ᛡ W I T C H H U N T ᛡ [ OOC ]

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  1. [​IMG]W I T C H ᛡ H U N T
    ‘You are blood and to blood you shall return.’
    • W E L ᛡ C O M E
      Welcome to the world of Donegal! Donegal is an island of rich history, complicated magic, demons, angels, and complex politics. In Donegal, your character will have the opportunity to change their fate, by gathering allies, helping others, and getting revenge. Survival will be your character's first priority, but tests of morality, quick thinking, and political savviness will no doubt come into play.

      You begin with absolutely nothing, being led in cold-iron chains to their final destination; the Fortress of Lacus Arce in the center of Lodain. There, you will be tried by a panel of All-Speakers - religious leaders - and no doubt found guilty of heresy. You must escape - whether you were falsely accused, or you are actually as wicked as your accusers made you out to be.. And when you do, all of Donegal is open to you. However, as a fugitive from the Faith - you will be hunted. Be careful! Donegal is a dangerous place, and you will face brigands and outlaws, cultists and mages, and crazed witch hunters alike. WITCH HUNT is a game of high stakes, dark themes, and grey morality.

    • W I T C H ᛡ H U N T
      Ten years ago, the Lodainic Imperatrix Regina Deorum converted to the Church of All, and issued a demand that the people of Lodain - and indeed, all of Donegal - find guidance in the one true religion. Since her conversion, many have adopted the Church of All - including her daughter. Her daughter, the newly crowned Imperatrix, Laurentia II, came into a world where her religion was growing in strength, but her empire was not. Lodain was suffering. All of Donegal was enduring famine and plague - Lodain was no exception. Worse yet, the southern half of the Empire, Dornach, Gaul, and Airmyn had rebelled and overthrown Lodainic control. Laurentia was mocked in the streets, and the Church was mocked along with her. Tempers were rising all around her It became clear that she could not turn a blind eye to the chaos erupting throughout Donegal, and the overwhelming possibility of a religious civil war.

      But before there is war, there is always chaos. There were vigilantes, taking the matters of the faith into their own hand. But their effort resulted in the destruction of ancient holy sights, the burning of heretics, and the torture of those who consult with spirits of the Duinnoban - primarily, mages. But there were also the Church's official advocate - the All-Swords that stalked the faithful and unfaithful regions of the world, with a dogged desire to rid the world of any that oppose the Church of All. And there were the mages, of course. The mages, who the Church's tenets demonized, claiming that they were responsible for the demons that now stalked the earth. The widespread panic caused far more violence than the demons ever could. Something had to be done. The Church needed to show that it was a beacon of strength, and that only through its law, could there be peace in Donegal.

      And it is already too late for you. You and a small group of others are victims. Victims of plague, famine, war and circumstance. Ally or enemy of the Church, you have been accused of heresy, and your village has been burned, to cauterize the infection you have brought. Perhaps, you have been falsely accused. Perhaps you were a good person. Then again, perhaps not. No matter who you were before, you now find yourself marching in chains across the rocky hills of Moravia, soon to cross the border into Lodain. Once you arrive there, you will be tried, found guilty, and executed by the All-Speakers. Maybe this frightens you. Maybe you have resigned yourself to this. Or maybe, just maybe you can escape... and take your revenge upon your accusers. The pyres of Lodain have blackened the sky. The witch hunt has begun...

    • T H E ᛡ A C C U S E D
      Ide Mag Shamhradháin / F / Gaul / Mage (Pact)
      Lillian Fairview / F / Lodain / Noble
      Halivon Zeeman / M / Tir-Caredyr / Architect
      Lloyl Ether Remane / M / Lodain / Mage (Spirit)
      Ronan Khinganme / M / Lodain / Mage (Spirit)
      Gaheris Wolfe Leighton / M / Igris - Lochan / Resistance Leader
      Talulla Ni Eoin / F / Igris / Herb Witch
      Jasper Ferrutius / M / Tir-Caredyr / Guardsman
      Cadoc Ulfgeir / M / Gaul / Hired Lout
      Eppenos Gae Bulg / M / Gaul / Druid Mage (Spirit - Blood)

    • T H E ᛡ S K E L E T O N

      Name: (Your character's full name.)
      Age: (Self explanatory.)
      Gender: (Whatever you like. In most regions of Donegal, Men and Women are largely equal. The most notable exception is Lodain, which is a matriarchy.)
      Ethnicity: (Lodain, Myrr, Gaul, Igrisian, Sea Person, Lochan, Islander.)
      Religion: (Church of All, Druidic, Namer, Spirit-Worship -- Or none.)
      Home Region: (Eireen Island, Lodain, Igris, Airmyn, Gaul, Perth, Brigant, Dornach, Moravia, Tir-Caredyr, Eboyr, or Eir-Vaygyr.)
      Known Languages: (Lodainic, Boreus Lodainic, Igrish, Perthic, and/or Gaulian. All players know the Gods' Good Common.)
      Appearance: (Picture or description, please. Or both, if there are additional details in your character that are not represented by the image you have chosen. Please keep with the ethnicities and people types previously established and mentioned.)
      Personality: (Just a brief summary.)
      Class: (Mage, Seeker, Recreants Druid, All-Father, Brewer, Innkeeper, etc.)
      ----- Type: (If a Mage or Recreant)
      ----- True Names Known: (If a Mage. Please limit to 1-3 to start. You will have the opportunity to learn more!)
      Skills: (These can be mundane skills like brewing or cooking, as well as potent magic or special combat training.)
      Weaknesses: ( Fears, failures, and anything your character doesn't excel at. These can be as severe as missing limbs, or as minor as an allergy to peas.)
      History: (A background of your character, including their accusation, and subsequent capture.)

    [​IMG] T H E ᛡ R E L I G I O N
    ‘I shall behold Heaven, but Heaven is not near. ’
    • T H E ᛡ C O N F L I C T
      The central conflict of Witch Hunt is the relationship between the New Faith - the Church of All - and the Old Faiths - Druids, and Namers. the Although the situation has been tense since the Church of All's founding, it was only after the Lodainic Imperatrix Regina Deorum converted to the Church of All that the cofnlict started in earnest. Regina Deorum issued a demand that the people of Lodain - and indeed, all of Donegal - find guidance in the one true religion: The Worship of the Gods that are Many. Since her conversion, many have adopted the Church of All - including the current Imperatrix, Laurentia II. However, there is still opposition to the Church of All within Donegal. The mages in particular have taken a stance against the Church, as much of the Church's tenets demonize all forms of magic, from the widely accepted Pact Magic to the more infamous Spirit and Blood Magic. The Church of All's conflict with the traditional religions is not simply religious, but also political, regional, and cultural, and many have been caught in its wake...

    • A L L ᛡ F A I T H
      The Church of All focuses on worship of the Gods Who Are Many- primordial spirits that have fused into one being. The Gods do not have a name, and are praised for their swarm like influence over the world. The Chruch of All was founded by the Seer - a Myrrish man from Tir Caredyr who was wracked with visions of ten Gods of All, and composed his visions into a many chaptered Holy Book, divided into (so far) 6 books. The Book is called the Book of Voices, referring to the many Voices that spoke to Malachi in his dreams.
      The Church of All is headed by an All-Voice, the son of Malachi, who refused to take a name, saying that he was merely a conduit for the Gods will, and that he spoke the language of the Gods. Beneath the All-Voice in the hierarchy are the All-Speakers, who serve as missionaries, after learning the Book of Voices by heart. The lay brothers and sisters of the church- the All-Brothers/Sisters- are beneath them. All-Brothers/Sisters who are put in charge of a specific chapel dedicated to the Church of All are commonly referred to as All-Fathers/Mothers, and enjoy a higher station that the All-Brothers and Sisters, and are generally the eldest and most experienced members of their chapel.
      The Church of All is expanding rapidly, explaining that the current chaos in the world is because the Gods of All are angry with Donegal. If everyone worshipped The All - the famine and plague would end.That said, even within the Faith there are whispers that specific All-Speakers and All-Fathers / Mothers are corrupt - in the same way that people don't trust specific politicians, but still believe in democracy. Nobody questions the All-Voice, however, believing him to be above petty human sin and temptation.

      Distinguished from the general Church ranks are the militant branch - The All-Swords - the emotional branch - The All-Disciples - and the logical branch - The All-Seekers.

    • T H E ᛡ N A M E R S
      The Enemy is the Church of All's name for the loose coalition of worshippers who adhere to their beliefs- but instead of adhering to the belief that the Gods of All have the interests of making at heart, they believe that Bel, and the other so-called "prime evils" represent the primal powers of humanity. They believe that although these aspects of mankind are not pretty, they are something that all of mankind experiences, and this provides a universal experience that ultimately unifies mankind as a whole. They believe that it is important to act on feelings- positive or negative, in order to move past the emotions, or even use then to further a greater good. The Namers represent all of the so-called sins, as they all lead to physical, mental, or emotional gratification.
      The Namers pride themselves on the individuality of their membership. Central is the idea that an individual must enforce their own meaning on life and rise above the perceived conformity of the masses, and the Gatherings encourage strong-self esteem- believing that pride is what allows man to do great things. Thus, the prime evils are a balancing force to The Namers, and without the so-called sins, there would be no progress. The Namers suggest that they should instead internalize their gods and, therefore, worship themselves; hence the maxim, "I am my own god". Unlike the strict structure of the Church of All, The Namers are not well organized. They tend to form small, tightly knit cults (they call them Gatherings) headed by a priest or a priestess referred to as The Named One. The leader of these Gatherings is always a Mage- magic is respected as the truest form of freedom and is seen as Bel's gift to mankind, since he was the one who brought True Names back into the world. Blood magic is praised highly because unlike the other two forms of magic, that involve being a conduit for the power of a spirit, the Namers believe that the spirit is powered from the blood of the caster, making the caster a source of magic. Education is encouraged as well, but they believe that a member must take it into their own hands. The Gatherings have some aspect of meritocracy- but the Named One is the leader above all else.
      The Church of All is expanding rapidly, explaining that the current chaos in the world is because the Gods of All are angry with Donegal. If everyone worshipped The All - the famine and plague would end.That said, even within the Faith there are whispers that specific All-Speakers and All-Fathers / Mothers are corrupt - in the same way that people don't trust specific politicians, but still believe in democracy. Nobody questions the All-Voice, however, believing him to be above petty human sin and temptation.

    • T H E ᛡ D R U I D S

      The Druids stands on the outsides of both the Chuch of All, and the Namers. This ancient religion is primarily practiced in Gaul, Southern Igris, and Dornach. Although it shares many characteristics with the basic spirit-worship found throughout Donegal, there is one key difference; druids believe that all other spirits are inferior to the King and Queen of the Duinnoban; Ciarán of the Horns and his wife, Mara the Mother.
      Ciarán is always shown with either horns or antlers upon his head in the great rock carvings that litter Gaul, Igris and Dornarch, and he is associated with nature, wilderness, sexuality, hunting and the life cycle. He is in command of one of the two forces that govern all other spirits, and indeed, the entire world; time. He is a dual spirit with his wife, Mara, a fertility goddess who presides over planting and harvesting. She is also commonly associated with bodies of water, as opposed to her husbands forests. She is in charge of fate, according to the Druids, and determines "how the waters will hit the rocks."
      The prevalence of caves and underground rivers within regions where Druidism was prominent led the Gaul's to believe that they were paths that had been carved by Ciarán to serve as a way for his wife to reach him from the sea, and that all rivers, lakes, and inland bodies of water came from the caves that he had constructed for her. Gauls call this network of caves "The Dark Road" or "The Old Road", and use it a way of ensuring that their dead reach their Gods - they scatter the ashes of their dead in the underground waterway, where it will hopefully drift off to reach its maker.

    [​IMG] T H E ᛡ C H A N G E
    ‘Ní mar a shíltear a bhítear.’
    • T H E ᛡ R I T U A L
      Little is known about the Change that is used largely by the Church of All. it is an alchemical ritual with no true magic behind it, and it both psychological and physical in what is done to the subject. No matter the type, all Changed People, when they enter the Duinnoban to dream, can see the region with perfect clarity, and see Spirits for what they really are. Thus, they are ignored by Spirits utterly and are not subject to their influence. For this reason, none of them can perform any kind of magic. Both rituals were performed unofficially prior to the institution of the Church of All, without the religious overtones. These men and women are referred to as "Recreants", and All-Swords hunt them above all else, although there is great desire to bring them into the fold of the Church. There are two types of Change; The Change of Preservation, and The Change of Domination. The Change of Preservation is performed on Seekers of Ecclesiastes and The Change of Domination is the ritual preformed on all All-Swords.

    • A L L ᛡ S E E K E R S
      Also known as the Seekers of Ecclesiastes, the All-Seekers are the scribes and researchers of the Church of All. Many high lords and high ladies had Seekers at their sides, to act as advisors. They commonly work with All-Swords to combat threats to the Church of All. The All-Swords dealt with the demons and sinners alike, but Seekers provided the information needed to confront them. They were minds behind All-Sword muscle, and the two had sort of a sense of kinship between the two of them, the only ones in modern society who had been Changed. All-Seekers often act as advisors, and travel more than even the All-Swords.
      The Change of Preservation is performed on Seekers of Ecclesiastes. The major components involve an extensive reworking of the body, where the potential Changed patient is drained of all of their blood, and it is replaced with a thick, black fluid crafted from dog's blood, ginger, henbane, yarrow, and other ingredients that are known only to the Pain-Tasters - who perform the ritual within the city of Abutetur Vulnerum in Northern Lodain. The transfusion takes place over the course of a month, and usually is performed upon six to twelve individuals at the time. Roughly a third survive the Change of Preservation.The results are not uniform, but some characteristics that are always the same include the change in blood and eye colour. The eyes are always darkened, sometimes with the entire iris being black, and the blood is similarly darkened. The natural pink places on the skin become grey or ashy. Their metabolism slows down to a crawl and their life-span extends unnaturally. Although it has not been documented well, it is supposed that a Changed person could live far more than a 100 years, but as the ritual only came into common practice within the past 10 years, its unknown what the results could be.
      However, some Recreants who have undergone the Change of Preservation have reportedly lived into their early 200s. Possible side effects of the Change of Preservation are generally related to the build up of fluids within the Seeker's body, due to poor circulation and a bad metabolic rate. There is often a change in facial features, including the thickening of the lips, tongue, and nostrils, as well as enlarged internal organs. Many Seeker's experience hair-loss, and many of them shave their heads in response to clumps of their hair falling out. They frequently have nose-bleeds.
    • A L L ᛡ S W O R D S
      All-Swords exist in order to enforce the will of the Church, through force. They are usually orphans who were given to the church. and they have all undergone the Change, a mystery to even those within the church. The Change universally turned their eyes orange, and gave them skills necessary for hunting heretics and demons alike. There are currently five of them, one of each of the regions completely converted to the Church of All (Tir-Caredyr, Eboryr, Brigant, Eir-Vaygyr, and Lodain.) All of them are gifted at languages, and represent their nation with exceptional patriotism. They only answer to the All-Voice himself, and do not have to follow the usual rules and stipulations of the church.
      They are led by a Changed warrior named Salathiel, who reportedly is the only man in the world who has done battle with one of the Prime Evils. He is also called Salathiel the Wielder. Every Wielder had been named Salathiel; they gave up their name when the became the Wielder, taking the name of the first Wielder.. It was said that they had all wielded the sword of an angel; who had come down to the world of men to bestow this sword upon the first Wielder, Salathiel, in the Year 1.He deals with the day to day affairs of the All-Swords and provides guidance morally, spiritually, and often physically through their Change. 

      The Change of Domination is the ritual preformed on all All-Swords. The major components consist of bloodletting and indoctrination, as the memories of the All-Sword's life prior to their position within the church are wiped away, as well as memories of their family. Their faces are scarred by the Pain-Tasters. They are given some strange herbs and potions to eat and drink for the space of a year while subject to indoctrination and heavy religious education from the Church of All. It is known to be a very painful ritual..
      The results are not uniform, but some characteristics that are always the same include the change in eyecolour - all All-Swords have orange eyes. Their eyes are also primed for night vision, as a thin, mirror-like structure at the back of their eye helps reflect light that was not already absorbed by the eye back into the eye a second time. When lights are shown on the All-Swords in dim light, their eyes will reflect the light so brightly that it looks like they are glowing. As well, their metabolism speeds up, and their sex-drive also increases. Perhaps as a result of their hyper-metabolism, those who undergo the Change of Domination have a greatly shortened life-span, only 40-50 years long. Although they do not show their age for most of their lives, the last five years of a Changed person's life involve their age rapidly catching up with them, leaving them decrepit and frail.Other possible effects are heightened senses, particularly the sense of smell, changes in hair color (usually a lightening), and resistance to the elements and harsh weather. Provided that they can keep up with the demands of their metabolisms, many Changed people find themselves no longer tiring, while still requiring sleep. Some side effects from a bad reaction to the Change are a permanent catabolic state, or the opposite, an anaerobic imbalance, with all of the side effects that entails.
      All-Swords take a new Surname when they take their vows. It is dependent on their region. Tir-Caredyry All-Swords take the name Jacob, Eboryr take Isiah, Brigant take the name Sarah, Eir-Vaygyr take Rebecca, and Lodainic All-Swords take the name Ezekiel. All-Swords have some residual memories of their childhoods, but they are confused with the memories of the legendary character who they have taken their surnames from. Their personalities are intact as well, but they have been largely indoctrinated to be loyal to the Church -- no matter the cost of human life. They will do anything to protect hte church's interests, but that can manifest in very different ways. They're a bit like pointing a bomb at an archery target - they tend to inflict collateral damage. Also, every 7 years, they enact a grim policy called "The Cleansing". Nobody knows what this is for - but it leaves behind hollowed-out corpses and burning villages...There is only one All-Sword per region, and they often wear masks
      All All-Swords were buried - if there were remains to bury - within the crypt in Tir Caredyr's grand temple - tombs that were specially carved and designed for each of them. Construction of the tomb began when they were appointed, and ended when they died. . No All-Sword had ever died of old age, not a single one. There were always boys and girls training to be All-Swords, boys and girls who would replace them when their time was finally up.

    • T H E ᛡ P A I N
      Most Pain Tasters simply sold their trade on the streets of Tir Caredyr - they had a talent for inflicting utter unbearable pain upon a person, but a pain that was not lethal, and holy above all things. It was the pain of the Gods Who Are Many that the Pain Tasters gave, and a pain that would render even the most twisted of individuals pure. Though most saw the Pain-Taster's as nothing but leeches trying to make a profit from the church - they were an integral part of the church's structure and always filled the coffers. More importantly; Pain-Tasters perform the Change on All-Swords and All-Seekers. It is unknown how most Recreants came into being, and most do not survive long enough to say; but some whisper that every single Pain-Tasters used to be heathens -- and some still are.
      They wear a black ironwood mask , but painted with white ; making it resemble a skull.

    #1 Sir Basil, Jul 30, 2016
    Last edited: Aug 8, 2016
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  2. [​IMG]T R U E ᛡ N A M E S
    ‘I know your name, Wielder’
    • T H E ᛡ M A G I C
      All magic is conducted through the Duinnoban. This is the land of spirits and dreams. The Duinnoban is the place between places, the thing that kept the world of Men safe from demons and isolated from angels as well, the buffer zone between all worlds. And mortal Men went there when they slept, and could see only the flicker and fading of dreams that would shape the world to come - but when they awoke, even those flickers were lost. Supposedly, the Enemy made deals with the demons to peer through the veil, to channel the powers and see the true nature of things. It was dangerous, though, and it was easy for the Duinnoban to send creatures and spirits to possess the dreamers, if the dreamers make themselves available.

      The Duinnoban, as the physical region where people go during sleep, manifests as a seemingly endless battlefield, although the battle had long ended. Sometimes, aspects of the waking world - such as a familiar tree or ruin - can be seen through the orange haze and the smoke, but they often fade away. To those that are Changed, the Duinnoban only appears as this battlefield, but those who are normal, Unchanged, often see the battlefield transformed into something else. Spirit-worshippers often try to interpret these images, believing that the Spirits within the Duinnoban are attempting to alert them to something that will happen in the waking world.
      Many people worship the spirits of the Duinnoban, believing that each aspect of the natural world mirrored in the Duinnoban has powerful magic that they extend to the waking world. In this belief system, they believe that all things have a soul, and a spirit - and that these spirits can be reasoned with. Every mountain, river, spring, marsh, tree and rocky outcrop is inspirited - and ever spirit has a True Name .Learning True Names is a way for the mage to control its spirit - and a way to enhance it. Without True Names, a mage can neither control their magic, and their already not particularly powerful magic is even weaker. In order to learn Names, a a mage must make a pact with a spirit , sacrifice blood, or stumble upon a a tome in the Old Roads with the recorded word. It's possible to learn them from another Mage - but mages generally don't tell others their collected True Names. The reason don't is because any mispronunciation can go terribly wrong, resulting in not just a misfired spell, but occasionally worst devastation than the spell was originally supposed to work.
      Another option is to search the Duinnoban for the true name of an object or a person, by infiltrating their dreams, or conversing with spirits. This is dangerous, because although some spirits take on guardian roles, there are others who take on more wrathful ones. If the mage happened to attract the attention of a very powerful spirit, their magic often runs away with them -- which is exactly what the Church fears. No matter which religion is speaking, all agree that no matter the role that they take, all spirits are exceptionally dangerous - but also the source of all magic. Magic falls into three categories; Spirit, Pact, and Blood.
      Magic in Donegal is Functional; it's magic that works. It can be relied upon to produce a result, though the exact strength and intention of the magic is often vague at best. What is known, however, is that Magic consists of three fundamental parts. The Spirit, The Focus, and the True Name itself. Every mage must have bound themselves to a Spirit, either through a close intra-personal bond, a binding, or blood sacrifice. The Mage does not have inherent magic; a spirit is always present in some way or another, as the spirit serves as a tether to the sources of all magic; Duinnoban. Once the spirit is attached to the Mage, it is forced to reveal its True Name to the caster - or the caster used said True Name to bind it. The Spirit may also know additional Names - but generally, they do not know many. They know the Names of specific elements, or aspects of the natural world. By speaking these Names, they call these elements or aspects into the world, out of seemingly thin air. However, magic in Donegal comes with a price. The price is not simply the spirit attached to the mage - True Names can be physically and emotionally taxing on the Mage as well.
      True Names encompass all the world, magic, and Duinnoban. Everything that ever was, and presumably everything that ever will be has a True Name. Learning a True Name is not like learning a word in another language. The Name needs to be studied and analyzed by the Mage. The Mage must feel the word as if it was there own. Often, this comes down to learning the etymology of the True Name in order to speak it. The Mage must exert their will upon the word, and make it their master. The Mage is physically commanding the Duinnoban by its Name. Although knowing the Name is one thing ; the fact of the matter is that all Magic in Donegal is a command, and thus must be said in the right tone and incantation. Even with a practiced True Name, stress or lack of self-control can result in slightly mispronounced True Names -- which can spell utter disaster.
      Most Mages use a Focus when casting. A Focus is often an herb, an object, or physical piece (hair, nail clippings) of the subject of the True Name. This is often accompanied by a particular chanting, clapping, or other rhythmic time keeping while the Name is said. Focus' are a way for the Name to either be insulated - or expanded. Chewing on an herb, for example; might pollute the body such that the True Name would not recognize it as a target; effectively a magic dead-spot. On the other hand, spilling honey in large quantities might work as a man-made ley-line, giving the magic a substance to work through. Perhaps the simplest way to think about it is that Focuses are conductive or reductive, and while some substances are universally conductive (honey) and some are universally reductive and exclusionary (worm-wood) many Names have unique levels of reactivity to different Focuses. For example; the true name of Salt might not be reactive against a Focus made of blessed water - but it could be strongly reactive to an Iron figurine. To further complicate things, many mages have personal focus objects; where their relationship tot he object causes them to work their magic. A mage who has a beloved childhood toy may use it to work magic through.
      The universal Focus is the Mage's blood. Because the Mage has been touched by the Duinnoban in some way or another, their blood carries an inherent, minor, magical-ness to it. Because the blood is part of the caster, it responds in a way favourable to the caster's intent. Unfortunately, sacrifices of blood work less and less over-time, as the caster's body becomes less of their own - and more part of the Duinnoban's every shifting sands.

    • S P I R I T ᛡ M A G I C
      Spirit Magic is a rarity amongst the magic world; a spirit mage's magical gifts are awakened when a spirit from the Duinnoban takes an interest in a child. The child is affected with unusual dreams, and during these dreams is offered a promise of power and respect by a spirit - either helpful or harmful - in exchange for some influence over the physical body of the child - melding with the child's personality.
      This is not a split personality, nor is the personality remarkably different save that the effect child, when in stressful situations, will be able to call upon magic to defend themselves, or to comfort themselves. With guidance, the child can call upon these powers at will by tapping into the feelings that the spirit they bonded with most responds to. A rarity amongst the magic world; a spirit mage's magical gifts are awakened when a spirit from the Duinnoban takes an interest in a child. The child is affected with unusual dreams, and during these dreams is offered a promise of power and respect by a spirit - either helpful or harmful - in exchange for some influence over the physical body of the child - melding with the child's personalty.Spirit mages tend to move to two extremes on a spectrum; either they wear their emotions on their sleeves, or they are very good at concealing and controlling their reactions, burying their true feelings underneath.
      Spirit Mages, in part because they are so rare, are viewed as dangerous and tempestuous - some believe that they are possessed by demons. Perhaps this is because Spirit magic without training is simply uncontrollable. Unlike pact or blood magic, where a spirit was sought out - spirit magic attaches itself to the wielder. It's said by some, that the spirit wields the mage, far more the mage wields the spirit. The spirit does not want to see its host harmed, and will attempt defend it from physical peril, and attempt to comfort it, On the other hand, it is not usually in charge of the mage's physical functions. The spirit's influence is often very weak - although its influence is stronger when the mage is a child. Even prior to the institution of the Church of All, the Lodainic empire has viewed Spirit mages as anomalies who must be watched closely in order to control them.

    • P A C T ᛡ M A G I C
      Pact Mages are more often and not, a budding scholar who has found the True Name of one of the Duinnoban's spirits. Their curiousity may have gotten the better of them, and they used the Name to call the spirit. Often times, this Name is found within ancient texts kept by the Seekers of Ecclesiastes, within the grand northern libraries. These Name stem from the ancient, primordial language that the first beings on Donegal spoke, and which all Spirits still speak. By speaking the Name, a spirit can be called, and the scholar can use the True Name to command the spirit. By commanding the spirit, the summoner can ask for the True Names of other things in the waking world ; allowing the caster dominance over them.The spirit called may not know many Names - generally, they know the Names of specific elements, or aspects of the natural world. By speaking these Names, they call these elements or aspects into the world, out of seemingly thin air. Speaking the words can be taxing upon the caster, however, and prolonged speaking of True Names and Words can result in nausea, exhaustion, and pain; most pact-mages keep their magic for dire situations only.
      Although their personalities are flexible, most pact-mages have a scholarly inclination, as that was what gave them their powers in the first place. Many are ambitious, and power-hungry for more Words, while others see the learning of Words and True Names to be a nearly sacred practice. The practice of invoking the Name is always accompanied by ritual and ceremony, with a focus on material fetishes and focusing agents to help the caster concentrate, and pronounce the name correctly. They are the most common mages, and enjoy a lack of scrutiny from the outside.

    • B L O O D ᛡ M A G I C
      Like pact mages, blood mages call a spirit from the Duinnoban. However, rather than using a True Name, blood mages spill their blood - or the blood of another - to call the spirit. Depending on what blood was spilled, different spirits can be called. Generally, if it is the blood of the caster, the spirit called will relate to pain, self-sacrifice, or masochism, whereas if it is the blood of another, unwilling subject, the spirit called will relate to murder, betrayal, or violence; depending on the circumstances. The spirit, in exchange for a steady supply of blood, from either the caster or other sources, will lend them power.Unlike spirit mages, blood mages do not permanently have a link with their spirit ally, the spirit will only lend their aid with the spilling of blood. Likewise, blood mages do not command the spirit as a pact mage does; the connection between a blood mage and their spirit is a business agreement, founded upon an exchange of goods for services. However, many blood mages masquerade as pact mages, or rarely as spirit mages, as blood mage is universally reviled, as the spirits called are usually dangerous, and more inclined towards destructive ends than the spirits bound to spirit mages. As well, the amount of blood needed to invoke the spirits' power increases with each request.
      Blood mages have varied personalities, but many tend towards two extremes; ambitious, or desperate. Some people turn to blood magic because they believe it will help them in times of great stress and extremes, wheres others turn to blood magic because they desire power, and are too impatient to learn Words, and the time that they would have been chosen by a Spirit is long past. Blood mages are rare, as many believe the risks outweigh the rewards, and the illegality of blood magic is a deterrent. The Lodainic empire punishes blood mages with death by strangulation, or hanging - if the blood mage's blood is spilled, it is believed their spirit ally will do anything to protect its investment.

    [​IMG]T H E ᛡ P E O P L E
    ‘All of Man, true and black, will kneel.’
    • T H E ᛡ L A N D
      The island of Donegal is a rocky, small island with many great fields and forests, where mankind makes a simple living. The diverse people of the world live in fear of spirits and demons from the realm of dreams, the Duinnoban, but receive comfort from them as well. They live in small towns and fortresses across the idyllic appearing landscape, and farm the rich soil. Some of them sail the bays and rivers, but no man or woman of Donegal has ever traversed the Great Sea, and what lies beyond it is a mystery - if there is anything at all. The popular consensus is that the people of Donegal are entirely alone with their northern neighbors in Eireen Island - there is nowhere else in the world, beyond their small island. There are worlds beyond their own, however - filled with demons and spirits, but in this world, they are the only humans, and they must learn to live with that.

    • C O L D ᛡ C I T E D A L S

      Civilized and imperial, Lodains are part of the fading Lodainic Empire; a matriarchal empire headed by an Imperatrix (Empress). Free-born women in Lodain, (civaes) enjoy full property, voting, and marriage rights, and are not subject to capital punishment. They have a right to trial. Free-born men in Lodain are citizens (cives), but can not inherit property unless they are the sole heir, and their mother has no surviving sisters. They can also not vote, or hold public office. Unlike their female counterparts, they are subject to capital punishment, but they do have a right to trial. Slavery is not uncommon within Lodain, and most wealthy families have at least one slave, usually of Igrisian descent. They lead lavish lives, with many great public works and structures dominating their homeland - however, the current Imperatrix, Imperatrix Laurentia II , has not engaged in much building of her own, and the overall production of luxury goods and public works has come to a screeching halt. The empire is very much in decline, and beneath the fabulous exterior, the cracks are starting to show. The capital city of the empire in Northern Lodain, Moridunum Demetarum, remains rich with culture, and Lodains enjoy a quality of life otherwise unseen in Donegal. Most Lodains, following the Great Conversion of the Lodainic Imperatrix, Regina Deorum, have also converted to the Church of All, and follow its tenets strictly. The most numerous ethnicity in Donegal. Lodains are found most numerously within the province of Lodain, but also extend through Moravia, into Northern Dornach. During the height of the Lodainic Empire, their territory consisted of Lodain, Igris, Moravia, Airmyn, Gaul, Perth, and the Northern half of Dornarch. Their current Empire consists of Moravia, Lodain, and Igris, following the unification of the Southern regions (Dornarch, Gaul, Perth, and Airmyn) against the Empire. The Empire has a tight grip on Moravia, due to their shared cultural background and homogenous population, but relations with their other colony, Igris, are much more strained. Lodains speak The Gods' Good Common, and Lodainic. They rarely to bother the languages of their colonies.

      Native to Eireen Island, where the majority of Donegal's mineral wealth can be found in the form of precious stones; particularly lapis lazuli. They are isolated, and rely upon the Lodainic Empire's major ports for a connection to the rest of Donegal. Islanders rarely leave Eireen Island since the Island is largely self-sufficient; with the people boasting a successful agrarian society in addition to their gemstone trade. Despite the bitter cold of Eireen Island, they have discovered a secret way to grow crops in freezing temperatures - most mainlanders suspect magic is involved, and actively resent their success. The Islanders have a society where there are district, legal assemblies ( Þing) where a chieftain speaks on the behalf of the people under their protection. The chieftains (sing. goði, pl. goðar) represent the strongest power on the Island. The goðar were not elected to their positions, but rather own their title. The position is most commonly inherited, but it could also be bought or sold. The office of the goði is called the goðorð. The goðorð was not delimited by strict geographical boundaries. Thus a free man could choose to support any of the goðar of his district. The supporters of the goðar are called Þingmenn ("assembly people"). In exchange for the goði protecting their interests, the Þingmann provide armed support to their goði during feuds or conflicts. The Þingmenn are also required to attend regional and national assemblies. The goðar gather once every year, at the start of spring, to settle the disputes of the Island, and convene with an Emissary from Lodain (with the title of “Pararius") about the events in the mainland. Roughly half of the Islanders have converted to The Church of All, while the other worship the spirits of the world. Prior to the great Conversion, ever goðar had a Siden (Masc.) or Sidsa (Fem.) at their side; a powerful Spirit or Blood mage that is particularly gifted at seeing the future. Now, many of the converted Islanders call for the execution or trial of the Siden and Sidsas for conversing with demons. Despite this recent turn of events, blood magic was previously seen as an acceptable art, quite different than its demonized nature in the rest of Donegal. Islanders speak Boreus Lodainic - the Northern version of the Lodain's language. There are some pronunciation differences, but the language is largely the same. A few of them speak the Gods' Good Common.

    • H I L L ᛡ D A L E
      Since the early days of the Lodainic Empire, Igris has been part of it, due to proximity more than anything else. However, they have a different sort of society than the structured and imperial Lodains. Prior to the colonization of Igris; Igrisians had many different noble families ruled by an Eril and an Erilessa, who determined the rules of their provinces and of the families beneath them. Prior to the matriarchal Lodainic empire, Igrisians had a relative state of gender equality, with female warriors and leaders prized just as much as men. Igrisians also have a degree of reverence and hero worship for the ancestors of these noble houses; all four of the ruling noble houses were founded by heroes. Most Igrisians are farmers or fishermen by trade, although Darin the White, a bard, is an important cultural figure, resulting in most Igrisians having some degree of musical talent and training. Following the Great Conversion of the Lodainic Imperatrix, Regina Deorum, the Igrisians were one of the slowest to take to the Gods Who Are Many, much like the Gauls, and it has strained their relationship with the Lodains. They have attempted many rebellions agains the Lodains, but all of them have resulted in a bloody slaughter. They actively resent their Lodainic over-lords. Igrisians speak The God's Good Common, Lodainic (usually poorly), and their native language, Igrish.
      Lochans are the native people that survive off of the large central lake within Igris. They are a unique ethnicity and bloodline that has become diluted over the decades. According to legend, the Lochans were descended from Igraine of the Spirits, a powerful mage, and a great warrior named Gaheris. Igraine had spent her life making pacts with demons, pacts that resulted in both her great beauty, and her need to enchant young men and give them up to the aforementioned spirits ; payment for eternal youth and beauty. Ser Gaheris, on the other hand, was a knight in the service of the High King of Igris, prior to the Lodain Empire, whose name had been long since lost to time, and he had been sent to find the sorceress and slay her. But when he came to her cave, nestled in the hills of Igris, he found her sick with Blight. Her spirits had turned on her, after Igraine failed to provide them with a willing sacrifice, cursing her to suffer from the Plague of Plagues; The Blight. Gaheris could not find himself able to kill her, kill this beautiful, sickly woman. But he had been warned that if he was not able to kill her, the vile King of Igris would sacrifice him to the spirits he believed in, in order to give strength to his people and protect them from the enchantment of Igraine. So he told her, famously and oft repeated; "I love you like the moon and stars, but we cannot show what is ours." And so, he returned to the King, and told him that the enchantress was dead, while all the while he was returning to her cave, nursing her through the Blight-fever. Gaheris raised her back to full health with special herbs - now called Love's Stars, in his honour - and soon, she was strong again. Her bound spirits were infuriated that this man - who loved her not through enchantment, but through true, pure love - had helped their servant out from her punishment. And so, her spirits appeared to Igraine and Gaheris in the form of a black stag with a human face - and spoke to her, telling her that she would enjoy what little time they had left - for they would bleed her youth from her. Every day, one for each soul she had taken, she would age nine years. And she had taken many souls. And when her youth was used up, Igraine would die. Gaheris cursed the stag and wept bitter tears. And so, the knight struck a deal with a demon ; for Igraine's eternal life, he would give up his own. The demon-stag agreed, and Gaheris died. Igraine lived, and every day she wept for her lady love ; and her tears eventually became Loch Deora, the largest lake in all of Donegal. She and Gaheris's children populated the lake-side and each of them carried a little magic in their blood.The Lochan bloodline has since become diluted since the days of Igraine, due to breeding with the native Igrisians and thus, mages are less and less common amongst their people. Those with magical talent uniformly have dark brown or black hair and yellow eyes. Lochan mage circles boast the largest amount of natural, Spirit mages as opposed to the other magical gatherings of the world. Most Lochan live and work with the lake, as either fishermen or lake-side farmers. Their ships are said to be the fastest in the known world, and the traditional art of ship building is passed from generation to generation. Lochans speak the Gods' Good Common, Igrish, and Lodainic (usually badly)
      The Gauls are a proud people formerly part of the Igrisian empire; they were instrumental in leading the rebellion of the Southern provinces against the Lodainic empire. Their strong faith in the druidic spirits, Ciarán of the Horns and his wife, Mara, pushed them away from the Church of All, and from Lodain as a whole. Their strong religious unity, and their unflinching support of the spirits as a formidable force led their rebellion to success, along with the resources of Perth, Dornach, and Airmyn. Although they have much in common with the Igrisian people in terms of their belief; reverence for ancestors and heroes, they differ in their nature-worship; which Igrisians do not engage in. They value freedom above everything else. Gauls operate in clans. Powerful families ruled over other families who accepted their protection from their neighbors and from monsters. A clan-chief is referred to as a "ceannard". Many of these clans claim mythological founders, or former heroes ; just as the Igrisians claim that their Erils and Erilessas are descended from heroes. A clan consisted of everybody who lives on the territory of the clan-chief, or on the territory of those who owe allegiance to this chief. The clan leader's position is not a hereditary one; when a leader arises in the clan who is not the chief, he may call out the old chief and duel him to the death. If he kills him, than he may take his place. If the chief dies through other means; his wife becomes the new chief until she too is called out. Gauls are a largely gender-indifferent society. Gauls speak The God's Good Common, Gaulian, and sometimes Igrish and Lodainic. Most Gauls are able to understand Igrish, even if they can't speak it.

    • S E A ᛡ S W A M P
      The Myrrs are native to the swamps and plains of Tir Caredyr and Eboryr. Tir Caredyr's capital city (for which the province is named) is the largest in the known world, save for the Lodainic capital of Moridunum Demetarum. The Myrrs are also the ethnicity that the Church of All originates with, from their great scribe Malachi - who serves as a great cultural hero to them. They are the most devout people in Donegal, and most of their life and livelihood is structured around the teachings of the Church of All. Their government, culture, and customs are determined by the Church of All. They are a superstitious people, who do not trust druids or spirits - preferring their church. The church's prevalence has led to wide-spread education, and most Myrrs can read and write. Myrrs take on a variety of trades, given their partially urban, partially agrarian society. Due to the Myrrs' focus on the Church of All, other races are not trusted easily - unless it has been clear that they have converted. Many Myrrs go on pilgrimage to either root out the evil of the world (heretics and heresy, what they refer to as "The Enemy") or to spread the word of their faith. Alternatively, others engage in witch-hunts - capturing and executing any mages that they believe are consorting with demons and engaging in what their holy book explicitly forbids. No self-respecting Myrr would willingly become a mage - for this reason, they do not have Pact Mages. Myrrs speak the God's Good Common, and at least two other languages; usually Lodainic and another.
      Culturally, the Sea Peoples are a blend between the Igrisians and the Myrrs. Like the Igrisians,the vast majority of them are either farmers or fishermen, and the sea is of great importance to them. Although Lochan's make the fastest and finest boats for lakeside travel, sea vessels from the ports of Perth, Brigant, and Airmyn are prized for their beauty and reliability.The harbor in Perth, Trefdraeth, is particularly famous, and much of Donegal's wealth passes through its waters'. As a consequences of the sea's importance, most of them worship sea-spirits. There is great wealth amongst the Sea People, as their territories have made the most out of their coastal farms and the bounty of the sea. Like the Myrrs, however, their society is structured to accommodate a large middle class and relatively few impoverished and wealthy individuals in comparison, as opposed to other peoples in Donegal. Perth, Airmyn, and Brigant each are divided into six 'Isiarllaeths', which are controlled by either an Isiarll (masc.) or a Isiarlles (fem.) The collective eighteen Isiarlls/Isiarlleses meet once every six years to discuss the region's welfare as a whole, but the six Isiarlls/Isiarlleses from the same province (e.g. All the Isiarlls/Isiarlleses from Perth) meet once a year to discuss their specific issues. Sea Peoples speak Perthic, and the God's Good Common. Perthic is considered to be the most difficult Donegal language to learn, as the pronunciation is very different than the other Donegalic languages. It shares no ancestor with the current tongues spoken in Donegal - leading most to believe that Perthic is the language that is spoken by spirits in the Duinnoban.

    [​IMG] T H E ᛡ T R I A L S
    ‘Some call this Age of Illumination by a different name!’
    • T H E ᛡ A G E
      The year is 10 Q. C. (quia conversio) of our Gods of All. The new age, called "The Age of Illumination" by the Church of All, began in 1 Q.C. , following the conversion of the Lodainic Imperatrix Regina Deorum. However, the first decade of the Age of Illumination has been bleak indeed, leading kings and common folk to refer to it as The Age of Shite, or, more cordially The Age of Trials. Three problems have plagued the Donegal continent for the past ten years, and they show no sign of ceasing.

      A widespread famine has hit the Eastern side of Donegal.The famine is largely due to the collapsing infrastructure of the fading Lodainic Empire. Following the Southern Rebellion, many Lodainic farming practices and infrastructural safety-nets were cut off. The South, which had once been the Lodainic bread-basket, now is hardly functional as farming land, without Lodainic irrigation practices.

    • D A R K ᛡ T I M E S
      A plague known as the Bræðblack has crept across Donegal. Although its origin point is unknown, it is widly believed to come from the swamps of Perth, Airmyn, and Eir Vagyr. Bræðblack manifests in three stages. Initially, it causes painless black masses to spread across the neck. As the disease progresses, these masses ruptured, resulting in large open sores. By the third stage, the flesh around the sores develops necrotic gangrene, and the flesh literally rots off of the neck.

      It is believed it is spread by bad wind and infected breath - intially coming from swamp miasma, emanating from rotting organic matter. The air gets trapped in densely populated cities like those in Lodain and Tir Caredyr, and thus, the infection swells. It is believed that the Change can cure it - as most Changed folk are resistant to diseases - or that the touch of the All-Voice can miraculously remove it.

      Lodain, and the South-Eastern regions of Donegal are still recovering from the war that broke out between the northern Lodainic Empire and Southern rebels. The Southern Rebels largely won - Gaul, Dornach, and Airmyn all won their independence from the Lodainic empire. Moravia and Igris are the soul remaining sattelites of the Lodainic Empire, and many believe that Igris will follow suit. It's worth mentioning that Igris has tried before - but much of their population is enslaved, and they struggle to unify, as Igris has many cultural differences from region to region.

    • T H E ᛡ P R I S O N E R S
      In the beginning,you are a prisoner. For the very first post of the IC, your characters will have halted their forced march across the rocky hills of Moravia. The bridge that leads into Lodain looms ahead of you. It is a few hours before dawn, and your escort - while mindful that you do not escape - are lost in their own thoughts. This gives you a chance for your characters to interact, talk, or do their own little things before they're forced to meet their many makers. Unless, of course, you can escape.
      Soon after the first posts, the characters will be forced to take a stand against their captors - and make their way through the treacherous Moravian mountains. After your escape, the accused heretics will be pursued by the Faith’s witch-hunters. However, fighting is not always the answer in Donegal - the world is cruel, magic is taxing, and the Faith is powerful. Your characters should be planning ahead, thinking about what might become of them, and formulating a way to play the hand fate has dealt them. Donegal’s harsh lands reward innovation, and punish recklessness.
      I expect great things from all of you, and that includes your writing. Write as much as you need to throughly explain your character's actions — at least a paragraph or two. Don’t be shy to write more, and experiment with your character. Open yourself up to change.

    • F I N A L ᛡ W O R D S
      Always remember our definition of low fantasy. Wikipedia calls it “less emphasis on typical elements associated with fantasy, setting a narrative in real-world environments with elements of the fantastical. Sometimes there are just enough fantastical elements to make ambiguous the boundary between what is real and what is purely psychological or supernatural." But for me, low fantasy almost always means that humans are the center of the action, and that humanity's relationship to the supernatural is the central tension. WITCH HUNT will explore all aspects of humanity, and I’m proud of the diverse cast we’ve assembled.
      Keep in mind that your characters don't have working knowledge of one another's plans, so advising people against things, or advocating a character do something in the OOC is largely irrelevant. Trying things is fine. Characters doing what they feel like they should be doing is far more important than the logic of it. This is a narrative, and a character-driven one at that. It's not necessarily about the practicality of their actions, so much as their individual understanding and logic. That's part of low fantasy as well; desperate actions in the face of desperate circumstance.
      All that aside -- Let’s make this RP a saga for the ages! Good luck, and have fun!

    #2 Sir Basil, Jul 30, 2016
    Last edited: Aug 8, 2016
    • Love Love x 1
  3. Name: Jasper Ferrutius
    Age: 30
    Gender: Male
    Ethnicity: Myrr
    Religion: Church of All
    Home Region: Tir-Caredyr
    Known Languages: The God's Good Common, Lodainic, and Igrish
    Visual (open)

    At first glance, the man appears to be the stereotypical depiction of a purebred Myrr, which is probably because he is one. With dusty, dark olive skin dark brown hair, and obviously dark hazel eyes, the only thing that sets him apart from a crowd is that he stands at the higher end of the average population at an astonishing 6'1". When not garbed in his guardsman's attire, he usually wore commoner's clothing dyed in blue; his wife's favorite color.
    Once annoyingly energetic and ambitious in his youth, Jasper's temperament calmed as the dreams that had driven him faded into memory. Easing into a simple life of a guardsman, he grew more reliable and earnest with his responsibilities and while his skills were neither lacking or stood out from the others, he compensated by picking up the slack from the others. He was good husband, father, and servant for the people, enjoying his quaint, little life, even if he was just a bit cynical when it came to dreams. Easy going, for the most part, his temper took an act of the gods to ignite, but once it did, it would take an equally divine act to stay his wrath; a fact his brother might soon discover.
    Class: Guardsman
    • Combat Training (Sword and shield, polearm, dagger, and hand-to-hand)
    • Marksmanship (Crossbow)
    • Combat Tactics (One-on-one, one against multiple targets, riot control, magical suppression)
    • Investigative training pertaining to identifying and suppressing heretics and magic users
    • Knowledge of laws (both local and general to Myrr)
    • Growing old and useless
    • Magic in general due to his cultural background
    • Self-loathing issues
    • Putting others before himself even when it poses a risk to himself
    • Slow to anger and even slower to calm once enraged
    • Grief over the loss of his family
    The history of house Ferrutius is filled with valiant heroes, diligent scholars, clever tradesmen, and distinguished politicians, yet the family name always lacked that one tiny boost that would have propelled it to nobility. Perhaps it was only fitting that one such as Jasper came from a lineage. As a child, he possessed dreams of grandeur that many his age held; he would become an All-Sword. As soon as he was old enough to swing a sword, Jasper trained in its ways, leaving behind several years worth of blood, sweat, and tears. Despite his efforts, those within the Church of All found him lacking in one way or another. Such news was devastating, plunging him into a deep depression as he left the church and reflected on his life and what was left for one such as he. He would eventually climb out of this depression, starting with the introduction of a woman named Leah he would marry later on. Taking note of his skill and potential, his father-in-law convinced him to join the guard, bringing back the stability and dedication he once had with his martial training. It was by the time his son, Judah, was born that Jasper grew to realize that he had grown fond of this simple life. Just a few months later, things would change. Friedrich Ferrutius, Jasper's older brother, had returned from yet another scholarly pilgrimage as he oft to. Talented in his research, many had expected Friedrich to become a Seeker, yet his sibling's motivations were a mystery to all but himself. Wherever he went on his journeys, the man had become too much of an oddity for their parents, leaving it up to Jasper to host his brother. It didn't take long before his instincts told him Friedrich was up to no good, and to his horror, he was proven right. The elder sibling had become associated with the Namers, taking up their perverted arts and provoking the malcontents of Tir-Caredyr into action, resulting in riots and a wave of devious crimes as they sought to upset the status quo. Furious, Jasper's initial thought was to run the treacherous mage through, but compassion stayed his hand and chose to instead try and reason with Friedrich and convince his brother to turn away from his malevolent path. For his compassion, Jasper was rewarded with ruin. All of Friedrich's misdeeds had garnered the attention of the authorities and with his current retreat, he had conveniently led them back to his home. Jasper and his family were to be hostages, yet the Church of All spared no one when it came to heretics. While Friedrich, ever-so-resourceful and talented, escaped through his magic, he, on the other hand, was not that lucky. When he came to, he was in chains, his body scarred by flames, and his heart soon followed as he was informed that Leah and Judah had perished in the inferno. For now, he has resigned himself to the judgment he'll receive for allowing himself to have compassion for a damnable mage, but time will time if his wrath will allow him to let himself sit idly.
    • Thank Thank x 1
  4. Name: Gaheris Wolfe Leighton
    Age: 36
    Gender: Male
    Ethnicity: Lochan/Igrisian
    Religion: None
    Home Region: Igris
    Known Languages: The God’s Good Common, Igrish, and Lodainic.

    Appearance: Wolfe is a strong and perhaps even intimidating man. He stands at nearly 6'3 with broadened shoulders, callous hands and no lack of body hair. Due to his Lochan blood, he has black hair but in respect towards his Igrisian mother, he keeps his now graying hair in a long thick braid, unafraid to show that status that he feels has been wrongly robbed of not only him, but the nation he lives in.

    Personality: Wolfe is a very honorable, charismatic, and passionate man. He is unafraid to say what is on his mind or how he feels despite how broody his face might seem - he can even be quite witty! He respects honor in battle above everything else and strives to be the proper image of an Igrisian due to his background. But like many, he has plenty of internal struggles to be explored later.

    Class: Resistance Leader

    Skills and Abilities:
    - Swordsmanship
    - War Tactics
    - Wilderness Survival
    - Leadership
    - Has blind hatred for the Lodains and any of their supporters.
    - Holds a strict code of honor and morals that can complicate things.
    - Is extremely prideful.
    - His passion towards his cause has and will cloud his judgement.

    History: Wolfe was born as the only child of the heir to the (formerly) noble Igrisian house, Leighton. The Leighton household was one of the four ruling noble houses who according to legend were founded by heroes. They were also the noble house most unhappy with the empire's colonization of Igirs. As well as a Eril, his father was an honorable warrior who took much pride in his country and it's people. Wolfe's mother was a simple Lochan woman in which his father fell madly in love with. Due to his father's station it was quite the controversy when he mixed in Lochan blood into the Leighton household but he did it regardless of anyone else's concerns. This brought on controversy among the houses and the Leighton's took a hit to their reputation. Even more controversy happened when Wolfe was born and subsequently named after Lochan legend warrior Gaheris. But his parents wished him to be capable of bringing change to the lands and gave him a name that symbolized their wish for him. His second name was his father's and to this day he prefers going by it due to how weighted his first name is.

    Much like his father, Wolfe grew passionate about the nation of Igris even despite how coldly some of the other noble houses looked at his black hair. He trained in the way of a warrior and proved his worth to his nation through combat prowess and ability. Throughout his adulthood he used his abilities in different Resistance efforts that cropped up, using aliases to hide his ties to the Leighton House. But when sickness took both of his parents he mounted his sword momentarily to inherit the Leighton title. He lead as fairly as he could and for the most part was liked by those under him. But as the situation of the Empire got worse and worse, the less Wolfe could stand by and doing nothing.

    With support from his subordinates and the people under him, the Leighton Household turned away from the empire and started a rebellion nearly four years ago. With five hundred men and a base of operation being his childhood home, Wolfe led his men from the frontlines, utilizing guerilla style hit and run operations against their oppressors for three years. Wolfe aimed to inspire the rest of his country men and the other three ruling noble houses but a mixture of old prejudices and fear of imperial retaliation kept the larger factions from joining his cause. To this day, Wolfe still believes had things gone differently Igris would be free of the Lodainic occupation.

    It was difficult without enough influential and steadfast allies. Wolfe's rebellion was very rag-tag despite being one of the more successful attempts during the most recent years. He and his men spent plenty of nights lying caves, ruins, forest and such. He never got much sleep, he was always prepared for an Imperial ambush. But eventually the movement came to an end when his lover and second-in-command betrayed him to the Lodainic Empire.

    Under false pretenses of safety, Wolfe lead his company of five hundred men into a valley with enough arrows trained on them that it'd drown out the sun for a moment were they to be fired. Instead of meeting an ally as his lover promised, Wolfe was greeted by a general of the Empire. The general offered to show Wolfe's men mercy were he to surrender willingly and face execution in the center of Lodain. Wishing to spare his men and deeply hurt by the betrayal of his love, Wolfe laid down his weapons and complied. He was clasped and irons and received a front row seat to his men drenched in the shadow of a thousand arrows. In midst of the hoarse shouts, curses and tears running down his face that followed, the former leader of the Leighton resistance was dragged away from the valley that still haunts his dream and brought to face the All-Speakers. His lover and lieutenant took over the Leighton house thereafter and Wolfe has been reduced to nothing but a vengeful prisoner facing execution.
  5. So its my first CS in 2 years so there are some issues for sure. Please be totally honest with what you think about it and what I should fix about it if it has something wrong. Im just trying to get back into it and hopefully start enjoying rping once again :) I welcome other rpers to also give me some criticism etc. I haven't really written in a while.

    Name: Ronan Khinganme
    Age: 18
    Gender: Male
    Ethnicity: Lodian
    Religion: Claims to be with the Church of All of course, but he has his own interests in mind at all costs so it would be more appropriate to say none.
    Home Region: Lodain
    Known Languages: God's Good Common, Lodainic
    Appearance (open)
    Shockingly Blue eyes (They sort of POP), White Hair, Fair,
    very light skin tone. Stands at an average 5'9[​IMG]

    Personality: Ronan is an extremely prideful individual and sees himself most definitely superior to those that surround themselves around him. Although it does seem childish, the reason why he is so silent is because does not believe it is worth to speak to others unless it is to gain something from them. He is rarely interested in other individuals, he often finds himself in trouble with easily aggravated types for ignoring them or them misunderstanding his normal expression as a nasty/glare towards them. This attitude does seem to be effective in attracting a large amount of admirers. He is one of the most beloved All-Disciples, his popularity could soon match that of the main All-Disciple. That has only inflated his ego and his ambitions have become stronger.

    All Disciple
    Spirit Mage, this was only a recent revelation.

    His Looks: A pretty face can get you places
    Manipulation: Excels at manipulating others and twisting words around. This includes seduction and other means of manipulation, he is particularly incredibly
    Tactician/Quick Thinker/Highly Intelligent: There are a lot of stupid people out there, luckily he isn't one of them.
    Light footed, High stamina: He is a very fast runner and light of his feet in general.

    Not very strong: In terms of physical strength, he is definitely below average
    Arrogant and Prideful: Can get him into some bad situations in social interactions.

    Frogs/Toads: Not really a weakness, he simply sees them as disgusting and despicable creatures.
    People that look down on him: This is mostly in the literal sense, it bothers him when people look down on him. Also it in a metaphorical sense in special cases.


    Birthed from a rather controversial pair of lovers, A Lodain man woman; who found each other through travel between the countries of Igris and Lodain, fell for each other at first sight and decided to leave both of their specific circumstances from their previous backgrounds and to live in the Rural Outskirts of Lodain. This of course made Ronan's childhood a rather dull and led to him finding his own means of entertainment. He began to develop his superiority complex and personality when he met another girl his age when he was 11. His parents made friends with a couple that had moved from the populated areas and started living near them out in the outskirts of Lodain.

    Ronan found himself playing with the girl often when both their mothers would meet up to talk. They would run around in the forestry and explore the surroundings, they seemed like good friends from the parents view but Ronan would often bully the girl into doing his bidding such as finding food for him or using her for other things. Ronan came to hate the girl rather quickly, she was rather incompetent and disturbing from his view point. She was timid and unaware of several things even he; in his isolated lifestyle, knew. This is what had him realize that even with the advantages that were presented to her. He had an inherent advantage in who he was (To put it in simpler terms, he figured out he began to think he was just a better human). The girl simply obediently did what she could do or was forced by Ronan to do things she was not particularly fond of.

    Nonetheless the relationship between them somehow grew over 3 years, Ronan had gradually lost interest in how she would act and how to manipulate her, while she continued to become more open and interested in him even if he abused her, he had gained information from her on how she and her family reached this area from the city and she told him how they got there. Eventually Ronan left home for the city at the age of 14, his parents woke to see a rather short letter of goodbye from Ronan. At this point is when Ronan believes his life to have actually began. He realized that he needed means of livelihood, he believed it would easy to find a way to do so but he did not predict just how harsh the enviroment would be to him and the people in it. He could not deal well with the amount of idiots that surrounded him. He soon ran out of food and a way to survive, he eventually found the church. Or more accurately they found him and brought him in while he was passed out near the entrance of a chapel. Ronan was fed and went along with what would get him more food by lying about his "love and affection" for the church and how he wished to live a life to only serve the Gods Who are Many in any way possible. The All-Mother at the chapel seemed swayed by his words and asked him several questions regarding his determination. Ronan would answer all questions directed at him flawlessly.

    Eventually Ronan found himself as part of the holy prostitute, training to become an All-Disciple. He found that his lies had snowballed and had put him in a rather absurd situation. He knew he had no option at the time though and continues along with the training, through this training however Ronan learned something that would change him to an even more arrogant and prideful person.

    He was born Beautiful.

    He began to strive to be a person of perfection with the training he was given, he was absorbed in his ego and began his pursuit of perfection. He eventually did become one of the 10 male All Disciples and rapidly gained popularity among the Church Officails. At the House of Hywern he remained rather silent and idle, only planning to think of how to increase his popularity and selection. Of course that seemed to come by itself as more and more people (especially Female Church officials with a rather submissive lifestyle) were intrigued by the mystery that was this young, new All Disciple. Some believed that he would soon be seen as All-Voices personal All-Disciple with how he gained more and more attention. Of course to Ronan, he only wished to gain more power and influence with his position, powerful enough to seduce and control the All-Voice. That was his current, some would say foolish, plan. He wanted to conquer the power that the leader of the church possessed. Although he believed the progress was too slow. One day the All Voice and his All Disciple assembled all of the All Disciple's to have a ceremony and celebration of appreciation and affection towards them. Ronan's chest tightened more and more as the AV's AD approached him. In front of him stood the position, the power he sought for and wanted so desperately.

    When the All Disciple approached Ronan finally and placed his/her hand on Ronan's shoulder to give words of love and affection to him, a force within Ronan caused an incredible heat to surround him. This heat, subsequently, burned the hand of the All-Voice's precious All-Disciple. The delicate All-Disciple fainted and fell to the floor and suddenly the room had an incredibly tense atmosphere, Ronan had a grin spread across his face and a crazed look in his eye as he watched as the AV's AD fell the the ground, where he belonged, beneath him. Soon Ronan was apprehended and accused of actions against the AV and the church. Of course Ronan now in his right mind was attempting to explain how he was not aware and is not responsible for the injury. It was of course a sudden released of his unknown magical powers that was caused by an emotional trigger. Sadly nobody heeded his plea, the All Voice saw the look Ronan had on his face and with a weary heart announced him as a heretic to be executed. At first Ronan was slightly bitter of the outcome, but then he got rid of any regrets he had the power was only honest to Ronan's feelings, the foolish All-Disciple put his hand on him, in an attempt to look superior. The fool he was. Ronan now wishes to find out how to escape and to learn about this magical potential that he holds, and the relationship between him and his spirit.


    EDIT: So I will be editing the CS a little. Nothing too major just want to clean it up maybe, I might not at the moment because I really should go sleep but just wanna say I am excited to see how it will go and I will read everything in depth when I wake up
    #5 Wizzy The Wizard, Jul 30, 2016
    Last edited: Jul 30, 2016
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  6. Name: Halivon Zeeman
    Age: 35
    Gender: Male
    Ethnicity: Myrr
    Religion: Church of All
    Home Region: Tir-Caredyr
    Known Languages: Gods' Good Common, Lodainic, Boreus Lodainic

    Round face, crowned with shock of hair so brown they look almost black. Pale, hazelnut eyes. Body of medium height, with stocky build and wide shoulders. Prefers to dress in green clothes.

    Taciturn and distant, focused on work and task at hand. Always tries to keep his emotions and outer appearance under control, but when in good company and sufficiently supplied with good vintage becomes jovial, warm-hearted and on rare occasions even funny.

    Class: Architect

    Skills: Knowledge of mathematics, materials and organization; knows how to read and write
    Weaknesses: Doesn't know how to survive outside of a city, generally weaker physical constitution due to working a paperwork oriented job

    Halivon was born in Tyr-Caredyr, to a family of good and wealthy standing. The boons of the Gods would not stop there, however. He was also gifted with a talent in numbers and spatial imagination. Living in one of the grandest cities in existence, he found himself fascinated with principles of construction and architecture. Arches and pillars, marble and granite, he was fascinated by every element and bit of knowledge that went into making a building.

    The wealth he was born into, and his family's traditional respect for a productive talent allowed him to study architecture on a professional level. He would amaze his teachers with almost instinctive understanding of the various axioms, laws and procedures he was taught, and quickly graduated from his studies. Soon enough, he would leave the self-enclosed world of academia and would be released into the grim, real world.

    It was a grand, magnificent project. After the last year's autumn floods, the township of Syrhaven lost it's cathedral. Why would the gods let this to happen was a mystery, but the town's bailiffs decided the new shrine would put the old one into its shadow with it's lavishness and size. It would be Halivon's debut, a first beacon of his glory and expertise, or at least that is how he pictured it in his head. He worked fervently, day and night, skipping food, rest and even sleep. Eventually, at some moments, he was not sure if he was lucid or asleep.

    He also was not truly sure where the moments of inspiration and ingenuity came from. Lightweight, elegant designs and pillars as thin as necks of swans. Airy, clean ships with plenty of light. Things not seen before in any architecture scripture, or taught by any lecturer. Every time when he looked at the plans later, he had no idea where the ideas came from, or how it was possible they even worked, but when all was in place, the parts of the cathedral would perform even better than expected.

    On the day the cathedral was finished, just as it would get sanctified, the All Swords showed up. The architect that lost the bid to Halivon accused him of heresy, that he built the cathedral with help of some mage or spirit, that such building was simply impossible to be without some heretical help. The All Swords put the township of Syrhaven to fire and sword, and Halivon was put in chains and shipped off to be trialled for his crimes.
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  7. Name: Talulla Ni Eoin

    Age: 37

    Gender: Female

    Ethnicity: Igrisian

    Religion: None

    Home Region: Igris

    Known Languages: The God’s Good Common and Igrish

    Appearance: Talulla is a woman of average Igrish height with a gaunt build. Her hair is a dull red and usually kept in a braid that falls to her mid-back. The ever present shadows under her eyes coupled with the natural paleness of her skin lends her a constant sickly look.
    Show Spoiler

    Personality: Talulla is a cynical woman who has lost her faith in the goodness of her fellow men. She tends to be rude and insulting when spoken to, and does not get along well with others. While Talulla would not offer aid to anyone unless it benefited her, she also would not actively harm someone unless it’s in self defense or if they’re Lodain. She carries a deep seated hatred of Lodains and the Lodainic Empire.

    Class: Herb witch

    Skills (Number of *’s indicate relative proficiency):
    -Cooking ***
    -Mending **
    -Extensive knowledge of plants and herbs ****
    -Fishing **
    -Literacy ***
    -Knife fighting *

    Weaknesses: Talulla does not trust easily, and as such, does not get along well with others. She views the Lodainic Empire with a mixture of fear and hate and is often irrational in matters pertaining to it and its people. She also has terrible handwriting and no one can read what she writes.

    Once upon a time, Talulla had a good life. She grew up in a small village in Igris on the shores of the Great Sea with her two brothers and their parents. Her mother was the village herb-witch, and from her, Talulla learned the knowledge of plants. When she came of age, she married her childhood sweetheart, a fisherman, and started a family of her own.

    Then Igris attempted to rebel again and her husband went to fight and never returned. And then the plague came. It did not take long for the plague to spread through Talulla’s small village, infecting many, including her two children, but strangely enough, Talulla herself stayed healthy. She tried her best to help the villagers and her children, but none of her potions and tinctures had any effect, and one by one, she watched her village die around her.

    The villagers were desperate and grieving, and it wasn’t long before the rumors began. Whispers about the herb-witch who remained untouched by the plague, even as her children lay dying, who despite all her claimed knowledge could not seem to slow the sickness eating at their flesh. And then came the accusations. Witch, they called her, blood mage. People began refusing her treatments, and it wasn’t long after that they torched her house in the middle of the night.

    A collapsing roof smothered her children and Talulla herself just barely escaped, suffering burns. In a fit of grief and rage, she poisoned the village well, ensuring the end of her village before she fled inland. But someone lived, and someone told the witch-hunters, and it wasn’t long before they caught up to her. She fought tooth and nail, but she was only one woman and soon she was clapped in irons to be dragged before the All-speakers.
    #7 Lannis, Jul 30, 2016
    Last edited: Jul 31, 2016
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  8. Name: Lillian Fairview

    Age: 17

    Gender: Female

    Ethnicity: Lodain

    Religion: Church of All

    Home Region: Lodain

    Known Languages: Lodainic, Igrish, God's Good Common

    Appearance: Lillian is a tall girl, standing at 6’3” and is of slim, dainty built. She holds herself up like a noblewoman should, with shoulders straight and head held high. Her pure white hair reaches down to the small of her back and is tied into a braid, as a reminder of her lover. Her eyes are a dark blue and she has relatively pale skin. On her face is a small mouth and a small nose, no blemishes marring it. Most of her clothing consists of dresses and anything fancy, such as jewelry. Though as of now, she mainly wears peasant clothes as a disguise.

    Personality: Lillian was raised to be the perfect heir to the Fairview household, being poised and refined, yet able to take any challenge met head on and keep to her beliefs. She can be blunt at times and quiet at others. She grew to be a little stubborn when she was growing up and being around her lover didn’t help that fact. Despite that, she’s not too proud and cares not for her dignity as a noblewoman. She is fairly religious, following the Church of All with reverence. Right now, she’s disillusioned by the fact she was framed for heresy and misses her love dearly.

    Class: Noblewoman

    ----- Type: N/A

    ----- True Names Known: N/A

    Skills: sewing, singing, painting, social etiquette

    Weaknesses: no survival skills, can’t cook, disillusioned by the fact she’s accused of heresy, unused to commoner behavior, no fighting skills

    History: Lillian was born into the Fairview nobility with much excitement surrounding her birth, for she was the first daughter her mother had birthed, having birthed three brothers before her. Because of this, she was taught how to be a proud Lodainian, learning how to handle property and run the household since she was six. It was a hard life, at least, to the little girl, but she went through the learning with her head held high.

    When she was 13, a new slave was taken in by the family, a 17 year old boy named Ismet. She was used to slaves being present around the house, but she wasn’t used to Ismet’s personality. He was a fiery young adult, constantly trying to find loopholes in his work and remaining proud and defiant of his treatment. It never brought him down and she began to converse with the young man to learn why he was so full of pride that shouldn’t be. Instead, he taught her everything he knew before he became a slave, how to have fun, how to live. She became enamored by the stories he told and, as time went on, the two slowly fell in love.

    When she herself turned 17, she was engaged to be married to a nobleman that she hardly knew. And when she did found out what he was like, she was repulsed by his behavior. Seemingly charming, he was secretly manipulative and cared only for her family’s fortune. And besides, she loved Ismet too much to even think about marrying someone else. Because of that love, she declared that she would marry Ismet, their slave, instead of the young nobleman she was slated to be married to.

    The announcement became quite the scandal and the man was not happy. Soon rumors began spreading of the two practicing blood magic and communing with spirits, letting them possess their bodies to do whatever trickery they love to do. She was appalled by these rumors and tried to assure everyone that she was as faithful to the Church of All as any Lodianian was. Ismet, however, did not follow the Church of All, which easily led the slave to be dismissed and, most likely, killed. The two eloped to save his life and made it into a different country, trying to live their lives simply. It was not to be, for witch hunters soon found them and she was separated from her love after a brief struggle.
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  9. Name: Ide (ee + da”) Mag Shamhradháin

    Age: 20

    Gender: Female

    Ethnicity: Gaul

    Religion: Druidic

    Home Region: Gaul

    Known Languages: Gaulian, Igrish, Gods' Good Common.

    Appearance: As in the picture, with a bit darker skin, and dark circles under her eyes. 5' 2'' tall, leaning towards a thin build.

    Picture (open)


    Personality: she's a good person, constantly losing her sleep to help someone else, either directly by spending time with them, for company or healing treatments, or for harvesting, studying, or anything that she feels will help her bring good to the world one day. She loves spending time in nature, and when possible she'll study and do everything outside. Spending so much time to herself, she's a bit shy, and tries to follow actual steps in order to make friends, which makes her seem fake, or just odd.

    Class: Mage
    ----- Type: Pact
    ----- True Names Known: Anthos (Rosemary)
    Atrapahort (Belladonna)
    Proñero (common Dongeal Shorthair, a cat, I think, made up by the GM)

    Skills: cooking, gardening, deep understanding or herbs and their uses, nursery (can't think of a better word for sewing up people xD), great focus and concentration. Her magic used for healing can be very powerful if her magical treatment is done over a long span of time (talking about weeks or months of seeing the patient here).

    Weaknesses: she fears and avoids romance. Still suffers migraines and nausea from time to time, from that time she accidentally poisoned herself while studying herbs.

    History: She comes from a family with happily married parents and many, many siblings. On top of it, she was the sibling that was right in the middle. The rest of her siblings grew to do the same as their parents, leading simple lives in order to bring in some money so all of them could eat. The parents made an effort in order to make sure their children would live an honest life. They were somewhat poor, always wearing hand-me-downs and they never had plenty of food, but since they had a roof over their heads and at least a meal a day, the parents considered going out to steal from people was unacceptable.

    Ide started to spend a lot of time alone as a pre-teen, depressed because she was always ignored, blending into the crowd, her oldest brother and youngest sister gaining all the attention. Not having any skills besides cooking or cleaning, she went around offering herself as a maid, pressured into doing so by her sisters, despite not wanting to do anything. A nobleman gave her a job, she had to clean the house everyday, in exchange for food. The nobleman took a liking to her, since he had no daughters of his own, only sons. This made it so they formed a deep bond, a nice friendship that bordered in a father/daughter relationship. This new friendship, and this new world filled with books took her out of her depression.

    Despite their bond, and how honest and open Ide was with the nobleman so he practically knew everything about her life, the knowledge wasn't mutual. Ide was entertained by the man's stories about his family life, but she didn't know anything about the way he managed his business, or his political stance.

    The nobleman was strongly religious, so as soon as he knew of the rebellious movement opposing to the Church, he supported them in any way he could. That included taking care of a handful of tomes left behind by his great grandfather, a mage who had led a long, prosperous life. Now it wasn't only a matter of holding on to family relics. Now it was about keeping alive a religion and an art that were endangered in today's world.

    Eventually the nobleman inquired Ide about her beliefs. As a child, her and her family had always worried about more mundane and urgent things, not really paying attention to religion. They were 'druidic', but as far as knowing there was supposed to be a big male spirit and a big female spirit. They didn't care to learn more, not considering it held any real significance to their lives. The nobleman started educating Ide about religion, further shaping her beliefs.

    ((Still, she isn't the most devote druid. It's hard to shake off so many years of not paying attention to it. For her, Ciarán and Mara can see her every action, but considers egoistical to call for their aid at every turn. She mostly shows her devotion at special dates or when she's struggling a lot, mostly emotionally, but usually doesn't ask for their aid when performing magic. She believes she's constantly bathed in Ciarán and Mara energy. Asking them to give her power would be redundant. It's up to herself to know how to properly channel their energy.))

    Ide was allowed to spend all the time she wanted in the nobleman's library. He taught her how to read and write, and they spent long hours reading together. Confident in how Ide was intelligent enough to understand the ancient tomes, and that she wouldn't spill a word about them to the Church, the nobleman trusted her with the books, feigning ignorance, as if he thought they were regular books. With these ancient tomes she found out about magic, and about the healing arts. The studied medicine from those books and sought other healers who would take her as an apprentice. Eventually her avid reading granted her the name of an old spirit, who gave her the true names she knows.

    Years passed, Ide grew into being a young woman, and her beloved friend fell severely ill. It took everything she knew and every ounce of experience and magical prowess, but she managed to save the life of the nobleman. At this time they were spending so much time together, the nobleman's wife got jealous, thinking Ide had seduced her husband.

    This woman accused Ide of heresy, not knowing that she was actually a mage and not caring about it, as long as that got Ide out of her household. Ide tried her best to run away, but once she was captured, she didn't resist arrest.
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  10. Name: Cadoc Ulfgeir
    Age: 27
    Gender: Male
    Ethnicity: Gaul
    Religion: Druidic
    Home Region: Gaul
    Known Languages: Lodainic, Gaulian, and the Gods' Good Common.

    Appearance: [REFERENCE] A tall and broad man with a long face, straight nose and an unkempt beard that help hide his lightly freckled cheeks. He has short brown hair and hazel eyes. Cadoc carries himself like a brute and his demeanour matches his speech, often unsteady. Tattoos covering his upper body are always hidden beneath the basic clothes of the peasantry.

    Personality: Uncouth and low-born are words often used to describe Cadoc. Born deep in the forests Gaul he never learned to speak any language all to well, nor did he accustom himself to the mannerisms of nobles and their ilk. Though Cadoc appears disrespectful he has a strong respect towards authority, particularly that of the Ceannard, and nature. He has a great disdain towards the Church of All and their members and is quick to lash out at them. Problems are dealt with head on.

    Class: Hired Lout

    Skills: Cadoc is apt to labour intensive duties, though he shows no grand skill at any particular craft. His physique allows him to do well in combat without any extensive training, though he is more skilled than typical with axes and spears. He has a working knowledge of surviving the Gaulian wilderness and is a moderately successful hunter. Cadoc is an accomplished whittler .

    Weaknesses: Cadoc has a fading trust in others and prefers to be totally self reliant often to his detriment. Despite an impressive physique the man is slow and lacks any great endurance when it comes to running. He has a fervent fear of being in open water due to his inability to swim. Currently Cadoc suffers from a swollen left eye, and a busted lip from his capture by the All-Bastards.

    History: Childhood dreams of becoming a hero drove Cadoc early on in his life. His mother was a loom maiden and wove clothing and rugs for the small hamlet they lived in. Nestled deep in the woods and far out of the way it was uncommon for people to visit, let alone know of the sixty or so peasants that called it home. Cadocs father was for the most part a hunter, though he also worked odd jobs. His greatest joy was to tell grand tales of fighting in giant battles, enthralling the young and impressionable Cadoc to believing the grandeur of life was glory earned in battle. With an otherwise uneventful childhood, save for the time he was kicked by a horse Cadoc has little to say about his early childhood. His two older brothers had a similar upbringing but were, luckily, safe from the mares kick.

    When Cadoc turned fourteen his life suddenly became eventful. Three weeks after his birthday his mother fell ill. Some sickness had finally caught up with her; almost forty it wasn't all that surprising to the family. She passed away peacefully and a funeral was held where her ashes were spread in The Old Road that flowed near the hamlet. Shortly after that he watched as his fathers livelihood dwindled. A month or so later and his father passed away from sickness as well. Their neighbours did their best to help, but with so little supplies among the lot of them there wasn't much they weren't lacking themselves. The boys took to hunting and gathering food. Cadoc found himself best employed trading the fur from the brothers hunts and whittling wooden amulets and dawdles for the ladies that believed them pretty.

    Eventually one of the dawdles that Cadoc made was enough to win the affection of a fair haired lassie. She was short and every bit as fiery as he was back then. After Cadoc turned eighteen years old he and Ellie were to be wed, but her family had denied him the right. In a fury he struck out at her father bringing the relationship to an abrupt end. Without much to do anymore Cadoc left for the north, towards war with the Southern Rebellion.

    Within the ranks Cadoc became an ordinary foot soldier for the war machine. His size and brutish personality made him a strong albeit unskilled warrior and earned him a fair degree of respect among his companions. All of a sudden the childhood dream of being a hero was reborn in Cadoc and he entered the fray with renewed fervour every time. Months away from home took him further and further down the dark path carved out of the rebellion. There is a solid month or so period that Cadoc has absolutely no recollection of after he took a strong blow to the head. His earliest memory is of waking up under the care of an overworked nurse telling him to stop his damned groaning. After his injury Cadoc was left behind the advance and ended up settling in as a farmhand in some of the newly claimed Lodain lands.

    Before realizing it Cadoc had made a life for himself away from home. Without purpose though Codac fell into drunken stupors. Any coin he earned he spent at the tavern and bar brawls became a bit of a pass time for him. The innkeeper seeing an opportunity employed him as a bit of local security. Easier to deduct his pay than persuade him to pay tabs after all. In one of Codacs drunken brawls he landed a full power blow into the face of an All-Disciple sprawling him on the ground like an old rug. It meant little to Cadoc that he'd hit some All-whathaveyou, but the flurry of fists and hafts that struck him to the ground believed otherwise. When he came to his hands were shackled, his head pounded with every bump of the cart, and he was closer and closer to the trial that awaited him.
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  11. [​IMG]




    Home Region:

    Known Languages:
    Lodainic, Boreus Lodainic, Igrish, Gods' Good Common, and in the process of learning more

    Lloyl stands at the shorter end of the height spectrum of Lodainians at a height of 5'5" with eyes as bright as the sky on a clear summer day. He wears normal travel clothes consisting of tighter pants, a short sleeve white shirt and black combat boots. When he feels as if he needs to hide his appearance, he opts for a cloak and mask rather than his normal clothing.


    Lloyl is a very caring and helpful individual, but is very good at hiding his real emotions, never letting it show in his face whether he is sad or mad or anything else. He is independent and won't easily accept help from anyone unless he absolutely needs it. Being very outgoing and outspoken, he will talk to anyone and everyone like he had been their friend forever even if he had just met them. Headstrong and stubborn, he won't let his mind be swayed from his ideology of right and wrong and what needs to happen.

    ----- Type: Spirit

    ----- True Names Known: Clume (Fire) and Aped (Rock)

    Eidietic Memory, Very Diplomatic, Smart, Kind, Accepting, Swordplay, Quick, Control Over his Magic

    Not Super Strong Physically, Either too trusting or not at all, Almost no physical defense naturally, Reckless, His Family

    Lloyl grew up as the youngest child and only son in one of the most prestigious houses in Lodain. As a son with no hope of inheriting anything in his lifetime, he was often left alone and mostly ignored by his family but was almost forced to stay within the confines of their mansion, leading him to his own solitary lifestyle. With no friends and his family paying him no mind, he kept to himself by immersing himself in the many books that were in the small library-like room. As a child of such a well-known house, he was given a good education enough to be able to read and write, but not much after as his family's focus was on making sure his elder sisters were ready to take over the family fortune and keep the family name in tact.

    When he was around the age of 10, he began to have these weird dreams. Dreams where some mystical looking creature was talking to him about a promise of power and respect. These dreams had happened to him many times and he was very unsure of what was happening since they were so common. After some research and some assumptions with information from one book about mystical energies his house had, he figured out that the creature speaking to Lloyl in his dreams was, in fact, a magical spirit that was offering him power that Lloyl assumed to be magic. The next time this common dream rolled around, Lloyl found that he could respond to the Spirit and, while the tome described Spirits as evil and tempting creatures, Lloyl and the Spirit quickly formed a very sibling-esque bond, unlike the one Lloyl had with his sisters.

    Growing up with a family and in a country that absolutely abhorred magic, Lloyl obviously kept his new found companion a secret from everyone. The stigma of being a secret Namer and the fact that he new people with magic were getting executed in large numbers each day, led him to flee from his family and homeland. When he turned 12, he had stolen supplies from his family and snuck away into the night while the city was asleep.

    As Lloyl and his companion Spirit, named Aedmur, fled from his oppressive home, Aedmur had taught Lloyl of the magic that the Spirit was aligned with, helping the young boy to learn the true names of Fire and Rock to hold up his own end of their little bargain.

    Having heard word of rebellion or something about rebels in Gaul, so he made that territory his destination. On the way, he had plenty of time to practice on his magic that he showed promise for. He made sure to never stay in one place for too long as he headed toward Gaul. After he had reached the territory, he had found a center for the rebellion and joined as quickly as he could. He was accepted with open arms into the rebellion and has been with them ever since.

    After a few years of working for and with the rebellion, he decided at the age of 17 to become a more active advocate of the rebellion: opting to don a disguise and make pro-rebellion speeches in many cities all over, to try to get a rise out of any Mages or rebels who may be in hiding in the cities and to also attempt to get people to realize that those with magic aren't abominations or anything innately bad.

    He's made many many speeches in many cities and not all of them have been very accepting, for lack of a better term, and he had been met with attempted violence, but he always managed to get away. His speeches have helped get some more people join the rebellious cause, but it wasn't very much. Surprisingly, these speeches weren't why he was captured as he always fled before he was caught and he was always in a disguise. He managed to get captured while defending himself with his magic out in the wilds. He had accidentally set a fire in a forest and was quickly beset upon by some All Swords and captured quickly as Lloyl refused to harm another human.

    That brings him to being chained with many other of the accused awaiting their imminent doom, but Lloyl was thinking, with much help from Ademur, on how to get himself out of here and even help the others if he could manage it.
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  12. I'm just sitting here like a heroin addict, scratching myself and waiting for the IC.
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  13. Everybody's character sheets are assembled in an easy to read order, so please feel free to start chatting Here !

    I know people are anxious to start, so I will be working on the IC over the course of today and tomorrow : it will no doubt be up by Monday. Please be patient with me : I'm just as eager to start as you !

    I really hope that you're all eager and ready to flex your little writer muscles!

    While you wait patiently for me to get the IC together: consider the following question, and maybe write a little response (from the point of view of your character ) if you are so inclined.

    What is a heretic ? What is sin? What does it mean to be accursed?
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  14. Hm, Lillian would follow everything the Church of All says, so she would view a heretic as those who speak out against the Church and try to actively go against it, while for the definition of sin she'll believe whatever the Church says sin is. As for being accursed, hm... I think she would view accursed people as those that fate treats cruelly, and would maybe show a bit of pity for them. Unless they were heretics that is.
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  15. Talulla doesn't follow any religion, and thus the terms heretic and sin mean little to her. She sees them as labels used as tools in the hands of the Lodainic Empire to single out unwanted elements, but her views are rather biased. As for being accursed, it just means more people are out to kill you.

    As a side note, edited Talulla's CS. Nothing big, just added some description to the appearance section.
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  16. What is a heretic ? What is sin? What does it mean to be accursed?

    "Well, obviously, a 'heretic' is someone who goes against the Church of All's corrupt beliefs; someone who doesn't agree with what the damned matriarchy says and forces down your throat is the exact definition of the term. A sin? That's something the Church of All uses as an excuse to execute the people who pose a threat to their hierarchy of corrupt power, or to just kill people to make sure that the 'power' they hold is always shown. *scoff* Accursed? The term is nothing more than a brand on those who are branded as 'heretic' or labeled with a 'sin' but manage to escape the clutches of the Church's executioners, so as to root out the few that get a way and make sure their idiotic and illogical definition of 'justice' is served."
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  17. For Ronan, sin is mostly used as a tool to scare or manipulate people by the church, what is right or wrong is subjective. But the further becomes absorbed by his ego and his complex (and possibly how he develops a relationship with his spirit) It may turn into "Anything that tries to go against my goals and my pursuit for power."

    To be accursed would most likely in his mind to be born stupid, or to be part of the masses. Havent put much thought to it so this is just a quick answer
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  18. Quick Update!

    I am currently working on the IC and it will be up by either tonight or tomorrow. More likely tonight. In a few hours. Yikes. ​
  19. *spams refresh*
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