Current
Now running: World of Light: The Tale of the Dark Itself
5 mos ago
Forever and ever, amen
8 mos ago
Calling out from Scatman's world
1
like
11 mos ago
Called into action - by threats that seem harmonized
1 yr ago
Tomorrow comes
Bio
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
Once on the surface of Galbar, Escre began to look about. It took its time, poring over each new creature that came its way. In order to not disturb any humans it came across, it crafted a new, human disguise, long-haired and of grim countenance, though for now dressed as sparingly as the other new beings. As Escre sauntered across Arguilla in this borrowed form, it beheld a great variety of life. Along with the animals brought into being by its join endeavor with Vowzra, there walked, hopped, and crawled certain other beasts. Among them were large, scaly creatures, fanged and winged and bearing a certain majesty that marked them as the progeny of the reptile god. “Sauranath's dragons,” the Great Spirit murmured in contemplation as it watched one devour its prey, “The first generation has incubated quickly. If Arguis is to be believed, these creatures may pose the order of Galbar a threat. I must find a way to monitor them.”
So saying, Escre attempted to find the nearest concentration of humans. With the frequency of their spirits, tracing them over hilly, wooded terrain was not a problem. Wherever possible, the warden shifted out of its guise and into its typical form to cover more ground speedily. As it turned out, however, the group of humans that it happened upon were under attack by a band of Cimex. It initially surprised Escre to find another group of humanoid beings on Galbar, particularly one not sanctioned by it or the god of time. As Escre drew into proximity of the Cimex, the shape of their spirits made their origin clear. “So the god of knowledge plays at creation. He could never make something new. These insects must have been generated from humans, and yet they attempt to kill them. At the very least, they must learn to respect life.” While in death the spirits of the slain humans would be rerouted to the Astral Home and be later reincarnated, Escre knew that to do what it wanted it needed these humans alive.
From above the cluster of Cimex, a dark cloud descended. In the haze of confusion and fear, a single light blazed pure as a newborn star, and each Cimex found itself unbearably drawn toward it, so like moths to a fire. As they approached it, so much like moths to a fire, their spirits began to fluctuate. One by one the insects' spirits left them, emerging as yellow sparks and flying straight for the light, leaving their mortal coils behind to slump down on the earth. The bodies, while still very much alive, lacked any will to move without their spirits; within Escre's lantern, the sparklike spirits were held. Their intelligence, and therefore inherent fascination with the new and beautiful, had been their downfall.
Following that, Escre moved on. It didn't approach the frightened humans, who'd only beheld a dark cloud descend upon their assailants and leave them fallen when it faded. Instead, it headed to the outskirts of where the humans resided, and among the shadows there found an outsider. Of course, the outsider had seen Escre approach from far away, able to pierce with ease that dark cloud with its blazing orange gaze. Escre plucked a Mana Worm from the ground and held it in its armored claws, flooding it with its own power until the worm's tentacles were pure. This purified worm Escre gave to the outsider, who devoured it greedily. Its eye began to turn from orange to a brilliant cyan blue. “By the providence of the Great Spirit, you are made a hero. You are the Liaison, my eye among the creatures of the planet. Watch, as your kind always has, but afterward, report to me. Watch over the humans; fight with your new arts in the vaguest of shadows to keep them safe, when you can, but keep your actions, above all else, a secret.”
Then, Escre was gone, the first of many ephemeral meetings with the Liaison complete.
Might - 0 – 1 spent to create a hero Free – 0 – 1 used to create a convincing human disguise No power remains
So, nobody else but Raven really told me what they wanted most out of this RP. I think that answers to these questions would be very valuable to ensuring you all really enjoy this experience.
@Everyone, to pass the time, and provide me useful information, what kinds of things might you like to do/have happen in this RP? Any situations you looking forward to? What do you want to be doing the most?
I was told that I should post my character sheet here for approval, so hopefully I'm in the right place for that.
Name: Clair Carnelian
Age: 20
Gender: Female
Race: Human
Weapon: A small, diamond-shaped shield that can fold out into a larger, more cumbersome shield (think riot shield). She used to have a proper offensive weapon but it was destroyed on a mission - she hasn't wanted a new one since then.
Specialty: Assassin/Gunslinger. Mostly Assassin but being able to borrow long-ranged weapons comes in handy from time to time.
Semblance: "Borrowing" - Even though she doesn't have a weapon of her own, her Semblance more than makes up for that: she can create copies of weapons that she's seen, made out of solid Dust. Typically the weapons that she "borrows" are limited to one of their transform states, though creating a transforming weapon is well within her capabilities (though it takes a higher toll on her body). These weapons are usually more brittle than their "real" counterparts, though they more or less have all of the properties and capabilities of their originals.
Personality: Because of an incident that occurred with her previous team, Clair chooses to keep her distance from her teammates outside of missions. As a result, she comes off as somewhat unapproachable. A natural introvert, she prefers her own company to the company of others - often times she'll sit around silently as her classmates or team members talk with each other. If approached, however, she is a decent conversationalist; if someone asks her about something that particularly interests her, she becomes much more animated and willing to speak. Aside from that, she prefers to limit small-talk with her peers. Her general demeanor has earned her the reputation of "cool upperclassman" by many of the younger students, but if complimented or paid extra attention too, she becomes very easily flustered.
If someone she cares about is in danger, stressed, or otherwise needs help, she will gladly put them before herself and make sacrifices to give them the care that they need. She understands that being overly selfless isn't always good for her, but as it's a part of her she seldom shows it's something that she often brushes off. She keeps few friends for long periods of time but those that she has she holds near and dear.
Color: Dark Red
Emblem: A light grey sword with a ghostly (read: transparent) copy behind and to the side of it, so the two are somewhat overlapping.
Appearance: Long, dark red hair, somewhat pale complexion, grey eyes. On the thinner side, but not too thin. A little shorter than average height. Her battle attire consists of slate grey cloth with light grey accents, and her greaves and gauntlets are simple steel-colored. She wears a light grey cloak with dark red accents, to match her hair. The two belts around her waist are black leather with steel-colored buckles.
(imagine this but colored in - this is a sketch that a friend of mine did a while ago for a planned RPG session that never came to fruition)
Sorry about my slowness on getting back to you! You've made a cool character, and she's accepted. Chat with Shadow some about how she might be able to introduce her new team member, and you're good to go!
(A Far From Exhaustible) Technology/Ideas List, Just So We're All Aware of the Current Technological State of Things:
Self/Soul Emotions – disgust, love, hate, fear, anger, joy, trust, anticipation, surprise, shame, pity, jealousy, pride, patience, confusion Equality Beauty Boredom Entertainment Learning Creativity Chakra/Spiritual Energy Nodes Magic Knowledge Epistemic Virtues – attentiveness, benevolence (Principle of Charity), coachability, circumspection, conscientiousness, creativity, curiosity, discernment, discretion, foresight, intellectual honesty, intellectual humility, imaginativeness, interpretive sensitivity, objectivity, parsimony (Occam's razor), perceptiveness, prudence/practical wisdom, studiousness, tenacity, truthfulness, understanding, warrant, wisdom Empiricism – All knowledge stems from experience and evidence Rationalism – Where criterion of the truth/knowledge is not sensory, but intellectual and deductive Scepticism – It is not enough to have a belief, one must have good reason or justification for that belief. It is impossible to have good reason or justification. Materialism – Matter is the fundamental substance in nature, and all phenomena, including mental phenomena and consciousness, are the result of material interactions. Choice – Mentally making a decision: judging the merits of multiple options and selecting one or more of them. Free Will – The ability of conscious agents to be free to make their own decisions , free of any social, moral or political constraints. Society Civic Virtue – A series of habits individuals have which are important to the welfare of society and put the welfare of society above the individual. Friendliness – A pro-social set of behaviours seen in people who are pleasant, agreeable, interested in others, genial, empathetic, considerate, and helpful. Duelling in response to an intolerable insult has been considered a civil behaviour in many cultures, but it is not a friendly action. Etiquette Class and Class Consciousness The Common Good – A specific "good" that is shared and beneficial for all or most members of a given community. Universal Good – g Utilitarianism – It is the greatest happiness of the greatest number that is the measure of right and wrong Common Sense – Basic ability to perceive, understand, and judge things, which is shared by ("common to") nearly all people, and can be reasonably expected of nearly all people without any need for debate Morals – Conscience – An aptitude, faculty, intuition or judgment that assists in distinguishing right from wrong. Moral judgment may derive from values or norms (principles and rules). Conscience is often described as leading to feelings of remorse when a human commits actions that go against his/her moral values and to feelings of rectitude or integrity when actions conform to such norms. Spirituality Meditation Enlightenment – Full comprehension, awakening to the truth Debate and Discourse Distrust/Xenophobia – Xeno = foreigner/enemy or insect Duty – A term that conveys a sense of moral commitment or obligation to someone or something. Arises as result of being human; or one's particular place in life (one's family, one's country, one's job); or as a result of one's character; or as a result of one's own moral expectations for oneself Home/Dwelling Place – Tents, caves, huts. Humans no longer sleep under tree, but have their own dwelling places. A place to call home. As human advance into societies, their dwelling places will become huts and villages. Later, these will become towns and cities, and huts will become houses, manors and even castles. Fidelity and Loyalty Identity Justice & Injustice Just War Pacifism Oppression
Claimed by Vowzra
A way of life aimed at leading one to happiness by achieving the truly ‘good’ things in life, what are called ‘Virtue’. The supreme ideal of Stoicism is a combination of ‘Wisdom’ or moral insight, ‘Courage’, ‘Self-Control’ and ‘Justice’ which includes upright dealing with other people. By following the supreme ideal and achieving it, a man becomes truly self-sufficient; that is, immune to suffering and bad fortune. ‘Virtue’ is a personal characteristic, not one bestowed by class or position: thus, even a slave who has achieved ‘Virtue’ is free, because no man, not even a king, can affect him. Stoics believe in that, as all people live in a singular community under more or less similar conditions and restraints, all have a duty to live in conformity with the community. There are two main principles; 1) resigning oneself to Fate and; 2) living life according to nature’s laws. Although resigning oneself to Fate seems to mean that one should not try to improve the future, this is not correct: stoics put a high value on public service, for instance, or striving to better oneself. In the case of stoicism, resigning oneself to Fate means that one should not set too high a value on cursory, transient thing. By avoiding a fixation on the unimportant, man can find true inner peace and unshakeable contentment that does not rely on possessions or fortune. By accepting that things come and go, this contentment and peace will withstand the obstacles of ambition, luxury, and—most importantly—greed. As for living life according to nature’s laws, this can mean generally conforming to society, but is also deeper as a key tenet of stoicism is ‘questioning convention’. Living according to nature’s law are two-fold:
Training oneself to live with only the bare necessities. A man should know how to live with just basic food, water, clothing, and shelter. “Set aside now and then a number of days during which you will be content with the plainest of food, and very little of it, and with rough, coarse clothing, and you will ask yourself: ‘Is this what one used to dread?’”
Stoics insist on developing the gift of reason. One must perfect their sense of reason to conquer their devastating inner emotions: grief, pain, fear (of death, especially), and superstition. Reason allows one to escape from and discipline their passions, understand that ‘nothing is good or bad, only thinking makes it so,’ and to generally accept the mind as a greater source of truth than the body or emotions. Stoics are famous for their idea that ‘the shortest route to wealth is the contempt of wealth.’
Mercy – A broad term that refers to benevolence, forgiveness and kindness in a variety of contexts. Names Nation Nature War & Peace Philosophy Property Ethics Golden and Silver Rule – One should treat others as one would like others to treat oneself; One should not treat others in ways that one would not like to be treated. Good & Evil Fire Stone tools Fur Clothing Mining Logboat String Painting Ceramics Bone Flute Animal Domestication Sewing Rope Plant Domestication Brick Spindle Metalworking Salt Cultivation Leather Irrigation Equestrianism Weaving Loom The Wheel Spear and Javelin Spear-throwing/Javelin-throwing Boomerang Club Bow Small Settlements Wooden Walls Sundial Language Alphabet/Writing Reading Mummification Papyrus Ard plough Glass Making Galley Pottery Bronze Forging Plumbing Abacus Iron Smelting Arch Calendar Mapmaking Steel Saddle Aqueduct Archimedes Screw Crane Watermill Paper Horseshoe Sword Chariot Ram Bow (for galleys) Incendiary Arrows Crossbow Catapult Sarissa/Pike Stirrup Scorpio
If I have missed any, let me know. Adding this to OP
Jealousy/Envy has been given to the outsiders in buckets. That's all for now, but I your list will be very useful.
Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.
Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.
<div style="white-space:pre-wrap;">Current GM of World of Light. When it comes to writing, there's nothing I love more than imagination, engagement, and commitment. I'm always open to talk, suggestion, criticism, and collaboration. While I try to be as obliging, helpful, and courteous as possible, I have very little sympathy for ghosts, and anyone who'd like to string me along. Straightforwardness is all I ask for.<br><br>Looking for more personal details? I'm just some dude from the American south; software development is my job but games, writing, and trying to help others enjoy life are my passions. Been RPing for over a decade, starting waaaay back with humble beginnings on the Spore forum, so I know a thing or two, though I won't pretend to be an expert. If you're down for some fun, let's make something spectacular together.</div>