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    1. Joos 12 yrs ago

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Welcome, traveler, to Jenji Pass.

I know. The view is not very welcoming. I don't blame you for trying to suppress that shiver. These black peaks can give even grizzled veterans the jitters. Out here, the sun does not merely shine. It bakes and burns this land with a vengeance. At nights, the bones chatter with biting cold. There are no trees to relieve the eye, nor any peaceful streams or rivulets. Just bleak rock and sand and black ridges rising into the infernal sky.

The Jenji Pass is the sole passage through the Black Ranges - our northern wall. The Black Ranges are our natural defence against the twisted kirits who live on the other side.

For centuries, us humans and the kirits lived blissfully unaware of each others' existence. They were content to remain in their deserts, squabbling among themselves, and we were content to remain in our lush plains, squabbling among ourselves. But then, our squabbles ceased temporarily. We found ourselves united under the great Empire after years of war and political maneuvers. We discovered saa, the power of the soul. We used it to become powerful warriors and we forged this vast empire that stretches from the Black Ranges in the north to the Sea of Storms in the south.

In our greed and complacency, we poured through the Jenji Pass in large numbers, hoping to lay claim to the vast rugged plains north of the Black Ranges. There, we met our match. We unwittingly united the kirits against us, and they came at us like waves of fire and death. The kirits had discovered a dark power of their own, the one they call mesaa. They forged weapons of death with mesaa, disfigured their bodies to tap into hidden strengths, and routed us. They chased us all the way back to the Pass.

There, thankfully, we held our ground. For ten years, we ravaged the land with saa and mesaa, before the kirits decided to return to their homes. It was not a retreat. It was an unspoken armistice. A temporary lull.

Since then, this Pass has become the center of the Empire's attention. A garrison was built and towers were constructed in the twin peaks. Bone Castle was erected as the command center of this border garrison. Today, we call it the Deathwatch Guard.

The Deathwatch is a garrison, a training ground, a killing unit and the symbol of human resilience. Not a month passes by without a kirit incursion. But not a single kirit has ever crossed the Pass, thanks to the Deathwatch. They are men and women who are not merely great fighters, but also strong souls. They are trained to stand with steely resolve against any hordes that may pour through the Pass. They are trained to tap into their saa and use it in combat. They are our first and final line of defence against the kirits.

Layout of the Deathwatch Guard

Like all permanent military establishments, the Deathwatch is also a self-sustaining village. Situated near the Jenji Pass, Bone Castle serves as the nerve center of all activity and authority. It is a heavily fortified castle built with black rock from the mountains. Even the sporadic farms are within the castle walls.

Besides the Castle, the Deathwatch mans the Jenji Gate built across the Pass, and the two towers built atop the twin peaks straddling the pass. These are the Tower of Ravens and the Tower of Vultures.

The nearby town of Wolfbridge supplies the Castle with necessities regularly.

Within the Castle, there are extensive training grounds and stables. There is also a vast weapon-smithy in the basement. The Castle boasts a large supply of weapons and a huge armoury.

Command hierarchy

At the top is the General of the Deathwatch and he is assisted by five Commanders of the Guard. Each Commander commands five divisions and each division is headed by a Captain of the Guard. A typical division is about five thousand soldiers strong.

Weapons and armours of the Guard

Melee weapons: Swords (single and dual wielded), maces, halberds, spears, lances (for mounted knights)
Projectile weapons: Bows (shortbows for mounted cavalry archers, longbows for archers), throwing axes, javelins
Armour: Largely lamellar. Archers wear padded leather. Knights wear heavy plate.

Joining the Guard

Every month, groups of recruits stream into Bone Castle. The Castle makes no distinctions of age or gender and will take in anyone who has the will to fight. In the Castle, the recruits undergo a rigorous training for three years. During this time, they also work as the maids and servants, as farriers and blacksmiths, as stablehands and pages.

Training involves both physical and mental. Apart from weapons training, the recruits are taught to focus their mind and channel the saa - the power of the soul. By channeling this power, an individual can vastly augment their natural talents. Marksmen will aim truer and further; swordsmen will dance with a fluid grace amidst foes; knights will power through enemy charges with ease. Saa increases stamina and endurance but channeling it for too long can result in exhaustion and sometimes even a burn out. So the recruits are taught control as well as usage.

At the end of three years of training, groups of recruits are sent beyond the Pass with a Guide. Guides are veterans of the Pass who know the lay of the land better than most. With their help, the recruits have to bring back tokens of their bravery - in the form of kirit clothing or the pelt of the nasty grulm (a predator that roams the lands beyond the Pass - a big, leathery creature with one eye). If successful, the recruits are inducted into the Guard. On failure, they have to undergo the training again for another year before trying again. A recruit is allowed three tries before he is automatically inducted into the Guard.

The Kirits

The kirits are a race inhabiting the harsh and rocky plains beyond the Black Ranges. They are a tall, slender people with flat noses and flaring nostrils. They have pale skin with scarcely any fat. The kirit women are largely similar to the males but are noticeably shorter. Though they have mammaries, they are not as pronounced as the human women's.

The kirits existed as nomadic tribes for much of their history, warring and trading. The mountains of the northern plains are rich in iron and copper, and the kirit mine these and trade among each other when they are not squabbling over tiny rivulets and streams. Water is the most precious thing to a kirit and will kill for it.

For centuries, a chosen few among the kirits practiced the art of channeling mesaa, the power of the mind. Where saa is the force of life, mesaa is the force of nothingness. Where saa is light, mesaa is the absence of light. Usage of mesaa tended to disfigure the body and eat away at the skin (while prolonging life) and was strictly controlled among the kirits. But the Human Invasion changed all that.

When we invaded the kirits, they were ill-prepared but not ill-equipped. They have worked metals for longer than we have known them, and they infused in their weapons the essence of mesaa. Powerful blacksmiths dwell within the caves of Mount Kardum, hammering away while channeling mesaa, creating weapons of death that arms the armies of the kirits. Even a touch from one of these metals will prove fatal.

Since our invasion and subsequent standoff, the kirits have banded together - not in the political sense that we know of, but in a more tribal federation type of way. They are not a single political entity, but the chiefs cooperate in the face of human threats. Their army acts as one during war, but the various tribes are independent to raid during peacetime. Hence, the frequent incursions in the Pass.

A kirit soldier typically wears lamellar armour but made of a strong alloy. Since the kirit skin is very sensitive and thin, they rely heavily on their armour. They usually wield heavy weapons like scimitars, war hammers and heavy axes. Recent reports reveal that the kirits have succeeded in taming the nasty grolm for use in battle.

Within the ranks of the kirit army are generals who can channel mesaa during battle. This gives them a sharp sense of sight and enables them to go on a killing rampage. These kirit soldiers are called Dreadlords by the humans. In any skirmish with the kirits, the first job of any company would be to identify and kill the Dreadlord.

Rules


  • If you want to start as a fully inducted Deathwatch Guard, you cannot be younger than 30

  • Your character application must contain the following: Name, Age, Sex, Race, Physical description, Character strengths, Weaknesses, Skills (both combat and non-combat), Personal history

  • Your character will 'level up' based on how well you roleplay. If I find you getting stronger without logic, you will be penalized

  • If playing human, you cannot use a kirit as NPC in your post. And vice versa.

  • Kirit names are usually single words and have hard consonants.

  • Unless specifically stated, kirits are speaking in human language. They can choose to speak in their language, which not many humans understand.

Anyone else?
The Jade Monk is an artifact crafted ten thousand years ago by five powerful monks in the high reaches of the Himalayas. Here, they channeled their mystic energy to create an object of limitless power. To wield the power of the Jade Monk is to wield the power of the universe. It was a time of desperate measures, and the monks created it to end the cataclysmic war that had ravaged the planet.

With the end of the war, and the closing of the Dark Portal, the artifact should have been destroyed. But pride overcame them. They secreted it in the most inaccessible place, as a talisman should times ever turn dire again. It should have been destroyed, but it resided in a secret cave, and in the minds of the Five. When it was time for the Five to depart the world of Men, they left clues across the world - physical and metaphysical - that would lead the worthy to the Jade Monk.

Now, ten thousand years later, mankind has unwittingly opened the Dark Portal again. Experiments at CERN have led to the discovery of wormholes in space, and unbeknownst to the brilliant scientists of the world, a dark army is amassing at the other side of the portal, waiting for the right moment to shroud the world in eternal darkness.

Only the Jade Monk stands between utter destruction and salvation. An obsessed old man is trying to find the location and the nature of the Jade Monk, for he is one of the few 'madmen' who foresee doom. Descendants of the Five, men like him have been hunting for centuries for the Jade Monk and now they see the signs of the end. They know that the Five will be born again, to save the world.

***************************

So, basically, the plot will involve me (the obsessed old man), putting together a team of five men and women who he believes to be the reincarnation of the Five. With them, he will attempt to find the Jade Monk and use it before the portal is breached. This will be a mixture of modern day setting and fantasy powers. The cast is certainly not limited to five.

Please let me know if you are interested
First IC post is up.
Tamara Sendai in Elband - Morning

Tamara resisted the urge to check for scorch marks on her skin as she walked out of the Morning Room. Queen Alisande Tarmalene, the Grace of Light, certainly had a tongue on her and a temper to boot. She cursed her friend, the Mahdi Mother Marna Domios, for volunteering Tamara for this job.

It had been simple enough: deliver the sealed letter and conduct quiet inquiries into the royal bloodline. But the first part had proved so difficult that she was left wondering if the second part could be attempted at all.

The Queen had received her warmly enough, to be fair. White Island and Menaria have always been allies and the Sendai are respected. Queen Alisande had honoured her by meeting in the Morning Room, reserved for close friends and relatives. And she had also met her without her retainers or advisors.

But when the Queen had read the letter, she flew into a passionate rage that would quiver even a Turmen. Tamara did not know but suspected as to the contents of the letter, written by the Mahdi. It certainly had something to do with the peasant rebellion in Balenia and the inevitable civil unrest there. Did the Mahdi 'advise' the Queen as to the proper course of action? That would certainly be reason enough for her anger. Friends or not, no one ordered the Queen of Menaria about.

She had threatened to cut ties with White Island; to stop the princess from attending her training. But Tamara, thanks to her silver tongue, prevailed. For years, Tamara had negotiated peace between the warring Three Kingdoms and it had given her the ability to soothe tempers and present her arguments with reason and logic. It would be disastrous to not use this opportunity to have a truly powerful monarch on the throne of Menaria. A Tarmalene who is also a Sendai would make Menaria much more powerful than what she was.

In the end, the Queen had relented and cooled down. She even served tea for Tamara and talked proudly about her daughter, Esmee. Tamara hadn't met the girl yet, but the Mahdi had, when the princess had been a mere child. The Mahdi had told Tamara the potential in the child, and Tamara was quite thrilled to finally have a chance to meet her.

She walked across the carpeted corridors of the palace, admiring the artifacts from around the world: jade figurines from the Gor desert, ancient armours and weapons, relics of Emperor Altalan. The opulence in the palace was at once understated and impressive. Walking here, one could feel the powers of the world converging under this roof.

She had some trouble finding the right quarters and had to stop several liveried maids for directions. Finally, she reached the North Wing of the palace where the Queen and her daughter have their residence. She approached the pair of guards near the entrance.

"Guardsman. I am Tamara Sendai of the White Island and I would like to meet the Princess Esmee if it pleases her," she said. The men immediately inclined their heads in a respectful bow and one of them departed to seek the princess's permission. Tamara waited by the entrance, watching a pair of swans swim lazily in the fish pond.
I am now accepting new characters as well. Do head over to the OOC and check it out.
POSTING RULES:

  • Your post must begin with the name of your character and their present location. Optionally, you can include time of day (early morning, morning, late morning, noon, afternoon, and so on)

  • Please post only in white colour.

  • Thoughts must be italicized. Such as: I am not going to live through this, she thought.

  • Use third-person past tense. E.g. He did, She did etc

  • Don't force the post to be long. Make it imaginative and inspiring instead.

  • If you need me or someone else to play a specific character for the development of your main character, don't hesitate to ask

Your starting positions:

The Soldier and the Rebel (SonofJET and Catharyn) - The Soldier is still in training, but he is also part of the Sixth Division of the Balenian army. This division has been ordered to proceed to the rather troublesome village of Marne where the Rebel girl is rumoured to have gathered a small peasant army. The Rebel is planning to 'liberate' the village by barring entry for tax collectors and merchant wagons. The Sixth Division is composed of mostly mounted knights and a small company of swordsmen and archers and they are to capture the Rebel girl and bring her in chains to Parna, the capital. Will she be captured?

The Outcast and the Apprentice (Halvtand and CraftWork) - The Outcast has been cast out of the desert and she cannot go back till a year and a day has passed. She is in hostile Gurgan territory, trekking through the rugged mountains, hunting the occasional rabbit or stealing sheep from isolated farms. She is currently hiding in the Black Hills. The Apprentice and his father live nearby. The Apprentice has just had his first Outburst (accidental usage of the Spark) and his father suspects rightly that the kid may be a Shuna. Will he make it out of Gurgan and into White Island without being caught out by the superstitious Gurgans who hate people who can touch the Spark? The road is long and treacherous, and it would be foolish to attempt such a journey without a good pair of fighting hands.

The Princess and the Sendai (AmazinglyVivid and Joos) - The Sendai's first stop is Elband, to deliver a secret letter to the Queen. She has another mission, to verify the truth in the prophecy, to establish a link between the first line and the Princess. The Princess, meanwhile, is getting ready to leave with her entourage to the White Island for her training. Will the Sendai validate the prophecy and start the chain of events leading to total destruction?
AmazinglyVivid - That was amazingly vivid! You are a fantastic writer and create characters so deftly. I am more than thrilled to welcome you into the fold.

And yes, I think we have enough to get the RP going. I am going to lay down a few posting rules shortly and open with a post. I will also give each and every one of you a starting position and a vague 'mission'. Keep watching this space!
Sorry. I have been traveling this past week. Hence the lack of posts.

We still need two more players before we can continue. Where is my thief? Where art thou, princess?
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