Still Accepting Characters! The world from which you came has stagnated. Albedo, as the land is called, is populated by humans, but much unlike their cousins on Earth, they exhibit an impressive focus on the well-being of their lands and people. As a result, technology and medicine have bounded forward greatly, leaving little time for war or exploration. Pain and death from disease are almost unheard of. While skirmishes still break out, war on a large scale has gone all but extinct. Albedo is the scientific utopia that Earth might never be. Seemingly perfect as your world may be, it exists under a shadow. With progress speeding up and the quality of human lives plateauing, Albedo faces the threat of extinction. While a shortage in food has started to become a bit of a problem, even for the comparatively small population, the biggest problem comes from above. Albedo's small second moon, Jasne, has been slowly descending ever since a mysterious incident occurred nearly sixty years ago. A widespread group of eight strangers all went missing at exactly the same time, without a trace, and no links could be made between them to track their location. To make matters worse, the eight were never seen or heard from again. Besides the fact that this event seemed to have an effect on Jasne, the whole debacle hasn't mattered to you at all. Until now. As you wake in a grassy plain, you begin to suspect that you are no longer in Albedo. In fact, the bright sky above bears markings you have never seen, and there's much more grass spreading before you than you have ever seen in a single area. Perhaps this is where those individuals ended up so long ago in that freak disappearance. Or, maybe, this is just another fluke. This world, split into two continents, Voglynd and Bellerophon, is one of magic. The technology that has become commonplace in Albedo is absent here. In its stead, besides spells and swords, also exist a surprising number of "artefacts", as the locals call them. Alongside these devices and structures flows a mysterious substance, called "ancestral ore" or simply "ore" by those who come across it, and they only really know that it powers some of the artefacts. Whether these artefacts be magic or advanced technology, there is no doubt in anyone's mind that they are powerful, and perhaps you can use them to get home, or even to stop the impending cataclysm that awaits you in Albedo. -------------------- Coming from Albedo, your characters will have experienced a life in a scientific utopia, where technology exists to satisfy almost every need. This is in stark contrast to Voglynd, where you end up, which is a world just coming into its own. As for the RP itself, it will be primarily mission-based, but there will be sandbox elements to it as well. The rules will be very straightforward: Respect the other people in this RP. This is mostly common sense stuff, meaning don't break the rules of Iwaku, don't be an ass to the other players in the game, and don't godmod, powergame, or metagame. It's fine to disagree with each other, but do so in a way that doesn't make you out to be an antagonizing whiner, and your comments will much likely be better received. Good spelling and grammar will make life much easier for all of us. The posting speed of this RP will hopefully work on a weekly basis, so you can expect a GM post every week once it gets started. If you will not be able to make it on a certain week because you will be busy or out of town, or something similar, just let me know. It's better than just vanishing for a good couple turns of gameplay. This RP will use dice (d100) in order to generate successes and failures of certain actions. I will always give you the results of the roll in the OOC, so if I forget to do that, you can feel free to ask me for them. If you have any questions about how the dice will work, you can also ask that. Character death is a possibility in this RP. If your character gets into a bad situation and ends up dead, you will be able to create another. Depending on where we are in the plot, we will be able to decide if it makes more sense for that PC to be from Albedo or one of the two continents. Posts should be a few paragraphs in length. One-liners will not be tolerated. Writers block happens, but try to keep your posts full of quality content rather than trying to fluff it up for length. This isn't much of a rule, but more of a suggestion. Be vocal with your hopes for the plot. As the GM, I want to know what you're thinking, because that can definitely influence where we go in the future. With that aside, let me give you some more information about the world to browse through as well as the CS: Tab [tab=CS] Factions Characters Locales Worlds History Story In this strange new world, several factions exist that might guide your way and inform your decisions as you begin to discover more about Voglynd and Bellerophon. The more you come to discover about each of these groups, the more clues you might gain to help you return home. Or, perhaps, they will convince you to stay in this realm and help them in their causes rather than to go back to a world that is all but doomed. Alderken: A massive organization comprised of arcanists, the Alderken have several goals, including the study and understanding of magic, production of potions, and the analysis of the artefacts. They are concerned mostly with knowledge and understanding rather than raising a magical army. However, many among their ranks are powerful and effective in combat. For the moment, the travelers have found lodging with them, but who knows exactly how long this will last. The Alderken are mistrustful of technology and would prefer to eliminate it from the continents, as they see it as a threat to magic. Cyracic Guards: A close-knit group of knights who were formed nearly fifty years ago by the famed swordsman, Cyras, and now lead by his daughter Vysena. They have a hard-earned reputation as some of the most impressive fighters in Voglynd and they are still known as a force to be reckoned with when it comes to eliminating groups of bandits. In recent years, since Vysena took over, she has focused on changing their image to be more available for people who need assistance and cannot afford the rates and often cutthroat betrayals that come along with sellswords. The Cyracic Guard has no stake in the artefact crisis, and in fact, Vysena's blade is thought to be an artefact itself that provides its wielder with invulnerability in battle. Modus: Headed by the influential visionary Seighart Ross, Modus is a new organization that is focused on discovering artefacts and utilizing them, with the ultimate goal of getting in contact with the ancestors who they believe had a hand in creating the mysterious objects. Utilizers of guns and ranged weaponry, being mechanists at their cores, the Modus are unpredictable and many of them hold odd beliefs that make them interesting opponents in battle. The Modus believe that ingesting or even living near ancestral ore can give them powers. It has yet to be proven conclusively, but their faith in resurrecting the old gods and drawing back the ancestors will not be shaken. Whisperblades: While the Whisperblades are not the only organized band of bandits in either Voglynd or Bellerophon, they are without a doubt the most famous. Poisonings, robberies, and assassinations have all been attributed to them, and common folk live in fear of them. The group is incredibly wealthy from the loot they have stolen from all over the map and their treasures include artefacts, meaning that they and the Modus often cross paths. PCs (12/15) Oliver "Bone Crusher" Veneer | Specialist/Soldier | Ascendant Aithne Glenvale | Mechanist/Savant | Ascendant Casea "Nova" Kalborn | Arcanist/Evoker | Hellis Roul | Mechanist/Sniper | Hellis Baldyr Keaton | Arcanist/Enchanter | Kiita Payton Arisov | Specialist/Scout | Kiita Atana Medona | Mechanist/Scavenger | Jorick Calira Jorros | Specialist/Tactician | Jorick Allereun "Al" Aruivantes | Specialist/Scout | ERode Margo Mya Marelle | Arcanist/Conjurer | Grif Christian Erhardt | Specialist/Soldier | cider Quinn Barristan | Mechanist/Sniper | Limeypanda NPCs Felix (Move your mouse to the spoiler area to reveal the content) Felix is a longstanding and high-ranking member of the Alderken, well-respected by his peers, but he notably doesn't spend much time in the field. He is a conjurer, and his domain is flowers. He'd argue that it is much more broad, moving into all of plantlife, but he excels with flowers and herbs, making him invaluable for potions makers. He is an incredibly well organized, if sometimes frantic, arcanist, and many of the day to day operations of the Alderken would simply fall to pieces if not for his presence. On an average day, Felix spends most of his time tied to a desk or providing rare plants for the brewers. He was the one who found the mysterious group of "travelers" from Albedo and he hopes to put them to good use within the Alderken as they become acclimated to their new surroundings. Kindly but effecient, he likes to see himself as a counselor and mentor rather than a dictator, but he will not settle for people slacking off on their deadlines. It means more work piled on his already excessive workload. Generally speaking, Felix feels the same way about the artefacts as the rest of the Alderken. He wishes to study them to determine whether or not they are magical. If they are in fact some sort of technology from their long-dead ancestors, he doesn't think they will be of much use to this world. While he welcomes the travelers, he is wary of tech users and fears that tech might overtake Voglynd. Vysena (Move your mouse to the spoiler area to reveal the content) Vysena is the leader of the Cyracic Guard, and a very skilled knight. Her unique blade, the jagged and ebony-black Girahl, is well-known and feared by bandits. Under her guidance, the Cyracic Guard, which was her father's brainchild, began to reach out to help towns and cities in smaller matters, rather than taking a reserved approach to the plights of those around them. Vysena believes in being more than just an intimidating presence to scare bandits and prefers to turn her knights into men and women who are not too prideful to intercede in areas where they are really needed. Not much is known about this woman besides what she chooses to divulge. It is impossible to hide her parentage, so long as she continues to openly display Girahl, and those who know of her father Cyras begin to expect great things of his daughter. Vysena is one of six children of the legendary warrior and coming from such a large family, she tends to treat everyone who chooses to follow her like they are her own kin. As such, she expects the best from them, but will sacrifice just about everything for them should they fall on hard times. She has practiced long and hard to master the art of impartiality, trying not to treat her captains any differently than her cadets, but she is not all that succesful at the cold and calculated approach. Vysena has a lot left to learn about being in command of a group of knights that have grown used and loyal to her father. Mathiel (Move your mouse to the spoiler area to reveal the content) Something of a prodigy, Mathiel was a favorite and practically became part of Cyras' family. He was soon promoted to captain of a small squad just before the old man died. Upon reaching leadership, the mostly quiet young man revealed his true nature, and he turned out to be quite a prankster. His jocularity proved divisive, as some of the younger and more carefree members of the guard preferred his style and supported his antics, while the more traditional among them wanted to strip him of his title. However, no one could doubt his talent with his dual blades, and many of the complaints lodged against him began to sink into the shadows as he continued to prove his worth in battle. As he begins to win more respect in the higher ranks, he realizes he has to walk a line. While he doesn't want to revert to the quiet and unquestioningly obedient character he used to play in front of Cyras, he knows it might be necessary if he wants to avoid inciting Vysena's ire. However, he enjoys setting traps and tricks for his superior officer whenever he knows it won't affect his standing with her, and he jokes around with whatever squad he is assigned to bring out for patrols. Being as big a fan of laughter as he is, he is one of Vysena's strongest supporters as she tries to make Voglynd a better place for villagers and city folk alike, and he tries to keep people on her side as she moves the Guard away from being known as aloof bandit killers. Seighart (Move your mouse to the spoiler area to reveal the content) Hailing from Bellerophon and being fascinated with artefacts from a young age, Seighart is the charismatic and enterpresing leader of the group that calls itself Modus. He personally believes that the artefacts are left behind by their technologically advanced forebearers, and that activating them and utilizing them will cause the world to resemble what it once was. In his mind, the ancestors created a world that far surpasses their own in terms of peace and comfort. For Seighart, the ancestors would also bring about the retun of the old gods, which people have all but forgotten about, even in Bellerophon, which is the more religious of the two continents. Once a renowned hunter, Seighart is now all but completely known as a fantatical cult leader of sorts, although he completely resents this demarcation. The way he sees it, he is simply the one who understands the secrets of the otherwise unexplained artefacts, and he wants to bring the entire population into the new age. Those who choose to follow him are simply those who share similar hopes for the world. Rumors circulate that he has drank ancestral ore in hopes of gaining some sort of greaterr insight into his quest. Seighart is one of a few gun users across the whole continent, as gunpowder is incredibly rare and only the wealthy can afford it. Seighart, back when he was a hunter, managed to win the hand of a noblewoman by means of his skills. The two of them wed and had a baby girl, but as he went out for what would soon become his last great hunt, a disease ravaged their manor and killed nearly all of the hired help within, and also his family. It is a common belief that Seighart wishes to call back the ancestors in hopes that they can bring his loved ones back to life. Runeo (Move your mouse to the spoiler area to reveal the content) Heralded as "The Bandit King", Runeo is the shadowy leader of the Whisperblades. He is feared as widely as he is revered, and the Whisperblades are by far the most succesful and deadly organized bandit outfit in either land. He is known for his take no prisoners approach to business, as he calls it, and he has several artefacts in his possesion, though no one is entirely sure what they do. While many have run across Whisperblade agents, most people have never seen Runeo's face and even fewer know his actual name. This map will be updated with locations, landmarks, and the like once places are discovered in Voglynd and Bellerophon. For current reference, Voglynd is the landmass on the right and Bellerophon is located on the left. Currently a WIP, which will feature information both about Albedo and the two continents, Voglynd and Bellerophon. Anything that you want right away, you can request and I will include it here promptly. This will be updated with the story so far once the IC goes up, in case of people wanting to join later, or if someone just wants to see what's transpired so far in one convenient place. As always, feel free to ask questions in order to get a better feel for the world. Comments and concerns are welcome and thanks for stopping by to check out the idea.