Avatar of Ellri
  • Last Seen: 3 yrs ago
  • Old Guild Username: Ellri
  • Joined: 12 yrs ago
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  • VMs: 5
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    1. Ellri 12 yrs ago
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Recent Statuses

7 yrs ago
Current Peace is a Lie, there is only Passion. Through Passion, I gain Strength. Through Strength, I gain Power. Through Power, I gain Victory. Through Victory, My Chains are Broken. The Force Shall Free Me.
3 likes
8 yrs ago
"Never was, never will be."
8 yrs ago
We find that our favorite damage type is collateral.
8 yrs ago
We do not corrupt mortals. We teach them enlightened self-interest.
8 yrs ago
Peace is a lie. There is only passion (for cookies).
2 likes

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Most Recent Posts

Right. Missed that initially. Then you can feel free to post it in the CS thread.
One minor mistake, McHaggis: Amaryth is the Capital of Othea, not the capital of Kalnach. Other than that it should be good. By the way, nice to see you using formatting to make it easier to find different sections. Other than that one thing, we don't see anything that needs changing therein. Once that's fixed, feel free to post it up.

Freeshooter: First of all: nice to see you including numerous flaws that make sense and limit him noticeably. The one thing we feel is missing is his connection to the established lore. If the nations don't fit, tie him to the geography. While finer details change, its not likely that any major stuff changed. Mountain ranges may have wear, tear and growth, but they do not change on the grand scale in a span of mere centuries. Fix that, and we'd think it should be fairly good to go (unless, of course, the other GMs disagree).
EDIT: would you mind adding some formatting to the CS to make it easier for people to browse? (bold, underscore, italics, those sorts of things)

Lore:
Anyone can write such. Other than Kalesia (which is a pet project of ours) and Da-Hyun and to some degree the Dominion of Idris (which are AlidaMaria's), most nations are entirely free for people to add to. Changes to those two-three should be checked with the people claiming them. Later we imagine that other places will have similar restrictions with different people. One of the chief goals here is that no lore contradicts other lore, and that it sticks roughly to the gameplans imagined by the GM-triune.
Adding cities to Othea (and potentially other nations) is something people especially do not need to ask about. There aren't cities there yet because we've not defined them, not because they don't exist.
Essentially yes, Echo. Unless you happen to want to tweak it somehow, of course.

If anyone wants to work out lore for the place marked "haunted hills" on the map, then feel free to do so.
Only imagined lore so far is that it might have been something major in the Old Kingdom. Maybe some extensive system fortresses, or the capital. Or it could be something else entirely. The lore for this world should be built by everyone, not just the triune (of GMs).

Review for your character concept will come later, Freeshooter, but we can say we like this concept better than the one in Relics v1.
The Gray Dust: other than in the relics, magic currently is essentially inaccessible. That might change later, but not soon. Relics are more commonly seen now than before, but what else they will do is yet to be seen.
Without access to 'proper' magic and with the knowledge of how they were made lost, modern relics are lost. Some relics have gifting as an ability, and that generally relies upon some object to store the power in. However, while empowered such objects aren't truly relics.

All accessible magic to characters comes from relics. Your character needs to be alive in that sense, not some artificially animated thing. But people don't really know much about magic, so they can easily be gulped into thinking all sorts of things. Just beware that certain people don't like magic or relics.

McHaggis: good character. Just one area we'd recommend tweaking. The church in Kalnach is much more present and overbearing than in Othea. Even far from capital and so forth, they would pursue anything remotely magical. We'd suggest that he was forced to flee after an inquisitor came to investigate his village. That'll give him extra reason to be in Othea.

Maki: don't worry just fit your old concept more or less to the new CS framework and make sure it meets the stuff described in lore about relics and you should be quite good. In other words, minor tweaks. We only revised ours completely because we wanted to.
Also, if you're good at creating IntCks Maki, then yes, feel free to do so.

Echo: new lore if major and/or Possibly conflicting with anything, post it here. Sections that are generally agreed upon by many, post there. Review here, really. The goal is to keep that thread fairly clean. Fewer post by each being better. Hikers are useful there. Later we might add a table of contents to the lore OP.

To those we've not answered questions for and such: Hai.
hai thar, Maki.

We're actually taking this opportunity to revise our character sheet from Relics v1.

Relics
Some sort of common thread(s). Relics should probably have wildly different end powers, but what makes the powers work should be similar.
Types of powers:
Blood/lifeforce - These make sense to be the more war-like.
Life/death - Surely something could be based on this? To give life, you have to take it. Possibly related to blood/lifeforce.
Elemental (fire/earth/water/air/spirit) - It would make sense for these to be strong in one element but weak to its opposite. Draw from nature itself, maybe? Mind control would be in under spirit.
Gifting - These relics grant a significant bonus to theirs owners, then a certain percent of that to those the Evoker gifts with it.
Light/dark - Not sure about power source, but these are intangible. You can’t grab light or darkness.
Attraction/Repulsion - This can be used in so many ways. Maybe this will be powered by self?
Relics could use just one of those or several, but no one would have access to more than a few. For balance and all that.
With the Relics stemming from the era of the Old Kingdom, it is likely that there was some sort of aptitude common to the people of that era towards the relics. When that realm fell, the people intermingled with others, causing the ability to link with relics to spread among almost everyone. In some, it is more common than in others.

Azukhar
Seasons: When it is winter in one part of Azukhar, it is so in all other parts of the continent as well. (Granted, in the warmer climates, the winter might be more of a rainy season, but still…)
Moons: The world upon which Azukhar exists has three moons. Reliquia (lunar cycle: ten days), Gammel (lunar cycle: seventeen days) and Forlorn (lunar cycle: thirty-two days).

Language: While all languages on Azukhar originate from the language spoken in the Old Kingdom, over the course of a thousand and three years, each region has developed its own language. It is however rather easy to learn different languages (especially from neighboring countries) due to their shared linguistic origins. For the sake of communication and trade, an easy common language has been developed a few centuries ago. All people with a basic education are at least taught this language.








Original concept by GuiltySpark

Introduction


A thousand and three years ago, the continent of Azukhar was dominated by a single, massive kingdom. All knowledge of the cataclysm that made it fall apart has been lost to the ages. All that remains now, are remnants of their culture, some architecture and, most importantly, the relics of a lost age. These relics, worshiped by some, hated by others, look just like normal trinkets. Their remarkable powers were as numerous as they were powerful, linking themselves to people born of the right blood, whatever that means. They can be anything from baubles to cheap rings, to pieces of armor to garments or books. As such, relics have often been passed over by treasure hunters, or if taken, been sold cheaply to wander the land. The secret to uncovering these relics lies not in you recognizing them, but in them recognizing something in you. Only when a relic senses someone compatible will its power unlock, and even then only for that someone. How exactly that works has been a subject of debate for centuries, with several schools of thought being believed throughout Azukhar.

Whenever a relic of the Old Kingdom finds a compatible user, who in many nations is called an Evoker, it bonds to that man or woman. The power it grants can vary greatly, but it is always the same for each unique relic, and it is tailored to their personality and the abilities the relic senses the person has potential for. As such, a relic might enhance an already existing attribute or skill, or it could grant one the person doesn’t yet have. As relics have wandered the land for over a thousand years, they can be found virtually anywhere. A ruin or a marketplace, a family heirloom or a gift. Anywhere.

However, should you ever find yourself bonded to a relic, beware one thing: Do not lose it or stay away from it too long. You will find that if you do, you will sicken and eventually die.
Another thing you should be wary of is that not all nations and faiths look fondly upon evokers. In particular, the Order of Idris is infamous for its hatred of all things related to the Old Kingdom, the relics and their evokers in particular.

While many a nation has opened their borders to the Order of Idris and their harsh view of anything stemming back to the Old Kingdom, not all nations have done this. In the mysterious eastern Empire of Kalesia, the Order of Idris is considered an enemy of the state, and their knights are killed on sight. However, that Empire is far away from where you find yourself, with treacherous mountains blocking their path. You are somewhere in the proud kingdom of Othea, in or near the lakeside capital of Amaryth. You have no doubt heard of the upcoming birthday of King Hrodlaf the third. He hasn’t shown himself in public for a few months now, and whispers say that the king is sickly. Either way, the Royal birthday festival is promising to become a great spectacle. How you came to be here and how long you’ve been here is up to you to reveal on your own.

The RP

  • This is intended to be a free-form roleplay, with much of the world being constructed by the players and characters rather than by the GM. There is a rough plot being continually plotted by the GM, but this still means that if you have an idea you think will work, you are essentially free to implement it. However, if you think it might be extreme or it will change the balance in major ways, we recommend checking it with one (or more) of the GM. We are all looking for players who take initiative and roll around only to come up running when someone throws a wrench into their carefully laid plans, players who enjoy building on what others compose.
  • About your powers: They can be as simple as manipulating one of the prime elements (earth/fire/water/wind), or as complex as physical mutations, mind control or granting others increased abilities. As long as they are practical, not overpowered and have some means of providing the “fuel” for the abilities, you are free to compose as you wish. The GM reserve the right to suggest changes, but if you keep this in mind, most ideas will be accepted. Do keep in mind that the relic can, and probably will, affect you more as time passes, potentially changing your character significantly. Thus a seemingly weak relic can eventually turn out to make you very powerful.
  • We tell you now, in case you did not get it earlier… While there is a plan, it is not the plan. It can, and probably will, be changed by what you players do. If you do not thrive in such an environment, if you need to be led along a well-defined plot to work, this might not be the RP for you. On the other hand, with several players leading the way, it could still be just the RP for you. Leaders do after all need followers.
  • This RP utilizes IRC a lot, so while the OoC is also used, it contains less than other OoC threads might do. the channel used for the IRC is #Aftermath. So long as you don't flood the OoC with anything or break the guild rules, we don't care overmuch what you put up in the OoC.








Edit access to the lore is granted on request. New players are advised to read at least some of it, in particular the first section. When you choose a nation for your character, read that nation's section.
If you've got questions, feel free to drop by the IRC and ask us. We, or someone else in Relics, are usually around in the #aftermath channel. Or post them here in the OoC. Or PM us. Whatever floats your goat.
NOTE: Please do not post your CS here until it has been approved by a GM.

Character Sheet Template

Name:
Age:
Gender: (Or a disguise, doesn't have to be their real gender.)
Faction/Allegiance: (Whom does your character answer to? This can vary greatly, but at this point you have to be part of the same faction as another player, preferably loyal to either Othea, Kalesia, Kalnach or the Dominion of Idris.)
Relic Description: (Include the relics appearance and abilities)
Appearance: (if using a picture, please pick something that you’d get away with wearing in public and that would make sense for the era. Same goes for text-based description.)
Flaws: (The more, the merrier)
Skills: (What sort of non-relic skills/abilities make your character stand out?)
Biography: (you know, regular background stuff. Its up to you if you want to have just a couple of paragraphs or half an essay, but quality will trump quantity.)
Personality/motivation: (Explain how your character works. What makes it tick? What sort of quirks are there to him/her? What motivates him/her?)
Relations: (Does your character have any sort of relationship/relations with any of the others? Friendship? family? Sworn enemy? worked together? etc.)
Final Point - Secrets: (this point can be PM’d to one or all of the GMs if you want. If you want it secret from someone, specify that, please.)
Theme Song: (Never asked for one of these before, thought it would set the mood while I read CSes. Totally optional.)

If there is any point in the above framework you don’t feel works for you to fill out before playing a bit, you can skip it. One of the primary goals here is for the GMs to get a rough idea of what your character is like. Its not the end of the world if it turns out your character doesn’t work as first described, so don’t worry about making any mistakes in your concept.

Current characters:
Ellri: Thora Thorvaldsdóttir
McHaggis: Leander
Freeshooter: Baron Isaiah Markul
Fallenreaper: Roan Adonis
LiverisGood: Amy Lockwood
Maki Casanova: Kaiden Belzer
No Bite and All Bark: Barron Blackwill
Ellri: Angie Nic Cuán & NPC Sevan Vlahovic
Sundered Echo: Alessia
Enalais: Garet
WilsonTurner: Myth

Characters no longer in the RP:
AlidaMaria: Marcus & Shin
Sep: Malich
Apokalipse: Lavica Nizak

Deceased characters:
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