[color=gold][center]“The spiders are restless, stirring, whispering talking; afraid. When the spiders are fearful it is a portent most dire. High in the Skrag the Speaker’s Speak and beg the Listener to Hear. Low in Aumhaft, across the swept plains, tales of flame reach Lords’ ears. Darkness moves again, it’s said, stirs its head from an age old slumber.” [/center][/color] “Ah! Give in! Quit spooking me kids will ya!” came the yell of the tavern owner. A gruff, slightly greasy man, though bearing a welcoming smile. Three children all younger than ten, by the stranger’s reckoning, scampered away from the cloaked patron and out the door onto the docks of Sfel. The middle-aged man who’d been regaling the old wives’ tale to them left out a throaty chuckle, clamped by the smoke of his pipe. “Aye. Another, good sir.” He beckoned to the tavernman. “They should be arriving shortly.” [center]♜ ♜[/center] [i]WIP Intro/Info until I feel enough has been answered for players to be satisfied. :sun [/i] [center][url=https://us20.chatzy.com/19928744819596]Chatzy Link: Use Responsibly, Please Update OOC With Major Updates, Timezones Are A Thing![/url] [url=http://piratepad.net/G3NY2RqFxT]Swashbuckling Pad of Co-ordination![/url][/center] [center][color=gold][h2]Enduwin Chapter 1: The Dark Awaits[/h2][/color][/center] [color=gold][h3]Setting[/h3][/color] This RP is set in Enduwin, a vast continent afloat a never-ending sea. A land of storied history, Enduwin is home to a wide variety of species and nations and conflicting interests. Hundreds of years ago, Enduwin was rocked by a global conflict known commonly as the Rapture. During this period of thirty plus years, great evil pervaded the land, darkness made corporeal and every nation fought for its very existence against seemingly endless throngs of dark spawn. The darkness was eventually subdued by a group known as the Vindicators of Truth. The details of what occurred and how the day was won are almost non-existent, but a great source of power was no doubt needed. These champions of the living too though, quickly faded to obscurity, lost to the annals of time or perhaps something else? A pyrrhic victory. However, this came at another great cost and the magic which 'till this point had dominated life on Enduwin began to fade. In the near seven centuries since, tales of the Rapture and the world before it are naught more than legends and bedtime stories, albeit ones with much validity. This Roleplay will take place in the IC timeline of 678 AR, at a fulcrum in Enduwin's history; magic begins to fade completely, and technology reigns supreme. We will begin in a north-western area of the world which is dominated by the mining and industrial powerhouse City-Nation, Vrent. [b][i]NOTE: The following is a mild info dump meant to hammer home the setting, read at your leisure but I would suggest at least parsing over all of it! [/i][/b] [hider=Vrent] [h1][color=crimson][center][b] ~ Vrent ~ [/b][/center][/color][/h1] [b]City/Realm name:[/b] Vrent – An Ruuktor Fir ([i] The True Throne[/i]) [b]Flag/Banner:[/b] An Tzul D’Yvazgrul ([i]The Eye Of Yvazgrul[/i]) [center][img]http://i864.photobucket.com/albums/ab206/Sewelljabitch/Untitled_zpsttdkdldw.png[/img][/center] [center][h2][color=crimson]National[/color][/h2][/center] [b]Capital:[/b] Vrent – An Ruuktor Fir - Ruuktor – The True Throne [b]Government Type:[/b] The sole leader of all Vrentians is The Quiet One, also referred to as The Apex and Yvazgrul’s Listener and most often just as The Listener. Authority however, is not absolute and things are more intricate than they initially seem. The Listener’s power stems from his or hers ability to directly communicate with Yvazgrul itself. The validity of this claim, let alone any proposed method, has yet to be verified by any outside entity. The broader governing system of Vrent, stems from its founding race, the Ventus, and is quite complex and difficult to condense into a single word. It has strong traces of tribal chieftanism still evident, but with a far more refined and forward thinking application. It can be seen somewhat as an archaic meritocracy, whereby each Listener is someone proven beyond capable in all fields deemed necessary by the Vrentians; war, art and academia, three tenets its beliefs tie together. The Speakers, act as a rudimentary senate-like institution. Speakers are chosen also by merit, however, in actuality, familial influence and honor won in combat mean far more than any other factor. Therefore, historically, Speakers have often been inclined towards heavy handed judgment and action, something heavily favored by the general populace. The Speakers oversee the Vidril, which are large organizations focused each on provision of a specific aspect of Vrent life. The military, academic, magic, trade and farming Vidrils are by far the most prominent. [i]Expanded upon when necessary.[/i] [b]Currency:[/b] Vrent has always had a deep and intricate economical system, using varyingly valuable carved minerals(metals), in the shape of any traditional coinage. Modern Vrent is a trading hub, as much of the traffic across the Gap begins or terminates in Vrent and despite its ferociously violent history, and the many misgivings of it from other states, it is undoubtedly an important economic centre. Albeit, much of this is due to geographical circumstance and unfettered access to balsite mines. It's modern currency collectively called ℘ragon's Heads, is a shared system with neighbouring states, imposed and monitored in Vrent. [center] ℘ [u]Farthing:[/u] Lowest denomination ℘ ℘ [u]Halfshield:[/u] five farthings ℘ ℘ [u]Shield:[/u] two halves/ten farthings ℘ ℘ [u]Groat:[/u] five shields/ten halves/fifty farthings ℘ ℘ [u]Tower:[/u] two groats/ten shields/twenty halves/one hundred farthings ℘ ℘ [u]Blood:[/u] five towers/ten groats/fifty shields/ one hundred halves/five hundred farthings ℘ ℘ [u]Lily:[/u] two bloods/ten towers/twenty groats/one hundred shields/two hundred halves/thousand farthings ℘ [u]Eye:[/u] five lillies/ten bloods/fifty towers/one hundred groats/five hundred shields/one thousand halves/five thousand farthings ℘ ℘ [u]Dragon:[/u] ten thousand farthings ℘ [/center] [center][h2][color=crimson]Geographical[/color][/h2][/center] [center][img] http://orig09.deviantart.net/7c06/f/2013/133/5/0/frenchie_render_copy_by_lafemmedart218-d6546pm.jpg[/img] [img]http://www.1000funfacts.com/wp-content/uploads/2011/02/Castle-Digital-Arts-And-Concept-Art-8.jpg[/img][/center] Vrent as a ‘city’ has rather unique geography. Rather than a dense central urban centre, the city of Vrent is composed of a daisy chain of fortress-esque installations forming a two hundred and seventy degree arc around the low slopes of the Raven’s Ire mountain range. Each of these locations is focused on one large sky reaching building known as a Citadel, a religious and political construct. These towns are built vertically, only expanding out along the slopes by a few square kilometres each. They are however, extremely dense and built up, with many towering stacks and spire. Each Citadel reaches higher than any other building surrounding it. It is also important so to note, that 'Vrent' refers both to the Citadel Vrent, the first Citadel, and to the larger Citadel network and the state itself. Linking the Citadels are the Ard Roads, carved into the slopes and raised on mighty archways, and the Ishil roads, vast underground tunnel networks. These impressive constructs act as conduits for all internal travel and trade in Vrent. Seven Citadels are linked by the Ard and Ishil Roads, and they are, in north facing clockwise, bottom to top direction: [color=crimson][center]Ozgart Frelhund Drizmund Vrent Auhmhaft Solvvas Yval’hund[/center][/color] Spreading out from these slopes are rolling lowlands and the farming pastures which provide the huge amount of food required to fuel Vrent’s never-ending mining operations. This terrority is all considered directly under the control of Vrent and rolls out as far as the edge of the continent where Vrent borders Sindari. Farmers of varying species work and own these lands, assured protection from Vrent, given mutual status and respect. All in return for religious conviction. To the east, and further away from the mountain range, Vrent maintains peaceful, if tenuous relations with the other city and states for the sake of trade. [b]Major Settlements:[/b] [url=http://coolvibe.com/wp-content/uploads/2011/08/Andreas-Rocha-Port.jpg]Sfel:[/url] Sfel is the northern most settlement which officially lays within Vrent's domain. It is a strategic port founded after the second Abelonian invasion of the Spine both to serve as a base for Vrent's newfound naval force and as a trading hub for further commerce to the east. It affectionately has gained the name Little Illy due to the large number of Illgarythe migrants who settled there to construct, instruct and generally aid the formation of Vrent's ships of the line. It is a small, but very valuable and well defended settlement. [url=http://img08.deviantart.net/52dd/i/2013/170/2/c/farms_by_sebastianwagner-d69phab.jpg]Isthia[/url] Isthia is the name of the river which bisects the Vrentian lowlands, and the name of a settlement which rests near the confluence of it's two distributaries. The settlement of Isthia isn't a single centralised hub, rather a network of small farming villages and and towns. Together though, they do form a fairly dense community. The river itself has had dozens of canals and and by-ways carved to extend its lateral reach for the use of crop irrigation. Isthia is the granary of Vrent, accounting for nearly half of its total produce and livestock. [center][h2][color=crimson]Religion & Magic[/color][/h2][/center] [center][img]http://orig15.deviantart.net/55be/f/2013/133/6/f/leslielee_cult_copy_by_lafemmedart218-d6546r5.jpg[/img][/center] [b]State Religion:[/b] The Red Way – The Worship of Yvazgrul. Vrent’s daily life is heavily influenced by religion. However, the Vrentians, don’t classify their own belief system as a religion. They are wholeheartedly convinced it is truth and not comparable to the fickle whims of ‘modern’ cults such as Old God worship, least of all 'Player Religion Here'. Somewhat ironic, considering the manner in which most every other states regard ‘The Red Way’. There is an unspoken hierarchy within the way, with Followers being the common of the faith, Watchers leading local worships, Speakers overseeing all and The Listener at the throne. [b]Religious Information:[/b] The Red Way focuses on the truth that another world runs parallel to our, but exists within in it. Referred to as the ‘Eile’ or the Other, this world is home to all manner of immensely powerful entities. These Entities, are each individually tied to a plane of existence, according to the Way. Yvazgrul, is according to the first Listener, the original and most powerful of all Entities tied to this corporeal realm. Yvazgrul has no translation to any modern tongue as the spoken word loses much meaning of thought, but the closest interpretation provided is "Face of The Many Arms". The Way is Yvazgrul’s will manifested in tangible form. Those who follow the Way follow a being with a rightful claim to this world, a claim made by strength. Knowledge and the acquirement of information are core parts of the Way, due to Yvazgrul’s unending comprehension; the more one knows, the closer they are to Yvazgrul. All will eventually follow the Way either by force of strength or force of knowledge. Foreign deities are regarded among those who follow the Way, as being a lesser being from the Other, who is attempting to usurp Yvazgrul. [b]Relics:[/b] The Eye ~ A small, head sized orb, made of what would appear to be a metal of unkown composition. Laced patterns swirl around its exterior painting an unclear picture. In ancient times, there were many such Eyes, fragments of Yvazgrul; this Eye, grants the Listener audience with Yvazgrul. It's confirmed existence however, is a well guarded secret with few privy to it outside the Cirlcle of Speakers. [b]Magic:[/b] Magic plays quite a strong role in Vrentian society and is intrinsically tied to the Way and relgious practice. Those with the gift to pierce the veil that separates here and the Other and directly draw on Yvazgrul's wisdom and power are highly respected. Mages do not dominate society, nor earn merit based solely on their birthed gifts, but they do have a very decent head-start. Mages are most commonly called Seers. Formally, any and all magic users, despite being few and far between these days, are trained and educated in Drizmund Citadel, which houses the Academy of Red, the colloquial name for the Vidril of Magics. Here Vrentian mages are given the finest opportunities available in the hopes that one day, each of them will be a glorious leader of the Way of Red; as a Watcher, a scholar or in battle. The magic learned and employed by the Vrentians is not like the magic seen on the continent. With their power coming directly from Yvazgrul, Vrentian mages uses both the Red Entity's knowledge and strength. Enemy minds can be corrupted, mentally tortured or wiped completely. Powerful binding magic and ferocious offensive manifestations can also be conjured. Vrentian Seers though, very rarely have needed to employ their abilities in recent decades. [/hider] [color=gold][h2]Information On The RP[/h2][/color] The set-up is that a man with a big problem but a lot of coin, has gathered a group of able bodied adventures to meet him at Fish Rest Tavern on the docks of Sfel. They come not knowing what lies ahead but that great wealth has been promised. I think it worth taking the time to sit down and clarify a couple of things regarding how the game should run. First off, I’d consider myself a very open and welcoming GM. If you have an issue, ideas, anything, then please do just ask and I’ll do my best to answer/accommodate. Likewise, in return, I ask of you the player to respect that at times, as GM I’ll [i]have[/i] to push things along to keep things healthy and fresh! I mentioned and intending on continuing with having behind the scenes ‘game-like’ elements. What I mean by this for example, is say the party finds itself in a town with a problem they need solving. I will have already set out in stone, the effectiveness of various avenues the party can take, and respond accordingly when they do so! Of course , I can’t plan for everything and am more than looking forward to being surprised by the players. Character Sheets (CS) can take any form you choose, I just what the main information relayed. The tone will be very mystery orientated, with high fantasy elements. Like classical noir, the plot will centre on our small group. There may be big goings on and gears turning in the world at large, but this plot focuses in on the development of this group. This is very evidently a a story trying to be told in an established mythos. While I personally have an Enduwin wiki in my head, I understand that players interpret things differently. I'm leaving much intentionally ambiguous and if any player wants to add lore or wants me to elaborate on the history I'd be happy to. I just do not wish to have too much exposition too early on! This RP is titled 'Act 1' for a very specific reason and that's the concept of future proofing it. I'd very much like to make this RP quick. Not rush through it, by any means, but to not let it just drag on. It will have a middle a beginning and end. At which point, the story of these characters or at least this part of it, will end. I would then love to move to a second Act, possibly a large time jump, continuing to make new adventures in a saga like manner. It sounds maybe a bit too ambitious, but I feel it can really solve the issue of RPs going stale and having nothing happen after a couple months in. Of course this will require a huge effort from me, which I am going to try my best to do, and I'd love to have as many reoccurring players as possible, to share in the saga. [b]For now, I’ll leave with this information. With enough interest, I’ll elaborate on tech/magic, some race ideas etc. I’d love to hear any questions also![/b] [color=gold][h2]Magic & Tech Levels[/h2][/color] Magic isn't easily explained in this universe. It doesn't fall into schools of teachings and isn't commonplace. It does exist fairly prevalently, but those with powers are often just used for specific tasks and for an average person, it is not something they deal with or think about on a daily basis. Magical potency seems to range by area. Some locations have high concentrations of gifted, others have far few. There seems to be no set pattern and the distribution, by all accounts, seems to have shifted across Enduwin over time. Some well-know applications of what is called 'magic' in this world include: Moving objects without physical contact. Heating or cooling bodies without an apparent source/sink. Accelerated healing abilities. Generation of light. Matter crafting raw material (sand/dirt for e.g.) into a usable substance and form. With regards technology, an equivalent would be the late medieval period, with some notable differences in that rudimentary steam engines are being experimented with. Magic and attempts to harness it as raw energy have of course impacted the technological timeline of Enduwin. This connection between the two is something we will be exploring in the story. Vrent, is considered the industrial powerhouse of Enduwin, and at this stage would have some very basic single shot gunpowder armaments and some basic steam-driven mining equipment. It is still, across Enduwin as a whole however, the era of sword and board.* *[i]and lance and horse and bow and longbow and pike etc etc.[/i] [h2][color=gold] Races[/color][/h2] [hider=The Ventus] Race: The Ventus Race Appearance: The Ventus are a physically large humanoid race. Average males exceed seven feet in height, with most females reaching around six feet in maturity. They are though, not lithe and slender, as many tall races tended to be, in fact they are quite bulky and each Ventus carries a presence. This predominately arose from their history as nomads, having only settled into static towns, as a species, around a thousand years ago. The Ventus' skin color varies from tanned leather like colours, similar to many humans, to dark hues bordering black and to deep purples and blues. Sexual dimorphism is not as apparent in Ventus as it is in other similar species. Females are not easily identified by structure other than height, and the main differences arise in facial features. Males have much sharper chin and cheekbones and tend to have much harsher complexions compared to the relatively soft skin of females. The main and most notable differences is in their ‘Adhark’, cartilage build up on the tops of their skulls which resemble small fin like protrusions. Those of males' tend to curve up and out, females' down and inward. Race Characteristics: The Ventus are zealous and resolute to say the least. Average lifespan lies between 70-90 years depending on lifestyle and location. [/hider] [hider=Dawawn Ulla] [url=http://pre04.deviantart.net/6612/th/pre/f/2011/078/e/f/chalandria_by_artpox-d3bywt9.jpg][b]Dawawn Ulla:[/b][/url] The Ulla in some sense, defy regular classification. In Vrent they are considered equal citizens despite the persecution and disdain the Ulla received elsewhere in the past. In fact prior to the founding of Vrent, the Ulla were nearing extinction. This was entirely due to 'Un Geis', a supposed curse placed on the Ulla by a long forgotten enemy that results in a 99% stillbirth rate. Thus, despite laying a hundred or more eggs during a breeding cycle, only one, two or often none will reach term. The Vrentians believe this curse is the doing of the dark ones, during the time of The Rapture. Only small pockets of them remained nestled in the mountains along the Raven’s Ire. One such cluster occupied an area very close to Vrent's initial settlement. Originally contact was tense and oft violent due mostly to lack of an ability to properly communicate. In time though, the Ulla learned to replicate the common tongue using a sequence of hisses, and likewise, many Vrentians began to learn the distinction and meaning of a variety of Ullavin noises. Mutual prosperity began to foster. The Ulla, being naturally superb burrowers, lending to Vrent's newfound mining operations exceptionally well. In return, Vrent made citizens of the Ulla, gave them all that came with it and most importantly of all; introduced them to the concept of farming. The fresh availability of food without the need to hunt revolutionised their course. The Ulla fit well with the Way, themselves worshipping Vvorhucht Drifyr, a lesser entity thought to be a close ally of Yvazgrul. The two religions eventually amalgamated. Vvorhucht Drifyr, not surprisingly, translates vaguely to 'Great Eight Sister'. Whether the gods actually were ever connected or the Way simply absorbed and implemented the Ulla's beliefs is unknown. Their physical appearance and the generally pervading dislike for their taxonomic class, means that most rarely venture outside the Citadels and connected mines. Their population has exploded since becoming Vrentians, rising to the hundreds, likely into thousands. The Ulla still, like all in their class, produce an incredibly strong silk, in terms of tensile strength. They have evolved, even prior to becoming Vrentians, to not need it for a specific purpose other than birthing, and instead used it as a multi-purpose tool and material. Now within in Vrent, some use it in the construction of burrows to live in (many also live in large homes in the inner-city), many also use it in the making of primitive art and most famously, it is used in a unique form of armour making; a mix of forging and weaving. The only time it is spun in large quantities 'inside' a building, is in the purpose made birthing chambers. [/hider] [h2][color=gold] Miscellaneous[/color][/h2] [b][color=gold]Character Feedback ~[/color][/b] First off some general thoughts on all three. All are accepted with flying colours, though I will need some kind of basic backstory for Brevana, though I am sure it is on the way! These characters turned out perfectly for where I wanted to go with this. A hodgepodge group, and they all have something about them which will really mesh with some of the plot twists I have in mind. On that note, I do have a very specific route I'd like this to go. I do have a 'big twist' that I would love to see come to fruition. As such I will be pushing us along at a nice pace for this and can't wait to see how these character's develop. I'll be doing out my own CS shortly. [b]Oliver[/b] Straight up love where this character went. Initially I was like "oh, an old school knight, that's pretty cool I guess." Of course, his actual background and the way he's human to a fault is great. Much more likeable and interesting character than I thought it at first would be and what's any expedition without a thief! :lol [b]Hector[/b] Great addition also! I'd love if you'd like to write a quick little blurb on Herwen that we can include in the OP, with you credited of course. I would say though, Herwen you said is 'across' from Vrent. I'm going to assume you meant across and ocean/body of water as geographically, a desert right next to fertile valleys and mountains isn't realistic in the distances involved! I really enjoyed the tribe's interpretation of magic users being deemed to weak to survive without magic. It's a different but logical viewpoint. I will say however, that matter-crafting unlimited arrows would be extremely time extensive and physically exhausting within the bounds of magic in this world. It's completely fine, just be aware it wouldn't be a throw-away task. The character immediately adds diversity to the mix! [b]Brevana[/b] Very cool character to have in the RP. A heretical monk in Vrent. Always good to have an older, world-wise character in the mix also. I'd love to see more information on her order and homeland and reasons for hatred of Yvazgrul if it's something you'd like to expand on now. Of course if you'd rather leave that exposition until the IC, that's great too! [b]Bakk[/b] As above I'd love to see more info on the race itself if you want to provide it! We already had some more wizened characters so someone offering sheer brawn is a welcome addition. The lack of good grasp of the common language might make things a little harder on you but I think it's a great quirk to implement. Overall, happy with the application. [color=gold][h2]Rules & Guidelines[/h2][/color] It goes without saying, this is going to uphold advanced standards. For reference I can post anywhere from 1000 – 10,000 words per post depending on the pace and placement of the RP. I expect a couple of well written paragraphs from everyone. However, I’d rather 3 concise paragraphs that advanced the plot and add character development, over 10 paragraphs of superfluous waffle. Be nice to each other, always remember the Fonz! Have fun, because ultimately we are here to enjoy ourselves!