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Thread: The pilgrimage

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    Default The pilgrimage

    Imagine, a land of great splendor, the imperial capital, and the location of the first temple, and you have Ouros. Some people have attained a mastery of arcane arts, some even incredible strength, all by enlightenment on the pilgrimages to the 8 great temples of the world. This requirement being imposed by the first Contractor with the heavens who sealed the innate destructive power of humans, understanding that power unearned can only corrupt unprepared minds. Most peoples were touched by this grace save for those loathsome demons in the south-- Hell, even their babies eat babies. Officially, Ouros sanctions the pilgrimage of travelers across the world to visit its temple as it is the one that must be entered first on the path to Enlightenment. The rational being that approximately 40% of groups who enter don't leave, and the fact that if a group is successful the majority of them will attempt citizenship knowing who is in a better position to reward them for their newfound talents. Yes, it is a fact that a temple cannot be opened by a single individual, only with a group, preferably a small tight-knit group.

    The experience in the temple as has been recorded by those who succeed in the Meditation is always different, most likely a mechanism adapting to the specific group dynamics. The seal at the door is opened at the instant that 2 or more people activate it; moreover, the seal itself is the most ancient magic, negating all other uses of force but the proper magic key. Of course, if one knows how to sneak past the mind behind the seal the lock is bypassed, though not a possibility with the grand seals of the Contractor. Additionally, although every citizen of the empire is granted passage time has on the whole shown that only those already possessing relative power have succeeded at arriving at more. That is, those who succeed tend to be adopted by the royals or other powerful families, and even if they don't do that the fact remains that the weak in general have a hard time truly lusting for power when they have never held it before. However, the Contractor deemed that their is potential in everyone, not just those who risked all for Enlightenment, so there are several safeguards he put in place as the harbinger of the empire. The first being that though not every citizen would have the ability to manifest magic themselves they would be given access to seals by local magistrate. The official assigned to a particular region would brand applicant with a rune that would match the spell slot of the seal he created, each made unique by virtue of their spontaneous human design. In short, a magical seal can protect against anything as long as the magic continues to hold, and in addition the extent to which the seal remains and continues to bar entrance is regulated by the strength of the will or wills behind said seal, and the awareness of mind to determine that something should not be given entrance. For these reasons runes are often shared by families or guilds that promise safety for their members. Secondly, each official who inscribes runes upon their respective municipality is overseen by the current Contractor who also solely maintains the relationship with the heavens above. It is because of the first Contractor that humanity was not subject to premature judgment from angels, furthermore, they have the responsibility of negotiating with wayward peoples who do not accept imperial rule. The Contractor must ascend, like most who become enlightened, with the will of the people, but unlike the abilities of fledgling adventurers the station of the Contractor is rather dependent still on people.

    Now that the general exposition is over let me describe in simple terms the nature of the RP. Your characters will all meet in a tavern at the behest of a local sheriff who usually handles briefing on the matter. Moreover, the group is united in that they want the power gained from Meditation in the temple. What the experience will be exactly will be dictated by player personality and and interactions. You could think of each temple like a divine skinner box that is designed to pressure the subject til they come upon the right solution. I will feature a character sheet shortly, but after a hint of interest.

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    I'm interested.

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    I'm also interested!

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    Well then:

    Name:
    Gender:( Whatever. However, even though magic exists so do social norms)
    Ability:( Basically the power that helps your character achieve their ideal image. Keep in mind that this power is gained by unlocking a seal within themselves so they might not realize it immediately they are really on a journey to unlock their true potential, thus they might not get what they think they want)
    Age:( All your Characters should be between 17-21. Humans that have not gone through even one temple have a lifespan of those in real life while on the other end there are some ancients hailing from the beginning of this age.)
    Background:(For the sake of convenience your characters will probably all be residents of Ouros. Keep in mind that though there is somewhat of a hierarchy in Ouros it is a natural consequence of competent people marrying well so even if it isn't a utopia there is no better place to live than the capitol of the world.)
    Personality:( This is probably the most important aspect of character creation. As no one can enter a temple alone group dynamics are very important;moreover, Enlightenment is therefore a group experience and is brought ruin when the link between people is shattered. The space inside the temple is a veritable void, somewhere that soon turns into nowhere without an anchor to tether you to reality. In game this will be reflected by your characters not knowing who they really are, they know their names but they ask: what in me is only me? So for personality I need your characters to have developed a conscious personality, or if you've read any Carl Jung, a persona-- and a shadow to represent that part of them that has been sealed for their own sake. And, yes, those concepts are a hallmark of the Persona series but this is not a fandom RP.)
    Appearance:(I'll accept whatever you deem most appropriate)

    General Conduct:
    No God modding
    No Jaime stus
    Have good manners
    Everything else is up to negotation.

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    More clarification on the ability section:
    First off this won't really apply til after one has gone through a temple. Secondly, I will allow players to either specialize in one thing like controlling fire or the option to be able to manipulate other things as well. However, the more varied your ability is the weaker each individual facet of it is as well. Additionally, even after the first temple you will only be able to manifest so much power, to continue the path of Enlightenment characters will have to risk even more in the mysterious temples.

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    Name: Leona Faulkner

    Gender: Female

    Ability:
    Energy Healing - transfer of energy from herself to another person in order to speed the body's natural healing process. Very limited now as she is small and tires out easily. Fully developed she will have the ability to use energy drawn from an outside source and pour energy into her target at a greater rate.

    Absorb/Release Negative Energy - absorb an attack from an enemy and store the energy to release at a later time. When realized, it is physical manifestation of her desire to protect others, but it has its side effects. The more negative energy she holds, it begins to effect her physically like a poison as well as having psychological effects if she holds it in for too long. Additionally she is not always in control of where and how she releases it, so it can be very dangerous. Fully developed it will allow her to store other types of energy - magic, elemental energy, even negative 'dark energy' in general - and release in a devastating attack. However the side effects remain a concern.

    Imbue Energy - A combination of the first two abilities, once both are sufficiently advanced. She would be able to imbue an object, an area, or even a person with a certain type of energy, for different purposes. As it is a form of releasing that energy, it actually eases her side effects somewhat. But it still must be used with great care so as not to exceed what energy the target is able to sustain.

    Age: 19

    Background:
    The youngest of a prestigious noble house, yet the least like any of her family save her flaming red hair and magical potential, Leona is nothing if not a black sheep. She has never felt like she belonged to her own family, and the Faulkners do tend to treat her more like a servant than a sibling. When she expressed interest in undertaking the pilgrimage, she was met with scorn and disbelief. The last thing they wanted was for this small, weak girl to represent them. But then again, if she failed they would be rid of her without any risk of losing face, and if she succeeded it would show the world how powerful the line of Faulkner really is. That even a bastard girl of the house can be enlightened. In fact she is every bit as legitimate as the rest, but the rumor has followed her since she was a child. Part of her motivation is to become more than is expected of her. And the rest is because she genuinely wants to help people, even those who hate her.

    Personality:
    Leona is quiet and humble for a noble, although she has been known to get angry at times. She is usually very timid, but she will speak her mind when she feels something important is being overlooked or must be said. She is is very measured in her actions, very devoted to her studies, and caring to a fault. In fact she has more empathy than is healthy. It is almost as if she absorbs the pain and emotion of those around her, and at times it can be too much for her. However she is more likely to internalize than show weakness publically, a habit rather harshly trained into her from youth. One must never bring shame on oneself or one's family. One thing she is not is scared. She would rather face death than be seen as weak. In fact that is her one and only fear, to be thought of as useless. She does not really expect that she will make it to the end of the pilgrimage, but so long as she can help someone else to do so, it is good enough in her mind. If she should return successful, however, how good it will feel to have been deemed worthy!

    In short, she has a martyr complex and an extreme fear of rejection. But in spite of - or because of - that she will go out of her way to do anything for anyone, as long as she deems it wise. As she becomes more powerful, though, she will begin to change. Time will tell if that change will be better or worse.

    Appearance: A short and slight girl with unruly red hair that resembles a lion's mane, whence she got her name. She wears dresses of a thick material embroidered at the hem with gold and green and purple, the colors of her house. She looks like a child, a fact which she hates, and no matter how hard she tries her body resists building muscle. She is always seen with a book in hand, and reads during every quiet moment in the hopes of making up for lack of strength with strength of mind. Her weapon is the only real heirloom she has of her house - a staff carved to look like wood but which is actually a very large bone. Its origin and name are long forgotten, but she feels a connection to it that she cannot explain.

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    Quote Originally Posted by Eldora View Post
    Name: Leona Faulkner

    Gender: Female

    Ability:
    Energy Healing - transfer of energy from herself to another person in order to speed the body's natural healing process. Very limited now as she is small and tires out easily. Fully developed she will have the ability to use energy drawn from an outside source and pour energy into her target at a greater rate.

    Absorb/Release Negative Energy - absorb an attack from an enemy and store the energy to release at a later time. When realized, it is physical manifestation of her desire to protect others, but it has its side effects. The more negative energy she holds, it begins to effect her physically like a poison as well as having psychological effects if she holds it in for too long. Additionally she is not always in control of where and how she releases it, so it can be very dangerous. Fully developed it will allow her to store other types of energy - magic, elemental energy, even negative 'dark energy' in general - and release in a devastating attack. However the side effects remain a concern.

    Imbue Energy - A combination of the first two abilities, once both are sufficiently advanced. She would be able to imbue an object, an area, or even a person with a certain type of energy, for different purposes. As it is a form of releasing that energy, it actually eases her side effects somewhat. But it still must be used with great care so as not to exceed what energy the target is able to sustain.

    Age: 19

    Background:
    The youngest of a prestigious noble house, yet the least like any of her family save her flaming red hair and magical potential, Leona is nothing if not a black sheep. She has never felt like she belonged to her own family, and the Faulkners do tend to treat her more like a servant than a sibling. When she expressed interest in undertaking the pilgrimage, she was met with scorn and disbelief. The last thing they wanted was for this small, weak girl to represent them. But then again, if she failed they would be rid of her without any risk of losing face, and if she succeeded it would show the world how powerful the line of Faulkner really is. That even a bastard girl of the house can be enlightened. In fact she is every bit as legitimate as the rest, but the rumor has followed her since she was a child. Part of her motivation is to become more than is expected of her. And the rest is because she genuinely wants to help people, even those who hate her.

    Personality:
    Leona is quiet and humble for a noble, although she has been known to get angry at times. She is usually very timid, but she will speak her mind when she feels something important is being overlooked or must be said. She is is very measured in her actions, very devoted to her studies, and caring to a fault. In fact she has more empathy than is healthy. It is almost as if she absorbs the pain and emotion of those around her, and at times it can be too much for her. However she is more likely to internalize than show weakness publically, a habit rather harshly trained into her from youth. One must never bring shame on oneself or one's family. One thing she is not is scared. She would rather face death than be seen as weak. In fact that is her one and only fear, to be thought of as useless. She does not really expect that she will make it to the end of the pilgrimage, but so long as she can help someone else to do so, it is good enough in her mind. If she should return successful, however, how good it will feel to have been deemed worthy!

    In short, she has a martyr complex and an extreme fear of rejection. But in spite of - or because of - that she will go out of her way to do anything for anyone, as long as she deems it wise. As she becomes more powerful, though, she will begin to change. Time will tell if that change will be better or worse.

    Appearance: A short and slight girl with unruly red hair that resembles a lion's mane, whence she got her name. She wears dresses of a thick material embroidered at the hem with gold and green and purple, the colors of her house. She looks like a child, a fact which she hates, and no matter how hard she tries her body resists building muscle. She is always seen with a book in hand, and reads during every quiet moment in the hopes of making up for lack of strength with strength of mind. Her weapon is the only real heirloom she has of her house - a staff carved to look like wood but which is actually a very large bone. Its origin and name are long forgotten, but she feels a connection to it that she cannot explain.
    Accepted. Just remember that her shadow personality isn't something sh is completely aware so RP as such. I'll probably wait like a day to potentially Garner more interest before we begin.

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    Name: Aldur Quelaan

    Gender: Male

    Ability:
    Flame Generation: Using some of his own energy, Aldur has the ability to create flame from what seems like thin air. For now, it is very limited, as he was mainly trained mentally rather than physically throughout his childhood.

    Flame Manipulation: Has the ability to somewhat manipulate flames, whether he wants to attack or defend. Of course, this takes a lot of concentration, but with more work, he may be able to do so unconsciously one day.

    Pyrokinetic Constructs: While much of his childhood involved training for completion of the pilgrimage, Aldur spent much of his free time on the subject of mechanics. This is somewhat of a combination of his first two abilities, but will only really be usable once he has become somewhat advanced in his other abilities.

    Age: 19

    Background: Born and raised in Ouros, the Quelaan family was considered among some of the elite of Ouros. This was thanks to his father’s (named Gwyn (Ability: Electrokinesis)) completion of the second temple in the pilgrimage, which allowed for marriage to a noble’s daughter and for him to amass quite the fortune. Due to his father’s achievement, it became mandatory that every one of his children attempt the completion of the pilgrimage. Aldur was trained from childhood to prepare for the coming trials, mainly through schooling and watched as his older brothers and sisters went off to complete their pilgrimage. However, none of them returned. Soon it came time for Aldur to depart on his own pilgrimage. While Aldur is anxious of the coming journey, he continues on so that he can save his youngest sister, Gwynevere, from having to take the pilgrimage herself.

    Personality:
    Conscious Personality: Aldur’s conscious personality is that of a very shy and quiet man, remaining silent in front of strangers unless he is spoken to. However, to his friends, Aldur is a very different person. To friends, he is talkative, optimistic and loyal, willing to do almost anything for his friends. Of course, Aldur does have standards and looks down on betrayal, greed, laziness and mindless violence. Being raised by nobility, Aldur is educated, enjoying the practices of reading, writing, mechanics and even the acquisition of languages if the opportunity arises. Because of this, Aldur always is looking for the opportunity to acquire more knowledge, whether it’s truly helpful to his quest or not.

    Shadow Personality: Due to the sheer amount of grief from all of his lost siblings, Aldur seems to have lost his mind. If enough sadness and stress are put onto Aldur, he will go into a state of insanity, lashing out at others and seeing things that may or may not exist. Despite the grimness of it, Aldur calls himself “Hollow” when he experiences an episode.

    Appearance: Aldur is a very tall and somewhat bulky man, due to his childhood of luxury. With brown hair and brown eyes, Aldur has a somewhat somber appearance, due to prior events in his life. Aldur is usually dressed in commoner’s clothes, as he is constantly working when he has the time. However, Aldur does wear the crest of his family on a ring in case if it can help in his journey or the acquisition of knowledge. He constantly carries around a bag with tinkerer’s tools and journals, so that he may continue his research mechanics and an assortment of other subjects. Also, Aldur carries a Sunlight Medal given to him by his sister as a good luck charm for the tough journey ahead.

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