[Chronicle of the Black Sun] Diablo Inspired Dark-Fantasy Freeform-Sandbox

Started by Aethyrium, December 29, 2019, 12:30:41 PM

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Aethyrium

The hoards of the Eternal Dark have washed over our lands like a plague, devastating our way of life. Our world lays in ruins. Now they pick at the remains, while we huddle in dark places praying to gods that have forsaken us that they will not find us, that we might live one more day. Even our great civilizations, those who had the power to withstand the onslaught of the hells have begun to crumble. Greed, corruption, and sin rot away the last foundations of humanity. Why now do we struggle to survive when the end is so close at hand? Because we hope. Hope that one day the sun will return to us. Hope that we might take back what was ours. Because the only other choice means the end of all things.

So now we turn to those brave enough to stand against the Dark. We look for allies in unlikely places. The Hylir have come knocking at our borders, seeking refuge from a world turned against them. These high elves have long believed themselves our betters, and we would be right to turn them away. But in these times, how can we afford such vindication. The Dinlir, the dark cousins of the Hylir, have returned from the frozen wastes to which they were banished so long ago. The Hylir warn us of their treachery, but who are they to talk now when their dark secrets have unleashed this upon us. And then there's our own sin, the Lammet, half-breeds with the very evil that now seeks to extinguish us. We shunned them for generations after the purge, but now we must rely on their insights.

And among all of them, heroes that will step forward to fight a war we cannot. No payment awaits them at the end, except perhaps death. Citizens, renegades, outlaws, scholars... We can't be picky about their background. They are the last bastion between us and the crushing darkness. It will be they who bring the light back to us, or doom us to the end. Light be kind to them, for the things they do no matter how profane.



Velkresa has long been a world filled with intense magicks. By way of this magick legends have risen through history, preforming awesome and terrible feats. Entire tomes are filled with the deeds of great and powerful sorcerers that have changed the coarse of history with their magickal might. Yet each time the world manages to move forward, and in the wake of these moments of incredible power life flourishes and moves on. Yet there was a time when this was almost not the case. In -262 the first demon was summoned to Velkresa by one of the mage clans of Najrasa. For the first time the people of the world learned of a plane of existence beyond their own, The Eternal Dark. This event sparked a terrible uprising, a magickal arms race between the clans. For just under three hundred years, mages shackled demons to their will and used them as weapons in the most brutal war in history. The terrible darkness brought by these creatures extended far past the dunes of Najrasa, and the influence and destruction of the demons even managed to cross the sea.

It was in -92 that the Order of the Pale Flame was born. Coming together because they understood and feared what any more exposure to these vile creatures could cause, the Order engaged in their own war against the mages - against the very study and practice of demonology. In an event now called The Purge, the Pale Flame waged a restless war that saw to the eradication of demons across Velkresa. By the end the Flame had convinced the world that demonology was a bad idea, and it's practice and study was banned in every corner of the world. So the secrets of the great mage war were locked away, and the Pale Flame stood as the guardians of it. Like some many events before it, knowledge of it become obscured to history. History become rumor and legend. While as a whole people had come to follow the Pale Flame and their teachings, there was no way to put the genie back in the bottle so to speak. The Eternal Dark had seen Velkresa, and it's influence had seeped into the very soil of the world over hundreds of years. In dark places, away from the eyes of so called civilized men, the now branded dark arts found a way to endure. Cults worked underground, laying the foundation for something much worse.

A full millennia later in 1162, the Hylir sorcerer Eth Lais came to the ruling council of the Hylir as a prophet. He spoke boldly of lords that would come to devour the world, and the only way to be sparred their unending wrath was to submit to them. His words were called heresy, and he was sentenced to a life of seclusion, imprisonment until madness took him and only then would he be freed from his mortal shackles. But the Hylir knew not the power that Eth Lais possessed, and he lashed out against the ruling council. Three were killed, two left critical, and in the chaos Eth Lais vanished. Six years of silence followed these events, and the greater world was unaware of Eth Lais existence.

Late in a winter evening of 1168, all of Velkresa trembled. The mountain called Aunis cracked from peak to base, and more than a quarter of the mountain burst into a rain of fiery destruction. At the heart of the crater stood Eth Lais and a great Black Gate that had been constructed in its hollow. Surrounded by hundreds of fanatics and cultists, the sorcerer stole their life force and channeled it into a surge of energy that he used to create an open gateway to The Eternal Dark. For the first time a gateway between the planes was opened, and like a vile swarm the demons poured into Velkresa. So began the Black War. By 1177 the situation was nearly resolved. The demonic forces had been pushed back to the Black Gate, which thankfully could not be sustained. Never wavering in his dark faith, Eth Lais let the war rage in the background as he searched for a new prize. One that he found hidden deep in the wilderness of Astis. One that granted him the power to change the outcome of the war.

Empowered by this remnant from the mage war, Eth Lais teleported to the final battlefield. Once more he channeled the vile magic, ripping the life essence from the armies of Velkresa as he had once done from his followers. With a spike of power hundreds of times more powerful than the first, he reopened the Black Gate and called forward the reinforcements so badly needed by the demons. A tidal wave of darkness was unleashed on the world. A darkness so thick that the sun itself dimmed, and every year it seems darker. It is now 1204. The war has ravaged Velkresa. What remains is assaulted by the brute force of the demonic invasion from the outside, and gnawed on by corruption on the inside. The victory that was once close at hand now belongs to the Eternal Dark. Civilization is desperate to cling to what little life remains. Boundaries once taboo and uncrossed are becoming more and more common, as any answer becomes better than no answer.

Aethyrium


Hylir
Lammet
Human
Dinlir



Hylir
The Hylir have always been a reclusive people, if only because they have believed humanity to be inferior. They have long seen themselves as the supreme race of Velkresa, destined to inherit it after humanity has destroyed itself. Masters of martial arts, and in-tune with Velkresa, the Hylir have spread far and wide. Most notably the Hylir resist the corruption quite well, with the exception of willingly inviting it into themselves. When the demons came, their lack of structured defense proved to be their undoing, and they were easily rooted from their homes no matter how masterful their combatants were. Uprooted and without refuge, the Hylir have had to step off their high ground and submit to humans for safe haven in these dark times - a mutually beneficial, if tenuous, relationship.

  • (Racial) - Deep Focus: A Hylir can tap into a trance like state which allows them a moment of clarity, during which they are empowered by ambient energies of Velkresa. The costs of their abilities are very briefly greatly lessened, and they become capable of preforming impossible martial feats; A Hylir in deep focus is said to be able to cut a dozen arrows out of the air before they hit her. After using this ability however, magick becomes hard to focus and for a small period the costs and drain of abilities are increased.

Lammet
During the age of the mage clans, humans discovered demons from the Eternal Dark. Through complex rituals and potent magicks, they bound these creatures to their will and used them as weapons of war. The influence of the demons had other effects however, and some particular perverse practices lead to the breeding of the creatures. This lead to the creation of the Lammet, demonic-human half-breeds. As varied as humans in size, shape, and color, the Lammet were outcast into the deep desert of Najrasa after the purge and demonology was outlawed. Despite the harsh environment they were placed in, the Lammet thrived as a society even if they were unsure of their place in the world. When the Eternal Dark returned to purge the world, the Lammet were faced with a terrible choice: embrace the dark nature of their blood, or stand with a world that had forsaken them.

  • (Racial) - Infernal Will: The natural potency of demonic willpower surges within the Lammet. When combined with the unbreakable spirit of humans, they are creatures not easily influenced. Lammet have greatly increased resistance to influence based demonic powers, and can activate this ability to immediately end the effects of an influence based power. Exerting this power requires a period of mental clearing before it can be used again.

Human
The most populous people of Velkresa by far. Humans have long struggled to get along with the Hylir. Their history is long and complex. It was humans that first summoned demons into the world, and much of the violence recorded across history can be attributed to their actions. They are an unpredictable people, who have built as many civilizations as they have watched fall. In these dark days it is only human cities that remain, proving their adaptability. Humanity now serves as the anchor that keeps the world from submitting. Unfortunately, humans are by far the most corruptible of the peoples of Velkresa, and it shows more every day.

  • (Racial) - Defiance: Human's have the innate ability to push beyond their limitations. While it takes a great deal out of them, requiring an extensive rest to recover from, a human can activate this ability to withstand something that they normally could not, or to preform a task they normally couldn't.

Dinlir
Banished from their homeland, the Dinlir are a subrace of Hylir that emerged when some decided to embrace the chaotic energies of the Eternal Dark. The Dinlir aren't as different from their Hylir cousins as the Hylir might have you believe, yet they were cast out of their homelands and banished to the frozen wastes of Arius. Like the Lammet the Dinlir are familiar with the evil that threatens Velkresa, but in a different way. While the Lammet understand the demons, the Dinlir are familiar with the realm from which they spawn. Absent at the start of the war, the Dinlir have returned to what remains of civilization to stop what looms in the darkness that they know better than any.

  • (Racial) - Dark Word: The Dinlir can call upon the power of the Eternal Dark that is infused within them, and use that power to empower a word or brief phrase giving it substantial power. This allows them to do all manner of things, "Fire" might create a flame, "Stop" might cease someone in their tracks. This ability is particularly effective against demons. To use this power the Dinlir must touch the Eternal Dark, and doing that often is risky beyond words.



Dawn Seeker
Zenith Keeper
Twilight Touched
Night Stalker
Eclipse Bound



Dawn Seeker
Physical might is the core tenant of a Dawn Seeker. This archetype encompasses most martial based characters who rely on power and brawn to overcome their enemies. Characters of this archetype are often believes in victory over the enemy by any cost.

Archetype Themes: Fighter, Barbarian, Warrior
  • (Archetype) - Dawnfire: Activate this ability to instantly heal light and moderate wounds, and gain a substantial burst of power for a brief time. This ability puts enormous strain on the body, that lingers long after its effects.

Zenith Keeper
For a Zenith Keeper there is no darkness, only the glorious unrelenting light. Characters of this archetype are typically devote of faith or purpose. They often draw definitive lines in the sand between good and evil, right and wrong.

Archetype Themes: Paladin, Priest, War Cleric, Monk
  • (Archetype) - Zenith Force: You unleash a devastating burst of power around yourself, that lingers on to damage anything nearby. This sudden and powerful expulsion of energy is always damaging, and repeated use can be self destructive as you blast yourself from within.

Twilight Touched
The Twilight Touched live for the light, but play in the darkness. They are spellcasters, mages, and scholars. Some practice legitimate magic, while others dabble in arts considered taboo. They recognize that the world won't be saved by playing nicely.

Archetype Themes: Sorcerer, Warlock, Necromancer
  • (Archetype) - Moment of Twilight: Using this ability momentarily phases you between the worlds of light and dark, making you intangible. This ability is disruptive to the flow of magick, repeated use can cause magickal volatility.

Night Stalker
To be a Night Stalker, one must embrace the shroud that has fallen over the world. They have fully embraced the fact the world has changed, and they have evolved to thrive within their new circumstance. These characters are often agile, and use simple but efficient techniques to dispatch their enemies.

Archetype Themes: Assassin, Rogue, Amazon, Demon Hunter
  • (Archetype) - Nightstride: Temporarily become invisible and gain greatly increased speed. This ability causes minor, but cumulative, disorientation.

Eclipse Bound
For the Eclipse Bound the world is not as different as others make it out to be. It is merely in one cycle of an every shifting pattern. This archetype is for those characters that bridge the gap between martial and magickal, embracing both sides to create something new.

Archetype Themes: Mage Knight, Druid, Spell Thief
  • (Archetype) - Eclipse Shell: You create a sudden barrier which can absorb magickal energy, and then lend the strength back to you, briefly empowering you with its force. This ability requires opening yourself to energy, and repeated use risks the energy ravaging you entirely undefended rather than being properly absorbed.

Aethyrium


Magick in Velkresa is as varied as it is plentiful. Over the course of history countless types of magick have been studied, forgotten, rediscovered, refined, and lost again. Nearly every type of magick you can imagine has surfaced somewhere on Velkresa at some point, even if it wasn't particularly widespread or well developed. The great mage clans of Najrasa each focused on the development of specific magickal arts: The Hiisan practiced illusions and the manipulation of reality and how it was perceived; the Sunai were famous for enchantment and transmutation; the Lam Su attuned themselves to the elemental forces of Velkresa and mastered manipulating them; the Velur were highly sought after for their divination and scrying; while the Rashun were powerful conjurers and summoners - eventually leading to the creation of demonology. Meanwhile in Koroti the power of faith and innerself was widely studied. In Hylir society, magick that focused on enhancing ones attributes and natural gifts was common.

The above tells a tale of how wide and open the opportunity for magick in Velkresa is. But times have changed, and the world isn't what it was even just as little as thirty years ago. Most of the characters are likely to have been born during the Black War. Knowledge has been lost, and great schools have fallen. Study is less passed down in these dark times as it is cobbled together. Those people that Velkresa turns to now are rarely those that might have been called on in traditional times, because those people have already been lost. The people who remain are specialists, individuals that have developed unique ways to survive and combat the forces of the Eternal Dark.

For your character you will be creating an Ability Kit. A set of somewhat defined 'spells' that your character utilizes in their adventures. This ability kit will be represented by six ability slots, each of which should house a particular type of skill. While the nature of these abilities can be anything you want (within reason), they should represent your character and who they are. These magicks that they have developed, or manipulated to suit their needs, or pieced together to create something unique to themselves. In this way no character will have the same range of abilities. Each ability should be thought of as a specific 'spell', rather than a general 'power'. The difference being that an ability should produce a reasonably well defined effect, rather than a generic and sweeping range of potential. While creating your ability you should have a general idea of how they are limited, using the simple 'more power' equals 'more taxing' rule of thumb. Limitations and negative effects should be clearly stated, this is particularly notable on Surge and Ultimate abilities but can be applied to any depending on how you go with it. Use your best judgement.

As mentioned your ability kit will allow you six slots for abilities. They are defined as followed:



  • (Trait) - ?: A trait should be the first thing that is designed for your character. Of all magick in Velkresa this should be something that is unique to them. This is something that they have developed, it's their glue, it's what sets them apart from any other would be hero. A traits power should almost always be something passive, something that works with the rest of your ability kit, empowering it or allowing it or otherwise encouraging it.
  • (Signature) - ?: Your signature ability is your default spell. It's your go-to. Your most common ability. Something your character can use reliably and often. It's, usually, basic in function and not particularly taxing.
  • (Defensive) - ?: This is how your character has managed to survive, and how they plan to continue to do so. This is an ability that has some sort of protective element to it. It needn't only be self cast, and perhaps if you were playing a support oriented character can't be self cast at all. No matter the case this ability should show case defensive power above anything else - though the definition of defense can vary.
  • (Utility) - ?: Your utility ability should be something different, not just another attack. That said, this is also your 'wild card' slot. What goes here is something that can change things up, something that has a wacky effect. You might put a debuff here, or a powerful movement ability.
  • (Surge) - ?: A surge is often meant to be an offensive ability, but once again it doesn't need to be. It should be a strong ability, something two steps ahead of your signature. This is your first reaction ability when things start going sideways. It's an ability that you want to be careful about using because of its cost, but not one that you can afford to hold back for the perfect moment all the time. This is your 'medium cooldown' ability.
  • (Ultimate) - ?: The end all be all of your magickal prowess. This is your most powerful ability. This is one that you want to use at the right time, because it unleashes your awesome potential - but at great cost. This is usually one of ability, something you might use once a scene if even that. It's your last hurrah, your big red button.

Importantly you should recognize that your ability kit represents spells that you know, and is unlikely to be the only source of skill that your character has. Weapons are available, and magickal items can shore up other areas of opportunity sometimes.

The above template may at first glance look limiting, but it shouldn't be read as such. While I encourage everyone to follow the mold, I recognize that it doesn't allow a perfect fit for every potential ability kit idea. To that end deviation will be allowed, within reason. As a mandate a character must always have a Trait and a Defensive ability, and may not have more than one Ultimate style ability. Perhaps you want an ultimate ability that isn't a one big red button, but something that is more constant but less powerful, we can work with that. Maybe instead of a surge ability you want a second signature style ability, again that's workable. Tailor your ability kit how you want, trying your best to stay within the guidelines, and if you're going to deviate have a reason and be ready to present it.

Below you will find some example kits, to help you get a feel for what they should look like. To keep with the inspiration of the game, I'll be presenting some Diablo-style ability kits. Notably, for the following ability kits I have not designed drawbacks for abilities, nor are they perfectly 'balanced' or given particularly well thought out structure. These are only to illustrate what can be done, and how the kits might be designed:


Diablo Style Barbarian


  • (Trait) - Rage: As you take damage, your tolerance to your own stress increases allowing you to unleash your more devastating abilities more frequently the more tired you become.
  • (Signature) - Frenzy: Follow the ferocity of your weapon with magick, allowing you dance with it. As you unleash your attacks they become faster and more devastating with each subsequent hit. You are able to consume the magick to give yourself a burst of speed.
  • (Defensive) - Concentrate: Deliver a focused strike that unbalances your enemy and briefly reinforces your body with magick, allowing it to endure attacks.
  • (Utility) - Battle Orders: A powerful mantra that invokes primal energy in those that hear it, increasing their magickal reserves, boosting their physical stamina, and allowing them to shrug off minor wounds.
  • (Surge) - War Cry: Unleash a deafening shout that tears at nearby enemies spirit, dealing moderate damage and stunning them for a time.
  • (Ultimate) - Whirlwind: Enter a state of complete remorselessness, flurrying your weapons at hurricane like speeds against all enemies around you. While whirlwinding you move at increased speed, and unleash several attacks on your enemies where normally you would only unleash one.

Diablo Style Druid


  • (Trait) - Shapeshifter: You are able to take two forms, that of the Werewolf and that of the Werebear. In both forms you gain natural weapons with your claws and bite. While in Werewolf form your movement speed is greatly increased, and your can attack faster. While in Werebear form, your gain damage resistance and your attacks can stun targets.
  • (Signature) - Firestorm: Send out crawls waves of flame that incinerate anything along their path.
  • (Defensive) - Cyclone Armor: Conjure a whirling armor of wind around your body that absorbs elemental magick.
  • (Utility) - Oak Sage: Summon a nature spirit that binds itself to the life force of you and your allies, transferring some of the damage you take to itself until it is destroyed.
  • (Surge) - Fissure: Shift the earth and open vents of flame from below, creating hazardous terrain that sears anyone unfortunate enough to be in its path.
  • (Ultimate) - Armageddon: Unleash a rain of molten flame that devastates the area around you. Once cast small globes of fire and rock will rain down, scorching anything that they touch and leaving patches of flaming residue to further wreck havoc.

Diablo Style Necromancer


  • (Trait) - Bone Armor: When you damage creatures with Bone Spear and Bone Spirit, you sap part of their life force and it returns to you in the form of an ghostly shell surrounding you. This shell absorbs the power from incoming attacks, as the literal spirits of your victims are turned to protect you.
  • (Signature) - Bone Spear: Fire a spike of life energy that tears through enemies, piercing any that it comes across.
  • (Defensive) - Blood Golem: Conjure up a golem made of blood and infused with your life force. Bound to you this golem works tirelessly to protect you, and as it deals damage to enemies it saps their life force and transfers it to you.
  • (Utility) - Iron Maiden: Place a curse on enemies in an area that causes them to suffer some degree of damage that they inflict with physical attacks.
  • (Surge) - Poison Nova: You erupt in a nova of poison that extends in all directions, inflicting anything in the area with a deadly poison that rapidly begins to destroy them from within.
  • (Ultimate) - Bone Spirit: Summon a spirit of the dead that will seek out your target and viciously tear at their life force when it reaches them.

Diablo Style Sorceress


  • (Trait) - Triumverate: Each time you deal damage with three separate elements, you may call down an elemental meteor that duplicates the effect of the meteor spell but of an element of your choice.
  • (Signature) - Charged Bolt: Unleash a wave of electric bolts that flurry around the area, zapping anything in their path.
  • (Defensive) - Frozen Armor: Surround yourself in a chilly aura of frost that reduces the impact of blows and lashes out against those who would strike you.
  • (Utility) - Teleport: Instantly move from one location to another that you can see at a medium distance.
  • (Surge) - Meteor: Call fiery destruction on an area by dropping a burning rock on it. This creates a large impact zone, warping the landscape and leaving a small inferno behind.
  • (Ultimate) - Frozen Orb: Launch a marble of frost that spins rapidly, hurling bolts of ice at nearby enemies. After traveling a short distance the orb explodes, unleashing a small nova of frost.

Aethyrium

Hello and welcome writers and friends alike!

Chronicle of the Black Sun is a freeform sandbox game that features a over overarching narrative plot:

The characters, for reasons likely entirely their own, have recently arrived in the small encampment in south-western Corthas controlled by the Disciples of the Cobalt Crane. Your intelligence was confirmed upon arriving; in recent months a strange darkness has washed over the region, unique and somehow different. The Cobalt Crane has suffered great losses, and many villages in the area have been lost to demonic forces. Those who survive are attempting to secure passage through the encampment and travel eastward in hopes of reaching something resembling true safety. However this demonic activity has prevented the Cobalt Crane from launching caravans as the last two have been lost, and they no longer can afford to sacrifice their members blindly.

This game is heavily inspired by the Diablo Universe as presented by Blizzard Entertainment. It will be placed firmly in the extreme board, as the world of Velkresa is, for lack of a better phrase, completely fucked up. Demons and their twisted influence run wild across the world, driving people to desperate - and despicable - acts of self interest. You will take the role of a hero, though that word should be used lightly. A hero in Velkresa these days is one that will stand against the forces of the Eternal Dark, not necessarily a good individual. While I discourage the playing of truly villainous characters, Velkresa is a brutal place where only those willing to make sacrifices survive, and no lasting victory will mean everyone survives. That said, never forget the social contract, the game only functions if everyone can play together, so it is important that your character is not a dark brooding wall that can not be interacted with and must exercise his vengeance as a lone wolf.

In the stories and descriptions above I have included general information about the world, but have a great deal more prepared which has been left out for sake of information overload. You are welcome to make subtle unobtrusive additions to the game world, or if you have any questions or need additional details, feel free to ask. I'm very willing to work with people to create the character they have in mind, even if it means warping some ideas already in place. This game will use a post flow of a GM post once every 4 to 5 days, pending on when the 4th day lands and other obligations. It will feature both a primary story that is lead by the GM, as well as side activities for you to explore the world and grow with your fellow players. There is currently no intention to place a limitation on how many characters may join the game, but if there is a flood of interest that might change, we'll just have to see; which is not to say that every character submitted will be accepted, you should be prepared to work with me to make your character fit the tone and feel of the game.

Character sheets should be private messaged to me, with the subject Black Sun.

Code (Character Sheet) Select

[float=right][img padding=5]https://via.placeholder.com/150x200[/img][/float]
[b]Name:[/b]
[b]Race:[/b]
[b]Hero Archetype:[/b]
[b]Home Region:[/b]

[b]Age:[/b]
[b]Height:[/b]
[b]Weight:[/b]
[b]Eye Color:[/b]
[b]Hair Color:[/b]
[b]Hair Style:[/b]

[b][u]Synopsis of Self[/u][/b]
Who is the character? Where did they come from? Why are they doing what they're doing? What are they after? Where do they want to be? This doesn't - and shouldn't - be particularly lengthy, two or three paragraphs should suffice. Information doesn't travel like it used to, characters should have some feel of mystery about them, but you should provide enough so that I as the GM have an understanding of who they are, and your follow players have something to be hooked by. You do not need to reveal all motivations and goals, but I should be able to divine a general sense about these things from what you do present.

[b][u]Ability Kit[/u][/b][list]
[li][b](Trait) - ?:[/b] [i][/i][/li]
[li][b](Signature) - ?:[/b] [i][/i][/li]
[li][b](Defensive) - ?:[/b] [i][/i][/li]
[li][b](Utility) - ?:[/b] [i][/i][/li]
[li][b](Surge) - ?:[/b] [i][/i][/li]
[li][b](Ultimate) - ?:[/b] [i][/i][/li][/list]

Aethyrium


Intimate Ink


Xurtan

Interest staked. Dinlir, probably, with a focus on Eldritch magic if such a thing exists/I can write it in. Once I have time to think more I'll posit some questions. For now, what's the Dinlir society/culture like?

Xurtan

Okay, had some time to think.


  • How long do Dinlir live?
  • Are they religious?
  • What's their system of government like?
  • Matriarchal or Patriarchal, or neither?
  • Coin or trade?
  • What do they trade?
  • Are they known for any particular artistic expression?
  • Presumably they have art and music - what's that like?
  • What's their architectural style like?
  • What's their food like?
  • What are their general relationships with the other races?
  • Has their been much interaction with the others since they were banished?
  • The Dinlir are "familiar" with the Eternal Dark, so what would they know that the others might not, if anything?
  • You mentioned they were sent to Arius; did they pick it, or were they banished there specifically?
  • Are they more suited to cold weather, or was Arius just where they ended up?
  • What's the history of Arius?

The general concept I'm thinking of is a character that knows of the existence of Cthulhu-style Old Gods off in the Void of Space, whose magic always requires a Cost(TM). Likely sanity, life force, or a mix of both. To get around that, my character found a way to crystallize the souls of the dead into gems, and use them as a focus, reagent, filter, whatever you want to call it - that is, the "cost" of the Eldritch Horror spells is burned on the soul gems, destroying the souls but allowing my character to safely cast the magic. Thoughts?

I'll toss in more questions as I think of them.

Aethyrium

Quote from: Xurtan on December 29, 2019, 12:36:13 PM
For now, what's the Dinlir society/culture like?

Edit: Oh my, so many questions... A different post entirely coming... When I can.

Edit 2: Going to try and refine and apply all answers to your list.

Xurtan

Oh, here's a general question. Language. How does it differ between the races? Are there any that are written but not spoken, vice versa, unique to specific races or classes, etc?

Aethyrium

Quote from: Xurtan on December 29, 2019, 01:21:05 PM
Oh, here's a general question. Language. How does it differ between the races? Are there any that are written but not spoken, vice versa, unique to specific races or classes, etc?
There is a common language, and the only one spoken (routinely) by Humans.
The Hylir have their own language, which is signed. This language is known also to the Dinlir.
In their studies the Dinlir have learned a language (the language from which Demonic is rooted, possibly? It shares several ties) in their meditations and studies of the Eternal Dark. It is a language that is spoken, but has no written word. This language is also shared with the Lammet - or I should say the Lammet can naturally pick it up, thought not all do.

So...

Human: Common
Hylir: Common, Hylir Sign
Dinlir: Common, Hylir Sign, Dark Speech
Lammet: Common, Dark Speech

Xurtan

Awesome, good to know. Out of curiosity, how many Lammet on average bother to pick Dark Speech up? Say, percentage wise. The other 'general' question I had was in regard to the freeform nature. Can you expound on that? I've seen freeform mean/be many things, so I'm wondering if it's more 'we write something, then you respond' or 'we write something, answer it, and then continue forward'. An example might be... if we're exploring old ruins, would we wait for something to happen, or insert something ourselves? And would that change dependent on if it's a DM thread or a 'story' thread done by the players?

Amarlo


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

Totoro


Xurtan

*pokes 'Marlo with a stick* And hey Wu. Good to see some familiar names at least. :)


Thiiink I mostly have my kit done and ready for inspection, sort of playing around with ideas. Trying to figure out if I should add something else to trait, going off the examples, as mine is mostly majorly flavor right now rather than a set 'bonus'. Hrm.

Aethyrium


Totoro

If acceptable I might wait to see the other initial concepts to try and fill a gap as I think I would be happy to create quite a wide variety of things with this setup and I'd rather not step on other's toes since I feel like I can be versatile here.

Aethyrium


Totoro

Awesome, good to know. Looking forward to seeing what gets put together!

xPeachyPuff

I'm reading up still (though I'm almost done) and would like to mark down my interest in possibly playing a Lammet character, most likely a Twilight Touched (: I've personally never played Diablo, but I like its dark tones and the general theme of the game, so I hope this is okay?

Inspiration Pic

Aethyrium

That's totally fine. Absolutely no knowledge of Diablo is required for this. :)

Great art!

Xurtan

Is there a secret cow level? That's the real question. And speaking of inspiration art, thinking I might use this one:

Dinlir Inspiration

Intimate Ink

Quote from: Xurtan on December 30, 2019, 01:11:46 PM
Is there a secret cow level?

Only if she allows a Red Faction Armageddon cross-over so that I can get my Mr. Toots weapon.

Aethyrium


Aethyrium

How long do Dinlir live?
Like the Hylir, 120-150 years. Approximately two normal human life times, with maybe a little bit of change.

Are they religious?
No, again taken from the Hylir culture from which they sprang. Religion in Velkresa is really very much a human notion. It is worth noting that the beliefs of the Dinlir have certainly evolved since they seperated from the Hylir. Their understanding of the Eternal Dark gives them insight into the reality that there are other things out there. Nothing in terms of worship, but more of a... Respect for the beyond. That's not to say individual Dinlir haven't taken up some quasi-religious mantle though. It's just not wide spread at all.

What's their government like?
Unlike the Hylir, the Dinlir had to build everything from scratch. There were no great families to pull from, and the members of the Dinlir came from all aspects of Hylir life. To that end it was something of a reset. Once banished they seperated into loosely linked clans, usually dedicated to a belief or area of study. The Dinlir don't have a central govenment, they're far more nomadic than that. Though within any given clan there is likely to be structure that varies from clan to clan. In general, you could assume that the eldest / wisest / most powerful / most knowledgable Dinlir leads their clan.

Matriarchal or Patriarchal?
Neither. While the Hylir where are matriarchal-leaning society, the Dinlir were too varied to carry that concept over. No matter who they were, they were unified in thier belief and understanding of the Eternal Dark, a bond that joined them more than blood most feel like. To that end, these lines are erased entirely.

Coin or Trade?
Among one another, trade. That trade might be goods or services, but knowledge is a valuable commodity in Dinlir society. Coin, however, is kept for the more rare dealings with people outside of their society but has next to no value within it.

What do they trade?
Arius is home to many creatures. Rare pelts, leathers, scales, hides, and bits. Also there is mining to be had in Arius. The Dinlir have been able to take Hylir forging arts and use them on rare materials unique to Arius.

Any specific artistic expression?
The Dinlir's most intimate art is one that is more easily shared with one another than anyone else. Because of their shared connection to the Eternal Dark, on some level no matter how small, the Dinlir are all connected. They can share moments, something like Vulcan mind melds (if familiar with Star Trek), and almost psychic event between two people. In this expression they... Shift the pattern of the Eternal Dark. Like abstract glow stick painting, except done at the soul. Other's could share in this, but it would require pushing that connection to the Eternal Dark into them and most people are not willing to risk that.

On a more mundane level, survival has really been the key to their existence. Story telling is definitely their art of trade.

Art and music?
Lacking the resources that the Hylir had, they have turned to what is available to them. Their music is going to be something deep, with a lot of percussion instruments. Things you'd play aside a fire, that rattle the bones. As above their art of choice is likely to be storytelling, though bone carvings are probably the favored media.

Architechtural Style?
There aren't many self built Dinlir settlements. They repurposed old human settlements and made them their own. Things would feel very nomadic to them. Lots of tents, leather bound and supported by bone. Use what the land offers, because that's what they have access to. Burrows wouldn't be uncommong, digging into the snow and creating ice fortresses and what have you. Either by hand or magic, shaping the land to their needs, or using it to reinforce what they found.

What's their food like?
There is very little in the way of vegitation in Arius. They rely mostly on meats, jerky and the like. What vegetation they have is water based, so mosses and the like. Fishing is quite common.

Relationships with other races?
Quite limited. Arius is locked away from other people, and few people go there. Traders, occasionally, once they learned the Dinlir were up there and resources could be gathered. But those waters are treacherous. To leave Arius means going through Hylir land, and that just isn't a thing that's done.

With Hylir, the Dinlir are mostly sad. Hylir view them as heretics and traitors, in general very poorly, treated with mistrust and even aggression. The Dinlir don't reciprocate those feelings, feeling mostly like the Hylir are lost and confused, and that they have taken the next step and their Hylir cousins are just slow to change.

With humans, there is an affinity. The Hylir regard humans as less than, and that puts the Dinlir on similar footing. Humans see friendship with Dinlir as a goodway to stick their nose up at the Hylir, and Dinlir see humans as a good way to regain the society that they no longer have. They're... Mutually beneficial to one another, it comes down mostly to personal taste.

With Lammet, the Dinlir are mostly intrigued. The Lammet are the spawn of this world mixed with the spawn of the Eternal Dark. They don't belong but also feel so right. Cautious, but optimisic? The Lammet on the otherhand, don't have much general interaction with Dinlir and have no unified stance.

Interaction since banishment?
Very little in general, but it happens. Dinlir will occasionally try to leave Arius and find another place, since they aren't tied there. Or others will come to Arius. Interactions with the Hylir have been pretty exclusively negative. But big racial relationships aren't much formed, as the Dinlir have until recently been pretty isolated. Some small exceptions may apply.

Do they know things others do not?
As I mentioned, they know that there are more planes than just Velkresa and the Eternal Dark. They have felt them, and they know other creatues beyond just demons exist. Details are murky, though.

Did they pick Arius or was it forced on them?
It was definitely forced on them. The Hylir believed those cursed lands would be the end of the heretics, and never believed that they would survive out there.

Are they suited to cold weather, or did they just end up in Arius?
They are definitely not suited for it. Dinlir dress in heavy furs and leathers. They were put there to die, they just learned to adapt and overcome.

What's the history of Arius?
Arius, Astis and Athros were the names of The Ancients. Triplet humans (two boys, one girl) born to Aunis who became legendary warriors. They are said to have been the first humans to settle the western lands of Velkresa and gave birth to the tribes that once called those lands home. Legend tells that they defeated a terrible evil and that's where their fame comes from. With their mythic strength they rallied the people and separated into great tribes and divided the land among one another, settling it and giving birth to human society on this side of the world.

Arius in particular was said to be never willing to stagnate, so he took the frozen tundra as his home. There he and his people could combat the elements and those creatures that called it home forever to better themselves. Snow is present, but the land is a lot of ice. It's home to terrible wind storms, where clouds of snow will wash over you and freeze you in place. It's a very inhospitable land.