D
Drifter
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Original poster
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:
With that aside, let me give you some more information about the world to browse through as well as the CS:
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.
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.
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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:
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Name:
Age:
Sex:
Appearance: (If using an image, please include a brief text description as well to better inform things that may not be immediately apparent from the picture, or things that deviate)
Class: (See the section below: Arcanist, Mechanist, Specialist)
Subclass: (One of the three options under the three Classes)
Bio: (Make sure to include some history and personality here. You can put them all together under this bio section or separate them, if you prefer)
Skills: (You will be creating five customs for your character. Try to keep in line with the class and subclass you chose, but feel free to be creative. Worst case scenario, I just tell you to tweak it a bit. Each one will be subject to GM approval. Remember, these skills will develop as your character progresses, so try to keep them reasonable at first.)
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Classes and Subclasses
Arcanist
Even though you come from a place without magic, you have an untapped potential for the arcane arts. Upon arriving in Voglynd, you discovered a talent for one of the three areas of magic, and the longer you stay in this place, the more your magic will develop.
- Evoker: Your power is over destructive magic, employed mainly in combat situations. Concussive blasts and elemental manipulation are common fields, but even transformation falls into this domain.
- Conjurer: Summoning such diverse things as animals, plants, items, shields, golems, and the like, conjurers tend to fight and protect using external devices.
- Enchanter: Enchanters work with illusions, manipulation, and imbuing objects and people with energy. Generally speaking, enchanters tend to deal with the metaphysical.
Mechanist
In Albedo, you were gifted with the technology at hand, whether it be weapons or gadgets that you invented. You may have come to Voglynd with some equipment or machinery, or you have a natural talent with the artefacts found spread across these continents.
- Sniper: Being skilled with handling combat weapons developed in Albedo, you tend to be good with guns and explosives. The tech from your world comes naturally to you, especially in the heat of battle.
- Savant: You were experienced with tech and machinery back home, but the artefacts that dot the landscape here tend to reveal their secrets to you easily.
- Scavenger: As a tinkerer, you are best at cobbling together equipment from whatever scrap you find lying around. Your weapons and devices, while not standard, are reflections of your own ingenuity and hold up well against commercial products.
Specialist
Your talents rested neither with tech nor do they seem to make you sentive to the magic found in Voglynd. Instead, you were always more gifted physically or mentally. Whether you are faster, stronger, or smarter than most others, these skills still make you valuable in this strange new place.
- Soldier: Head and shoulders above others, physically, you are quite deadly with more old-fashioned weapons and feats of brute strength. Fit and focused, you are well-geared for survival and combat.
- Scout: Not quite as traditionally trained as soldiers, scouts tend to be hunters, thiefs, and those who rely more on agility and craftiness than pure force. Scouts are usually quick and quiet when the need arises, and hard to stop when they finally make a move.
- Tactician: Relying mostly on your mind, tacticians hatch plans to keep people alive and have more than enough skill to back up their own operations. Tacticians are usually well-versed in a particular field, and that doesn't always have to be combat.
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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.
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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.
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.
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