A wonderful game on E started many years ago, and it sadly died. But now, with permission and the help of the creator, I am going to try and get this game running again. It has a lot of potential, and we are looking for interested and dedicated writers.
Without further ado, let's hop right into the thick of things, shall we?
All know of this war, and the making of the grave land of Todesfalle, but it is said that deep within the depths of that fell forest lies something that should not be. The Gate to the Shadows, the realm from which all dreams and nightmares are born. The Three have foretold the power that can be found there. The power to take what you dream, and make it a reality, but woe be it to he who is not a master of himself that enters through the Gate. Few attempt such foolishness, and perhaps the creatures that plague our southernmost borders do us good for that. Few wish to enter that dread forest and face even the weakest of the creatures that they face. Even still, we lose more year after year to that damned land, one can only hope that they find peace in the Shadow.
This was the tale that had driven her to this fair, and Rain was not going to be turned away. She had lived too long in the shadow of The Duke, and was only just now coming to realize how very much worse Daemion was. She had been so very, very naive, but that was gone now. She knew that she could never save The Duke, would never make him a good person, so she was going to get Morrin back, steal back that which He had destroyed if it was the last thing she ever did. Alone, she did not have the power, but if the tales were true, she would have her way. She simply could not do it alone.
The small bard stepped onto the stage, her flame red hair dancing in the breeze where it was not confined beneath the braided net she had made of its top most layer. With its overabundance, she scarcely needed the burgundy and black velvet clothing that adorned her body in its fitted splendor, marking her as Court Bard to those who knew anything of such things. There were familiar faces in the crowd, some welcome, and others not so, ever the performer, she smiled brightly, and dropped into a most elegant curtsy. She was after all, one of the main events, she would not disappoint those that had come to see her.
"Today," She called out, and waited for the sounds in the crowd to die down. "I bring you a tale, a tale I wish to prove." She paused for dramatic effect, only heightened by sudden, dead silence. "I will tell you my tale, and then, I shall speak to whomever wishes to help me prove it. Many of you know me, by reputation, if not by name, and I promise you, that if you help me, I will write you a tale the likes of which the world has never known, and you will go down in history as a hero." She felt a flash of triumph as Daemion's face went red, but knew that he would do nothing while she was on this stage. The Duke, for all she hated him, protected her in that way. Daemion did not dare harm her in a fashion that could be reported upon. Later, when they were alone, she could well be in trouble, but she didn't intend to be alone with him ever again. A cool, regale smile curved her lips more sincerely than she had smiled in several weeks. "Now that I've caught your attention, I give to you, The Dreamer and the Shadows..."
This is where our tale will begin, in the port city of Dalos, just south of the border with Eden. The Midsummer's Fair is something akin to a World's Fair. Lots of people from all over the place come to share culture's etc. If it wasn't made clear, I do intend to have a point A to B basic plot in which we all try to find the Shadow Gate, I do however, wish for my players to throw in their own twists and turns. There is a wide world out there, complete with maps even, and I'd like to use some of it for more than character creation. I'll let your plot twists be your own, but feel free to throw in your own twists, even if it's just things that help flesh out your character arc. It is in fact, a rule. I expect my players to be active in the game, and I don't mean posting super fast. OOC conversation will be essential with plot twists, and so I expect to see a bit of activity there as well. But, I'm getting ahead of myself. You don't know a thing about the world yet, so how can you come up with any ideas at all?
A Bit of History:
It is said that once long ago, we were all denizens of a different world. A place far removed from here where humans came to hate all other races, and to rule them. In a desperate bid to save all our kinds, The Lady made this world, our home come into existence. Sakura, she called it, after her favorite flower, and she gave us fair and safe passage here through Faerie. Our human friends, those that had no wish to live in a world without magic or wonder she brought with us. After our evacuation was complete, Faerie's tie to that old world was severed, and so we thought that all was safe. But what we didn't know then, was that Faerie and The Fell were linked. That in bringing one, we would also bring the other to our new home, and the Demons of The Fell were not happy.
Their worlds, as it was told, mirrored the world to which it was tied, and in the change over, the landscape began to differ. So a war began, between the Fae and the Fell. A battle over land, such a petty thing now, in hindsight. They met in battle, in their dimension, over what is now Todesfalle. And for centuries, battle was joined. Blood was spilled, and nightmares reigned. The air was thick with the scent of suffering as Elves, the Fae foot soldiers were slaughtered, and slaughtered the Greater Demon's Imps as well. Many thousands of lives were lost, populations decimated. All on that one spot. This, some conjecture is how Todesfalle came to be as it is today within our realm. Through perversion by taint of it's alter-self.
What is certain, and has been recorded in the histories is that the time came that both sides were tired of the warfare. The Lady, saddened that the people that she had come to see as her own die, sent emissaries. Some called them her children, others, her Seconds, to ensure a peaceful, and fair negotiation. Little is known about those negotiations outsides of the halls of the High Court, and few who were there still live to speak of it, but they progressed, and there was peace. Until one day, something happened. It's not recorded what, and a skirmish again began. A new Accord was quickly met, and there was peace again, but it was much more tentative, poised to break at the slightest wind of contention. So it has been for the past years. I fear for all our safety. If this war begins anew, I have no doubt that it will spill out into this, the Mortal Realm, and those of us that are much more fragile will pay the price.
This is the most recent history to be written. The Fae and Fell have been poised on the point of war for a few decades now. No one knows why. No denizen of the mortal realm knows the true tale of what happened at those Accords so long ago. What bargains were made, what promises were broken that lead to the recent skirmishes. These things aren't really important to our tale. It's just a bit of history that anyone could know. :) Use it how you will. Also note that this is important, because older Elven characters, should they happen to come about, would likely have served in that war in some capacity. Just a little food for thought, because of course you can't create your character without a world in which to place them.
I would like to preface this by saying this is far from an exhaustive list, and if you wish to get imaginative and use something else from folklore, or a more original idea, then I'm open to discussion. Also, humans are far from the most common race in the world. Except in select places, Alexandria and Brighton most especially, they make up less than 1/6 of the population. Some places don't have human inhabitants at all. Let's have some racial diversity okay?Humans:
Need little explanation. A versatile and adaptable race, but with little in the way of natural magical aptitude. It is unknown for more than a rudimentary learned skill to be found in that arena without a family history of it often leading back to an ancestor of a different race.Elves:
A magical race in and of themselves, elves are rather reclusive from most human society. The closest relatives to the High Fae, who are rarely found outside of Faerie, Elves are a long lived race. Strong magical gifts have been known to manifest in those of this race with little to no family inclination, but never without some kind of price. Minor magical gifts,such as lighting candles or tinder, are held by most members of this race, though they are often overlooked as inconsequential in preference to hobbies, and other, more tangible and useful talents. It has been rumored that some of the older families also hold in their bloodlines such extraordinary mental talents as telepathy and telekinesis, though these are rare attributes and take much discipline to master and use at command.Dwarfs:
Short, stout, and often gruff, Dwarfs are masters of their crafts. While many find their passion in working deep, sturdy mines, just as often they find happiness as craftsmen of many sorts. If magical gifts are present, they're usually linked to the working of the land, mines, or metal and stone. You'll find few who are comfortable at sea, or in human cities although smaller settlements don't engender the same disinclination.
Beards are highly important in Dwarven culture, as a symbol of not only masculinity and maturity, but also as a way to display one’s social status through the use of beads and other decorations made from semi-precious or precious metals and gems. Dwarf nobility can often be sighted by the gleam of platinum and diamond jewelry woven into their beards, or through the usage of highly intricate plaits and weaves.
Disgraced and outcasted Dwarfs are forced to cut their beards, to show their shame and dishonor. Only once they have regrown a nice, full beard, will they be considered to have endured enough disgrace to be welcomed back to ‘polite society’.Small Folk:
Sylph, Nixie, Gnome, many others share this distinction as well. No one is entirely sure when, but sometime between Creation, and modern day, they formed an Accord. By doing so, they came to view each other as kin. While many will gladly find friends among, and places within the society of the larger races, they share information and skills most readily with those that share their small size. In most every city you will find a network of Small Folk.Sylph:
Small woodland Fae, bearing gossamer wings and natures often mischievous and occasionally malicious, these creatures are rarely seen outside of Eden. They are considered pests by humankind, and various other of the larger races, and have been known to be terminated on sight.Nixie:
These small water Fae are much more sedate than their woodland counterparts. They live in many lakes, rivers, and streams all over the whole of Atlantis. They nurture their homes, and so a Nixie's waterway will always be clean and plentiful. Because of this they are seen as beneficial and in most places it is a crime to do them harm.Gnomes:
Where the Dwarfs are master craftsmen, Gnomes are masters of tinkering. Gnomish inventions are plentiful, and often sought after, but only by the adventurous sort who don't much care if they blow up in their faces. Prone towards an interest in science and nature, you're more likely to find a Gnomish scholar than any kind of warrior.Halflings:
Looking much like small humans, Halflings are as varied as their larger counterparts and have extremely nimble of fingers. They're most commonly found in large cities picking pockets and heading up branches of the Small Folk's network.Ogre:
A large, civilized, race of Goblinoid, these peoples are found most commonly in the southern mountainous regions of the Continent, though they have been known to trek far and wide. Looking a good deal like their smaller, more barbaric kin, they are often seen as monsters in lands that are not used to their existence. Even still, as a race, they are generally gentle and soft spoken, despite their gravelly, intimidating voices. Many have no temper to speak of, and will only raise a hand in defense of themselves, their family, or their land. The most peaceful people on the continent, they are farmers, and lands keepers by trade.Nymphs:
A race wholly made of females, they are elusive creatures of nature. They dwell in the wildlands, rarely touched by others. They only leave their realms when searching for a mate, or when some great need calls them. Nymphs, being closely related to the High Fae, possess a tremendous aptitude for nature magic. Selkies:
Not to be confused with Kelpies, Selkies are oceanic shape shifters. It is said that at will they can alternate between the form of a seal, and a human. There is some conjecture about if this race has males, but due to their secretive nature, little is truly known. A shy race, easily able to hide their existence when on land, they are sought after as body slaves as all it takes to control them is to steal their pelt. That is easier said than done however, it must be tricked from them, and it will earn you the enmity of the entire race to do so.Kelpies:
A malevolent shape shifting race, Kelpies trick those of lesser cognitive ability into riding them into lakes and streams and drown them to eat. On land their most common appearance is that of a beautiful steed and it is considered bad luck to leave your horse unattended by the waterside in case a Kelpie happens to be in residence and takes it's place.Merfolk:
Half humanoid, half fish. There's little to say about these peoples other than that they are territorial and can be prone to violence. It is said that some can walk the land as a human for a time, so long as they are able to keep themselves dampened with salt water on a regular basis, but none have tried in human remembrance. Merfolk live deep under the waves of the seas. Merfolk crafted coral jewelry is a lavish decorative item.Siren:
Perhaps having the worst reputation of all the Fae creatures, Siren don't mean any harm, usually, they're just not very bright. Having lovely singing voices, and a wish to be heard and adored, they use them on any who get remotely within reach. Unfortunately, those that hear, and are not of a strong enough will, lose all sense to the song, and do everything they can to reach it. As Sirens love to sun themselves on the rocky outcroppings of the seaside cliffs in which they live, this usually leads to disaster. As such, they are quickly driven off when they try to take up a home near an established trade route, or any form of civilization. Sadly, the idea of cause and effect is totally lost on the vast majority of them.
Home of the eldest and most reclusive Fae. Its capital, if this “country” could be said to have one, is Ceres, the citadel on the highest peak of all the Ceresian Mountains. This citadel is their link to Faerie. There is no known official government in this region, though it is believed that the High Queen of Faerie holds sway here as well. Outsiders are not privy to a great deal of information on this place, and are generally unwelcome. Fae who walk freely within are regarded with distrust outside of it, and never speak of their time there.Io:
Butting up on the Southernmost spit of the Cerisian mountains, Io is home to a thriving craft community. It's major exports are jewelry and weapons in metals such as Mithral and Adamant. Many of these things are magical in nature, and all are considered to be of exceptional quality. As such, they are vastly expensive. Io is governed by a small group of wealthy merchants, and the foremost artisans. While this creates a highly capitalistic society, hard work and talent are valued, and schooling in crafts and trades are free to those of poor family who show a particular affinity for one of them. For those who are lazy or untalented however, this is not the place to be. Since many are still there, and money is plentiful however, this has created a counter government of sorts, run by the seamy underbelly. Thieves and cutthroats, selling protection and assurance that one will not become the victim of theft or murder. Of course, some don't always stay bought. All of this combines to create a country in which much is a facade and safety is never assured.Alexandria:
The melting pot of Atlantis, Alexandria's capital city, Alexia, is home to a vast library. Magics are treasured here, and knowledge is considered most sacred. A home of scholars and the largest University on the entire continent. People come from far and wide to learn and research. Alexandria is governed by an aging king. His nephew, the Duke of Mist Haven, his only heir. While the king himself is just and fair, the Duke is not, and as such the countries future looks grim unless another heir becomes apparent. This is where our story begins. In a land that is generally idyllic, but hovering on the precipice of disaster. All of this is without considering the substantial threat posed by this being the only kingdom to directly border Todesfalle without the buffer of The Divide. Because of this encroaching threat, the Dysanara's, one of the oldest Elven families known to history hold a dukedom along the country's southernmost border. Because of this they are given powers of vote, and council. It is said that they took up this sentinel position because they felt responsible for the existence of Todesfalle.Todesfalle:
A mixture of wild, jungle like, forest and darkest swamp, or so it is said. No one really knows anything about this most dire of places, though much is rumored.Navar:
Budding up against The Divide, Navar is perhaps the only truly barbaric kingdom in all of Atlantis. The creatures of The Divide, Trolls, Giants, Goblins, and many others make every day a fight just to survive as they encroach on all sides but one.Perth:
A rich farming country, this is the main home of the Ogre, and where they find the most peace, untroubled by their beastly appearances. This country thrives on it's exports of foods by way of ship, and has many large merchant fleets docked in it's harbors. Ruled by the people, this is the only true democracy on all the continent. Any who wishes to have a say has it, though they're not always listened to, and any who can gain enough support can raise to the highest echelons of government.Yvan:
Just as surrounded by The Divide as Navar, the people of Yvan have learned to cope with this by flocking to large, well defended cities, and strong Garrisons. Because of the constant threats that raids of Divide monsters can create, it is required by law that all able bodied persons male and female spend at least the first two years of their adult lives serving in the Garrison, though specific duties vary based on character and abilities. Yvan is governed by the City Lords, the strongest warriors in any given city. This title usually carries on through a family line, though if anyone is truly unhappy with the governance that they receive and do not wish to move away, they are welcome to challenge the head of the family to a duel to the death. If they win, they gain control of the city, and fealty of the Garrison that is stationed within. These challenges are rare, but in the case that they happen and are won, it is customary to keep the family of the fallen Lord as advisors, and favored friends. As much to dissuade thoughts of vengeance as for the council they may be able to provide.Mikhal:
A desert kingdom, this is a home of wandering nomadic people with tribe like governance amongst themselves, but no overarching government to speak of. The capital of Mikhal is Midas.Morhan:
A plains nation, Morhan is home to nomads and farmers. The best horses in the world are said to come from this place, and the best horse trainers. Agriculture is the chief occupation of those that live in this fertile country, and it counts it's wealth in corn, wheat, and livestock. Barter is the name of the economy here, and useful skills are valued above book knowledge. Settlements are loosely scattered, and no formal government exists.Ygdral:
A land of Knights and Damsels , Ygdral is governed by strength of arms, and words of the wise. Warriors are born and bred here, and mercenaries are it's chiefest export. Simply for the love of fighting, and the strength of mind and body that come from disciplined practice, weapons are placed in the hands of children from the moment they are old enough to hold them, and they are trained to use them. Between the zealots of Brighton, and the creatures of The Divide, martial skill is necessary in their everyday lives, though they do not discount the importance, and usefulness of magical aptitude in those who display it. Many settlements will pool funds to send their most talented magical, and scientific minds to the University of Alexandria so that their learning may come back and enrich all. By no means is this land idyllic however, and those of intellect are objects of envy and even jealousy by many.Brighton:
Structure is the name of the game here, and women, considered the weaker of body, and soul are subjugated into protected roles as wives and daughters. Few women stray outside of this of expectation, and those who do not have only the recourse of fleeing the country. Magic is considered taboo here, and any found practicing it will face death by fire. Brighton is governed by a church that any from outside of this country would find sacrilegious, repudiating the existence of The Lady, of her Consort, they believe that this world is not the first, and that they were stolen from a place of virtue in which a single God ruled all, and any kind of deviation was cause to suspect witchcraft. This deviation can be as small as being nonhuman. This is the only country on the continent where humans outnumber the other races, simply by the expedient that other races are killed on sight.
The Islands:The Isles:
The starting point for all of the hazardous, long, and rare journeys to the other parts of the world. This is a collection of fisher folk, and home to a large number of Selkies and Merfolk.Siren's Haven:
The accepted habitat of Siren. Seafaring folk know to avoid these islands and as such Siren, and oceanic Fae who choose to be reclusive, find this to be a haven where they will not be disturbed by humans or any who seek to do them harm.Dak:
A resort island, Dak is home to many wonders and just as many ways to blow all of your money at once. Many performers call this place home, and have no issue supplementing their incomes with what quick fingers can steal from the unsuspecting.Isles of the Small Folk:
A haven for those of the Small Folk who wish to be away from the prying eyes of the larger races. No one else is welcome on these islands, and little is known about what happens on them.
The world’s creator, there are several different myths surrounding her, the most common, and widely held, that she was not always a deity, but at one time, just like one of them. She's also been said to be rather meddlesome, though encountering someone who's ever actually seen her (or claimed to have) is very rare. She is described as having hair made of red gold, eyes that are never the same color from one second to the next, and never without a white tiger. As such, they are considered sacred, and killing one is anathema to most people save in the case of the animal going mad.The Cat:
The Lady's consort, he's a creature of chaos, and never is there a story of The Lady without him making some appearance. His looks are never the same from tale to tale, and one is left with the impression that there are either several of him, or he's a shapechanger.The Three:
They are the Fates. The two sisters spin and weave the lives of mortals as the dictates of their mother's book tell them to do so. They create the law that it is said all others, including the gods must follow. While it is possible to bend the fates that are decreed, there will always be a consequence somewhere, and to unhinge them too far could cause the collapse of all that is.
Character Creation:Points to Ponder During Character Creation:
What are they, and aren't they good at?
What do they fear, and what can't they live without?
What limiters do they have?
What makes them tick?
Do they use weapons, magic, words?
How do they handle conflict?
What do they look like? Is there something that makes them physically distinctive?
How old are they, not only in years, but mentally.
What is it that they want? Why do they seek the power of the Shadow, or is it fame that they're after?
What's gotten them to this point in their life?
What is the greatest sin you have committed, and what did you gain from it?
What is the most virtuous deed you have committed, and what did you lose from it?
Please note that the points to ponder are just that. Questions to get you thinking about your character and the sorts of things that will be important to this roleplay and the story that it's meant to create. It's important to understand that while I've given some general guidelines for a few of the more common races of Atlantis, this is free form, and those are to give you general guidelines so that you can feel more comfortable going outside of them. Your characters are real people in a fantasy world and so there are no classes in the sense of a system game. Their skill sets and professions can be as creative or as mundane as you would like, what matters is that they're balanced. If you have a mage that can slay a person with a look at 100 yards, for example, they're not going to be able to use a sword with any real proficiency. They wouldn't need to. Powerful magic requires specialization into magic, and a great deal of concentration and energy to use it, just as extraordinary skill with weapons requires a focus on them.
A note on multiple characters: If you think that you can handle more than one character, you're welcome to submit more than one. They will be judged and accepted or not separately. It's my preference that if you choose to play more than one character, you don't do so from the very beginning, and only do so if you have successfully done so before. This only applies to actual characters, not NPC's.
[center][i][size=8pt]Please answer as your character, unless otherwise indicated.[/size][/i][/center]
[floatleft][img]Your image goes here or in a spoiler[/img][/floatleft]
[b]I am called,[/b]
[b]I am[/b] How old they are physically?
[b]I would identify myself as[/b]What race do they consider themselves to be?
[b]I earn my keep by[/b]This is where their profession goes.
[b]I consider myself to be[/b] Gender association goes here. If this is different than their apparent gender, please make note of this.
[b]Others think I look[/b] How old do they appear?
[b]My hair is[/b]
[b]My eyes are[/b]
[b]Height and Weight:[/b] Answer this one with numbers
[b]If I were describing myself in a story I would say...[/b] Physique, tattoos, general clothing and hair wear choices if not covered elsewhere, skin tone, scars, anything else that comes to mind. If they would describe themselves as other than they look, please note this.
[b]I behave as if[/b] How old do they act?
[b]My favorite things are[/b]
[b]The things that I can't stand are[/b]
[b]Nothing scares me like[/b]
[b]When it comes to interacting with others I:[/b]
[b]I believe that:[/b]Moral values go here.
[b]Weapons and Armor:[/b] If you're a mage with battle abilities, this is where you tell us about them as well. Answer this in the 3rd person.
[b]I never leave home without:[/b] Items of personal value belong here.
[b]When it comes to money I'm:[/b] Money shouldn't be all that important to the game, but are they wealthy, poor? These can affect the rest of the character as well.
[center][b][u]Other Important Stuff:[/u][/b][/center]
[b]I was born In:[/b] Country of origin goes here.
[b]When I'm scared I:[/b]
[b]The thing I want most but would never tell anyone about is:[/b]
[b]I'm lonely when:[/b]
[b]It hurts when:[/b]
[b]The things you need to know about my past are:[/b] Go ahead and keep this fairly vague, while I usually like super detailed histories, and try to write them myself. I think we should focus more on the present and future. By all means note down traumatic events and the like, I'd just like to look more at how they've shaped the person that you're playing now, as opposed to simply what happened. Hope that made sense.
[b]I wish to go to the Shadow because:[/b]
That is by no means a fully exhaustive list of what you can include. If there's something else that you can think of that you want to add for your character by all means do so.
A note on character pictures, I by no means require photo realistic, it can be hard to find in photograph what you're looking for, but I require that if you're even going to have an image, which I do not require:
It be realistic in appearance. I would prefer nothing cartoony or anime, unless the animation is mostly realistic.
That you use the coding provided, or put it in a spoiler.
Extremely wide images should be put in a spoiler.
It be in addition to a physical description, and not take the place of one.
It's important that those last two guidelines are followed, because if they're not, I will reject your character out of hand, even if it's awesome. While I appreciate initiative, I do need to know that you can follow direction as well. I have the code for justifying the image to the left already there, all you have to do is cut and paste. If that doesn't work, just highlight your image location, and hit the little button that says "hide" that will put it in a spoiler for you. If you're too lazy to do it, then quite frankly, I don't want you.
I think that may about sum it up. If there are any other questions or comments please, let us know.
Be as actively involved as possible. I don't mean post as often as you can, I prefer quality posts as opposed to quick ones. What I do mean is that I'm looking for players who won't be afraid to work in their own character arcs and subplots as possible. If you've got an idea that you'd just love to play out in the world with your character, do it. If you're concerned that it might be disruptive to the storyline, then poke us about it. I'm sure we can work something out. As things begin to progress, and everyone gets more used to each other, and the world, I'd even welcome a bit of scheming amongst yourselves, so long as it doesn't go too far afield. It might even be fun to figure out ways to reel you back in. I do want a bit of free roam here. I did create a world to write in, and it would be a shame if it went to waste beyond the bit of a structured RP.2.
Remain in character in RP, and please be mature and patient outside of it. 3.
Ensure that submitted characters are coherent and consistent. 4.
All character sheets should be submitted via PM to us both. If your character is rejected outright, please accept this. We will do our best to tell you why, and offer suggestions as to how you can make the character more acceptable for our game. In the event that the idea is entirely broken, we will ask you to throw it out. 5.
We will not allow Meta-gaming. For our purposes, we define Meta-gaming as: “Having your character act in a way that relies upon knowledge that the character would not have access to, such as that acquired during Out Of Character conversations.”6.
Not so much a rule as an apology, and explanation for the need of them in free form RP. We would love if we could just assume that these things would be self evident and common sense, and there are others that we are assuming just that about, however, experience has taught us that one or two small things can make GMing a game a million times harder, and we don't want this to die again. That's why these things are important enough to be mentioned, and we do intend to hold you to them if you choose to join us in this little world of ours. 7.
These rules may change and/or be added to as necessary.8.
Most important of all, have fun. we want this to be an enjoyable experience, and we know that we're not going to enjoy it if you're not.
Alright, I think that about sums it up for now. This is just some basic information to get you started, and more may be added as needed. If you have any questions, please ask. If anything isn't clear, please point it out, so that we can clarify it.
Best wishes, and happy roleplaying.