A New Age

How long have I got until signups close? I've got a few ideas that I want to use for this and I'm not sure which one I should do yet.
 
In about 70ish hours I'll probably get started.
 
Character Name: Hua Ming
Race: From the same kingdom that Christos's nation came from
Age Pre-Timeskip: 16
Backstory: Hua, the only daughter of a respected merchant from X, has a complicated relationship with her adopted nation of Traconia. Her father, a shrewd opportunist, used the crisis of ten years as a justification to move to Traconia, as he felt that the ever-expanding state would be better for business than a country on the verge of civil war.

However, Hua was still raised in the traditional X-ian way by her parents, especially her mother, even after moving to Traconia. This upbringing resulted in a severe culture shock as Hua found a nation built on hypcrosity. For supposedly being a "world full of wonder and amazement", all she saw was a country built on the blood of the oppressed. Dwarves, orcs, centaurs, and even other human cultures had their ancestral homelands stolen from them, their land being resettled and their resources exploited. And not only does the majority of Traconians not care about their suffering, but they support further acts of conquest!

Hua's father, not wanting to hear his daughter's whining about how their adopted homeland is terrible and how he was a sell-out, enrolled her to a prestigious magic school. Perhaps a decent education would make her useful for the family business; having an alchemist sure would be helpful fabricating goods...
Personality: Stubborn, very very stubborn. The stick that doesn't bend may break, but the bending stick provides no support. Hua gets very emotional quickly, and has trouble letting go of a grudge. At the same point, she is also very compassionate, and attempts to help anyone she can, as long as they don't represent the system she has come to despise.

Also she's a semi-pacifist, only believing in attacking if physically attacked. Hua believes that her magic is stronger than any weapon, including firearms, but it isn't morally right to use it for offensive purposes (that would make her a hypocrite).
Goal/Aspiration: Enlighten the world about how modern civilization is anathema to the well-being of humanity (and other civilized races), and how we need to reconnect with our naturalistic roots to achieve true peace and equality. Also speak out against the oppression of the Traconian state, especially in its numerous acts of conquests.
Traits/Skills: Elemental Apprentice [Water]
Elemental Apprentice [Fire]
Elemental Apprentice [Earth]
Elemental Apprentice [Air]
Starting Action: Learn enough magic that she knows how to use it competently, then drop out of school and run far away from her parents. In a new town, do whatever oddjobs it takes in order to afford construction of a small monestary built in the X-ian style, which I will use for meditation and practicing my elemental magic. In whatever new community I adopt as my new home, start preaching my beliefs about anti-imperialism, anti-modernism, etc, etc, with the goal of getting a loyal following.
 
connie_s_god_splitter_by_gensamus-d7wmljp.png


>wearing headgear
>indoors
 
The second post in the thread has been updated with a Map of the Known World as well as some information regarding religious practices in Vestra. This will be updated to what all players know on the first update and will be continuously updated as more and more things become public.
 
Definitely subbing.
 
Character Name: Hanson Waterlow
Race: Human (Traconian/Whatever realm Tyo judges I fit best if Traconia doesnt fit)
Age Pre-Timeskip: 14
Backstory: The only heir of an ancient yet relatively small noble House of magicians. (House of Waterlow). At the age of 7 both his parents, all 3 uncles, and his younger brother and sister were murdered in their home by a party of magical assassins suspected to have come from a rival magical family. Hanson was rescued by a loyal servant and has been raised by that servant, Alger, ever since.
Personality: Hanson is very isolationist, preferring to do things on his own. He is arrogant in things he does well, and quiet in things he does poorly. However despite his isolationist nature, he tends to attract a small group of loyal friends wherever he is. Rarely gets truly angry, but is coldly calculating and ambitious. Has a disdain for modern tech such as rifles, preferring magic and other older ways.
Goal/Aspiration: Become the most powerful magician in existence, and in doing so earn the hand of the youngest daughter of the ruling Merkell (whom he met during his days at court and is probably the same age as him? if this doesnt fit with your view of the Merkells, feel free to change/eliminate it)
Traits/Skills:

Natural Genius
Arcane Apprenticeship
Elemental Apprentice [Earth]
Physically Fit

Starting Actions:

Spend two years apprenticing under a master magician, focusing mainly on the Arcane arts and ancient spells/magic. Spend the next 5 years alternatively at court attempting to win the hand of the aforementioned Merkell, and scouting and exploring the mountain passes. The latter is to consist of mapping the passes, attempting to interact with the dragons (to see if they are intelligent and/or able to communicate), and upon the failure of interaction with dragons, fighting them.
 
Character Name: Marceline Gravois
Race: Marékaj. A race of plant people culturally similar to real-world Acadian-Creoles or Cajuns. A deeply mysterious and magical race, the enchanted Marékaj are said to bloom fully-grown from large trees hidden deep within the Kriknaw Marshes. Free-spirited and friendly, they are fragile creatures, but gifted in the magic arts and are said to have very long lifespans.
Age Pre-Timeskip: 5
Backstory: Marceline spent her first few years as a small time merchant, not unlike most of her kind. However, her career path changed suddenly when she was digging for roots and accidentally uncovered a tomb holding the ancestors of a minor Traconian noble, who paid her handsomely for finding the lost burial site. Surprised at the profit that could be made from what was little more than glorified grave robbing, she began to explore more ancient ruins and burial grounds on the side. She soon came to realize that her prodigious skills were better utilized uncovering lost ruins, dodging ancient booby traps, and narrowly escaping with the prize rather then peddling snake oil to dimwitted dwarves, so she abandoned trade entirely and became a full-time treasure hunter.
Personality: Fiercely independent, Marceline is an opportunist, impulsively and happily jumping into action and making things up as she goes along for the ride. When things go badly, she relies on her cleverness and impressive intellect to get her out danger, seeking out a third option when presented with two bad ones. She tends to come off as prideful and egotistical around others, but she is still genuinely compassionate towards those that she considers her friends, and she'll often forgo a paycheck if it means doing the right thing. Betray her though, and you've made an enemy for life.
Goal/Aspiration: While most Marékaj would be perfectly content to be in Marceline's position, she has an aspiration far greater than the simple pursuit of wealth. Marékaj is searching for the Coeur-de-lys, an ancient artifact of unknown design and purpose whose location is lost to time. Legends speak of the power that is said to come from this artifact, and the Coeur-de-lys has a deep connection to Marékaj culture and folklore. Marceline wants nothing more in this world then to make a name for herself, and what better way to do that then to recover the legendary Coeur-de-lys? For any treasure hunter, let alone a Marékaj treasure hunter, that would be more then enough to secure her legacy.
Traits/Skills:
Natural Genius
Alchemy Apprenticeship
Well-Connected
Acrobatic

Starting Action: Get to work finding artifacts and selling them. Practice elemental water magic and maintain my equipment in between jobs and searching for information on the Coeur-de-lys.
 
Character Name: Flannán Bælblys (often called Flan the Red)
Race: goblin; small, aggressive, multicoloured creatures. They have a high fecundity and live in extensive clans. Although they are inventive their social structure is undermined by their chaotic id.
Age Pre-Timeskip: 37
Backstory: a member of the Fýr Cynling this pyromancer that onced served under the clan's chieften, Brynewielm. Flan's Cynling is under the Kingdom of Canesfel as a client; in return for its continued existnece and permission to have minimal farms the Fýr Cynling provides a tribute of slave labor (often from rival clans), plus a oath of loyalty to the Canesfel monarchy and provision of troops to serve as cannon fodder. Flan was fortunate to be born to and teached by a fire dancer, a pyromancer who performed spells through acrobatic rituals.
Flan began his days as simply a
(UNDER CONSTRUCTION)
His chieften has exiled Flan, under warning that killing a fire dancer could encourage a revolt.
Personality: very passionate and determined but also mad.
Goal/Aspiration: strive for independence of his fellow goblins and the creation of a independent goblin kingdom.
Traits/Skills: Natural Leader, Elemental Apprentice [Fire], Inventive and Acrobatic

Starting Action: attempt to set up a resistence organisation against the human authorities that are oppressing Flan's people, with attempts to conduct diplomacy to get goblin and other orcish support behind the ideal. Will head to Traconia to seek out among the goblins there some support. If he could get allies among Canesfel's rival...

[will be completed soon]
 
I don't have problems with a goblin, but it'll have to follow conventions of this universe. Goblins would be treated as a sub-species/whatever of orcs, and would follow very similar customs.

That being said, aside from incorrect naming convention (which does not matter as much but it's incorrect nonetheless), there are no (living) legendary orc or goblin figures, period. Maybe in the ancient past, but in today's society orcs (and by extension goblins) would largely be taken under by humans or living independently in the swamps. There certainly are no goblin princes.
 
I just want to note that if my character comes across any orcs or goblins burning down libraries, they should be eliminated with extreme prejudice.
 
For those curious of this world, the Codex has been significantly updated. Check in at your leisure.
 
Character Name: Westley Roberts
Race: Human, England/Netherlands
Age Pre-Timeskip: 26
Backstory: Unknown, Westley keeps his history closely guarded, leaving few people to know about him, and many doubt if Westley Roberts is his real name
Personality: Ruthless playboy Pirate captain, cares for his crew and his friends, but is ruthless to others.
Goal/Aspiration:
Spoiler :
joseph-ducreux-disregard-females-acquire-currency.png
:p
Other goals include discovering new lands, and exporing
Traits/Skills:
  • Sword Apprenticeship - Westley has had many years of practice and training with various types of swords, and his dueling skills are legendary.
  • Rifling Apprenticeship - Westley has many guns and has practiced with them extensively, his favorite guns are his pistol and a blunderbuss.
  • Well Connected - Westley has many "friends", acquaintances, and people in his debt, and he uses these to his advantage.
  • Acrobatic - With all the work on his ship, Westley has mastered the ability to quickly move from one end of the ship to the other.
Starting Action: Go on an pirate expedition. Raid small villages in the south, Disrupt trade, take gold, explore and discover. Trade, make money. Dabble in the arcane and attempt to learn some magics.
 
@arya126 I'm loving the Seven Realms reference

A fellow fan! I wasnt aware anyone on CFC was or else I would have been more subtle.
 
Character Name: Albinka Malczewska

Race: Human, from a “Eastern European” theocracy across the sea

Age Pre-Timeskip: 20

Backstory: Albinka is from a continent (or a group of island chains) across the sea that is similar to “Eastern Europe” in terms of culture. The Kingdoms of “Eastern Europe” constantly fight with each other over scraps of land and resources. The one thing that unifies them is their religion, the worship of the Lady.

Adherents of the religion believe that the Lady (whose name is not spoken outside of religious ceremonies as there is no higher blasphemy) united the entire world and all people under one great kingdom and she was loved by all. However, her top lieutenants and her children grew jealous of her popularity amongst the people and turned her armies against her. A civil war broke out and, although the Lady managed to slay all of her enemies with the few loyal men she had left, she too was defeated. The power vacuum that happened after the war caused the kingdom to fracture into many more pieces. It is believed by the church that her teachings paved the way for the common laws, chivalry and the principals of just leadership. It is also believed that one day, when the world is ready, she will return to re-establish the Kingdom and all will be good.

The Church of the Lady is structured similarly to the Orthodox Christian Chruch(es) as in there is a large amount of delegation. All the kingdoms have a religious head (a Grand Juror) that preside over all religious matters in the region and are almost completely independent. There was once a religious head that ruled over all, but his city and position was lost when the lizardmen hordes sacked his holy city. The only higher religious authority that all kingdoms recognize is the Monastic Order of the Holy Lady.

The Monastic Order of the Holy Lady is a militant order of faithful monks who defend “Eastern Europe” from moral decay, from both the inside and the outside. Most of their duties now consist of protecting border regions from lizardmen raids. The Monastic Order is based off of [insert name] Island, a small island off the coast of “Eastern Europe” where the Lady apparently sealed away a great evil. Orphans, bastards, criminals and other social outcasts are often sent off to train on the island. However, few of those people become actual Monks, those who cannot endure the ten years of gruelling training (the Lady’s holy number is 10 so the Order often breaks things into tens) become simple farmers or labourers to assist the order.

Albinka Malczewska was an orphan originally from “Poland” and was raised in a church. Nobody would adopt her as she was tall and bulky for a girl of her age and very unlike the cute girls that actually had a chance of becoming adopted. When she reached the “holy” age of ten (which is considered in “Eastern European” culture the end of childhood) she was shipped off to [insert name here] island. Due to her unladylike figure and strength, she was able to make it through the training and graduate as a true battle monk. However, she found it difficult to follow orders precisely and she often had difficulty working in a group. Also her clerical magic was sub-par. Perhaps this was why she gained the ire of the leadership of the order.

When she had finished her ten-year training at the age of 20, she was given the least prestigious of all the tasks given to the Monks, to go to Traconia and attempt to convert the local population for the next ten years. Angela reluctantly left her homeland and began her proselyting, which has been quite unsuccessful. What she has been successful at is preserving justice by fighting those who would do innocent people harm.

Personality: Albinka is loyal, humble and loves nothing more than to help others. However, she also has a temper and quite quickly runs out of patience, which often obscures her better traits. She is just under seven feet tall has muscle that would make a quarterback cry with pride. Many people mistake her for a man if she does not take off her helmet or speak. Her voice is rugged, but unmistakably female. She is almost always seen wearing armour and carrying around her absurdly large Warhammer, her weapon of choice.

Goal/Aspiration: Converting a bunch of people to her religion so as to save their souls and to impress her order. Also do some heroic deeds.

Traits/Skills:

-Sword/Melee Apprenticeship [Albinka mainly uses her large Warhammer for combat, although she is trained in more common melee weapons such as swords]
-Armour Apprenticeship [Albinka has been wearing armour for over ten hours a day for ten years, she is quite good at using it]
-Arcane Apprenticeship [Albinka can use the clerical magics of “purification”. This includes healing wounds and can call upon the power of her god to enchant her hammer to smite evil. Magic is one of her weak points and she cannot access any of the advanced wind manipulation her more magically inclined brothers and sisters can]
-Lone Wolf [Albinka cannot work well in teams and will probably spend the next seven years quite alone. Luckily for her she is very able to entertain herself and is able to keep sane without company]

Starting Action: Proselytize to the population and do things like door-knocking. Probably not get many converts to the religion due to her unsociable appearance and attitude. Help people with fighting and heavy labour without expecting much compensation other than the bare nessecity needed to survive (enough for food, water, maintenance of weapons ect). Eventually be instrumental in saving some large-ish town from some terrible monster or fate or something and become renowned as a hero. Do some more heroic stuff. Still fail to convert many people to the religion due to having terrible social skills.
 
Character Name: Gethaint Fulger

Race: Human

Age Pre-Timeskip: 23

Backstory: Gethaint was born in an independent city to the north of Traconia to a noted enchanter and her husband. His mother taught him her craft, which he became quite proficient at, but he was always fascinated by the industrial wonders coming on trade caravans from the south. When he became an adult he migrated to Rodrik to learn the skills of the industrial revolution, becoming a smith.
In Rodrik he learned of golems and became intrigued with decyphering their mysteries and maybe, one day, learning the secrets of their creation. To that end he became one of Wolno's Disciples, although his dedication to the faith begins and ends with disciplines that will be useful in his golem research. He makes his living through the forging and sale of enchanted armour.

Personality: Studious and diligent, when not engaged in his work he often appears distracted but if conversation turns to one of his interests he is prone to going on at length about the subject (he rarely gets invited to parties). Has a deep respect and admiration for dwarves, who make up the greater part of his close friends.

Goal/Aspiration: To unlock the mystery of the creation of golems

Traits/Skills:
Inventive
Natural Genius
Armoursmith Apprenticeship
Enchanting Apprenticeship

Starting Action: Begin construction of steel body to use as base for experiments. Study magical arts that may be of use in golem creation, he believes fire and summoning to have potential.
 
Tyo is any progress on this being made?
 
yes in fact if you could get on chat as soon as you can that'd be awesome
 
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