Current
New collab released and an update on the future of Futility! New players always welcome. roleplayerguild.com/topics/…
4 yrs ago
Finally some new Futility content is up! Two more collabs are underway/finishing up. We're writing longer-form content for this finale scene, so keep eyes out! Cyberpunks rise up.
4 yrs ago
Two or three 10-35 pages of Futility Collabs are coming, I promise. The time is nigh.
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5 yrs ago
Guild Cyberpunk gang currently popping off
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5 yrs ago
Slowly, Futility rises from the ashes. Very soon, I hope, we'll be able to wrap up this next round of scenes, but that's like 3-4 posts out at least. The hustle does not stop.
I am a writer and poet aiming to create surrealistic and abstract imagery in my work. I also greatly enjoy worldbuilding, roleplaying, and collaborative writing in general. I also work as a writing advisor, so I enjoy working with, critiquing, and supporting writing in most of its forms. If you would like to work with me with any piece of prose or poetry, let me know. If you have roleplay concepts, questions, or ideas I'd be happy to listen. For those that enjoy the projects I GM, contact me as necessary. PM at your will.
@KingTip I intended on starting relatively soon, but if you have a nation sheet up before things get too far in depth then of course you can join!
As for the rest of you, I do believe I have updated the map with the nations that will be participating. Feel free to correct me if I have misplaced your land or cut parts of it off.
Domain Ability: Midas: Adiel has the honed ability to manipulate fortune and luck like no other. With this ability, Adiel is limited by one main restriction, though. Adiel can only activate her Midas ability at an obelisk her people have erected and prayed at. These obelisks are often the only constructs travellers see for miles in Mandisan deserts, for these are Adielβs eyes. In an area around where the ability is used, Adiel can create luck or misfortune for the areaβs occupants. Depending on her mood this increases and decreases in fortune can be minor or major. Anything from sick horses and troops slowing down a battle to a sudden rainstorm appearing over her arid lands.
Common Appearance: Adiel almost always takes the form of a rather young and beautiful looking girl. Standing no taller than a young adult, Adiel could pass for a human around the age of 18-20. Her frame is lean and lithe as if accentuating the beauty she attempts to captivate. She is always dressed in some of Mandisa's finest silks and dresses ornately adorned with priceless gold linings. Adiel has been known to prefer wearing bright and vibrant colors and much less than the normal desert-goer that has to remain protected from the sun. Instead, Adiel prefers to bask in the light and heat of her domain. Her skin color is that of a Mandisan, slightly tanned from the ever present desert sun. Adiel, in spirit of Avarice and Self-Indulgence, has hair that falls rather short, just past her neck. It appears almost white, heavily contrasting with her skin. Adielβs eyes are a shimmering and glowing gold color, as if captivating a part of the desert sun itself.
Personality: Adiel often fancies herself the center of attention, likely because of her highly revered position among her people. With her position as a Deity of fortune, Adiel often has a very lavish and resplendent personality. She appears outwardly very generous, loving to bless her people and very focused on the economics of her nation, but there are many times when Adiel hides a certain inward covetous and greed. Because of this, Adiel often gives off a vibe of charismatic flattery and cunning guile. It is hard to tell Adielβs intent as she always seems to toy with those that she speaks with.
Direct or Indirect: Direct
Description of Mage Powers/Hero Powers & Artifacts: This section can be done overtime throughout the roleplay, so feel no pressure to write out all ten artifacts or every power at the start. You likely won't be using them for a bit.
Symbol: A card made of oil-soaked paper and silk that bares the image of an obelisk.
Nation Info:
Mandisa, The Golden Empire
Flag:
Location on Map:
Geographical Info: Mandisa consists almost entirely of sprawling deserts that most would consider uninhabitable, but of course, the Mandisan people have learned to call the empty wastelands of sand home. Rolling dunes and vast expanses of flat sand make up most of Mandisa. Throughout the vast desert that Mandisa encompasses, there are a few oases around which cities are centered due to the increased habitability. While the nationβs land is very vast, a great deal of Mandisa is uninhabited wasteland. Long roads that have long since ceased maintenance exist spanning miles and miles in between cities, villages, and even span all the way to Mandisan borders making for great trade routes. It seems of all the deserts around The World of Proiectura, the deserts of Mandisa seem to be some of the hottest. Without proper protection and preparation a trek through the sands could spell death for most normal individuals.
Capital City: Heliopolis is often called the Desertβs golden jewel or the Sun Kingdom. It is a flourishing metropolis that proves to be the most habitable spot in the Mandisan deserts. Heliopolis is known far and wide for its great abundance of monuments and as a wondrous trading outlet for every nation.
Heliopolis architecture heavily revolves around sandstone, and the Mandisans have a saying that what isnβt sand should be gold. The capital city is wonderfully ornate and heavily decorated from each block in the street to every building. The city is separated into districts. The outermost districts which are the farthest from the royal palace, are the commoner homes, the middle district is mainly used for mercantile and trade skills, the innermost district holds the most ornate and beautiful wonders of Mandisa, such as the Mandisan Royal Palace.
Culture Description: Mandisan culture and ideals would be considered very liberal while still being culturally traditional and religious. Luxury is a very important part of everyday Mandisan life and Adiel is thanked by her people for that leisurely lifestyle through great ritual, sacrifice, and service. Adiel has taught her people to hold her in very high regard, allowing numerous monuments and wonders to be constructed in her name. Though she is the main focus of worship, she has taught her people to also greatly revere the desert itself, as Adiel holds her land in high regards. The animals of the desert are also held with great reverence, like the desert itself. This is speculated to be because of how much Adiel cares about the lands she has created.
The Mandisans have many traditions practiced in worship of Adiel. As their leader is the Goddess of Fortune, the Mandisans find themselves to be great monument builders, making their cities full of wondrous buildings and structures. The most notable is the palace in which Adiel lives when she is not in Illyus. This ornate structure is used for important banquets as well as political meetings and offices.
Mandisans are well renowned throughout the world as gamers and gamblers. All sorts of traditions and games have been created to win or burn through coin. Cards made of a combination of paper soaked in oil and silk have recently made a debut and creating games with sets of these cards has become a favorite pastime of Mandisans.
Military Description: Mandisaβs military is very greatly geared towards defense of the nation rather than offense. With Adiel and her advisors trying to nearly always keep Mandisa at peace to bolster the trade and prosperity of the nation, the strongest part of Mandisaβs forces bolsters the capital city and prevents crime rather than fighting wars.
Specifically trained to endure the desert environment in which they inhabit Mandisa troops are often slightly less effective in terrains unlike that of their homeland, but they more than make up for that with their prowess in the sand. The bronze equipment Mandisan troops don is made to withstand the harsh desert and keep soldiers cool and hydrated. The Royal Mandisan Guard equip themselves with airtight masks with glass protrusions covering each eye. This helps protect them during sandstorms or rough clouds of dust and sand in battle.
Government Description: Adiel rules over her nation as a theocratic leader. While she does have absolute power over her people, she is known to delegate duties of certain parts of her work to leaders and advisors that work alongside her. Adiel is closely acquainted with a group of advisors that each run certain portions of Mandisa. Adiel has control over these advisors, but they exist to help influence her decisions to better the nation as a whole. It is not uncommon for Adiel to force her citizens to solve political disputes with games and tournaments.
Mandisan Cavalry are far and few amongst the nationβs troops, though they wouldnβt be called Cavalry at all. The few squads of mounted troops among the Mandisan ranks ride not horses, but instead Camels. Camels are a common method of Mandisan transportation, but are rarely ported into a combat scenario.
@Xeron You are, of course, good to go to move your sheet to the character's tab.
@Ursane Control over space and time is very vague, though the visions and oracles are completely fine. If that is changed or cleared up, you are good to go.
@Darked13 Your nation is interesting and good to go except for one thing. You chose the flawed leader trait and an explanation or reasoning behind your choice would be greatly appreciated. Once that is added, feel free to move your character over.
With all that settled, we shall start very shortly when all of you are ready.
It was very early in the morning, but much to the surprise of many, Alyn was always up on time. Despite her appearance, Alyn was generally the opposite of a night owl. She much preferred to spend time in the bright light of the sun, but that didn't stop her from spending nights lying awake anyways. After all, she had been lucky enough to be alone in her dormitory so she never needed to worry about noise and the like. Well, luck was what she credited it to, but the Divina family did have their sway when it came to matters out of view. It wasn't likely that she was one to ever make noise, though. It just wasn't her in her personality.
With a short yawn, Alyn rose from the bed in her open room. Sure, she had plenty of extra space before she had strewn her books and belongings all over the floor. Rolling out of bed after a few moments, Alyn proceeded to start her daily routine. Despite her introverted personality, Alyn was definitely one to care about her appearance. A great amount of time was spent preparing her outfit and her appearance every morning. She had plenty of time considering she had nothing else to do and no one else to deal with in the mornings. Alyn would either spend time with her pet or stroll around the academy, both of which were part of her intentions for the day. Her little Beltran was her pride and joy. In fact, one of the only things that seemed to bring a smile to her face was her time spent with that little crow. She poured a small fortune into his necessary care and pampering.
But Beltran wasn't the only little guy that needed taken care of that day. Alyn had a combat training class not far into the future, which meant she had some serious work to do, and that meant she had to remove the particularly peculiar and ugly ragged rug covering her dormitory's floor. There was no way she would keep such a hideous scrap of cloth there without good purpose, but good purpose it had. As Alyn slowly pulled the rather large piece of fabric, the large chalk seal upon her floor was revealed. As such a novice mage, such was required for her binding rituals. The rituals that seemed to grow ever more present in Alyn's life despite her aloof attitude towards the dark arts of the Divina Family, but alas, Alyn had already been scolded in her last three combat training classes after failing to perform any sort of spell. She, with a great remorse in her eyes, prepared herself to once more expose herself to the evils that had helped her get into the academy.
Alyn gently slid her mana gem into the chalk circle. She intended to stave off whatever her captive was at least until combat training had ended. As Alyn brought a hand out, her arm perpendicular to her body, the dull white lines and designs of chalk began to glow an eerie midnight blue. She had started channeling mana into the center of the circle. On the outside it appeared nothing more than some sort of magical circle enchantment, albeit a very demonic looking one via symbolism within, but on the inside, within the spells inner workings, there was a much more sinister use. A trap, it was, but more than a mechanical trap for animal hunting. This trap was the sort used to hunt and capture beasts of a much greater caliber, but of course, Alyn was only capable of harnessing the mere baseline of this spell. The mana slowly funneling into the enchanted circle acted as a lure, a tantalizing source of interest for less than savory beings that lurked beyond this plane of existence. After a while, any circle of this source was bound to lure some great creature, but what happens after the creature is captured is up to the prowess of the mage.
Alyn was lucky today. Her time in this constant meditative state working the spell was rather short. The channeling mana had caught the eye of a lurking beast after only a few minutes of concentration. Alyn's eye went alight with a mixture of surprise and relief as a small red creature started showing its form in the circle. A mere imp, it was. No doubt a simple minion to some hierarchy of greater beasts, demons, and devils. At least, that's what Alyn was taught to believe from her training with the Divina family. The lowly imp started lashing out with its claws and spouting nonsense with a raspy and pained voice. From here, it was a long and arduous duel of wit and will. Alyn, of course, came out on top. Reasoning with a devilish little imp may be hard, but tricking one is quite the opposite. It had very minor flame magic of which Alyn could now channel in small bursts. The seal would only hold for the day, and the magic would be just enough to show something in combat training. After finally finishing up the ritual and gently covering the seal, which was still glowing, with her dilapidated rug, Alyn started off on her other basic morning tasks.
After the careful slicing and feeding to her pet of 'just one more' slice of fruit about five times, Alyn set out around the academy just as the sun started to rise. She was dressed in her usual blue cloak that sat over the top of her academy uniform. It wasn't as inconspicuous as she seemed to think, but that midnight blue shawl of sorts had a special meaning to her. A meaning that she, like almost all other details about herself, kept hidden from those around her. Such thoughts pervaded her mind on a daily basis, and per usual, Alyn found herself pondering her magical abilities as she strolled through the rather pleasant sections of the academy. Over time, students began to populate the walkways and paths, but Alyn seemed too occupied to notice. No, she was lost in the ever speeding thoughts of her own mind. For Alyn, these almost meditative sessions were commonplace among her usual schedule. It was rather distracting, her constant thought. Every so often the young girl would bump into another student lightly, giving little more than a short and basically inaudible apology before moving on rather flustered.
Appearance: Alyn is rather young in appearance, standing at a short 5β2β and appearing a slightly underweight 105 lbs. Having a lean and lithe frame, Alyn appears very physically weak. Her skin appears slightly more pale and fair than normal. Falling over her icy blue eyes is her short length hair that falls just above her shoulders. Alyn is almost never seen without her cloak. Falling all the way down to her legs from its baggy hood in the back with an open front, it is a royal blue color from bottom to top, slowly darkening as it reaches its end. Underneath her cloak, she wears a simple blue dress of a very similar color that ends just above her knees. Her feet are usually occupied by a simple pair of slippers of a matching color to her cloak. From midway up her palm all the way to her upper forearm, there is a large scar. Upon Alynβs visage, a look best described by the word βneutralityβ comes to mind. She always appears rather absent of outgoing emotions, though this emptiness can often give off a feeling of grim sadness. There is an almost absent look upon her face when she looks at others, as her vision is extremely impaired.
Personality: Alyn is very reserved and tactful in her speech, giving off a rather shy, solemn, and soft spoken vibe to those who encounter her. Of course, it is rare to have an encounter with an individual with these slightly introverted tendencies. Alyn often tries to avoid getting close or even interacting with others if she can avoid it. She views such trivial interactions as pointless and destined for betrayal. This makes Alyn very much a loner. This doesnβt come without its rumors of course, but Alyn seems to care very little about what others think of her. Once you get to know her, Alyn has a very childlike and sheltered outlook on things despite her negative past. She seems to perceive even the worst types of magic and violence to be normal even though they may frighten others.
Abilities/Weapons of Choice:
Binding Ritual: Alyn has recently learned the family secret of binding creatures. Her skill in this type of spell is very weak and can be used very sparsely, especially because of the ample amount of time the rituals consume. At the start, Alyn may only able to bind small imps and lesser magical creatures, allowing her access to the most basic evocation spells that will allow her to appear like a normal mage. Once the creature is binded, Alyn offers the creature its freedom for the use of its magic for a short time.This ritual requires a large amount of mana and Alyn often needs some sort of Mana Drive to keep the ritual magic up for more than one of the bound creatureβs spells.
Summon Servant: This is one of Alynβs most basic necromancy spells. Using ritualistic magic, Alyn can expend mana to bring forth an incorporeal spirit that can physically interact with objects around her despite being shapeless and massless. This spirit has no will of its own and instead becomes a simple extension of Alynβs consciousness, but has no ability to attack others. Instead, it is used to carry and manipulate the area around Alyn. It requires a constant input of mana, but the input is minor and depends on how much work the force is doing. This spell is often used under the guise of a telekinesis spell.
Fangs of the Vampire King: Alyn, through her familyβs great necromantic prowess, has gained an affinity for the undead. Though she, herself is not an undead entity, through great practice, she has learned to summon aspects of some of the worldβs most infamous undead creatures. By channeling her mana, Alyn is able to augment her teeth with conjured vampiric fangs. These elongated fangs become hard enough to sunder steel with enough force. The fangs are mainly used as a melee weapon since Alyn carries no source of defense and relies entirely on her magic. If the fangs happen to draw blood, Alyn can use the magic in the fangs to convert the blood into miniscule amounts of mana which helps her maintain the fangs longer or power other spells.
Commune: This is one of the most simple necromantic spells that the Divina family learns. Although its use is very limited this spell is almost innate to those with the Divina family curse. Expending mana over time, Alyn can use this spell to hear the voices of the dead. It is the first spell taught to every one of the Divina family necromancers even though none of the family members seem to have found a use for it. It requires very little mana as the spells use is so narrow.
Clairvoyance: This is Alynβs most common spell. Due to her very weak vision, whenever she needs to see well or focus, she casts Clairvoyance to give herself a perfect vision of everything in a small radius around her. This supernatural vision requires more mana to have a larger range or for a longer duration. Alyn often keeps a short range Clairvoyance up for long periods of time so she can see.
Ghost Step: Channeling the energy of incorporeal beasts through her body, Alyn is able to change her form to that of a ghost, allowing objects to pass through her. When going into her ghost form, all of Alynβs belongings go along with her. Instead of being a physical being, Alyn becomes a white and shimmering image of herself. As she moves while in ghost form, Alyn expends quite a bit of mana so this spell is most effectively used while standing still and in short bursts.
Bio: Born the third and final child to a rather prominent, wealthy, and noble family in Lightwyn, particularly by the sea, Alyn has had a rather sheltered life, but that hasnβt stopped her from witnessing the great evils that magic can bring along with its wonderful deeds. The Divina family had a list of dark secrets kept hidden to keep numerous illegal and forbidden magical traditions out of public eyes. Be it working with demons or working with the dead, there was a rumor that involved the Divina family.
Tracing back to Alynβs great grandfather who is rumored to still be kept alive via necromantic magic to this day, the evil secrets of the Divina family are much more than rumors. Alynβs great grandfather, in a move for power, took up the art of binding magic. He contracted a demon in exchange for the life of one of his family members to give his bloodline powerful magic. The demon then bestowed what most considered a curse upon the Divina family. The demon crippled their abilities to battle with normal arcane arts and replaced this potential magical energy with prowess for Necromancy.
Ever since this curse, the family has become learned in their evil art, becoming a detriment to others to give themselves power. This leads all the way down to Alynβs birth, where the ritualistic necromancy and binding magics were granted to her. This didnβt save her from the evil that the magic brought, though. When she was young and her older brother learned to bind, he sacrificed a great amount of Alynβs blood. This left her physically weaker than she should have been and with a great scar upon her arm.
Of course, the Divina family still had the ability to take up practice of magic other than the dark arts, but it was not as strong as it could have been. Alyn, soon realizing the disdain outsiders held towards the ways of her family took up this practice, keeping her necromancy spells and binding spells to a minimum. This was a little secret that she held from her family. A young childβs defiance can only remain hidden for so long, though. Alyn was soon found out, and she became known as the rebel of the family. Believing it was a simple phase or that she would come around, Alyn wasnβt paid any heed.
This, of course, was not to Alynβs liking. When she reached the age of 15, and was finally old enough to seek out an academy, she decided that she needed to become something other than another menace of the Divina family, but her magic wasnβt the strongest. Her heart was set on Magus Academy, but her magical prowess had destined her for something completely different. She had to do something drastic.
With the assistance of her father, Alyn made an attempt to bind a weaker demon that would allow her to appear outwardly better at magic than she was, but her plan didnβt go so perfectly. Her father, in an attempt to help her learn to become a better binder, didnβt fully take control of the demon, allowing Alyn to deal with him directly. In the end, the creature was able to escape his binding and granted Alyn her wish only if she gave something up. Stuck between a rock and a hard place, Alyn agreed, allowing the demon to take away most of her ability to see, leaving her vision impaired, but luckily, she still had some sight.
After the struggles, the demon was compelled by her father to channel its magic through Alyn so she outwardly appeared like a strong mage. This allowed her to make it into Magus Academy and finally flee her family. Her first year was a great struggle, as Alyn was greatly incapable of most offensive spells. She had to resort to binding lesser imps and very weak fiends and creatures to even allow her to cast simple spells that evoked elements. Slowly and slowly, Alyn descended into more and more of a Dark Artist.
Other: Despite Alynβs βlonerβ attitude, there is one thing that keeps her company. The one thing Alyn calls friend is her pet. In her company is a simple crow that she calls Beltran accompanies to every one of her classes at the academy.
Appearance: Alyn is rather young in appearance, standing at a short 5β2β and appearing a slightly underweight 105 lbs. Having a lean and lithe frame, Alyn appears very physically weak. Her skin appears slightly more pale and fair than normal. Falling over her icy blue eyes is her short length hair that falls just above her shoulders. Alyn is almost never seen without her cloak. Falling all the way down to her legs from its baggy hood in the back with an open front, it is a royal blue color from bottom to top, slowly darkening as it reaches its end. Underneath her cloak, she wears a simple blue dress of a very similar color that ends just above her knees. Her feet are usually occupied by a simple pair of slippers of a matching color to her cloak. From midway up her palm all the way to her upper forearm, there is a large scar. Upon Alynβs visage, a look best described by the word βneutralityβ comes to mind. She always appears rather absent of outgoing emotions, though this emptiness can often give off a feeling of grim sadness. There is an almost absent look upon her face when she looks at others, as her vision is extremely impaired.
Personality: Alyn is very reserved and tactful in her speech, giving off a rather shy, solemn, and soft spoken vibe to those who encounter her. Of course, it is rare to have an encounter with an individual with these slightly introverted tendencies. Alyn often tries to avoid getting close or even interacting with others if she can avoid it. She views such trivial interactions as pointless and destined for betrayal. This makes Alyn very much a loner. This doesnβt come without its rumors of course, but Alyn seems to care very little about what others think of her. Once you get to know her, Alyn has a very childlike and sheltered outlook on things despite her negative past. She seems to perceive even the worst types of magic and violence to be normal even though they may frighten others.
Abilities/Weapons of Choice:
Binding Ritual: Alyn has recently learned the family secret of binding creatures. Her skill in this type of spell is very weak and can be used very sparsely, especially because of the ample amount of time the rituals consume. At the start, Alyn may only able to bind small imps and lesser magical creatures, allowing her access to the most basic evocation spells that will allow her to appear like a normal mage. Once the creature is binded, Alyn offers the creature its freedom for the use of its magic for a short time.This ritual requires a large amount of mana and Alyn often needs some sort of Mana Drive to keep the ritual magic up for more than one of the bound creatureβs spells.
Summon Servant: This is one of Alynβs most basic necromancy spells. Using ritualistic magic, Alyn can expend mana to bring forth an incorporeal spirit that can physically interact with objects around her despite being shapeless and massless. This spirit has no will of its own and instead becomes a simple extension of Alynβs consciousness, but has no ability to attack others. Instead, it is used to carry and manipulate the area around Alyn. It requires a constant input of mana, but the input is minor and depends on how much work the force is doing. This spell is often used under the guise of a telekinesis spell.
Fangs of the Vampire King: Alyn, through her familyβs great necromantic prowess, has gained an affinity for the undead. Though she, herself is not an undead entity, through great practice, she has learned to summon aspects of some of the worldβs most infamous undead creatures. By channeling her mana, Alyn is able to augment her teeth with conjured vampiric fangs. These elongated fangs become hard enough to sunder steel with enough force. The fangs are mainly used as a melee weapon since Alyn carries no source of defense and relies entirely on her magic. If the fangs happen to draw blood, Alyn can use the magic in the fangs to convert the blood into miniscule amounts of mana which helps her maintain the fangs longer or power other spells.
Commune: This is one of the most simple necromantic spells that the Divina family learns. Although its use is very limited this spell is almost innate to those with the Divina family curse. Expending mana over time, Alyn can use this spell to hear the voices of the dead. It is the first spell taught to every one of the Divina family necromancers even though none of the family members seem to have found a use for it. It requires very little mana as the spells use is so narrow.
Clairvoyance: This is Alynβs most common spell. Due to her very weak vision, whenever she needs to see well or focus, she casts Clairvoyance to give herself a perfect vision of everything in a small radius around her. This supernatural vision requires more mana to have a larger range or for a longer duration. Alyn often keeps a short range Clairvoyance up for long periods of time so she can see.
Ghost Step: Channeling the energy of incorporeal beasts through her body, Alyn is able to change her form to that of a ghost, allowing objects to pass through her. When going into her ghost form, all of Alynβs belongings go along with her. Instead of being a physical being, Alyn becomes a white and shimmering image of herself. As she moves while in ghost form, Alyn expends quite a bit of mana so this spell is most effectively used while standing still and in short bursts.
Bio: Born the third and final child to a rather prominent, wealthy, and noble family in Lightwyn, particularly by the sea, Alyn has had a rather sheltered life, but that hasnβt stopped her from witnessing the great evils that magic can bring along with its wonderful deeds. The Divina family had a list of dark secrets kept hidden to keep numerous illegal and forbidden magical traditions out of public eyes. Be it working with demons or working with the dead, there was a rumor that involved the Divina family.
Tracing back to Alynβs great grandfather who is rumored to still be kept alive via necromantic magic to this day, the evil secrets of the Divina family are much more than rumors. Alynβs great grandfather, in a move for power, took up the art of binding magic. He contracted a demon in exchange for the life of one of his family members to give his bloodline powerful magic. The demon then bestowed what most considered a curse upon the Divina family. The demon crippled their abilities to battle with normal arcane arts and replaced this potential magical energy with prowess for Necromancy.
Ever since this curse, the family has become learned in their evil art, becoming a detriment to others to give themselves power. This leads all the way down to Alynβs birth, where the ritualistic necromancy and binding magics were granted to her. This didnβt save her from the evil that the magic brought, though. When she was young and her older brother learned to bind, he sacrificed a great amount of Alynβs blood. This left her physically weaker than she should have been and with a great scar upon her arm.
Of course, the Divina family still had the ability to take up practice of magic other than the dark arts, but it was not as strong as it could have been. Alyn, soon realizing the disdain outsiders held towards the ways of her family took up this practice, keeping her necromancy spells and binding spells to a minimum. This was a little secret that she held from her family. A young childβs defiance can only remain hidden for so long, though. Alyn was soon found out, and she became known as the rebel of the family. Believing it was a simple phase or that she would come around, Alyn wasnβt paid any heed.
This, of course, was not to Alynβs liking. When she reached the age of 15, and was finally old enough to seek out an academy, she decided that she needed to become something other than another menace of the Divina family, but her magic wasnβt the strongest. Her heart was set on Magus Academy, but her magical prowess had destined her for something completely different. She had to do something drastic.
With the assistance of her father, Alyn made an attempt to bind a weaker demon that would allow her to appear outwardly better at magic than she was, but her plan didnβt go so perfectly. Her father, in an attempt to help her learn to become a better binder, didnβt fully take control of the demon, allowing Alyn to deal with him directly. In the end, the creature was able to escape his binding and granted Alyn her wish only if she gave something up. Stuck between a rock and a hard place, Alyn agreed, allowing the demon to take away most of her ability to see, leaving her vision impaired, but luckily, she still had some sight.
After the struggles, the demon was compelled by her father to channel its magic through Alyn so she outwardly appeared like a strong mage. This allowed her to make it into Magus Academy and finally flee her family. Her first year was a great struggle, as Alyn was greatly incapable of most offensive spells. She had to resort to binding lesser imps and very weak fiends and creatures to even allow her to cast simple spells that evoked elements. Slowly and slowly, Alyn descended into more and more of a Dark Artist.
Other: Despite Alynβs βlonerβ attitude, there is one thing that keeps her company. The one thing Alyn calls friend is her pet. In her company is a simple crow that she calls Beltran accompanies to every one of her classes at the academy.
Blurry was her vision as she peered around. Smoke and the orange glow of a blazing flame lit up the dark night only a few yards away met Sylvie's gaze. She lay prone, face to the dirt as she looked over her shoulder towards the flaming cargo truck. Its top was shredded which must have been how she was expelled after it was blasted with two rocket-propelled grenades. One minute, the convoy was right as rain, the next their right flank was covered in PLM guerrillas. Sylvie could hear those distant and echoing sounds of a firefight through her ringing ears. She was a logistician's assistant who carried nothing more than an old COS pistol she had found while doing a weapons inventory for a barracks aboard the Valhalla, but there was no chance she wasn't going to try and help.
Sylvie started to push up with her hands in attempts to drag herself to her feet. It wasn't until then she realized she was pinned. From her leg to her shoulder, some bumper piece to a Jormungand transport had Sylvie stuck in the dirt. Calmly, her eyes flicked back and forth searching and hoping for anything to assist her, but her eyes were met with nothing but grim taunts of her enemies. Her eyes widened as she watched nearby comrades executed at point blank. In a panicked bout, Sylvie kicked her legs starting to squirm of of the back of her pinned spot. There was the depression of a tire tread in the mud that just allowed her to escape her position.
Due to her position just off of the road, Sylvie hadn't been spotted yet. That didn't stop her from firing off rounds at the few nearby enemies roaming the busted up convoy for downed Jormungand operatives. The panging of her silenced gunshots against the truck she once sat in sent the PLM operatives into cover. She, herself tried to run towards the truck in order to close the distance only to meet the dirt once more. She took only one step before her right leg crippled below her. A few bullets whizzed by above her head as Sylvie cursed under her breath. There was a large gash from the side of her shin all the way up to her knee. She needed to get out of there.
Ripping her hands forward through the dirt, Sylvie managed to forced herself into a limping run towards the nearby treeline away from the road. The crackling shots of gunfire sounded off behind her, but Sylvie did not look back. Staying and fighting would have been suicide, though that wouldnβt stop her from returning later. She needed at least something to work with in wherever the hell she was.
Sylvie sat herself atop a rock, struggling to open her RCIR, her right leg propped up against another large rock. After finally shredding the plastic wrap and breaking open her meal, she lit up the fuel tablet, picking up a rather battered looking radio headset in her hand. Definitely an older model than the ones the soldiers got, but it would workβ¦ That is if it wasnβt completely shot during the crash. It likely belonged to one of the convoyβs commanders. Sylvie gave a sigh, looking to the sky. She was MIA, and it was a long shot to even think that she would ever make it out of this jungle. Either way, she was going to try. Sylvie gave a short shrug as she held in the headsetβs button to power it on.
βThree days since Sierra Brigade fellβ¦ Solo unit Fleur still lost in this goddamned jungle. If anyone is out there, I have hiked a few miles south of the site of the attack.β Her voice, despite all her time spent on international waters still has a very soft French accent, but there was a heavy sound in her voice. Sylvie allowed herself to listen to the static, giving herself false hope that someone would respond, before sighing, and uncovering one of her ears so she could hear the sounds of the surrounding jungle.
Minutes passed as Sylvie occupied herself by looking over what little bits of equipment she managed to grab when she circled back to the captured convoyβs remains. She told the infantry that she still had it. Her training wasnβt for nothing, but of course, that didnβt stop all of the burly infantry from dubbing her la Fleur. It wasnβt likely any of that mattered any more unless she could escape this damned jungle, though. Sylvie managed to nab one of the fireteam infantryβs entire pack that hadnβt been rummaged through yet along with a gun she knew well from her constant inventory counts: The SC-A13 Less-Lethal Riot Scattergun. As she was going over the gun, figuring out all its workings, something else caught her attention.
βUnidentified Sierra Soldier. This is the Emperor and we canβt hear you, but we need all available units in the surrounding area. South of the Sierra Brigadeβs last known location. Itβs no more than a few hours hike. Alpha Squadβs last remaining operative is holed up in a bunker and itβs not likely that he has much more time. We can send Evac there once you secure the Alpha Squad member, Hunter.β
Sylvieβs eyes lit up, and it wasnβt more than a mere few seconds before she started packing all her equipment once more. With scattergun in hand, she readjusted her headset. She knew there was no reason to respond. They couldnβt pick up her radio signal, but they got her the message and that is all that mattered. A few minutes passed and those two rocks were left without a trace.
The hike through the jungle was short by military terms, but with a crippled and recently bloodied leg, it was nothing short of a journey over a mountain of broken glass that happened to be on fire. Her weapon got in the way, her leg made getting over hills a half hourβs work, and her gear pack was basically in tatters from the confrontation. Hours that felt like days dragged on until she finally reached the edge of the brush and scrub. Hunterβs village couldnβt have been far now, but she was in open enemy territory and any nearby encampments and villages would no doubt have PLM forces somewhere nearby, and with the jungle thinning, it was very likely that some sort of encampment around.
And as if cursed by some otherworldly force, there was of course a fortified village in between her and Hunterβs location. She could either head back into the jungle or sneak by the camp, and considering she wanted to make it to the bunker this year, Sylvie directed herself towards the outskirts of the village. COS, Donβt fail me now. As Sylvie moved up to the outskirts of the village, she found her Spec Ops recon training kicking in. Every chance she got, Sylvie would peer throughout the city, though the sights she was met with were rather grim. Villagers were rounded up into the center of the village and armed guards were posted to watch them. What could the PLM have possibly wanted with this village?
She had to resist the urge to launch one of those gas grenades into the group of soldiers. Sylvie had no qualms with causing the enemy pain, but civilians deserved no such fate. Quickening her movements she headed off towards the opposite side of the city, darting from building to building with her scattergun at the ready. All was rather quiet until she reached the opposite end of the city. Guards on either side of the road with no reasonable way by stood in the way of the opposite side of the road.
βAllons-yβ¦β Sylvie muttered to herself, before bringing her finger over the underbarrel grenade launcher of her weapon. Firing dead center in between the two guards, the tear gas grenade that she had loaded would serve as a distraction and a deterrent for any other soldiers that came upon the little battle. She then moved her finger back to the regular scattergun trigger, coming out from her cover as she did so. One shot at such a close range was all it took to knock the closer soldier on his back, and with that, Sylvie wasted no time in gunning it as fast as a cripple could away from the town, laying suppressing fire in her wake.
Much to her luck, the villageβs defenders seemed to stop giving chase once she was out of sight from the village, and it wasnβt long after that when her radio headset seemed to pick up another signal. The operative she was searching for, Hunter, along with two other field operatives that seemed to have the same task as her piped up. This brought a smile to her face as this was the first chance she had at two way contact since the fall of Sierra Brigade. There is a certain excitement in her voice as she pipes up.
βBonjour mes amies! This is an MIA operative from nearby, Fleur, here to assist. I am nearing our colleague Hunterβs location and shall arrive shortly. I shall be providing up-close support. Call on me as you see fit. Good luck to you all.β
With her sister now on the run and both of her parents deceased, Sylvie lived out those last years of her childhood in an orphanage. She struggled to understand what her family had gone through, but that didn't stop her from wanting to be like her sister no matter what. She knew her sister's cause was just. At the age of eighteen, Sylvie went straight to work in her training to join the COS. Sylvie was nothing like her sister, unfortunately. Her militant practices were no better than the average soldier. She made it into the COS, but she wasn't cut out to be a soldier. It was a miracle that she made it into the COS at all, but what happened afterwards was even more of a miracle. Perhaps her name still had some sway. Struggling to succeed at even basic combat tasks, it wasn't long before Sylvie was transferred to a much different department: The First Logistics Brigade of Jormungand. Sylvie was tasked with learning to oversee the planning and carrying out the movement and maintenance of the paramilitary group. She was an apprentice at best. Although unhappy she couldn't match her sister's skill, Sylvie didn't complain and worked as a Logistician.
Almost all her days up to the present were spent on the Valhalla prepping the actual combatants and their gear for their missions. After two years spent on the Valhalla, Sylvie was given a rather special task that she jumped at the chance to accept. A convoy was to deploy in attempts to suppress a civil war and resupply troops in surrounding areas, and Sylvie was offered an assistant position to the convoy's overseer. It wasn't long into the journey that the convoy was going headfirst into a war zone. Sylvie, being stuck on the Valhalla for most of her time with Jormungand, was very surprised to be back in the action. It seems her COS training wasn't useless after all, for the convoy was hit with wave after wave of attacks. The convoys deployed forces had been halved within two months and extracting back to the Valhalla was an option that would have a similar fate. It was a grizzly experience, and Sylvie hasn't been in the field since.
Personality: Sylvie is often described as very tactful and caring. It is rare for anyone to have ever seen Sylvie angry. Working on the Valhalla for her whole career has left her very soft compared to other Special Ops trained soldiers, and violence tends to be a last resort for her, though when the shooting starts, expect her to have your back. When in a squad, Sylvie tends to focus her energy on keeping everyone in high spirits and good health as well as keeping their situation always under control.
Cool-headed in most scenarios, Sylvie tends to be good under pressure. It is actually quite rare to even see her show much emotion, though that doesn't mean a rainbow of feeling aren't flying through her head. Her solemn and humorless expression often keeps morality high, but when Sylvie panics, that's when you know all has gone to hell.
Preferred choice of weaponry:
SC-A13 Less-Lethal Riot Scattergun - The SC-A13, also called the Scale Scattergun, was originally an augmented combat shotgun developed for Non-lethal rounds and gas grenades with its attached under-barrel grenade launcher. Utilizing High-Low propulsion systems and a light frame, the Scale's recoil is much less than that of a combat shotgun. The weapon's main outstanding feature is its versatility, allowing chemical agent shells of pepper spray and similar gases while still allowing regular 12 gauge projectiles.
[h2][color=#008B00]<<<βπΌπππ ππβππ»...>>>[/color][/h2]
[color=#008B00]>>>πΈπ£π₯πππππππ πππ₯πππππππππ ππππ₯: πββππππππβ
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I am a writer and poet aiming to create surrealistic and abstract imagery in my work. I also greatly enjoy worldbuilding, roleplaying, and collaborative writing in general. I also work as a writing advisor, so I enjoy working with, critiquing, and supporting writing in most of its forms. If you would like to work with me with any piece of prose or poetry, let me know. If you have roleplay concepts, questions, or ideas I'd be happy to listen. For those that enjoy the projects I GM, contact me as necessary. PM at your will.
Contact me on Discord at Opposition#4407.
[h2][color=#008B00]<<<βπ¦π£π£πππ₯ βπ πππ‘πππͺπ€...>>>[/color][/h2]
[url=https://www.roleplayerguild.com/topics/167756-the-last-embers-dark-steampunk-fantasy-closed/ic]The Last Embers[/url] --- Tatiana Leviatan : The Black Shepherd Summoner
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[center][color=008000][b][i]Dare you stand against Titans in a Great Game?[/i][/b][/color]
[color=008000][b]Enter the πΎπππ. [url=https://www.roleplayerguild.com/topics/180490-cyberpunk-political-intrig/ic]Move your piece[/url][/b][/color][/center]
<div style="white-space:pre-wrap;"><div class="bb-h2"><font color="#008b00"><<<βπΌπππ ππβππ»...>>></font></div><br><font color="#008b00"><span class="bb-greentext">>>>πΈπ£π₯πππππππ πππ₯πππππππππ ππππ₯:	πββππππππβ</span><br><span class="bb-greentext">>>></span><br><span class="bb-greentext">>>> "π ππ π ππ ππ‘π¦π₯ππ£"</span><br><span class="bb-greentext">></font></span><br><br>I am a writer and poet aiming to create surrealistic and abstract imagery in my work. I also greatly enjoy worldbuilding, roleplaying, and collaborative writing in general. I also work as a writing advisor, so I enjoy working with, critiquing, and supporting writing in most of its forms. If you would like to work with me with any piece of prose or poetry, let me know. If you have roleplay concepts, questions, or ideas I'd be happy to listen. For those that enjoy the projects I GM, contact me as necessary. PM at your will. <br><br>Contact me on Discord at Opposition#4407.<br><br><div class="bb-h2"><font color="#008b00"><<<βπ¦π£π£πππ₯ βπ πππ‘πππͺπ€...>>></font></div><br><br><a href="https://www.roleplayerguild.com/topics/167756-the-last-embers-dark-steampunk-fantasy-closed/ic">The Last Embers</a> --- Tatiana Leviatan : The Black Shepherd Summoner<br><hr class="bb-hr"><hr class="bb-hr"><br><br><div class="bb-center"><div class="bb-h1"><font color="#44f03e">π½</font><font color="#42e93c">π¦</font><font color="#40e33a">π₯</font><font color="#3edd39">π</font><font color="#3dd737">π</font><font color="#3bd136">π</font><font color="#39cb34">π₯</font><font color="#38c532">πͺ</font><font color="#36bf31">:</font> <font color="#32b32e">π</font><font color="#31ad2c">π</font><font color="#2fa62a">π</font> <font color="#2c9a27">πΎ</font><font color="#2a9426">π£</font><font color="#288e24">π</font><font color="#268823">π</font><font color="#258221">t</font> <font color="#21761e">πΎ</font><font color="#20701c">π</font><font color="#1e6a1b">π</font><font color="#1c6419">π</font></div></div><br><br><div class="bb-center"><font color="#008000"><span class="bb-b"><span class="bb-i">Dare you stand against Titans in a Great Game?</span></span></font><br><font color="#008000"><span class="bb-b">Enter the πΎπππ. <a href="https://www.roleplayerguild.com/topics/180490-cyberpunk-political-intrig/ic">Move your piece</a></span></font></div><br></div>