A New Age

Tyo

HANDS HIGH TO THE SOUND
Retired Moderator
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Setting
A New Age takes place on the fictional world of Vestra, one that I have created personally. This setting section will be more lengthy than most IOTs so for your leisure I'll have it in a spoiler with a TL;DR at the end. I do suggest that you at some point you look into this section as you'll be at a disadvantage otherwise. Also, I hate it when people ask questions that are answered in the OP.
Spoiler :

Vestra is a world full of wonder and amazement. As cliche as it sounds, it is mostly the simple truth.

The Kingdom of Traconia
On Vestra, there is a country to the northwest called the Empire of Traconia. The Merkell Dynasty rules from the capital city, also named Traconia. The kingdom prides itself on military might and magical genius as well as a growing industrial base. Many wars have been won from the might of the infamous enchanted Traconian arms alone.

The country is ruled by the Merkell Dynasty, but is governed by a Chancellor that is handpicked by the head of the Merkell Dynasty. The Chancellor of Traconia is essentially the leader of the empire and as such, it is a title of major prestige. Under the Chancellor is the Federal Council, made up of Lords from around the Empire, and a Parliament, made up of elected officials. These two groups share in Legislation.

The economy is transitioning from a rural, agricultural one to an industrious, advanced economy. Entrepreneurs are coming up left and right, and new inventions are redefining the quality of life for everyone(tm).

Academics, research, and technology are all exploding in light of the industrial revolution. While there are strong strides to applying magic to the new inventions, many scholars have found that completely mundane mechanisms work with such efficiency so that to be completely unaffected by magic.

The military, though strong, is outdated in light of this upcoming era. Traconian Legions are mostly armed with enchanted swords, shields, bows, and armors and a formal overall command structure has yet to be erected; most large forces are directly commanded by a single general who prefers not to collaborate with their peers.

Traconian society is dominated by humans; the dynasty and all federal government officials are all humans. There are several minorities from around the world. Large minorities include:
  • Dwarves: The largest minority in Traconia, their kingdoms have been all but conquered by other countries. They are best identified by their small but bulky bodies that are infamously hairy. They are perhaps the most under-represented race worldwide. Often, dwarves work in trade jobs such as mining, smithing, and carpentry. A minority of Dwarves also enlist in the Imperial Army. In light of modern science, dwarves have been identified as closely related to humans. [Naming Convention Similar to Humans]
  • Orcs: Orcs are usually hired as mercenaries for their naturally tough bodies and their deep infatuation with anything shiny. Their origins are largely a mystery, and most countries dismiss them as sub-sapient savages. In Traconia, however, they're treated with as much respect any self-aware being. Some have even been well educated enough to go through Traconian schooling, and there is a sizeable number working in the military and higher reaches in society. [Naming Convention: Between Orcs, naming often comes about in a way that's almost impossible for humans to pronounce correctly, with some pauses and clicks. Many Orcs that interact heavily with humans have human-pronounceable nicknames.
  • Elves: Though visually similar to humans, this race is very alien. Little is known about them, even though one of the neighboring areas of Traconia is dominated by Elves. [Unknown naming convention]
Neighboring Countries/Regions
  • Kingdom of Canesfel: The biggest rival of Traconia, the Kingdom of Canesfel is the largest human kingdom. It lies in the East-North-East, and has a general situation not unlike Traconia. Traconia recently won a war against this neighboring country.
  • Quron Forests: This mysterious dominion lies in the deep forests beyond the mountains to the South-East of the Empire. Not much is known about this place, other than that it appears to be ruled by the elves.
  • Shirun Desert: This desert south of Traconia is for the most part inhabited by tribes of centaurs and humans. The desert is mostly uncharted and has claimed the lives of many adventurers, but it is rumored that many oases dot the harsh land containing unspeakable valuables.
  • Kriknaw Marshes: These marshes on the border of Traconian territory are a hostile place full of deadly beings, and also home to most of the orcs in the region.


Character Creation
To create a character, you will have to fill out the following application:
Spoiler Character Application :

Character Name: (Simple enough.)
Race: (There will be a number of nonhuman races in this, many rather typical to the fantasy genre. However, you can't expect all the usual tropes. Elves aren't simply "perfect little immortal humans" for example. Be prepared to stick to conventions that I have. You can also choose to be a foreign human. For simplicity's sake, say what country they'd be from in our world and I'll translate that to the world within this game.)
Age Pre-Timeskip: (This is your character's age before the first official update.The update will apply 7 years of aging for your reference.)
Backstory: (This is optional. The meat of your character's story will be the next 7 years of their life, but some story of your character's roots would be nice. Try to be vague here.)
Personality: (This part is required, but also completely up to you. This is just so I have an idea of how this character will grow in the next 8 years so they end up in a situation reasonable and realistic enough for them to end up in.)
Goal/Aspiration: (Don't think this needs explaining either.)
Traits/Skills: (View the skills/traits list below. Choose up to 4.)
  • Skill 1
  • Skill 2
  • etc.
Starting Action: (This is essentially the line of which your character will be walking for 7 years. This could be anything, but the conclusion 9 times out of 10 will be the character having a popular reputation for better or for worse. You can do just about anything, so it'd be mundane for me to list out possible courses of action. Use your imagination.)


This is a public application, and as most of you will be famous, this information would be considered public knowledge with the exception of back stories you want to keep secret, which you then PM to me.

Here are the list of possible starting skills. I've organized them into occupational lists, but there can be some blending. For example, "Natural Genius" is listed under Academia, but can be taken to possibly get far in a military career. Some traits are inherently incompatible with others. In most cases this is obvious, but I'll let you know if there is something wrong with your application.
Spoiler Starting Skills/Traits :

Combat/Military
  • Sword Apprenticeship
  • Bow Apprenticeship
  • Rifling Apprenticeship
  • Armor Apprenticeship
Academia
  • Natural Genius
  • Private Schooling
  • Good With Numbers
  • Inventive
Magical Arts
  • Alchemy Apprenticeship
  • Elemental Apprentice [Water]
  • Elemental Apprentice [Fire]
  • Elemental Apprentice [Earth]
  • Elemental Apprentice [Air]
  • Summoning Apprenticeship
  • Arcane Apprenticeship
Trade
  • Armorsmith Apprenticeship
  • Weaponsmith Apprenticeship [Melee]
  • Weaponsmith Apprenticeship [Ranged]
  • Enchanting Apprenticeship
  • Beast-Tamer
  • Well-Connected
General
  • Lone-Wolf
  • Natural Leader
  • Physically Fit
  • Acrobatic


Stats
There are two meaningful numerical stats in this game: Influence and Gold.

Influence is in simplest terms, the weight of your words to the world at large. The more influence you command, the more you can sway the people of the world. Influence gains will be attributed to your accomplishments, and influence losses to your failures.

Gold is a bit more straightforward. It's the size of your purse, so to speak. Where you can set your gold is open-ended, and there are many prospective sources of income. Be creative. If there's something you want to throw money at, by all means, ask me about it.

Though not much of a stat, I will keep a public record of your character traits/skills. It is possible to secretly learn a skill during your time playing, so keep that in mind.

Lastly, you have action points. Everyone will have 10 and no more. The odds of success of any given action depends on how many action points you distribute towards it, how much influence you have, and your personal skills/traits. Of course, not every action will take all of this into consideration, but generally that's how it's going to be.

Orders
Orders can be public or private. Here's the format.
Spoiler Orders Format :

[Character Name] [Total Gold]
Actions:
  • [Action 1]: x points
  • [Action 2]: y points
  • [Action 3]: z points
  • etc.

Actions can be taken in reference to any role play you post, and role play can affect the outcome of an action. Going off that:

Role Play
While I get the final say in whether any given action succeeds or not, you can sway me using role play. For example, say your character is an adventurer and you give him an action to go out an explore a well-known but treacherous mountain pass. If you write out something about the journey, like how he and his party battles a great mythical beast, then I get some nice ideas regarding what you get out of it. The goal of role playing, that is to say, is to wow me. Sadly that does mean some players may do better than others based on their creativity and storytelling, but that's just how this game works.

Don't post yet.
 
The Codex

The Codex is essentially a library of all that is common knowledge. It will be built upon as the game progresses.

Spoiler The Codex :
Spoiler Countries and Regions :
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There are many countries and regions that make up the known world of Vestra. The above serves as a fairly good portrayal of geopolitical regions of the world. Central is of course Traconia in all its glory. To the east is the rival Kingdom of Canesfel. To the south is the dragon-ridden series of mountain passes, most leading to the elfwood known as the Quron Forests. Neither are very well explored. To the north are various independent human kingdoms and cities, whose individual relations with Traconia varies. North of them is Cretcheln Anor, a seemingly-ruined region that is still occupied by humanoid beings nobody knows much about. To the west of Traconia lies the Kriknaw Marshes, home of the orcs. Traconia has set up some colonies along the southwest of the continent, which is fairly-well developed. Along the border is a wide frontier, which seems to be the most welcoming of the unexplored regions of the known world. Further east past this is a vast desert that is also vastly unexplored.

Spoiler Traconian Empire :

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The Traconian Empire was formed from a small city-state, also called Traconia. Through intrigue, war, and diplomacy, Traconia has expanded very healthily. Before the industrial revolution, Traconia was feared and admired for its strong military tradition that wielded powerful magically-enchanted arms and armor. As discoveries in industry came about, the army remains quite strong but rather backwards with the vast majority of enlisted men being front-line swordsmen.
There are 12 administrative divisions in Traconia, each ruled from a city. 2-11 are lands of Lords, who each make up the Federal Council and share in legislation with the Parliament.
  1. The City of Traconia is the crown jewel of the Traconian Empire. The city is magnificent as it is grand. While a degree of industrialization has gone through in the City, it is kept as clean as the capital should be. The Merkell Dynasty oversees the governance of the city personally.
  2. The City of Enel is the closest major city to Traconia, and shares a high degree of the wealth and prestige being so. The ruling Lord is Sir James Heppenheimer, a senior officer in the Traconian military, and the city has 7 representatives in Parliament.
  3. The City of Rodrik is possibly the current most industrialized city in Traconia. It isn't as elegant as its closest two cities, Enel and Traconia, but its unique rustic appearance, notably different atmosphere, and extreme difference in how citizens conduct their lives make the city a topic of much discussion and the inspiration for many men in the arts as well as the industry. The city itself is safe, but much of the land is terrorized by Dragons looking for food, especially the southeast. The city is ruled by Sir Marco Draper and has 6 Representatives in Parliament.
  4. The City of Wtol Abel is the major port city of Traconia at this time. It is where the Royal Navy is largely kept and is the hub of seabound trade on this side of the world. This of course means it is fairly diverse, with even orcs and dwarves selling their wears. Some even claim to have made purchases from elves, though whether or not this is true is up to the individual. This city is ruled by Sir Thaddeus Garret, an avid seafarer and admiral of the largest navy in Traconia, and has 6 representatives in Parliament.
  5. The City of Shansi is a fairly "middle ground" city. It is inland by has major roads leading to ports that see a fair amount of use. It also has a growing industry and some of the surrounding land is used for farming and agriculture. The ruling lord is a sickly man, Sir Mathias Dabney and the city has 4 representatives.
  6. The City of Gahnter Max is a rather shady one. It is a port city that attracts rather odd and questionable characters, but is a trade hub in its own rite. Sir Herbert Clark is the ruling Lord of the city and the city has 5 representatives.
  7. The City of Bead is known as the Forged City across the country. It is where one would want to go in search of the best arms and armor. The empire itself contracts the skilled private smiths to create much of the military's weapons. Being the closest city to the Dragons of the Dwormer Mountains, one would think it would be under constant threat. However, it is just the opposite: The region as a whole enjoys great peace. Incidentally, the region is a hub for followers of the Teachings of Qwol'un. Curiously, the city is rather far from the Dwarven homeland but attracts a fairly large Dwarven minority that is notably treated with respect, unlike near anywhere else in the Empire. The Lord of the city is Sir Siegfried Paige and the city has 6 representatives.
  8. The City of Muntail watches over the area that is responsible for much of the country's agriculture. The city itself is mostly a glorified trade hub, where agriculture goes to be distributed to the rest of the country. Nonetheless, its importance is limitless. Sir Melville Kruger rules this city and the city has 4 representatives.
  9. The City of Poa Nox is one of the least city-like cities. The area is another major source of agriculture, but the city itself is an oddball. There is no one thing that characterizes the city. It is largely communal, barely touched by industrialization, and you simply never hear of a professional coming from Poa Nox. Another of its oddities is that rather than a Lord, a Lady rules over this land. Her name is Lady Violet Baumhartner. The city has 3 representatives.
  10. The City of Wembley presides over a rather barren land, but for whatever reason is a breeding ground for great minds. Many of them go on to the City of Traconia, but many still have stayed and made the city something of a paradise a midst a wasteland. A recent discovery of jewels and precious minerals in the area may prove to make it even more prosperous than the area honestly deserves to be. The ruling Lord is Sir Darwin Bryson and he city has 4 representatives.
  11. The City of Fal Branch is largely characterized by a lot of mining. This was one of the former Dwarven homelands that had been taken under the Traconian fold some time ago. This of course translates into the largest Dwarven population in the country. Most of the country's industrial minerals come from this region and its mountain ranges. Sir Moritz Winchester rules this land and the city has 3 representatives.
  12. The City of Noct Uns is the newest city to become Traconian. It was won in a war with Canesfel not long ago. The city is ruled by the military while the government gets set up in its official capacity. The city could rival Rodrik in being the most industrial city of Traconia once things are normalized, but the style is very different given the city's Canesfallen origins.

Spoiler Kingdom of Canesfel :
The Kingdom of Canesfel is a large country that is surprisingly homogeneous. The vast majority are lightly-toned humans that worship Dragons. Fire magic is particularly well-studied here. Like Traconia, they are too experiencing an industrial revolution. At present, they appear to be entering a race with Traconia to see which can become more industrialized first and many believe a great war awaits the two powers.

Spoiler Dwormer Mountains :
Not much is known about these mountains, aside from the fact that they are crawling with Dragons. It is rumored that the Dwarves once called these mountains home but were ran out long ago by the dragons. Nobody cares enough to confirm that particular part of the legend of this mountain range.

Spoiler Quron Forests :
The Quron forests are best known as home the beings known as Elves. Not much is known about this place, much like many places on Vestra. People tend to stray away from elves out of either respect or cowardice. Some Wilno Disciples make it their point to go on pilgrimage to this forest, but they are rarely every found alive - and when they are, they are never sane.


Spoiler Cretcheln Anor :
Cretcheln Anor is an odd case of mystery on Vestra. People know the most but the least about this unexplored area. The beings that reside there use some sort of sorcery beyond any the brightest scholars have seen to destroy anything that attempts to approach the keeps of this land. For miles, this oddity is lifeless and barely holds shape. The beings have been given no name, as is said naming them specifically curses the individual who speaks the name, regardless of what he calls them.

Spoiler Kriknaw Marshes :
The marshes are as old as time itself. It is said in the time of ancients, the orcs that reside there commanded a fairly sophisticated civilization that challenged men. Whether or not this is true, the swamp today is about as much as you'd expect. It is not an exceptionally dangerous place as far as dangerous places on Vestra go, but tread lightly when it gets dark.

Spoiler The Colonies and the Frontier :
The colonies are a fresh start for any who arrive there. The towns and cities that reside in the colonies of Traconia enjoy many administrative freedoms, many towns creating their own laws and having their own militias and governments. Furthermore, so long as they swear loyalty to Traconia and pay their dues, they have the protection of the Traconian army from Centaur raiders from the east and any human country that would like to have a place in the sun.

The colonies would expand into the Frontier sooner, as the Frontier has many furtile lands and resources if it were not for the aforementioned Centaur raids amng other dangers that are generally not characteristic of these kinds of lands.

Spoiler Shirun Desert :
Another vastly unexplored part of Vestra. The desert is probably the least hospitable of any open area on Vestra known to man. This desert is not only home to a deadly biosphere and naturally hostile environment, but it is home to many tribes of centaurs and humans. These tribes are made up of particularly hardened individuals that pose a threat to the Traconian colonies to the east even as they are protected by the Traconian military.



Spoiler Religion and Spiritualism :
There are several major religions in the known parts of Vestra. Humans mostly adhere to one of three: The Church of Farsight, a monotheistic religion that originated in Traconia; The Wolno Disciples, a religion that sets magic to be divine, idolizing the beings in Cretcheln Anor and Elves and deeply admiring anybody who is proficient with magic; and lastly, the Teachings of Qwol'Un, a religion that worships dragons. In addition, Orcs have their own religion most adhere to that is impossible for any man to pronounce; observations suggest it is some kind of swamp cult. Many Orcs living under humans tend to follow human religions, though. Not many care, but Dwarves have their own religion as well. It is severely understudied simply from lack of interest, but it appears to be some form of rock worship.
Spoiler Church of Farsight :
The Church of Farsight is said to have ancient origins inside the City of Traconia. At the head of the religion is a building known as the Oracle's Nest, a building said to have been standing for over a thousand years. In this building it is said a clairvoyant spirit resides, giving wisdom to those that ask of it. However, the spirit will only give its wisdom once in a person's life, and only at a specific point in their life.
Many Nests have since been made in honor of the great Nest in Traconia, and many make themselves vassals to the Oracle's Nest. Some say these vassals have notably good cognition - even bordering precognition. This religion is the most popular in all of Traconia.

Spoiler Wolno Disciples :
Wolno is said to be a great sorcerer of ancient past who mastered all forms of magic to their highest degree and transcended mortality. Other legends say he was the sole creator of the magical arts, and his seven original disciples are responsible for spreading the many fields of magic across the world. Whatever is true is of no concern to a Disciple. Their only goal is to learn and master the magical arts by any means. They many times honor those with incredible magical abilities, like the beings of Cretcheln Anor or like the elves are rumored to have.

Spoiler Teachings of Qwol'un :
The Teachings of Qwol'un are supposedly the most ancient of all mainstream religious practices. Qwol'un is said to be the God of Dragons, and taught the Dragons how to fly, breath fire, and so on. When Qwol'un encountered humans, he passed down some of his teachings to these humans, granting them unique powers. Furthermore, he gave them a message: "Bathe in Fire or Die in It". These powers have since been lost for some reason. Followers of the Teachings of Qwol'un seek to find out what happened to the Teachings and grant them to all of humanity, fearing that if they do not, Humanity is doomed to a fiery destruction.


Spoiler Creatures of Traconia :

Spoiler Sapient Creatures :

Spoiler Humans :
Humans are the dominant race in the known world. Humans are bipedal, endoskeletal, and have rather diverse appearances. Humans have some of the finest motor skills of the creatures of Vestra and extensive use and innovation of tools are characteristic of humanity. However, human history is riddled with sins and vices.

Spoiler Dwarves :
The Dwarves are biologically similar to humans, though shorter and bulkier. Dwarves have an admirable work ethic, seeing things through until they are finished and working hard throughout. Unfortunately for them, they have a history of servitude since their civilization was conquered. Dwarves today are known for their craftsmanship and handywork and for the vast majority being almost unbearably crestfallen and apathetic.

Spoiler Orcs :
Orcs encompass a wide array of diverse species, most of them still living in the swamps they came from. Most orcs are notably strong creatures that work in manual labor or combat in Traconia. Many of them do not have the environment to encourage intellectual growth, making them a species that does not usually think for themselves. Some orcs have been adopted into human society and are respected as citizens.

Spoiler Beings of Cretcheln Anor :
These mysterious beings are an enigma. Those that claim to have seen them say they are very much like humans, but not. The only thing really known about these beings is that they have access to near-unimaginably powerful magic and do not seek to leave the land in which they reside, and have no intention on letting anybody in either.

Spoiler Elves :
Elves reside in the forests past the dragon-infested mountains to the south. These creatures appear to be humanoid but descriptions of their appearances are widely skewed. Some say they have six eyes while others say they don't have a face at all and communicate through touch. They are usually characterized as being powerful magic-users, but even this claim is not confirmed. Indeed, some even question their existence. Very few are willing to go check, however.

Spoiler Centaurs :
Centaurs are native to the desert to the far south. They are some sort of half-human half-horse creatures that tend to set up tribes. They are also very territorial, to the dismay of Traconian colonization efforts.

Spoiler Giants :
It is argued whether or not giants are sapient, but thy are at least capable of some rational thought. They are characterized by their exceptional largeness and lack of meaningful intelligence.

Spoiler Marékaj :
These plant-like organisms are another peculiar race in Vestra. They seem to be small in number and are nothing like any other sapient creature aside from their self-awareness and ability to use tools.

The Marékaj are a race of sentient, humanoid plants given life by some unknown magic from eons ago. They do not reproduce or develop like regular races, instead they begin life as large flower buds on magical trees deep in the Kriknaw Marshes. Over time, the buds will flower into fully grown Marékaj. Most of the Marékaj born will then leave the Marshes to go explore the world in search of their purpose, thus many of them will work as adventurers, merchants, or in other prestigious and profitable occupations. Despite their nomadic tendencies, they still have a great sense of community, and when several are in the same place at the same time, a lavish Mardi Gras style festival is often the end result. Despite being plant people, they don't hold any strong reverence for the natural world, instead preferring to live and let live. In general, the Marékaj like to live in the moment, as good things come to those who seize the opprotunity rather then the stubborn conservatives who remain set in their old, tired ways. Culturally, they are based heavily on Louisiana French Acadians. They also like to live in moist to temperate climates, as they need a good supply of water to stay healthy and vibrant over the course of their long lifespans.


Spoiler Nonsapient Creatures :

In addition to regular fuana, there are some notable creatures on Vestra.
Trolls: Trolls are a close cousin to giants, but lack the little intelligence that Giants have and are generally smaller.
Golems: Golems manifest themselves in the elements and are characterized by "objects given wills." It is beyond modern magic to recreate these creatures, though it has been theorized something close can be produced. Golems are the target of study by many Wolno Disciples.
Dragons: It is not actually known how aware dragons are of themselves. These creatures are characterized by their immense size, ability to fly, and ability to breath fire. Dragons are worshiped by a major religion on Vestra.


Spoiler Dossiers :

Spoiler Ludovicus Memorandus :
Race: Human
Age: 27
Titles: Herald of the New Age
Place of Work: Personal lab, Academy of Traconia
Areas of Expertise: Computation Systems, Mechanical Engineering, Earth Elemental Magic, Sculpting.
Properties: Personal Lab, Home
Background: Foreigner with little known about his past.
Personality: Sporadic, passionate, unpredictable
Gold: 3,500 (+1,000/yr)
Influence: 2,000 (0/yr)
Traits:
Natural Genius (Bonus to all actions with varying effectiveness)
Elemental Expertise [Earth] (Large bonus to Earth elemental magic)
Good With Numbers (Good bonus to actions involving explicit use of mathematics)
Visionary (Huge bonus to discovery actions and large bonus to combat actions)
Amateur Sculptor (Small bonus to sculpting actions)
Highly Specialized (Large bonus to actions revolving around already-acquired traits, penalties for learning new traits or doing actions out of scope.)


Spoiler Yang Kang :
Race: Human
Age: 25
Titles: N/A
Place of Work: Vigilante (wanted criminal)
Areas of Expertise: Swordsmanship, Fire Elemental Magic, Subterfuge
Properties: Home
Background: Foreigner from a widely-unknown kingdom to the East. Deems himself “enforcer of justice.” Wanted criminal. Dangerous to approach even in groups.
Personality: Self-righteous.
Gold: 250 (0/yr)
Influence: 850 (+50/yr)
Traits:
Sword Mastery (Huge bonus to combat actions)
Elemental Knowledge [Fire] (Small bonus to Fire elemental magic)
Physically Fit (Good bonus to physically-intensive actions)
Inventive (Good bonus to discovery actions and moderate bonus to combat actions)
Acrobatic (Good bonus to combat, evasion, and espionage actions)
Thrown Weapon Expertise (Large bonus to combat actions)
Espionage Knowledge (Small bonus to espionage actions)
Amateur Singer (Small bonus to artistic actions)
Moderately-Connected (Small bonus to espionage and trade actions. Small passive increase to influence)


Spoiler Halto Sherna :
Race: Human
Age: 31
Titles: The Silent Step
Place of Work: Private Contractor (wanted criminal)
Areas of Expertise: Subterfuge, Assassination
Properties: Home
Background: Rumoured to have come from a family of mages.
Personality: Cynical, pragmatic.
Gold: 5,000 (0/yr)
Influence: 750 (+350/yr)
Traits:
Physically Fit (Good bonus to physically-intensive actions)
Incitive (Moderate bonus to discovery actions and small bonus to combat actions)
Acrobatic (Good bonus to combat, evasion, and espionage actions)
Natural Genius (Bonus to all actions with varying effectiveness)
Superiorly-Connected (Large bonus to espionage and trade actions. Large passive increase to influence)
Elemental Apprentice [Fire] (Moderate bonus to Fire elemental magic)
Espionage Master (Huge bonus to espionage actions)


Spoiler Zug :
Race: Giant
Age: 130
Titles: The Slaughter
Place of Work: N/A
Areas of Expertise: Killing
Properties: N/A
Background: A giant from a clan somewhere on the Frontier. Has killed over a thousand men, and many more creatures in total.
Personality: Widely regarded as unintelligent.
Gold: 0 (0/yr)
Influence: 900 (+150/yr)
Traits:
Monstrously Fit (Huge Bonus to physically-intensive actions)
Infamous Beast (Moderate passive increase to influence)
War Legend (Legendary Bonus to combat actions)
Unintelligent (-5 action points)


Spoiler Stefan Sayer :
Race: Human
Age: 24
Titles: The Lich Bane, Optio
Place of Work: Traconian Army
Areas of Expertise: Lich-hunting, Anti-magic combat, Writing
Properties: Home, Party Barracks
Background: An illegitimate child to a Traconian nobel who rose above his disingenuous title. Now hunts liches and practitioners of Black Magic.
Personality: Arrogant but diligent, a perfectionist.
Gold: 1,500 (+150/yr)
Influence: 850 (+50/yr)
Traits:
Private Schooling (Bonus to all actions with varying effectiveness)
Natural Leader (Bonus to actions involving group efforts)
Rifling Mastery (Huge bonus to combat actions)
Sword Mastery (Huge bonus to combat actions)
Counter-Arcane Expertise (Large bonus to combat actions against non-elemental magic-users)
Physically Fit (Good bonus to physically-intensive actions)
Published Author (Small passive increase to influence)
Amateur Writer (Small bonus to writing actions)



Spoiler Connie Marshall :
Race: Human
Age: 34
Titles: Centurion
Place of Work: Traconian Army
Areas of Expertise: Commanding armies, Combat, Leading parties
Properties: Home
Background: Daughter of a senior Traconian officer now retired, quickly climbed the ladder to success within the military.
Personality: Loyal and dedicated to her cause.
Gold: 2,500 (+300/yr)
Influence: 900 (+50/yr)
Traits:
Natural Leader (Bonus to actions involving group efforts)
Rifling Mastery (Huge bonus to combat actions)
Sword Mastery (Huge bonus to combat actions)
Elemental Expertise [Fire] (Large bonus to Fire elemental magic)
Commander (Large bonus to actions involving commanding armies)
Tactically knowledgeable (Good bonus to combat actions involving groups)


Spoiler Hua Ming :
Race: Human
Age: 21
Titles: The Enlightened
Place of Work: N/A
Areas of Expertise: Elemental magic
Properties: Monastery
Background: A girl from an unknown faraway land. Curiously masterful at elemental magic. Exact extent of mastery is unknown.
Personality: People liken her a kind but rebellious spirit.
Gold: 100 (+50/yr)
Influence: 500(+150/yr)
Traits:
Elemental Mastery [Fire] (Huge bonus to Fire elemental magic)
Elemental Mastery [Earth] (Huge bonus to Earth elemental magic)
Elemental Mastery [Water] (Huge bonus to Water elemental magic)
Elemental Mastery [Air] (Huge bonus to Air elemental magic)
Enlightened (Unknown)
Rumoured Tales (Moderate passive bonus to Influence)
Acrobatic (Good bonus to combat, evasion, and espionage actions)
Private Schooling (Bonus to all actions with varying effectiveness)



Spoiler Marceline :
Race: Marékaj
Age: 12
Titles: N/A
Place of Work: N/A
Areas of Expertise: Cartography, Exploration, Treasure-hunting
Properties: Home
Background: A member of a mysterious minority race from the Kriknaw marshes. She is a well-known explorer.
Personality: Impulsive but clever. Something of an arrogant air about her.
Gold: 2,500 (+0/yr)
Influence: 400 (+150/yr)
Traits:
Natural Genius (Bonus to all actions with varying effectiveness)
Alchemy Expertise (Large bonus to Alchemical actions)
Well-Connected (Moderate bonus to espionage and trade actions. Moderate passive increase to influence)
Acrobatic (Good bonus to combat, evasion, and espionage actions)
Master Cartographer (Huge bonus to exploration and surveyance actions)
Inventive (Good bonus to discovery actions and Moderate bonus to combat actions)
Perceptive (Good bonus to combat, evasion, and discovery actions)


Spoiler K’wris_tcar :
Race: Orc
Age: 26
Titles: Decanus
Place of Work: Traconian Army
Areas of Expertise: Leadership, Combat, Public Speaking
Properties: Home
Background: A simple orc of humble beginnings.
Personality: Hard-working and steadfast.
Gold: 2,000 (+200/yr)
Influence: 850 (0/yr)
Traits:
Battle Paragon (Legendary bonus to combat actions)
Armour Mastery (Huge bonus to combat actions)
Natural Leader (Bonus to actions involving group efforts)
Physically Fit (Good bonus to physically-intensive actions)
Good Public Speaker (Good bonus to political actions, bonus influence from making public addresses)


Spoiler Westley Roberts :
Race: Human
Age: 33
Titles: N/A
Place of Work: N/A
Areas of Expertise: Piracy
Properties: Private fleet
Background: A wanted pirate with no known history on land.
Personality: Stereotypical of the scourges of the sea.
Gold: 5,000 (+0/yr)
Influence: 400 (+0/yr)
Traits:
Sword Expertise (Large bonus to combat actions)
Rifling Mastery (Huge bonus to combat actions)
Well-Connected (Moderate bonus to espionage and trade actions. Moderate passive increase to influence)
Acrobatic (Good bonus to combat, evasion, and espionage actions)
Arcane Knowledge (Small bonus to Arcane magic)
Pirate Commander (Large bonus all sea-bound actions. Huge bonus to sea-bound combat actions)


Spoiler Albinka Malczewska :
Race: Human
Age: 27
Titles: N/A
Place of Work: Mercenary, Missionary
Areas of Expertise: Anti-magic combat
Properties: N/A
Background: An adherent to an obscure religion from one of the independents.
Personality: Humble, but intense. Seems to take pride in wherever it is she comes from.
Gold: 100 (+0/yr)
Influence: 350 (+0/yr)
Traits:
Warhammer Paragon (Legendary bonus to combat actions)
Armour Mastery (Huge bonus to combat actions)
Arcane Knowledge (Small bonus to Arcane magic)
Lone Wolf (Moderate bonus to all actions done alone. Moderate penalties to actions done with more than two other people)
Counter-Arcane Knowledge (Small bonus to combat actions against non-elemental magic-users)
Inhumanly Fit (Large bonus to physically-intensive actions)


Spoiler Gethaint Fulger :
Race: Human
Age: 30
Titles: N/A
Place of Work: Blacksmith, Enchanter
Areas of Expertise: Blacksmithing, Enchanting, Arcane magic
Properties: Home, Forge
Background: A human from the independents living in Rodrik. Well-known for his excellent smithing.
Personality: A diligent and focused worker. Questionably close to dwarves.
Gold: 1,500 (+150/yr)
Influence: 400 (+0/yr)
Traits:
Innovative (Large bonus to discovery actions and good bonus to combat actions)
Natural Genius (Bonus to all actions with varying effectiveness)
Armorsmith Mastery (Huge bonus to actions involving smithing armor)
Weaponsmith Expertise [Melee] (Large bonus to actions involving smithing melee weapons)
Weaponsmith Journeyman [Ranged] (Moderate bonus to actions involving smithing ranged weapons)
Enchanting Mastery (Huge bonus to actions involving enchanting arms and armor)
 
Just a question about the apprenticeships, if I were to take one of them would that be to say I'm currently in an apprenticeship? or that I've done one? or that I simply am skilled in that area?
 
It would mean that you've done one or are skilled in the area.
 
I'll play with yours if you play with mine ;)
 
Character Name: Ludovicus Memorandus

Race: Human from a faraway industrial power that is facing political collapse because of a Luddite take - over of power through revolution.

Age Pre-Timeskip: 20

Backstory: Many suspect that Memorandus is not Ludovicus' real name. A genius in scientific and magical matters, he has come here in order to further study them.

Personality: Deranged/Mad Genius

Goal: To continue his academic journey to the deepest possible level and to excel in combining science with magic.

Traits:
  • Natural Genius
  • Elemental Apprentice [Earth]
  • Good With Numbers
  • Inventive

Starting Action: Ludovicus Memorandus will enlist himself in the newly - formed and prestigious Traconian Academy and try to find possible work as research staff under the guidance of a professor. He will prove the superiority of combining science and magic by working towards the creation of computational systems and automata, while he will also try to propose ways to modernise the scientific method, the army equipment and the industrial methods and machines of Traconia
 
Character Name: Rychert Verndheem
Race: Human, from this world's version of the Netherlands
Age Pre-Timeskip: 21
Backstory: A soldier in a mercenary company since the age of 16.
Personality: Cold and mostly greedy. Very direct. Slightly distrusting of orcs as they tend to take his job.
Goal/Aspiration: More money. More dead orcs. A mercenary company, or even better a city.
Traits/Skills: (list 4)
Rifling Apprentice
Natural Leader
Physically Fit
Elemental Apprentice (Fire) OR Inventive if mage riflemen aren't allowed.

Starting Action: Fighting for the kingdom for fun and profit.
 
Character Name: Yang Kang
Race: Human, from a Chinese like Kingdom
Age Pre-Timeskip: 18
Backstory: Yang Kang came with his parents to Traconia ten years ago, fleeing from the collapsing [insert name of Chinese like Kingdom]. His parents where killed by a rich man who fancied his mother, but got furious when she refused his advances. The young Yang Kang came under the tutelage of an old Wizard who taught him how to fight and preserve justice.
Personality: Courageous and honest with a warm heart.
Goal/Aspiration: Enforce justice, help the poor and punish the rich who want to exploit the poor people.
Traits/Skills:

Sword Apprenticeship
Elemental Apprentice [Fire]
Physically Fit
Inventive

Starting Action:

  • Steal from the rich and give to the poor.
  • Uphold justice.
  • Hunt down criminals.

HUk7xSu.jpg
 
Character Name: k'wris_tcar (nickname: Kris) (I'll change the name if its not suitable, k' was for a clicking sound and _ for a pause)
Race: Orc
Age Pre-Timeskip: 19
Backstory: Joined the Traconia military at the youngest possible age (assuming 16), raised by his father to be a leader.
Personality: Strong sense of morals, proud (see goal) in his race, Hard-working, restrained (often seems quite serious)
Goal/Aspiration: To gain respect for the orcs on a wider scale/ Become a high-ranking leader in the Traconia military
Traits/Skills:
- Natural Leader
- Physically Fit
- Sword Apprenticeship
- Rifling Apprenticeship

Starting Action: Working hard in the Traconian army, trying to get a name for himself, rise through the ranks and perhaps gain command of his own squad (or larger)
 
Signups are looking great so far, guys.
 
Name: Halto Sherna
Race: Human
Age Pre-timeskip: 24
Backstory: Born to a mage family and educated to be at the utmost preparedness of mind and body, he has offered his skills to dozens of employers in espionage, bribery and the occasional "accident"
Personality: Cynical, sarcastic, intelligent yet disdainful of idealists, hardened and pragmatic
Goal: To make money
Traits/Skills:
- Physically Fit: Halto has trained his body and mind to the utmost peak of readiness, even though he is getting older
- Natural Genius: Halto is very intelligent, and is excellent at judging the true intentions of people and seeing through lies
- Well-connected: Halto has dozens of contacts from his many jobs, from army lieutenants to government bureaucrats to traders and merchants to underworld gang leaders.
- Elemental Apprenticeship [Fire]: Halto is a skilled fire mage who has used his ability more than once in bar room brawls.
Starting Action: Take espionage jobs and continue to make money.
 
Name: Zug the Warlord
Race: Giant
Age: 123
Backstory: Zug born into clan. Zug kill things. Zug kill clan leader. Zug kill even more things. Zug exiled from clan. Zug kill many clanmen to escape. Zug been wandering ever since.
Personality: Zug enjoys killing things, and occasionally sitting around and thinking about life.
Goal: To kill things
Traits:
Fifteen Feet Tall
As Strong as a Thousand Men
Blood Rage
Skin of Stone
Starting Action: Zug has been wandering around, killing strong things and helping weak things.
 
Even though the above is unexpected, I will allow it.

That said I dont want a bunch of giants and other raid-boss lookin' guys. I will allow more if they're interesting, but keep it to the minimum.
 
I'm curious, for elemental, where would electrical & lightning manipulation fall under?
 
That would be an advanced form that someone heavily versed in fire and wind magic would be able to pull off.
 
That would be an advanced form that someone heavily versed in fire and wind magic would be able to pull off.
Hmm, this is going to be tricky since my OC's elemental power is electrical.
 
Character Name: Stefan Sayer
Race: Human
Age Pre-Timeskip: 17
Backstory: Stefan was born the illegitimate child of a Traconian noble, Emmanuel Ewart, and the daughter of his treasurer. While he lacked the rights afforded to the nobility and the possibility of inheritance on the account of his birth, he was cared for and provided his own tutors. When he was old enough he decided to enroll in the Traconian Central Military Academy, in search of glory and fame.
Personality: A perfectionist who suffers a bit from pride. Typically over concerned with what people think of his actions, instead of whether they are the "right" ones.
Goal/Aspiration: Stefen intends to become a decorated and famous officer in the Traconian Royal Army. After his service is over, he intends to go into politics and become an influential member of the Parliament. From there, goals would depend on the situation at that time, besides a general goal of leaving one's mark on history.
Traits/Skills:
  • Private Schooling
  • Natural Leader
  • Rifling Apprenticeship
  • Sword Apprenticeship

Starting Action: Enroll and hopefully complete studies in the military academy. After that, begin path of being a decorated military officer.
 
connie_s_god_splitter_by_gensamus-d7wmljp.png

Character Name: Connie Marshall
Race: Human
Age Pre-Timeskip: 27
Backstory: Connie is the daughter of one of the senior officers of the Traconian Army. During her youth, she was trained swordsmanship as well as marksmanship. She is always seen not without her trusted nodachi (Japanese long/great sword), God-Splitter. Which was handed down to her from her grand-father. She is a unique officer, in which she's been trained in the elemental magic of fire by her great-grandmother. After attending the Traconian Military Academy, she was commissioned to the lowest echelon of officers where she starts her career.
Personality: She has a serious persona when "on the clock". While on her free time, she's more laid back and relaxed. Anyone that befriends her knows that she's a very loyal person.
Goal/Aspiration: Rise up to the rank of General and modernize the Traconian Army
Traits/Skills:

Elemental Apprentice Fire
Natural Leader
Sword Apprenticeship
Rifling Apprenticeship

Starting Action: Inspect her platoon, introduce her platoon to the new modern equipment of rifled firearms
 
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