Hidden 8 yrs ago 7 yrs ago Post by Gowi
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[ ♝ ] D I S C L A I M E R
Currently, The Order Saga (2003-2016) is not taking applications or invitees for players. If you are interested and know me or any other member from a previous game please contact myself and @DruSM157 through private message so we can see if it is manageable to work you into the game.

[ ♝ ] P R E M I S E
The Order Saga is a collaborative story that has gone through several changes and influences over the course of twelve years. It is the longest running RP I’ve ever worked on and I couldn’t even begin to tell you what number of revisions and reboots it has had. The idea came to me when I was sixteen years old and was working with two of my closest friends on a story that provided escapism for us with heavy anime and high fantasy influences. Whilst it has become much more elaborate in the years since, it still represents itself at the core an escapist fantasy about heroes fighting against the forces of a fanatical cult that holds mysterious and dangerous powers that they wish to use to control, dominate, eliminate, and purge those against them.

The setting takes place on the planet of Sengia, which is generally by all appearances a normal modern world— but as suggested this isn’t exactly the case. Based around modern fantasy conventions the world of Sengia is home to several fantastical and supernatural abilities ranging from conventional magic, spiritual energy, inherent elemental abilities, psychic powers, and so on. Those who are gifted are not necessarily the “norm”. But the focus isn’t exactly on people who are the ungifted majority— much like any story focusing on high octane action/adventure with magic as its centerpiece, the focus is on the gifted individuals who come to get swept up in this whole nonsense about cults, heroes, artifacts, and agendas.

The central location where The Order Saga, particularly this chapter, takes place in is known as The Confederacy of Dun— a small assortment of independent nations occupying a lowland area encompassing marshland, swampland, forests, and soft rolling hills alongside sprawling rivers. It’s a wide area that is loosely affiliated and is equivalently a wild frontier similar to the western United States in the 18th and 19th centuries; just replace tumbleweeds with bog monsters. The year itself is the winter dawn of 4427, and the cult known as The Order has been quiet for a few months; but they are back to doing what they do.

[ ♝ ] M A G I C
A question that many have pondered over the course of the universe’s existence, no matter where the question is asked it is always answered in silence. Magic is an umbrella terminology for the energies of the world that cannot be explained away by rigorous study like objects of conventional science. For every theory about these energies there is another handful waiting to offer a different explanation and people as a whole have not found their answer. However, whilst magic’s origin or purpose cannot be explained into a concrete design there does exist the ability to harness it despite the dangers that comes with attempting such a thing. Depending on the magic the individual seeking to harness it can find themselves walking a dangerous path that could potentially corrupt or harm themselves doing such.

There are six types of unknown energy:

Arcane Energy: Named after ancient scientist and scholar, Arcanus Potestatis, it is the magical energy that acts as primordial glue of all mystical phenomena. It is known to be the most imaginative of all magic as it is the only one that can be bent to the imagination of the user in its entirety. The study of Arcane Energy can lead to a variety of utility such as conjuration, alchemy, divination, and much more.

Celestial Energy: Named after the celestial skyline where mortals dream of the afterlife, it is the magical energy of souls long departed and of good & evil. Most certainly it is shrouded in obscurity and secrets holding knowledges at bay due to the dangers that could be. Despite this there are few men and women who do dare to cross into the celestial plane and try to grasp the power of corrupted and long-dead souls. To tap into this force can cost you your life and the life of others when you let loose something that should’ve been left well enough alone.

Divine Energy: Named after the divinity of the gods of chaos and harmony, it is the magical energy of sin and virtue. It is a radiative energy that absolutely corrupts or enlightens with various cults and tribes worshiping the power of the artifacts left behind as symbols of the energy’s power. Prolonged use makes you inherently more orderly and lawful or destructive and chaotic, but many go beyond the risks to unsurprisingly achieve power over others.

Elemental Energy: Named after the elements of nature, it is the magical energy that runs through the world and for some their own dynastic bloodline. To be of elemental blood is rare, especially considering many of the bloodlines have thinned out due to ancient wars and infighting amongst rival clans. The study of Elemental Energy is limited to the bloodline but still exceptionally powerful within the abilities to manipulate and create these elements as the user pleases.

Psionic Energy: Named after the first clairvoyant and psychic, Sofia Psioni, it is the magical energy of the mind. There are a small handful of private educational institutions that cater to the unique gift of clairvoyance, psychokinesis, telekinesis, and telepathy. Much like elementals, psions have a huge swath of power at their disposal and many of these aforementioned institutions make it their mission to keep their knowledge obscure and anyone that opposes them taken out of the picture.

Spiritual Energy: Named after mortality’s crutch, the soul, it is the magical energy that lives in every living being and can be utilized by anyone with a little focus and determination. Due to the widespread knowledge of this type of energy there are hundreds of clans and schools that have unique techniques developed for combat, defense, and longevity; thus it is probably the most populous of magical applications in the known world. It however is one of the most dangerous due to the energy being tied to the soul itself and misapplications can lead to critical injury or death.

[ ♝ ] E V E N T S
Chapter I: Dawn of Fear

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Chapter II: The Edge

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Chapter III: Awakening the Dragon

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[ ♝ ] C U R R E N T I N V I T E S

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C O M P E N D I U M


[ ♝ ] L O C A L E S O F N O T E
Dunric: Dunric is the oldest city in the confederacy and generally seen as the strongest of the four major political governments that reside in the nation. It has survived several wars, revolts, floods, raids, and other conflicts. It is most recently know as one of the first major targets by fanatical extremism at the hands of The Order.

Eereen: A town that was founded by Marith Malgrave several hundreds of years ago and is the now the home of Mathias Rauzil, a scholar and ally to the resistance effort against The Order. The most notable points of interest in Eereen include Malgrave Manor which for some years has been abandoned.

Lansat: A small city along the northern bridge of the Xahg River within the Dunric provinces. Lansat was formerly led by a member of the Vann by the name of Otis Malr up until the resurgence of The Order and their crusades.

Noirthan Keep: Located several hours west of Riahl, Noirthan Keep is an old castle nestled in the forests leading westward into the Acreian frontier.

Riahl: A town that was renamed after a former veteran and hero of recent note named Riahl Todahe. It is one of the larger townships within the Dunskari provinces.

The Xahg River: The Xahg River is the largest river in the Confederacy of Dun, and one of the longest rivers in the world. It begins in the northern shores of Dun before traversing through the western edge of the city of Dunric, and runs through most of the southern stretches of the country. It encompasses several major cities including Dunric, Dunskari, Dunkil, Lansat, Spiderstone, Harrow, and Ravenhook.

[ ♝ ] C H A R A C T E R S O F N O T E
Garaldt Dubois: The current representative and provincial political leader of Dunric, Dubois describes himself as a cautious conservative and his policies revolving around The Order have been defensive rather than offensive.

Otis Malr: The hero known as “The Sword of the Meek”, and in his life a native of the confederacy. He was trained by his father who was a member of The Hunter’s Association in his youth and served as an independent factor in several wars. By the time of his death he was the highest ranking member of the Vann’s reserve wardens and the most skilled swordsman in the nation. Prior to his death he mentored many individuals including Kath Sentarous, Marlowe Bladeson, and Marith Bade. He was killed by the orderling known as Gandilos in 4425; he was eighty-one years old.

Kath “Blade” Sentarous: An exceptionally skilled swordsman and tactician; Kath is a high ranking warden serving the people of Dunric as a member of the Vann, and one of the first “heroes” to resist the cult known as The Order. Kath is a reserved and cynical man with distinct religious lean and as such finds himself torn between his responsibilities as a warden and his moral obligations to chase down The Order to world’s end.

Deya Talis: An exceptionally skilled archer and tracker; Deya is a high ranking warden serving the people of Dunric as a member of the Vann, and one of the first “heroes” to resist the cult known as The Order. Deya is quiet and introspective, but still optimistic towards others and the future— a fact that makes her a foil to Kath in many ways. She shares his burden of being trapped between responsibilities and moral obligations, but tries to look at things from the greater perspective.

Riahl Todahe: A hero known for his accomplishments with Otis Malr during their youth. Riahl was born in a small township in the Dunskari provinces who was branded an outcast as a child by the townsfolk after it came out that he was a psion— he was largely self-taught and had a few mentors before meeting Otis Malr. In life, his township revised their opinions and deemed him a hero and saint to the point they renamed their township to his given name. Riahl settled himself on the outskirts of Dunskari in the ruins of Noirthan Castle.

[ ♝ ] F A C T I O N S O F N O T E
The Order: An ambiguous cult with intentions that seem to be clouded at best, The Order is the main antagonistic force of the story and particularly serves as a catalyst for various events. Information about The Order seems to suggest they are anything from a militant cult of atheists to power-hungry zealots— what is concrete is that they are vicious, powerful, and cunning thus making them formidable by many accords. To join The Order is thought to be forsaking your soul and it is seemingly impossible to infiltrate. Their true numbers of members under their flag is unclear though they have lost a significant amount following the events of Dawn of Fear and Awakening the Dragon.

The Resistance against The Order: A loosely affiliated group of heroes, guards, and moral individuals who refuse to allow The Order to control through fear and death of the general populace. Unsurprisingly there are four sub-factions that exist within their own individual province and counties.

The Union of Contracted Hunters: Alternatively known as The Hunters Guild, The Union is who you call when the problem is too big or too private for The Vann. Using your money out of pocket for the charge in addition to a commission fee, you are hiring not just skilled contractors but the best of the best. Due to rigorous exams and requirements, hunters are fewer in number than wardens but generally possess either more experience or more latent skills (sometimes bordering on the magical). Generally associated with the law, there are certain measures of the Union that of through less than legal channels. If you need somebody protected, dead, found, or helped and have the cash to spare— the Union is the best guild to call on in any nation.

The Vann: The Vann is a military organization that serve as the elite security force for the central provinces of Dun and operate as a specialized guard that serves the people and the state in various utility roles. Generally seen as “frontier police”, the Vann are generally independently trained scouts and protectors of various backgrounds that have been hired by the Overseer of the Vann to safeguard provincial interests. In short this means they are to deal with outlaws, smugglers, pirates, rebels, and monsters in some capacity. Their weaponry is never centralized and their tactics are generally their own— as evident by various members of The Vann who have been skilled before applying for or being offered the position. Historically most wardens were skilled archers, swordsmen, trackers, and alchemists but the times have since changed with the advent of firearms and socio-environmental changes.

[ ♝ ] T H E R E S I S T A N C E
Dunric Members:
Marlowe Bladeson
Rin Chiyuhato
Otis Malr †
Mathis Rauzil
Kath “Blade” Sentarous
Mikael Sentarous
Deya Talis
Lexi Uael †
Viera Versul

Dunkil Members:
Marith Bade

Dunskari Members:
Imele Moyen

[ ♝ ] T H E O R D E R
Central Members:
Alison Alfir
Olvric Alter
Ethias Blail
Jacques Deli
Erik Gandil †
Shiara Isolt
Uduak Kanad
Ciana Kwyn †
Grifor Lathil
Aloren Traedr
Isen Versul
Raros Uael †
Anaria Xael

Contracted Allies:
Anastasia Drukar
Cain Sentarous
Hidden 8 yrs ago 8 yrs ago Post by Gowi
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Alright, that's pretty much the important things out of the way. For Drew and Melle, I want to apologize for my stalling in December— of which I would like to make up for keeping up with the RP in the best way I know how; on a forum format. Anyways, we’ve still got aways to go but it’s launched I guess?
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I figured it might begin again someday. I'm so happy that it's going to be sooner rather than later! ;D
Hidden 8 yrs ago Post by DruSM157
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Now it's time to write giant character sheets!
Hidden 8 yrs ago Post by Azucarada
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Azucarada stronk wife

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Herrooooooo
Hidden 8 yrs ago Post by Northan
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Yeah Video games or not or whatever
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