Avatar of Sierra
  • Last Seen: 2 yrs ago
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    1. Sierra 7 yrs ago

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Recent Statuses

2 yrs ago
Current For those wondering where I fucked off to ... the apple iphone 14 pre-order launch is this thursday and I work software dev for a cell carrier. Been a lil slammed.
2 likes
2 yrs ago
As someone who once unironically used grey-on-black text .... don't. Its impossible to read on OLED screens, which include most modern phones.
1 like
2 yrs ago
Sometimes I feel like this site is a Thai buffet. I'm sure there's delicious things here, but for the life of my I can't find anything that really speaks to me right now.
6 likes
2 yrs ago
When not prepping for my D&D table, I should spruce up some of my stuff here. Not all of my old content is the garbage I presumed it was. But some things I wrote we won't talk about ....
2 likes
2 yrs ago
Reflections on characters past: "Adi really was a spoiled brat. How did I ever think her motivations were compelling?"

Bio

Peace is a lie. There is only passion.
Through passion, I gain strength.
Through strength, I gain power.
Through power, my chains are broken.
The Force shall free me.

Most Recent Posts

Ladies and gentlemen .... I have an OOC for you.

This is a little overdue because of a friend trying to teach me Ashes of the Singularity, and too much Mechwarrior. Always too much Mechwarrior. If I have given you my endorsement on a character sheet, or told you that I'd give it if you fixed X, Y, or Z, then you may throw your sheets into the characters tab without any need for further review and you may post in the IC at your earliest discretion.

If I haven't gotten to your sheet, please be patient. This blew up on me more than I was prepared for. The first three days I was afraid we wouldn't even make minimum capacity ... and now once Afro Samurai gets his in, we'll be one away from maximum capacity! What a freaking 180! I believe I'm four sheets behind right now so that's @dragonmancer @BurningCold @Scrub Mage and @Whoami and once I get through those only two slots are remaining. You four are next in line in that order and I am planning to get through all of them today. If for whatever reason I've forgotten that I haven't endorsed you yet, do go yell at me in the OOC so I know you're pending approval and somehow not on my list. So many have come in I'm honestly drowning in CSs (which is a fantastic reflection on all of you by the way).
The Character Sheet:
This template is not strict. You are encouraged to change colors and reformat as needed. The provided sheet is primarily a framework to present the relevant information I want and is not binding. For convenience a raw code version has also been provided.



Please do not feel obligated to stuff character sheets into hiders when posting here. You are free to leave them front-facing. Do, however, respect the instructions about hiding large numbers of images please.


X X X
A D R I A N N A C O R V E L L O
{{ FEMALE || 24 }}

A P P E A R E N C E
Short, but not significantly so. Her hair is never kempt and is oft pulled back. Though subtle features would lead one to believe she is a soft, caring person, the burning fire in her eyes betrays a far harsher reality. Her grace is only skin deep. She still dresses as if she lived the once-lavish lifestyle of her past, failing to conceal her wealthy upbringing. She appears outcast both from the world around her and the one behind her. Though not yet fully cognizant of this fact, she wears many pieces of her armor even day to day, always ready for a fight that might come he way.

B I O G R A P H Y
Adrianna is the firstborn daughter of House Corvello, a lordship under the Vahkanite Imperium. A son followed years later and only a year beyond that, twin boys. Her eldest brother is still four years her minor. Despite this, he is to inherit the family’s lands. In all her studies and her fight training and her grooming to be a baroness herself, she was always told that it was the firstborn who would inherit the land. Nowhere was it stated it must be a son. She knew in all the lordships of the empire that the daughters were married off, yet Adrianna persisted with the intent to be a Baroness herself, not a trophy.

The inevitable failure was not for lack of effort; her parents did try. They found themselves however in a predicament as House Corvello was not in need of any diplomatic marriages. Adrianna knew this from her studies of current politics. She proved to be “quite the handful” as one suitor put it. Her hand was offered to three men from other houses. Her eagerness & tact for governance was often considered as ‘overbearing’ from the men who merely wanted a simple wife. She famously once retorted “I am a warrior and a diplomat, not some simple housewife to a spoiled man-child,” arguing with her mother over why she continued to reject marriage. Though Adrianna had evaded attempts to marry her off, her father Durian Corvello - ever the traditionalist - still decided it must be the eldest son who ascends to power.

At first she was shocked and could not believe that he would deny her perceived birthright from her. Over time her disbelief turned into cynicism and disgust that she was to be barred from having what was hers by right. She was constantly angry at her brothers for being given the golden spoon – at her expense nonetheless – while she had worked her whole life preparing to run the lordship with the prowess of a veteran. In her aggravation and vulnerability, Kassandra preyed on her mind, leading her away from a righteous revenge and towards pure, unrestrained rage. Her father and eldest brother became the point of her fixation as it grew dangerously more violent. She grew excessively brutal during sparring, holding back none of her pent up rage against her father. Hushed whispers among the servants spread through the palace, believing she would snap any day. Some suspected she would kill her own father when she did, while others bet that she would lead the First Company on some crazy quest in her delusion.

When she did snap, it was just as fierce as could be expected, and about as damaging. She kicked in the doors of the throne room intent on challenging her own father to an honor duel for control over the lordship. Durian would not stand for his own child to dare challenge his authority, and called upon the guardsmen to remove her. As expected, she took exceptionally poorly to the refusal, severely injuring several in the ensuing melee. She beat down nearly a dozen well-trained soldiers before she was finally cornered and forced from the room. In seething rage she took what she could, stole a horse, set fire to the stables at the same time, and rode off towards Gods know where, hell-bent on taking back 'her' lordship by force.

S K I L L S
X Strongarm Diplomacy
Adrianna is used to getting her way, even if ... especially if that involves twisting someone's arm behind their back with a white smile and a silver tongue. She is studied in the arts of diplomacy, in her own flavor as always from her tenacity. She's not above making enemies of people if it means getting what she wants. Leverage is infinitely more powerful than goodwill.

X Speed Fighter
Adrianna is formally trained to strike often and strike fast, whether by fist or by blade. Her teaching covered a variety of weapon styles, such that if it's light enough and sharp enough, she can be dangerous with it. Though she carries a rather unique blade of her own, her skill set ensures that she is almost never truly without a weapon. Any enemy's sword can potentially become her own blade in an instant.

W E A P O N S
X Svardstav
A norse bladed staff (literally: sword-staff) with a fourteen inch double-edged steel blade on one end. The weapon caters to her speed-fighting skill and helps keep distance over an opponent, mitigating her moderate frailty.

X Throwing Knives
An eight-piece set of nine inch throwing knives. Though she finds them of limited usefulness presently - as she is not practiced at throwing knives at all - she carries them anyway, practicing the skill when she can. When supplemented with aetheric powers, the knives act less like thrown objects and more like guided missiles, seemingly flying with a mind of their own by Adrianna's distant hand.




K A S S A N D R A M A L I S T A R E
{{ FEMALE }}

T O T E M
Small turquoise pendant, strung on a black ribbon worn around Adrianna's neck.

P E R S O N A L I T Y
To call Kassandra Malistare anything short of psychopathic would be a disservice. She derives sick pleasure not just from killing, but from doing so slowly and personally. Even among the Legion her twisted tortures were sometimes considered excessive. Some of them even believed that it was that bloodlust that led them to ruin, that it did nothing to bring them closer to their goals.

The dark aether they channeled, the Dark Gods they served, the powers of Hell they commanded, all of it thrives on lust and rage and pain and its influence is corrupting. Several of the Legionnaires came around to similar affinities for violence and slaughter, taking whatever they wanted and cutting down anyone in their way. The Legionnaires who resisted were ultimately right - that their obsession led them to failure for seeking war itself rather than seeking an ultimate victory - but it was those who embraced the inner darkness that grew the strongest.

Adrianna likes to think she's above that level of sadism, though Kassandra chose her for a reason. She sees the same potential for darkness in Adrianna that led her down this path. Her lust for power drives her to corrupt another soul, preying on Adi's desire for a crown of her own. Adrianna fights against her influence some of the time, both out of an arrogance she is better, but also partially out of the fear that she isn't.

S K I L L S
X Projectile Levitation
Kassandra herself carried a set of throwing daggers in her day. It was by her compulsion that Adrianna carries them as well. Though not strictly requiring the knives - rocks off the ground will do in a bind - she prefers the surgical precision of a few sharp blades. Her manipulation of the knives is lethally precise, turning them into deadly ranged, chain attacks.

X Fade
To better utilize her smallish weapons against swords and pikes, Kassandra honed the skill of fading: ceasing to exist in one location and coming to exist in another. The distance she can travel is not infinite, requiring both sight on end position, and a path (though not necessarily a path large enough for a human; any crevice can do).

O T H E R
X Unfair Fight
Kassandra thrives on fighting outnumbered. Her own arrogance in her skills - albeit not typically unwarranted - compels her to ruthlessly cut down whole regiments at once rather than picking a more intelligent, favorable battle.
"This is not a story of heroes. This is not a tale of brave men risking life and limb, embarking on a quest to save the world from a coming evil, no. There are no heroes in Avalon anymore. This is a story of the forgotten, of women and men cast aside and left without hope. Wronged, cast out, beaten or belittled, perhaps even scarred or maimed ... this is a story of those the eye does not see, those chosen by powerful forces to do one thing:
TEAR THE WORLD DOWN


"Nobody is a villain in their own story. We're all the heroes of our own stories."
-- George R.R. Martin




Sometimes it's boring being a hero. This is a story about those least likely to save the world. These people have secretly been chosen by the lingering souls of powerful mages to carry on a quest as old as Avalon itself. The Shadow Legion - twelve sorcerers imbued with the magic of the dark gods and a strength unmatched in all of Avalon - sought to unite the world by force, razing and levelling the great cities of the kingdoms they sought to destroy. The wizards and witches and warlocks of Avalon banded together to stop the Legion's onslaught, but to do so cost them the Nexus - the hub of the Aether: source of their own power and the greatest gift to Avalon. Five centuries have past and now the souls of the Legion's sorcerers have chosen their successors. With the power of the Aether stripped from Avalon, there is nothing to stand in their way. This world owes you nothing, and now you carry the power to redefine the world order. You are the Shadow Legion.



The Roleplay

The Expectations:
  • This is an advanced level RP due to the duality of the character you will play. You are essentially playing two characters in one, a task which not everyone will be up to. You are expected to be prepared for this coming in.
  • This is a dark RP. Violence, blood, gore, death and destruction are all common themes. I am not here to encourage holding back. You are expected to be aware of this coming in.
  • The standard rules of roleplay etiquette apply here. Godmodding, powerplaying, or metagaming will not be tolerated. Offenders will answer to the GM and offenses may result in ejection from the RP.
  • A soft content minimum is in place. One/two line responses are disrespectful to the GM and to the other players who are writing vastly more. If such brevity is in fact appropriate, consider writing a collab post with the relevant individuals.
  • Activity and communication are expected. I am rather lenient on delays if you communicate with me. Individuals who vanish with no communication are at risk for ejection from the roleplay following as little as one week.
  • The GM reserves the right to make final decisions as needed. Decisions clearly indicated as final are not open for discussion, contestation, or argument.

The Characters:
The player characters are those chosen by the remnant souls of the Legionnaires of long ago. They carry with them a small trinket, likely of no real value, that secretly harbors one of these souls: their totem. The soul speaks to them - just in subconscious whispers at first but regaining a full persona over time - guiding them towards a new fate. Over time the player characters learn to interact with their mentor souls and harness their power: the power of the wraith. Should their host allow it, the spirits can temporarily inhabit the host's body, lending them all their knowledge and mystical power for a time. While debilitatingly exhausting to the untrained, practice can allow its near-indefinite use.

These souls are not always the most benevolent creatures. After all, these are the spirits of the so-called "greatest evil to walk this world." Characters may not always see eye to eye with their companion, or they may embrace their rage. No two chosen will walk the same path.

There are twelve Legionnaires, which means there are twelve chosen including the GM's character. There are thus eleven places for players. These places will be granted based on order of CS approval. The first character sheets approved get the first slots.

The Plot:
Far-flung and as-of-yet unaware of just what they are chosen to be, the player characters begin finding themselves subtly drawn to a location, compelled by a force they cannot yet understand. Their totems guide them to assemble the Legion Reincarnate. Thus begins the quest to fell the great kingdoms and raise the black flag over all Avalon. The more battles waged, the more practiced and capable the reincarnate Legion becomes, but the more aware their adversaries become of their existence. The party will have to choose between toppling their greatest threats quickly through stealth and deception, or properly mastering their newfound abilities to overpower even their strongest opponents.

In some degrees, the plot for this is on rails. There are various plot elements I have planned for already and there is an ultimate end. However the amount of time between the between the beginning and the end is indeterminate. The roleplay can run for as long as interest exists. I encourage players to develop plot arcs they wish to see played out and discuss these. I will happily weave these in, as my own planning is ultimately finite, hence I will source plot content from players fairly regularly.

The World:
The world of Avalon has been heavily built out at the macro level. Nearly a millennium of history has been developed for it. However, the world is an open playground for micro-level worldbuilding. I have developed the framework sufficiently for this to exist. Players are allowed and encouraged to develop the details of the world as the roleplay progresses. This is a living project to be developed in collaboration with all those who participate. A fairly large (but far from comprehensive) overview of relevant information is included below. Additional info will be appended as people ask questions about things not already covered.

The Character Sheet:
This template is not strict. You are encouraged to change colors and reformat as needed. The provided sheet is primarily a framework to present the relevant information I want and is not binding. For convenience a raw code version has also been provided.



Join-in-Progress:
Players are more than welcome to join after IC posting has begun. In the beginning the players will be subconsciously called to a collective spot. After the beginning, join-in-progress players will instead be led towards the main group, rather than an arbitrary location, in order to link up with the party in a timely manner. Though the party is on the run from every authority imaginable and not exactly the most trusting bunch, I will expect that to be partially handwaved in the name of swift inclusion.



The World of Avalon

The Aether:
In the First Age at the dawn of the great kingdoms, the Gods Above gave a great gift to the world: The Aetherwind. A magical force flowing throughout the world, focused through a single massive crystal pillar reaching towards the Heavens: The Nexus. The aether flows through the world and all living beings. Since the destruction of the Nexus, its power has diminished to a faint trickle. Before every man, woman, and child could sense and wield its energy with minimal power, but now only the greatest sorcerers of ages past can conjure meaningful power from it. The aether used to shimmer in the skies, manifesting in its physical form as an iridescent cyan shimmer, but no longer. Now it is only seen at the hands of those struggling to conjure what little they can.

Growing jealous of the admiration it won them, the dark Gods Below sought to unleash their own force upon the world which would draw the races of man to worship them. The Dark Aether as it was called (the scholars of the First Age were hardly inventive with naming things) was far less gentle than its benevolent counterpart. Its influence is corrupting and its energy is poisonous to those not prepared to resist it's effects. In contrast to its beautiful glowing opposite, the dark aether is black as night, seemingly choking the light out of anything it touches. Its study and practice is strictly forbidden by every authority on Avalon, and is prosecuted extremely harshly since the end of the First Age. Yet it is ever present and since the destruction of the Nexus, a force of unmatched power.

The capabilities of the aether is virtually limitless. Conjuring aetheric energy takes only focus and a little practice. Wielding it as an unstoppable force is a pursuit that takes a lifetime to master. It can take on an elemental aspect at the will of the summoner, though its pure form is often more powerful and precise, if requiring more practice to utilize fully. During the First Age when the Nexus existed, a single wizard could move mountains.

The Pantheons:
The Gods Above in Heaven lead the races of man along the path of righteousness and kindness. Through the Second Age the piety of the people has faded as both Gods and men turned their backs unto one another. The Third Age has arrived as prophesied, and some archpriests claim the Gods Above have spoken, warning them of a coming great darkness. In their arrogance, lords and kings have ignored these warnings, believing the prophecy to be the last taunt of the defeated.

The Gods Below in Hell appeal to the basest desires of men, channelling power through lust and rage. Most who succumb to the temptation of powerlust are torn apart by the power of the dark aether they summon. Those who are not are found, sniffed out by the sorcerers of royal courts and practitioners of a bygone era who can sense the channeling of aether, light and dark alike. No one has since regained the godlike power of the twelve legionnaires ... until now.

The Shadow Legion:
As the races of man flocked to the Gods Above in droves in praise of the gift bestowed upon Avalon, the Gods Below grew jealous of their kin. Thus came the dark aether into Avalon: a blazing wind of malevolent energy that few could harness without being destroyed, but capable of infinite power. There were twelve who felt its strength and sought to harness it. The twelve were the first true followers of the dark ways. These twelve became the Shadow Legion: the most devastating force ever to exist in the world of Avalon.

Summoning the power of the Gods Below they served, they conjured army of horrors they unleashed in their wake, ravaging the lands and razing whole cities. No army in Avalon could contest them on open ground, yet the great strongholds still repelled their siege, marching dark energies with the light. To finally crush those who opposed their conquest they sought to destroy the aetherwinds, rending their enemys’ power from them and paving the way to victory. The Nexus needed to be corrupted, forced to channel the burning powers of dark aether and opening the doorway to the Gods Below to walk this realm.

Following their defeat, the Legionnaires were imprisoned and set to be executed. Before the sentence could be carried out, the twelve forged a hex upon the world, a prophecy of their return sealed with the remnants of their powers: “Bodies may bleed and wither and die. The souls of Shadow shall live on into eternity. Avalon may know victory and peace for five hundred years ... before the return. The souls of Shadow will return from exile to reclaim this world. Their hosts will know power like no other. We will rise ... to tear your world down.”

The Races of Man:
The races of Avalon all share a common genealogy, tracing lineage back through millennia. They all stem from the common man, but being the tribal creatures men are, their growing divergence often led to growing separation, and thus greater divergence with time. Nonetheless, that common ancestry could once unite the entire world when it was most needed. Only time will tell if it can be done again.

Contemporary Human: As Flawed as Ever
Little needs to be said about the hubris of man. They think themselves the rightful conquerors of all they lay eyes on, tolerate not those who appear different no matter the similarities, and thrive on conflict with their fellow man.

Wrelmsmen: Nature is Not the Enemy (elven/drow archetype)
Those living under the shade of the Wrelm Forests, the region from which their name comes, have grown adept at building civilization around the nature they inhabit, rather than leveling and paving it with iron and stone. They were the first to harness the fullest power of the aetherwinds when it flowed freely across Avalon, transforming the forest itself into a mystical place. Their lifestyle in the shade of the trees honed their vision, their agility, and their adeptness for aethercraft.

Most who survived the Legion’s onslaught fled the forests, living in the free cities or rarely within the Imperium. With every generation passing since the First Age, their lineage grows closer to the contemporary man. Some say that Dark Wrelmsmen exist within the forests now (they do). Most do not believe it is possible under the corrupting influences of the Gods Below. It is a matter of academic and theological debate whether or not it is. (It is, though they are rare.)

Northmen: Hardened in Fire (dwarven archetype)
They have grown shorter in centuries of living mostly below ground. Smithing work and heavy labor bred a race of men short and stocky who thrived in the heat of the forges. Though mildly lacking in stature, they are not to be underestimated. Their hardiness and skills are coveted. Despite their isolation, their communities are centers of academics, as the people of the mountains pride themselves on their engineering prowess.

Orcs: That Cannot be of This World
They came from beyond the known world, not sharing the Avalonian human lineage. They are brutal warlike creatures who put the bloodlust of the races of man to the utmost shame. They are savage beasts considered to be subhuman, yet that does nothing to dampen their sheer force. Their hulking stature and massive strength makes them unfathomably dangerous to engage with a blade, and their hides are not pierced by all but the strongest bows. They appear capable of speech, though it is commonly believed they are incapable of being reasoned with. This is not at all true, though their desire to attack and destroy makes carrying on a productive conversation effectively out of the question. (Not playable directly. I might be persuaded to allow a half-breed, but not easily.)

The Great Kingdoms:
The Vahkranite Imperium of Man: Peace Through Power
Some believe that his majesty Artuur Vahkran and his family are not true Vahkran family heirs, that they superseded the true bloodline sometime in the Second Age of Avalon seeking power. Such dissent is crushed under his iron fist. His critics call him a tyrant, but there is no denying that he has forged the largest, wealthiest, most militarily powerful empire ever seen on Avalon. The conversion from the relatively complacent Kingdom of Vahkran took Avalon by surprise early in the Second Age, propelled by lingering fear of the prophecy left by the Shadow Legion and the scars the world still bore from their rampage.

The seat of the empire, the fortress of a city that is Dawnguard, sits at the base of the Draekhor mountain range, home to the famous forges of Braldurheim. Many of the weapons, armor, and crafted goods that come out of Braldurheim pass through Dawnguard’s gates, affording his majesty the pick of the lot. The sheer strength of the Imperium and the ambition of its aristocracy instills fear of conquest across the free cities of the plainslands. Though they coexist peacefully with the other great kingdoms, no one is truly complacent with the Imperium.

Braldurheim: Eternal as the Mountains
The proud people of Braldurheim first carved into the mountains in search of precious gems. What they found instead was metals for an eternity, and boiling rock deep below. Their magma-fired forges run day in and day out, feeding the finest metalworks in all of Avalon. Almost every blade or plate of armor in Avalon today came out of Braldurheim.

When the Legion first laid siege to the Draekhor Mountains, the people did not fight them on open ground where their armies could run free. They retreated to the mines which became a veritable fortress. Today the villages seen built along sheer cliffs and in mountain passes are but a fraction of the underground enclave that is Braldurheim. The legion has passed, but the envy of his majesty Artuur Vahkran still exists. The people of Braldurheim make their peace supplying his insatiable demands for weapons and armor, but keep their impenetrable fortress of stone ready.

The Alliance of Free Cities: To Rise Above
Many of the kingdoms of man were shattered in the wake of the Legion’s march across Avalon. As the world picked up the pieces leftover, many of the displaced peoples settled in villages throughout the plainslands. Among them were those who believed the kingdoms themselves were at fault, allowing discontent to fester and giving rise to the Legionnaires. Villages grew to respected city-states under the idealistic thought they could be a better example to all of Avalon. Yet even in their idealism they are not perfect. The realities of governance and management make such lofty goals unattainable.

The free cities are bastions of multiculturalism not seen in the great kingdoms who often rally under the banner of a racial identity. Though they seek the path of peaceful existence, the rising power of the Imperium and the invading war tribes both threaten their safety. Each free city maintains its own garrison, and many of them have rallied together under a single alliance to come to each other’s aid.

The War Tribes: WAAAAAAAAAGH!
They came in the Second Age from beyond the known world. They seek nothing but war, raiding and pillaging for no apparent purpose than to destroy things. They will fight anything and everything, including other war tribes. The orcish hordes attack without any formal warning, though the distant thundering of drums often signals their approach.

The Bastion of Wrelm: But a Myth
Almost nobody seriously believes it ever could exist. Fewer still suspect it does. The survivors of the Kingdom of Wrelm Forest, living in a rebuilt fortress-city hidden beneath the trees and guarded by powerful dark sorcerers ... a ridiculous idea. If it did exist, it would be more powerful than even the Imperium with the blazing energies of dark aether at its beckon call. It would be the one place that his majesty Artuur Vahkran could never touch, and the one place that may be spared the wrath of the reincarnate Shadow Legion.

The Ages of Avalon:
The First Age, the age of the aetherwind, lasted for two centuries before it came crashing down in a cataclysmic destruction. No one foresaw the coming destruction until the armies of the Shadow Legion - an unending horde of monsters and apparitions summoned from the dark Gods Below themselves - marched on Dawnguard itself to topple the great Kingdom of Vahkran. Only as half the empire burned in their wake was an answer found. The crowns gathered, rallying every wizard, witch, and warlock to do battle at the Nexus, a site the Legion sought to conquer and corrupt for themselves. Even at the very source of their power, this Righteous Army of Avalon could not hold them at bay. As a last resort, their combined efforts channeled aetheric power back through the Nexus, and the resultant surge of energy purged the Legionnaires of their abilities to channel the dark aether, at the cost of shattering the great crystal in the process.

The day was won, but only at a terrible price. Two whole kingdoms lay ruined, their people scattered. The city of Silverwick, capitol of Illya, was a scorched crater. The sister kingdom of Arc'zhaan was also shattered. Neither would recover from the diaspora, being relegated to a distant memory and a footnote in history. The Great Kingdom of Wrelm also suffered greatly at the hands of the Legion's army, though the people of Wrelm Forest fared better than their plainsfolk brethren.

The Second Age: In the wake of the defeat of the Shadow Legion, the world of Avalon did come to know peace as prophesized, but it was not to last. After two centuries of rebuilding the world without the power of the aether, a new threat presented itself. Brutal subhuman beasts from somewhere beyond Avalon arrived on the shores. The orc war tribes razed for sport, crushing any settlement they could and leaving nothing but burned, bludgeoned, dismembered corpses among the flaming wreckage. Some said this was the return of the Legion, a final curse they placed upon the world. Fearing for their lives, many of the remaining treefolk fled the Wrelm Forests to the free cities. They simply could not rebuild their serene bastions in time without their mystical power. Those who stayed were believed to be killed by orcs, but one after another different war tribes went into the forests of Wrelm, but never came out. Legend has it that the inhabitants were practitioners of the dark aether. Most believe such a thing is impossible, as the influence of the Gods Below would corrupt and destroy them.

Most of the kingdoms of man never successfully rebuilt after being scattered by the Legion’s march across Avalon. During this time, their descendants founded and grew great cities in the plainslands, uniting under the Alliance of Free Cities. They too, were forced to raise walls and garrisons to defend against the brutish hordes that ravaged villages without warning. All the while, fueled by paranoia, the Imperium of Man grew. Some say that the allegedly-illegitimate ruling family is certain of the Legion’s prophecy. Most in Avalon have since dismissed it as folly.

The Third Age: Five hundred years have passed since the legion’s defeat. Their souls have wandered all of Avalon floating from trinket to trinket, passing from person to person, all the while waiting and searching for their heirs. The people have dismissed it, yet the prophecy comes true all the same. The Legion has returned to once again rewrite the world order.
RISE



“Your grace, I seek guidance.”
His majesty Artuur Vahkran bowed to but one man in all of Avalon. The sorcerer Ustizor the Ancient. Rumor argues he has sustained his life well beyond his mortal limits in service to Artuur, his father before him, and his father's father before then. No one knows what he is truly capable of. His knowledge is unquestionably unrivaled, but the aether is so strained in Avalon even he might be unable to summon more than token magic. The kings of the empire long believed in his abilities to sense the future, employing him for his wisdom and guidance.
“You seek that-” rasped the ancient wizard “-which you already know.”
Vahkran rose from his knee, gazing into the blank silhouette at the floor-to-ceiling tower window. “Do you not believe the prophecy, your grace?”
“You claim to fear nothing, Artuur ... yet I sense you fear this... fantasy, above all.”
The infallible ruler of the Imperium seemed almost ashamed, like a chastised schoolboy who wouldn’t keep his hands to himself. “So you do not believe it ...”
“The supposed day of reckoning has come to pass, Artuur,” Ustizor hissed, “I sensed no disturbance, and not one evil ha-” a sickness overtook the fraile wizard, stumbling to a knee.
“Your grace... your grace!” Artuur trembled at the sight, only to rush to his aid post haste, “what is wrong?”
“You were right... Artuur,” the wizard strained to whisper, “they ... have awoken.”




“Am I gonna be a queen daddy?”
“One day Adi, yes you will...”


“Swords up, let’s go again.”

“... proud to announce ... Victor will be my first heir ...”
“You lied to me!” “...you are not ready...”
“Like hell I'm not ...”
“Adrianna ....”

“COWARD!”
“Know your place child!”
“Then face me like a man!”

“WAKE UP!”

Adrianna jolted awake, drenched in sweat and without breath. The nightmares were getting worse. 'It'll get better ... when it's not so fresh.' It was still only days ago that she stormed out. Parts of her body still ached from beating down nearly a dozen guardsmen, and then riding into the plainslands for hours on end, well into the dark of night. It unsettled her nonetheless to hear those voices again, those words and ... something else. Something called to her, she could hear it so vividly, but there was no one around her. Only smoldering embers and flickering stars kept her company.
"Adrianna ..." something whispered from ... behind her she thought.
Frantically she searched for the voice. But she was alone in the darkness, just her and Gods know whatever was toying with her.
"Adrianna ..." louder this time.
Adrianna scrambled for her staff. "Who's there!?" she yelled into night.
Even the insects had gone quiet, the overpowering stillness enveloping the campsite. All she could hear was her own heavy breathing, her heart pounding in her chest, and whatever was haunting her. "Gods have mercy I'm losing my mind."
Her breathing finally came under control, the white-knuckle grip on her weapon relaxing at last. She poked at the embers, rekindling their glow a fragment. The trees whistled as a breeze came in, stoking the dead fire for her. The wind whispered to her in the same hauntingly familiar voice, chilling Adrianna to the bone once more. "Silverwick"
What the hell was at Silverwick? The place was a scorched wasteland; nothing but the ruins of a fallen city remained even after centuries. No one dared venture to the sight of such a tragedy. Adrianna could be sure of only one thing: she would find out. She settled back in for the night, hoping for a shred more sleep. She could ride out towards Silverwick at first light.



RISE



“Your grace, I seek guidance.”
His majesty Artuur Vahkran bowed to but one man in all of Avalon. The sorcerer Ustizor the Ancient. Rumor argues he has sustained his life well beyond his mortal limits in service to Artuur, his father before him, and his father's father before then. No one knows what he is truly capable of. His knowledge is unquestionably unrivaled, but the aether is so strained in Avalon even he might be unable to summon more than token magic. The kings of the empire long believed in his abilities to sense the future, employing him for his wisdom and guidance.
“You seek that-” rasped the ancient wizard “-which you already know.”
Vahkran rose from his knee, gazing into the blank silhouette at the floor-to-ceiling tower window. “Do you not believe the prophecy, your grace?”
“You claim to fear nothing, Artuur ... yet I sense you fear this... fantasy, above all.”
The infallible ruler of the Imperium seemed almost ashamed, like a chastised schoolboy who wouldn’t keep his hands to himself. “So you do not believe it ...”
“The supposed day of reckoning has come to pass, Artuur,” Ustizor hissed, “I sensed no disturbance, and not one evil ha-” a sickness overtook the fraile wizard, stumbling to a knee.
“Your grace... your grace!” Artuur trembled at the sight, only to rush to his aid post haste, “what is wrong?”
“You were right... Artuur,” the wizard strained to whisper, “they ... have awoken.”




“Am I gonna be a queen daddy?”
“One day Adi, yes you will...”


“Swords up, let’s go again.”

“... proud to announce ... Victor will be my first heir ...”
“You lied to me!” “...you are not ready...”
“Like hell I'm not ...”
“Adrianna ....”

“COWARD!”
“Know your place child!”
“Then face me like a man!”

“WAKE UP!”

Adrianna jolted awake, drenched in sweat and without breath. The nightmares were getting worse. 'It'll get better ... when it's not so fresh.' It was still only days ago that she stormed out. Parts of her body still ached from beating down nearly a dozen guardsmen, and then riding into the plainslands for hours on end, well into the dark of night. It unsettled her nonetheless to hear those voices again, those words and ... something else. Something called to her, she could hear it so vividly, but there was no one around her. Only smoldering embers and flickering stars kept her company.
"Adrianna ..." something whispered from ... behind her she thought.
Frantically she searched for the voice. But she was alone in the darkness, just her and Gods know whatever was toying with her.
"Adrianna ..." louder this time.
Adrianna scrambled for her staff. "Who's there!?" she yelled into night.
Even the insects had gone quiet, the overpowering stillness enveloping the campsite. All she could hear was her own heavy breathing, her heart pounding in her chest, and whatever was haunting her. "Gods have mercy I'm losing my mind."
Her breathing finally came under control, the white-knuckle grip on her weapon relaxing at last. She poked at the embers, rekindling their glow a fragment. The trees whistled as a breeze came in, stoking the dead fire for her. The wind whispered to her in the same hauntingly familiar voice, chilling Adrianna to the bone once more. "Silverwick"
What the hell was at Silverwick? The place was a scorched wasteland; nothing but the ruins of a fallen city remained even after centuries. No one dared venture to the sight of such a tragedy. Adrianna could be sure of only one thing: she would find out. She settled back in for the night, hoping for a shred more sleep. She could ride out towards Silverwick at first light.



@Isotope For a minute reading that description I thought you were going for a half-breed, which would have been really interesting though the role comes with a lot of challenges to it. I really like what I read and I'll endorse it. I would like to offer some optional critique as I have other people, but I'm a little strapped for time preparing the materials to get the main thread up hastily.

@Silver Carrot That is a very interesting path you've chosen to go down. It's not something I would have thought of and I do like where you went with it. I look forward to seeing you expand on the notions of forbidden knowledge over forbidden power and the merger of sorcery and chemical warfare. That brings some awesome new ideas to the table.

@YungTweak I like to think it was something along the lines of "Okay, let's focus on taking over the world now and we can fight over who gets what parts of it after."
Oh shit! That's three already! I was not prepared! I said I would get the OOC up when there were at least three sheets but I was not ready! On the one hand, that means you guys are awesome for getting all of this in for me. Like seriously, you have no idea how happy it makes me to have this kind of reception. I cannot say enough times how grateful I am.

@Drunken Conquistador I'm gonna give him my endorsement too with no modifications. However I will still give some critique while the opportunity is available. I am the Storm sounds awesome and I see possible uses as discount telekinesis in battle. Power of dreams is kinda already accounted for in the innate ability to speak to the conscious and unconscious mind of the chosen so I don't think that needs to occupy an ability. Feel free to toss something else exciting in there too. I would also like to see a bit more about Agabyzus while he was involved with the original Shadow Legion. These are not required for me to formally approve it but are just my feedback.

@YungTweak I'm gonna also give Lord Bale my endorsement with no modification requests. My critique would be this: A lantern as the totem is interesting, as traditionally its supposed to be something wearable, but I have no objections to expanding my interpretation. I would like to see Berzerker Rage also be a way to power up Agnon's basic magics (which it's reasonably safe to assume all Legionnaires have a basic dark aetheric prowess, in addition to whatever unique feats they're known for). He sounds like an excellent late-fight character and I'll welcome him aboard too.
@YungTweak Well the cap is eleven and we're nowhere close to that presently. I have one CS in, so only one slot is genuinely taken at this stage. Welcome aboard!

@Macro Oh my goodness I think I'm in love. I see she has a shred of an aetheric capability herself, a rare gem she is indeed. Giselle is absolutely fantastic and I give you my full endorsements on that. I may be a little bit biased because as I started reading she bears some similarities to my own character Adrianna, and then it diverged and only got better as I read. I'm not sure if her and Adi will be best friends or try to kill each other. I think both are possibilities.

I do have to voice an objection on Grogara however, for a specific timeline reason. Going back through I realize this is mentioned in the Kingdoms and Ages section but not the Races section which I think I'll need to fix for future clarification. Orcs only came about in Avalon two centuries after the original Legion's rampage, so there's no way a Legionnaire could be a half-breed. Other than that, I have no further criticisms.



I also want to take this time to talk more generally about character power level now that I have an example. Giselle having an aetheric capability (generally weak and uncommon) makes her on the strong side (and perhaps part of why she was chosen in the first place) but it serves a relevant purpose to her character, which is the most important thing so I dig it. Now Foresight I actually think I want to see dialed up. The Legionnaire abilities can get a bit more outrageous, since these were "the greatest evil to ever walk Avalon" yada yada. I would totally approve it still if it were perfect perception of the immediate future and all the dodging and evasion capabilities that come with that.

Do not feel a need to stick to the number of weapons/skills/abilities I put in the sheet by default. Nowhere did I say that a finite number are allowed. I will let you know if you've gone overkill, don't worry. Also do not feel a need to stick to the default CS color. That's yours to change as you see fit.
@Isotope It took me weeks to write it. I don't expect it to be a quick read ... but I did try and put all of the relevant information up front and the more obtuse lore dump afterwards. Glad to have you.
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