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Civility wins! Take that toxic internet!
It sounds like the reason you object to this change is because of principal, rather than a specific issue that would detriment this RP or anyone's character. So I fail to see how, in a practical sense, this change would effect you or your character. Think of it this way: Are you really going to notice this change at all once we get started?


Yeah, I know it might sound weird (or not, we're all collaborative writers here) but I take role-playing too seriously. I put research and stock into a lot of my characterizations, and try to follow themes as well as tone properly whilst becoming a greater writer than I was beforehand. But you are completely right that this is more principle than anything else, it is likely we won't notice or it won't come up again in this RP and it won't really matter in the long run or even effect Carrie Kelley whom probably would have a remark at best on it.

Now for ideas on your character so we don't have me continuing to split hairs?

What I know is you want to play a younger Kate Kane, but with her at 21 in 2014/2015 she would've been 18 in the Armed Forces (training) around 2011 or so when the repeal was in full effect. My biggest alternative of suggestion is it came out when she was in Academy at West Point (like in one of her origins in the comics) and got shipped back to Gotham when she stood by her sexuality and her code of honor. It keeps what you want to do with your character, but means she got thrown out of the military sooner which means she had a few years to... "not find herself".

I don't want to be criticizing asshole, either, and I know I might be doing that.
<Snipped quote by Gowi>

First off, I'm not just changing laws just because I feel like it. I'm doing it for the sake of Batwoman's story. I wouldn't just make major changes if it wasn't for the sake of story telling.

And if you have a good reason for your objections, please voice it so we can work out a solution. Right now I don't see how this change to the universe negatively affects the story, or how it interferes with anyone else's characters or story. And honestly, once the RP starts, I doubt anyone will even notice it.


From my corner, and this is me being respectful about it; you are doing it for the sake of it, the sake of your storytelling. It is completely subjective if it's a necessary or quality change. I think it's superfluous. My reasoning behind why I don't really like it is mostly because it seems like a change that isn't a particular good one, I like comic books (even the ones I RP in) to reflect off the world and their politics which means laws that happen in my reality still happen in my fiction to have a degree of social awareness and commentary alongside a good story about fight against the thralls of criminal corruption. I don't mean to stray us into an argument because I respect your reason to do so even if I don't agree with it.
<Snipped quote by Gowi>

We're not really following comic universe, this RP is an alternate universe (see the OP). So I'm taking liberties with the world. Having Kate discharged under other circumstances just won't do. She needs to be wronged because its a major motivation for her putting on the mask. And using DADT highlights discrimination of her sexuality, which is a big part of her story.

So, unless there are objections, I'm gonna say in this universe a younger Kate was discharged because of don't ask don't tell.


I have objections to it, but for reasons to intend to offend or argue with you as I've liked your posts and diction in the previous RP well enough. I don't know about the rest (or even the GM's stance on it) but I'm not kosher with real world laws that are basically gone being redacted just for the sake of it. If everyone is fine with it, I will deal and not care too much but I just thought I should voice my opinion on that.
Aww yeah, let's bring on the toddler murdering and barely concealed incest! I really only play CK2 for the delicious medieval role play, and since the game is buggy as all hell, cutting out the middle man and RPing it out here is an awesome idea.

(Kudos on your map, too; It's simple, yet elegant)


Thanks, I currently don't have photoshop or flash so I have to make deal with MSpaint; I think given that I use that program they come out exceptionally well. I'll probably draw up a few more maps for religion, climate, and forests too at some point.
This concept has the mark of personal investment and effort in it as a fairly original idea with origins from good, solid material, thus I commend you and you've won my interest.

I would like to see more of your in depth analysis of your world, especially magic and the forms it takes and what role it has in the world, if at all. I am not fond of fantasies where magic is overwhelming as it is in many. That said, I await the out-of-character piece.


First of all, thank you for your interest and support.

I haven't written out a whole description for magic yet, but I can tell you with confidence these are the highest forms of magic in actuality (mythlore likes to doll up feats anyway):

    Arcane Sorcery - Practiced overseas in the royal court of the Imperium de Olbiaen, arcane sorcery is limited here in that there are no complicated grandiose spells you would see in the like of Dungeons & Dragons and other conventional fantasy settings; it's more within the realm of using arcane magic as a "subtle" means of expanding human energy from the blessing they owe themselves to. Basically to describe it in two words: force mages. The highest caliber of spells one individual can do is no more than a handful of enemies. Spells include throw, levitate object, pull, and jumping greater distances.

    The Blessing of the Light - Practiced overseas albeit rarely as to be given a "blessing" (or for nature to be this random) in Fedos Plur, it is the basis of clerical warding and healing. Simple spells such as cure disease, heal minor wounds, and ward of protection. I guess in Fatal Souls this is a less coked out version of the God of Fire, R'hllor.

    Druidic Magic - Practiced overseas in the mysterious "ocean" of trees known as the Viridian Sea, basically light druidism/shamanism. Interaction with the elements, natural healing, animal affinities, and so on. I guess it'd be similar to the Children of the Forest? Analogies are hard.

    The Curse of Obdis - Antithesis of the one given to those who follow the Light. Practiced overseas in the Athraki region, some weird synthesis of voodoo and witchcraft. I haven't developed it much, but I figure there'd be nothing grand. I was thinking of having an expert assassin's guild practice this.


That's about it for ideas on magic. Magic in Orlandis would likely be exposed and quickly lynched by a witch-hunting mob, lol.

Added to the OP in case of it getting buried.

Fatal Souls

“In truth, it was all but a matter of time. Even the most cynical of ours surely did not expect what was to come upon us all as our realm fell into disarray and madness whilst greed, ambition, hunger, and pride would lead us all into the darkest hell.”


OOC Progress Report – Completion will occur shortly within the month of April, given life responsibilities don’t delay it. I have the majority of information compiled and at least half of said drafted information revised into their appropriate sections. If I had to put a made-up statistic I’d say the OOC is about Eighty Percent done.

"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."​




Figured I'd start one of these in two interest sections to generate interest, anyway...

Much like @TJByrum, @Sini, and @GreivousKhan have developed in the past this is a RP of a medieval scale. I want to thank them for their role-plays in the past and the inspiration as well as acknowledge their vision. – this is a role-play built from the backbone of dynasty role-playing inspired by George R.R. Martin’s A Song of Ice and Fire, Walter Scott’s Ivanhoe, and video games such as Crusader Kings 2 and Europa Unviersalis. In a way it is a “nation” role-play but not in the sense of playing medieval RISK but rather focusing on characterization, politics, intrigue, and conflict over nation game mechanics. Players will take control of a House from the Continent of Orlandis such as the ruling house of Terijas, Euritia, Gradiar, Caelia, Reinoa, Stormtir, and Erayis. As a player of that house you decide the subtleties of their membership, vassals, custom specialties, house words, and recent history.

Great Houses are not the only playable options, of course; understandably minor houses serving under a great house will need for a great house player to be there. From there people can also play mercenaries, former pirates, lowborn, etc. if they so desire.

Here’s a bit from an old pre-alpha interest check for more information on direction:

So, was sitting down thinking back to a few of the threads from before the guild had its downtime in December and being pretty inspired but intimidated by the role-plays inspired by A Song of Ice and Fire that seemed to be high in quantity at the time. I had only read so much of the series and seen only two seasons of the series at the time and felt pretty intimidated to even try my hand at it. “I can’t do this canon setting justice at all” I thought so I recalled something ages ago from the depths of my role-playing experiences from around 2003. That’s where I recalled a light fantasy called Fatal Souls which I had some lore built up on an old hard drive, so I dug that out and got to work rebuilding it. It didn’t come to me until hours and hours later that it would’ve probably been exceptionally easier if I just went to a Game of Thrones wiki and absorbed information rather than world-building from scratch. But what was done was done.

As a sandbox role-play, this can mean stories of a sailing hiresword, a corrupt prince, a flamboyant merchant, or an exiled knight for rough examples. As GM my role outside of telling my own stories, will be helping guide the setting with events from non-playable actions as I doubt we need to have a writer for each individual country. I love multiple perspectives and throwing something out there. What you write may affect others and what I write likely will as well. This isn’t an authoritarian show, everybody can create a possible outcome that affects things around them. Of course player-on-player interaction is encouraged as it is a cooperative effort.





I believe that gets my foot out the door, but I will provide any information I have on hand about anything regarding the setting if needed. Feel free to ask questions!

Have interest!



Story Events


A few linear events will help guide players in "conflicts" of the region they become involved with.

These will not begin until players initiate them, or discussion suggest we start them.

Event #1: The Fury of the Storm
The self-proclaimed "King" of the Stormbroken has always been a mocking crab of the realm, and it is here that a new more violent one has come into power. Growing tired of their lesser society at the edges of the Hinterlands, this "King" looks to the northern borders and western coasts as an ample opportunity to reveal something to all of Orlandis; that the Stormbroken refuse to be herded and ignored like lamb. This is more than a raid of cultures, but a calculated show of power and something much more frightening: a Stormbroken invasion.

    This will effectively give the Stormbroken leader a casus belli on The Hinterlands. Other invasion targets by land (Skavia, Erayis, Reinoa) and sea (Gradiar, Reinoa) will feel the full threat of their culture.


Event #2: Of Imperial Blood
The Imperial Kingdom of Orlandis has been dead for one-hundred years; a century of independence among all at the wisdom of the last High King. However, given the troubles of military and economic nature around them mixed with sure pride and presumed right by bloodline two "High Kings" wish to revive the imperial throne, the King of Terijas and the King of Euritia. Looking to their de jure allies (Erayis for Euritia and Gradiar for Terijas) they begin to fight over a throne that hasn't existed in quite some time.

    How both Kings of their respective countries came to believing they should restore the Imperial Kingdom of Orlandis is up to the players, of course; but it is obvious that the social, economic, and political consequences from this will be great. Veronia is often been allies with Terijas and serves as much of the breadbasket given it's soft rolling hills and vast rivers for agriculture.

    However with Erayis and Gradiar soon to be attacked by the Stormbroken, how will it play out? Will these High Kings look to a common enemy or ignore them as petty raiders as they always have and focus on their ambitions?


Event #3: The Black March
A group of vyntic raiders and warriors have unified under a Hilmir (chieftan) whilst the sea of echoes begin to freeze over suggesting a powerful and dreaded winter is going to hit the Northlands soon; this Hilmir known for his iron mask and unyielding strength begins to plan to invade the Northlands like they have never seen before.

    Fairly self-explanatory, The Northlands will get invaded by the totally-not-king-beyond-the-sea during a harsh mythic winter that is rarely seen.


Event #4: The Price of Blood
Few sellsword companies in The Verge can match The Ivory Hand. With a constant supply of recruits from Atularis, and a size comparable to a small army, the lack of knights has never been a problem in the the Expanse & Verge. The founder of The Ivory Hand, Ordono Qaizos, recently died in his sleep, making his second-in-command the new leader of the company. There have been reports of the group extorting homeowners, shopkeepers, and even low lords of Voltaani and Caelia. They have started raking in exuberant fees, as well as making large profits from selling captives and criminals alike to slavery in Atularis. Rumors are that other sellsword companies loyal to the lords of Expanse & Verge desire to follow in The Ivory Hand's influence.

    Caelia and Voltaani do not follow the central religion of Orlandis (The Word of Aavaar) hence do not have traditional knights (they have a title called "cavaliers" though instead) and a small military within their realm given they have been in few wars as the desert of the Expanse has kept most of their threats away. Basically Caelia and Voltaani have used their huge gold stocks and trade routes with Atularis to pay for mercenary fleets to ward off pirates and been comfortable. With few men comparable to their mercenaries they sort of are in a bad situation with no solution when all of the mercenaries decide to do as they please to commoners and their establishments; some might even think the nobles have forfeited their right to order them around.

    Veronia is a neighbor, might be willing to intervene, but you know how things are...


Event #5: The Disappearance of Emilia Valian
Through a bit of a mystery, the Kingdom of Veronia is put into peril when Princess Emilia disappears; some speculate kidnapping, others something more sinister.

Magic


I haven't written out a whole description for magic yet, but I can tell you with confidence these are the highest forms of magic in actuality (mythlore likes to doll up feats anyway):

    Arcane Sorcery - Practiced overseas in the royal court of the Imperium de Olbiaen, arcane sorcery is limited here in that there are no complicated grandiose spells you would see in the like of Dungeons & Dragons and other conventional fantasy settings; it's more within the realm of using arcane magic as a "subtle" means of expanding human energy from the blessing they owe themselves to. Basically to describe it in two words: force mages. The highest caliber of spells one individual can do is no more than a handful of enemies. Spells include throw, levitate object, pull, and jumping greater distances.

    The Blessing of the Light - Practiced overseas albeit rarely as to be given a "blessing" (or for nature to be this random) in Fedos Plur, it is the basis of clerical warding and healing. Simple spells such as cure disease, heal minor wounds, and ward of protection. I guess in Fatal Souls this is a less coked out version of the God of Fire, R'hllor.

    Druidic Magic - Practiced overseas in the mysterious "ocean" of trees known as the Viridian Sea, basically light druidism/shamanism. Interaction with the elements, natural healing, animal affinities, and so on. I guess it'd be similar to the Children of the Forest? Analogies are hard.

    The Curse of Obdis - Antithesis of the one given to those who follow the Light. Practiced overseas in the Athraki region, some weird synthesis of voodoo and witchcraft. I haven't developed it much, but I figure there'd be nothing grand. I was thinking of having an expert assassin's guild practice this.


That's about it for ideas on magic. Magic in Orlandis would likely be exposed and quickly lynched by a witch-hunting mob, lol.

Fatal Souls

“In truth, it was all but a matter of time. Even the most cynical of ours surely did not expect what was to come upon us all as our realm fell into disarray and madness whilst greed, ambition, hunger, and pride would lead us all into the darkest hell.”


"Advanced roleplaying should focus on developing interesting and complex characters that become part of plot-lines which catch the imagination and inspire the writer behind them to exercise creativity. It is mature, humorous, imaginative, tragic, terrifying, passionate, and rife with descriptive language and characters with real personality and relatable cares. Quality posting is far better than needless novels, yet one should never neglect detail when one feels the need. However, while word and paragraph requirements ought to be unnecessary, single paragraphs cannot contain enough detail to suffice."​




Figured I'd start one of these in two interest sections to generate interest, anyway...

Much like @TJByrum, @Sini, and @GreivousKhan have developed in the past this is a RP of a medieval scale. I want to thank them for their role-plays in the past and the inspiration as well as acknowledge their vision. – this is a role-play built from the backbone of dynasty role-playing inspired by George R.R. Martin’s A Song of Ice and Fire, Walter Scott’s Ivanhoe, and video games such as Crusader Kings 2 and Europa Unviersalis. In a way it is a “nation” role-play but not in the sense of playing medieval RISK but rather focusing on characterization, politics, intrigue, and conflict over nation game mechanics. Players will take control of a House from the Continent of Orlandis such as the ruling house of Terijas, Euritia, Gradiar, Caelia, Reinoa, Stormtir, and Erayis. As a player of that house you decide the subtleties of their membership, vassals, custom specialties, house words, and recent history.

Great Houses are not the only playable options, of course; understandably minor houses serving under a great house will need for a great house player to be there. From there people can also play mercenaries, former pirates, lowborn, etc. if they so desire.

Here’s a bit from an old pre-alpha interest check for more information on direction:

So, was sitting down thinking back to a few of the threads from before the guild had its downtime in December and being pretty inspired but intimidated by the role-plays inspired by A Song of Ice and Fire that seemed to be high in quantity at the time. I had only read so much of the series and seen only two seasons of the series at the time and felt pretty intimidated to even try my hand at it. “I can’t do this canon setting justice at all” I thought so I recalled something ages ago from the depths of my role-playing experiences from around 2003. That’s where I recalled a light fantasy called Fatal Souls which I had some lore built up on an old hard drive, so I dug that out and got to work rebuilding it. It didn’t come to me until hours and hours later that it would’ve probably been exceptionally easier if I just went to a Game of Thrones wiki and absorbed information rather than world-building from scratch. But what was done was done.

As a sandbox role-play, this can mean stories of a sailing hiresword, a corrupt prince, a flamboyant merchant, or an exiled knight for rough examples. As GM my role outside of telling my own stories, will be helping guide the setting with events from non-playable actions as I doubt we need to have a writer for each individual country. I love multiple perspectives and throwing something out there. What you write may affect others and what I write likely will as well. This isn’t an authoritarian show, everybody can create a possible outcome that affects things around them. Of course player-on-player interaction is encouraged as it is a cooperative effort.





I believe that gets my foot out the door, but I will provide any information I have on hand about anything regarding the setting if needed. Feel free to ask questions!

Have interest!





Roleplay
Gotham City Stories

Quote
“You need a good kick to the head, don’t you?”

Name
Caroline “Carrie” Keene Kelley

Alias
n/a

Age
13 (April 1st, 2002)

Occupation
Student, Hamilton Hill High School

Skills & Abilities
Acrobatics – Given her neighborhood and history, Carrie has found skill in maintaining mobility in an urban environment through parkour movement which involves a constant of running, jumping, and climbing. This lends to a skill that allows her to get out of sticky situations such as when she was seemingly surrounded by a group of thugs to which she escaped by simply outmaneuvering them.

Fighting – A bit of a tomboy with a penchant to react aggressively due to the lack of a proper home life, Carrie in combination with her experience, intelligence, and agility is a capable fighter; particularly in her brand of street fighting. This is only accelerated by the more violent situations her neighborhood has been providing due to the constant increase of crime by street gangs and organized crime factions such as the one run by Edward Skeevers.

First Aid – Through a brief period with the Girl Scouts of America, Carrie learned how to do a variety of skills including basic first aid.

Intelligence – Noted by one of her teachers at her high school, Horace Westlake, Carrie is said to have a greater intelligence then she lets on with the likelihood of given her personality and home life lending it to not being desired or challenged in application. Despite her unapplied skills she maintains excellent grades in her classes without much effort which can be proven due to her early admittance to high school.

Investigation – Due to her intelligence and patience, Carrie has the tenacity to be a keen investigator. This is landed to her by perceptive skills. This assessment is fairly correct as Carrie has found herself in situations able to reason, and deduce a solution or answer quite efficiently and quickly. She was the first one among her friends group to discover that Harper Row’s father was working for Edward Skeevers and that “fever” had been running through her school by local street gangs.

Marksmanship – With thrown objects such as rocks and her slingshot, Carrie is a keen marksman.

MultilingualismSort of. Carrie Kelley is adept at the street language of The Bowery/East End area where terminology. It is perhaps the only language she currently knows but she has picked up quite a bit from her experience in High School within Spanish crowds and her own language class. Time will tell.

Stealth – Through trial and error as well as advice from her friend, Harper Row, Carrie has learned that in some scenarios it is best to keep her head low and be quiet. This is a skill learned only somewhat recently when she got involved with a small street gang briefly to find out who had been funneling drugs called “fever” into her community.

Equipment
Collapsible Sling – Easily concealed, Carrie has in her possession a sturdy but cheap slingshot that can be mounted on the wrist with a few minor modifications which Carrie has already made given a few incidents that forced her to use the object in certain situations. In addition it seems to be particularly nostalgic for her, so whilst obtuse in combat scenarios she prizes it amongst her few items she owns.

Personality & History
Caroline Kelley was born in the Bowery of Gotham City to two unassuming lower class parents who initially found the birth of their daughter as a godsend despite of their rough financial situation with Mr. Kelley being a late night custodian at Ace Chemicals. Through a looking glass it would seem that Caroline would have an ordinary life in a lower income neighborhood; but then it must be reminded that the city she lived in was still very much Gotham and the neighborhood known as The Bowery was amongst the worst neighborhood for crime and drug trafficking, only being slightly better than East End and Chinatown. Truly this child’s life was doomed to be ridden with some degree of issue from the beginning— it was just a matter of time.

When she was six years old she met a girl named Cleo Starr who became fast friends with the red-headed tomboy, which only foreshadowed their relationship years later. It was her relationship with Cleo that allowed her to learn life skills in the Girl Scouts whom her friend’s mother was involved with when the time for the year came around to it despite the costs of living in the low wealth neighborhood of The Bowery, who saw it not only as an escape for the girls but important to their development. As the girls aged through elementary school it became evident that Carrie had a knack for causing trouble where trouble didn’t exist (a rare thing in the Bowery) and by the age of ten she had been in a small handful of skirmishes with boys and girls alike—though her parents didn’t care, which perhaps one of the reasons she found herself getting into trouble; this lack of parentage at home mixed with the toxic social environment of The Bowery. There was a learning experience in these physical altercations however as she found that boys tended to be stronger than her, which quickly made her realize she had to be faster than them.

Fast forward several ears later, Caroline is a freshman at Hamilton Hill High School in the same neighborhood she has been accustomed to—but a dangerous element has moved in—a street gang called “The Mutants” who have encroached on the territory of the “Demonz” which causes concern as Carrie’s small part of The Bowery finds itself in the middle of a gang war with a powerful drug called “Fever” thrown as an x-factor; an x-factor that gets her best friend thrown into the emergency room at Gotham General and between the years of vigilante influence and her own anger at the drug infiltrating not only her parents but her best friend, finds herself inspired to get to the bottom of things and somehow stop it before it destroys what she has left. Befriending Harper Row in the process of investigation into her high school and the Mutants influence amongst the students and some of the faculty. The next step into her solution would lead her towards a situation that was way too dangerous for her own good...

Carrie Kelley doesn’t have a vigilante alias, a costume, or an arsenal. She just knows someone has to figure something out.

Character Arcs
“Fever” – After infiltrating a small clique in her high school, Carrie has already deduced that the funneling of the drug is due to the influence of a relatively new gang by the name of “The Mutants” whose cheap production of the drug has cemented their power in the low income neighborhoods of Gotham that Carrie is from. Inspired by vigilantism efforts of various heroes she decides to continue her investigation for better or worse…

Extra
Kaye Daye – Friend with an interest in writing, fan of the Basil Karlo novels.
Cleo Starr – Best friend, initially Carrie's conscience and inspiration.
Harper Row – Acquaintance, student with aspiring skill in mechanical engineering.
Ruby Ryder – Friend, tended to get Carrie involved with the wrong crowds in middle school.
<Snipped quote>

true, but what I meant is that it was more of an unintentional, yet extremely effective side effect of his plan, as opposed to blatantly shooting her in the back


The implied things he did that the comic said he probably did is much more unnerving and devastating then his gunshot, to me anyway. Also the cut content is so delicious morbid and terrifying.

http://www.hitfix.com/news/original-killing-joke-art-depicts-more-graphic-torture-scene
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