Resurgence (OOC)

Discussion in 'ROLEPLAY GRAVEYARD' started by J_"Kraken", Jan 13, 2016.

Thread Status:
Not open for further replies.
  1. Got a question? Suggestion? Bring them up here!

    Other than that - this'll act as the OOC thread and where you'll post your characters.


    Near two centuries ago, a constellation fell from the heavens and Man lost Order.
    From the Fall returned Chaos, the primordial being quelled for so long by the Three.
    Faith, Death, Mana they were known in the tongue of mortals.
    Faith drew power from the prayers of Man and shared it among his siblings.
    Death safeguarded the spirits of passed souls, ensuring none that would do Man harm escaped.
    Mana gave structure to the realm of Essence, the realm of the supernatural power that dwells in all of Man.
    Then came the Fall, and Man was left alone.
    But Chaos would always be there.

    The Fall

    Two hundred and twenty three years previous, by official records, an event known simply known as the Fall came about. Though many critics of the old world claim it was not brought about by the will of the Three, the beings of existence that bound separate natures of humanity (faith, the afterlife, and the power known as Essence), there are few explanations more widely accepted than the one religious texts written after the event provide. While faith has, for the majority, left the world, even a stylized approach to the Fall has proven to be better than none at all.

    According to surviving religious texts, and those written after the fact, the three deities that battled against the primordial Chaos were named for their respective domains: Faith, Death, and Mana. In creating the world, each vested a portion of himself into that pocket of creation so that life might flourish. So it was that the power of belief was vested in humanity by Faith, the spirits of the dead halted from leaving the immaterial by Death, and control of Essence supported by Mana. It would be the realm of Essence that would prove to be the undoing of the Three, for they were as flawed as any mortal men.

    In greed, Faith, whose task it was to divide the power granted by man's prayers among his siblings, denied his brother Mana a large portion of his power and used the excess prayer to take the power over Essence for himself. Though, as he soon learned, the realm where reality warped and bent on a whim was not an easy facet of reality to control. With Mana's power drained past the point of no return, Faith could no longer default to his brother to control the fibers of what men called magic. After drawing forth all power for himself from mankind and leaving the realms of Death undefended, Faith found that he alone could not control the universe and the Fall came.

    Though the records do not explain what caused the Fall in the heavens, historical accounts begin to explain what the theological cannot. A mammoth heavenly body, believed to be the constellation that represented the Essence, struck the surface of the earth and set a host of disasters upon its people. Seas dried up, dust clouds ruined harvests, and magic had lost all forms of control. No longer could humans reliability pull from the Essence to stall the doom before them. While none can say what exactly spared humanity, all agree that luck played a great part in this unforeseen salvation.

    In the aftermath of the Fall, the civilized world (if it so ranked the term) was left in utter ruin. Spirits plagued the surviving humans, the world remained covered in ash and debris, and nearly all knowledge had been lost. Caught in the midst of this chaos, the best among mortal warriors sacrificed themselves in the hopes that their spirits could safeguard the world. With the largest threat quelled, humanity could move onward to what it is today: a broken species reminiscent of a time of glory.

    The World After the Fall

    In the two centuries since, the world has regained a resemblance of order. The ruins of cities long gone have been rebuilt to portions of their former glory, the dried seas have returned to other locations, and even magic has been reestablished, if perhaps less powerful. No more do men believe in gods, but rather in the accomplishments of their fellow man. Though with the rebuilding of some of society's finer traits, those lacking in such refinement have also returned: war, corruption, jealousy, and greed to name a few. With their intents no longer focused on merely surviving, humanity has also looked to more than their fellows' accomplishments: they seek their power as well.

    The Essence; Magic

    About a generation past, a group of to-be magi attempted to utilize the Essence in a different way. Rather than summon materials and power from the immaterial, they merely changed what already existed: don't create the fire, use the fire from the torch or fireplace. With this change, however, came limitations to the accessibility and power of magic. Without the use of the Essence to fill in the 'gaps' of weaving spells, the understanding of nature required to utilize magic grew. Now, magic is only as powerful as its user's understanding of that element; healing magic would be possible with the discovery of the cell, for example.

    With that said, magic's power goes beyond mere destruction. Farmers will learn the lore of Earth to improve their fields, or perhaps learn the ways of Wind to call upon the rain. Blacksmiths will utilize Earth and Fire to strengthen their crafts. Fishermen will use Water to lure out their prized catches. In short, the more intuitive and cunning the user is, the more uses magic will present to him.

    True 'battlemagi' are few and far between, for often the necessary components serve more as a liability than a true aid. Massive torches, containers of water, and the like are necessary for a magi to properly turn his power to raw destructive force. These magi are at the peak of their ability, able to control elements far more efficiently than their peers, but are often wholly dedicated to their chosen lore. That is not to say normal magi are incapable of turning their gift to destruction, but few can call upon such power as those few dedicated to the art of war.​


    The ways of old have been, for the most part, lost with humanity set from early gunpowder and medicines to swords, bows, and the like. True scientific understanding of nature is utterly lacking with few alters of knowledge left to the world. The only remnants of old society reside in jealously guarded collections picked up by the modern nobility and in the towers of Essence, each dedicated to a separate lore (fire, earth, wind/air/heavens, water, and nature). Whatever blackpowder weapons or other heirlooms have escaped unscathed from the Fall have been likewise taken and used sparingly, with few smiths skilled enough in the Essence or their craft to keep such equipment in shape.

    For the most part, I've tried to keep the surrounding setting blank of detail so that you can have a part in creating the look and feel of the world. Feel free as part of your posts, character backstories, or details to create content that isn't explicitly stated here - if you do take this option, do slide it by here or via PM.


    Rules and Expectations, General Setting, Characters

    Rules and Expectations:
    1. For now, I'm limiting characters to two per player. This may increase (or decrease) as people come and go, but two will be the starting number. In taking a second (third, fourth, fifth, etc.) character, understand that you are still responsible for propelling the story with that character: please don't take more than you can handle!

    2. No godmoding; pretty simple here, just remember that this applies to situations outside of combat as well. Just because your character isn't swinging a sword, hurling fireballs, or shooting arrows doesn't mean they aren't subject to consequences for their actions.

    3. Be able to post at least once a week with the necessary amount of content necessary to propel the story a good amount. All 'action-heavy posts' (dialogue, combat, other tense or short-actions) should be done collaboratively to avoid a series of eight or nine posts covering what one can - if you don't want to use something like Google Docs or Iwaku's PMing system, there is for easy collaborative writing. If you can't make the deadline, please give forward notice!

    4. All character sheets are subject to my discretion, but I will always tell you what (if anything) doesn't work - my goal isn't to deny you on a whim, and I'll be glad to help out with whatever I can.

    5. Be active! I believe the plot lies as much (if not more) in the hands of the players as it does the GM. Always feel free to give input and put up some ideas for the plot.

    6. Right now, I'm taking five players total. This, too, may change. After initially showing interest, you have three days to either post a character or extend the deadline or your spot will be lost (should that be an issue).

    As a final note, this RP's plot won't really be set in stone before we get characters laid out. It's better to have characters influence the plot, not have the plot force people's hand when making a character.

    General Setting:

    You all come from, reside in, or have recently moved to the town of Broybrook. It is a fairly isolated community on the Vinionian house's eastern fringes and is built upon the edge of a basin, which in older times was known as the Red Sea where the constellation was said to have struck. Now, the basin left is more of a desolate canyon with mountains outlying its edges. Broybrook itself is situated in a serene river valley that formed from redirected waters from the northern ocean. Save for a densely populated town center, wherein the bulk of its two hundred residents call home, Broybrook sprawls into a series of farms, orchards, and forests.

    To the opposite side of the square lies the basin, which extends well out of sight and vanishes into the horizon. Few dare go further than the edge of the closest walls just to claim it can be done. Rumors of strange beasts, remnants of the raw magical energy that struck the world, lurking the basin spread like wildfire every few weeks and no one seems willing enough to prove them false.

    About a two day's ride from Broybrook lies the closest city, Leriathel, which was rebuilt from the ruins of a city whose name has been lost to the annals of history. The way to the city is perilous, with several terrors of man haunting the solemn road through the mountains and into the foothills and few save hardened woodsmen or warriors make the journey frequently. Not far north from Leriathial lies the border between Vinionian and Forlionian lands, two houses locked in a silent war of politics and assassinations, not that any of those momentous events affect Broybrook much, but disquiet and unrest for those with a spirit for adventure often settles in not too long after realizing the town's insignificance.

    When creating a character, remember where they are. If they came here in later years, make sure you have a reason why!




    Written required, picture optional; link sources for images.


    Y/N; remember that you'll have to have received training from somewhere and Broybrook is not the best place for anything beyond basic spellcasting.
    Lore: Fire, Water, Earth, Air/Wind/Heavens, Nature

    GENERAL 'CLASS': Describe their general skillset; can be anything from a warrior to a farmer, just be sure that some skill they possess is valuable to an adventuring party.

  2. Hi.

    I am here.

    NAME: Shanta Royse

    SEX: F

    AGE: 27

    APPEARANCE: Shanta is a short woman, her stature leaving her head level with the shoulders of most other people, lower on a particularly tall person. She additionally has a light body weight and a small, but graciously curved, frame. Her hair, of a dark shade between brown and black, is cut to her shoulders, usually tied back. Upturned eyes of a deep green shade are just below a side swept fringe. Her face reminds one of a child, with soft features and a coy, lopsided smile, with the exception of her sharp, narrow nose. Her dark skin is usually covered completely--not for modesty, but usually, for her profession.

    OCCUPATION: Part time baker, full time thief

    MAGI: Y
    Lore: Fire, air

    GENERAL 'CLASS': Apart from being a thief for hire, Shanta is a skilled baker. Her craft mostly serves as a cover for her true profession, though she makes her living from both occupations. She is not much of a fighter, but instead employs great skill with stealth and movement; she has some talent with a knife, worst comes to worst.
    #2 Rainjay, Jan 13, 2016
    Last edited: Jan 13, 2016
    • Like Like x 2
  3. Here are my three characters so far. I'll add and take away as time goes on to accommodate players' needs. The goal with these characters is to get everyone involved, so if you have a suggest, feel free to bring it up!

    NAME: Nimlebrie Lowell

    SEX: F

    AGE: 29

    APPEARANCE: Nimlebrie, 'Nim', is a tall and slender figure with pale skin, dark brown hair tied in a series of braids that ends at the small of her back, and icy blue eyes. She is the epitome of grace and poise, her every movement seemingly refined and rehearsed. Her frame is frail and bony, leading to her hands ending in spindly fingers and granting the illusion that she is taller than she actually is. Ink of various hues and colors line her arms, each strand denoting her level of mastery of each individual lore of magic.

    MAGI: Y
    Lore: Air, Water, Earth

    GENERAL 'CLASS': Nim, having been born sickly as is often the case with long-lasting noble families, was ill-suited to any work beyond household tasks. However, having been born the fifth of six children and no possessing no reasonable chance at inheriting her father's title, her freedoms were greatly expanded and from the time the girl could speak, she was trained in the ways of the magi from a hedge wizard who claimed the child had great potential. Her father, being one for suspicion, accepted the man's offer and she began her journey on the magi's path. Almost three decades later, she is a skilled spellweaver-for-hire.

    NAME: Barnabas "Willow" Stewart

    SEX: M

    AGE: 24

    APPEARANCE: Barnabas is a large, almost ungainly, barrel-chested mass of muscle. His face is defined by a sharp, rectangular chin and several scars line his cheeks and forehead. Broad shoulders give way to burly arms and stout, short-fingered hands. His black hair is kept trimmed and all that grows on his face is equally treated. Beady brown eyes sit beneath a harsh uni-brow and one of his ears has been badly mauled, leaving scraps of flesh where it once might have been.

    MAGI: Y
    Lore: Earth

    GENERAL 'CLASS': Barnabas, from youth, was trained under a well-known warrior of an unaffiliated house far in the west. When his mentor died of consumption, leaving the boy without a means of completing his instruction, he sought training under the Towers, specifically Earth. Though rejected for advanced training in the lore (he was too old), Barnabas was assigned to guard a trained magi as is the tradition of the Towers as to remind all of what power lurks behind each and every one of their pupils. Skilled in sword, spear, and shield, the man makes a potent foe on the defensive, though he is quite inept at taking initiative.

    NAME: Giliam Harper

    SEX: M

    AGE: 32

    APPEARANCE: Gilliam Harper stands a shade taller than most men with broad shoulders, sun-stained skin, and a series of scars lining his arms and legs varying in width and length. Curling hair, more a nondescript shade of washed-out brown than anything else, falls to his shoulders above a proud brow and sharp brown eyes. His brow extends into a hooked nose that evens back out into thin lips and a pointed chin. More often than not, Gilliam's face is lined with a sprawl of stubble.

    OCCUPATION: Barkeep

    MAGI: Y
    Lore: Air, Water

    GENERAL 'CLASS': Gilliam, beyond the ability to brew ale, is a skilled woodsman. Every three days, he will leave the inn in the care of another member of his staff and head into the woods south of Broybrook. Though by no means a ghost in the woods, he is a skilled enough hunter and his meager skill with the lore of Wind allows him to hit marginally more often than the average human.

    #3 J_"Kraken", Jan 14, 2016
    Last edited: Jan 15, 2016
    • You Get a Cookie You Get a Cookie x 1
  4. Name: Oliver Burkhart

    Sex: Male

    Age: 13

    Appearance: Oliver is a young buck with a mop of brown hair and light brown eyes. He stands roughly five feet tall and weighs a little over a hundred pounds soaking wet. Usually wears a cheesy smile on his face. Clad in fairly decent cloth, as his family was very successful in Calledona, Oliver loves to wear shorts and free-flowing jackets when playing outside because he is under the impression that the billowy look they give him when using wind magic makes him look cool. He wears a gray and silver scabbard on his back that hold his staff—a very strong, durable, and hand-carved weapon given to him by his father when he started learning magic.


    ^^(Only less fancy, because, medieval.)^^

    Occupation: Apprentice (Aspiring Battlemagi, if you asked him.)

    Magi: Earth/Nature, Wind

    General Class: Oliver learned basic and semi-advanced magical abilities related to earth, nature, and wind to a lesser extent. His main focus is nature, earth secondary. He grew up in a medium-sized community called Calledona, which is famous for its vast farmland, delicious crops, fragrant orchards, plump livestock, and friendly outdoor marketplace. Nearly everyone that grows up in Calledona attends its small but dedicated magic school, where they learn how to utilize earth, nature, and wind magic to varying degrees in order to better maintain the land and the plants they grow from it. The success of the town is due in large part to the success of the school.

    Recently, however, that success has started to stagnate, and the cause of this sudden misfortune is unknown. The plants aren’t thriving as they should be, the livestock are growing ill, and trade has all but disappeared because of this, and the increase of attacks along the trade route by wild animals. Fearing for his wife and son’s safety, Oliver’s father sent them to Broybrook with a caravan of other families seeking temporary refuge. He’s only been in the city for a few weeks, but he’s already managed to attach himself to a local magi bodyguard in the hopes of learning more advanced Earth magic.


    Name: Livian Burkhart

    Sex: Female

    Age: 38

    Appearance: A slightly taller than average woman with a slim figure and an ample amount of lean muscle from toiling on the farm and orchards and tending to livestock. Her hands have faint calluses on them, and she has a warm tan skin tone from long hours in the sun, but otherwise, her complexion is fairly smooth. She may have a few pre-mature wrinkles from constantly worrying about Oliver though. Livian has hazel eyes and a long, semi-wavy mane of auburn hair that is usually kept in a loose braid, with a few locks loose to frame her face. Aside from the usual earth-toned blouse and pants or dress, she wears a homemade band woven from multicolored twine that looks like vines and flowers wrapping around her left forearm. Attached to this band is a small woven butterfly with gemstones for spots in the wings.

    Occupation: Herbalist

    Magi: Nature, Wind, Earth

    General Class: Livian was the fifth generation of her family to grow up in Calledona. As was common practice amongst the Llewellyns, the men concentrated more on earth magic, while the women were familiarized with nature and wind. When Livian was growing up, her strong, intuitive connection to nature allowed her to get through her magic lessons with relative ease, and her wind practice followed swiftly behind. She and her sisters were known for their ability to influence favorable weather conditions for planting, growing, and harvesting crops, as well as occasionally nipping a rainy day in the bud on festival days. Perhaps because of her connection to the earth and nature, Livian has always hated being cooped indoors for long, and sometimes uses her magical talents to tempt creatures out of hiding long enough to sketch or paint them and commit them to memory. Since her and Oliver’s recent move to Broybrook, Livian has purchased a small shop with a large backyard, where she has planted an impressive garden. She cares for these plants well, even managing to grow some of them out of season thanks to a little magical nudge, and uses this variety of flora and fauna to create medicines and other compounds.
    #4 A Clockwork Tangerine, Jan 15, 2016
    Last edited: Jan 17, 2016
    • Like Like x 1
  5. NAME: Lara Kruvo

    SEX: Female

    AGE: 23

    APPEARANCE: Lara is a fairly tall girl peaking at a height of 1,76 meters. She has long, black hair which reaches to her hips. She always has a big, pink rose ornament in her hair. Her eyes have a dark brown color and over her left eye she wears an eyepatch. She wears a fairly revealing outfit which shows her scars a lot. She also carries the blade of a scythe attached to a chain

    OCCUPATION: Merchant and blacksmith

    MAGI: Wind

    GENERAL 'CLASS': Lara brings a lot of help to her adventure group. She is skilled with basically any weapon, has a lot of maps of the world.
    #5 LoliNinja, Jan 17, 2016
    Last edited by a moderator: Jan 18, 2016
    • Like Like x 1
  6. @LoliNinja

    There are some problems.
    How is her hair dyed blue?

    While this is fine, I don't see how she was born with red eyes. It's not possible within the human genome, and there's no magic that could produce that. Aforementioned "magic is based off knowledge of the physical world" - pigmentation, skin or otherwise, is not a field of human research.

    Think of guns almost like magic items - no player starts with them. You either need to find them, loot them, or go out of your way to find someone who has a vague understanding of how to make them. Even the nobility rarely have them, and will never fire them for fear of ruining them if they don't have the proper specialists to keep it in top shape.

    Last point here - that's a tad too much skill at the age of 24. Even assuming she had access to a trainer that could teach her the basics of every weapon, allowing that some groups of weapons are fairly similar (transition from sword to longsword to claymore is fairly easy, for example), by 24 she could be a blacksmith or a warrior; the time needed to be good at both isn't there.
  7. Okay I edited it
    • Thank Thank x 1
  8. So she's apprved now??
  9. Yes.
  10. Alright cool
  11. Just waiting for 1-2 more people!
  12. Hey, I'm joining this and making a charrie right now.
    • Like Like x 1
  13. NAME: Bozidar "Bo" Hephaistos

    SEX: Male

    AGE: 41

    APPEARANCE: Bozidar is rarely ever seen out of his clothing, only due to the amount of scars on his body. Underneath his clothing are several marks. They stem from his eyebrows all the way down to his thighs. His only saving grace from the marks is how they blend in with his dark brown skin. Bozidar has one good brown eye, the other has been cut through and is colored white, it is still functional, but not as clear cut as his other eye. He stands with a slight arch in his back and at a height of 5'7''. Due to a lack of eumelanin, his hair has been completely white since birth. The back of his straight hair extends to his neck, while the front hangs over his bad eye touching the top of the scarf that covers his mouth.

    Bozidar's attire consists of a hooded leather trench coat using sheep's wool to keep the person warm. Underneath this he wears a cotton sweater with leather body armor. The armor hangs over one shoulder leaving the other exposed and only covers the pectorals. A necklace with the tooth of the animal that attacked him is, of course, worn around his neck. He wears a scarf around his nose and mouth, a pair of goggles hides his eyes. His pants are a thicker woven cotton and iron knee pads are strapped over them. Leather boots that extend halfway up his shin are worn on his feet and are made bearable by the long socks he wears. All of these items were made for him and dyed a shade of brown by a dyer and farmer using naturally grown supplies.

    OCCUPATION: Hunter and Herder

    MAGI: Yes. Bozidar has an extremely basic level of spellcasting. Children can accomplish greater feats than him. He is able to light torches using nearby fire or toss that fire nearby. He is only able to handle a torch sized flame.
    Lore: Fire

    GENERAL 'CLASS': Assassin

    Bozidar is an exceptional hunter, the many scars he has all over his body are a tribute to the time he was attacked after making fatal mistakes during hunts. He knows the "(yes)s" and "(no)s" when it comes to tracking and is experienced in staff fighting. He wields a steel cane, seven feet in length and with a large curved hook, big enough to yank a man's head. In terms of strength he is average and despite his scarred body is in tip-top shape (not counting his impaired eye). He is, however extremely quick and light on his feet so that he can catch his prey. He is practiced in running long distance and can run miles in minutes if his armor is taken off.

    To make it easier;
    • Snaring & Tracking
    • Running & Acrobatics
    • Experienced Hunter
    • Staff Fighting/Spear Fighting
    • Extremely Limited Fire Magi
    • Stealth
    • Experience From Age/Wise
    • Animal Taming & Herding
    #14 ShiroKiyoshi, Jan 24, 2016
    Last edited: Jan 27, 2016
    • Like Like x 1
  14. So when is your plan to put the IC up?
  15. I owe one reply to another RP, which I'll get up today, so it'll be up today, tomorrow, or Tuesday. If the weather gods still favor me, I'll get tomorrow off, and it'll be up for sure tomorrow.
  16. Alright, thanks.
  17. Wasn't planning on this, but I am out of school tomorrow, so a reply will up tonight/tomorrow.
    • Like Like x 1
Thread Status:
Not open for further replies.