@Blizz Okay, now that I've got a few more of my ducks in a row, I may be able to help you work out what kind of character you want to play. The world is largely medieval fantasy, but with a handful of more modern innovations like steel, manual washing machines, looms and spinning wheels, and trebuchets. Depending on your choices, muskets may become accessible. Regret recruited her Champions from many traditional classes and beyond - you could be a priest/priestess, bowfighter, paladin, even a dungeon porter (whose role is to carry loot). If you have something to contribute to the Hero Party, you can be a Champion.
You can also optionally include support from an auxiliary patron. Your primary, of course, will be either Regret or Yddrog, but you can contract with others to obtain more magic powers. Patrons like Ifrit or Prometheus can offer you fire powers, for example, which you can use to make stuff like flaming swords. Do note, however, that each demi will have their own agenda, and you can only use their powers insofar as you comply with their agendas.
Magecraft is possible without a patron if you appeal to the gods above them (You're a Karen, basically. "I would like to speak to your manager!") using chants, runes, and magic circles, but it requires college-level knowledge in math, chemistry, and physics, on top of fluency in runic languages, in order to execute your spells correctly, and the steep sacrifices required to pay for them are often prohibitive. Basically, you need a patron for anything battle-related unless you're a certified expert - a wizard, in D&D parlance. Naturally, Regret would love to recruit one into her party of Champions.
All that said, considering the genre of this tale, a traditional knight such as would use a sword & shield would be a most likely recruit into the party. They can be either gender, morally upright, and the most badass fighter in their discipline. Talented, experienced veterans would be the first to catch their lady's eye. You're going to be slaying a dragon, remember, and one created to protect the world from foes as capable as you, so your character need to be at the top of their game.
My first thought is to play a character who occupies the role of "the weird one" as in something that isn't really a human being/elf but is some other wildcard creature that might elicit some weariness and confusion from others before they realize, "I don't know what the fuck that thing is but it brings x to the table in a really unexpected, out of left field way, so he can stay."
Someone who doesn't have any connection to a god but is along for the ride anyway because they've got something they can offer that you don't really get from the conventional ways. In short, they're the one who just comes out of left field with something you wouldn't expect to need but now you don't want to be without it. Some sort of benevolent (or at least no hostile) monster, maybe an alchemist with shady potions that probably warrant a Geneva convention analogue, a straight up golem, or a ghost possessing a suit of armor, etc.
How do you feel about that? A little weird and wacky companion.
@Blizz How about a goblin potion vendor? Perhaps Regret saved his life once, maybe granting him a few drops of her blood so he could ascend to mortality, and he now journeys with the protagonists because he owes her a life-debt. He could brew his potions from the strangest materials, yet with God smiling upon him, they still work because he believes in them with all his heart.
@Blizz Huh. Oddly enough, half of the listed ideas have canonical lore equivalents in this world.
The Mercurial Shifters, a.k.a. "voidspawn," are shadowy, shapeshifting monsters from a hellish parallel universe. They are the sworn enemies of humanity, except for a tiny handful that have thought about it for themselves and decided otherwise. They were once more technologically advanced than modern humanity until the Ancients (and then Regret) pummeled them back to the stone age.
The Wraithkin, so named for being "possessed" by "ghosts in the machine," are sleek, deadly constructs given "life" and built for war against the Voidspawn. Most were destroyed in the conflict.
Ghosts are very plausible. If one steps into the spiritual plane before their physical body is destroyed, they will be stuck there until a higher spirit comes to claim them. Partial ascension after death from powerful lingering regrets (like how Regret herself ascended) is a common way this can happen. Their anchor would be a suit of armor. Normally it wouldn't be mobile, but we can bend the rules a little.
Well that gives me an idea, one of these constructs either had enough time after the last war to chill out and think about life, or died and now a ghost is puppeting its body. If the body gets destroyed, the ghost doesn't necessarily vanish, but it can't move depending on what happens. No legs means it has to drag itself. No head means it had to run around like a headless chicken looking for its head, etc.
This really does look quite intriguing. You continue to make references to DnD @Thinslayer that interest me. Are the classes and roleplaying in this world going to be combat oriented with some sort of system or will it be more narrative based?
@Forett To tell you the truth, I've been interested in playing D&D with a group, but never figured out how to get into it. Everything just looks so daunting, including the dedicated websites meant to host it and all the rulebooks stuffed with content. I'd DM a game if I knew how. Most of my experience has been with GMing for narrative RP, which this game operates on. I've toyed with introducing some kind of mechanical system from time to time, but nothing seems to function quite as well in a forum environment as pure narrative systems. I would enjoy either kind of RP.
That said, I would definitely consider trying to implement some sort of D&D-like system if everyone present were on board with it (we'd put it to a vote). Hand-holding would be absolutely necessary, but I'd be more than happy to put in the work.
DND is not much different from a narrative depending on how you run your games. You only need two books to really get a good understanding of the game; The Player's handbook and the Dungeon master's guide. Like any hobby though you can put any amount of effort into it you like. I prefer a narrative based combat with rolling dice for deciding certain events so that a narrative feels less forced. It takes a mature crowd. All that said, color me interested no matter what is decided for the combat. If we do decide to go for a more DnD based experience, I can share all published resources on DND beyond so that you and anyone else can look at the two books I mentioned. @Thinslayer
I've been looking at the thread for a few days now and thinking about if I want to join or not, and I've decided that yes I do. No clue what kind of character I'll make, but the world seems interesting
And the DnD angle is also fine with me. in most sessions I've played with the narrative is still king. but where the dnd rules come into play is to help the outcome of combat to feel more earned and less forced, it's also good for situations where it could be fun to have the outcome go either way, so it brings in an element of fun that the char doesn't always succeed right away or fail horribly all the time. but gives a chance for big wins or close shaves, or even enjoyable fails.
Still regardless of if you go that route or not I'm still interested. I also got a few character ideas I can bring up too, if this is still open.
>Unfortunately, due to the number of other roleplays I've taken on at the moment, not to mention the coursework I need to do, I'll have to withdraw my interest for the time being. I wish you luck, however!
@kitramos@duskshine749 Now that I finally have a week off to myself, I can focus a bit more. What character ideas are on the table? I can offer some suggestions with a few prompts to work from, if need be.
@Thinslayer so a type of character I generally enjoy playing is someone who is a knowledge seeker. I remember in another post you mentioned characters being fighters of a sort, which generally doesn't fit well with people wanting to know things. But maybe he could have a particular interest in long forgotten combat techniques and warriors' philosophy. It's a bit rough right now but I think with some polishing it could work.
@duskshine749 How about an artificer, then? This planet, Aion, is stuffed with ancient artifacts from a civilization long past, and learning about who they were and how they made these things sounds like precisely the sort of work a knowledge-seeking artificer would seek out. Regret is the only person alive who lived through the ancient era, so striking up a contract with her might appeal to this character.
That sounds great. Since a thousand years have based since our characters were alive he would definitely want to learn all he could about what happened to civilization after his death.
Also earlier you were talking about a DnD like system, and while DnD can be good for narratives things, there are plenty of other systems more suited to narrative play. There's a game called Dungeon World which would probably be better suited to narrative play. I haven't read it so I can't be sure but it's Powered by the Apocalypse (PbtA) and other PbtA games I've played have been very good for narrative driven stories.
@kitramos Now that I finally have a week off to myself, I can focus a bit more. What character ideas are on the table? I can offer some suggestions with a few prompts to work from, if need be.
I like the isekai'ed idea, but they weren't a total loaner to begin with so they would like to get back to their home world. They do realize they are going to have to go on this grand adventure before getting back as they will realize what happened, and figure that siding with Regret they are more likely to get to a happy ending, they are also mad at the dragon for trapping them here so that's another reason to side against them. I was also thinking they get gender swapped in their new form, and that is one thing they are rather happy about even if it means having to get used to all the differences but they got plenty of other differences to get used to what's a few more. but if that's going to cause a problem I can omit that last part.
i was also considering making them kitsune as well originally but rereading over what you got seems to imply that all the player characters are going to be more of a human with powers. so if that's what you want I'm fine with that.
As for Class/powers I was thinking either an Artificer type that also plays with with the fact they where quite interested in and worked a lot with tech in their world before getting pulled to this one. so their love of tech continues just adapted for magical tech now. and their powers relate to that theme; or Perhaps a Druid type if the first isn't available.