and Contagion. Of the former it states that like things produce like things, or that an effect resembles its cause, the latter states that things which have once been in contact with each other continue to act on each other at a distance even after physical contact has been severed. This law is the reason mages use materials that act as symbolic representations of the precise magecraft they wish to produce. A side effect of this rule is that objects with much closer connection to an individual would have a much greater power when used in thaumaturgy and when used on a person who owns the object it would have a greater effect on them.

  • Equivalent Exchange: This law states that the value of a given spell constitute for what was given for it. As such to gain something from magecraft something of equal value must first be exchanged. This law isn’t just limited by material value as even more metaphysical values such as emotions, memories, symbolic links, life/spiritual essence and more can be exchanged for power. Additional notes of this law has it that magic can neither create anything from nothing, nor reduce anything into elemental nothingness. Moreover, every act of magic will produce both a positive and negative reaction in accordance to the power of the spell.

  • Law of Unity: All phenomena in nature are linked to other phenomena, all causes and effects in the universe are linked and nothing is ever truly isolated. Examples of such law includes one creating a fireball that burns something in the immediate sense in the surrounding area, but it is connected to other events-- the soot of fire, or the magical residue can be detected through space and time.


These laws govern how magic operates and where it's limits are stretched. So long as all magi follow the laws of magic they will find their power will be tamed and under their control. Should they resist they will find their magic will rebound as the universe itself will resist their violation of its rules.



Application


Please remove anything in parentheses
Code: Select all
[b]Character Application[/b]
[b]Character Name:[/b]
[b]Gender:[/b]
[b]Appearance:[/b] (either images or description will suffice)
[b]Personality:[/b]
[b]Age:[/b]
[b]Occupation:[/b]
[b]Likes:[/b]
[b]Dislikes[/b]
[b]Skills:[/b]
[b]Magecraft:[/b] (example of what you can do with your magecraft, ignore if not playing a magi)
[b]Items:[/b] (Weapons, foci and elixirs, devices, personal mementos, food, etc)
[b]Sexual preference[/b] (optional)
[b]Identifying features[/b] (tattoos, piercings, birthmarks, weird conditions, etc, anything that makes you stick out. Skip if there is none)
[b]Bio[/b] (if one wish to keep their character's bio a secret from the other players it fine but you must TG me the Bio)
[b]Theme Song[/b] (Optional)
[b]Reason:[/b] (What made your character which to go to the Shadowlands and what they hope to get from their journey)


Character Name:
Alexandria Ashwood

Gender:
Female

Appearance:

Alexandria is a pale skin woman with long, wavy, raven hair, and gray eyes; she has deep set eyes. Being at a mere 4’9/145 cm she is rather short in stature, which combined with her weight being 150 Ibs/68 Kg, gives her a soft, slightly plump, voluptuous figure with board and short arms and legs, each one having toned muscles, even if the muscles on her thighs has to share space with fat. Her measurements are 35/33/42 or 89/84/107 cm. Alex in general has a matronly look, one that belies her flirtatious personality, and has the look of a person used to a life of general comfort and luxury and used to pleasure. Compared to the malnourished masses of Vesperia, she looks relatively fatter than the average person, a development that does nothing to hide her natural charm and beauty. She could thus be described as a slightly ageing beauty, one who still thinks of herself as the most attractive woman in the world and acts as such.

Alex has a heart shaped face even though her cheeks are slighter rounder than those with the usual face shape. She has a button shaped nose and thin lips. She has a beauty mark close to her right eye on her cheek, a few age lines are visible under her eyes. She has long wavy raven hair that reaches the small of her back with side-swept bangs that reach to her breasts and few strands that seem to act on their own accord as they stick out from place, forcing the woman to try and push them back in place, an ordeal that normally fails. A few strands of gray hair are visible, it’s unknown if it’s due to aging or a side effect of a potion she drank.

Her main attire consists of a black-blue dress that shows off her shoulders and wraps around her neck, long, open sleeves that reveal her hands and shoulders, a short skirt with a white frill and long high-heeled boots that curl upwards at the toes. While her attire alone would be considered scandalous and highly questionable, her head gear would be doubly so, as it is a hat stylized after a witch but with the point curling into a spiral pattern. She wears a black choker with a silver pentagram on the center and wears black gloves on her hands. She wears a black hooded cloak over her ensemble whenever it begins to rain or when she wants to hide from others.

Personality:

Alexandria is a complex woman: brilliant, erratic, passionate, committed, idealistic, talented, charming, insulting, bold, incautious, arrogant, and sometimes shortsighted when she lets her ambitions on a goal get the best of her. Yet she can also be cold, aloof, and shy to some while also being kind, caring, and even showing motherly qualities as she tends to problems and raises the spirits of others. Both a great companion to have as well as a chore to be around, those are some of the words others have used to describe her. The woman can also have a fiery temper when enraged with her rage becoming frosty when her rage reaches the highest point.

Alex can also be very flirty to others, and at other times she can be sarcastic and sardonic, often to the point that some can never tell if she is taking anyone or situation around her seriously. Alexandria can also be a crafty and conniving woman, she is not above cheating, lying, and using other underhanded methods if it means she gets results. She also likes to toy with people whenever she feels it would help her achieve her goals or if she feels bored.She is also selfish to some extent but often is unaware or unwilling to admit just how selfish she can be until called out on it. She also has a weakness for things she considers to be cute and is a sucker for romance and sob stories. She is also vulnerable to things she considers to be cute, often being distracted by said cute object, the biggest being her daughter who she would gush about for long periods of time if mentioned.

Age: 48

Occupation: Traveling Scholar, Natural Philosopher, Arcanist, Humanist, and Eccentric. Possibly a DnD Bard

Likes: Books, Cute Things, Magic, Attractive People, Knowledge, Adventuring, Tea

Dislikes Politics, Inquisitors, Ignorance, Nobility, Bigotry, Bitter Stuff, Taxes

Skills:
  • Natural Philosophy: Alex possesses well depth knowledge in a variety of fields related to natural philosophy with the main ones being geography, mineralogy, botany, zoology, anatomy, chemistry, astronomy, and physics. While an arcanist by trade and a proud one at that, she strongly believes that both the natural and supernatural halves of the world are one and the same and that understanding one half would not be enough to grant one the clearest picture of how the universe operates
  • Oh, The Humanities: Along with understanding how the world works Alex also studies how humanity operates. To this effect she has taken to learn the humanities; with main fields of interests being anthropology, archaeology, linguistics, history, philosophy, religion, folklore, mythology and literature. She realizes that magic and man have an intrinsic relationship and believes that understanding how humanity works would give her a greater understanding of how magic works. She seems to have some knowledge in law and politics but rarely uses them and doesn't seem to like using them when she is forced to.
  • Medical Knowledge: Her knowledge in botany, mineralogy, anatomy, chemistry, and alchemy grants her a surprising depth of knowledge when it comes to medical care. Not only can she discover the right plants and herbs that can be used to treat different illnesses and injuries but also know which plants are best avoided due to knowing their poisonous properties. Her zoological and mineralogical knowledge can also allow her to know which animal is poisonous and venomous. This, mixed with her botanical knowledge, can allow her to create a variety of poisons that can be used. She also can create different types of drugs that can use for recreational use or to disorient people or to be used for medical or combat use. Her knowledge in the many different types of poisons has caused her to try and take small doses of these poisons to build an immunity towards them so no one can kill her by those methods.
  • Thievery: While Alex sees herself as a scholar and arcanist she understands that knowledge is a valuable commodity and not many would be so willing to part with their secrets. Thus she learned skills that can aid her in acquiring things by less "legal methods". These main skills being sleight of hand, pickpocketing, and lockpicking.
  • Pankration:Alex may be a woman of science but even she knows that in these trying times many would be tempted to turn into criminal behaviors to get buy and the world is not safe for most women. Thus she learned to defend herself by utilizing techniques similar to bare knuckle boxing and wrestling. Alex is willing to use not only her fist but even uses kicks, throws, and chokeholds in a fight. However she is also willing to use less honorable methods in a fight such as biting, thumb jabs, and groin kicks and punches. Any methods to exploit an opponent's weakness and end a fight quickly as she knows that she is not a dedicated fighter and her small size is a major weakness. Yet her small stature does make it easier for her to evade most attacks and to strike quickly.


Magecraft:

    Ritualist:
Utilizing a combination of words, gestures, and materials she can channel and control etheric energies of the world to change the world. Her powers need for her to have the right reagents and rituals in order for them to work, as well as utilizing the right verbal and somatic commands and even the right symbols being used. Her craft can range from spells that work by subtle, almost coincidental manners, such as curses and blessings, to some acts of magic being more obvious such as spontaneous combustion and apportion, however such feats would require much longer rituals to be performed. The ritualistic nature of her magic she often needs others to assist her in preventing her craft from being interrupted as even those with a smaller time to cast would take her a few minutes of smaller ritualized chanting, gestures, and symbol making in order for her to complete a magical operation. It is because of these factors that she uses several foci for quick acts of magic.

[*]Alchemist: Alex can use alchemy analyze, deconstruct, and transmute different organic and inorganic materials into not only new items but with new properties or to unlock hidden qualities within ordinary items after changing them. This process often has her creating a variety of elixirs, solvents, brews, salves, ointments, philtres, oils, and unguents, reagents, substrates and distilled organic matter, and ect. She can even create alchemical products in the form of baked dough or porridge if she feels inclined to do so, or produce new dyes, inks, and other cosmetic materials. Just like with both Ritual Magic and Foci Crafting she would need both time and preparation for her to perform an alchemical transmutation and the right amount of materials to succeed with the procedure, especially if she is mixing her alchemical skills with the other ones. It’s because of the time, preparation, and material cost that she often makes several alchemical products prepared ahead of time encase she would need them later even if she carries a portable, makeshift, alchemical set for use when she can find a place to rest for the time being.


[*]Foci Crafter: Alex has the skills to create magical foci for both her personal use and for others. She knows what materials she would need for the specific functions she would want a foci to have and knows both the right time, rituals, and even symbolic components needed to ensure it will work efficiently. The quality of her foci will largely depend on both the type of materials used in its construction and whether the materials used have a strong symbolic correspondence to what abilities she wants the foci to have. Performing the ritual to create the foci in both an appropriate setting and even astrological sign can help increase the quality and power of the foci. If her foci are of low quality then not only would it eventually run out of power and break after a certain amount of use but it has the potential to unleash a powerful burst of magic that the wielder can't control, injuring them and everything around them. Medium quality foci do not produce self destructive bursts of magic and will last much longer than low quality foci but will eventually run out of magic after repeated use unless she recharges it. High quality foci not only produce greater power than the previous ones but are also nearly indestructible and never run out of magic as they can immediately pull the energy around them, but it comes at the price of them require not only the most elaborate rituals and the most extensive time and resources in construction, but some materials would be highly expensive for the crafter.

Items: Several bags are on her person, each one enchanted in order to carry more weight without causing Alex to become encumbered and to increase the space for the items she carries, though she still can’t place anything too large in them. These bags include:

  • Medical equipment and Magical potions for healing
  • Scientific and Alchemical apparatus
  • Survival gear
  • Magical scrolls and book
  • Ritual materials, Alchemical elixirs, and a few low to medium quality Foci

Other items are her traveling cloak, a personal journal to record stuff, her staff that she uses for magic, a special potion she takes to help with her eye troubles, and an erotic romance novel she reads to pass the time.

Sexual preference Pansexual

Identifying features The mole under her eye, her short stature, pale skin contrast with black hair, the arcane tattoos she had on her back left shoulder and arm. Claims to have terrible scars on her hands that she feels embarrassed on revealing.

Bio

Much of Alex’s history is unknown. She claims to have been taught by a scholar and arcanist from Carmina but most aren’t sure even if her skills and knowledge in magecraft can’t be disputed. Alex never seems to stay in one place for too long. She often collects whatever information and materials she wants and leaves a location, often only staying longer if she finds someone she fancies to date for a short while before eventually leaving for the next town or city. She is also a mother as the times the topic is brought up she would gush about her daughter endlessly.

Right now she feels a strong pull to travel to the Shadowlands. The stories of the witches living in the dark and swampy woods have caught her interest and she wishes to find out their secrets… as well as seek out some new enjoyments to relieve her boredom.

(I kept her bio vague on purpose because I want her history to be revealed over time in the RP)

Theme Song Master of the Mystic Arts

Reason: To gather esoteric knowledge and occult power from the witches, to find magical resources that would aid in her craft, and to find a witch waifu/warlock husbando




Shadowland Guests

Last edited by Naval Monte on Wed Dec 02, 2020 1:21 am, edited 13 times in total.
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Britanania
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Posts: 25583
Founded: Feb 15, 2011
Father Knows Best State

Postby Britanania » Mon Oct 26, 2020 6:04 pm

I'll leave a tag of interest here.
Christus vincit; Christus regnat; Christus imperat
"All things have their season, and in their times all things pass under heaven"--Ecclesiastes 3:1
"Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king."
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Pro: British Unionism, Catholicism, Classicism, Conservatism, High Toryism, Monarchism, Traditionalism
Anti: Consumerism, Devolution, Materialism, Modernism, Post-Modernism, Progressivism

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Nagakawa
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Scandinavian Liberal Paradise

Postby Nagakawa » Mon Oct 26, 2020 6:19 pm

Hi Naval. Gonna work on an app in about two hours or so, when it’s my lunch break. I’m thinking of writing a fugitive-type character.
If you run, you gain one, but if you move forward, you gain two.

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Menschenfleisch
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Iron Fist Consumerists

Postby Menschenfleisch » Mon Oct 26, 2020 6:25 pm

targ

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Naval Monte
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Civil Rights Lovefest

Postby Naval Monte » Mon Oct 26, 2020 6:47 pm

Britanania wrote:I'll leave a tag of interest here.


Hey Brit. Thanks for being the first person to show interest

Nagakawa wrote:Hi Naval. Gonna work on an app in about two hours or so, when it’s my lunch break. I’m thinking of writing a fugitive-type character.


Interesting idea. I can't wait to see what the app will look like.

Menschenfleisch wrote:targ


Hi Menschen.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Menschenfleisch
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Iron Fist Consumerists

Postby Menschenfleisch » Tue Oct 27, 2020 1:47 am

Character Application
Character Name: Jacquelyn Vanth
Gender: F
Appearance: Medium length black hair in a ponytail, green eyes, pale complexion, middling height, lithe build.
Personality: Jovial, competitive, easily spooked. Out for material gain and knowledge more than something abstract such as enlightenment or fame.
Age: Physically 23. Undefinable mental age.
Occupation: Mary Sue who inexplicably has no issues surviving in a world where scarcity is more of an issue than it's been in centuries and in spite of having no marketable skills beyond those of a subpar mariner. Currently a sleep therapist.
Likes: Light drinking, experimentation, morally unambiguous violence.
Dislikes: Incels, even though they are a source of morally unambiguous violence.
Skills:
  • Able Sailor: Served on a ship. Learned how to change the engine oil, grease the tires, service the carburettor.
  • Decent Marksman: I'm not fond of the excessive combat specialisation of the cast so far, so I'll keep this one a little tepid. Jacquelyn is decent with a rifle; iron and sulphur were the only effective defences against the creatures that menaced her on the sea.
  • Strategist: Learned from the best at a military academy.
Magecraft:
  • Somnolepsy: Jacquelyn can force an already unconscious person into an indefinite state of unconsciousness and awaken them at any time. She can also prevent someone from sleeping entirely, afflicting them with partial or complete insomnia. The rebound effects include severe hallucinations, insomnia and colour blindness. The effect can propagate through clothing but generally requires person-to-person physical contact to work most effectively.
  • Narcoplegia: Jacquelyn can induce episodes of microsleep and sleep paralysis on others either via skin contact or poison generated during sleep. Excessive exposure to the poison or to her while the ability is active can result in permanent brain damage and total bodily paralysis. The rebound effects involve neuroleptic tremors, paralysis of the extremities and heart palpitations.
  • Lucid Alter Locus: During deep sleep, Jacquelyn inhabits a plane adjacent to physical reality - Alter Locus -, created by the combined thought processes of all of humanity. There she can see other peoples' minds as well as the landscapes that they are dreaming about. She can also see discrete ideas, dreams and nightmares there. The rules of physics are considerably weaker in Alter Locus, enabling a degree of nonsensicality. She generally uses this ability to safeguard herself and others against nightmares. Her job entails doing this to cure someone's night terrors, or interacting with their mind in some way to reduce the effects of some form of mental illness.
Items:
  • Portiere: A blanket which, when slept under, keeps the person who sleeps within it safe from low-grade nightmares and prevents dreams. More severe nightmares can bypass it. It soaks up dreams and nightmares, causing it to swell and change colour from orange to black. The more it is used, and the more mentally plagued the person is, the faster the blanket swells. When it is soaked through, it can be wrung to extract a viscous black fluid; thoughts made manifest. Smelling, drinking or otherwise exposing oneself to the fluid can cause a variety of mental issues to arise, most often resembling the symptoms of schizophrenia. This liquid is known as Aqua Somnia. it can be distilled into varying tiers of nightmares and dreams.
  • Decanters: Jacquelyn has glass decanters which she keeps Aqua Somnia in. Over time it curdles into a fibrous, dry substance that can be woven into many shapes, including into other portieres. These fibres can be melted down and cast like metal - creating rigid implements - or woven into clothing in order to provide defence against mental attacks.
Sexual preference: No
Identifying features:
  • Saltlure: The condition refers to any disease that causes the affected to be attracted to bodies of water, typically resulting in fixation or drowning. In Jacquelyn’s case it manifests as her hearing a song whenever she’s near water. The larger and deeper a body of water is, the louder the song sounds. She’ll often start humming an odd melody without realising it while near the ocean, a river or a lake, echoing the sound in her mind.
  • Almyroemesis: A Greek derived word meaning ‘salty vomit’. Jacquelyn is prone to vomiting saltwater, typically in the mornings or when under stress.
  • Blackeye: A term for chronic mental illness stemming from serving on oceanic voyages beyond charted waters. Jacquelyn has severe night terrors and often wakes up in distress. She has nightmares of drowning almost every time she falls asleep and suffers from minutes of sleep paralysis every time she awakes. She occasionally hallucinates that she is underwater and has bouts of colour blindness.
  • Cold Blooded: Jacquelyn’s skin is cold to the touch and she breathes out air frigid enough to create frost. Her hair is also constantly slightly damp.
Bio:
Jacquelyn was born into an affluent military academy in Carmina where she was raised by a series of tutors and nannies to serve as an officer in the general infantry. She was required to attend lessons on troop formations, hand to hand combat and the general theory of warfare. Unbeknownst to her, she was the product of a eugenics programme and was the daughter of a military dynasty known to have produced a number of competent commanders in their time, alongside all of her peers.

Following a culling of a considerable number of the students, with the reason behind it being that they were liabilities to the programme - acting as security hazards while not sufficiently contributing to the programme’s results - she committed to escape and, alongside a small number of other children, left the compound at the age of fifteen. From there she enlisted onto the crew of the B.S. Meta, a ship captained by the eccentric Captain Sayuri Kataigida.

The B.S. Meta sailed the seas beyond the reach of the merchant escorts and the Royal Navy, encountering occupational hazards such as storms; whirlpools; disease; dereliction; pirates; sea monsters; Saltlure, a condition where the afflicted becomes fixated upon open bodies of water and may attempt to drown themselves; severe and recurring dreams of the ocean; a constant feeling of being watched; and an inconsistent temporal topology, with Jacquelyn often forgetting the events of the recent past or remembering events from several hours to months in the future.

The effect eventually grew to be so pronounced that Jacquelyn couldn’t even remember her own age. When she returned to shore two years had passed, but she felt as if it had been decades. She continued to serve on the B.S. Meta, developing a close relationship with the Captain, who tutored her on many subjects that the military academy had overlooked, including magecraft.

The Captain eventually came to sail near The Wolves’ Well, a gargantuan chiral zone of space that may be found in the ocean and which has no specific physical location; it’s more of an emotional place, and therefore can only be found by existing in a certain state of mind. Apparently, Captain Kataigida fulfilled the prerequisites for discovering it. It was a gargantuan funnel of twisted wind and water, putting even the name Charybdis to shame. The Captain decided to enter The Well. Jacquelyn asked to go with her, but Kataigida refused, stating that this was her ‘stepping off point’, and that Jacquelyn was ‘about to be born for what, like, the seventieth time? You’d think they’d have let go of the name by now’.

The next thing Jacquelyn knew, she was covered in water in the middle of a field. She decided to travel to the Shadowlands soon thereafter, hoping to find Captain Kataigida or to meet a similar fate.

Theme Song: Sunless Skies - Uncertain Embrace (Piano Arrangement)
Reason: Knowledge, power and the search for Captain Sayuri Kataigida, Jacquelyn’s mentor and former commander aboard the B.S. Meta.
Last edited by Menschenfleisch on Fri Oct 30, 2020 7:37 pm, edited 5 times in total.

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Nagakawa
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Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Tue Oct 27, 2020 4:56 am

Character Application
Character Name
Leliel Luria Orev

AKA
"Leliel of Chemdah"
"Leliel, 7th Grandmaster of the Ravens"- the title Leliel held briefly, in the one day between the time that she murdered the 6th Grandmaster and the time when she disbanded the Ravens
“Python”- ring name
"The Lamine Hunter"- an admiring sobriquet she earned among the underworld and the common folk of Eastern Vesperia, after her successfully killing four members of the tyrannical Lamine family, once thought to be invincible: Ramsey Lamine, Harald Lamine, Olga Lamine, and Jeremie Lamine. She intends to add two more Lamines to her kill record, for a total of six.

Gender
Female

Appearance
Image

Standing at 163cm tall and weighing 50 kilograms, Leliel is a muscular young woman who cuts a lean and agile figure. She has long black hair, and is blind in the left eye, which she covers with a black bandage.


Personality
Straightforward and pragmatic in some ways yet aloof and easygoing in others, depending on the context. Deeply misanthropic, yet not beyond random acts of kindness and displays of affection. Highly psychologically guarded and evaluative of others. Occasionally psychotic.

Age
29

Occupation
Fugitive
Mercenary (former)
Ring fighter (former)
Assassin (former)

Likes
Solitude, contemplation, the wind

Dislikes
Most people, political instability

Skills
  • Mirror-forcing: see under the section on Magecraft
  • Medicinal brewing: Leliel is a highly experienced medicine brewer, having spent years cooking up her own elixirs, salves, muscle rubs, and herbal teas to suit her needs and her tastes.
  • Assassination: Being a former member of the now defunct Ravens guild of assassins, Leliel is skilled in the art of assassination and its related skills such as infiltration, stealth, and tracking.
  • Martial arts: Aside from her training in stealth killings, Leliel is also a highly skilled bareknuckle fighter and grappler, having spent seven years earning a living as a cage fighter. She is known to have grappled into submission men who were much larger than she, and was known simply as The Python, having refused to divulge her name during her seven years as a fighter.
  • Military strategy and tactics: Though not a particularly capable battlefield commander, Leliel nevertheless possesses a rudimentary understanding of battle manoeuvres and strategy.

Magecraft
Leliel is trained in an esoteric form of dark magic peculiar to the now defunct Ravens known as mirror-forcing and, less commonly, cancellation. The art of mirror-forcing makes use of the Law of Equivalent Exchange, and works primarily on the principle of cancelling an external force with an equivalent internal force; in other words, neutralising the magecraft of an opponent, rendering them unable to utilise magic.

Mirror-forcing is an incredibly dangerous form of magic that brings tremendous risk to the user, not so much because of the possibility of collateral harm, but because of the inherent danger to the user of the magic. As it involves hard techniques that cancel force rather than redirecting it, mirror-forcing is extremely strenuous on the body, requiring a level of athleticism and pain tolerance that is nigh impossible to achieve, and misuse or overuse will almost certainly deplete the life force and shorten the lifespan of its user. Full mastery of the techniques of mirror-forcing often require a lifetime, and even the truly talented will find that should they embark on the journey of learning to cancel or suppress the magical abilities of other beings, that their own ability to use any other form of magic becomes severely diminished, if not entirely lost.

The basics of mirror-forcing, as codified by the inventor of mirror-forcing and the 1st Grandmaster of the Ravens, Hayyim Zohar Orev, can be divided into three different groups of techniques:
  • Cancellation of latent magic- the use of mirror-force techniques to suppress magic that is used to affect the surrounding environment or to provide enhancements to any preexisting abilities. Requires the least use of energy and the least concentration.
  • Cancellation of acute magic- the use of mirror-force techniques to neutralise magic that is used to directly attack or to defend oneself, e.g. casting bolts of fire or summoning ice or force shields. Requires a moderate amount of energy and concentration.
  • Healing reversal- the use of mirror-force techniques to cancel the effects of healing magic, thereby reopening old wounds and other long-forgotten scars. These are not limited merely to physical wounds, but can also be psychological or spiritual traumas suppressed artificially by magic treatments, which can thus be overridden by mirror-forcing. Requiring an extremely large amount of energy and concentration, the techniques classified under healing reversal are often considered to be forbidden techniques except under the most exceptional of circumstances. Nevertheless, all active Ravens are versed in these techniques.

Items
- Dagger x1
- Short sabre x1
- Small amphora of red medicine x1 (Red medicine is the common name for an elixir developed by the 4th Grandmaster of the Ravens, Reshef Zohar Orev, that numbs the body to the physical pain of mirror-forcing. It is a viscous liquid closely resembling molasses but with a smell reminiscent of cannabis, and is consumed either as a drink (by diluting with water) or as a food additive. Some former Ravens, Leliel included, know how to make red medicine from scratch in the field; when made in this manner, it is known to have strong anaphrodisiac properties.)
- Satchel of extra clothes x1
- General medicine field brewing kit x1

Sexual preference
Secret

Identifying features
- Leliel is blind in one eye. It was damaged irreparably by her guardian Joram Luria Orev when she was 9, as punishment for some infraction.
- Leliel's torso is covered in scars from her six months of imprisonment and torture at the hands of Lucas Lamine.
- Prone to bouts of melancholy but also to moments of irrational jubilation, Leliel will most often be found either in a subdued and withdrawn state, but occasionally has bouts of wild jubilation and mania for no particular reason, sometimes on the battlefield or when fighting. Following these bouts of jubilation, her melancholy deepens tenfold, and she can sometimes be seen barely eating more than a spoonful of grits in a single day as a result.
- Leliel has an irrational obsession with the number 6. Her tics are often well-suppressed in combat, but if observed closely, this manifests itself in a number of ways; for example, she chews every mouthful of food she takes six times, regardless of its texture and consistency, and on the very rare occasions when she consumes alcohol, she will always finish her share in six mouthfuls; when sharpening her blades, she drives her whetstone down each side of the blade six times before then flipping the blade over to the other side; and when she is in intense pain, she will inhale and exhale three times each in quick succession with a pause between each set of aspirations and exhalations, for a total of six actions per set; and most notably, if she intends to kill a target, she will stab, strike, and/or slash the target a total of six times, no more or less.

Bio
Leliel Luria Orev was born in the wasteland of Chemdah, a region far eastward outside of Vesperia ravaged by a terrible war that left the land stricken. She did not know her parents, for it was shortly after she was born that she was forcefully taken and inducted, at the age of 1, into a mysterious guild of Vesperian assassins hostile to the Eklessia known as the Ravens.

The leader of the Ravens, Joram Luria Orev, the 6th Grandmaster of the Ravens, raised her in a strict and abusive disciplinarian fashion, training her early on in the use of mirror-forcing and in martial arts and assassination techniques, intending for her to be his right hand woman. His training was brutal and his methods extreme- when she failed to live to his expectations, he struck her in the eye, blinding her permanently on one side. Unsurprisingly, over the years, Leliel came to develop a great hatred for the man who had taken her as his foremost apprentice; by then, however, the Ravens as a guild of independent mercenary assassins were in decline, and though they remained a renowned and feared force, most of the powers in the far east of Vesperia now preferred to train their own assassins so as to rely less on the need for mercenaries.

Deducing that the fall of the Ravens was inevitable, Leliel used the techniques she had spent fifteen years learning personally from her abusive guardian and murdered him brutally in his sleep, before then declaring herself 7th Grandmaster of the Ravens and then disbanding the guild entirely, sending its remaining 30 members away. Thereafter, at the age of 17, she embarked farther out east, into the hinterlands between Vesperia and Chemdah, where she made something of a small fortune in cage fighting, styling herself simply as "the Python".

Her fortunes were dramatically reversed when she, at the age of 24 and while staying in a small village, encountered a young warlord by the name of Ramsey Lamine, who had been travelling with a detail of heavily-armed uniformed men across the hinterlands between Vesperia and Chemdah and killing the heads of the various settlements and villages as a display of his magical powers. She stepped in to fight on behalf of the aged village chief, and easily neutralised Ramsey's potent fire magic with mirror-force, before then killing him by stabbing him six times in the neck and dispersing his detail of soldiers.

Word of Ramsey Lamine's death soon spread like wildfire, and barely a week afterwards, while Leliel had gone out of the village to collect herbs to stock up her medicine kit, the village was destroyed and its inhabitants massacred brutally by another warlord: Harald Lamine, older brother of Ramsey Lamine, and a master of lightning magic. Upon Leliel's return to the village, Harald made to kill her, but Leliel, enraged at the wanton destruction of the village, quickly laid waste to Harald's men, before then duelling with Harald and, after ninety minutes of deadlock between her mirror-forcing and Harald’s impressive command over electricity, successfully neutralised his lightning magic and killed him by gutting him while he sat upon his horse.

Weakened by her use of mirror-forcing techniques in such quick succession and emotionally traumatised by the destruction of the village that had so kindly taken her in, a weary Leliel quickly set off West in an attempt to escape from the destruction she had survived, unaware that the two warlord mages she had just killed were both part of a greater faction: the Lamine family, a powerful clan of mages consanguineously related to the rulers of the Church and some of the most influential organisations in all of Vesperia, and a tyrannical dynasty that dominated the lands in the farthest eastern parts of Vesperia. On her way westward, she was pursued by one of the Lamines' most preeminent battlefield mages; Olga Lamine, a master of blood manipulation and a veteran of several wars in Chemdah. Olga quickly caught up to the fatigued Leliel, and attempted to end her brutally, but Leliel fought back and, after significant effort and excruciating pain, was also able to neutralise the blood manipulation magic of Olga, killing her with a clean decapitation, before then rushing to the nearest city and seeking refuge at an inn, her energy spent and her lifespan, more likely than not, drastically shortened.

Having infuriated the Lamines beyond any hope of reconciliation, Leliel now had an enormous bounty on her head, but had also gained the respect of many of the people living in the hinterlands and in East Vesperia, who had suffered for centuries under the Lamines and whose resistance efforts now had another new symbol. She became known as the Lamine Hunter, and tales of her killing of Ramsey, Harald, and Olga Lamine, members of a family once believed to have been invincible, quickly became the stuff of local legends and folktales. There, in the city of Bardem, she lived a quiet life for the next two years, licking the grievous wounds she had sustained in her pyrrhic battle with Olga and turning down requests that she join any organised military forces.

Her quiet life was not to last, however; the city of Bardem eventually fell under siege, as a military force of 3,000 came from the East, led by General Jeremie Lamine, the father of Ramsey and Harald Lamine and the older half-brother of Olga Lamine. On her 27th birthday, Leliel was approached by the master of the city, who pleaded with her to join the city's military as a commander and advisor. Though at first she declined, intending to flee quietly farther westward, Leliel eventually caved to the master's pleas when it became clear that Jeremie's forces had completely surrounded the city (and more importantly when she was offered a large sum of money), taking command of a strike reconnaissance platoon. Within the next three days, she planned a covert attack on Jeremie's field headquarters, and by the fourth night of the siege, Leliel had infiltrated the Lamine army's headquarters with a detachment of eight men, and swiftly strangled Jeremie to death as he slept in his tent, leaving the army headless.

With the army sent into a disorganised retreat by the death of General Jeremie at the hands of the Lamine Hunter, Leliel was called to the office of Bardem's master, whereupon plans were made for a counterstrike that would further drive back the family's forces. Reluctantly agreeing to spearhead the same platoon, now dubbed the Raven Corps, Leliel conducted a survey over the next few months of the hilly regions adjacent to Bardem, the same hills she had traversed after killing Olga Lamine, and found a second army amassed there, comprising both General Jeremie's men as well as a second force almost double in size with a different banner also bearing the Emblem of Lamine.

This was the army of Lucas Lamine, younger brother of the Lamine family's supreme patriarch, renowned as the single most powerful general of the Lamines. By now weary of her constant warring with a family she had never had any intention of fighting to begin with, Leliel planned out a plan of action that, like with Jeremie, would see the general of this new, combined force taken out swiftly. Against the recommendations of the Raven Corps, who were uneasy with using a similar strategy against a significantly stronger opponent, Leliel led a stealth mission into General Lucas Lamine's field headquarters, only to find that they had prepared for her arrival; Lucas himself had prepared for her arrival, and upon their face-to-face confrontation, he revealed his true might; he, too, was a master of mirror-forcing, much to the shock of Leliel, who was caught off guard at having an opponent against whom she could not use her power.

That night, the Raven Corps were massacred, and Leliel Luria Orev, the Lamine Hunter, was taken prisoner. The next morning, General Lucas' troops withdrew East; they had never intended to destroy Bardem to begin with.

Over the next six months, Leliel languished in the deepest dungeon of Lucas Lamine's personal castle, tortured day and night for information that she could potentially have possessed with regard to several other anti-Lamine resistance groups. Recognising several of the guards as former members of the Ravens guild of assassins, Leliel tried to bribe her way to freedom, but it was in vain; the Ravens would not forget her betrayal of Joram Luria Orev.

Naturally, being a lone actor with no connections to any political groups, a masterless warrior intending only to survive right from the beginning, Leliel had no information to offer, and thus remained imprisoned in the dungeon of her captor's citadel, until the day when she finally managed to saw open the lock of her cell door with pieces of stone lying on the floor. That day, weakened from six months of endless torture, yet more determined than ever to live on, Leliel killed six of the prison guards, stole back her personal effects from the dungeon keep, and crept out the door of the castle, fleeing into the distance with no destination in mind other than "away", held together by sheer hatred for her captor and the family to which he belonged.

From there on, guided by the stars, Leliel slowly limped across the fields, deftly evading the ones sent by her captors to hunt her down, hiding in the shadows and in the trees and traversing through the forests. She had heard of a mystical place deep within the thick woods, a haven for outcasts and fugitives like herself, a realm of solace where no outside power, be they Lamines or former Ravens, could reach her.

The Shadowlands.

Theme Song
Go Shiina - "Ruler of Ruin" (God Eater 3 Original Soundtrack)

Reason
  • Though initially apathetic to the Lamines, Leliel now bears a hellish grudge against the entire clan; in seeking refuge in the Shadowlands, she seeks to recuperate from her half year of imprisonment and to hone her skills for the day that she would once again need them outside of the Shadowlands. Central to her goals is her thirst for revenge. Having already killed four members of the Lamine family, Leliel intends to kill only two more, no more and no less, for a total of six Lamines.

    One is Bretorius Lamine VII, the 60-year-old supreme patriarch of the Lamine family. The other is Lucas Lamine, the general whom she had unsuccessfully attempted to assassinate a year ago and by whose hand she was defeated.
  • Unsurprisingly, Leliel also wishes to live a quiet life, and to have some time alone to lick her wounds. Also unsurprisingly, given her other inclinations, this doesn't always come easy.
Last edited by Nagakawa on Fri Mar 26, 2021 11:23 pm, edited 8 times in total.
If you run, you gain one, but if you move forward, you gain two.

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Daves Computer
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Founded: May 06, 2020
Ex-Nation

Postby Daves Computer » Tue Oct 27, 2020 6:31 am

Im going to leave a tag for now. I haven't yet read through all the lore but this looks very interesting!

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Naval Monte
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Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Oct 27, 2020 8:56 am

Menschenfleisch wrote:Jacquelyn Vanth


I see the references in there. Accepted

Nagakawa wrote:Leliel Luria Orev


You did not disappoint on the interesting backstory you told me about. Accepted
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Nagakawa
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Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Tue Oct 27, 2020 6:00 pm

I’m thinking we could open a thread just for lore, because I anticipate things will get pretty detailed quick. What do y’all think?
If you run, you gain one, but if you move forward, you gain two.

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Naval Monte
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Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Tue Oct 27, 2020 6:05 pm

Nagakawa wrote:I’m thinking we could open a thread just for lore, because I anticipate things will get pretty detailed quick. What do y’all think?


Hmm. I'm not sure if that is allowed not because I remember the mods locked many of those threads years ago. Maybe for now we can post the lore bits in here.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Nagakawa
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Scandinavian Liberal Paradise

Postby Nagakawa » Tue Oct 27, 2020 6:21 pm

Naval Monte wrote:
Nagakawa wrote:I’m thinking we could open a thread just for lore, because I anticipate things will get pretty detailed quick. What do y’all think?


Hmm. I'm not sure if that is allowed not because I remember the mods locked many of those threads years ago. Maybe for now we can post the lore bits in here.


Hmm ok, I suppose that’ll do.
If you run, you gain one, but if you move forward, you gain two.

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Reverend Norv
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Postby Reverend Norv » Tue Oct 27, 2020 8:09 pm

This looks distinctly interesting. I'd like to know more about the Church - or, if you don't have fixed plans, I could also contribute some lore myself. Thoughts?
For really, I think that the poorest he that is in England hath a life to live as the greatest he. And therefore truly, Sir, I think it's clear that every man that is to live under a Government ought first by his own consent to put himself under that Government. And I do think that the poorest man in England is not at all bound in a strict sense to that Government that he hath not had a voice to put himself under.
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Britanania
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Postby Britanania » Tue Oct 27, 2020 9:15 pm

Reverend Norv wrote:This looks distinctly interesting. I'd like to know more about the Church - or, if you don't have fixed plans, I could also contribute some lore myself. Thoughts?

You are certainly free to provide some lore bits of your own. As I was also planning on creating a cleric, and I did help Naval produce some stuff, I don't know if I'm in any position of authority regarding the Ekelssia.
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Naval Monte
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Civil Rights Lovefest

Postby Naval Monte » Tue Oct 27, 2020 9:23 pm

Reverend Norv wrote:This looks distinctly interesting. I'd like to know more about the Church - or, if you don't have fixed plans, I could also contribute some lore myself. Thoughts?


I don't have any fixed plans for the Church besides a few elements. That being that the Church was never against magic in it's entirety, just in who used it and how it was used. Unlike in most fictional examples the Church here is neither purely good nor evil, they are in the middle like people. I will post more lore info on the Church and Academy as they are the two dominate powers but I'm willing to hear out new ideas for people since it will help out on clearing out centuries of history for that institution.

Britanania wrote:
Reverend Norv wrote:This looks distinctly interesting. I'd like to know more about the Church - or, if you don't have fixed plans, I could also contribute some lore myself. Thoughts?

You are certainly free to provide some lore bits of your own. As I was also planning on creating a cleric, and I did help Naval produce some stuff, I don't know if I'm in any position of authority regarding the Ekelssia.


My opinion is that unless any piece of lore doesn't contradict with what I have in mind than I can accept it as canon.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Britanania
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Posts: 25583
Founded: Feb 15, 2011
Father Knows Best State

Postby Britanania » Wed Oct 28, 2020 3:03 pm

App will be up tonight
Christus vincit; Christus regnat; Christus imperat
"All things have their season, and in their times all things pass under heaven"--Ecclesiastes 3:1
"Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king."
"The whole modern world has divided itself into Conservatives and Progressives. The business of Progressives is to go on making mistakes. The business of the Conservatives is to prevent the mistakes from being corrected"--G. K. Chesterton
Pro: British Unionism, Catholicism, Classicism, Conservatism, High Toryism, Monarchism, Traditionalism
Anti: Consumerism, Devolution, Materialism, Modernism, Post-Modernism, Progressivism

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Ossric
Bureaucrat
 
Posts: 59
Founded: Oct 15, 2020
Ex-Nation

Postby Ossric » Wed Oct 28, 2020 5:02 pm

Tag

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Laiakia
Spokesperson
 
Posts: 117
Founded: Nov 25, 2019
Ex-Nation

Postby Laiakia » Thu Oct 29, 2020 1:06 am

Tag. Very interesting indeed!

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Ceystile
Diplomat
 
Posts: 840
Founded: Jan 29, 2019
Inoffensive Centrist Democracy

Postby Ceystile » Thu Oct 29, 2020 3:25 am

Tagging cuz this looks awesome.

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Nagakawa
Diplomat
 
Posts: 992
Founded: May 01, 2019
Scandinavian Liberal Paradise

Postby Nagakawa » Thu Oct 29, 2020 3:52 am

Ceystile wrote:Tagging cuz this looks awesome.
Laiakia wrote:Tag. Very interesting indeed!
Ossric wrote:Tag
Britanania wrote:App will be up tonight


Sweet, looks like we could get a discord server running soon :D
If you run, you gain one, but if you move forward, you gain two.

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Menschenfleisch
Diplomat
 
Posts: 790
Founded: Nov 01, 2017
Iron Fist Consumerists

Postby Menschenfleisch » Thu Oct 29, 2020 5:21 am

Nagakawa wrote:
Ceystile wrote:Tagging cuz this looks awesome.
Laiakia wrote:Tag. Very interesting indeed!
Ossric wrote:Tag
Britanania wrote:App will be up tonight


Sweet, looks like we could get a discord server running soon :D


Fingers crossed

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Britanania
Postmaster of the Fleet
 
Posts: 25583
Founded: Feb 15, 2011
Father Knows Best State

Postby Britanania » Thu Oct 29, 2020 9:38 pm

Character Application
Character Name: Venusta Navi
Gender: Female
Appearance: Venusta is a blonde beauty with spiral curls and sapphire eyes. She is 165cm tall, weighs 55kg, with measurements of 89/62/91.
Personality:Venusta is absolutely loyal to her faith. She is able and willing to disregard a superior if she feels that his actions disregard the Eklessia's benefits or brings danger to the Eklessia. She has and will take independent action against a direct superior if those actions obstruct the Church's goals. Venusta, in general, is calm and a logical thinker and a skilled actress. She harbours a sadistic side towards her opponents and is not without torturing and "playing" to get what she wants but often disguises these tendencies under the veneer of a typical young and coquettish woman. She is also an ardent traditionalist and rejects much of the new and upcoming technology, as she believes it threatens the delicate balance of society, and for similar reasons, she harbours a deep mistrust of magic and witches in particular.
Age: 21
Occupation: Cleric and Inquisitor of the Eklessia
Likes: Order, peace and quiet, the destruction of the Church's opponents.
Dislikes: Heresy, new technology, witches
Skills:Well read and extremely educated not only in history and theology but in entertainment as well, usually for her infiltration operations, Veneustra can play several instruments, speak several languages, and in general knows how to show someone "a good time." She also has limited combat skills, in particular, the use of a knife.
Items: Travelling clothes, a few spare knives, a satchel of extra clothes, a travelling cloak, her Book of Times
Sexual preference Hetero
Identifying features Exceptional beauty
Bio
Not much is know about Venusta's earliest life. She was abandoned, barely a year old, at the holiest city of the Eklessia, Sopdet, and taken in by a local orphanage. The local clerics suspected her parents were nobles of some variety, as very few one-year-old babies are left on their doorstep and the sheer fact that the baby child developed into a beautiful woman. During her first few years at the orphanage, she made a mark as a bright and intelligent girl, another fact the clerics thought was unusual for a foundling.

Venusta's life likely would have been a short and quick one, or she would have ended up as a prostitute, were it not for the fact that she was discovered in an Eklessial orphanage where her talents were discovered and appreciated. Using connexions, at the age of 9, the girl was sent to a monastery outside of the city where she could study to become a cleric. This opportunity, naturally, had a profound effect on the young girl and her loyalty to the Eklessia is unwavering as a result. At the monastery, the higher-ups realised that her talents would be wasted on local matters and sent her to train as an Inquisitor. Even among these elite and special clerics, Venusta was known to be even more fanatical, and she was ordained at the unusually young age of 18 and sent across Vespiera on missions. She made a name for her devotion to the Eklessia, and upon her return home from a recent mission, her superiors have decided to send her on a mission to the Shadowlands to investigate the strange happenings there.
Reason: Sent to investigate the paranormal activities rumoured to take place in the Shadowlands.
Last edited by Britanania on Mon Nov 09, 2020 9:15 pm, edited 1 time in total.
Christus vincit; Christus regnat; Christus imperat
"All things have their season, and in their times all things pass under heaven"--Ecclesiastes 3:1
"Great Britain is a republic, with a hereditary president, while the United States is a monarchy with an elective king."
"The whole modern world has divided itself into Conservatives and Progressives. The business of Progressives is to go on making mistakes. The business of the Conservatives is to prevent the mistakes from being corrected"--G. K. Chesterton
Pro: British Unionism, Catholicism, Classicism, Conservatism, High Toryism, Monarchism, Traditionalism
Anti: Consumerism, Devolution, Materialism, Modernism, Post-Modernism, Progressivism

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Naval Monte
Postmaster-General
 
Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Thu Oct 29, 2020 11:03 pm

Britanania wrote:Venusta Navi


Accepted
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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Laiakia
Spokesperson
 
Posts: 117
Founded: Nov 25, 2019
Ex-Nation

Postby Laiakia » Fri Oct 30, 2020 7:41 am

Character Application
Character Name: Iosef Strana
Gender: Male
Appearance: Slick, short, black hair, brown eyes, 165cm tall, caucasian skin tone, semi-muscular build, bushy mustache.
Personality: Iosef is ruthless, tempermentally cruel and he has a propensity for violence. He is also quite resentful, vinidcative and vengeful. Lacking compassion due to the many years of killing and fleeing from the law, Iosef cares little for those around him, but can sometimes show random signs of appreciation if he respects the individual.
Age:36
Occupation: Outlaw, fugitive and revolutionary
Monster Hunter (Former)
Likes: Collectivistic Ideals, Other Revolutionaries, Heavy Drinking, Honor
Dislikes Feudalist Lords, Individualistic Ideals, Dishonor
Skills: - Extreme Charisma: Iosef has, throughout his life, had an extremely charismatic voice which greatly helped him on his journey.
- Combat Knowledge: Many years of hunting and exterminating monsters has given Iosef a great understanding of combat techniques and other important knowledge
- Deception: Iosef has a keen sense for deception, and often uses it if he sees no other way, though he views it as dishonorable.
Magecraft: N/A
Items: - 1 Sword
- 1 Pistol that rarely gets used
- 1 Lighter
- Some cigars
- A primitve canteen
- Clothes and a dark robe
Sexual preference Heterosexual
Identifying features Iosef has a soft voice and speaks slowly, choosing his words carefully. He cares little for catchy phrases and speaks simple. His right arm is permanently injured from a monster hunt gone wrong, somewhat limiting it's mobility. He carries a distinct scar over his left chin, given to him during his time in prison.
Bio The first thing Iosef could remember was the town in which he grew up, Cadafael. During his childhood, he was adopted away to a poor peasant family without even knowing his true parents. Growing up with a poor family was, as should be expected, extremely difficult. Food was scarce and taxes were difficult to pay. His father was a shoemaker and owned a small workshop. Initally, it was a great success, but with the decline in population and forced moving, it quickly fell into decline. His father became an alcoholic and would often beat Iosef and his mother. Both of them would leave the town after Iosef's 14th birthday and start a wandering life, moving through nine different towns over the next few years. When he became 16 years old, Iosef and his mother had traveled along with a merchant caravan. One particulary dreadful night, they came under attack by a foul monster. Seeing no other option, Iosef grabbed a nearby sword and went to battle with the beast, slaying it and earning the praise and respect of the merchant. Following the return to civillization, Iosef's deeds spread quickly among the merchant circles, and Iosef quickly found himself employed as a bodyguard. Though he initially refused in order to take care of his aging mother, his mind was changed when she begged him to leave, seeking a better life for him than she could ever give.
While travelling, Iosef read many books. Some contained simple stories, while other's had more interesting themes. Following another succesfull escort, Iosef read an unknown book titled ‘The ideals of a strong, centralized republic by the people, for the people', by a relatively unknown writer by the name of Maximilliam Bucharin. The book showed Iosef an entirely new way of thinking, and he quickly devoted himself to this new political ideology. He delved deep into bars, and soon discovered a group of like-minded individuals calling themselves 'The People's Group For Bucharist Believers'. After explaining their cause and trust and reasoning for a centralized state republic and stronger central government powers, Iosef joined them and quickly rose up through the ranks by using scheming tactics.
At age 26, Iosef was arrested for allegedly plotting to overthrowing the ruling government and establish a fairer and more centralized regime. This was, of course, true, but Iosef denied it at every oppurtunity. In prison, he led a small gang of fellow Bucharists named 'the Outfit'. He ordered the killing of possible informants, organized discussions and bribed multiple guards to his cause. His schemes were eventually discovered, and Iosef was sentenced to execution.
The night before his scheduled execution, his gang caused a massive riot. During the chaos, Iosef was freed from his cell by corrupt guards. He quickly escaped into the countryside, visiting towns and cities only to grasp the latest happenings.
After learning about the Shadowlands, Iosef thought that the best way to disappear until the people were ready, would be to venture into it.
Theme Song Assassin’s Creed Unity OST Vol. 1 – Unity (Track 01)
Reason: Power to become stronger. Knowledge to discover his familiar ancestry and try to find a way to get cool magic.
Last edited by Laiakia on Sun Nov 01, 2020 7:31 am, edited 5 times in total.

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Naval Monte
Postmaster-General
 
Posts: 13927
Founded: Sep 04, 2014
Civil Rights Lovefest

Postby Naval Monte » Fri Oct 30, 2020 7:59 am

Laiakia wrote:---


Gonna need an image of what you mean by military clothing. As for using the name communism I'm not sure if I want to use the actual name or not. Otherwise the ideals of it can work with this setting since capitalism and industrialization as we know it is starting with all of it's great benefits and woes.
Naval Monte- The Mediterranean crossroads of mind-controlling conspiracies, twisted dimensions, inhuman depravity, questionable science, unholy commerce, heretical faiths, absurd politics, and cutting-edge art.

Make wonderful memories here, in Naval Monte.

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