l i t a n y :: an anthem of worlds. [PG-16, OOC / Sign-Up Thread]
(a.n.: Keep this in mind - if you feel confused at any part of the post, feel free to skip down to the Q & A part first to see if that helps. You really don't need to know all of the setting material - just get to know the parts that your character would be familiar with.)
When one of my friends suggested to me that I should write a roleplay, I was astounded by the idea. "I'm really busy!" I said, and thought about declining, but then I considered the idea for a little while and decided to go for it anyway. The result of my haphazard decision resulted in the first version of Litany, which you can find somewhere in the archives here; there were a number of fundamental flaws with the design of that roleplay, and that combined with real-life circumstances were the joint causes of its demise.
However, I have attempted to repair those previous flaws with this update, and without further ado, I would like to present to you: (with all-new graphics?!)
In an age before the memories of the modern races, before any of the present countries were established, there existed a girl who made her home in the lofty Aeminian Mountains. Her appearances were manifold and varied, but her existence was timeless; in solitude she lived, in solitude she died, and in solitude she was born anew. One day, a timid and idealistic young man came to train himself at the peak of the highest of the mountains, wishing to cease the wars on the continent below. The girl had never seen anyone from the outside world before, and so out of curiosity asked him to take her along on his journey. The young man, astounded by the girl’s very existence itself, readily agreed. The two travelled across the continent together, gathering companions and followers under the banner of the young man’s dreams of a peaceful world. A decade and a half later, after the dust from the long years of warfare had settled, the man had transformed from an incompetent adolescent into a warrior of legendary skill. His name was Helvenn, first Emperor of Helvenand. Thus the Empire was founded; the capital, Arianne, shares its name with the first empress.
- Tales of the Empire, page 3
All journeys begin with only a single step.
The plane of Khellius is but one of many in the infinite multiverse; upon first glance, it does not seem like anything other than yet another temperate, undeveloped world – magic vastly outpaces true technology, monsters still roam the countryside, and myriad horrors are hidden within the depths of the earth. The priorities of civilization, however, are slowly shifting. Legend and legacy are being forgotten in favor of advancement and progress. The ancient empire of Helvenand, encompassing the northeastern half of the landmass of Merindor, has grown to become the greatest superpower on the continent. To its southwest is the mercantile oligarchy of Perinth; its northwest, the republic of Suimeng; to the south, the tropical monarchy of Zalantira; and beyond that, to the southeast, is the theocracy of Teucrion.
More than a thousand years have passed since the age of the heroes, and their exploits have since passed into legend. Most famed among the band that travelled forth with Helvenn is, of course, Helvenn himself, a man whose courage has been admired even moreso at times than his prowess with a blade. At his side stands Arianne, a refined musician with great artistic ability and a harmonious, calming presence. Four of their companions gained great renown also: the grand gramarist Kyre, possessing intellect beyond compare and an unmatched mastery of gramarie that has since been lost to time; the silent protector, Marcell, acting in defense of his companions with unwavering steadfastness and loyalty; the unseen enforcer, Ciefe, criticized for his vigilantism but nevertheless meting out his own style of justice; and the eloquent diplomat, Weizi, whose rhetoric and seasoned discourse were unsurpassed.
The year is 1530. The continent, although it has had its share of conflicts, has been relatively peaceful, and both commerce and the study of magic have flourished. This long-standing peace, however, is broken very unexpectedly: during the festival of Caspenalia, foreign insurgents began a riot in the capital, and the city was set aflame; hundreds of civilians lost their lives in the aftermath of the fiery destruction that followed. The empire was understandably outraged, and with the preliminary discovery that the perpetrators were of Zalantiran and Perinthian origin, the peace between the nations has grown dangerously thin.
This particular story begins in Sylvaeris, 1531, a few months after the catastrophe, and accompanies a group of adventurers led by a young Helvan officer, the current objective of which is simply to adventure. As the story unfolds, however, one might find that perhaps the current political climate is not as simple as it seems…
The winds of change are upon the world. Only time will tell what the future holds.
Every horizon hides a new possibility.
Races & Cosmology
Left to right: nyre, maelrio, feiri, aelos, yul
If one were to think of each prime material plane in the multiverse as a star, the planes surrounding it would then be the star’s planets. The plane of Khellius has nine such planes orbiting it: Hafryn, the elemental plane of fire; Neihl, the elemental plane of water; Zerulf, the elemental plane of air; Vignidin, the elemental plane of earth; Belemen, the plane of aether; Inthraute, the plane of shadow; Aendith, the plane of light; Wiann, the plane of darkness; and Celosia, the domain of the goddess St. Elendra.
Perhaps there were humans inhabiting the continent of Merindor, many thousands of years ago, but a world rich with magic inevitably causes evolution in its inhabitants, and what was one race is now five discrete races (or subraces, if you’d like to think of them that way): the enigmatic nyres, the tempestuous maelrion, the empathic yuli, the dignified feiri, and the resourceful aeloi. Aside from the nyres, who have been affected instead by the two planes of aether and shadow, each of the races has taken on traits of one of the elemental planes, and their interests and natures have diverged accordingly.
Nyre (pl. nyres, ps. nyrean):
Feiri (pl. and ps. feiri):
Maelrio (pl. maelrion, ps. maelrian):
Aelos (pl. aeloi, ps. aelian):
Yul (pl. yuli, ps. yulian):
"What can't be done will be covered by others. That's what life is about."
You may remember the existence of three types of magic from the last edition of this ... well, that's gotten a significant revision. Frankly, in a world with both swords and magic, magic is usually overpowered, and glorious feats of physical achievement are not always as satisfying as they can be (also, who needs warriors when you can have entire battlemage battalions anyway? That didn't click too well with me...). There are still three 'types' of magic this time around, but two are drastically different.
"This is my world. It follows my rules."
Alternate Names: arcana
Expressions for Practitioners: gramarists, (colloquial) wizards, (colloquial) artificers
In a world as fabulous and frightening as we find ourselves, knowledge is a valuable commodity. Many marvels seem like magic to the uneducated, but the intellectual knows that all phenomena must follow certain rules and laws, even if we don't quite understand them, and even if they might potentially rip our faces off as they spawn tentacled horrors. Science is the great leveler, allowing for equalization between those people who can arbitrarily shoot laser beams out of their eyes and those who can't. The science of making use of magical principles inherent in the world is collectively known as gramarie, and thus one who learns the skills to do so is a gramarist. There are nine disciplines of gramarie, which neatly subdivide the art into specialized fields of magic.
"May the light of Saint Elendra guide you."
Alternate Names: miracles, divine magic – see also: nature magic, druidism, dark magic, rituals
Expressions for Practitioners: petitioners, clerics, priests, bishops (etc.) – other flavors: druids, shamans, ritualists, cultists
Unlike gramarie, theurgy draws its power from a divine source, most commonly St. Elendra. Commonly available theurgy tends to focus on healing and protection, and its destructive usage, though potent in its own right, is much less flashy in its dispatch. A very different sort of magic, originally practiced in the northern Umbric Forest in Suimeng and based on the whispers of nature, exists, but its capabilities are not much different from standard theurgy. A third variety, rumoured to stem from the forces of evil – demons, malevolent spirits, forgotten entities of great evil, and other such beings – also exists, though its utilization is largely forbidden; extremely destructive in design, it feeds off the very life of its wielder, and the great power it seems to offer is never without a hefty price.
"I am the sword, and the sword is me."
Alternate Names: martial arts, the sublime way
Expressions for Practitioners: martial adepts, followers of the sublime way
A good warrior knows how to swing a sword; a great warrior knows how to swing a sword in a way that reality doesn't quite expect, and thereby surpass – if only for a fleeting moment – some of the limitations the laws of physics impose upon them. Sublimity is the composite name for each and every fighting style that has managed to do so, and some of the founders of those styles have been legendary indeed. Rumoured to have first begun among feiri swordmasters in the northern reaches who were at the pinnacles of their art, sublimity has since spread to every corner of the continent. Rather than something that is learned, it can be said to be something that requires 'realization' – a type of understanding that is more than understanding, if that makes sense. Novice followers of the sublime way are not much different from mundane warriors, but masters of the art are able to spontaneously summon elemental energy, become invincible for a short duration, and even stop time itself.
"Any sufficiently advanced technology is indistinguishable from magic."
The continent of Merindor is not very technologically advanced in a purist sense. While ingenious mechanical devices powered by wind and water exist, many of the innovations in Merindor is powered by magic, from glass ‘firearms’ charged with elemental energy to advanced automatons, capable of comprehension of complex commands given by their creators. The following is a list of commonly found substances and inventions. Feel free to make up whatever you want (and then tell me about it so I can add it to this list ...) but please make sure it's reasonable.
Standards / Enlistment
There are no rules of architecture for a castle in the clouds.
There is always this inevitable section; better that it comes before the sign-up sheet than after, lest no one read it. The rules, then, are as follows:
Nota bene: Acceptance does not hinge on reservation or priority of signing up, but rather on strength of the application.
Race: See above; aelos, feiri, maelrio, nyre, or yul.
Personality: About 1 - 2 paragraphs as a minimum.
Appearance: About 2 - 3 paragraphs as a minimum.
Background: About 2 - 3 paragraphs as a minimum.
Talents: What things can your character do? A line or two (or maybe three if you're particularly verbose) should suffice, just to summarize what you mentioned in the background. I'd even be okay with point-form. However, with great power comes great responsibility, and "don't godmode" applies here.
Legend: One of five available choices; see below.
Roleplay Sample: Please give me a general idea of the style in which you write and the quality of your writing.
"Before I refuse to take your questions, I have an opening statement."
Q1: What do I do? There's too much text.
A1: Yes, there is. If you've read the preface and introduction already, go to the World section, click on the big link to the map (Merindor, 1531 AF), then pick somewhere you think you'd like your character to be from. Not all of the World section is /mandatory/ reading, per se - just familiarize yourself with where you're from and you should be okay. Something else to help you along: the "Prevalent Substances" part is not mandatory reading either, but do read the "Prevalent Innovations" as that's much shorter.
Q2: What do these weird month names mean anyway?
A2: Um ... I really have no idea. I made them up though, so here's a handy cartouche on dates. (I have no misc section, so I'm dumping it here...)
Q3: What's a plane? Is it plane as in airplane?
A3: While the thought would be amusing (nine airplanes flying around Merindor?), we already have ornithopters and- uh, anyway. When I wrote "plane" in the Races and Cosmology section, I meant plane as in plane of existence - basically like an alternate dimension that overlaps Khellius, but doesn't really affect it. This explanation might have confused you even more, so I will link you also to the Wikipedia article.
Q4: What are the races for? What if I want to play a rash aelos? What if my maelrio's hair is actually blue?
A4: To add color to the world. Mm ... it's really okay if something like that happens. The traits I listed are simply general trends, and after all the five races are all (secretly) human subraces; in fact, it is quite natural for, say, an aelos to marry a yul, and the children will have an equal chance of being either race. So you can basically do whatever, because being restrictive is kind of mean considering that I removed the basic human as being a race. Anything strange is probably genetic. (Aelos still have to have wings though, and maelrio still resist fire regardless ... you get the point. Yes, it's sometimes hard to identify the race of children, but that's a separate matter and it usually becomes quickly apparent with time - I mean, a child just casually playing with fire or changing the color of his / her hair is pretty alarming.)
Q5: How do I culture?
A5: How do you culture really? But in this case, Helvenand, Perinth, and Zalantira are somewhat Graeco-Roman (in this case Zalantira is more like the eastern empire), Suimeng is ancient China but with a sort-of-republican power structure instead of imperial rule, and Teucrion is a bit more like the standard Western fantasy kingdom (but it's a theocracy). Feel free to derive from those what you will. The answer to question 8 may also help you with this.
Q6: What is the point of this roleplay?
A6: It's a roleplay. The primary objective of this roleplay is to, ahem, one moment: experiment with transparent world-building, that the players can interact with, and creating a world in which they can take actions that have foreseeable repercussions. Yes, there is a primary plot. However, I am just as interested in helping your character(s) meet their goals as I am finishing the story. It's a bit like sandbox, I guess, except there's a beginning and an ending so it's not really sandbox.
Q7: You mention monsters a bunch of times in your descriptions. Where do these monsters come from anyway?
A7: (Long answer, hence spoiler)
Q8: There are so many things I want to know about! Can you tell me more?
A8: Instead of having me do that, you can make up more yourself! Hooray! Since I don't want to curb the players' freedom to create, you have the option of simply improvising for smaller details: things like organizations, small towns, substances, and so on. (If you have anything big, such as a secret group of big-time assassins or anything like that, please ask me - I'm usually easy to talk to so I'll say yes if it's reasonable, and if you get accepted, I'll add it to my opening post.) I'll read about it in your applications, and if there's anything out of line, you'll hear from me then. But if you really want to know more, you can ask me about specific details of a specific thing.
QB: How much free time do you have anyway? What the heck is this gigantic post, Cirrus?
AB: Clearly too much. Re: gigantic post, I don't know either.
"Giving credit where credit is due is a very rewarding habit to form. Its rewards are inestimable."
A few acknowledgements:
- A friend of mine who isn't registered with PokeCommunity, for giving me the idea for the myth.
- ProFantasy, for making the excellent Campaign Cartographer 3 that was used to make the map
- Various pixiv artists, whose work I acquired off of safebooru (...)
- Kellus, for his amazing homebrew of the gramarie magic system (for D&D 3.5), which you can find here. I basically lifted it over because I didn't want to increase the burden of knowledge on people with the mechanics... but it's really impressive.
- ErrantX, for all of the styles for Sublimity. I was going to grab the Tome of Battle's, but why WotC when you can ErrantX?
- Wizards of the Coast, for heavily inspiring theurgy and sublimity.
- Typechart.com, without which I would never have been able to get the fonts right
- And finally, me, for being the madman who dedicated many, many entire days' worth of free time to filling out all the associated content for this roleplay.
Enjoy the game.
I. Helvenn's successor,
II. Arianne's successor,
III. Kyre's successor,
IV. Marcell's successor,
V. Weizi's successor,
VI. Ciefe's successor,
This sounds... absolutely amazing. I can't resist! I simply cannot turn away now, and darn it I will make time out of thin air if I have to for this.
Consider this a place holder for my coming sign-up sheet. :)
I'm thoroughly interested! If possible, could I have a reservation for Successor of Marcell?
@heretostay123: There's no need to place a reservation; simply post your sign-up and it will be up for consideration =)
The appeal to play the main character is great, I know ... but I have to be able to guide the plot a little somehow right =( Sorry, guy.
Alpha Sign-Up Sheet:
Name: Danyu An
Personality: Danyu has a very fiery soul. He never, ever backs down from a fight, despite his race's tendency to be kind spirits....which he is. It's just not as visible as other Maelerians.
Appearance: About 2 - 3 paragraphs as a minimum.
Background: About 2 - 3 paragraphs as a minimum.
Talents: Danny is a warrior by heart. He is an skilled swords men, having ten years of training. He is also good at archery as well. He is in fact skilled with many forms of weapons, be it daggers or pole-axes. No matter what weapon he uses, he is good with it. However, he is not good at much else.
Legend: Marcell, Stalwart Guardian
Roleplay Sample: Please give me a general idea of the style in which you write and the quality of your writing.
Looks like you caught that error and are fixing it, so disregard this post.
Yeah, I sort of accidentally deleted that part when I copypasta'd some edited parts of the previous thread over ... apologies for the inconvenience.
I need a reference to a website so I can get a name. Haha :$
I'd love to be part of this RP again! I hope you will accept my old character, though a bit changed to fit the new details? Actually - I'd rather make a new one, and see how it goes.
Just wanted to ask a few questions if you'd please. First, is it alright to have the incarnation of Arianne be a boy? Or do the gender of the first legends apply to those who we shall play as well? Second, what is the general age range you would like the character to stay within for these roles, if any?
This rp definitely needs more interest. SIGN-UP PEOPLE. It not only looks amazing, but sounds like it will be loads of fun too. -nudges onlookers- ;)
I gave it another thought over and I thought about something I can do here so I'll give a sign-up a shot. 'Tis a shame because I like playing the hero character but I think I found something that'll work.
Name: Xoxaa Pyroley
Also, GM needs to show us his character. :P I wish I knew how to do that background thingy. It's cool. :(
I also looked into that link to the whole list of gramarie posts and it appears to be designed as a means to create rules for the use of magic in games like D&D. How close are we to follow those guidelines or are we only following what's written into this RP and the other info is more of a means to generate character ideas? It would suck to have to read through all of that to know what to do and not to do. :P
There is, thankfully, no gender restriction on any of the roles. I guess I'm playing a female character
Re: Gramarie document: I only posted a link to that document to give credit to the creator of the system - not enforce that everyone read it (because you don't need to and probably shouldn't unless you're like super into D&D). I summarized for a reason, you know... =v We're only literally following what's been written in the intro post.
As for activity!
I'll write my SU sometime in the next few days. I'm honestly in no rush to start this, as I'd like to gather dedicated players, and even if the number that I do manage to gather isn't particularly large I can always write in another one or two characters, so. Quality over quantity!
Justice not-bump - actually I just wanted a post so I could work on this at school or wherever.
To anyone casually strolling by: we're still recruiting.
...Okay, I'm sort of hooked now, after reading through that. Assuming that I don't take too long, I'll probably put up an SU for consideration.
A couple questions, though, just to make sure: Considering the Legends section of the SU, that means that there will be only one of each, right?
And...less seriously, where do you go for artwork?
Yes, there is only one representative of each legend - I might not have been entirely clear about that, but that's why I have six acceptance slot things at the very bottom in which to put character names.
Name: Sakura Ieyasu
As an adolescent, Sakura was a passionate and stubborn rogue with guts, lots of curiosity and an unusual respect for the shadows and dark. Twisted as it may have seemed to his peers, his family was happy for this aspect of his, along with his natural prowess at combat. The path he was required to follow put him through exercise, both of the mind and body, and immense training in the arts of espionage, sabotage and assassination. His once passionate nature has become a cold and restrained one, and through the image he projects through his profession of an assassin, people often misunderstand him as harsh, or even heartless and unemotional. Though not many people came to know him fully, those who did could tell that this notion was not valid. In truth, he is sensitive and strives for a better world for everyone, regardless of their race, profession or social status.Instead of doing it for riches, personal gain or glory among his peers, he maintains a higher purpose... one that is not clear by his looks, but by his actions towards the innocent, the helpless and the unarmed ones. Though, his approach at things render him ruthless and cunning, thus bringing a dark tone to his illustration.
Sakura believes that helping people by any means possible is an obligation of his, not only a choice, as he never truly chose to be an assassin - rather, he was forced into it by his family. The training he received did not only touch him externally, like it does to most of his fellows, who tend to believe that a life is a simple, odd happening which they can snap with the sharp edge of a blade, or fade it away into another plane of existence with a few drops of poison. Over the years, he has developed a philosophy of his own, one that is that every life form, as small as it can be, can affect history, even has the possibility of changing the whole world. That would seem complicated, but it is the reason he refrains from taking lives relentlessly, considering them important, beautiful yet fragile like a maiden in her youth. At times, he stops and thinks, considering his studies upon his target, and questions the possibility of sparing them. He does that with the promise of them vanishing from the world, and his unreadable silence about their fates.
Over the years of his commitment to the duties of an assassin, he gained the immense respect of his inner family circle, and along with his accomplishments came his reputation of a deadly assassin. All that was left from his once overly stubborn spirit was an unshakable determination, a dedication to his tasks that made him unrivaled. The people he contacted had now gotten used to his constant seriousness and immense understanding of a situation, which he acquired through studying it. Once he had set his eyes on a target, he would be entirely focused to just that, and he would often be too absorbed by his studies on them to keep some time for himself. As for the way he treated people, it got him known as a tremendously calm and cold blooded person. That was true, to some extent - being calm had proven a great asset to his job, as he was easily able to improvise, despite an operation being a single misstep away from falling apart.
Sakura is a silent type of person. He speaks quickly and only when required to, while he puts thought into his brief speech. He is rather intense and realistic, his words are often as sharp as his blades and their effects as intoxicating as the poisons they are coated with. When around those he considers friends, he prefers to keep a distance as he is often not quite fond of company - he is always quiet and acts collected around them, while on constant guard. He can be deemed reticent; this trait he had ever since he was a child, and he was always mistaken for a bashful person, though he is not. In large companies, he often keeps a shadowy, subtle vigil, until he speaks his mind and reminds everyone of his presence.As he is by nature introvert, he shows little to no emotions to those who manage to see whatever portion of his face they can under his hood. Serious as he always is, he rarely laughs or exclaims; his voice isn't low, but intense, yet discreet. He generally treats a person discreetly, thinking whatever they do, whatever their beliefs are, whatever power they have assumed, is a personal characteristic of theirs, in which he has no access or right to judge, and therefore he will keep his thoughts and opinion about it to himself. He holds warriors, sorcerers and believers in high regard, as honor is something he values; despite him absolutely disregarding it when it comes to his own job.
Appearance: Under a ray of light, you are likely to see the lower part of his face. It is pale, despite being a Yul, whose skins are usually darker colored. A smile is not likely to be seen there, only a firm line of lips that seem to blend in with his pale face. If he was to remove his hood, you would see a tough face with a perfect nose, meaningful deep blue eyes.The intense eyebrows that add might to his expressions are crowned by his dark brown hair, which is shiny, dense and rich. His movements greatly reflect his personality; calm, discreet, subtle and quiet. They are the types of movement caught by the eye, but not by the mind, as they do not arouse any kind of suspicion in their perfect balance and grace - perfect for blending in with the crowd, or hiding the intentions, usually lethal, he ought to keep hidden.
Those who do lay their eyes on the seemingly unimportant, hooded figure of Sakura, see a monk, or a traveler, standing at around 5'8" feet high from the ground. When traversing through the streets, he is wearing a worn out, cloak that is torn at some points, leather boots that reach up to his knee, black trousers and gloves as well as a grey silk shirt. He wears one belt in which he holds all of his knives and daggers, and a sheath for his short, sharp blade, Penumbra.
The heirloom his family granted, their insignia, which is a dashing wolf, is sometimes tuckered on the middle of his belt, often causing suspicious questions about his creed or origins. Depending on the certain needs of a mission, he will often disguise himself in order to atone with it and become one with its details and environment so that he may accomplish his task. Under his every disguise, he has a body of strong yet agile build. He is particularly flexible and muscled, allowing him to run very fast and do what we call 'free running', be it trees or urban environment.
Sakura was born as Kutsune Watanobi in a family of Shingoku assassins, in Suimeng, Reixue. As one of the Shingoku, he was forced early into training to the art of assassination by his parents, so that he may one day join them and bring honor to their family. His parents, Ishikawa, a Yul, and Kunoichi, a Feiri, were like minded when it came to raising their only son - they intended to teach him things clearly and intensely, right from the start. A single purpose was on their mind: to make him the ultimate assassin that would eventually be in lead the Shingoku, just like his great grandfather Hatori. His father guided Sakura and directed him towards the mastery of the infamous style of Sublimity the Shingoku used - the Steel Serpent style, taught him how to read and write, as well as transferred some of his wisdom to him through life lessons. His mother tutored him on the ways of the Shingoku, the art of espionage, and disguise; additionally, she taught him how to hunt, skin and cook animals. Through all the animals Sakura had observed, dead or alive, he gained an interest in their anatomy and studied it further, comparing it to his own in the way. He learned of the vital points of each organism, such as pressure points, and practiced killing animals using only his fists and chops - and then, as the years passed, on his targets.
Sakura had proven to be a far more defiant child than his parants had expected - in his teenage years, he became a thief, a rogue, although his family had no need of anymore riches. When the Watanobi family found out it was him, he humbly apologized to all of them, claiming he studied his target first, in order to steal from the wicked ones, and give his earnings to the poor. His parents showed trust in him, even if they did not believe him, and Sakura acknowledged and valued that, along with the life lessons they taught him. Ishikawa taught him that all people in the people of the republic are equals, and when Sakura asked him who the Shingoku thought they were, claiming lives for gold, he responded, 'you are not equal to the dead before you.' Sakura didn't fully agree with his father's logic, but never sought to argue with him.
Eventually, he joined the Shingoku at the age of seventeen. He proved to be worthy, a clever and quick Shingoku that delivered swift death from the shadows. Despite his age, he gained respect among his close family members, that were also Shingoku, and as two years passed, all the Shingoku that operated in Reixue came to know him. All this, until his failure to assassinate a local warlord - which ended in his capture, because his escape route was somehow blocked. He still believes to this day that it was one of his own that betrayed him, but he had no proof. His parents postponed his public execution until he was able to squeeze through the enhanced tightened bars of his cell, although that is rumored to be nothing but a myth. After his escape, he was forced to flee from the hidden eyes of the Shingoku, eventually leaving the country. Having nowhere else to go, he decided to become a traveling mercenary, as that is how he believed he would help people the most - and that's the way he would vanish truly.
"I trust myself in shadow."
Sakura is a capable free runner, being able to climb almost anything, including trees. Being a yul, he has the ability to establish a higher communication with animals, whom he loves and pets. As he lived next to the forest where he did his early training, his mother taught him how to hunt and skin animals, thus learning a bit of their anatomy and studying his own from them as well. His parents trained him in the specifics of the Steel Serpent style, in assassination techniques, espionage, sabotage and disguise.
Legend: Ciefe, the Reticent Shadow
RP Sample: I've shown you before, no?
I've decided to withdraw from the RP. I've come up short on character ideas. : / Good luck with the RP. :)
Alright, so I have his background all written out, and before I proceed I wanted to know if it is alright? If there are any mistakes or whatnot you would like me to fix then I will gladly edit it. If not, then I will carry on to Personality and Appearance and Talents, and then it will be done. :)
servants - missing an apostrophe (possessive?)
from all members of the noble family - by?
inexperience - inexperienced?
refine - refined?
Also a general nitpick (though much less important) - gramarie / gramarist and theurgy are not proper nouns. So there you go.
Anyway, those aside - the raid ... probably wouldn't actually happen. Gramarists are pretty important to society in general. Try monstrous encounter (maybe during a hike in the mountains or something) instead. Otherwise history seems fine. Some small problems with the flow but those are unavoidable sometimes so I am not going to raise any concerns - though do clarify; "preparing for his role as Duke" means he's inheriting the title of peerage, right?
Yeah, I was planning on going back over it to grammar check and fix it up a bit, as I wrote it late last night after a rather tedious math test. My apologies for the small errors.
I have a bad habit of capitalizing things I shouldn't. A habit I should really break. I will go through and fix the theurgy and gramarie words.
Hmm, alright, I will find another way to dispose of said character from the past. I do want it to be an encounter with other humans though, as it is crucial to Circel's past being the first time using his magic against a human enemy. Following along the idea of being up in the mountains, would a bandit (or whatever word would be proper for it) ambush be acceptable of some sort? On the note of his heritage: yes, that is indeed what I meant. I was trying not to get very technical with the terms and make the idea as simple as I could. I didn't mean to confuse on that point.
Mm, a bandit is fine too.
(On a separate note, I should probably finish writing my SU. Yeah.)
Hmm, I think this seems very interesting. Expect my sheet to arrive later~
This is mostly done, but I need to finish the background. Hope everything so far is okay~
Name: Nimael "Dust" Gryphus
Personality: "None of you seem to understand. I'm not locked up in here with you. You're locked up in here with me."
Dust is a woman recently enlightened, having broken away from years of servitude into a mind that she doesn't recognize, but has a myriad of experiences that she needs to get used to. She's used to all of the horrors of violence, and shared honor between a group of people, but has a somewhat immature view of the world as a result. She doesn't know how to separate lies from the truth, for the most part, or understand why a person would lie, which leaves her on the edge of sinking into cynicism or optimism, with need of somebody to guide her through to her own conclusion.
There is one constant that has been with her through all of her experiences, and that is combat. It's something that she can hold and understand immediately, which leaves her with an unwavering courage and something of a cocky attitude thanks to the company she has kept in the past. She won't claim to be right in any situation, intervene with anything involving tactics or moral quandaries, or even doubt a person's claims of their own skill. She is humble in all things but combat, and will accept it being pointed out, but if somebody attempts to diminish her role in something, she will prove them wrong with a swift defeat; but not murder. She doesn't trust herself to judge when most people should die.
Despite the issues that plague Dust, including her inability to decide for herself, there are some inherently good aspects about her person. She's capable of love, as it was the first thing she remembers acting upon. She's capable of intelligent understanding, as is inherent in most of her race. And she's loyal; she only has one true friend so far in life, but nothing can break the bond they share.
She only bathes when there is nobody around, which means she needs to head to a nearby river if she's currently in civilization.
Dust's is a face that would appear quite pleasant, were it not most often held in a slight sneer or simply expressionless, or framed by brunette hair not cut with a blade meant for killing. She wears no make-up or adornments other than those of her armor, adding to her simple appearance that can swiftly turn into a killing grimace. Soft curves make up her oval face, from the petite nose that sits above slightly pouty lips to the slender arch of her eyebrows that sit above similarly chestnut eyes. Even fewer scars or blemishes mark her olive-tinted skin, save for a stern gaze, for she's never allowed herself to be marked by blade, spike, or club. Some common ticks include flaring her nose when she's about to get angry, double-checking her stance and equipment, and tapping her fingers.
Dust's body is lean muscle all over, packing strength and flexibility across her lithe and feminine form. In addition to standing taller than most, at a lofty six foot, she possesses a swift movement and demeanor that can often intimidate those who just watch her movements. Everything has a purpose, as she was trained to possess, and although she doesn't want to intimidate those around her, her mien has a way of producing that effect. She moves in such a way because of her training in Sublimity, which is where her physical control truly shines. Those who have the honor of watching such a graceful combatant, especially her, will often either flee for their lives or be dead before they can talk about it.
The fine sheen of Zurine constantly adorns Dust's torso, layered in such a way as to provide protection for her center of mass and line the important parts of her limbs. Thick strands of Ferrelegni are wrapped around each other and woven beneath the Zurine, serving as a bolster to keep her armor attached and a second layer of protection to cover the third; some Aerelium male that can sometimes be seen through the second layer of protection. Besides that which serves as the main bulk of her armor, crimson Crysteel adornments can be seen layered upon her hips, shoulders, and other extremities she can easily twist into a defensive position. That which is not covered by Zurine is instead covered with the hide of a white Hydra, including in the space between her pauldrons and Zurine Gauntlets, and between her Crysteel hip-plates and Zurine boots.
Though she does not often need to travel, Dust will carry any equipment in packs wrapped around her waist, so as not to throw off her center of balance. However, she does carry a set of armor and weaponry maintenance kits in a sash around her waist, along with a fresh set of underclothes and a few days' worth of rations. Despite being trained in many forms of combat, she cannot carry all of them, and usually only takes out a few at a time, but recent events have caused her to constantly carry a couple of Zurine daggers, one a punch-dagger, strapped into her boots, a Zurine arming sword attached to her hip, and a Ferrrelegni English Longbow strapped diagonally to her back. The ammunition, a few quivers of broadhead arrows, are held at the opposite hip to her sword. A collection of fieldpoint arrows are held with her other general equipment, for when she needs to practice, which is a lot of the time.
Background: Dust was born of a working woman, but put out to the streets once past the initial infancy, for Ms. Gryphus simply could not pay to the feed a child, and such interruptions one would provide for her line of work were far too crippling to the business as a whole. Although initially confused by the sudden change of environment, the watchful guild known as the Sand Hatchlings snatched her away before she could become a victim of the streets or starvation. But, only a guild in name, they were but one group of children and teenagers in a battle for food amongst many who had no parents to let them survive, often housing themselves in abandoned basements or half-ruined buildings where they wouldn't be kicked out for vagrancy. Whichever strong few survived into teenagehood were sometimes lucky enough to be picked up by one of the Velchis mercenary groups.
The Sand Hatchlings were perhaps not as vicious as some of the other desperate groups of children, seeking to find their coin by digging through the dirt or working for the blacksmiths, instead of killing other people robbed of all hope. Their hearts were perhaps a bit too golden for the life they lived, however, as the infants they took in proved too draining, and the attacks they suffered from in their little home on the outskirts of Velchis too damning to their stores. Somebody needed to help them get through, teach them how to protect themselves, and one such teenager came from another gang to do just that, calling herself Jab. Although she scared "Nim", as it was all she remembered of her name, this teenager helped them to become a group of violent children...but one that could survive nevertheless. Because of this, they were no longer allowed to stay in the basement of Ms. Gryphus' special hotel on particularly cold nights, despite how much she'd cared for them before. They'd survived, but were just like the others.
It saddened Dust immensely, that she might not get to see Ms. Gryphus again, but she had to protect her friends anyway, and quickly became the most competent member of the group. She hadn't killed anyone yet, but Jab had been hired by one of the mercenary groups and the Sand Hatchlings put Dust as their new guild leader. It didn't last for long, as tragedy struck Ms. Gryphus and her "family" thanks to a group of rowdy gentlemen that murdered the former where she stood. Dust was grief-stricken as soon as she heard, and devoted herself to something she had never considered before, the next night. Though Ms. Gryphus' house went on, and the men returned, the eight year old with a stolen knife was the last thing they expected to see.
Dust returned to the Sand Hatchlings covered in blood and bruises, but victorious, for whatever such a victory was worth. The guild members named her Dust for all those she left in it, but word of the deed soon spread around and a distinguished man of gleaming armor and rippling muscles soon visited their abode on the outskirts of Velchis, looking for the person responsible for the slaughter, and soon found Dust with the direction of her friends. He offered her the chance to get out of the life she'd been living, and harness the potential she possessed for something greater, so she could be greater herself. It was with much reluctance that she left with him, mind vulnerable from the act she'd committed, yet still loving of the other Sand Hatchlings.
[Placeholder: Dust trained in the Sublime Way with the man until she had matured into a woman, being indoctrinated into thinking she was a weapon to be used for battle, but he made the mistake of taking advantage of her state of mind and tried to command her into laying with him; she killed him, because weapons don't do such things. She found a mercenary group and joined with them, until another attempted to take advantage of her servant's mind and she killed all of them, too. It happened again twice, until she reached the age of 25 and an enlightened master of the Sublime Way saved her from that life with enlightenment and tutelage. He wasn't able to make her a person, but he did break the slave conditioning and sent her on a journey to discover herself and her true role in the world.]
Talents: Fighting is all Dust knows, and the extent of her abilities, for she does not possess social graces or any particular trade, save for maintaining equipment. She is very skilled with the Sublime Way, how to carry herself in battle, and constantly practices archery, but is nearly useless as a leader thanks to not understanding any tactics beyond what she alone can do.
Legend: Marcell, Stalwart Guardian
(Testing. Does this show up?)
Here's my SU, which isn't finished yet.
It is done!
Name: Jared Ti'Hannan
Age: 22 years
Personality: One of Jared's more notable characteristics is his exceptional intelligence. Jared comprehends gramarie at an advanced level uncommon to other gramarists. He won't hesitate to propose gramarie as a solution, assuming that he sees the problem as something that could be solved with such. After growing up with gramarie, Jared takes it for granted, and he often gets frustrated if one of his workings doesn't work. Regardless, Jared would welcome almost any challenge for his intellect.
However, despite his understanding of gramarie, Jared finds it difficult to teach another gramarist. He normally shies away from positions that smell of 'tutor' or 'mentor', believing that his impatience would scare off a potential student. Another side to this is that Jared doesn't feel like he can find the right words to explain what he knows to another person. Over the years, Jared acquired a tendency to not really try to explain anymore, especially when he knows that the other person isn't a gramarist.
Jared is generally polite and friendly around other people when he isn't preparing a working. Respect is something that he tries to show, but he has a problem with respecting someone who provokes him or interferes with one of his more important workings. If the offense is particularly bad, then Jared usually takes the time to get back at the offender in some way. He values honesty in himself and others, and his comments are often blunt or tactless. This has put a social distance between Jared and select other people, but he doesn't care to establish false friendships or alliances. Politics are better left to those suited for it, not for an aelian gramarist that feels more comfortable in preparing a working.
Gramarie isn't Jared's sole focus in life. He finds the prospect of venturing into the world attractive, even if all he does is travel to another location to assist other gramarists or research an area of gramarie in the field. Jared won't restrict himself to workrooms or libraries; doing so would leave him itching to take to the skies. Flying is often the only time Jared can find to leave his cares for a time and let his mind drift.
Appearance: If one were to speak casually, Jared could be called a shortie. He stands at about five feet, with a slim build that is fairly fragile when compared to other races. However, Jared is also an adept flyer and has comparatively strong muscles. It isn't difficult to read the emotions in Jared's amber eyes, no matter his expression. He keeps his stiff navy-blue hair a few inches long, to prevent it from growing into curls. His feathered wings, with a wingspan of nine feet, are also navy-blue. Jared's tanned skin is mostly clear except for a small linear scar under his left eye and several smaller scars on his hands and fingers.
Though he denies following a fashion sense, Jared's preferred color-scheme is blue and gray. On a day-to-day basis, he wears a dark-gray Calian silk shirt and trousers, a leather vest dyed light blue, and black leather boots and belt. Inside the vest is a layer of quality aerelium with a protective enchantment to prevent degradation; his shirt and vest have additional holes to allow for Jared's wings. Jared's belt holds two pouches, one on each side, that were modified by a yggdratect to hold up to 8 cubic feet worth of supplies and objects each, though they're not often full to the brim. When it's necessary, Jared has a case that can strap onto his back for carrying a few staves.
Background: On the winter solstice of 1508, Jared Ti'Hannan was born into the family of a Calian silk merchant, Kalden. Jared's elder brother was expected to take control of their father's business and was tutored accordingly, which should have meant that the fourth of six aeloi children could pursue almost anything he wished to. That was before Jared's mother, Mildred, discovered that he and his two-years-younger sister, Coren, were interested in the gramaric devices found in the mansion. Being a gramarist, Mildred began tutoring Jared and Coren in the basics of gramarie. At the same time, Jared found flying to be exhilarating, and he took several opportunities to escape the confines of his mother's supervision and fly above the surrounding city. When flying outside was impossible, or unappealing, Jared spent his free time exploring the family's mansion with Coren; there were several rooms that had been declared "off-limits."
At the age of thirteen, Jared found an advanced set of gramarie books in the mansion's library, which allowed him to look into each of the disciplines. He delved into arcanodynamics and heuristicism, while Coren took an exclusive interest in yggdratecture. They wanted to go beyond the pace at which Mildred taught them, but they would need a workroom of their own to do so. When they found an "off-limits" room that didn't appear to be used for anything other than storage, Jared and Coren began a few of their own experiments; naturally, there were minor accidents mixed with some burns and cuts. Half a year went by before Jared's ambitious project - creating his own automaton - fell apart and drew his father's attention. He had to take a few days off for recovery purposes, which gave Kalden enough time to seal off the makeshift workroom. Mildred later provided Jared and Coren with specialized mentors, since her only specialty was kaleidomantics.
As he grew older, Jared began attending social events, often because of Mildred's unwanted promptings. He didn't care much for politics where it concerned Kalden's mercantile business. Jared still preferred to fly over Calis and, sometimes, the Zephrian Forest. All the same, his mentor, Julian, often took Jared to several locations in Merindor as part of his teaching, where they observed or helped prepare various arcanodynamic and heuristic workings. Julian was of the opinion that Jared needed hands-on experience in order to be a competent gramarist.
Through social gatherings and his travels, Jared was able to become friends with other gramarists of his generation, some of which were sons of other merchants. It didn't take more than a couple years for Jared and Coren to begin collaborating with each other and their friends in conducting their own gramarist experiments and whatnot. They were more careful this time with choosing a workroom that wouldn't be easily discovered; Coren helped establish a few with her yggdratecture knowledge. Of course, Jared didn't have as much free time anymore, so his projects advanced at a gradual pace.
Jared was nineteen when he was enlisted in helping with Kalden's ornithopters, which were used for transporting his business' merchandise. It seemed that a few of the ornithopters had been damaged by natural factors and needed their heuristic circuits to be updated. In the month of Itana, Jared was aboard an ornithopter as it sailed to Tyrovion with a cargo-load of Calian silk, making sure the circuits were working, when a group of flying monsters attacked the ship. The monsters distracted many of the crewmembers, and Jared was left in the engine room. He was present when a 'worker' walked in and tried to sabotage the eldrikinetic engine. Jared kept him occupied with a brief fight long enough for others to come and subdue the saboteur, then was forced to submit to a healer's care. The gramarists on board kept the engine and circuits together long enough for the ornithopter to dock and get proper repairs.
A covert investigation revealed that the saboteur had been hired by another Calian merchant, Alden Leonhardt, though intentions were still unclear. Jared didn't care one whit for what any of this meant for Kalden, but he was requested to talk to one of his known friends, Viktor Leonhardt, to see if he knew anything of his father's plans. Even if Jared had agreed to do so, Viktor 'conveniently' disappeared before he could have been questioned. Ignoring the fuss over the attack on Kalden's ornithopter, Jared continued his own gradual project of building his personal automaton. Still, it was about this time that he began wearing vests with aerelium, in case he got into another fight.
The aerelium vest saved his life when a would-be assassin attacked Jared and his mentor one night in Mingyang, several months later. Julian's expertise had been requested for an arcanodynamic research project, and he had brought the twenty-year-old aelos along for the ride. The assassin slashed Julian with a dagger and attempted to do the same to Jared, but it glanced off his vest as Jared backed off. After retaliating with raw gramaric blasts, Jared and his mentor returned to the inn they were staying at; Julian died a few hours later due to a poisoned cut. The attacker, dead after Jared's retaliation, was identified as Viktor Leonhardt.
The shock of being attacked by one of his 'friends', combined with the death of his mentor and the fact that he'd killed a person, drove Jared into a state of depression. Though others attempted to fix this, Jared spent much of his time secluded in his workroom. About three months passed before he emerged with a new personal automaton at his side; it didn't take long after that for Jared to supposedly leave his depression behind. During the next year, Jared became more focused on gramarie and learning to fight with a staff, with plans to become an adventuring gramarist. Politics and the city life were now too much for Jared Ti'Hannan.
Talents: Being an aelos, Jared's senses are more perceptive than those of other races, and he is an adept flyer. He has basic knowledge of the gramarie disciplines in general, and his specialization is in arcanodynamics and heuristicism. Jared also knows, to a limited extent, how to fight with a staff; he's at least able to defend himself against normal, basic attacks.
Legend: Kyre, Transcendent Archmage
Roleplay Sample: From the roleplay The Children Are Hunted as the character Stryker.
So...I'm pretty much assuming a few things about an aelos' wings. It seems like something that would fall under Question 8.
Okay, thanks for the tips.
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