B
BrattyCommissar
Guest
Original poster
From the hushed whispers between lovers, to the profane utterances of the wicked, to the evangelizing cries of the impassioned, to the first gasping breath of a child, we all owe our breath to Aura, Our First Lady of Breath. From the Mountain of the Firmament, where the Monolith Spear stretches into the vault of breath, all wind flows. When Aura sighs, all life grows.
The pilgrimage to pay due respect to Aura is long, perilous. In times immemorial the voyage held less danger. Righteousness defended the steps of the path, and sinner and priest alike could walk safe. But the world is not as it was. The dark waters of the mire rise, and kingdoms have sunken beneath their constant swelling. The southern hills have become the southern marshes, and the roads are dangerous where not sunken entirely.
The pilgrimage is not for everyone; is it for you?
Yet in these dark times, the pilgrimage holds more importance than ever. Danger has made the journey harrowing, yes, but cleansing. Absolution sits for all at the peak of the mountain, where the Monolith Spear stands erect. Those who survive the journey and return home are pure, wise, respected, and mighty indeed for their journey, if they survive.
The pilgrimage is not for everyone; is it for you?
You're not really someone special. You live a plain life, one that would not be recorded in any tome. Your work is simple, and the most interesting thing about you are the grand stories you have heard. You're not a mighty warrior. You're not a fabled mage. You're not an important noble. But you're not nobody. You're a person, and you have potential. Unexplored potential.
The pilgrimage is not for everyone; is it for you?
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The pilgrimage to pay due respect to Aura is long, perilous. In times immemorial the voyage held less danger. Righteousness defended the steps of the path, and sinner and priest alike could walk safe. But the world is not as it was. The dark waters of the mire rise, and kingdoms have sunken beneath their constant swelling. The southern hills have become the southern marshes, and the roads are dangerous where not sunken entirely.
The pilgrimage is not for everyone; is it for you?
Yet in these dark times, the pilgrimage holds more importance than ever. Danger has made the journey harrowing, yes, but cleansing. Absolution sits for all at the peak of the mountain, where the Monolith Spear stands erect. Those who survive the journey and return home are pure, wise, respected, and mighty indeed for their journey, if they survive.
The pilgrimage is not for everyone; is it for you?
You're not really someone special. You live a plain life, one that would not be recorded in any tome. Your work is simple, and the most interesting thing about you are the grand stories you have heard. You're not a mighty warrior. You're not a fabled mage. You're not an important noble. But you're not nobody. You're a person, and you have potential. Unexplored potential.
The pilgrimage is not for everyone; is it for you?
Walk with us, we still have far to go.-
After you fill out a character sheet, if you are accepted, you will be given two 'traits', a 'flaw', some starting equipment options, and a title. The title won't hold any In Character significance, think of it more as a playful way to refer to your character's class. You are allowed to bring other minor details that I do not include in the stuff I give you. If I give you options or a generic, feel free to specify it as appropriate for your character. You are free to include memento items as well, the equipment you get will be mostly utility items.
If you have a cool or funny trait name or title or flaw name that's appropriate, feel free to use it as a placeholder. It'll likely be used.
[b]Name:[/b] (Your name.)
[b]Age:[/b] (Your age.)
[b]Sex:[/b] (Your physical sex)
[b]Appearance:[/b] (Your appearance. Picture, text, some combination, whatever.)
[b]Motivation:[/b] (Either Religion, Reputation, Revelation, Redemption; explain more of the specifics of your choice)
[b]Origins:[/b] (Talk a bit about their youth, where they lived, how they lived. Remember, be a bit more low key and mundane.)
[b]Triumph:[/b] (What moment in their life was their greatest accomplishment? Getting that fletcher's apprenticeship? Acceptance as a squire? Drinking a keg without vomiting? Organizing a great harvest?)
[b]Tragedy:[/b] (What hardship in your character's life has had the most effect on them? Something they failed to do, or someone failed them, or maybe a death. But, uh, be reasonable.)
[b]Title:[/b] Entitled
[b]Traits:[/b]
[List][*]Trait Name: Description
[*]Trait Name: Description[/List]
[b]Flaws:[/b]
[List][*]Flaw Name: Description[/List]
[b]Equipment:[/b]
[List][*]Item: Description
[*]Item: Description[/List]
[b]Signature:[/b] (Put your username here to acknowledge that your character will have to deal with the consequences of their actions. If they piss off a group, the group will try to come after them. If they do something dangerous and get injured, they may die. Placing your name here means you preemptively agree that I, the GM, have final say on if your character dies or something. Don't worry, I don't intend on killing your characters or anything. I'd rather they succeed and tell a cool dramatic story of their journey! But... I mean if it happens, it happens. ) -
The mechanics of Journey to the Spear are going to be pretty simple, and come in two main types. Investigation and Traits... and flaws, but they suck.
- Investigation mingles with your traits but it's still its own thing. This is not just awareness, whether you notice something when it happens, but rather for each round you can take a closer look at things, ask questions, and learn more about your surroundings. You can share that information, or not. However, investigating takes up time, and the more you do it, the less well your character will do with physical actions.
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Traits come in two types, and represent how your character interacts with the world differently than others on a level that I can implement mechanically. The two types are your character's physical aptitude, and mental aptitude.
Physical traits will give them bonuses to performing physical actions, things that you can write on your own, really. You write what they try to do, then based on things, you get an outcome. Physical traits also cover skills, such as cooking, fletching, and the like.
Mental traits will help the player more than the character, giving them more information about things that are going on from noticing things better, noticing them faster, to even hints about things to help you out. - Also there are flaws. Flaws are like traits, except instead of helping you, they hurt you. They can be a disability, a maiming, a character flaw, a phobia, or something else entirely. Overcoming flaws is super cool; write it well and you may be rewarded.
This tab will also hold traits that are given, and give them more information, or clarify things if there were any questions about how they work. -
This tab will include information on the world, its inhabitants, locations, beliefs, and etc. It will update to keep track of what you have learned, so it'll be a reference document for you. Y'know, so you don't have to worry about doing that yourself or misunderstanding something as you transcribe it to your notes. These will be kept rather brief, don't want to drown you in reading.
A land known for its sailors, traders, and at one time its rolling hills. With the rise of the mire, it has become the marshes that it is known as now. Its population has been dwindling, as if life there is winding down. Many have moved to other places further from the dark waters.
While large expanses have been flooded, the hilly region still has plenty of land of more comfortable condition; the hilltops of old still hold fields for farming and grazing, and masonry keeps the water at bay in other areas as well so that even lower lands may remain dry.Said to be holy ground to Aura, the place where her winds transcend the celestial vault and arrive in the mortal world. It is located far north of the Southern Marshes. A grand temple has been built there as well, on consecrated ground. It is the final destination of the pilgrimage.An ancient goddess, Aura is the source of breath, wind, and air. She is worshipped by the peoples of the southern lands in particular for their reliance on her winds for their way of life.
Sudden gentle breezes are said to be good omens, being her comforting presence. Sudden chilling breezes that send shivers are said to be bad omens, her trying to warn you of something.A long journey to the distant Monolith Spear, usually undertaken for religious reasons. Others sometimes claim they took it to get redemption, or revelation. Others claim that the real reason some take it is for reputation, the least honourable reason.
The Pilgrimage takes the pilgrims to a variety of locations, the specifics not really known to the public. A guide is necessary to go from point to point properly. - Got a question about something? Ask! Through the thread if I pick up questions that would be nice answered right in the front, I'll copy them and their answers here.
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These characters are both living and (presumably) active.
- None… yet. Let's change that!
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These characters are living, but are for one reason or another no longer active. They are kept here in case they become active again before death.
- None... yet. Let's keep it that way.
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These characters are dead. Sucks to be them.
- None... yet. Will you be the first?
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These characters are both living and (presumably) active.
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