Built Upon Bones: A Game of Slavic Spirits in Modern Grit

Started by Xurtan, July 22, 2019, 02:10:19 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Xurtan

BUILT UPON BONES
A GAME OF SLAVIC SPIRITS IN MODERN GRIT




GAME OVERVIEW

Built Upon Bones is a dark fantasy game inspired by Slavic mythology, based in St. Petersburg, Russia, in the year 2022. As players you will be one of the Bound, those mortals that through intention, accident, or dark design, end up housing a spirit within you. This is a mutually beneficial relationship, for through you the spirit lives, and through the spirit you gain access to some of its power. This game is open to characters and writers of any gender or sexuality. It will be placed in the Extreme boards due to potentially violent and dark themes such as drug use, sex trafficking, rape, and others; it merely depends on what writers wish to explore with each other. This is intended to be a sandbox game; although there will be occasional GM events to take part in, a large portion of the plotting is up to you and your fellow writers. Don't be afraid to send out PMs to characters you want to interact with, as that's a significant part of the game!

Alongside a character, players will be allowed to bring in places of business or other such 'hangout' locales for players to interact in. Submit these alongside your application. Examples might be a library, a coffee shop, a butchery, a hostel... Any place of significant enough interest that it can be used for players to RP in, either through business transactions, legal exchanges, or things 'off the record'.

The game is ran by GMs Intimate Ink and Xurtan, if you have questions or wish to submit an application, please PM both of us.   


SETTING OVERVIEW

As one of the Bound you are part of a dying species. Year after year, fewer spirits exist. New buildings go up, old ones are torn down; rivers, rocks, and trees are destroyed or moved. With each act by mortals, spirits die. The only way for them to truly continue to exist is through bonding with a mortal. Since the founding of the City there have been such pairings, those humans and spirits that choose to work together for the betterment of the whole. You gain some of their strength... and some of their weaknesses. Mechanically, within the setting you will be spending points to cast spells that are refreshed each day. You will gain a specific Boon, Bane, and initial Spell from your chosen spirit, as well as the ability to create one custom spell (more for Baba Yaga, as that is their Boon). Much of the game will be about finding your place as a Bound, interacting with others, keeping the secrets of the Bound from mortals, as well as dealing with occasional GM plots and plot-lines with individual writers. 


THE SETTING HISTORY

The building of Saint Petersberg, Russia is synonymous with hubris and accepted horrors. Known as the "City Built on Bones" the land that the now-dense population center stands on was once thought to be treacherous, uninhabitable swamp lands. It was only due to Peter the Great's dogged insistence on the placement of the city for military purposes that the bogs, mud, and trees were replaced with bridges, buildings, and roads. Even now the legacy of the swamp pervades the city, as every year foundations break and stones sink into the obfuscated marsh-land beneath.

The veneer of the city did not come easily. It was not a labor those of free will would endure. Under Peter the Great's fist, hapless conscripts, Swedish prisoners of war, and slave laborers worked and died in the construction of the city. Some historians estimate as much as one-fifth of the 540,000 who first worked the city died from the accidents and toil of their obligate duty.

Mortals were not the only whose backs broke under the weight of the city's keystones, though. There was another population, a secret one of time-forgotten spirits once venerated in the lands. There was the cunning Baba Yaga, proud Vila, guardian Leshy, undead Rusalka, and pragmatic Domovoy among other now-lost beings. In their own hubris they, too, believed that they were eternal.   

Most of them learned otherwise as mortal hands shattered the rocks that they were bound to, soiled streams, and cut through sacred glades. With the sundering of those lands,  so too did the spirits shatter, gone from this world and presumably every other.

There were a few that endured, though. They made strange bedfellows with the weary, dying workers. The spirits bound themselves to the bones of their invaders. Each would depend on each other for survival: the spirits would live beyond the lives of their broken land. In turn, the workers would learn strange magic, inherit the livelihood of those spirits that shackled themselves to their work-worn bodies.

Even with the benefit of spirits' charms, though, mortals die. Illness, accident, and age can be temporarily kept at bay by spirit magic, yet still there is no complete cheat for human death. Thus the spirits' with the help of their ailing mortals were forced to find new bodies, new bones to shackle themselves too.

This is the legacy of St. Petersberg, the forever sinking city, the city built on bones.


SPIRIT-BOUND POLITICS

The history of leadership among the Spirit-Bound is a convoluted affair, and most in the current age could not give you a detailed history without the help of a specialist. With origins among the most repressed in society -- slaves, unwilling conscripts, and convicts -- leadership structure has rarely been clean and straight-forward in nature. Those who informally guided the decisions of the Spirit-Bound as a whole usually were either charismatic individuals with revolution-like ideologies, or criminal figures that had learned to extend a shadowy thumb over a population through experience in organized crime.

When Mother Russia emancipated serfs in the mid-19th century, there was a backlash effect of sorts among the Spirit-Bound community, as those who traditionally felt bound to call others master sought to attain the title themselves. Spartak Markov, a shrewd merchant and Spirit-Bound Vila, managed best at attaining leadership glory in the time period through his ability to obtain supplies, manipulate the mortal world, and garner contacts in his trade. While former-serfs and masters squabbled over redemptory payments and taxes, he managed to hold neutral ground among both. He assumed a sort of control, contested as it was, recruiting and paying Spirit-Bound beneath him to enforce laws, eliminate competitors, and recruit others into believing that there was benefit to a more organized Spirit-Bound society.

As notable as Spartak’s name was at the time, it would be his Domovoy book-keeper that would ultimately have a more lasting impression on history. Boris Molchalin was by all accounts a genteel, studious sort that often could be tapped to exhibit an influence on Spartak’s behavior. Boris was above all scholarly, and used his position to detail the history of the Spirit-Bound. Through extensive interviews he was able to determine a pedigree of sorts of many (though not all) of those Spirit-Bound in Russia, tracing the spirit within them to the original binding under Peter the Great’s reign. 

Through vitality-extending magic, Spartak would see his life and leadership extended into the early twentieth century. He would extend the ‘gift’ unwillingly to Boris, whom subtly spoke against a desire to have a more pro-longed existence under his keeper’s thumb. Spartak’s choices would prove to be short-lived victories for him as throughout Russia revolution and communism swept through the lands. In a move mirroring the Bolshevik Revolution, days after the July 16, 1918 execution of the Romanov’s, a group of Spartak’s soldiers would betray him and allow disquieted Spirit-Bound to drag him into abandoned swampland outside St. Petersburg and execute him.

It was a rarity time-wise in the sense that a sundering was permitted without consequence: the group deliberately isolated the dying Spartak, presumably ensuring his spirit was destroyed with his decomposing body. By all accounts the annihilation was a success, however, and while there were certainly critics they knew the consequences of speaking up. There was, after all, a larger revolution being played out around them as well, guided by similar impulse and dissatisfaction.

Boris would ultimately be saved, even elevated to a protected status, beloved by both revolutionaries and those with more quiet discontent equally. With his desire to live the length of a mortal life he was tasked with naming and training successor for his book-keeping, research, and informally offered wisdom. He would do so in the form of a bright, educated youth. Though born with a name of his own, he was symbolically gifted the name Boris Malchalin II, and bestowed the Spirit-Bound gifts at his predecessor’s death.

Communism led to a lack of activity among the Spirit-Bound, particularly so far as leadership was concerned. The community was a loose one, largely in part to the fact that heavy organization would be looked upon suspiciously by the larger Soviet government. Boris would, out of respect to his predecessor, likewise decline extended life and establish the larger trend of a revolving figurehead adviser with the same Domovoy spirit passed along like a lifetime-to-lifetime heirloom.

The silence of the Spirit-Bound would not ultimately break until the dissolution of the Soviet Union in 1991. Russia and the smaller post-Soviet countries close to St. Petersburg such as Lithuania, Latvia, and Estonia struggled to re-establish an identity of culture, art, and spiritualism that was separate from what the last century had wrought. Boris Malchalin IV became the focal point of these urges among the Spirit-Bound, and was often called upon to research, clarify, and at times even create a level of lore and ritual for his kind to take pride in.

It would be under his guidance that the Spirit-Bound would take over one of the communal apartment buildings (Kommunalki or коммуналка) on Vasilyevsky Island and turn it into a hostel (though it has had the sporadic private room). The location would also serve as a cultural center and safe-house for Spirit Bound in the area. Here Spirit-Bound could rest, share company among others of their kind, organize, and utilize Boris’ knowledge to understand more about their kind. Unsurprisingly, this eventually put Boris once more into a role of an adviser, lending the once book-keeper role an air of leadership and prestige.

The post-Soviet era would find a new set of problems for the Spirit-Bound to deal with. Of greatest concern was the number of their kind that would turn up missing or dead, their spirit assumedly sundered, bound to an uninitiated, or even forcible taken by a Fiend.  There was, of course, the equal possibility with easy travel outside of Russia that individuals with the money to do so simply left the area unannounced, unconcerned with the connections of spirit. Crime, capitalism, and tourists brought woes of their own, further complicating the new life of the Spirit-Bound.

In the wake of new problems came a call for further organization. Though Boris IV firmly opposed becoming a singular leader (perhaps due to personality, or perhaps knowing all-too-well the fate of leaders in history), he eventually agreed to the responsibility of designating two representatives -- one who would speak for those under the facet of Belobog and the other under the facet of Czernobog -- to help with political matters. Together the three would meet behind closed doors, debate, only to issue decisions as a single voice in order to discourage discontent between the aspects. While largely Spirit-Bound have proven to respect and self-enforce those decisions, a small matter of paid forces exist that stay within the hostel at all times in the manner of a guard.

The system continues to this day, though not without its discontents. As Spirit-Bound can change aspects in their lives, some question the reliability of representation, particularly behind closed doors. Others question if the position of the now-Boris V is an outdated one, and needs to be swept aside -- forcibly, if not willingly. Then there are those who seek more an open counsel of each Spirit with decisions made in the light, something more akin to a British Parliament.

Still, for the moment, at least, the system of the three exists, weathering the storms of both Spirit-Bound and the larger geo-political struggles Russia now faces.


THE SPIRITS


The Baba Yaga

In Russian fairytales, Baba Yaga is a witch often depicted as a ferocious-looking woman. She flies around in a mortar, wields a pestle, and dwells deep in the forest in a hut usually described as standing on chicken legs. Baba Yaga may help or hinder those that encounter or seek her out; she's a many-faceted figure, capable of inspiring awe, fear, hatred, and gratefulness in almost equal measure depending on the story -- sometimes all within the same story.

A Baba Yaga does nothing for free. The best things in life are worth working for, and often the Baba Yaga do not enjoy having their solitude intruded upon; unfortunately due to their Bane, they have little choice in the matter. Consequently, those that stumble upon them are often put through difficult tasks before gaining what they seek. They can be powerful allies, and terrible enemies.

Boon: All Baba Yaga are naturally adept at magic, and may write two additional custom spells in addition to the one provided to each character at the start of the game.

Bane: Though Baba Yaga may be mythologically connected to the quintessential hermit, in stories (and in practice) it is never the case. For better or worse, individuals will have a habit of stumbling upon a Baba Yaga's domain no matter how well it is hidden. While this might be good for business to the enterprising sort, the late night unexpected visitors can become tedious, while hiding becomes next to impossible.

Spell: Though mythos speaks of a Mortar and Pestle, a Baba Yaga may take flight by any dramatic means they so choose with this spell. Though far from drone-level aerodynamics, they may travel in the direction that their eyes are facing as fast as 25 miles per hour. This spell does not make them immune to the temperature and air changes that accompany rapid elevation changes, so the wise (and currently living) Baba Yaga knows not to set their sights too high.


The Domovoy

In Slavic religious tradition, Domovoy are seen as household gods. They are protectors of hearth and home, and powerful allies when treated well. Statues of them are often placed in niches near the house's door, or on mantelpieces above ovens. Each Domovoy was unique, attired in the distinct costume of the tribe to which the family belonged. Sacrifices in honor of the Domovoy are practiced to involve him in the daily life of the family, and to appease and reconcile him in the case of anger. Often these sacrifices come in the form of meal leftovers.

Few things dare attack a Domovoy in their own home, as it is their place of power. It is where they are most comfortable and the most protected, and well honored is the family that has an actual Domovoy protecting them.

Boon: The Domovoy is the spirit of their house, and those spirits within are in service to the Domovoy. By simply touching an object in the Domovoy's own home, they may reference memories the object has had while within that house. Conversations can be recalled, memories can be re-experienced, and misplaced objects can be found.

Bane: A Domovoy upset or in distress is a difficult thing to hide from the knowing. In folklore, these spirits' displeasure was made manifest in suddenly spoil milk, flat ale, molded food, and household pets becoming irritable and restless. Similarly, those surrounding an unhappy or distressed Domovoy will notice similar phenomenon. While perhaps a useful passive-aggressive technique to convey distaste, this will no doubt arouse suspicion to a spirit's presence, to say nothing of creating a shortage of food, drink, and peace in a house.

Spell: As a spirit of protection, Domovoy are adept at keeping space safe. A Domovoy may place a ward on a single-family domicile of their choosing that will prevent the name of the person or those in their direct employ from crossing.


The Leshy

In Slavic mythology, the Leshy is a tutelary deity of the forests. He is known by some to have a propensity to lead traveler astray and abduct children, which would lead some to believe he is an evil entity. He is however also known to have a more neutral disposition towards human, dependent on the attitudes and behaviors of an individual, person, or local population, towards the forest.

Though the forests may dwindle, the Leshy have not given up their guardianship of them. Their shapeshifting powers come in handy when they seek to watch those that would disrespect the forest, and woe be to those that would take from a forest under a Leshy's protection without proper respect being paid.

Boon: Size Differences -- Leshy are widely known for their ability to shift in size. Over the course of several minutes of concentration they may alter their form to be as tiny as three feet or as large as nine with accompanying adjustments to weight and feature proportions.

Bane: Leshy are notoriously territorial -- in fact, Russian mythos tells us the inexplicably fallen trees in many forests are due to Leshy disputing their territory. If any Leshy enters a home belonging to another, the Leshy whose home is invaded will experience a burning, consuming pain that will cease only when their visitor is exorcised.

Spell: Consummate shapeshifters, Leshy may transform into any plant or animal that is native to the Komarova forests near St. Petersberg.


The Rusalka

In Slavic folklore, the Rusalka is often malicious toward mankind and frequently associated with water. Rusalka are generally the result of committing suicide by drowning or being violently drowned against their will. Her main purpose is to lure young men, seduced by either her looks or voice, into the depths of the waters where she would tangle them with her hair and drown them.

Beautiful beyond measure, Rusalka are dangerous indeed near water. Care should be given to those that wander too deeply into the marshes or near lakes and rivers, because what seems too beautiful to be true, often is. Yet away from their waters Rusalka are to be pitied, as they are driven mad by their violent deaths.

Boon: Rusalka are natural water-spirits, uninhibited by mortal needs for dry land. They all are expert swimmers and can breathe in water just as easily as in air. They are generally respected by the natural flora and fauna within bodies of water, and under normal means do not have to worry about the dangers of animals posed there. Mortal needs, such as eating and drinking, are beyond them. 

Bane: Rusalka are undead creatures, universally victims of a loved one betraying them, sending them into a watery grave. Though 'natural' bodies of water give them peace -- to the point that some even have a sort of selective amnesia surrounding the events of their betrayal and death -- separation from that water interrupts that. After being separated from a source of a submersible body of water for twelve hours, a Rusalka will begin to have progressively worse anxieties, flashbacks, and memories of their own demise. They will become restless, unable to concentrate, and their behaviors will become deeply erratic. By twenty-four hours of separation the Rulsalka's memories will be fully sensory, and consequently their urge to return to water near-impossible to squelch. At thirty-six hours the Rusalka will by conventional standards present as fully mad, unable to reliably communicate, near-trapped in the memories of their past. Once returning to the forgiving waters, Rusalka's traumas will once more become minimized or altogether forgotten.

Spell: Rusalka are renowned for their charm and beauty. When submersed within a body of water, a Rusalka may cast this spell upon themselves in order to cosmetically improve their appearance -- by default their skin will smooth and brighten, features will gain symmetry, while scars, wrinkles and other skin imperfections fade. A Rusalka may additionally make small shifts to their appearance if they know what will be best received by their audience, such as eye color, hair color, skin tone, moderate shifts in height and weight, and hair length. This spell is not an identity-transforming one: a Rusalka may not use it to adopt the physical or genetic visage of another.


The Vila

Known for luring men, for their tempers, and equally for their ability to fight, a Vila is a fierce opponent. Often depicted as dressed in flowing gowns, they control the winds. A point of pride is their hair which is kept long and flowing, traditionally blonde. Should one wish to deal with a Vila they had best cut their hair first, as it severely weakens them and makes them easier to deal with.

Seen as somewhat frivolous, they are easy to incite and generally easy to appease; often through the gift of little cakes.

Boon: Comparable to the Valkyries, even the most untrained Vila can hold their own in a fight. An untrained Vila will, through sheer instinct, know the basics of physical fighting techniques. In terms of fighting prowess their skill should be considered as one level higher than their level of training and experience suggests.

Bane: Legends speak of the power held within the flowing tresses of the Vila; cutting their hair inherently weakens them. A Vila whose hair is cut will find themselves weakened and disoriented until the next sunrise, wherein their hair will once again mystically regrow to it's full length.

Spell: Vila's were often seen as or accompanied by swirling winds, often occurring in glades where the air is otherwise still. A Vila may call upon and control a whirlwind roughly the size and shape of themselves, disrupting the earth around it, and disorienting those caught in its path. It may be as slow as a gentle breeze, or as heavy as a strong gale, capable of uplifting loose shingles, pulling debris from the earth and trees, and impeding the progress of (or potentially injuring,) those caught within it.


PLANNED DEATH & SUCCESSION AMONG THE SPIRIT-BOUND

Death among the spirit-bound is a highly ritualized affair, perhaps unsurprising given the magic-tuned spirits and the religious-minded slave-laborers that compromise their origins. With every death of a spirit-bound, however, there is a sense of urgency that accompanies the ritual: It is estimated that if a spirit has not found a new host to bind itself to after three days following death, the spirit is sundered, leaving an already dwindling population one shorter.

Most expected deaths begin with a living vigil and wake, whereby other spirit-bound gather around the dying and the chosen successor to the bond. They typically share in drink and memories.  For many, this is also an informal time of meeting (and subsequently judging) the successor. (While the opinions of the voyeurs have little consequence, it makes for good gossip among those who care for such things.)

At the time of death, both the corpse of the fallen and the successor are stripped naked and laid side by side in a room by the wake participants, often whom have pledged silence for the duration of the activities. The body of the fallen and successor are respectively rubbed with perfumed oils and mud from the swamplands surrounding St. Petersberg. The dead is set ablaze in a pyre accompanied by branches from native firs, the onlookers waiting for the sound of the crackling skull that signifies the liberation of the spirit from its old host.

There the spirit movies into the body of the successor, whom is cleansed after the ritual, and expected to live the typical life of the departed for the next week in order to help accommodate the spirit to its’ new host. The experience for the newly bound varies: Some experience flashes of memories from lives that they have not led, others report hearing the voice of the spirit distinctly in their head, conversing with them. Many experience changes in their personalities, their taste in food and drink, and tendency towards routines.

These shifts are near-universally considered temporary, the new host having little noticeable intrusion into their thoughts or memories after the first week. Some, particularly among the Baba Yaga, stress the importance of this time, saying that it is when the Bound is most able to communicate with the spirit tied to their bones, and thus learn forgotten lore.

The successor is welcomed into the community following the binding, often expected to learn the ways of the Bound and to pursue knowledge and resources helpful to the community.

As has been stated, though, the ritual surrounding the death of the spirit-bound is largely that: ritual, whose meaning has been debated, yet never proven. In practice, once there has been notable breaks in bone of a spirit-bound, the spirit may opt to leave their host and enter another who is in close vicinity (the exact accepted distance is unknown, but it is widely believed being confined to the same room is best.) Provided the host is receptive and has not been a previous recipient of a bond, the new binding has a high success of successful completion.

Still, those who cling to the rituals insist on stories they have witnessed of dire failure and loss when rituals are not observed, or at the very least, the successor being driven bad by the binding, unprepared and un-acclimated to the forces within them.

There are, of course, plenty of ways planning and ritual to go wrong. Most often this occurs under the circumstance of an unplanned death, where the spirit binds to an often unwitting mortal in order to escape sundering. These are often tense circumstances in the best of times; the newly spirit-bound is often completely uninitiated and uneducated about the community prior to the occurrence. Frequently these individuals are often medical workers or fellow patients in the hospital where a spirit-bound dies, leaving the remaining spirit to take residence in whomever is closest.

As if the sudden news of being bound is not bad enough, the community is often likewise wary of the newcomer.  A successor might have been chosen and educated, only to now be told that an outsider has received the bond instead. Others are often wary of the other, fearing that there is more to the story of the newly bonded, questioning their innocence in the matter.

Still, most respect the belief that a spirit chooses its host deliberately, and that choice should be honored. Many unplanned Spirit-Bound become respected in the community after sufficient time has passed and education has occurred.


THE FIENDS

There are, of course, those reasons to be suspicious. Though the Spirit-Bound have often understood the importance of keeping their natures safe from the outside world, mistakes and disobedience have both happened. The promise of power, the ability to be something more than who they were born to be, and simple human greed are all reasons that have historically driven the Izvergi, the Fiends, over the years.

An Izverg is, most simply, one who for whatever reason has come to learn about the Spirit-Bound community and its practices, and has forced a spirit into them through sheer desperation. Most typically this entails taking a Spirit-Bound to a solitary place where they have no hope of finding another to bind to. There, through the repeated breaking of bones, or simply murder, the Izverg compels the spirit to make the difficult choice of binding to them or dying with their host, proudly marching into the void of unknown.

Those who the spirit binds to are then faced with several choices. They may, of course, exist outside of the Spirit-Bound community in secret, taking advantage of what power and knowledge they can find. Still, though, others realize that the communities’ education, magic, and knowledge are necessary in order for them to take on their new form.

Those fiends often infiltrate the community, portraying themselves as innocent bystanders who were possessed unexpectedly, feeding upon the power in the community that they once betrayed.


THE FACETS

Every Spirit-Bound tends towards being more in touch with either the lighter or darker aspects within themselves and the spirit connected to them. This is an acknowledged difference within the Spirit-Bound community, and often a dividing line around certain political decisions that affect the Spirit-Bound.

Unlike the stories of the Fae courts held along the British Isles, however, the relationship between the groups rarely reaches adversarial heights. This is largely due to the propensity of Spirit-Bound to switch alignments several times during their lifetime. Moreso, the foundation of Slavic lore itself often acknowledges the falsehoods of duality. Czernobog, God of Darkness, and Belobog, God of light, are often considered two aspects of the same greater being. 

Still, there is still a great deal of influence that comes from the Slavic influence. Those under the facet of Belobog tend to be alternatingly playful and genteel, often assuming the role of guardians of those things and people they value. They often have a friendly, if perhaps seductive or mischievous relationship with mortals around them. Those under the facet of Czernobog tend to be alternatingly careless and wrathful, often times eschewing roots and taking advantage of situations at hand. They often recall the wrongs mortals have done to their spirit-selves throughout time, and consequently are either vengeful or opportunistic in their relationships.

No facet is so all-encompassing that it defines every relationship and hour a Spirit-Bound lives and breathes. They simply refer to general tendencies and outlook.  Furthermore, as previously mentioned, it is not uncommon for Spirit-Bound to move between the two aspects several times over in their lives. This often surrounds critical events in their lives, such as falling in love, suffering a betrayal, losing heirlooms and other priceless possessions, or witnessing dramatic changes in the world around them. The truth is, however, an event is not always the triggering factor; in truth, the shifts is more about changes within a Spirit-Bound's own psychology and outlook.

Those under facets enjoy a very real benefit to each in the day. Those under the facet of Belobog have their Numen pool restored at noon each day, St. Petersburg time (GMT +3), regardless of where they might be in the world. Those under the fact of Czernobog have their Numen pool restored at midnight each day.


RULES


  • No out of character drama. Be respectful of others. If an issue comes up that can't be resolved, bring it to a GM's attention.
  • Do not control the actions of another character without express approval of the writer. That is, do not godmode.
  • Do not expect plots to come to you. Put yourself out there, PM other characters, and make connections.
  • Read a writer's O&Os and be respectful of their 'Offs'. Do not attempt to engage in non-con situations without first discussing it with them.
  • Write in third person, past-tense. Use proper spelling and grammar, and at least give your post a once-over before submitting it.
  • Keep smut to their respective areas instead of the main story threads; if a plot is building that direction, continue in a smut thread and link to it.
  • Characters must be 18 years of age or older to keep in accordance with E's rules.

FAQ

Q:What will the structure of the game be?
A:Built Upon Bones is a GM-influenced, guided sandbox. Threads will be made available from the start of the game for characters to explore the world, interact with each other, and create their own stories. There will, however, be GM-run storytelling as well, which will allow players to participate in a larger story about the changing times within the St. Petersburg Spirit-Bound population. Creativity and a writing-focus is encouraged both in the creation of one's own stories, as well as those run by GMs. While every player is different, we feel that the most satisfaction in the game will come from those who are equally eager to tell their own story, participate in the story of fellow players, and participate in the larger world-defining stories that GMs run.

While many GM-run threads will be optional, there will be the occasional one that players will need to account for their characters' presence, even if they are not there.  This is due to the large influence these stories may have on the life and times of those characters within the game.

Q: Do I need to be an expert on Slavic mythology to join?
A: Not at all. The information you need to play is within this thread, and we're happy to answer any questions you have or expand on something. 

Q: Can I play a different spirit?
A: Right now we are going with the ones listed above, but you're free to suggest an option and we might open it up to the players later.

Q: Can I play a mortal?
A: This is really a setting about the Bound and how they deal with their station, their spirit, and the society. If you'd like to bring in a temporary mortal for a scene or a plot, you may do so, but your main character should be Bound.

Q: Can I main more than one character?
A: In order to keep a certain balance among the number of spirits, at this time we'll be restricting it to one character per person -- should it be requested, this might change during the course of the game.

Q: X/Y/Z spirit is listed as female/male, can I play it as a male/female Bound?
A: Absolutely! Don't feel constrained to a specific gender just because of the traditional lore.

Q: Are gay, trans, bi, etc characters allowed?
A: Absolutely. We are all inclusive.

Q: Is this a system game?
A: No. Although we've found using character sheets makes it easier to get a feel for the character and what they're good at, this is not a system game.

Q: What board will Built Upon Bones be on?
A: Small Groups > Extreme. Applicants should be prepared to dwell in the often tumultuous, sexual, amoral, and violent world that Bound find themselves in.

Q: What are the writing and/or time commitment expectations?
A: Built Upon Bones is intended to be a writer-focused game. Posts made in GM-run story event threads are expected to generally hit a minimum of 200 words, however this will not be actively monitored unless an issue arises. Posting size and frequency for scenes and threads run by players are at the discretion of those involved, however, we do ask that you respect your fellow writer's time.

Q: I have a question that isn't answered, can I PM the GMs?
A: Please do! Whether it be about character creation, businesses, world lore, or anything else, we're more than happy to help.   


CHARACTER CREATION

Making a character is, overall, quite simple; and when you are done, PM it to both Intimate Ink and Xurtan. Like any other game on Elliquiy you will come up with a background, personality, look, etc, that all fit within the setting. On top of that you merely need to select a spirit to Bond with. There can be multiple of each; no one is ever THE Baba Yaga, for example, but merely A Baba Yaga. Once you've decided on a spirit, work through the character sheet below and plug in any asked for information.

Strengths and Weaknesses are primarily used to get a brief overview of your character's personality. Pick core concepts of your character, something that is likely to come up or make for interesting roleplay. Equally, should there be a competition (or fight, or anything else) between players that requires GM involvement, your strengths and weaknesses will be one of the things we look at to make a decision. Ideally, such matters will be resolved logically or between the players involved.

Skills are used to further define your character. Much like Legos, you merely need to plug and play the following stats into the skills you wish to excel at. Physical, Mental, and Social skills are all part of the skill list, they are broken down by category for easier viewing rather than being separate; ie, you only receive one 'Great' skill from among the three, two 'Good', etc.


One Great (+4) skill
Two Good (+3) skills
Three Fair (+2) skills
Four Average (+1) skills


Physical Skills:

Athletics
Athletics can just as easily be described as nimbleness. It's not strength or endurance, but rather skill at jumping, climbing, swimming, etc. If it's something you'd do in the decathlon, it's Athletics.

Fight
Ever been in a bar-room brawl? That's what this is. It's street fighting, hand to hand, and playing dirty far more than an organized tournament.
Physique
Physique is raw strength and endurance. How much you can lift, carry, or drag, as well as how far and how long you can do something for.
Shoot
Being trained in marksmanship, effectively. How well you shoot a gun or bow.
Stealth
The ability to sneak quietly or pass unseen, and how likely you are to be noticed.
Burglary
The ability to bypass locks or cameras as well as pick-pocket, general thievery skills go here.
Drive
Driving machinery. Generally cars or trucks, though you can specify something else such as boats or helicopters if it's relevant.
Mechanics
The care of machinery. Whether it be vehicles or the washer and dryer or something else, this is a sense of how handy you are around such things.

Mental Skills:

Investigate
The ability to find things out. Unlike Perception which is situational alertness and surface observation, Investigation revolves around concentrated effort and in-depth scrutiny. Think going through microfiche or looking for prints.
Academics
School knowledge, effectively. How well educated you are in maths, sciences, general mortal history, etc.
Streetwise
Things you'd learn on the street. Things to look for to indicate danger or that there's a cop coming, certain lingo, etc.
Spirit Lore
The brief but troubled history of spirits, mortal mythology, as well as knowledge of spirit abilities.
Perception
Situational alertness and surface observation, a 'sixth sense' for something, to notice something off.
Will
Essentially, mortal fortitude. How strong of will you are, puzzles and riddle solving, and generally useful for mentally absorbing tasks or things that are mentally taxing.

Social Skills:

Networking
How well connected you are. 'You know a guy'. 
Rapport
How easily you gain a rapport with people. How affable or reasonably charismatic of a person you are; how quickly you make friends.
Emphatic Insight
How easily you tell what someone is feeling, and how well you understand where they're coming from. How and why they're feeling that way. 
Deceive
The ability to lie, the ability to disguise yourself, to change your body language, etc.
Resources
The amount of money you can gain access to at any given point, how rich you are.
Intimidation
The counterpoint to rapport, this skill is focused on scaring or threatening people into compliance.

Much like personality strengths and weaknesses, while these will not be rolled they are meant to show a quick overview of what you are good at. No one is good at everything, and we've found having people make tough decisions about what their character focuses on leads to more interesting and well rounded characters. Equally, should a competition or fight come up that can't be resolved by the writers, the GMs will take into account your skills to decide on a resolution.

Also, players will be able to bring in businesses or buildings to the world that they would like to see used for RP locations. These should be things that make sense within the setting (modern Russia) as well as useful or interesting enough that players want to visit them. All you need to do is fill out the form at the bottom of the sheet below, and you're good to go.

Finally, spells will be approved on a case by case basis. See the spell section further below for more information.

As always, if you have any questions, contact the GMs or post in the thread and we will work through it with you.

[float=left] [img height=325 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img]
[img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img][img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img][img height=120 padding=10]https://upload.wikimedia.org/wikipedia/commons/thumb/c/c9/-Insert_image_here-.svg/2000px--Insert_image_here-.svg.png[/img]
[/float]

[b]Name:[/b] [font=courier](Character name)[/font]
[b]Face Claim/Play-By:[/b] [font=courier](You may reserve face claims ahead of submission in the application thread.  In accordance with Elliquiy policies for adult games, all face-claim subjects must be a minimum of 18 years of age.)[/font]
[b]Alias/Nicknames:[/b] [font=courier](Character's nicknames / other names they are known by.) [/font]
[b]Age:[/b] [font=courier](How old is your character?) [/font]
[b]Height:[/b] [font=courier](How tall is your character?)[/font]
[b]Ethnicity:[/b] [font=courier](Accent/Ethnicity/Etc.) [/font]
[b]Gender:[/b] [font=courier](What gender does your character identify as?) [/font]
[b]Sexuality:[/b] [font=courier](Optional.  What sexuality does your character identify as?) [/font]
[b]Kinks:[/b] [font=courier](Optional.  Please provide any kinks you wish to discuss about you or your character, and/or link them to your O/O's[/font]

[b]Spirit:[/b] [font=courier](Current available options are Baba Yaga, Domovoy, Leshy, Rusalka, or Vila)[/font]
[b]Facet:[/b] [font=courier](Select Czernobog or Belobog)[/font]
[b]Strengths:[/b] [font=courier] List at least three of your character's strengths or aptitudes.[/font]
[b]Weaknesses:[/b] [font=courier] List at least three of your character's weaknesses or inaptitudes.[/font]

[b]Skills[/b]

+4:[font=courier](Great skill here)[/font]
+3:[font=courier](Good skill here)[/font]
+3:[font=courier](Good skill here)[/font]
+2:[font=courier](Fair skill here)[/font]
+2:[font=courier](Fair skill here)[/font]
+2:[font=courier](Fair skill here)[/font]
+1:[font=courier](Average skill here)[/font]
+1:[font=courier](Average skill here)[/font]
+1:[font=courier](Average skill here)[/font]
+1:[font=courier](Average skill here)[/font]

[b]Spirit Abilities[/b]

[b]Boon:[/b] [font=courier] (List the starting Boon of your Spirit)
[b]Bane:[/b] [font=courier] (List the starting Bane of your Spirit)

[b]Numen:[/b] [font=courier] (For starting characters this should equal 6, with potential for growth.)[/font]
[b]Spell(s):[/b] [font=courier] Spell Name = Description of Effect[/font]

[hr]

[i]Please Note:  Player's may opt to replace the background questions with a standard biography narrative if they so choose; simply delete the application beyond this point and write away.  The narrative should demonstrate that they have considered the answers to the following questions when writing it.[/i]


[b]Background Questions[/b]

[b]What is your character's hometown?[/b]: [font=courier]Provide your answer here.[/font]

[b]Please describe your character's early childhood life; whom were they raised by? Do they have any siblings?[/b]: [font=courier]Provide your answer here.[/font]

[b]When and how did your character first become aware of the spiritual side of the world?[/b]: [font=courier]Provide your answer here.[/font]

[b]How did your character become Bound?[/b]: [font=courier]Provide your answer here.[/font]

[b]Briefly describe your character's experience, if any, within the community so far so far.[/b]: [font=courier]Provide your answer here.[/font]

[b]What other things might be interesting to a fellow player who is looking to make connections with your character?[/b] [font=courier]Provide your answer here.[/font]

[spoiler=(Optional) Additional Character Information, Stories, Link, or Images][/spoiler]


[b]Connections: Due roughly after 10 days following approval. It's not a hard deadline, but at least know when you'll start being annoyed to complete it.[/b]

[font=courier]Please provide the name of at least three other player-run characters, how your character has met them, and their impression/opinion of the character.[/font]

[font=courier](Character Name) - (Opinion/Background)[/font]


[spoiler=Small Business Form][b]List name of business and affiliation, if any[/b]: [font=courier]List description of the small business[/font]

[url=http://Show the exterior of the building here]Exterior[/url]
[url=http://Show the interior of the build here]Interior[/url]

[/spoiler]


For those that operate best with an example, provided here is an NPC sheet done in the same style.

Spoiler: Click to Show/Hide



Name: Jelena Dragomirova (NPC Sheet)
Face Claim/Play-By: Grace Jones
Alias/Nicknames: Mother Druid, That Bitch (usually admiringly), Laika (not as admiringly), Facet of Belobog, The Facet, The Skinner of St. Petersburg
Age: 53
Height: She's Leshy, it varies--but she favors 6'4
Ethnicity: Afro-Russian
Gender: Female
Sexuality: Asexual
Kinks: N/A

Spirit: Leshy
Facet: Belobog
Strengths: Compassionate, always willing to listen to those that need it, not willing to dismiss someone merely because of their strength
Weaknesses: Smoker, a real hard-ass, stubborn to the core

Skills

+4:Shooting
+3:Perception
+3:Spirit Lore
+2:Drive
+2:Burglary
+2:Investigation
+1:Physique
+1:Athletics
+1:Will
+1:Emphatic Insight

Spirit Abilities

Boon: Size Differences -- Leshy are widely known for their ability to shift in size. Over the course of several minutes of concentration they may alter their form to be as tiny as three feet or as large as nine with accompanying adjustments to weight and feature proportions.
Bane: Leshy are notoriously territorial -- in fact, Russian mythos tells us the inexplicably fallen trees in many forests are due to Leshy disputing their territory. If any Leshy enters a home belonging to another, the Leshy whose home is invaded will experience a burning, consuming pain that will cease only when their visitor is exorcised.

Numen: 6
Spell(s): Transform: Consummate shapeshifters, Leshy may transform into any plant or animal that is native to the Komarova forests near St. Petersberg.

Thorn Growth: Practically a creature of the forest herself these days, Jelena never travels without a ring of thorns around her right hand. A prick of her wrist and a drop of blood allow her to control the thorns and cause them to grow, the ring lengthening until it works as an animated, obedient rope of plant-matter with inch long thorns that she can command to ensnare a target. Needless to say, it is excruciatingly painful for her opponent.







Please Note:  Player's may opt to replace the background questions with a standard biography narrative if they so choose; simply delete the application beyond this point and write away.  The narrative should demonstrate that they have considered the answers to the following questions when writing it.


Background Questions

What is your character's hometown?: St. Petersburg

Please describe your character's early childhood life; whom were they raised by? Do they have any siblings?: Jelena was raised by parents loyal to the Soviet Union, along with her sister Zenaida. Born in the late 60s, it was an interesting time for a black girl in Russia. Though in the 90s and 00s racism soared, the Soviet Union pushed an internationalist agenda and supported the decolonization of Africa, leading to fairly neutral temperaments all around. Citizens of African states were offered free education, something that Jelena's parents jumped at the chance for and never looked back. Loyal Russians, she grew up knowing there was something ever so slightly off about her parents; more, that there was something her parents saw in her elder sister that they didn't in her. Truthfully, she didn't mind. She was content to follow her own path, and assumed she would learn about it if it was important. Her family treated her well, and though to some degree her parents doted most on her eldest sister Jelena was never unloved or lacking for food, comfort, toys, or arms to cry in when needed. She grew up praising the USSR for the opportunities it afforded her family, and while her sisters focused more on education, Jelena was the one breaking the nose of anyone that dared to bully them. She was 17 when she was formally accepted into the KGB, fast-tracked through the program and became an intelligence provider--a spy. It would be, if you asked her, five of the most glorious years of her life. Then the USSR fell. Although she managed to transfer to the new FSB, things never really felt the same after. Her parents lost something that day, and so did she.

When and how did your character first become aware of the spiritual side of the world?: She was 18, and barely a year into her work in the KGB when her parents and sister sat her down for a 'talk'. Through them, she learned of the family history, and where they came from. That spirits were all around them, and always had been--but also that they were dying. Her eldest sister was to be a successor to the Bound. It took some convincing, but she was sure of the truth the instant it was laid out before her. It made too much sense, and explained so much of her childhood and how they had treated her sister differently. She was always destined for it. Whilst some might be jealous, Jelena was merely happy that her sister was happy. She had found her path, just as Jelena had found hers in the KGB. The talk would go on well into the morning hours, and from that moment on the family was closer than ever.

How did your character become Bound?: Jelena was never meant to be Bound. She hadn't wanted it, hadn't desired it. Or perhaps, merely hadn't thought about it. That was her sister's path, never hers. Unfortunately some things are not to be. She was 22, and the USSR had just fallen. Worse than that, on that day in 1991 her sister Zenaida would be found dead from a blow to the head. 'Riots', people suggested. 'Freak accident', said others. Jelena never believed it. Her sister was set to be Bound mere weeks later, and something about the entire thing stunk to high hell. Though she longed to investigate, she didn't have time. It fell to Jelena to take her sister's place. Decades of information, rituals, and secrets had to be passed on to her. She was to have new responsibilities, practically a new life. And she did. She shouldered that burden, she learned, and she became Bound.

Briefly describe your character's experience, if any, within the community so far so far.: Her first impression among the community was a good one. Here is a girl shouldering the burden for her family, for her sister, and for the honor of all Bound and Spirits with nary a word of complaint. Her second impression among the community was a bad one, because she hunted down the people that were responsible for her sister's death--Fiends, she finally had a name for them--and skinned them alive before stitching the flesh together into a coat. Despite this, Jelena never cared what people thought of her. She did what she thought was right. She protected those weaker than her, she stood up for people, and she took on the cause that was so near and dear to her family's heart. With the fall of the USSR and the death of Zenaida, her parents didn't live much longer. They knew Jelena was a strong girl, and it was true, but something in her still ached for them. Nonetheless, she would do what she had always done. She was unwavering in her attitude, and this did earn her many friends--and some enemies--within the community. Her family's cause had become her cause, and she became a rock, a pillar of the community almost overnight among the downtrodden, the tired, and those people had previously seen as 'weaker'. It was this that lead Boris to ask her to be a Facet. It was her strong moral compass, compassion, and desire to protect her new family that lead her to accept. Since then she has worked tirelessly for the community, and can frequently be found when she is most needed. Rumors say that should one seek comfort in a forest near St. Petersburg and find a wolf watching, it is Jelena herself transformed and guarding one of her charges.

What other things might be interesting to a fellow player who is looking to make connections with your character? Jelena is an NPC and as such not really intended for individual player plots outside of GM-sanctioned threads. If you're really desperate to write with her or have a wicked good plot idea, toss us a line and we'll see what can be done.

(Optional) Additional Character Information, Stories, Link, or Images


Connections: Due roughly after 10 days following approval. It's not a hard deadline, but at least know when you'll start being annoyed to complete it.

Please provide the name of at least three other player-run characters, how your character has met them, and their impression/opinion of the character.

(Character Name) - (Opinion/Background)


Small Business Form
List name of business and affiliation, if any: List description of the small business

Exterior
Interior




SPELLS: A BOUND'S WAY OF IMPRINTING ON THE WORLD

Every Bound begins play with one spell from their spirit, and one custom spell (three for Baba Yaga, at the expense of any other Boon). These custom spells are unique expressions, combining the personality of the Bound as well as the domains of their spirit to create something new.

When designing a spell for submission, consider the spirit that you are bonded to. Make sure that your intention lies within the scope of the spirit's power and fits with the lore of the setting. For example, a Rusalka that wished to create a spell to summon fire would not make sense with the spirit's lore; if the player was determined to master fire, they might be directed to consider the hearth and home focused Domovoy. Although this game is not intended to be 100% true to mythology, the greater swathe of tones and powers are there.

In the interest of balance, spells should be kept similar in scope to the current spirit spells. Note that they are generally focused either on the self, or things local to (or important to) the spirit. A spell to summon a fire in a hearth or light every candle in a room would be fine; a spell to summon a meteor shower would not be.

More powerful spells will be considered on a case by case basis, but should be considered to not be instant or capable of being cast without preparation. How much time a character needs, what materials they need, and how vulnerable to discovery the spell makes the character, all play a part in the power of the spell. Things to consider would be sessions of bacchanalia, the need to combine reagents by full moonlight, or the gathering and destruction of various magic components.

Spells should be a reflection of a character's personality and inner self. It should be an in-character addition, not something to tack on that simply would be neat to perform.

Out of respect to other players, please do not duplicate or overtly copy spell effects from another character sheet without explicit permission.

Finally, mind control spells and other things that allow control in any way of other characters will be heavily scrutinized, and likely not approved. Given that we are writers here and are often protective of our character's agency, GMs are closely monitoring that instances of these events happening are not commonplace.


EXHAUSTION OF RESERVES: NUMEN & YOU

Bounded do not have unlimited reserved of power. Though connected to spirits, they are still biological flesh, and tapping into those forces can be both risky, and taxing. Each Bounded's endurance is represented by two numbers on a sheet. Their current Numen as well as their maximum Numen points. While a Bounded is able to draw deep and exceed their current Numen at any given point, doing so poses significant dangers to their health: any number of ill-effects may befall them, including temporary or permanent weakness, spontaneous conflagration, a temporary separation from magical ability, or even outright death.

Every day at noon or midnight (player choice) a character's maximum Numen will be restored. Every individual spell cast costs one point of Numen. 

Please note that in non-critical game-thread scenes, rules on Numen reserves will not be as closesy monitored. Players are allowed some lee-way to come to agreements together on Numen reserves in minor, player-driven threads. Numen reserve rules will be more closely monitored in GM-run threads, or if GMs are asked to monitor a scene for potential power abuse.


FINALLY, A THANK YOU

Still with us? Excellent! We know it was a bit of an exhaustive thread, but felt it was information useful to players considering the world and the setting. Thank you so much for your interest, it is much appreciated. If you have any questions at all, please do not hesitate to post either here or send us a PM. We're excited to see where this goes as both of us are quite fond of Slavic mythology, and feel that the area has a wealth of potential for a game on E. Looking forward to hearing from you!

Xurtan

THREADS

Approved Character Sheets


HELD OR IN USE FACE-CLAIMS

Grace Jones
Wladimir Klitschko
Ron Levi
Nicolaj Costau-Walder
Iwan Rheon
Nastasya Samburskaya


CURRENT BUSINESSES

Banshiki: Russian Tea House & Restaurant. Serves both mortal and Bound customers, though the sides are separate. Since 1991 it has operated as a place to drink tea, eat affordable food, play cards, smoke, and gossip. Rumors that it also serves as a front for money laundering and other illicit deals by the owner Leonid (who can almost invariably be found in the back office) remain just that: rumors.

Open Hearth: A hostel that serves as a cultural center and safe-house for local Bound. Here Spirit-Bound can rest, share company among others of their kind, organize, and take advantage of the knowledge people are willing to share.





tormentedmale

I’m interested. Initial thought is a male Baba Yaga (face claim Nicolaj Costau-Walder) who owns a nightclub called “Pravda” (Truth), which acts as a front for all sorts of questionable activities - human trafficking, prostitution and drug distribution for starters. Prior to being bound he was a low level enforcer with one of the local Bratva gangs. If that sounds like something that would work I’ll start on a sheet (probably take me a few days to complete).

Dotley

O&O's || A&A's

"I don’t use people for stories.
I use stories to express my feelings for people."

Amarlo

I am definitely intrigued and was totally stalking this in world building, so I'll be keeping an eye on it. >.>

Seduce my mind and my body will follow.
Amarlo's O&Os
Absences and Apologies

Xurtan

Quote from: tormentedmale on July 22, 2019, 04:16:01 PM
I’m interested. Initial thought is a male Baba Yaga (face claim Nicolaj Costau-Walder) who owns a nightclub called “Pravda” (Truth), which acts as a front for all sorts of questionable activities - human trafficking, prostitution and drug distribution for starters. Prior to being bound he was a low level enforcer with one of the local Bratva gangs. If that sounds like something that would work I’ll start on a sheet (probably take me a few days to complete).

Hah, great minds think alike I suspect! That's actually really close to one of the current concepts we're running; while I don't mind doubling up, it might be worth looking at the approved sheet thread and getting an idea of whether you want to play something that similar. Equally, connecting concepts somewhere might be an option.

Quote from: Dotley on July 23, 2019, 09:01:34 AM
Oh. Oh so interested!

Glad to have you! Always happy for more interest. Any thoughts on what you might want to play?

Quote from: Amarlo on July 23, 2019, 11:09:22 AM
I am definitely intrigued and was totally stalking this in world building, so I'll be keeping an eye on it. >.>

Somehow, not surprised by any of that. :P Always good to see you, 'Marlo.

Erythrite

I am definitely interested in this.  Already mentioned two potential character concepts to the GMs, going to give them a bit more thought.
Write like you have a scalpel
in one hand,
and a sledgehammer
in the other.

Xurtan

Quote from: Erythrite on July 26, 2019, 12:07:13 PM
I am definitely interested in this.  Already mentioned two potential character concepts to the GMs, going to give them a bit more thought.

More interest is always good!

If anyone has any questions don't hesitate to toss them our way, happy to talk shop.

vendetta

I’m in love with this world and would love to create a character to play. Im thinking a Vila and will start building her our now :D

Dotley

Quote from: Xurtan on July 23, 2019, 04:52:58 PMGlad to have you! Always happy for more interest. Any thoughts on what you might want to play?

I can't decide between a Domovoy or Rusalka. Leaning towards a bisexual male character. I have to think on it a bit more. Either way I'd like to play someone that owns a banya. Can't have a story set in Russia without one!  :-)
O&O's || A&A's

"I don’t use people for stories.
I use stories to express my feelings for people."

Xurtan

Quote from: Dotley on July 28, 2019, 09:41:57 PM
I can't decide between a Domovoy or Rusalka. Leaning towards a bisexual male character. I have to think on it a bit more. Either way I'd like to play someone that owns a banya. Can't have a story set in Russia without one!  :-)

A banya would definitely be a fantastic addition. They're practically tradition. ;) Looking forward to seeing what you come up with.

CurvyKitten

Color me interested! I'm still bouncing around ideas, but I'll hopefully have something for you soon. :)

Xurtan

Quote from: CurvyKitten on July 30, 2019, 11:58:13 PM
Color me interested! I'm still bouncing around ideas, but I'll hopefully have something for you soon. :)

Hey Curvy! Looking forward to it. :) Obviously let Ink and I know if you have any questions.

Dotley

Finally settled on a solid concept for my character! I'm going with a Rusalka that owns a banya. May I hold Iwan Rheon for my FC?
O&O's || A&A's

"I don’t use people for stories.
I use stories to express my feelings for people."

Intimate Ink

Hey everyone

We have had some absolutely beautiful characters and applications come for this game.  Unfortunately, there are very few of you (thank you for your enthusiasm, I am very proud of this little world, all in all.)  Unless we can drive a few more, I’m not too sure how to even alter this into a non-sandbox very well.  I hate doing this but I feel I’m going to need to call this in a few days unless other people show up. For those of you with work in, I certainly am sorry and hope we can support your character sometime in the future if there isn’t a group.  I’m certainly open to ideas if you want to share them, but it seems we need a solid five at least for a more guided experience (even more for a sand box,) and that’s just not what we have.

Doies that sound okay?

vendetta

I was working on a character but i never received a response from yall about a question i had and didn't want to continue working on her till i know wether or not her backstory works because its obviously what makes her. I can easily do another version but i needed to know where my current idea stood first :/


Intimate Ink

Quote from: vendetta on August 11, 2019, 09:07:21 AM
I was working on a character but i never received a response from yall about a question i had and didn't want to continue working on her till i know wether or not her backstory works because its obviously what makes her. I can easily do another version but i needed to know where my current idea stood first :/

I just messaged you, lmk if you don't recieve it.

Dotley

Sounds okay to me!

I really do hope there's enough interest to move forward with the game. I love all the worldbuilding you guys have done here. It's so unique and you so rarely see games set in Russia.
O&O's || A&A's

"I don’t use people for stories.
I use stories to express my feelings for people."