Next IC post: which would you prefer? (Those who aren't part of the RP, please don't vote.)

  • Option A - Time to mingle and interact out of combat, then moving onto the morning.

    Votes: 8 61.5%
  • Option B - Timeskip straight to morning. Let's get moving on to the real action ASAP.

    Votes: 2 15.4%
  • I'm just watching this RP and I'm not in this vote, but I like pressing buttons!

    Votes: 3 23.1%

  • Total voters
    13
  • Poll closed .
Status
Not open for further replies.
J

Jakers

Guest
Original poster
A R G E N T
III XI I X VI. IV III I X IV II.

ARGENT is a dark fantasy/apocalyptic RP set within a fragmented, recently ruined world featuring a diverse cast of characters. This thread serves as a compilation of RP information, and a place where players and the GM can plan RP events/chat as they please. All characters belonging to players and the GM can be located in the 'Character Thread' section below.

Additional information (and new tabs entirely) will commonly be edited onto this first post as the RP progresses.

Character Thread | IC Thread

If you are not in this RP, but interested and unsure if there are spots, please PM your name to me. Whilst there are currently no spots available, I will inform you when a player drops out so that you may take their spot instead. You'll be in a 'reserve' column, if you will.



  • The land's two finest and largest cities - Kelda and Abbelest - finished the world's largest and bloodiest war in human history, known as the XII Final War no more than five months ago. With Kelda emerging victorious, King Rhyzen of the Keldian Empire unexpectedly ordered the razing of Abbelest, burning the city down to nothing, and executing Lady Celesse, the ex-leader of the Abbelestian Forces.

    But with this already catastrophic event, came another.

    From nowhere, as the destruction of Abbelest was almost fully complete, something blood-chillingly horrible emerged from the centre of the city. The stench of death - a brown mold coating the streets and walls, twisted and distorted creatures emerging from the muck and unleashing fury on both survivors and lingering Keldian forces alike. This is what is today dubbed the 'corruption' by the masses.

    None lived to tell the tale of what it was that sparked this horrifying twist, and it wasn't the work of the Keldians. With the destroyed town of Abbelest being transformed into an infested pit where abominations spawned and stalked the land for the innocent, the world began to lose all hope. The corruption, from Abbelest, began to slowly spread across the world.

    Many survivors began to lose their minds, with many people moving out of cities near Abbelest for fear of the corruption or creatures coming too close. The city of Kelda was blamed completely for these events, and many across the world came to the gates of Kelda to destroy and bring their fury to the other largest city. King Rhyzen was forced to give up his throne, with most of his forces being slain in the recent events.

    But the King, appalled by what had happened, would not give up there. Using all of his remaining resources, servants, allies, and soldiers, he retreated Kelda to build The Argent Foundation, the name known only by few. Sending messengers across the world to hire skilled individuals, most of which being soldiers, Argent members work tirelessly to rid the world of bandits, cultists, madmen, and outbreaks of corrupted beasts.

    Under the order of Ser Rhyzen, you have decided to become a member of Argent. A place where race, gender, or ideals doesn't matter anymore. A place where there is at least one shared goal. To clean the world of evil, piece-by-piece, and see the world into an era of peace.

    How will you be forgotten or remembered?

    Will you see Argent crumble and the world's downfall? Or the victory of Argent, leading to the world's peace? For it depends on your actions, now, survivor. Godspeed.


  • ABBELEST
    Typical Abbelestians are above-average height and well-built, with olive/tan skin. The looks of an Abbelestian can vary greatly, as many types of people were allowed to settle within its walls.

    Pre-War: Abbelest was once a low, steadfast city of stone and metal - protected by a nigh-impenetrable wall - that considered equality and law the two strongest foundations that held it together. Here, men and women were both considered equal - one of the most surprising and unique ideals for the day and age. It also endorsed wandering foreigners to join them, so long as they pledged allegiance. So long as a citizen provided hard work and firm loyalty to the city, they were provided with a comfortable and robust lifestyle. Because of the encouragement to work hard, Abbelest is a huge manufacturer of steel, weaponry, tools, and building materials, giving rulers a lot of wealth to disperse through the population. Ruled by the strong and fair Lady Celesse, the only ruler in the land, Abbelest had always been considered one of the nicest placest to live, save the occasional squabbles and mild conflicts with the Keldians.

    Present: After falling to the Keldians in the XII Final War, King Rhyzen supposedly ordered the destruction of Abbelest, razing the city to near-nothingness. With survivors fleeing the burning remains, Abbelestians and Keldians alike who were left in the smoking ruins for whatever reason witnessed the transformation of the Abbelest ruins. The area is now the centre of all corruption; a reeking city of brown sludge; a spawn point for corrupted beings, but the interior is generally unknown for the sheer danger of the area. No normal men or women could walk there to have a look and return alive. Abbelest has completely transformed; the most out of all the cities.


    KELDA
    Typical Keldians are tall and handsome/pretty, with tan or light skin, blonde or bright brown hair, and usually blue or green eyes. They are considered majestic as the city of Kelda itself.

    Pre-War: Kelda is the unmissable city of marble, crafted from beautiful stone and rewrition alike to create intricately shaped houses, towers, and pathways. A city of order, progress, and discoveries, the majestic Keldians have by far the highest rate of rewriters in their population, and are strict about who they let in and out. This makes Keldian citizens somewhat exclusive and treasured within their walls. Keldians also feature a strong army force, consisting of various units in heavy armour that use either Rewrition-induced wings for high mobility, or purely destructive Rewrition, making the Keldians a force to be reckoned with. This being said, Keldians have been known for their generosity towards other cities in the past, donating large amounts of wealth, food, and materials to cities and minor towns who encounter shortage. They also send some of their powerful troops for free to help defenceless towns targeted by bandits or rogues, and Kelda is probably one of the main reasons why The Binnes was never successfully pillaged for its vast wealth. Ruled by King Rhyzen

    Present: Put to blame for the transformation of the recent world after King Rhyzen commanded his troops to victory and then to supposedly raze Abbelest, Kelda has become a place of war and conflict between multiple parties with different beliefs. Attacks are common, sabotage is common, and the city is slowly being teared apart by people of all kinds. With most of its military being wiped out as a price for winning the war, there is not much order within the gates of Kelda anymore. Although it's the farthest away from Abbelest, and will be the last to fall victim to the corruption, entering Kelda nowadays would be extremely dangerous. The area has essentially become a zone for a massive free-for-all until order is restored once more.


    BLENNGHAM
    The Blennghammen are muscly, large, and the men hairy. With pale skin, icy-blue eyes, and usually blonde or brown hair, harsh conditions have forged Blennghammen into a tough group of people.

    Pre-War: Blenngham has always been a city that values its power and ability to survive, being located in one of the coldest enviroments in The World. Forging walls from ice, stone, wood, and whatever they could get their hands on, Blenngham was forged from a camp to a city over a large period of time - a feat accomplishable only by dedicated minds, and hard work. Discipline and a tough upbringing are core values of the Blennghammen, with the harshest punishments and one of the hardest lifestyles around. The weak are picked on and usually not helped, left to die. Only the strong survive within the everlasting winter's bite. Being one of the strongest races around, and the city being in such foriegn conditions to the general population, Blenngham has been generally left alone by others cities in terms of help and war. At times of food crisis, however, the Keldians have been there to support them. Other than this, Blenngham is a respected race with an army of iron-minded, greataxe-wielding soldiers that are frightening as monsters to face.

    Present: Blenngham has remained surprisingly unaffected by the recent events, probably the most so out of all the races. Even with the bandit population rising, none dare try to raid a city with such an iron ruler and such powerful people. However, Blenngham is the second closest to the spreading corruption from Abbelest (Drokk being the closest), causing a divide between its population. Some believe they should move out whilst they have the chance, whilst others believe they should stand and fight whatever comes at them as a sign of honor and integrity of their people. It has caused minor conflict within the city, and something bigger may spark eventually, though everything is forcefully kept under control by the leader, Dekk Larghkes, who is a strong believer that citizens should remain within the city instead of fleeing to the hot outside world.


    DROKK
    Short, frail, and pallid or skinned; typically with black hair and brown eyes. Lack of danger and sunlight has made the people of Drokk a frail race compared to most.

    Pre-War: An underground city complex carved into the very hills, Drokk has always been out of harm's way, shutting off their doors to outsiders and bandits, and coming out to the sunlight only for official reasons, or to gather resources not usually gatherable in the underground caves or farms. With no leaders, but instead 'supervisors' that see everything is going smoothly, the people of Drokk signed what's referred to as the 'Eternal Peace & Protection Act' that automatically counts them out of any wars, and makes them untargetable in a war situation, in exchange for them providing all cities with huge amounts of metals, minerals, and resources that are extremely abundant in the hills they've settled in. Intricately carved, well built, and well-supported, whilst the interior of Drokk is damp and dark, Drokken folk live a more comfortable lifestyle than one might think. Drokken people are usually of smart mind, but are usually quiet, cold, and introverted from the lack of action and involvement with other cities. A lot of the Drokken are also easily afraid, and don't like to be disturbed in general. Cities can see this as cowardly; Blenngham in particular.

    Present: Because of their close distance to Abbelest (being the closest to Abbelest of all the cities), the Eternal Peace & Protection Act is not something corrupted monsters have the slightest care for. The corruption slowly creeping up on them, and corrupted beings infilitrating what they thought was an impenetrable defence, the Drokken have been forced to move to the outside world. Because of their frail nature and their unfamiliarity of the surface, a lot of the Drokken easily fell prey to bandits, corrupted beasts, or mother nature for their lack of survival skills outside the caves. The Drokken's society has been completely broken, leaving them devestated and forced to adapt to a new lifestyle entirely. Meeting a Drokken nowadays is considered rare, but the people are generally seen as useless and 'waiting to die', save the powerful rewriters that Drokk sometimes produces.


    MEADOW
    Stocky, bronze/olive-skinned, and usually brown haired and brown-eyed, most Meadowborn are considered quite ugly compared to most races, but are steadfast and hardworking, suited to hard work and tough conditions.

    Pre-War: A large and poor place consisting mostly of wooden and thatch huts, lack of wealth isn't something the people of Meadow consider a weakness, but instead a strength. They take little but what they need from the land, making them an honest, compassionate, and caring race. Specialising in agriculture and forestry, Meadow supplies areas with fresh vegetables, wood products, and other material such as sap and honey to other areas in exchange for trust and protection from bandits. It is run by a 'mayor' who lives just like his kin, though stationed in a more secure area of Meadow. Despite their lack of resources and focus on agriculture, Meadowborn guards are surprisingly effective, using weaponry such as hammers, clubs, and greatswords paired with leather armour to unleash a primitive but effective fighting style that's a deadly surprise for bandits thinking joints of the Meadow are easy to pillage, but the Meadowborn still probably have the weakest army and require reinforcements in larger-scale bandit raids. Because of how nice the 'mayor' and his people actually are, cities have little desire to attack Meadow or involve it in any conflict, however.

    Present: Without protection from other cities, and with the weak nature of Meadow's structures, it has become a playground for bandits, madmen, and arsonists gone rogue by the recent events. Whilst the place has not yet erupted into complete chaos, many have moved out to protect their families, whilst others remain vigilant to keep their trade going. They are quite a way from the corruption, but definitely not in the safe ground. Also, because of the surprisingly high natural talent of some of its citizens (albeit their lower intelligence), a lot of willing Meadowborn have gone on to join Argent. Of all other cities, most volunteer Argent members are Meadowborn, which is a surprising statistic for a land considered peasants by most. However, Meadow is still struggling, and will likely be slowly destroyed or turned to a home for bandit communities in time, with the beloved mayor laying dead in the streets.


    THE BINNES
    Delicate and beautiful, with light skin, average bodies, and blonde shades of hair accompanied by grey eyes, luxurious upbringing has forged the Binnesborn into a somewhat arrogant but very intelligent race.

    Pre-War: A race that has been producers of some of the more expensive and rare materials from the very start, immense wealth from The Binnes was predicted, and their wealth was ever-growing at the time. With a somewhat selfish leader that focused all of his wealth into his city and his city only, Lord Augustus von Brielle, The Binnes holds mansions, well-built and luxurious houses, and gold-trimmed towers that rival Keldian architecture's beauty. With the money to hire the best teachers and the best minds out there, people of The Binnes have grown into what is considered the most intelligent race, creating marvellous paintings, sculptures, wines, and other such things. One of their most unique talents, however, is their inventions. Creating intricate weaponry has led to experimentation amongst some of the highest minds in The Binnes, leading them into the world of mechanics and machinery. Prototypes of ranged weaponry 'far more advanced and powerful than a crossbow', The Binnes is was on route to exciting discoveries, with the city seeming to be in a permanent 'Golden Age' thanks to its care for its citizens, and its citizens only. The military is advanced and strong, but lacking in numbers, therefore not enough to fend off greedy bandits without its hired help from various cities and towns.

    Present: In a land where wealth no longer matters, and where wealth can no longer buy you protection, The Binnes has recently been victim to successful bandit attacks and murders, happy to get their hands on 'the arrogant bastards' at last. Treasuries have been mindlessly robbed from despite money being of a decreasing value nowadays, the once rich and great people have been forced to flee. They're also located quite near Kelda, bringing them in the line of fire of the raging zealots and Keldian-haters that additionally bring out their rage on The Binnes as they pass it. Forced to leave their wealth, technological marvels, and beautiful city behind, lack of outside survival skills has made citizens of The Binnes much more vulnerable then they've ever been.


  • The Argent Foundation contains various facilities and sections that new recruits should get used to after joining. The safe and large area is protected by crude but ever-growing solid stone, spiked walls with archers atop it looking out day by night. A ditch has been dug around the outside of the walls, filled with hardwater, and the only entrance is a quickly built gate from iron scraps, probably made with Rewrition, but solid nonetheless. What's inside these walls, however, should be more to a recruit's interest. All of these places are connected with quickly-dug paths, soon to become roads, within the walls.

    NOTICE BOARD/BRIEFING ROOM
    The notice board should be checked daily, as it contains lists of assignments that are entrusted to certain groups/individuals. For example, if a bandit camp needs clearing out in an area, a commander will decide the group/individual who does it and when. People are expected to respond immediately and group for preparation and explanations in the briefing room at the time written down. Slackers are not appreciated, and lack of response to the notice board's requests will see you quickly ranked down or kicked out of Argent.

    THE TRAINING QUARTER
    Those off duty and not out working will find the majority of their time being used here. With advanced instructors that used to command battles and train troops themselves, technique and strength can be honed with time and effort if one feels they need to. Rewrition can also be practised, though facilities for practising Rewrition are more limited. The main attraction of the area are the various sparring areas, where up to ten one versus one battles can be occurring at once to test each other's skill, settle differences, or test newcomers for their worth. Many doctors are positioned here because of this. Watching these duels is as good as a way to pass the time as being part of one.

    THE LODGING QUARTER
    Everyone needs rest, and the lodging quarter is where to do it if one isn't assigned to night watch. The various lodges aren't exactly luxurious, quickly built from wood, but feature a fireplace and acceptable beds. Each owner's bed features a personal footlocker, and a bit of personal space. Lodges can get cramped thanks to up to twelve people being in a lodge at once, but that's something one will have to get used to. For those who can't bear to be around other people, or would prefer their own space, some tents and bedrolls are also stationed in the area, though lodges are much-preferred by the masses. A common room also sits in this area for eating and socialising, as well as some makeshift 'baths', toilets, and showers. The place is kept clean by prisoners, forcefully.

    THE SMITHING QUARTER
    Weaponry and armour is essential, to say the least. If one finds they need new arms, they can pick up new weaponry here depending on their ranking. Expertly crafted weaponry is reserved for trusted and trained fighters instead. Run by a genius young smith and a few of his helpers, the work here is as honest and well-done as you can get in this day and age. Trusted members can use some of the abundant materials themselves for more comfortable weapon grips, reinforcing armour, etc. Ideas for more intricate weapons and devices should be taken up with the head smith.

    THE AGRICULTURAL QUARTER
    A place combatants will find little interest, this place is merely for growing food, raising cattle, and gathering drinkable water by working-crest individuals. Hot meals are supplied thanks to this sector. Additionally, horses can be stored here within stables where they'll be well-cared for, and there are kennels for dogs or other companions to stay put and be fed whilst the owner is away.


    ANNOUNCEMENT PLATFORM
    If something important is about to go down, someone will be shouting about it here. If people are requested, an attack is incoming, or if a hero has fallen, everyone will be informed due to the platform's placement and the shouter's booming voice. This platform is also used to host special cermonies and events, such as the ranking up of a member, or personal commendations from Commanders and higher forces.

    SUPPLY ROOM
    A self-explanatory building used to stock stone, metal, and other resources for building up the city. Attempting to steal or sabotage from here and getting caught will get you on the gallows easily.

    HOSPITAL
    Run by trained, working-crest medics and healing Rewriters, if one isn't in a critical condition, they'll likely be saved from the clutches of death at the hospital. Minor and major illnesses aren't a long-term problem either, and can usually be fixed. Higher crest members usually receive more premium treatment.

    LOOKOUT'S TOWER
    The highest building within Argent, the lookout's tower is self-explanatory, containing an unknown man who's said to see for miles around, making unstealthy threats well-prepared for.

    PRISON CELLS/THE GALLOWS
    If captured enemies are bought back to Argent, expect them to be dumped in the quickly-built, damp, and generally unappealing prison cells, where they'll either be hanged or reformed depending on the judgement of higher-ranking individuals. Traitors and backstabbers of the foundation that are found out will also be hung here; an occurrence that isn't all that rare.

    THE GRAVEYARD
    A place for fallen heroes, and recovered bodies of Argent members. It's currently small, but expect it to be ever-growing.

    RHYZEN'S QUARTERS
    A building only slightly larger than an average hut, but very well-guarded and secure, it's unknown what's in here. People who have been inside, however, claim it's nothing special, however, and mostly just documents and notes.


  • This serves as a 'tracker' for all of the PC's current rank, kills/captures as of joining Argent, and general condition. Detailed CS's of the characters can be found in the 'Character Thread'. This is designed for PC's only, and does not show the GM's NPC's.

    NAME RANKING COMMENDATIONS KILLS - HUMAN KILLS - OTHER STATUS
    V. GUNGNI ZERO-CREST 0. 0. 0. ALIVE
    S. VALCUN ZERO-CREST 0. 0. 0. ALIVE
    A. KELLAR ZERO-CREST 0. 0. 0. ALIVE
    L. MORDER ZERO-CREST 0. 0. 0. ALIVE
    V. CROIX ZERO-CREST 0. 0. 0. ALIVE
    A. DALNAR ZERO-CREST 0. 0. 0. ALIVE
    B. WALDGEIST ZERO-CREST 0. 0. 0. ALIVE
    T. LUKASS ZERO-CREST 0. 0. 0. ALIVE
    K. RAZGRIZ ZERO-CREST 0. 0. 0. ALIVE
    C. WOLVESBANE ZERO-CREST 0. 0. 0. ALIVE
    SILYAN ZERO-CREST 0. 0. 0. RETIRED
    E. MAYA ZERO-CREST 0. 0. 0. ALIVE
    U. STRATHMOOR ZERO-CREST 0. 0. 0. ALIVE
    A. EIDUNAR ZERO-CREST 0. 0. 0. ALIVE

  • Reminders of completed missions, and how they went down, are put here. This will also be used to commemorate those who have fallen in the line of duty, reminding us of the feats they accomplished before he/she fell.

    COMPLETED MISSIONS

    MISSION 0 - THE FIRST TEST.
    14/14 SUCCEEDED. 14/14 LIVED.

    Recap: Captain Ardus ordered seven sets of one versus ones between the fourteen new Argent members. He also gave orders to fight to incapacitate your opponent, but strictly not to go for lethal blows on your opponent. It turns out that this was not only a test of skill, but also a test to ensure everyone knew self-restraint and could capture instead of kill where neccessary. Seven exciting fights occured, with each member showing enough skill to be given the badge of Argent. No fatal injuries or deaths occured within the spar, though some battlescars were handed out between sparring members.

    GRAVEYARD
    No PC/Met NPC deaths yet!

  • Here, any important events that go through in the IC thread/have recently occured will be noted down, and elaborated in further detail.

    >The XII Final War (5 Months Ago)
    The start to the chaos began when the two largest civilizations settled their ongoing differences and arguments with the largest-scale war ever recorded. King Rhyzen of the majestic and high city of Kelda, waged war against Lady Celessa of the stoneclad and proud city of Abbelest. After an extreme death toll through the bloody war between the two kingdoms, Kelda eventually emerged victorious. Supposedly, King Rhyzen ordered the complete destruction of Abbelest, razing the city to nothingness, and publicly executing Lady Celessa.

    But why had this war even started? What differences did Kelda and Abbelest have that made them argue so frequently in the first place? Surprisingly, this is crucial detail that is not fully known by the general public. Keldians have always known to hate Abbelestians, and vice versa. Between King Rhyzen and Lady Celessa, an unknown spark had been thrown by one side that caused the biggest and bloodiest war in history to occur.

    When it all seemed over, something horrible and unknown spewed from the center of Abbelest, transforming the razed city into one that turned people and seemingly thin air into disgusting monstrosities that wanted to nothing but kill. This was certainly not done by the people of Kelda. They'd wanted it to be over. An unknown force had transformed Abbelest into the corrupted hell it is today, and it's now merely the center of all corruption. As the monstrosities are produced and spread, mould and filth slowly coats the land, centimeter by centimeter, mile by mile, slowly starting to coat the entire world, with Abbelest the very pinnacle of it. Whilst the corruption's spread is very slow, it's extremely threatening, and will take extreme actions to stop. Nobody knows what Abbelest looks like today, as no surviving people have ever got close and lived to tell the tale. But one can only imagine the abomination Abbelest is nowadays.

    As a result of this, everything went to hell. Trade routes had been blocked and destroyed, supplies were no longer needed in certain areas, and innocent people were being killed day by day by vile monsters, some even being transformed into disgusting beings themselves. Everything was, essentially, going to shit. A lot of leaders and general public instantly shifted the blame onto Kelda for all of this, and King Rhyzen was forced to retreat his city (where he would later create Argent, a little-known about organisation), and within the corruption and madness, Kelda was the receiving end of a lot of hate-filled attacks and riots. Some survivors of Abbelest had even trekked all the way across the land to Kelda just to inflict their wrath upon it. A lot of the citizens of Kelda left to go elsewhere for the reasons, hiding and retreating to places like Meadow and Drokk. Whilst the general public don't despise Keldians as much as some do, a portion of the population blame them for everything. Whether this is just, is unknown, as nobody knows how the war even started, or who's 'fault' the war even was.

    In a world of riots, corruption, and people-turned mad or rogue grouping up to pillage and murder, those who are left sane and show skill within this world have been invited to join Argent, the world's last hope. Argent isn't known about by most, but for the innocent who pray for it all to end, crying in their huts or holes, the closest thing to a savior now, even if they don't know it, is Argent.

    >The Letter Delivered to You (Up to 3 Weeks Ago)
    Dear citizen of any province or profession...

    If my messengers have entrusted this letter to you, then you are aware of the stakes of our world. I, Ser Rhyzen, offer for you to join our private group of various professions: the Argent Foundation. You will be part of a force fighting for the freedom of our world - one that will put a permenant end to crime and corruption.

    Our current numbers are low, but growing. We accept a person of any kind with open arms, and the war is behind us. All members of the Argent Foundation are urged to settle their differences about racial upbringings, gender, and of such. All are equal here til' the world is normal once more.

    I will be blunt. You have considered going upon a path that may very well put your life in danger. One that may come to a grisly end. But you will be rewarded and recognized for each successful deed you perform for the Argent Foundation. And when the day and world is back to peace once more, you will be noted down forever in history as a hero of the highest kind.

    We urge that applicants should be trained in some form of combat. Be it magic, blades, or bare-knuckle brawling, any form of fighter is welcomed. Upon arrival to the entrance, we will ensure you are combat-worthy and not of traitorous intent. Attempting to sabotage or hinder the Argent Foundation in any way within your enlistment will be punished by death.

    Should you be accepted, you will be given aught in terms of housing, weaponry, and necessities such as meals for free. In return, we ask of you to instantly respond to any missions we give you, and be prepared to co-operate with other Argent members who may be of various races and professions. And, as previously promised, you will be paid for your troubles.

    The directions to our camp are inscribed on the back of the message. I hope to see you there.
    -Ser Rhyzen, Commander and Leader of the Argent Foundation


  • Stories, collaborations, artwork, player-made towns, or just generally anything player-made related to Argent (that isn't a Character Sheet or already written within the IC thread) will be listed here!

    >BRICK BY BRICK, STORY OF THE STRATHMOOR (By Dec)
    >BLOOD, STEEL, AND FIRE (By Jhuton)

    ISHIAN NOMADS are a loose collection of nomadic tribes that move throughout the most wild places of the known world. They have never gathered in any real cities, instead preferring to stick to their tribal camps and caravans as they move between the more civilized towns and cities of the various other peoples, traveling and visiting wherever they may. While other said peoples may be famous for their skill in crafting, magic, or battle, the Ishian's pride themselves on a very particular set of skills. The taming and control... and slaying of the beasts of the world. Through skill, and the use of a specialized school of Rewriting, they are able to bring some of the most mighty and powerful beasts of the world to heel. The Ishians are famous for using them as mounts, companions, pets, and even beasts of burden. And through their mastery of beasts, they ply a dangerous trade, battling and driving away creatures that may threaten the more civilized nations in trade for whatever they might need. Ishians are large, strong, and unflinchingly brave. Their skin is often olive brown or dark, and their hair curls wildly. Some call them wild and uncivilized, and most Ishians would consider that a compliment. Since the end of the final war the tribes have scattered to the winds, some escaping, some destroyed by the corruption... some though, some have decided to stay and face the madness of the world head on. (Created by players Ferril and Mahariel.)

    THE GRIMDOSH MARAUDERS are a small group of tribes that roam various northern steppes and mountain passes. They are one of the more taller races of the world, similar to the Blenngham in height, and some are as broad as the muscular Abbelestians. With skin ranging from a darker white to a light carmel, and hair ranging from a light brown, to a bright red. Their reluctance to settle in one place often gets them in minor clashes with the Ishian Nomads, who seek the same empty lands as them, causing racial tensions between the two groups. The Grimdosh tribes considered the more civilized people of the world as weaklings, hiding behind walls and bickering with each other for petty reasons. Taking advantage of the war between the two cities of Abbelest and Kelda, the Grimdosh began raiding small towns and farms on either sides, gaining their nick name the Grimdosh Marauders. As the war ended, the Grimdosh retreated back to the wilds. Their relationship between the other races isn't to well, as many see them as barbaric brutes, which is true to some extent. As the corruption came, they were pushed from the wilds to the more civilized areas. Many were wiped out by the creatures in the darkness as they tried to seek shelter in some of the very cities they raided from. The majority were turned away. (Created by lonewolf888978)


 
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A new guy has joined the cast! RJS now has an opponent, and the sparring lineup has been changed slightly:

>VANIELA GUNGNI is now against VIKTOR LA CROIX.
(I understand the two of you have different timezones, so I apologise if this is an inconvenience.)



Also, prepare yourselves for the IC tomorrow! As I mentioned before, the first post will consist of your characters mooching outside of The Argent Foundation, and it's a good first post to introduce your character to everyone. Their thoughts, how they feel about arriving here, what they think of the other people sitting around with them... etc. You'll all have a week to post that first post, before we start getting into the collab fight, and then you'll all be doing your very first mission. They grow up so fast...

For a bit of fun, in the meantime, here's two questions for all of your characters while we wait:

Which character(s) would you be most likely to start a fight with? Why?
Which character(s) would you like standing by your side the most? Why?
 
In answer to question 1, based on what I've seen Karmia and Celthric are probably the ones most likely to get Vaniela all stab-happy. Karmia because she's arrogant AND Keldian. Celthric because he's attacked Abblestians and is (I assume anyway) pretty unapologetic about that.

As for backup, I can see Viktor, Vaniela and Ungarth making a fantastic squad (The Avengers anyone?). However, I think Ash could be a devastating teammate, what with his potential to enhance her mobility, lock her opponent in place, and help her after a high jump to come down with brutal force.
 
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Hullo, Im da new Wizard Sea Turtle in town. Pleased to meetcha
 
Tonight we dine on Turtle Soup!


Well minus that, think I'll try reading all the CS's here soon. Maybe not today though, still not sleeping.
 
Tonight we dine on Turtle Soup!


Well minus that, think I'll try reading all the CS's here soon. Maybe not today though, still not sleeping.
;~; Pls no

Also yeah I have been reading the CS's as well for now until I get a response from my duel buddy. A lot of interesting characters to say the least, I could see some cliques forming at the very beginning between certain groups. It'll be interesting to say the least.
 
Just had a thought. What if, when she's about to get executed, Lady Celesse placed a curse on the land that summoned the monsters in the first place? O_O
 
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Tonight we dine on Turtle Soup!


Well minus that, think I'll try reading all the CS's here soon. Maybe not today though, still not sleeping.

New suggestion for you. Try listening to soothing nature sounds at night. I recently got into listening to rain on Youtube. Puts me out like a lamp. As a sidenote, I'm wondering what type of seasonings we'll need for the soup.

Which character(s) would you be most likely to start a fight with? Why?
Well Rhyzen is probably sitting pretty at the top of that list. Karmia would probably come in at a distant second, by virtue of her being Keldian.

Which character(s) would you like standing by your side the most? Why?
Definitely Viktor and Vaniela (I see a trend here). They are both pretty similar to Aridian in that they all have some pretty dormant wrath and an axe to grind against Rhyzen. They would be like the Vengeance Dream Team
 
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Wait, you mean some people here haven't read all the CSes yet? Geez, you people are so busy or something.
 
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Just had a thought. What if, when she's about to get executed, Lady Celesse placed a curse on the land that summoned the monsters in the first place? O_O

I thought about that too!

@Jakers , I'll respond to your questions in a little bit, I'm a bit busy today with a party! I want to RE-READ some of the characters before I make a decision about who Aatu would fight, or if he would find any of them at all... :)
 
@Jhuton I tried that, even made a play list of sounds and music. Almost any noise aggravates my sleep, while I find those rain sounds and even some music soothing, I can't sleep with it. Might try it again though given I'm running out of options.
 
@Jhuton I tried that, even made a play list of sounds and music. Almost any noise aggravates my sleep, while I find those rain sounds and even some music soothing, I can't sleep with it. Might try it again though given I'm running out of options.
The rain normally works for me because I've been simulating rain in my head to fall asleep ever since my younger days, so it's kinda like my ace in the hole now. If rain doesn't put you to sleep itself at least it pre-ocuppies your mind so you don't start getting majorly flustered in the middle of the night. Because that is annoying.
 
Which character(s) would you be most likely to start a fight with? Briaes. Her ability to control beasts would intrigue Silyan to no end, and he'd be eager to test himself against someone who uses a skill so similar to that of his own people.
Which character(s) would you like standing by your side the most? Why? Probably a team of Lydlos and Briaes. Briaes since her fighting style and his own are fairly similar. It'd be almost like hunting and fighting with another Ishian again. And Lydlos because she's an assassin, she hits hard, and fast, and with admirable precision, and can move silently through the forest. On top of that, all of them have skills for surviving for long periods in the wild without much trouble. I can see them making a sort of special forces unit for hit and run tactics, ambushes, night attacks, etc. They could disappear for weeks at a time into the woods and mountains for bandit hunting and the like and not even need much in the way of provisions.

It'd be delightful seeing them rip into a bandit clan deep in the forests. Patrols constantly going missing, individuals plucked from their posts by beasts and the terrors that control them. Any group of men that they fought against would be scared of their own bluidy shadows by the end of a week probably lol.

Aaaand last but not least. They all seem to prefer animals to people. The wolves and Nightshade (Silyan's Tiger) would be getting SOOOOOO much love and spoiling it would be ridiculous.
 
It'd be delightful seeing them rip into a bandit clan deep in the forests. Patrols constantly going missing, individuals plucked from their posts by beasts and the terrors that control them. Any group of men that they fought against would be scared of their own bluidy shadows by the end of a week probably lol.
There is a certain charm about this.
 
Well my thoughts and reply, I read just the history and personality on each bio, will give them a good read later. If anyone sees something I got wrong, or wants to discuss, by all means. If I forgot anyone, also let me know.

Which character(s) would you be most likely to start a fight with? Why?

Karmia isn't really the sort to start fights, her mouth and being Keldian, plus a little bit crazy, and violent in reaction, does. If she starts a fight, its likely to test someone, or in "defense". The Abbelest originating people are the most likely for her to face, with what the Dragoons having done in the war, Theo's corroboration and likely some snide comments from Keldian officers that know the truth, being her saving grace. Otherwise it would have to be her standing atop a mound of corpses. The so called "Good German" to use WW2 terminology.

Sir Ungard; He likely even upon knowing her story would give no quarter, I suspect. In fact she very likely fears him. While she was a legend akin to the Red Comet, of Gundam fame, he is a bloody Greek Hero. He's killed 100's. So its more likely than not, if they even tolerated one another, its out of respect of titles and legends. Otherwise, I fully expect violence if they are in the same room for more than a few moments. Though if he's not a mindless savage, he could be a useful "Off switch."

Viktor; He is a toss up, is his reasoning, or his grief greater? He might in the former be willing to overlook her, more so as the Royal Dragoons were more of a problem for the frontline than the main army was with the atrocity. If its his grief, he'll likely try and kill her out of spite. Her only saving grace with him, is that she doesn't trust their former king, and could care less about his plans there. Plus they both are searching for answers. I expect antagonism between them, baring they co-operate on what they have in common.

Aridian; I suspect if she learned of the dragoons, she would come to tolerate allowing the woman (Karmia) to live in her presence. While they would never be friends likely, the wouldn't go out to fight the other past a point. Otherwise antagonistic. She likely would draw some pleasure at the state, of the Keldian.

Vaniela; much of the above, though I expect he would have more inner conflict. I mean his family died directly because of the main Army, to learn that you escaped as part of said Army purposely left holes in the line, even though its true, I don't expect him to thank her.

Overall all the Abbelest folks are likely to fight her, ignore her, or pity her. Befriending is not something I see happening, unless she pulls of something a hell of a lot special for them all.



Which character(s) would you like standing by your side the most? Why?

Theo; For sure, the pair have a history. His personality and honor code would allow for him to put up with her, at the same time, her own honor code gives them something in common. The way they fight also may be supportive of the other. And likely he's the only Abbelest in the room that would defend her. More so if he learns that the wounded, from that one battle, were cared for by the Royal Dragoons.

Though lingering racial/national hatred would be between them for some time.


Here are other notes to take into consideration with pairing, as Theo is the only one, I know for sure, won't slit her throat right off the bat. Some of these could make possible good partners, or people she might would fight, depending.

Aatu; Possible getting along with. Different city-states, but different outlooks on life, and he's of a highborn position, so none of the classist remarks. Though I think the issues on family would be straining. She would also likely point out how much of a fool he's being. So that character interaction could go either way.

Briaes; Barbarian, but a possible sister like relationship or that of Teacher and Student could be possible. Karmia is a bit blood thirsty, and Briaes is a bit wild, to say the least.. While normally at odds, the sheer violent nature of the pair could bridge the class gap she normally follows. Though the former would teach the later, mostly as to save her the trouble of needing to explain. Given the nature of Karmia and Briaes, the later seems the sort to just yawn, walking off from the laters demands and words. Which would while angering her, Karmia would not pursue.

Celthric; Would likely develop a respect for via combat, generally would have nothing against him, outside of her classism. But polarizing personality would keep them away from being friends, more likely than not. Overall I see there interactions being civil unless they start having "life talks". Given his skill she would overlook his "peasant" birth.


Silyan; Would see him as a Barbarian with a fake crown. Likely would sympathize with him slightly given his situation. I think with observation, she would come to respect the various clans. *This applies to all the Barbarian sorts really* With her own king running away, and the madness that overtook her own people, while she might trade a few barbs, their still intact honor and pride would be a gap bridge.

Sam & Ash; would likely see them both as country bumpkins, of questionable use. The personalities of both would likely defuse any situations, but I don't think there would be any lost love with either.

Lydios; likely neutral to one another, given the special warfare tasks both carried out. Well an assassin and a commando are closer than a Commando and a Knight, there also might be some lingering issues there, based on honor versus coin. But given the desperate situation Karmia is in, she could likely come to see things that way.

Elodie; A real wild card, class, sides, and very nature of combat would be against one another. On the positives Karmia could likely see the benefit in the inventions that were made, and appreciate her unorthodox weaponry. The Royal Dragoons likely prioritized killing gunners, as they seen how useful the weapons would be. Considering their treatment of the Grey Wolves survivors, they had a respect for capable fighters. Also with the tactics they used, Guns would not have been so shunned by them. So the first interactions between them would decide much.
 
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Elodie Maya


Aatu will likely warm to Elodie, but he will begin conflicted. Her brash attitude and lack of etiquette will certainly cause him to question her intelligence, but her interest in tactics and logistics will hopefully banish those fears. Her grasp on information brokering will no doubt be familiar to Aatu, and the great game of politics played within his home region - but without the etiquette and the mask of formality, Aatu might be unable to comprehend her motives.

It seems likely that he will view her as a child - but not a child he thinks is naieve or misplaced. Simply a child at heart - an idealist, with whom he pities more than sympathizes with. He would not ever attempt to harm her. In fact, he may believe that while the Argents will benefit from her expertise, he questions the cost. Aatu fears Elodie in combat, not for her skill, but for moral fear. He believes that fighting her would perhaps damage her morals and spirit. That is why he will not harm her. The world is cruel enough.

Ash Dalnar

Ash's disposition is familiar to Aatu - the careful quietness and evenhandedness. He likely admires him, admires his self restraint and discipline. Despite his lack of social graces - something that Aatu has in spades, albeit something he rarely shows - it is possible that Aatu is incredibly jealous of Ash. He longs to be as even tempered as the Drokk, but some part of him realizes that he can never been that even tempered again. It's simply lost to him - and for that, he sees himself in Ash. Not as he ever was - but how he aspires to be. Nonetheless, Ash is younger than him, and he believes that perhaps the reason for his shy and cautious nature is because he has yet to care so strongly about something.

For this reason, Aatu may feel strangely protective of him while simultaneously desiring Ash's failure. Through a great loss comes great emotion, and with emotion, perhaps Ash would find a something to care for, something that would push him to greater and greater deeds. However, he fears Ash losing something as well - fearing that if Ash was to lose control as Aatu has lost control - Ash's gentleness would subside into violence. What Aatu fears in himself, he also fears for Ash - while also wishing to bring it about. Jealous rots all, and it rots Aatu more than most.

Sam Valcun

Despite the animosity between Meadowfolk and his own homeland, Aatu will no doubt have nothing but respect for Sam. Sam's strong morals, his pleasant disposition, and honesty make a stark contrast to The Binnes, but those qualities are more important to Aatu than all of his own scheming. Sam's personality is likely something that Aatu wishes for in himself - but realizes isn't possible because of his position. Thus, he may reach out to Sam as a friend, because his kindness is an important ally in a harsh world.

Nonetheless, Aatu may exploit Sam's kindness. Not maliciously, and certainly not conciously - but Aatu's understanding of the world is no doubt completely different than Sam's. Even their forms of Rewriton are entirely estranged; blood and plants. More than anything, though, Aatu fears Sam's judgement. Sam may become a sort of moral guide in Aatu's world-view, and if Sam views him for what Aatu believes himself to be; the hurt of that would cut to the quick. Sam is the sort that Aatu would like to rely on, but will never show his true face to.

Silyan of the White River Ishians

Aatu will no doubt respect Silyan as a leader. He will likely let Silyan take the lead - as he believes the man has far more experience than himself when it comes to matters of conflict and the management of indiviual tempers. Aatu will try to learn as much from the Chieftan as he is capable of, but their tempers may come into collision. Aatu's quietness, and cautiousness, may be at odds with Silyan's fierceness. Aatu fears that Silyan will be more warlike than himself - and not understand the game of politics that he is so used to playing.

Aatu would gladly face an enemy with Silyan at his side - but would attempt to exhaust all other options first. But if it came to violence, he would walk in Silyan's footprints and follow him. Silyan's exoticness is a perfect shield to deflect interest in Aatu, and for this reason, Aatu may cling to the Ishian. That said, if Aatu was to find out about the incredible capabilities of Beast Master Rewriton he would approach Silyan with a mixture of revulsion and empathy. The revulsion would be directed partially at Silyan, and partially at himself - for Aatu believes that those capabilities are not necessarily beyond him, but that they are morally wrong. Nonetheless, there is a craving in him for such magic that he cannot deny.

Karmia Razgriz


Of all the assembled Argents - Karmia is the one that Aatu would have the much hostility towards. Not because of where she comes from, and not because of what magic she uses, but because of everyone he has ever met, she is probably the most like him. She comes from a noble station, but does not perform that role admirably, she can be cruel without meaning or purpose, and her emotions range from cold to unhinged. Even her attempts at fairness and honour resonate with Aatu's own understanding of the world, and this scares him. Although it is impossible to guess at how the characters will view one another - it seems entirely likely that Aatu will find himself both drawn and repelled to the woman.

On one hand, of all the Argent - she is likely the only one who he believes will understand him. But, on the other ; she has all of his own failures in personality, and hides it less well. Karmia is Aatu's parallel and opposite, and for this reason - Aatu may be uncertain whether he wants to kill her or kiss her. Aatu will no doubt watch his conduct around her, walking on eggshells -- because he knows what is capable when he is in a rage, and she is no doubt capable of the same thing.

Aridian Kellar

Airidian has nothing to offer Aatu. Arrogance and condescension are qualities that Aatu has little interest in, and his self obsession would no doubt raise Aatu's blood temperature. Even upon hearing of Airidian's personal struggles with his own noble family would not endear Aatu to the man. In fact, these struggles might bring a smile to Aatu's mouth; it would be a just reward for Airidian's own neglect of them, in favour of self interest. His perspective on men like Airidian likely comes from his mother's teachings; " A foolish man / thinks he knows everything / if placed in unexpected difficulty / but he knows not / what to answer / if to the test he is put."

Aatu would not harm him, despite wishing to. However, Blood Rewriton is unpredictable, and enough hatred and rage could force Aatu's hand. He would not mourn him if he died, and he would not risk his life for him. He may feign respect - but when the time came, Airdian would be left alone.

Briaes Waldgeist

A foul mouth and coarse manners would not ender Briaes to Aatu. Her natural affinity with the wilderness is directly opposed to Aatu's own understanding of the civilized and political reaches of the world. However, the opposition of their world-views is not complete. Aatu's mother told him stories of the berserkir. These were the men of his mother's folk who fought in a nearly uncontrollable, trance-like state. They were pale of face, and killed indiscriminately and powerfully. These men were as mad as hounds or wolves, bit their shields. His mother told him that these pale-faced monsters slew a dozen men in moments, and neither fire nor iron had effect upon them. For this reason, Aatu might feel protective of Briaes - believing her to be a relic of the same world he spawned from.

Aatu believes that he can help Biraes unleash her full potential. In his mother's language - of which he speaks only a little - the berserkir did not go into a trance or go "berserk" - they went "hamask", or "changed form". Aatu believes that she has some inherent magical power that he might help her unlock. For this reason, Aatu sees her as an equal, despite their differences in personality, and thinks she is capable of great deeds with his help. His father's animosity to his mother's world did not spread to the son.

Theo Lukass

Aatu does not feel strongly about Theo. He sees that Theo's morals are strong, and that quality is rare in a mercenary. However, he also finds his hero complex an insufferable act of self-importance. But he will reason, in all likelyhood, the hero complex is the result of some great tragedy; somebody that Theo failed to save. For this reason, Aatu pities Theo, but does not like him. He does not see him as an idealist like Elodie, or somebody who requires a breaking point like Ash; but instead views him as somebody who broke, and failed. Nonetheless, Aatu likely appreciates Theo's serious disposition; although he sees it as another part of his self importance.

Although Aatu himself is not motivated to do such, he believes it is important for Theo to lose in a fight, and maybe lose something important again, to truly rid him of his complex once and for all. Then again, its possible Theo could spin this into a story of his own moral superiority. For that reason, Aatu believes it is perhaps best to not involve himself any more in Theo's path than he has to. He has no desire to become a "participant" in Theo's story.

Celthric Wolvesbane

Aatu suspects that Celthric comes from the old blood, the same old blood that he comes from. His personality is reminiscent of the heroes in the few stories that his mother told him, but it is those very same stories that cause Aatu great concern. In those stories, men like Celthric were outlaws, drunkards, and occasionally - truly monstrous. They might be rough and jovial drinkers with friends, but truly wicked with their enemies, bordering on the barbaric. Although Aatu does not believe Celthric will harm him, because of the potential of kinship (and the kin-killer is well and truly accursed) he does believe that Celthric is unpredictable, and his violent ways must be directed ever towards the enemy. He wishes to learn more about Celthric's people, and see what similarities there are between him and his mother's folk.

Aatu would monitor Celthric under the guise of following him, and perhaps try to persuade him towards using his talents in a way that better the Argents and his own cause. He would be interested to spar with him, only if to learn his people's way of fighting and determine the similarities between him and mythical warriors from his mother's tales.


Vaniela Gungni

Vaniela is a soldier, and Aatu understands soldiers. He finds that understanding comforting - but will likely not attempt friendship with Vaniela. Soldiers, in general, do not particularly care for Aatu's perceived weaknesses and deliberation over action. That said, he will likely treasure her as a comrade, given her general reliability, and strong adherence to military tradition. Of all of the Argent folk, other than perhaps Sam, Vaniela seems to be the person that Aatu can trust the most. That does not mean, however, that Aatu will ever remove his mask of calm.

Vaniela, reliable and stalwart, is a welcome comrade on the field of battle, and Aatu will do what he can to earn her respect. Although soldiers have perceived him as weak willed and bereft of assertiveness in the past, Aatu may feel inclined to correct this assessment. Aatu views himself as an equal with other military-men, and does not believe his nobility grants him any rank above them. However, the common soldier often resents him for his noble heritage nonetheless, and for this reason, Aatu would likely attempt to keep it hidden from Vaniela as long as possible.

Sir Ungard Strathmoor, "Ungard the Undying"

Aatu's probable feelings on Sir Ungard can be summed up very easily. All it requires is one word; dread. Depsite Aatu's kniship with Karmia, Ungard's Rewriton abilities are most akin to his own. Ungard has clearly indulged his abilities, and used them for a long time - long enough to cause Aatu anxiety that in due time, Aatu will become like him. He will no doubt pick up ont he toll the magic has taken on Ungard's mind, and Aatu fears that he will succumb to the same fate.

Aatu, despite this, feels a strong moral obligation to keep Ungard alive, through whatever means possible. Similar to his views on Briaes, he believes Ungard to be a berserkir, and because of this - of the same tradition as his mother's folk. Not only that, the knight's Rewriton capabilities are similar to his own - making the man not only kin in tradition, but kin in magic. Kinslaying is accursed, even in the vaguest of terms, and so Aatu would defend Ungard to the death. He understands that Ungard will likely never acknowledge this strange loyalty.

Lydlos Morder

Lydios will likely irritate Aatu, to the point that he wonders why she is part of the Argent at all. Given her loner nature, he wonders why she does not fight the corruption on her own, rather than band with people whom she clearly has no interest or obligation to. Her apparent lack of moral scruples and her chosen profession do not inspire trust. Aatu may find her abrasive and condescending attitude to be too similiar to Airidian's own personality, and will attempt to avoid the two of them, if possible.

Aatu would not attack her outright, but he bears no love for the woman. If she finds herself in peril, Aatu would not be inclined to help her in any shape or form. Her chosen profession, which he views as cowardly and uninspired, does not merit even the rite of a duel. Then again, his Blood Rewriton is very unrpedictable, and should she make an attempt on his person, he would not no doubt be inspired towards a great act of violence.

Viktor La Croix

Although he knows little of the secretive man, Viktor will likely strike Aatu as broken. Like Theo, Aatu may suspect that soemthing occured in his past that has made him the vengeful man he is today. Aatu may even respect that. Afterall, in his mother's culture, if a loved one is lost, there is an obligation to seek vengeance and puts things right. But - this is not the same thing as seeking revenge. There is a difference in revenge and in fulfilling an obligation to your loved ones. He worries that Viktor cannot tell the difference between the two of them, and that his vengeance is the only thing driving him. He sees him as a man who needs new
 
That's the cliffhanger. A new life? A new face? A new cart? Find out next week, on First Impressions!
 
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-- new direction. I was typing this at a party :p
I hope not, I mean, he seems a bit crazy.. But his taste in music wasn't that shit, I assumed.
 
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