Hi there, and welcome to the Phoenix League, my attempt at a sandbox RP set in Swashbuckling, Low Fantasy setting! The setting is from an tabletop RP know as Seventh Sea. It's like Pirates of the Caribbean meets Witcher meets Renaissance Europe. Swashbuckling action and political intrigue are both equal parts in this RP, though you may decide which you wish to be involved in. Pistols and muskets are a thing, but they're expensive and unwieldy, so swords and the like are weapons of choice. Magic and alchemy are here, though only by use of those wealthy enough to pay for its secrets or with ancient blood in their veins. Monsters abound in the wilderness, gangs walk the streets, and the palaces of the world are full of intricate games and machinations.
The RP follows the Phoenix League, a secret society whose members are made up of all kinds of people; the rich and the poor, the rouges and the heroes, mages and alchemites. In fact, only a few commons strands tie the members togethers: they all apparently perished before awakening in the League's castle, and they all decided to stay instead of leaving when they were allowed to. Players will take the role of a Phoenix, a member of the League. You are mostly left to your own devices, but when you are summoned, you are expected to help the league's goal: to keep objects of great magical power out of the hands of those who would use it for evil, and to check the goals of the Inheritors.
My goal is for you to be able to have a lot of freedom. Here you can be nobility or a commoner, a soldier or a mercenary, a pirate or a naval officer. So long as you can explain why your assassin has magic in their veins and a penchant for alchemical wines, you're good. This extends to the storyline as well. Too many times I've seen RPs die because of a lack of an OP, even with sufficient interest. So, my goal is to help set up a system where even if I have to leave, the RP can continue on in my absence. In order for that to work, I'm allowing for anyone interested to create arcs that run parallel, or sometimes even in front of the main arc. All you have to do is TG me the idea of the arc, who you want involved, and what are you planning to do. So long as it isn't disruptive to the existing canon or to my arcs, you're good to go, and I'll approve it.
Finally, PLEASE PAY ATTENTION TO THIS!
There's a lot of lore. Like, a lot. A whole wiki full, plus stuff I made up. But here's the important part. You don't have to know it all. Promise. It's not something for me to trip you up with. It's there in case you're curious about the world that you'll be playing in, as well as a place to draw ideas from.
Got it? Good. Let's go make some stories!
It is an tremulous time to live in Théah. Despite only uniting in the last ten years, Avalon has thrust itself onto the world stage as global power, in small part to their victory over the Castillian Armada. Castille and Montaigne are at war, currently locked in a bitter stalemate at the border. Both countries have their own share of internal strife. Most Montaigne commoners are horribly impoverished, a stark contrast to the opulence of the aristocrats, and if nothing changes the dissatisfaction threatens to turn violent. Castille isn't fairing much better. With a 16 year old on the throne and still no Hierophant for the Vaticine Church, the country is largely at the mercy of the Inquisition. It is only thanks to the efforts of the Los Vagos that the people of Castille still have hope for the future.
Across the border, Eisen slowly rebuilds after a horrible civil war, the country's leadership shattered into seven Iron Princes. While they have a much better working relationship then the Vodacce merchant princes, the split into the separate territories has left Eisen without a stable defense against a renew threat of monsters. As if conjured from the bloodshed, monsters roam the earth with renewed vigor. This phenomena is not merely confined to Eisen; many places, such as pirate infested waters and the Castille/Montaigne border have also seen a resurgence of monsters.
There's one common thread that connects the members of the Phoenix League: they were all dead before they arrived. Before they joined the League, the members came from all walks of life. Nobleman and pauper, thief and merchant, pirate and soldier all lived their lived normal until their "accident." And whether it be from drowning, poisoning, starvation, stabbing or something equally gruesome, all members remember the world fading to black, then suddenly waking up in a new bed. Their stuff would be on a nearby table, repaired of any damage, and they would be given a choice: return to your old life or start a new one. Those who didn't chose to leave became members.
The Phoenix League offers it's members a chance to help give new life to that which is dead. The Syrneth artifacts are technological marvels, capable of benefiting all of Théah or in some instances destroying it. The Explorer's Society, once focused on discovering the artifact's purposes is now all too often in it for the wealth or prestige, content to hang the artifacts on the walls as decoration or in the private collection of a noble. The Invisible College is too busy saving Théah's knowledge from the Inquisition to care about ancient trinkets. And so it is up to the League to gather the artifacts, discover their uses, and use them to help benefit the lives of all Théans. The League also exists to combat alchemical, magical, and monstrous threats, acting as watchful guardians to much of Théah's mundane world. When members are not on mission, they are at the Citadel, a previously abandoned castle near the Eisen/Montaigne border. The Citadel has everything the League could need, including an alchemy lab, a workshop, a smith, and a vault for the artifacts.
Later, I will expound upon the League's sworn enemy, the Inheritors, who see themselves as the heirs to the Syrneth's technology and therefor the world.
Sorcery is a very real power in Théah. Almost every noble family has the dark gift running in its veins, although two nations — Castille and Eisen — are exceptions to the rule. Their sorcery is powerful and dangerous, each type demanding its own unique cost. It is a discipline that not all can, or should, attempt to master, but when its power is harnessed, it can change the fate of nations.
For those who are not fortunate enough to have magic coursing in their veins, there is a second option: alchemy. Learning the secrets of both mundane and mystical ingredients, alchemists serve a variety of functions in society, chief among them being healers and tinkerers. Many homes of the well to do can afford to hang alchemical globes instead of using candle light, and most ships embarking on long voyages try to leave port with an alchemist aboard. There are also black alchemists, those who are willing to use their talents to poison and destroy.
Although much more accessible than magic, alchemy is still relatively exclusive due to two factors: ingredients and training. While rural areas may have a healer using mundane ingredients are easy to come by, many alchemists insist on getting exotic materials from the Crescent Empire, Cathay, or even Syrneth ruins, which are both rare and pricey but are capable of many wondrous feats. Training is also hard to come by, as alchemists are very secretive about their recipes and formulas. This is also why advancements in alchemy are slow, those practicing it often have to rediscover the basics by themselves. But when there are advancements, it often has a far reaching impact on all of Théah. Such is the case of the alchemites.
Discovered by Alistair Promethean in an attempt to create a way to protect the body from the plague, alchemites are humans who gain superhuman powers through alchemical means. By inserting tubes into the wrists of patient, a collections of potions known as Promethean's Elixir are then drained into the bloodstream, permanently altering them. Once a human becomes an alchemite, there is no way to reverse the process, although more concentrated Elixir can be added at an unknown risk. The more concentrated the Elixir, the more powers given to the alchemite, but with significantly more physical changes and a greater risk of death from the procedure. The procedure should only be done by trained experts with equipment modeled after Promethean's original Syrneth devices, and as such is fairly expensive for a professional job. Unfortunately, due to the lucrativeness of the business, many black alchemists have begun to perform the procedures as well, often with a fairly high mortality rate and a very lowly concentrated Elixir.
While the effects of Promethean's Elixir vary depending on the procedure, the ingredients in the Elixir, and the person, a few similar traits have emerged. All alchemites with a "professional" concentration level of Elixir have at least one attribute heightened to superhuman levels (strength, speed, agility, reflexes, senses etc.) and at least one other random attribute known as a mutation (think X-Men). Those with low concentrations may not have any powers. Due to the concoction altering their bloodstream, all alchemites are highly resistant to toxins and disease, can no longer use magic if they could before, and are sterile. They also have decelerated aging, living twice as long as normal humans. Alchemites are recognizable through a few different means. All have some kind of random physical change, such as animal ears, tails, or permanent discolorations of the flesh. They will also will have permanent scars on their wrists where the tubes were inserted.
People become alchemites for a number of reasons. Many nobles who do not have magic, especially in Montaigne, undergo the process in an attempt to gain supernatural powers similar to their peers. Some mercenaries, thieves or other people of ill repute attempt to find an edge over their rivals. There are also cases of this being a last resort for those dying of incurable diseases, hoping the Elixir will do the job the alchemist could not. On a more sinister note, there is rumor that Inquisition is attempting to turn magic users into alchemites in an effort to end sorcery for good, but this has yet to be proven.
Despite the benefits, life as an alchemite isn't easy. Most Théans see alchemites as curiosities at best and abominations at worst. Some nobles see them as a threat to their natural gifts of sorcery, while superstitious commoners see them as affront to God and nature itself. As such, it isn't uncommon to see discrimination towards them, especially among the lower class. They face much persecution in Castille and Montaigne, though not by Montaigne's aristocrats. Eisen's Iron Princes each has their own opinion of them, ranging from welcoming them openly to open hostility. Ussura is largely accepting of them, carrying more of their work ethic then their blood. Avalon is mostly neutral towards them, as are the Vendel. The Vodacce are probably the most accepting of alchemites, though this is more because of the Princes' hope to gain a leg up against their brothers.
Finally, the ruins of a society far older than man’s lie scattered across Théah. Some sit in ruined cities beneath the earth, while others lie on an extensive string of islands in the western seas. The race which built them — known as the Syrne — has remained unknown, but it is clear that they were not human. While their origins remain a mystery, the ruins are a treasure haven for daring men and women. Strange artifacts and wondrous inventions have been pulled from their depths, resulting in a great amount of puzzling… and an even greater amount of wealth.
For more on magic, click here. For more on artifacts, click here. For more on alchemites, TG me.
Within each of the boxes, I've included the link to the wiki for you to get more info. Here is the official core rulebook, just in case you wanted even more information. As with all the information, it is not mandatory to read the PDF. It's there in case you need it.
Also, here's the map of Théah for visualization sake.
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[align=center][size=115][color=#BF4000]Character App[/color] (PLEASE DELETE EVERYTHING IN PARENTHESIS)[/size][/align]
[align=center][img](Appearance URL Here)[/img][/align]
[b]Name:[/b]
[b]Age:[/b] (can be an estimate, like mid 20's)
[b]Bloodline:[/b] (human, alchemite, mage)
[b]Gender, Sex, and Sexuality:[/b]
[b]Personality:[/b] (how they interact with others, are they outgoing, are they trusting, are they quick to anger, are they ruled by passion or logic, etc.)
[b]Skills: (I am giving you guys a little freedom here, but do not go overboard, and explain anything too powerful)[/b]
[b]Powers:[/b] (If you're an alchemite, what supernatural ability do you have? If you're a Mage, what bloodline are you? If you're human, don't worry about this)
[b]Weaknesses[/b] (You need at least two, a physical one and a personality flaw. Must make sense with your backstory and powers, and if someone exploits it you must treat this as a weakness.)
[b]Faction:[/b] (Unless you're making an NPC, this should be the Phoenix League)
[b]Occupation:[/b] (what do you do for the League?)
[b]Bio:[/b] (at least a paragraph. Please include where you're from, what you did before the league, how you died, why you stayed, how long you've been a member, and anything else relevant to your character. You can expand it in the IC, but I want at least these points addressed)
[b]Character Story:[/b] (different from your bio. This is your characters goal in life. If they were the main character in a novel, this would be what their arc would be about. Things like self improvement, finding a cause, or revenge works here.)
[b]Equipment, Weapons, and Vehicles:[/b] (don't go crazy, and if it's powerful/expensive you must have a good explanation why you have it)
[b]Likes and Dislikes:[/b](Please include their feeling about alchemites and mages)
[b]RP example:[/b](if I don't know you, please give me a direct link to a post your proud of. If you don't have one, write your death scene. If I know you, feel free to make a witty remark about how you don't need to)
1. Obey the OP (Myself) and CO-OPs (TBD). I have the final say in all disputes.
2. No one-liners. Ever. If you make a one-liner post, you will receive one mark. If you get three marks, you will be booted. Remember, quality of posts is far better than quantity of posts. If you're having trouble, start delving into your character's thoughts. How are they feeling about things that are going on? Why are they reacting the way they are?
3. No godmodding. And if you have a char v. charr fight, you must make certain to work directly with the other author to determine how the fight will end.
4. No killing or harming another character without their author's permission, unless I personally declare that such damage is necessary.
5. If you are leaving the RP, please notify me in the OOC or through TG.
6. Try to have a decent level or realism. I don't expect perfection, but as I read through what you write, I want it to make sense in my mind.
7. Most importantly, don't be a jerk. Treat everyone with the same respect that you want them to give you. If you cause too much trouble, you will be banned.