- Invitation Status
- Look for groups
- Posting Speed
- 1-3 posts per day
- Writing Levels
- Advanced
- Adaptable
- Preferred Character Gender
- Male
- Genres
- Horror, fantasy, sci-fi.
It is the beginning of history.
Imperus, eldest of Great House Djuka, has crushed Their rebellious daughters and brought an end to the War of Three Dragons.
But with the other tyrants eliminated, what will be the fate of Imeria under the conquering king? The other Great Houses await the distribution of lands and holdings, the determination of whether the mortal peoples will be kept under divine yoke or freed to make their own destiny.
There is much rebuilding to be done, for the war has scarred the land perhaps for centuries to come; the devastation of terrible sorcerous weapons, populations decimated, monsters bred for war loose in the world.
You are the surviving Scions of Great House Hulbrad, the House of Apocalypse. Your family home has been destroyed, leaving the Lake of Ink behind. Your parents swore to Djuka Hecate during the war, and now Imperus has called you along with the other Houses to negotiate the peace. You are a house of scholars and mystics, the divine blood of Hulbrad gifting you subtle magics of the mind. A house of spies and intrigants who once had eyes in every city and town.
What will you do now, o devas of the Dark One?
=================================
A game of intrigue, nation-building, immortal feuds and superhuman romances. Seeking five players to guide House Hulbrad into an uncertain future in a world of Magi, monsters, and larger-than-life heroes.
Roles:
Warmaster: @FuzzMonster
Lorekeeper: @Delling
Administrator:
Spymaster: @Silvertongued
Architect: @PixelWitch
Black Sheep:
Each Hulbrad has a number of Expression; physical or near-physical manifestations of their heritage. Thematically these are tied to concepts like dreams, ethereality, shadow, foresight, Autumn, and knowledge. All Expressions are obvious in some way, such as additional eyes or hair that drifts as if underwater.
Characters Go Here: CHARACTER INDEX Heavy Is The Crown Characters
ADDITIONAL INFO Heavy Is The Crown - State of the World
Imperus, eldest of Great House Djuka, has crushed Their rebellious daughters and brought an end to the War of Three Dragons.
But with the other tyrants eliminated, what will be the fate of Imeria under the conquering king? The other Great Houses await the distribution of lands and holdings, the determination of whether the mortal peoples will be kept under divine yoke or freed to make their own destiny.
There is much rebuilding to be done, for the war has scarred the land perhaps for centuries to come; the devastation of terrible sorcerous weapons, populations decimated, monsters bred for war loose in the world.
You are the surviving Scions of Great House Hulbrad, the House of Apocalypse. Your family home has been destroyed, leaving the Lake of Ink behind. Your parents swore to Djuka Hecate during the war, and now Imperus has called you along with the other Houses to negotiate the peace. You are a house of scholars and mystics, the divine blood of Hulbrad gifting you subtle magics of the mind. A house of spies and intrigants who once had eyes in every city and town.
What will you do now, o devas of the Dark One?
=================================
A game of intrigue, nation-building, immortal feuds and superhuman romances. Seeking five players to guide House Hulbrad into an uncertain future in a world of Magi, monsters, and larger-than-life heroes.
Roles:
Warmaster: @FuzzMonster
Lorekeeper: @Delling
Administrator:
Spymaster: @Silvertongued
Architect: @PixelWitch
Black Sheep:
Each Hulbrad has a number of Expression; physical or near-physical manifestations of their heritage. Thematically these are tied to concepts like dreams, ethereality, shadow, foresight, Autumn, and knowledge. All Expressions are obvious in some way, such as additional eyes or hair that drifts as if underwater.
House Hulbrad
House Virtue: Patience
House Failing: Sloth
Hulbradim are the spies and scholars, which gives them some distinct flaws and benefits. On the one hand, collectively they probably know everything worth knowing. On the other, they keep secrets from each other and often do not inform each other of plots or fail to share critical knowledge. This can lead to Gambit Pileups and Hulbrad scrambling to hide their involvement. Any Hulbrad taking the reigns of the family, therefore, is probably best served by treating fellow Hulbradim as assets to be activated as necessary. On the other hand, knowing what everyone else is up to, and commanding the very best spies and assassins outside Imperus' own personal guard, is a huge benefit.
Expressions of Divine Power
Feet don't touch the ground, eyes seem like black holes, bends and stretches unnaturally, warps surrounding environment, shadow acts independently.
Powers:
Hallucination – Inflict Hallucinations on enemies, 5 Essence per internal penalty applied
Telekinesis – Manipulate objects with your mind with an effective Strength equal to your Resonance. 2 Essence per use/per turn to maintain. 5 to strike a telekinetic blow.
Telepathy – Read minds or communicate with them by rolling Intuition + Resonance against the target's Willpower; spend 5 Essence per die to convert them to successes
Teleportation – 5 Feet per Resonance, any direction, no line of sight. 5 Essence per Resonance increment traveled
House Virtue: Patience
House Failing: Sloth
Hulbradim are the spies and scholars, which gives them some distinct flaws and benefits. On the one hand, collectively they probably know everything worth knowing. On the other, they keep secrets from each other and often do not inform each other of plots or fail to share critical knowledge. This can lead to Gambit Pileups and Hulbrad scrambling to hide their involvement. Any Hulbrad taking the reigns of the family, therefore, is probably best served by treating fellow Hulbradim as assets to be activated as necessary. On the other hand, knowing what everyone else is up to, and commanding the very best spies and assassins outside Imperus' own personal guard, is a huge benefit.
Expressions of Divine Power
Feet don't touch the ground, eyes seem like black holes, bends and stretches unnaturally, warps surrounding environment, shadow acts independently.
Powers:
Hallucination – Inflict Hallucinations on enemies, 5 Essence per internal penalty applied
Telekinesis – Manipulate objects with your mind with an effective Strength equal to your Resonance. 2 Essence per use/per turn to maintain. 5 to strike a telekinetic blow.
Telepathy – Read minds or communicate with them by rolling Intuition + Resonance against the target's Willpower; spend 5 Essence per die to convert them to successes
Teleportation – 5 Feet per Resonance, any direction, no line of sight. 5 Essence per Resonance increment traveled
Characters Go Here: CHARACTER INDEX Heavy Is The Crown Characters
ADDITIONAL INFO Heavy Is The Crown - State of the World
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