Rated M for possible mature content including sex, violence, language, graphic situations, and drug use.
The Journey of a Thousand Steps
Will the ends justify the means?
Story: Thousands of years ago when the Gods and Goddesses still mingled in the affairs of mortals and oftentimes did more than just mingle, be they bastard children or devoted followers all were the pawns of the divines. Might and magic ruled all aspect of their lives, were they not born great they would have to fight tooth and nail for greatness...and only if the Deities they followed deemed them worthy.
But even among the Demigods life was no easier. More often than not born from infidelity they lived their lives in constant fear of the wrath their divine parent or their spurned significant others could visit upon them at a moment's notice. Be it death by lighting bolt or snakes being slipped into your bed as a baby, Demigods learned quick or died young, sometimes without even their "good" parent being able to save them.
Luckily, a common loophole among even the most unforgiving of Deities...great deeds bring great rewards. If you could prove yourself worthy of your Patron or your Divine Lineage, crimes could be forgotten and places among the stars earned. But a God's boon is as fickle as their whims, as they giveth so they taketh away. Many a hero and heroine that had earned their place among the Gods had it taken away as punishment for the slightest of infractions, crushed beneath the heel and left in the gutter to be forgotten.
But a force beyond the dawn of time has made its presence known upon the Night of Alignment where all the heavenly bodies were aligned with each other. A doorway opened into the primordial void and countless creatures flooded out snatching up any and every item of power they could lay claws upon. The horrors are without name and their master naught but a figment in the minds of the Eldest Gods. The records only give a short description for when the door will slam shut until the next Night of Alignment reopens it. When the Sun becomes black as obsidian the door will seal shut once more, but that was a window no one knew the time frame of. Could be three years could be almost three decades it would all depend on who the Divines of Fortune favor.
Nuances: Alright folks, our players will be playing Fallen Heroes or Followers in the service of some ancient gods or even being the actual Demigods themselves. We will all start in our own little part of the world unless two players pick heroes from the same culture in which case they could start in the same place or even play friends of one another. I know the interest check says Iron Age, but heroes and Demigods could be pulled from pre-iron age like from the Fives Ages of Men(Golden, Silver, Bronze, and Heroic) if you can whip up a good char from them and backstory as to how they survived into the Iron Age.
Next, despite the Ages of Men listed being pulled from the Greek/Roman Culture, Deities, Demigods, Fallen Heroes, and Followers can from all ancient cultures like Celtic, Egyptian, Norse, Chinese, etc as long as the character makes sense and their backstory isn't too convoluted or useless, most are fair game. Now for the why all of us will be question to recover some artifact important to either our Patron God/Goddess or our divine parents to try and earn their favor. But we won't be the only ones looking and we won't always win...still nothing ventured nothing gained. And maybe...just...maybe a journey of a thousands steps will be enough to earn you eternity as something more than a pawn is a cosmic game of chess.
I made this a mature RP for the reason of creative freedom, anything goes for the most part as long as none of the rules are broken
I am the GM, and as such I have the last say in issues.
Any issues between players deal with in PMs.
If the problem persists, send me both sides and I'll see if I can help.
If I help and it continues ask a mod or get out.
Be active and post at least a paragraph a post once a week.
Moderate to advanced writings skills preferred please.
Ignorance of the rules won't save you if you break them.
Be smart, have fun, and no modding or powerplaying especially important since we're playing somewhat divine characters.
All Skills and abilities must be reasonable and not OP even if the character has those skills and abilities in their respective myths.
Any new RP ideas are welcome just run them by me and I'll see about working them out.
Inactivity will be punished by the divine smiting of your char.
The GM is the only judges of inactivity, when the RP is going well it's a week unless you send me word of your inactivity then I'll pull you along. After two weeks your character will be on the chopping block unless you have a good reason for not being around. And after three weeks they die no matter what.
Everyone is allowed only 2 main chars.
You can reserve a spot, but it will only be held for a week.
Fallen Heroes and Followers can either be pulled from actual myth or OCs.
OC Deities, Demigods, and mythoses can be in this, but will need to be cleared by me first.
The actual Gods and Goddesses won't play very active roles in this RP and will only be in limited NPC roles, but they will be a driving force behind what our chars do. Sometimes controlled by me sometimes controlled by the players who claimed them.
Divine weapons and armor will be limited at the start.
This is not a PC world, bad things will happen and groups face prejudice from times to time. And all Deities, Historical or Fictional will not be all nice and good.
If you've read down this far, put a good, two-paragraph in-character scene in the Other Section of the sheet displaying your character's skills.
I reserve the right to add, change, or remove anything in this RP at any time, nuances, rules, and characters included.
Last edited by SikstaSlathalin; 11-21-2020 at 01:20 AM.
Xbox One Gamertag: Free Today56 just say who you are first.
Breath deep as the snow falls around you. Let it fill your lungs and purify the fires of doubt within you.
I thought I might try my hand at a grandchild of Hades (offspring of one of his and Persephone’s children), but in Greek mythology Hades tends to be very strictly neutral and his favor can’t really be bought per se, regardless of how many great deeds someone has done. The closest he ever comes in that regard is a few separate quid-pro-quo scenarios in which a hero asks him for a single specific favor and has to earn it through a single specific test: Orpheus & Eurydice, the last of the 12 Labors of Heracles/Hercules, and so on.
Having said that, methinks I may need to work out a few things with you via PM’s or Discord before I post a profile.
Last edited by Lady Celeste; 10-06-2020 at 09:04 AM.
Very true, but artistic license can work a little. In the last Dresden Files Book I read Hades was something of a Treasury of the Olympian Gods, a lot of valuable artifacts were hidden in the underworld. Maybe he tasks a grandchild to get some treasure so he can maintain the Quid-pro-quo and his neutrality. The monsters stole treasure from all over afterall.
The char can simply be a Follower doing as they've been bid afterall.
Xbox One Gamertag: Free Today56 just say who you are first.
Breath deep as the snow falls around you. Let it fill your lungs and purify the fires of doubt within you.
Name: Bairdhwyn Ó Áine Age: 213, but physically 26 Gender: Male, but often mistaken for a woman
Appearance: Bairdhwyn stands at just over 6 feet tall, tall and thin. He has pale, green-tinted skin, large dark eyes that shine, pointed faerie ears, and a broad, flat, animal-like nose. His hair is long and free, flowing over his shoulders like flaming red river water. From between his shoulders sprout nearly transparent, dragonfly-like wings. His legs are long, thin, and utterly alien, resembling those of an overgrown grasshopper. His face is youthful and beautiful, and he often wears makeup.
He has two forms of dress, his traveling clothes, and his beetle armor. His traveling clothes are very nice and made of faerie wool. He wears no shoes, dark blue breeches that reach just past his knees, a white shirt and dark blue tie under a daffodil yellow vest, and a long green coat that gives him an even greater resemblance to a grasshopper. He walks with a smooth, dark walking stick. Over his left shoulder is a very nice brown satchel in which he keeps his personal belongings.
Spoiler: Art
Here is an ArtStation link if you can't see the image in-site:
Ignore that pocketwatch please, I requested this piece before Siks said no pocketwatch. This lovely art was done by u/joenbrown over on reddit, and they have my eternal gratitude.
Race: Half-Faerie
Demigod, Fallen Hero, or Follower: Demigod
Lineage: Áine
Divine Skills and Abilities: Summer's Child: Being a child of Áine, Bairdhwyn carries in him the embrace of divine radiance. He is a source of light and warmth when he needs to be, emitting brilliant light and some warmth when he needs to. The warmth is akin to a summer's day, not enough to burn.
Enthralling Presence: Áine is first and foremost a love goddess, capturing mortal and faerie eyes alike with her beauty. Her offspring carry a lessened form of that allure. But even their weak brand of charm is enough to sway minds and hearts in their favor. Bairdhwyn is handsome in the eyes of mortals, and his words carry charm. Weak-willed mortals are more susceptible to this charm.
Normal/Racial Skills and Abilities: Speech of Beast and Leaf: Bairdhwyn is very familiar with the beasts and plants of the earth. He can glean simple messages from their sounds and movements, and unless they have the protection of a god, they are inclined to help him. Plants are temporarily granted the ability to move branches, stems, roots, and vines quicker than they normally would to help him.
Faerie Glamours: The fae are known for their illusory magics, and even those with only half-faerie blood are adept in the art. Bairdhwyn can create illusions that can make sounds or smells, but they can never be solid. Those under the protections of a god are more resistant to the illusions, able to pick them apart with only a bit of studying. However, most glamours are simple things like turning stones into coins, snakes into sticks, or changing the appearance of a person. Physical interaction with illusions reveal them to be just that, illusions.
Faerie Tongue: Bairdhwyn is a prodigious bard, even amongst the fae. His songs compel even lesser faerie to dance, his tales enrapture audiences, who can almost see and feel the stories, and his wit can bring crowds to their knees, erupting in raucous laughter. But his words aren't just honeyed songs and marvelous tales of adventure, they can be sharper than any blade. His insults reduce men to blubbering children. However, for all his enthralling songs and vicious mockery, he still operates by faerie speech rules: He cannot lie outright but can use doublespeak and half-truths, names have power, and admissions of debt can be disastrous. Weak-willed or stupid mortals fare the worst, stronger-willed mortals better, and those under the protection of gods fare the best.
Insect Grace: The buzzing wings on his back aren't just for show, they function as intended. Using his wings, he can fly rather quickly. His legs are also useful, as he can jump nearly 30 feet straight up and 45 feet horizontally. He is also fairly quick and dextrous, running at least fast enough to shoot an arrow from a bow and catch the arrow before it reaches its target. However, he can only maintain this speed for a short while, and all-out sprinting lasts less than a minute. A minute at that speed, however, is rather far.
Weapons: Spear: His walking stick is only glamoured to look like a walking stick, it is really a long-handled spear
Mockery: His words cut deep and can be just as effective as any sword
Artifact to be retrieved and reason:
Áine is a goddess of agriculture, represented by a red mare. Her scarlet saddle allows her to move faster than any wind, but has gone missing. Bairdhwyn seeks to retrieve the scarlet saddle so that his mother will recognize him above his other siblings. He has always been just another one of Áine's children, and wants to rise above and be seen as truly unique by his mother.
Armor:
Bairdhwyn keeps a set of beetle armor. The armor is made of the kelly green chitin of giant insects and fits together in a way that resembles a large grasshopper. The forearms have backward-pointing barbs to catch blades, the shoulders have large spikes, and the helmet has two long feather "antennae". The armor is light and easy to run in but offers only some protection. It blocks arrows, but anything more than a saber will crush the armor, rendering it useless. The armor is made for quick combatants and relies more on the wearer's dodging ability than any strong protection.
Equipment: Bairdhwyn carries a small pouch of faerie food that will never spoil, a sack of gold coin, multiple notebooks and map papers, three quills, two inkpots, a bedroll, a spoon, fork, and knife, an intricately made golden chalice, a dagger, and multiple musical instruments, including a fiddle, a tin-penny whistle, a mandolin, and bodhran.
Personality: Bairdhwyn is a typical faerie, flighty, and frivolous. He is carefree, his interests and needs drifting like the wind. He also feels things very deeply. He is the one to laugh the loudest, cry the hardest, rage the hottest, and want the most. He isn't malicious, but he loves to spread chaos and pranks. He hates feeling as though he has no choice. He always has something to say to anyone who will listen, and oftentimes to anyone who won't. But underneath this distractedness and vanity, he keeps a single goal in mind. He will become special, to sit at the left side of his mother, and be known as more than the current distraction.
Likes: Faerie parties, the lush comfort of his home, the utter pleasure of faerie food, drink, and company, adventure, performing, spreading chaos, playing pranks, feeling known, milk and bread
Dislikes: Being bored, feeling like he has no choice, being ignored, experiencing the same things over and over again, the kind of dreary, mild, greyness of the mortal realm after knowing the delights of the faerie world, and feeling the burn of iron
Background:Bairdhwyn grew up in the faerie realm, roaming the forests surrounded by siblings, wreaking chaos and knowing nothing but the fun, food, and drink the woods provided. After he came of a manageable age, his mother took him and his siblings into more "civilized" faerie society, where he learned to behave as a noble. The lush parties, the dancing, and the intricate politics of faerie society excited and enthralled Bairdhwyn, who finally had a direction to put his energy.
He soon became a bardic prodigy, creating lively tunes and jigs that compelled even the highest of fae to dance. But everyone was like that. There was always another prodigy, another faerie with a special skill. Even amongst his siblings, especially amongst his siblings, he wasn't special. Every faerie is unique, but when everyone is, nobody is.
So he grew reclusive. At least, as reclusive as a high fae can get. He could spend weeks in bliss, drinking faerie wine and telling faerie tales. But inside, he was aching for something more. Then he met his brother. Earl, one of the great faeries, even worshipped by the humans as a god. Earl was special. And that was something Bairdhwyn always wanted.
Then the attacks came, by creatures from another realm. They stole artifacts from across the world, including Áine's scarlet saddle. Bairdhwyn realized his chance: if he could recapture the saddle and return it to his mother, he could be special. So he leaped at this chance with as much force as his legs could muster.
Other: Bairdhwyn is only half-faerie, but the powerful faerie blood in his veins means he is affected by things the same as a full-blooded faerie. Iron burns his flesh badly. He also operates under the same rules as faeries when it comes to things like deals or favors. Give him an oatcake and he'll fill your storehouses with grain, hoping to push the debt back onto you. Of course, this often gets him into trouble.
Spoiler: In-Character Writing
Chirp. Chirp. Chirp. The sound of crickets filled the cool night air, a light breeze rustling the leaves on the trees as Bairdhwyn strolled through the forest like a fish through a river. He wrinkled his nose and laughed, a melodious sound both out of place and perfectly in place with the rest of the sounds of the night. The crickets were not subtle with their wants, stating their terms before the rest of the woods. Before him, the trees melted away into farmland that stretched over hills and valleys, right up to the river. These lands were owned by the mortal king, who thought his blood entitled him to the wilds. Bairdhwyn was going to pay him a visit, and maybe stay the night.
The breeze ripple through the fields of grain, moving it about like an amber sea. Bairdhwyn reached into his bag, pulling out his mandolin. He began to pick a tune and sing, his lilting accent imbuing his words with power. He was no longer walking, but bounding along, barely touching the ground before hopping again. The town's walls didn't even slow him down, he simply hopped over them. Inside the walls, the peasant homes were dark and shut. As he bounded, however, his song grew louder and his eyes grew brighter. It seemed with every note he played, the night grew brighter, until it looked as if dawn had come early, and the sun was standing within the town. The peasant homes opened, and the townsfolk poured out, in various stages of dress. Some were even nude, but all were looking at Bairdhwyn with adulation. The crowd fell in behind him as he made his way to the castle. The guards opened the doors with the wave of Bairdhwyn's hand, and the crowd followed him into the castle, up the steps, and into the bedroom of the king. Even the king showed no fear, only adoration. Bairdhwyn smiled a wide, toothy grin.
Last edited by Yggdrasil_Hugger; 10-09-2020 at 04:02 PM.
Vivid Apparitions: Melinoë is said to be a bringer of nightmares and madness, and those talents have carried over to Serika in a much milder form. Instead of nightmares and madness per se, Serika can conjure illusions so strong as to actually be felt by untrained subjects as if they were real. However, illusions are ultimately still just illusions, so no actual physical effects are possible.
Friend to the Dead: Serika’s direct blood relation to the goddess of ghosts makes her the perfect medium, able to see and commune with ghosts and undead creatures. In theory the latter can sometimes be directly controlled/‘domesticated’ if they are sufficiently weak or mindless (e.g. zombies), but this sort of necromancy is a major taboo among the chthonic gods and is almost never worth the resulting loss of favor with the underworld.
Spark of Life: Through Persephone, the chthonic royal bloodline retains some connections to the realm of the living despite their more obvious connections to the realm of the dead. Melinoë, for instance, is the goddess of ghosts, and therefore presides over the restless spirits of the dead, particularly those who cannot cross over and are left to wander amongst the living. In Serika's case, this allows her to sense the life force of living beings within a limited range, though exactly what type of being is giving off the life force cannot be clearly identified without additional information, especially for beings with similar life force signatures (e.g. enemy soldiers vs. harmless peasants).
Normal/Racial Skills and Abilities(limit of 4):
Witchcraft: Hekate, the goddess of witchcraft, has been a loyal ally to the chthonic royalty ever since Hades assumed the throne after the fall of the Titans, and now serves as Persephone’s closest aide. As a result, Persephone learned the magical arts from Hekate, and Persephone would later pass on that knowledge to her and Hades’ two daughters (Makaria and Melinoë). Melinoë, in turn, has taken to teaching Serika ever since she came of age, especially in the wake of this current crisis, although Serika’s power and experience are far lesser in comparison. Furthermore, any and all spells that would disrupt the natural order of life/death or the underworld in any way, unless specifically approved by Hades and/or Persephone, are strictly forbidden and subject to immediate punishment.
Material Magic: In addition to ruling over the realm of the dead, Hades presides over all sources of material wealth that come from underground: gemstones, precious metals, and even fertile soil. These materials have a wide variety of magical uses, and Serika is well-versed in them all, thanks to both her chthonic heritage and her witchcraft training.
Herbalism: Easy as it may be to forget, the descendants of Hades and Persephone are also descendants of Demeter, the goddess of agriculture and of the earth’s fertility in general. Although Serika derives no particular supernatural powers from this connection, this coupled with her training in witchcraft has made her quite a skilled herbalist in applications ranging from cooking to poisons and medicines.
Chthonic Visitor: This is not necessarily a ‘skill’, but typically only chthonic deities and demigods are permitted to freely enter and leave the underworld without dying, and even then, Hades and Persephone can each revoke this privilege or grant it to non-chthonic beings as they see fit. While this privilege is in effect, all of the hazards or obstacles that usually plague trespassers in the underworld (most famously the wrath of Cerberus) will stand aside to let the permitted visitor pass through unharmed.
Weapons(Limit of 2 weapons):
A standard ritual dagger (see Equipment).
A leather sling.
Artifact to be retrieved and reason:
The Scythe of Kronos: Forged of adamantium by Gaea herself, this scythe was first used by Kronos to castrate and overthrow his father Ouranos, after which Kronos would go on to wield it as the symbol of his power and authority during the Titan Age. After the Titans were defeated and cast into Tartarus, Hades, the new king of the underworld and de-facto warden of Tartarus, kept the scythe under heavy guard along with countless other legendary artifacts, many of which were too dangerous to be safely entrusted to anyone else’s care.
To steal from Hades was a grave offense on its own, but if word got out that the symbol and signature weapon of the most infamous enemy of Olympus was no longer in Olympian hands, the news would surely embolden those who might one day seek to overthrow Olympus, thereby endangering the entire world as it is currently known. Already the inmates of Tartarus have begun to riot day and night since the theft, forcing the chthonic gods to stay in the underworld and do all that they can to prevent the evils in Tartarus from spilling out into the mortal realm. And so, with few options left and even fewer followers to call upon for help, the chthonic gods have sought aid from their few demigod children in the mortal realm, Serika included. Unlike with the famous heroes who boldly serve the inhabitants of Mount Olympus, there is not nearly as much glory to be had amongst men for those who aid the chthonic gods, but Serika agreed nonetheless, knowing that far more is at stake than earthly glory.
Armor(one sensible suit of armor):
Simple light leather armor and bracers, with a few specially-charmed talismans for magical protection.
Equipment: Serika keeps a special ritual dagger on her person at all times, as well as a pack of herbs, premade potions, and talismans. Most other equipment can be found and used as needed, but would be too cumbersome to carry around at all times.
Personality: Every Greek demigod throughout folklore is said to have a fatal flaw, which in Serika’s case would be her loner tendencies. She has been known to walk away from groups over sometimes minor disagreements and tends to outright disobey any command with which she does not personally agree. Nevertheless, any group or authority figure that does earn Serika’s allegiance will have gained a dependable ally who, even in the worst case scenario, will never betray them unless there is absolutely no other choice. Having said that, Serika also possesses a very strong sense of right and wrong, and will not hesitate to do anything in her power to set right any perceived wrongs.
Likes: The underworld, balance, harmony, peace, nature, herbal teas. Dislikes: Injustice, pointless violence, hubris, desecration of the dead.
Background:
Spoiler: Background Here
Since the day she was born, Serika was constantly reminded of how different she was from most others. She was always an independent sort and felt almost instinctively at ease among the spirits of the dead, with whom she would converse as if with the living, drawn to their plights and their need for closure. Her father seemed to understand this and took it in stride, but this demeanor on Serika’s part did little to attract friends or prospective husbands, and in some cases led to her being labeled a witch. Growing up, Serika received frequent visits from an unearthly woman whose entire body was half black and half white. The woman took a keen interest in Serika’s upbringing and would visit every day, but could never stay long before having to return home. Only years later, at her father’s deathbed, would Serika learn that this woman was Melinoë: the goddess of ghosts, daughter of Hades and Persephone… and Serika’s mother.
Being an unmarried woman, Serika could not legally inherit any money or property from her father, and so it all went to the nearest male relatives while Serika was essentially thrown out onto the street. However, thanks to her tutelage in witchcraft courtesy of her chthonic mother, Serika was able to earn some semblance of a living by doing odd jobs for the upper and lower classes alike, providing various magical services in exchange for food, shelter, and other necessities. Serika was fair and friendly enough toward these clients, but per Melinoë’s warnings, she always took care not to perform any services that ran contrary to sacred law, even if this did lead to her having to sleep out on the streets on more than one occasion. However, those who did betray her in any way were often known to lose their minds soon afterward, so few were foolish enough to do so after a while.
During this time, Serika had kept a respectful distance from the affairs of the underworld, but her chthonic heritage still made her keenly attuned to the overall state of the underworld. As a result, she was one of the first mortals to sense an abrupt shift in the balance between the worlds, which eventually manifested in a complete lack of mortal death, condemning the old and the fatally sick to eternal suffering. Consulting her mother on these developments, Serika learned that the apparent cause of the imbalance was the sudden disappearance of Hades, the king of the underworld and Serika’s grandfather. Hades had gone to the mortal realm to apprehend King Sisyphus of Corinth for crimes against the gods, but had never returned.
Serika bartered her way onto the next ship to Corinth in search of Hades, and there she encountered a Spartan follower of Harpocrates from the Silent Vigil sect. The latter did not speak at all, indicating some sort of task to be done, but it would not be the last time Serika encountered the Harpocrate during her mission. In addition to the notoriously cunning Sisyphus, Serika faced stiff opposition from the younger and healthier mortal population, whom Sisyphus easily turned against her by pointing out how she intended to take away their newfound immortality, forcing Serika to go into hiding and continue her mission in complete secrecy thereafter. Only the Harpocrate knew why Serika was there and was somehow still able to find her, leading Serika to realize that they shared a common goal, and so they agreed to work together.
With the Harpocrate’s help, Serika learned that Sisyphus had kidnapped Hades to avoid being sent to Tartarus, and together the two would-be rescuers were able to pinpoint the precise location where Hades was being held, but the actual rescue was a challenge in and of itself. Sisyphus had gone to great lengths to keep his captive secure and well-hidden, and any prison that could hold a god would surely be just as hard to break into. Nevertheless, the Harpocrate’s Spartan warrior heritage was the perfect complement for Serika’s skill with magic, and between them they were able to break through the defenses and rescue Hades, who wasted no time finishing his original task and bringing Sisyphus with him back to the underworld.
The frantic pace of the rescue mission had left no time for proper introductions, but Hades nevertheless learned his rescuers’ identities from Melinoë soon after his return. This, in addition to Serika’s long history of respect for the underworld and the natural order (which was far more than could be said of several past heroes), earned Serika a position of much greater trust from her chthonic kin than most mortals, which manifested in small favors such as the discovery of a conveniently-placed cave whenever she lacked a place to stay for the night, or a perfectly healthy wild animal that would conveniently drop dead at her feet for no reason if she had no food. Of course, these favors were not without certain responsibilities expected of her in return, including settling the dead’s unfinished business with the living, enforcing the underworld’s sacred laws among the living as needed, and more recently being called upon to retrieve the Scythe of Kronos: the symbol and signature weapon of the Olympians’ greatest enemy.
Other:
Spoiler: In-Character Writing Here
Music and drunken laughter filled the streets of Corinth. The air was thick with the scent of wine, mingling now with the smells of blood and ashes. Ever since mortals realized they could no longer die, several folk became more and more reckless in their pursuit of a good time, playing with serpents, stabbing each other with knives, and even literally playing with fire… and then bursting into cheers and laughter when death did not come for them. It was all nothing short of a massive insult: one openly directed at the chthonic realms and at all who presided over mortal death. Mortals had always instinctively feared death since the beginning of time, but now that it held no more power over them, all that pent-up fear and hatred was finally set loose, manifesting in acts of wanton recklessness and depravity: a blatant mockery of death and of the realms of the dead.
About a week ago, one particularly shameless band of thugs had seen fit to ransack a funerary temple on the edge of the acropolis, stripping the whole place of its valuables and leaving the rest to burn to the ground. It was within those ruins that Serika now hid, using the discarded tools within and a makeshift altar to cast a series of spells in preparation for tonight. A powerful sedative sat brewing in a discarded pot over some hot coals, which Serika used to coat her dagger and a few wooden splinters refashioned into blowgun darts: a crucial defensive tool in a fight in which killing one’s attacker was impossible. More than a few revelers and soldiers had come dangerously close to the ruins, but none of them ever found any trace of Serika or her work. The illusions Serika had maintained around her workspace had seen to that, as had the protective wards drawn in the ground that warned her whenever anyone drew near, allowing Serika to attend to her task in relative peace.
But now it was time for the most important spell of the night, as well as the most difficult. Never before had Serika made any attempt to contact any deity that did not come to her first, knowing better than to needlessly bother the gods, and to get this wrong in any way would surely not end well for her. But alas, as things currently stood, there was no other choice left.
It had not taken long for her to deduce, outrageous as it may have sounded, that the murderous king of Corinth had kidnapped Hades in a desperate attempt to avoid punishment for his crimes against the gods. But King Sisyphus, undeniably one of the cleverest men of his time, had made certain to keep his captive as secure and well-hidden as possible, and even now Serika had no solid leads as to Hades’ precise location. Furthermore, although Sisyphus had not expected Serika’s interference, he had wasted no time turning the entire city against her simply by pointing out that her mission would see them all stripped of their newfound immortality, making it virtually impossible for her to search for Hades in person or to try to enter any of the Olympians’ temples in the city to seek their aid.
The only remaining solution was to try to contact Hades directly, and Serika had some idea of how to do it. Sisyphus may have somehow managed to kidnap a god, but there was no way that he could completely cut off Hades from his domain unless another god helped him to do so, which was highly unlikely given Sisyphus’ lack of favor with the gods for his murderous ways and blatant violations of sacred hospitality. However, there were a number of strict protocols to be observed when attempting to call upon any of the chthonic gods: so much so that Serika had never actually tried it before, unwilling to risk alienating the only family she had left. The current situation was grave enough that Hades might hopefully ignore or forgive any mistakes on Serika’s part, but even so, better for her to make as much of an effort as possible to get it right.
Carefully drawing a circle and the necessary sigils on the floor, Serika wrapped her black veil over her face and closed her eyes, taking care to avert her face. She then braced herself and, taking in a deep breath, she struck the ground twice with her bare hands and promptly began her message.
“Honored Zeus Katachthonios…” Serika said quietly, already feeling herself grow tense as she tried to choose her words very carefully. “I seek to undo the transgressions of King Sisyphus against you and against your domain, but I know not where you are, and the king is making every effort to prevent anyone from undoing his crimes. Show me where I may find you, that I may right these wrongs, and that the natural order may be restored.”
Last edited by Lady Celeste; 11-21-2020 at 01:26 AM.
I would rather have a russet coated Captain who knows what he fights for and loves what he knows, than he who calls himself a gentleman and is but little else
-Oliver Cromwell
War is an ugly thing, but not the ugliest of things. The decayed and degraded state of moral and patriotic feeling which thinks that nothing is worth war is much worse.
-John Stuart Mill
There is no instance of a nation benefiting from prolonged warfare.
-Sun Tzu
Ten soldiers wisely led will beat a hundred without a head.
-Euripides
It seems like such a terrible shame that innocent civilians have to get hurt in wars, otherwise combat would be such a wonderfully healthy way to rid the human race of unneeded trash.
-Fred Woodworth
It is our duty still to endeavor to avoid war; but if it shall actually take place, no matter by whom brought on, we must defend ourselves. If our house be on fire, without inquiring whether it was fired from within or without, we must try to extinguish it.
-Thomas Jefferson
If a man dedicates his life to good deeds and the welfare of others, he will die unthanked and unremembered. If he exercises his genius bringing misery and death to billions, his name will echo down through the millennia for a hundred lifetimes. Infamy is always more preferable to ignominy.
-Fabius Bile
Spoiler: Thoughts of the day
A broad mind lacks focus.
A questioning servant is more dangerous than an ignorant heretic
A small mind is easily filled with faith.
A warrior's faith in his commander is his best armour and his strongest weapon.
Adamantium walls and plasteel bulkheads may seem formidable, but an unshakable faith in the Immortal Emperor of Man can overcome any barriers.
An Empty Mind Is A Loyal Mind
An open mind is like a fortress with its gate unbarred and unguarded.
Better crippled in body than corrupt in mind.
Consider the Predator. Let your soul be armoured with Faith, driven on the tracks of Obedience which overcome all obstacles, and armed with the three great guns of Zeal, Duty and Purity.
Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind.
Faith without deeds is worthless.
Happiness is a delusion of the weak
Forgiveness is a sign of weakness.
He who lives for nothing is nothing. He who dies for the Emperor is a hero.
If a man dies that another should live, that man's spirit shall eat at the Emperor's table
Innocence proves nothing
It is better to die for the Emperor than to live for yourself.
Leniency is a sign of weakness!
Mercy is a sign of weakness.
No man that died in the Emperor's service died in vain.
Nobody is innocent, there are merely varying levels of guilt.
Only in death does duty end.
Only the insane have strength enough to prosper. Only those who prosper may truly judge what is sane.
Pain is an illusion of the senses, despair an illusion of the mind
Purge those who are unclean.
Sometimes the good must perish so that the rest survive. The lot of courage is to be sacrificed upon the altar of battle.
Survival is no birthright, but a prize wrested from an uncaring galaxy by forgotten heroes.
The common man is like a worm in the gut of a corpse, trapped inside a prison of cold flesh, helpless and uncaring, unaware even of the inevitability of its own doom.
The Emperor will not judge you by your medals and diplomas but by your scars.
Though silver in your palms weighs light
Compared to death by blast and sword,
Do not shy the hopeless fight,
For endeavour is its own reward.
That’s up to Siks, but I will say that it would certainly be very interesting to have Seri interact with character choices like those (or any similar Greek hero), especially since I’m planning for the item stolen in Seri’s case to have been something especially crucial to the natural order. Depending on how their interactions go, they might even be inclined to team up.
One thing I am wondering is how will we have character interaction if we are all in different regions? So far we have a Celt and a Greek. I'm toying with the idea of someone Nordic. Back then mortal travel is a long time.
Another round of bullets hits my skin. Well, fire away
Cause today, I won't let the shame sink in. We are bursting through
the barricades and reaching for the sun.
We Are Warriors
Thank you all for the interest. I will answer questions now.
Salty: Good idea, but you actually made a good example of a creature from lore's legit powers being a bit too OP.
Fae in the actual lore are really God like beings so all that Glimmer, Fae charm and beast tongue stuff are real powers, but for this RP they are all quite OP. You will need to depower almost all of his powers, being only half-Fae means he's not full Fae so he wouldn't have the full Fae powers. Weak willed or stupid humans sure he can mess with them to an extant same with animals and plants because some pf them have divine connections as well so they might be favored by a god and thus have their protection. Same goes for Demigods and Followers, Fallen Heroes will be discussion between players for how much it would effect them. He can talk to them and ask for help, but no being able to just compel the help the Fae are very big on making deals and it could be a fun mechanic in the story that he needs to give a favor for a favor or something and could help him stay in check cause Fae cannot lie and their word is really their bond.
His summer power can keep the radiating light power, but the super burning through almost anything power is a little much. His insect grace thing is fine though, also while we're being kinda loose with the timeline things will be firmly in a Conan-like Iron Age BC world, France as we know and pocket watches are not things yet.
Celeste: I like what you have so far.
CF: Technically yes, but considering how well known those two Heroes in particular are, how you play them will be more restricting. No new powers, backstories etc. And you would need to pick an artifact they are known for like Hercules's Club or Achilles's Spear. And you would need to figure out how, where, and why they are in this story a little bit more.
Angel: Our heroes will start in their own lands and will receive summonses of sorts to some central location where either Deities of Fortune or some iterations of the Fates will set them on their paths. The group will likely team up and travel together as each chosen artifact will be guarded by all kinds of Nasties not just one Hero could conquer. And if the groups wants there could be a number of other artifacts they will pick up between each character goal. We'll travel by portal or time skip depending.
And here is one of my chars, still needs some altering but basically him.
Spoiler: Am-Rai
Name: Am-Rai Age: Ageless Gender(M or F): Male
Appearance(pic and/or description):
Spoiler: Am-Rai
7'8, weighing an impressive 450lbs, his body is covered in a fine black fur and his eyes are the bright yellow of preserved gold. His outfit never changes from above unless he shapeshifts into something else.
Race:Jackalman Demigod, Fallen Hero, or Follower: Follower
Lineage(Demigods only): n/a Patronage(Fallen Hero or Follower only): Anubis
Divine Skills and Abilities (limit of 3):
Superior Physical capabilities: Being a divine warrior, Am-Rai has supernatural strength, durability, speed, and agility.
Aura Tracker: When he is awoken he is given the ability to track auras of both people and objects.
Shapeshifter: Not born with this ability, but due to his magical origins and the nature of his duty he can shift into anything he needs to complete his mission.
Normal/Racial Skills and Abilities(limit of 4):
Pole-Arm expert: With the Claw of Anubis being his primary weapon Am-Rai is an expert with it and other such pole-arms in combat.
Swordsmen: Much like pole-arms he is skilled with swords particularly the sometimes hard to use sickle-sword.
Archer: No warrior of Egypt can call himself a warrior without being a skilled archer. Am-Rai is no different, he can use a bow skillfully from great range.
Enhanced Senses: He has a dog's sense of hearing and smell, and a cat's eyes.
Weapons(Limit of 2 weapons):
Claw of Anubis: The sickle staff in the pic. It is unbreakable and very sharp.
Egyptian longbow and arrow: Made of fine black wood, but simple design. These weapons are made to suit Am-Rai's very large size and pull strength.
Artifact to be retrieved and reason:
The Feather of Judgement: The ancient Ostrich feather used by his lord Anubis to judge the sins of those who die and seek entry into the heavenly plans. Without it no soul can be judged and sent to their proper place and will be left in limbo between life and death.
Armor(one sensible suit of armor): He needs no armor.
Equipment: Weapons maintenance kits and arrow making tools.
Personality: Am-Rai is a creature of singular purpose, but with sentient intelligence and intuition. He is only ever awakened when the Temples of his God are threatened or robbed from and he can only return to his sleep once the perpetrators are dealt with. Since not every defiler stays close to the Temples he must search for them, and for such purposes he can be very courteous and personable when it comes to asking around for information.
Likes: Completing his job, resting on the cool sands of Egypt, and making those against him rue the day they trespassed where they shouldn't have. Dislikes: Taking too long in his jobs, losing, and defilers.
Background: The sworn protector of the sacred dead, Am-Rai is an Avenger of the Egyptian Gods. His purpose is one ordained by highest seat of Divine Power among them. Destroy all who trespass on sacred ground, seek them to the ends of the earth, and punish them for their transgressions. Each god of Egypt has a similar minion to Am-Rai it is unsure if they are minor gods themselves or just empowered spirits, but they call each other siblings nonetheless.
His memory is perfect, he remembers every face he has struck down and each deed that had damned them. Created from the fur and magical aura of Anubis, back when the Gods were still building the world. Am-Rai and his siblings were created shortly after the last grain of sand was in place. They have existed for centuries in one form or another and their jobs have always been protecting the Temples of their Patrons.
Other:
There were no words...no commanding voice...Am-Rai's eyes simply opened up and he knew exactly what was going on. Anubis's temple was being defiled, he rose from his sarcophagus and grabbed his weapons from the rack besides him. The Claw of Anubis fit his clawed hand perfectly, the Avenger's Wrath khopesh sword hung securely from his waist. And his bare feet kicked up sand as he raced from his tomb besides the main chamber.
He had barely turned the corner before he met his first foe. A large creatures with oily black skin that glistened in the torchlight. It's back was turned to him and he stuck it down quickly before leaping over it's corpse as it vanished into a plume of purple flames. The mortal guards were fighting as valiantly as they could, but if they could've handled these invaders he would not have been woken up by his Master. Gripping his sickle staff in both his hands he ripped into the invaders cutting them down left and right making his way to the foot of Anubis's statue. He wasn't sure what they were after, but they wouldn't get it if he had any say in it.
Purples flames erupted all around him and as he began thinning the numbers of invaders the remaining mortal guards cheered for his timely intervention. Am-Rai stemmed the tide of invaders, but one of the oily monsters slipped past their defense line and accomplished the goal they had been sent after. The temple shuttered and an ethereal horn screamed through the hallowed halls. A final defense made by the Gods, the temple began crumbling all around them in hopes it would crush the thieves. It was quite effective sometimes, but it alss condemned any guard within the temple. Am-Rai was made far tougher than the mortals besides him, but even he needed to flee the collapsing temple. His khopesh sword was stuck deep inside the body of an invader so it needed to be abandoned for now. The rocks of the temple wouldn't damage it and he would retrieve when he could. With only his pole-arm the avenger burst through the dust and sand as the last stones of Anubis's temple fell into the earth. Pain and rage rushed through his sleek black body as he watched the temple fall silent, his lord had many temples across Egypt, but this one was his home and a feeling of forlorn loss gripped his ageless heart. But a second feeling ripped his attention from the rubble, someone had stolen from the temple. The power radiating from miles away was all he needed to know. The Feather of Judgement had been stolen one of the single most important items in the Egyptian pantheon! Without it Anubis could not properly judge the dead his comrades and many other Egyptians would stuck in limbo unable to find peace or go into the afterlife. The Jackalman picked up a discarded bow and arrows one of the guards outside the temple had dropped and slung them over his shoulder before he let loose a loud howl that ripped through the desert winds before he took off at a full sprint after the thief.
Last edited by SikstaSlathalin; 10-22-2020 at 01:04 AM.
Xbox One Gamertag: Free Today56 just say who you are first.
Breath deep as the snow falls around you. Let it fill your lungs and purify the fires of doubt within you.
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