Pandemonia [Vox Machina-style, High Fantasy RP - Recruitment (7/12)]

Started by TheBlackThrone, September 14, 2024, 10:07:22 AM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

TheBlackThrone



The Amazon Prime series Vox Machina inspires the story Pandemonia as well as all other DnD, RPG satires. Keyword: Inspired. You do not have to have seen the show to participate in this RP because it has nothing to do with the series. Instead, this story is about a motley band of adventurers, mischief-makers, what have you, and their stories in the world of Pandemonia. It is meant to be a fun high fantasy adventure with some elements of comedy.

The story will follow a typical RPG-style theme where the band members are specialists in one of the following categories: Tank, Range, Healer, Mage, Thief, and Warrior. They have some fame and repute to their names, but they will grow stronger and more famous throughout the story. This RP is 100% free form. No stats. It is loosely GM-led. I will guide us through the story, but its success depends on the writers involved and their imaginations.

Only six participants will be allowed in the RP. I will only be selecting the best fit, so if more than six participants show interest in this story, do not feel discouraged. In fact, the more interest this RP receives, I might consider allowing two different bands in the RP. We will see.

The band members are loyal to each other and good friends despite sometimes having rivalries, spats, and disagreements. They made a bond of blood, and no matter how many times they disbanded (for various reasons, not really negative), they always swore to come together when summoned. You decide if your band member has special relations with another band member, such as siblings, lovers, rivals, secret crush, besties, etc.

Below, you will find a complete explanation of the world of Pandemonia. It is a very informative read to help you get a feel for the story so you can take the concept and run with it when you create your character. Understand, though, that there will only be ONE of each job class on the team, so if you and another writer choose “Mage,” only one of you will get the mage spot, so try to create alternate ideas for a character in the case you do not get the class you want. As the GM, I am choosing last to fill whatever role isn’t covered.

We will decide our band’s name together once we have all the writers gathered, so for now, I am referring to it as “the band.”

Now, I explain the first chapter of our story.


Chapter One

The Dagger, demigod king, Harold “The Thunder Lord” Anenih, has posted a summons for the bravest and strongest of warriors to convene in his court for a secret quest. The king has promised a big reward for those who are able to complete it. This summons has led our band to gather in The Dagger capital at a tavern known as The Sullied Sow. The summons has aroused many warriors to gather, so the capitol is busier than ever. The Sullied Sow is a regular and agreed-upon meeting place if our band ever swore to reunite. They are reuniting after spending two years apart. They always sit at the same table.


Table of Contents

I.    Game Introduction
II.    Game Information
III.    Character Creation
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

TheBlackThrone

#1
Game Information

In a world of might and magic, there ruled three orders: the gods, the dragons, and the envoys (they resemble angels). The gods were the highest of rulers. They created everything, and thus, they were the supreme beings. The dragons were their destroyers, and the envoys were their messengers and keepers of order. These three orders resided in the Heavens, and their lesser kin resided in Midworld.

Midworld was the realm of mortals. Anything that could die was born or created in Midworld. In this realm, the dominant rulers were the elves over the fae folk, the beastmen, the demons over the shadow kin, and the humans. Midworld was divided by these rulers into ten regions.

The four capitals resided in the following regions:

Region IX: The Floating City of Ilia was the Elven capital. From Ilia, the Elves also claimed Region III and VIII for their forests.

Region IV: Stormwind Castle - The Dagger and the Scattered Isles was the capital of Man. From The Dagger, the humans claimed Region I and II.

Region V: Gaea was the beast capital. The beastmen also claimed Region VI.

Region X: Cocytus was the realm of demons. The demons also claimed Region VII.

Midworld lived in a repetitive cycle of peace and destruction. It was only through countless wars and stalemates that the regions naturally developed, and their boundaries were established through cooperation with the Envoys. However, the kingdoms still occasionally contest those boundaries. While all creatures are free to reside in whichever region they desire, they are at the mercy of those kingdoms' rulers.

Political Relationships:

Elves: The elves are allied with the humans and share their knowledge of magic and nature in exchange for the human’s science and engineering capabilities. They hate the demons and dislike the beastmen. Regardless, Elves believe all other races are beneath them and that they are the closest beings to gods. Equally, the other races believe the Elves to be pompous. The Elves' territory includes the realms of other fae folk such as dwarves, orcs, gnomes, fairies, etc. They do not consider themselves "Elves"; however, they are often lumped into the Elf category due to Elves ruling their government.

Humans: The humans are allied with the elves and the beastmen, and are mostly neutral with the demons in a silent agreement as long as the shadow kin remain on their side of the world. The humans and demons have a secret relationship kept from the other races. Some humans trade science and engineering for the knowledge of dark magic.

Beastmen: The beastmen are mainly allied with humans. They hate the demons and dislike the Elves (not to include the fae races). The beastmen refuse to cooperate with elves without a human ally present. The beastmen trade wool, fur, other animal products, ore, natural gas, and other resources in exchange for science and technology from the humans.

Demons: The demons are secretly allied with the humans and hate the Elves and the Beastmen. The demons initiate most wars because they believe the other races attempt to keep them pinned to the north. Sometimes, the wars are initiated through secret dealings between humans and demons. The demons trade dark magic with the humans in exchange for science and engineering, which the other races believe the demons steal from everyone. While the demons possess their own unique creations, they have mostly acquired their technology from the humans.

Lesser beings and Demigods


In Midworld, there are lesser versions of gods, envoys, and dragons. Not to confuse with demigods. The lesser beings are the weaker versions of the supreme ones who rule the Heavens. They were created for specific purposes, such as guarding locations or tending to locations necessary for life (for example, forests and oceans). The Midworlders often call them spirits, and some lesser beings possess special powers and wisdom that have them admired and revered as teachers and mentors. Demigods are the offspring of gods, envoys, and dragons with Midworlders. Sometimes, these beings sit as kings or queens in their kingdoms. Demigods possess one unique god-like ability, which has nothing to do with the ability of their parent god. Demigods are powerful beings, but like all Midworlders, they can still die.

Currency

The currency in Midworld is controlled by the god Minos. All coins are called “Minos.” On the coins are often the faces of gods, and the gods annually have a vote to decide whose face will be on the coins for that year. Note: This information will be posted in the IC. Nongods cannot create or destroy the coins; however, there can be counterfeits. Their value from highest to lowest is as follows:

[Equate this to U.S. Dollars for reference]
1 Platinum Minos – 1 Million
1 Gold Minos – 100,000
1 Silver Minos – 10,000
1 Bronze Minos – 1,000
1 Copper Minos – 100
1 Stone Minos – 10
1 Wooden Minos – 1

The gods have discussed creating a coin worth 1 billion, but no Midworld kingdom has reached 1 billion yet.

Technology


Humans are the fathers and mothers of technology. However, in this story, technology does not go higher than steam and magitech. There are trains, hot air balloons, blimps, airships, and floating fortresses using turbine engines, propellers, and magic, but there are no fighter jets, spaceships, or anything of that nature. There are revolvers, rifles, cannons, and explosives. There are both wooden and steel ships.

As far as blacksmithing, there is a rivalry between the beastmen, the elves, and the dwarven fae folk (which the Elves steal credit, claiming the dwarves are still their people, and therefore, they count toward Elven tech (the dwarves don’t agree)).

As far as magitech, the rivalry is between the Elves and the Dwarves.

The Underworld

Not much is known about The Underworld. Only the gods of Heaven know anything about it, but none of them choose to discuss its existence and those beings who reside there. However, The Underworld created the demons, and its darkness influences the demons. All dark magic is conjured from The Underworld. Stereotypically, demons are considered evil, but its not always true.

Magic

There are two types of magic: innate and learned. Certain beings possess an innate ability for magic, and those beings are the elves (fae folk) and the demons, and those halfbreeds who share their blood. The innate use their internal magical reserves as a magic source, like how normal beings use energy. The innate use magical energy to conjure their spells without needing catalysts. Pureblood elves (incl. fae) and demons have the largest magical reserves, while halfbreeds possess half the amount and thus would tire quicker.

Humans and beastmen do not possess an affinity for magic. Therefore, they must learn it and use catalysts to properly wield it, such as magical swords, staffs, tomes, talismans, etc. They rely on reciting spells and storing magical energy reserves in trinkets. Once their magical reserve runs out, unlike the innate, the human or beastman is unaffected stamina-wise. Instead, the object they stored the mystical energy in will break unless the catalyst is of a godly craft.

War

Whenever there are wars between kingdoms, the gods will send envoys to help the kingdoms resolve their disputes. If the envoys cannot do so, then the consequences fall into the gods' hands. The war then becomes a game of amusement for the gods. The gods will send a single envoy to each warring kingdom. Those envoys act as witnesses to whatever decisions and actions the warring kingdoms make. It is during wars that the gods receive the most gifts and prayers. The kingdom that provides the most offerings wins, and therefore, the war is not always fair. The kingdom that provides the most offerings will have the gods send a dragon to wipe out the other kingdom's forces.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

TheBlackThrone

#2
Character Creation

Character Sheet

Character Sheet Example

Basic Information

Character Name: If an orphan, first name only. If not an orphan, first name and last name.
Nickname: What their band mates, friends, or family call them. You can also fill this out later.
Alias: If they have any fame, what are their reputable monikers? Example: King Harold's "The Thunder Lord" alias. They can have more than one.
Age: Approximate age. 18+. Character must appear 18+ as well. If your character has an entire back story of adventures, history, etc. Then they're probably older. The more accomplishments they have, the older they should be. Of course, some races are just 100+ years old and still resemble 20s or 30s. That's fine too. "Approximate age" or the age they "appear as."
Gender:
Race: Human, Elf, Beastman, or Demon
Sub-Race: See Step 2. If half-race, the other major race is mentioned here. If fae, mention specific fae (orc, giant, fairy, etc.). If demon, specific type of demon (vampire, demon, devil, fallen envoy, zombie, etc.)
Class: Tank, Warrior, Thief, Healer, Range, or Mage
Sub-Class: See Step 1. Specific job class. See the list below.
Origin: What Region does your character call home? (See Map)



Personality

Personality: At least one paragraph summarizing your character's personality. It might be easier to fill out the other personality sections first and then return to this one.
Likes: Non-sexual likes.
Dislikes: Non-sexual dislikes.
O/Os: Link to your O/Os or list as well the character-specific O/Os.

Backstory: This is not required for the initial submission of a character sheet because you might write this backstory based on your character's relations with other band members. This story can be about who they were before they joined the band, stories you collaborated on with other writers to explain how they joined the band and their goals. Do they want to be filthy rich? All powerful? Destroy the gods?

Your backstory can add further information about the region they hail from. You create the civilization, tribe, culture, etc. Your backstory will also include a secret backstory that no other characters know. Please spoiler that information. It's okay if the writers know OOC-wise...but no one should know it IC-wise. GM will approve the secret back story separately. This story should explain any fame or notoriety that gave them their alias.

Band Relations
This doesn't need to be filled out right now. Once you have spoken to other writers to get an initial gist of your character's relationships, then you can fill out this section.


Magic

Delete this section if your character does not use magic. This section is for characters who use magic either innately, learned, or both. All characters start with only two magic slots. All characters whose primary job class is magic will acquire 1 slot at the completion of each chapter.

  • Name of Spell - Description of spell. Does it require a catalyst? If so, one kind. How is the spell conjured? If innate, does it exhaust your character? What are the consequences?
  • Second spell slot.


Talents, Skills & Gear


All characters have skills and some objects they consider a weapon. Shields are also mentioned in this section.

Talents

  • Pick from the list found in Step 4.
  • You only get three talent slots.
  • You will not gain more talent slots.

Skills

  • These might be skills your character naturally has based on their race.
  • Name of Skill - Describe the skill. What does it allow your character to do? Characters whose primary class is non-magic will acquire one skill slot at the completion of each chapter. Like magic, you only start with two.

Gear

  • Name of Weapon - Type of Weapon - Description. If it has any special qualities or capabilities. No characters start with godly weapons. Characters can have one primary and secondary weapon, such as a sword and dagger, bow and dagger, fists and knuckles (the weapon), etc.
  • Name of secondary weapon - Type of weapon - If your character is a mage, then they might have as a staff as their primary weapon and a dagger as their secondary, a tome and a dagger, etc. If your character does not have a secondary weapon, then do not delete this slot. Keep it open unless they are gifted or acquire one later.
  • Name of Armor - Type of Armor - If you don't feel like giving your armor a name, then just delete it and write the type of armor. Example, "Bronze Armor." Sometimes, the name can also describe what it does such as "Poison Resistance Armor." Be sure to describe if it has any capabilities.
  • Name of Shield - Type of Shield - Only if applicable. All characters get four gear slots whether they use them or don't use them.


Extra


This section is for you. If you want to add more pictures to jazz up your CS. Character music themes, battle themes, and any mentions of familiars say if you chose Ranger or Druid. If they have animal pets, horses, or other mounts.


[float=right max=45%][img height=200]https://i.pinimg.com/564x/6c/6b/bc/6c6bbc181bb4b84f50361915db4f72a7.jpg[/img][img height=200]https://i.pinimg.com/564x/64/82/76/648276bbff0606be187ced40dc6cbbbe.jpg[/img][img height=200]https://i.pinimg.com/564x/0f/5a/59/0f5a59256ba9ca7332fed266cf78011a.jpg[/img][/float]
[hr]
[center][size=4][b]Basic Information[/b][/size][/center]
[hr]
[b]Character Name:[/b] If an orphan, first name only. If not an orphan, first name and last name.
[b]Nickname:[/b] What do their bandmates, friends, or family call them? You can also fill this out later.
[b]Alias:[/b] If they have any fame, what are their reputable monikers? Example: King Harold's "The Thunder Lord" alias. They can have more than one.
[b]Age:[/b] Approximate age. 18+. Character must appear 18+ as well. If your character has an entire back story of adventures, history, etc. Then they're probably older. The more accomplishments they have, the older they should be. Of course, some races are just 100+ years old and still resemble 20s or 30s. That's fine too. "Approximate age" or the age they "appear as."
[b]Gender:[/b]
[b]Race:[/b] Human, Elf, Beastman, or Demon
[b]Sub-Race:[/b] If half-race, the other major race is mentioned here. If fae, mention specific fae (orc, giant, fairy, etc.). If demon, the specific type of demon (vampire, demon, devil, fallen envoy, zombie, etc.)
[b]Class:[/b] Tank, Warrior, Thief, Healer, Range, or Mage
[b]Sub-Class:[/b] Specific job class. See the list below.
[b]Origin:[/b] What Region does your character call home? (See Map)

[hr]
[center][size=4][b]Personality[/b][/size][/center]
[hr]
[b]Personality:[/b] At least one paragraph summarizing your character's personality. It might be easier to fill out the other personality sections first, and then return to this one.
[b]Likes:[/b] Non-sexual likes.
[b]Dislikes:[/b] Non-sexual dislikes.
[b]O/Os:[/b] Link to your O/Os or list as well the character-specific O/Os.

[b]Backstory:[/b] This is not required for the initial submission of a character sheet because you might write this backstory based on your character's relations with other band members. This story can be about who they were before they joined the band, stories you collaborated on with other writers to explain how they joined the band and their goals. Do they want to be filthy rich? All powerful? Destroy the gods?

Your backstory can add further information about the region they hail from. You create the civilization, tribe, culture, etc. Your backstory will also include a secret backstory that no other characters know. Please spoiler that information. It's okay if the writers know OOC-wise...but no one should know it IC-wise. GM will approve the secret back story separately. This story should explain any fame or notoriety that gave them their alias.

[b][u]Band Relations[/u][/b]
This doesn't need to be filled out right now. Once you have spoken to other writers to get an initial gist of your character's relationships, then you can fill out this section.

[hr]
[center][size=4][b]Magic[/b][/size][/center]
[hr]
Delete this section if your character does not use magic. This section is for characters who use magic either innately, learned, or both. All characters start with only two magic slots. All characters whose primary job class is magic will acquire 1 slot at the completion of each chapter.

[list]
[li][i]Name of Spell[/i] - Description of spell. Does it require a catalyst? If so, one kind. How is the spell conjured. If innate, does it exhaust your character? What are the consequences?[/li]
[li]Second spell slot.[/li]
[/list]

[hr]
[center][size=4][b]Talents, Skills & Gear[/b][/size][/center]
[hr]

[u]Talents[/u]

[list]
[li]Pick from the list found in Step 4.[/li]
[li]You only get three talent slots.[/li]
[li]You will not gain more talent slots.[/li]
[/list]

[u]Skills[/u]

[list]
[li]These might be skills your character naturally has based on their race.[/li]
[li][i]Name of Skill[/i] - Describe the skill. What does it allow your character to do? Characters whose primary class is non-magic will acquire one skill slot at the completion of each chapter. Like magic, you only start with two.[/li]
[/list]

[u]Gear[/u]

[list]
[li][i]Name of Weapon[/i] - [i]Type of Weapon[/i] - Description. If it has any special qualities or capabilities. No characters start with godly weapons. Characters can have one primary and secondary weapon, such as a sword and dagger, bow and dagger, fists and knuckles (the weapon), etc.[/li]
[li][i]Name of secondary weapon[/i] - [i]Type of weapon[/i] - If your character is a mage, then they might have as a staff as their primary weapon and a dagger as their secondary, a tome and a dagger, etc. If your character does not have a secondary weapon, then do not delete this slot. Keep it open unless they are gifted or acquire one later.[/li]
[li][i]Name of Armor[/i] - [i]Type of Armor[/i] - If you don't feel like giving your armor a name, then just delete it and write the type of armor. Example, "Bronze Armor." Sometimes, the name can also describe what it does such as "Poison Resistance Armor." Be sure to describe if it has any capabilities.[/li]
[li][i]Name of Shield[/i] - [i]Type of Shield[/i] - Only if applicable. All characters get four gear slots whether they use them or don't use them.[/li]
[/list]

[hr]
[center][size=4][b]Extra[/b][/size][/center]
[hr]

This section is for you. If you want to add more pictures to jazz up your CS. Character music themes, battle themes, and any mentions of familiars say if you chose Ranger or Druid. If they have animal pets, horses, or other mounts.

Step 1: Choose your class.

You will create a character that meets one of the job classes: Tank, Range, Healer, Mage, Thief, and Warrior. Below, I have created a bank of job classes for each category, and you must choose one of those job classes. If you do not see the job class you desire, you can make a request of the GM, but understand, if the job class you’re asking for is too over-the-top or just crazy, then the GM will deny your request. If you see a job class in more than one archetype, it means that job class can fit in either, but it depends on what you choose to commit it to. For example, if you make a Paladin a tank, then healing may be a secondary function. If you make a Paladin primarily a healer, then tanking is the secondary function. These jobs do not have descriptions because I do not want to limit your imagination. So if you see the word “Shaman,” and you want to make your character a “Shaman,” then make your character fit that to the best of your knowledge.

Some job classes are written with masculine references, but you can refer to them as either masculine, feminine, or neuter in your CS.

Tank: Knight, Paladin, Dark Knight, Barbarian, Monk, and Engineer.

Range: Ranger, Archer, Rifleman, Gunslinger, Trickster, and Assassin.

Healer: Priest, Druid, Shaman, Apothecary, Paladin, Bard, or White Mage.

Mage: Sorcerer, Warlock, Necromancer, Black Mage, Bard, Dancer, Summoner, Skinwalker, Medium, or Alchemist.

Thief: Thief, Assassin, Ninja, Acrobat, Trickster, or Dancer.

Warrior: Fighter, Pirate, Swordsman, Samurai, Barbarian, Monk, or Warrior.

Step 2: Choose your race.

The following races are available: Human, Beastmen, Elf/Fae, and Demon. If you make a half-race, then they can only have one parent whose race is different. I make class recommendations in the descriptions below, but they are not meant to force or make you feel like you must choose those classes. It is solely based on that race’s perks. I further clarify below:

Human: Humans are not innate with magic unless one of their parents was either elf/fae or demon. If you make a pureblood human, then they will have to have learned magic if they are a magic-wielder and use catalysts for their spells (see the “Magic” section in the Game Information section). Humans are intelligent and the best at recognizing, learning, and operating science and technology. Best Classes: Knight, Alchemist, Gunslinger, Rifleman, Engineer, Apothecary, Assassin, Fighter, Samurai, Pirate, Warrior, or Swordsman.

Beastmen: These are either anthropomorphs or human-like beings with beast characteristics. Beastmen can be beast, reptiles, birds, or even sea folk. They are the second strongest race on the planet, second to the giants in the Elf territory. The beastmen are known to have the best blacksmiths, rivaled by the elves and dwarves. The five senses of beastmen are heightened above humans, and they possess a sixth sense that warns them of impending danger or if someone is giving off violent pheromones. They are not to be confused with were-types who are in the demon class. Beastmen are always beastmen and do not ever change. Best Classes: All warrior classes, sometimes Acrobat (depending on the beastman), Thief, Trickster, Archer, Ranger, or Knight.

Elf/Fae: The elves are not only the long, pointy-eared mystical beings we know from fantasy. Their territory includes all other fantastical creatures known as “fae.” So orcs, dwarves, giants, fairies, halflings, and other creatures of fairy tales are called “Elves” in general, which can be insulting to the more prideful fae folk. Any mention of elves includes fae in this description. Elves are innate magic wielders. They commune with nature, the elements, and lesser beings. Best Classes (includes fae folk): Paladin, all healer classes, Archer, Assassin, Sorcerer, Bard, Dancer, Summoner, Ninja, Swordsman, Monk, Warrior, Barbarian, Pirate, or Ranger (possibly more depending on what fae you choose).

Demons: Demons include vampires, were-types, devils, fallen envoys, zombies, drow, homunculus, and other spawn of The Underworld. Demons commune with The Underworld and are the only ones capable of wielding dark magic innate. Best Classes: Knight, Dark Knight, Barbarian, Monk, Warlock, Necromancer, Black Mage, Summoner, Skinwalker, all thief classes, Fighter, Swordsman, Medium, or Warrior.

Step 3: Find Your Character Image

I will allow digital art. Please, no canon art unless it has been so manipulated that it could be its own original character or piece. You can use any artwork that closely envisions the character you’re imagining. So if you have four different images, but they’re all similar to the character you’re trying to portray, that is absolutely fine. I understand how big of a pain looking for a character can be.

Step 4: Choose from the talent bank

This is a bank of special talents.

Cooking      Diplomacy        Cartography        Blacksmith        Art              Pilot
Singing      Escape              Tracking          Tailor            Makeup            Equestrian
Musician      Problem-solving    Beast-taming      Armorer          Runes            Mounted combat
Herbology    Languages          Falconry          Baking            Stonework        Driver
Navigation    Persuasion          Traps              Riddles          Sailing          Finance
Survival      Leadership          Woodworking        Puzzles          Magic Tricks      Strategy

Step 5: Create your character.

Rules

1. OOC. There will be an OOC and maybe a discord. If everyone wants to use it, then we will have one. If even one person says no, then we won't have one.
2. Activity. Post at least once every seven days. The RP moves as we move it. There will be posting orders in some situations except for when the group is split up.
3. Communication. If you plan to go away for a while, just let us know. If you want to drop from the game also let us know. I can always accomodate your return.
4. No Drama. Self-explanatory. Please behave like adults. Thank you.
5. No means No. If the GM denies your idea, it was in order to either protect power scaling or the plot. The GM will usually give you a recommendation that will meet approval. But please respect the GM's decision and do not argue. The GM will not argue with you.
6. Do not ask the GM to make your character. I will not make your character for you. So if this RP doesn't give you immediate ideas, then you may need to give it a few days. There is no hurry.
7. Not first-come; first-serve. I am only choosing the best concept. Now, if two of you have the same job class and both sent me excellent characters, then do not be discouraged. If this game gets enough interest, then I will allow for at least one more band of six. But the second band must have six writers. Otherwise, you will have to wait for if someone of that same class drops out.
8. Have more than one idea. If someone chooses the class you wanted, it's not over until you see the GM post their character sheet as approved, so submit your CS any way. But have at least 2 ideas in the case you do not get the class you want.
9. Please contribute. Writers who join this RP will be adding to the world. So please come willing to storyweave and interact with others.
10. Have fun.

Reserved

Classes will be reserved here.

Mage - Dancer (Vampire) - Foxy Deville
Mage - Bard(Elf) - Hatless

Approved

Healer - Paladin (Elf) - Raven Rawne
Thief - Assassin (Drow) - oldedog
Tank - Monk (Drow) - Juggtacular
Mage - Trickster (Elf) - virtualblue
Range - Gunslinger(Human) - TheBlackThrone
Warrior - Pirate (Human) - Kadigan
Mage - Dancer (Vampire) - Foxy Deville

Links

OOC

Character Thread

IC
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Raven Rawne

This looks like something I was waiting for when I thought about a new story to join. I'll have a character sheet done before the end of the weekend, and my initial idea is a Healer - Elven paladin just to signal which way I am aiming. Still, there are plenty of ways I could adjust to make the band more interesting. 

TheBlackThrone

Quote from: Raven Rawne on September 14, 2024, 11:09:33 AMThis looks like something I was waiting for when I thought about a new story to join. I'll have a character sheet done before the end of the weekend, and my initial idea is a Healer - Elven paladin just to signal which way I am aiming. Still, there are plenty of ways I could adjust to make the band more interesting.
Heya! Sounds interesting. I was wondering who was going to play a straight up Elf.  :-)
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Kadigan

As ever, the games you make are very interesting and enticing. Noodling if I can think of anything that would work. Would Mage - Illusionist be one, as I don't see that in the sub group.

TheBlackThrone

Quote from: Kadigan on September 14, 2024, 12:49:16 PMAs ever, the games you make are very interesting and enticing. Noodling if I can think of anything that would work. Would Mage - Illusionist be one, as I don't see that in the sub group.
Sounds fine.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Kadigan

Actually not to let my ADD flare up but looking through my old images to find the one I was thinking of for it I saw another one and it gave me a fantastically wonderful inspiration. A beastman(lady) Warrior-Warrior (if that's not a typo, barbarian type I guess) with a fun secret idea I had, I hope, will be what I write up. I love it when a good image inspires. 

TheBlackThrone

Quote from: Kadigan on September 14, 2024, 01:07:43 PMActually not to let my ADD flare up but looking through my old images to find the one I was thinking of for it I saw another one and it gave me a fantastically wonderful inspiration. A beastman(lady) Warrior-Warrior (if that's not a typo, barbarian type I guess) with a fun secret idea I had, I hope, will be what I write up. I love it when a good image inspires.
Do you want a barbarian or a warrior?
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Kadigan

I’m not sure if what I’m writing would fall under which. I’ll craft it up and see what you think. 

Raven Rawne

I have a question about the Elves. How long do they live in Pandemonia? And how different are they from, say, Sun Elves from DnD? I mostly mean the life cycle, presence or absence of reverie,  those sort of things. I need to get the cornerstones in place for the character I am attempting to write.

TheBlackThrone

Quote from: Raven Rawne on September 14, 2024, 01:25:44 PMI have a question about the Elves. How long do they live in Pandemonia? And how different are they from, say, Sun Elves from DnD? I mostly mean the life cycle, presence or absence of reverie,  those sort of things. I need to get the cornerstones in place for the character I am attempting to write.
I didn't put a maximum. Elves live for a long time. Maybe think like Lord of the Rings long or something.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Raven Rawne

That is some real long life. No reverie though? I want to get a good grasp of your idea of them so any info is appreciated. A life lasting for thousands of years, unless killed, is a very powerful prospect. But I like it. Although for skill levels the player character will be "young", or recently forced to take up arms.

oldedog

@TheBlackThrone just a few questions I wanted to ask real quick.

1. Is multiclassing allowed or something that might become a thing as the story goes on?

2. Do Drow follow the same generally rules and characteristics as Elves?

3. What do you define as a black mage ( I saw it under the suggested for demons)?

4. Since you mention having a backup character, do we need to declare that second character when we make our first one?
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Hatless

This sounds like something I'd be into.

If I wanted to be a Faerie, what kind of Faerie would that be? Are we talking Elf but with wings, Tinkerbell, or something in between? It's hard to know since the definition of Faerie varies from source to source. :P

Foxy DeVille

Got a vampire type in mind that could work in a few roles.  I'll try to whip her up soon.

TheBlackThrone

Quote from: oldedog on September 14, 2024, 02:40:47 PM@TheBlackThrone just a few questions I wanted to ask real quick.

1. Is multiclassing allowed or something that might become a thing as the story goes on?

2. Do Drow follow the same generally rules and characteristics as Elves?

3. What do you define as a black mage ( I saw it under the suggested for demons)?

4. Since you mention having a backup character, do we need to declare that second character when we make our first one?

1. No.

2. Drow are listed as Demons. 

3.  Black Mage is not what I define. It is what you define it to be. That is mentioned in the Character Creation section.

4. You do not need to declare it for the second one. If we happen to have a second team, then I'll let you know so you can reserve then.   :-)
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

TheBlackThrone

Quote from: Hatless on September 14, 2024, 02:42:36 PMThis sounds like something I'd be into.

If I wanted to be a Faerie, what kind of Faerie would that be? Are we talking Elf but with wings, Tinkerbell, or something in between? It's hard to know since the definition of Faerie varies from source to source. :P
Faerie is whatever you imagine.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

TheBlackThrone

Quote from: Foxy DeVille on September 14, 2024, 03:57:51 PMGot a vampire type in mind that could work in a few roles.  I'll try to whip her up soon.
Curious to see her.  :-)
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

oldedog

@TheBlackThrone Understood, thanks for clarifying. Wanted to be sure the majority of stuff was as open-ended as it sounded. Here's the sheet for my character.



Basic Information

Character Name: Alystra Duskwind
Nickname: To be Determined
Alias: The Pale Razor (Due to both her pale skin and the name of her primary weapon).
Age: Approximately 200, appears in her 30s.
Gender: Female
Race: Demon
Sub-Race: Drow
Class: Thief
Sub-Class: Assassin
Origin: Region VII

Personality

Personality: Alystra's profession as an assassin requires that she be secretive and unremarkable, the better to accomplish her goals when plying her trade. In the company of her friends, the drow is surprisingly fun-loving and carefree. Often choosing to live life to it's fullest since her next job could always be her last one. She's been described as shameless flirt at times.

Alystra is extremely protective of those she calls friends, few people have ever earned that title and all of them would be surprised to learn that she is willing to die for them or kill for them, depending on the situation.

Likes: Reading, dancing, flirting.
Dislikes: Disorganization, hot weather, the color green.
O/Os: O/O


Backstory:  Alystra Duskwind grew up in Highcrag, one of the numerous cavern cities in Region VII. Despite what many would believe, she came from a perfectly normal family, leaving them only when she felt an urge to travel the world, seeking to make a name for herself. Alystra had always possessed a natural gift at stealth and subterfuge, leading her into the live of a profession thief. She quickly determined that being a thief required she join a guild and she had no interest in joining a group that demanded most of her hard-earned coin.

The life of an assassin proved to be a far better fit, it required nearly identical skills, and she was able to pick and choose her contracts which left her conscience largely clear.

Secret Background
Alystra's skills aren't the result of natural ability, she was trained by the Quiet Order, a secret group that serves the ruling council of Highcrag. They often take children to be trained as assassins that can then be used to eliminate enemies of Highcrag and it's people.

Alystra fled the group one her first solo assignment. The Order is still hunting for her and she knows that one day assassins from the Order will catch up to her.


Band Relations
Alystra originally met Ellaria when she leapt into a fight to aid the paladin against a group of bandits, after turning down a contract to kill the paladin.

Talents, Skills & Gear



Talents



  • Persuasion         
  • Traps       
  • Falconry         


Skills


  • Stealth - Alystra's natural ability to remain unseen and unnoticed, both by concealing herself in the shadows and blending into the background or a crowd of people.
  • Lockpicking - Alystra's training in defeating or bypassing locks, both the mundane and magitech.

Gear



  • Pale Razor - Dagger- A double-edged blade made from an usually pale metal. It possesses no other qualities that Alystra is currently aware of.
  • Black Leather Armor -A suit of black and dark grey leather armor designed for ease of movement and covered with various pockets and pouches so that Alystra can easily store small items.



Extra

Alystra has a peregrine falcon named Suru. He is the latest in a long line of falcons that Alystra has kept and trained over the years, she makes certain to keep him well away from danger if at all possible.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

TheBlackThrone

Quote from: oldedog on September 14, 2024, 06:12:56 PM@TheBlackThrone Understood, thanks for clarifying. Wanted to be sure the majority of stuff was as open-ended as it sounded. Here's the sheet for my character.



Basic Information

Character Name: Alystra Duskwind
Nickname: To be Determined
Alias: The Pale Razor (Due to both her pale skin and the name of her primary weapon).
Age: Approximately 200, appears in her 30s.
Gender: Female
Race: Demon
Sub-Race: Drow
Class: Thief
Sub-Class: Assassin
Origin: Region VII

Personality

Personality: Alystra's profession as an assassin requires that she be secretive and unremarkable, the better to accomplish her goals when plying her trade. In the company of her friends, the drow is surprisingly fun-loving and carefree. Often choosing to live life to it's fullest since her next job could always be her last one. She's been described as shameless flirt at times.

Alystra is extremely protective of those she calls friends, few people have ever earned that title and all of them would be surprised to learn that she is willing to die for them or kill for them, depending on the situation.

Likes: Reading, dancing, flirting.
Dislikes: Disorganization, hot weather, the color green.
O/Os: O/O


Backstory: To be Determined.


Band Relations
To be Determined.

Talents, Skills & Gear



Talents



  • Persuasion         
  • Traps       
  • Falconry         


Skills



  • To be Determined

Gear



  • Pale Razor - Dagger- A double-edged blade made from an usually pale metal. It possesses no other qualities that Alystra is currently aware of.
  • Black Leather Armor -A suit of black and dark grey leather armor designed for ease of movement and covered with various pockets and pouches so that Alystra can easily store small items.



Extra

Alystra has a peregrine falcon named Suru. He is the latest in a long line of falcons that Alystra has kept and trained over the years, she makes certain to keep him well away from danger if at all possible.
Great CS. I like it. We'll see what the rest of the band brings to the table.  :-)
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

oldedog

@TheBlackThrone Glad to hear you like her. 

Could you give a little more information about skills? I read the description you put in the example sheet for skills but I'm just looking for some examples before I commit to listing any on my sheet. The way things read, we would also be pulling them from the talents list, is that right?
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

TheBlackThrone

Quote from: oldedog on September 15, 2024, 08:14:08 AM@TheBlackThrone Glad to hear you like her.

Could you give a little more information about skills? I read the description you put in the example sheet for skills but I'm just looking for some examples before I commit to listing any on my sheet. The way things read, we would also be pulling them from the talents list, is that right?
You don't pull skills from the Talent list. You just make your character's skills. They should be skills related to their job class. You give the skill a name, and you describe what exactly it is or how your character uses it. They can be offensive, defensive, or support (utility) skills. 
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

oldedog

Okay so stuff like stealth, poisoning, concealing, etc. Basically the general stuff that you would have for class skills if this was DND 5e. Thanks for the clarification.
O/O
Currently writing:
MARVEL Apocalypse City Large Group Game
Taming the Queen Bee 101 with Everlasting Starfall
Saving Haven City with victoria4
Brown Girl Ruined Abroad with violetsummers

Raven Rawne

#24



Basic Information



Character Name: Ellaria Liayra
Nickname: Ell, Team Mom (?)
Alias: Avenging Mother
Age: 530. Appear as 30 tops
Gender: Female
Race: Elf
Sub-Race: None
Class: Healer
Sub-Class: Paladin
Origin: Region III



Personality



Personality: Sunny, supportive, those are the things that come to mind first. Ellaria is, much like many Elves, seemingly out of touch with reality, at least in the eyes of humans and other short lived races, since she can spend a day on admiring a view. Seemingly with no care for her time, nor sense of urgency, unless she herself decides it's necessary. Or outside circumstances force her to act fast. She has a great admiration for beauty and refinement in seemingly all things. And, while she might appear as just another elven snob, the paladin has taken note o the plight of "lower races", which means she does care. As a former priestess turned paladin, Ellaria puts a lot of stock in faith and belief, and she does what she can to lift the spirits of those around her. Being a mother and originally a priestess of what could be explaied as a Mother Goddess, she takes great interest in raising children, how it is done in other places and how to do it best. Another of her "motherly" traits is care, which she extends to those around her, be it team members or random people she met while travelling. The elf does not shy away from what she sees as her sworn duty to not only protect and inspire, but to aid and provide care. Meaning she was often derailed on her trips to help in a hospital or after a fire. When it comes to her principles, she is stubborn, and simply will not leave until she does what she seess as her job.
Likes: Spring, expressios of beauty in architecture and crafts, natural elements in cities, forests, looking down from a high place, finely made cider, well made clothing, luxury, the sense of accomplishment after finishing a task, inspiring "her lessers" to perform.
Dislikes: Winter, cold weather, lack of manners, lack of respect, anything to do with Demons, firearms (real warriors use bows at range), industrialization (when it scars the natural world and/or is ugly), injustice, low spirits, defeatism, refusal to perform one's job, children going astray.
O/Os: O/Os The character is married however, so hands off!

Backstory:  Ellaria Liayra, daugher of a minor elven House of nobility, was born and raised in Region III, the regional capital of the Elves - Lvaluna. A large city, though it pales in comparison with the magnificent Floating City. Her youth was spent in peace and in a rich, loving home. She often comens back to those times as a sort of template. Out of many things she could do in life, Ellaria was drawn to the priesthood of Angharradh, also known as "the Mother", since she is the wife of the main Elven God and represents the feminine qualities. The cult puts emphasis on family, healing, aid to the less fortunate, counselling, and so on. It's worth noting that one cannot become a fully intiated priest until becoming a parent - a way to make sure those leading the followers of the Great Mother know what it means to be responsible for children. The byproduct is that the priestesses often have many children, at least in Elven standards.  Ellaria has four. She dreamed of more, but tragedy struck her family, and altered her own course.

Just past her 400th birthday, the priestess was informed that her eldest daughter, Faraine, fell victim to a Demonic plot. She and other young elves (Faraine was over 150 by then and an adult in her society, but still) were enthralled by dark magic, their minds and souls twisted as they became pale killing machines for a Demon who captured them.  Ellaria cried, asked for aid, prayed, did whatever a mother could yet nothing was done about it. A decade passed, until, as she explains it, she was granted a vision from th Great Mother. She never had any arcane gifts, but was promised to put her daughter to rest, should she have the courage. Even though female, and a priestess, she was still an elven noble. Which meant that she trained archery and fencing as a sport, just another little thing the upper classes did to show their superiority. After informing the Mother Superior of the temple, and recieving the blessing,  Ellaria took her sword and left the city, trusting the vision.

What happened next, she never told. Not in detail. Eight months later she was back at the gates, leading a donkey with a wagon. Her daugher's body resting on said wagon. Ellaria's features hardened, and she had a fresh wound on her right forearm. She must have cut her daughter's name and refused to use the newfound healing magic that awakened inside her. The temple cheered, but also mourned. The mother freed her daugher, but at the ultimate price. Her family's honor restored and elevated, yet aw what cost? Where there were four, now there were three. The family buried Faraine with respect and honor, the person she was, not what she became. Her sword was put on display in the family manor, a memory of the young woman who had so much to achieve.

Once the funeral was over, Ellaria did not return to her duties in the temple. Instead, she ordered a suit of armor, and sought blessing before heading out of the gates again, now as the Avenging Mother, the paladin of Angharradh. She was 421 then. The Region soon learned about he Avenging Mother, her single minded focus to lift the weak, cut down the wicked and stamp out the demonic from the Elven lands. She often walked alone, but also joined causes she deemed just.

Secret backstory
Only two people know what happenned after the Avenging Mother walked out of the city gates, up until she came back with her daughter's body. The whole task took 8 months, which was "a short trip" by elven standards. Ellaria knew that the city authorities were being reluctant to act because one of the victims was of a major noble house, and killing their young would end some careers. She herself was not rich nor influencial enough to gather much before leaving, but there were rumors and stories by then, of pale elven husks attacking farmsteads or other less defended targets. The priestess followed those leads, but found her pursuit more of a crawl, as she paused nearly at every step to aid the affected by the raids. Partially from her obligation to help, in part to make amends for her daughter - even though she had no idea whether Faraine was in those particular raids. Partially so to stall the inevitable. The "hunt" would most likely take much longer if not for the fact that the posessed elves attacked a village that Ellaria was staying at. Faraine was not in the raiding party but five other posessed fell from the combined effort of villagers and the Avenging Mother. Seeing the possessed for the first time, Ellaria felt her Goddess's gaze upon her. She had to act, or lose the chance she was given. Tracking was never her strong suit, but with the aid of a local man, she was able to trail the raiding party's steps back to an abandoned inn, left at the crossroads of now obsolete roads. The inn has been made into a defensible position however, it's outside fence repaired more or less. With few options at hand, the priestess decided to sneak in at night, in hopes of cathing the possessed, and perhaps their demon captor, off guard. It didn't work too well, but it seemed that the demon became sloppy and sent most of his minions out, leaving only a handful at the inn. The newfound power to shield herself with the light of  Angharradh was crucial in besting the possessed, and then killing the foul demon. Ellaria put his head on a spear and mounted it at the gate for his minions to witness upon return. Faraine was not there, she had to wait for her daughter to return. The third patrol proved to be the one she was waiting for, just four possessed with a handcart of stolen food. Even though changed, the mother recognized her child and her hand paused. The posessed however, despite their master being dead, did not hesitate. Ellaria was forced into defense, and managed to cut down two opponents. The third one, and her daughter, have proven more difficult, in part due to the prononged combat the priestess had to endure over the last few days. She slew the third with her blade but found herself run down with her daughter's sword - a fatal wound. With the sword lodged in her mother's ribcage, possessed Faraine resorted to her fists to finish the job while wounded Ellaria tried to stave off the inevitable. What happenned next, the priestess called divine intervention of the Great Mother to honor the promise from the vision. Ellaria found the courage, and strength to fight back, despite her injury. She managed to grab her sword, Mercy, and slice her daughter's throat wide open, before shoving her back. Possessed Faraine drowned in her own blood, while her mother pulled the blade from her body, and by the grace of the Great Mother, her injury healed. Ellaria knelt by her dying child, in a pool of blood from them both. She doesn't recall how long she remained like this, staring at the pale face with eyes wide open. She cannot explain why she carved the name of her daughter on her forearm, in slow, precise cuts of her dagger, using the traditional elven alphabet (which meant a lot more "lines" do "draw"). She does recal that she managed to stir from the stupor at Sunrise, feeling a great burden being lifted from her shoulders, and a sense of acceptance and care taking it's place. the Goddess took notice of her sacrifice, that much she knew. She also found the strength to stand up, collect her daughter's remains on a wagon, and start walking back home. The road itself took just a few days, but Ellaria was forever changed during that time. Upon return, she was questioned by the city guard and geve the location of the demon's lair. It was investigated, but it seemed that Ellaria has slain all of the possessed, since all the missing were accounted for. Naturally, the major noble House applauded the temple's decisive action to show strength.
[/font][/size][/color]


Band Relations
  • Alystra Duskwind - they met through a bounty on Ellaria's head. The assassin actually decided to prevent the murder and they worked together against the one who put the bounty on a paladin in his town. Her being Drow did make the partnership difficult, given Ellaria's hatred towards all things Demon and adjacent... However the assassin managed to gradually win over the paladin's respect and friendship. Nowadays she sees her as dependable and actually trustworthy, although the paladin have told the assassin to settle down and start a family due to her unhinged flirting tendencies.
  • Keldor Xiriash – It took her a while to accept him, cause Drow. Being a Monk from the capital obviously gave him the benefit of the doubt for starters. She does however find his cheery demeanor pleasant to keep around. Unfortunately, she does need to rel him back in when he’s looking for a fight. One reason she doesn’t drink much with the party at taverns anymore. She doesn’t want another pub brawl.
  • Aurora Foix - Due to the past occupation as a pirate, Ellaria would see the time with the party as a way to “atone” for the bad things she did. A way to bring the scales back towards equality at least. She would actively encourage good deeds and self-control, also frown quite a lot when the ex-pirate start being disrespectful.
  • Truyen - The trickster is indeed one of the problematic ones for the order loving paladin, so she does try to keep a eye on her when able. Which in turn may chafe True even more, like she’s being supervised. Not to mention all the frowns when the paladin catches a lie. But for her, it’s a work in progress with the mage. One thing an elf has enough, is time, after all. She believes she can be a good influence on the rebel elf. Might take a few decades, though…
  • Vispera - The… blatant display of sexuality is off putting to Ellaria, who is way more modest. Naturally her solution is “start a family and have kids”, to no one’s surprise. Although given that Vispera is a vampire, she said it a few times and then stopped, connecting the dots that vampires make families by making more vampires and she still hates demons so… She has enough of those on the no-kill list already! Another “be better” project, this one. Although the paladin doesn’t have high hopes in this case, honestly. It’s more about keeping Vispera close so she doesn’t cause trouble on most days. A paladin’s work is never done!
  • Wesley Cole – She’s not a fan of the seemingly out of nowhere laziness that he is so prone to indulging in. He could do better with following orders, and less so looking for his own angle – she can tell he has his own agenda but haven’t really pried yet. However, outside the laziness and seemingly general lack of discipline, he’s a good kid, err, human man. And yes stop fucking around, start a family already! Also, she might have tried to convince him that bows are superior because they require more skill to use. Maybe even tried to make him shoot a bow some time?



Magic



  • Healight Light - the brilliance and purity of the Great Mother shines on the mortal recipient, it's warmth healing the wounds and illness, and removing poison. (single target, touch range, not instant, cannot heal non infectious diseases)
  • Armor of Faith - the light encompasses a single being, shielding them from harm. (concentration spell, line of sight casting, does not work on undead and beings the Great Mother would not protect)




Talents, Skills & Gear




Talents

  • Herbology
  • Leadership
  • Art

Skills

  • Medicine - centuries of priesthood taught Ellaria how to deal with injuries and illnesses without using magic;
  • Religion - experience of priesthood allows for making paralells with different religion, easier understanding of risuals and their meaning. Ellaria can take educated guesses about religions and cults she is not already familiar with.

Gear

  • Mercy - Longsword - masterwork elven longsword, the very same used in the fight against Faraine and drew the wielder's child's blood. Blessed by the temple of the Great Mother for the fight against Evil.
  • Grief - dagger - masterwork elven dagger used to carve the wielder's daughter's name in her own arm.  Blessed by the temple of the Great Mother for the fight against Evil.
  • Elven Steel Half Plate - an elven made mix of steel, leather and padding that provides good mobility and weight while offering solid protection. Comes with a decorative helmet
  • No shield




Extra




Ellaria's current mount is a horse from an elven stable, an elegant chestnut mare called Illiriae.