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Fantasy Ascent into Madness (Subterranean Exploration and Combat) [OPEN]

Lyro

Errant Chronicler
Moderator
Ascent into MadnessInterest Check


I have scaled the Stepless Stairs.
I have crossed the Crimson Crevasse.
I have fought the Fiercest Fiends.

I have seen the Surface.

It wasn't worth it.


Anonymous, Sunburnt (translation)​


The world, a nameless planet orbiting a most singular star. No light reaches the surface of the world - none that its inhabitants could ever see, at least - but something does. Another world might label it as particle radiation, but the world's inhabitants just call it magic.

Nothing stops magic completely. Rock and metal are little more than coarse sieves to it. Only in the Deepest Depths does it become undetectable. Only there is one safe from its corruption. For magic's poison is an insidious one, a constant temptation for any creature, where one's sanity is the price of use.

Of course, for many of the world's underground dwellers, this is a perfectly acceptable trade-off. While few dare venture out to the Upper Levels, millions of people happily choose to live in the Middle Levels, in a delicate balance of method and madness - a stark contrast to the Depths. The Lower Levels are mostly free of magic's influence, which has allowed them to emerge as the dominant political and technological nations of the world.

Occasionally, however, even the mightiest of the world's nations have need of the Upper Levels. Perhaps they are fighting a losing war, and wish to tilt the balance in their favor by casting a stronger spell from above, where the magic is stronger. Perhaps they seek a long-lost artifact, trapped in one of the abandoned warrens above their heads. And when this happens, the great and the small all rely on the uptrekkers.

This is where you come in.

Premise
You play as an uptrekker, a specialized member of the prestigious Guild of Adventurers, Inc., an ancient and internationally-recognized association (though some of its critics would argue it is little more than a thinly-disguised band of mercenaries). Uptrekkers are trained for vertical transit - moving from one Level to another, a difficult and dangerous process for the uninitiated, much like diving and returning to the surface too quickly can be harmful.

As our story begins, you are one of the few uptrekkers brave (or foolish) enough to have accepted a job posting to the surface. As far as you know, this is unprecedented; nobody ever travels surface-side, for any reason. Some don't even believe there actually is a surface. And yet, just over a month ago, a new offer appeared on the guild bulletin board, promising an incommensurate reward for a successful (and highly confidential) mission to the surface. Exactly who published this offer is still a matter of some debate, but rumor has it one of the dwarven nations' secret services are behind it.

What drove you to do this? Lust for gold? A burning curiosity? A complete disregard for your own safety? Either way, five days ago you received a letter of congratulations curtly inviting you to an audience on the Fourth Level. It would not be wise to make the dwarves wait.

Setting
Levels 1-2: the Deep Depths (uninhabited)

Levels 3-5: the Depths/Lower Levels (eight nations, ~0.8 billion people)

Levels 6-9: the Middle Levels (forty-seven nations, ~4.1 billion people)

Levels 10-15: The Upper Levels (unknown)
The world consists of a telluric planet that has been gradually hollowed-out by its inhabitants over the eons, with the surface remaining completely unexplored even after all this time. The underground caverns (some of which are natural) have been divided up into fifteen Levels, in accordance with the background radiation level in each of them. Each Level consists of a series of inter-connected caverns, sometimes linked through modern mechanized vertical shafts, sometimes through ancient winding stairways.

Level 1 is completely inhospitable to any form of organic life, due to the incredible pressures and temperatures at these depths, while Level 2 is uninhabitable but can be visited with adequate equipment.

Levels 3 to 5 are the Depths, home mostly to dwarves and other magic-averse races. These are also by far the most scientifically advanced societies, as the absence of magic has forced them to find alternative sources of power. These levels have efficient means of travel between each other, in the form of rocket-assisted elevators, high-speed trains and more. A few of these will even extend into the levels above.

From this point on, things get stranger. Levels 6 to 9 are home to a much greater diversity of races, most of which have adapted to thrive in a magic-rich environment. Simple spells are widespread and constantly on display on each Level, while Levels 8 and 9 often feature more complex and elaborate enchantments. Unfortunately, the price paid by the people living on these Levels is a much greater general sense of instability: wars are common and highly destructive, advanced magic-users tend be more fickle or whimsical and the world itself sometimes suddenly changes dramatically. In spite of these risks, these are the most densely-populated Levels.

Finally, the Upper Levels are essentially wild territory. While a few fledgling nations claim dominion over Levels 10 and 11, these rarely last for very long. This is not to say these Levels are deserted. Many magic-users exile themselves voluntarily to these areas to further practice their craft, never to return. Strange beasts lurk in the shadows. Some even swear having come across entire tribes of sentient beings, driven almost completely insane by mana-lust.

Nobody knows what lies on the Surface. The only one to ever claim having reached it (and lived long enough to return) is the anonymous writer of Sunburnt, a widely-dismissed account of an uptrekker's journey to the Surface. Curiously, it lacks any description of the Surface itself, which its detractors consider proof of its fraudulent nature. Despite this, it remains a popular book among young people, and has remained in print for centuries.

Character
You can play as any classic fantasy race (elves, humans, gnomes, etc.) of your choosing, except for dwarves, which are unable to leave the Depths (and would thus make terrible uptrekkers). If you wish, you can also play as a custom race, though it should bear some similarity to the other races (e.g. you cannot play an incorporeal creature, or a mechanical being) and should be consistent with the world's lore (e.g. it cannot be immune to magic's effects, though it can have developed a resistance; humans are among the most resistant of the races, for example, though as a result they often make for poor magic-users). If your character comes from the upper Middle Levels, they are likely to be more unstable (for example, they might have a very whimsical approach to even serious matters); this is not a hard-and-fast rule, however.

As an uptrekker, it is unlikely you would have ever gone higher than the Tenth Level, as the nations of the world rarely have business beyond. Many uptrekkers are content to remain as couriers their whole lives, ferrying information and goods between the Depths and the Middle Levels. A few train to be magic-users, and are thus often employed in wars, fighting a secondary war in the Levels above with the enemy's own magic-users. Who you are is up to you, the only stipulation being that your character must have experience (at least 3 years of experience, for example) and must come from a Level between 3 and 9.

All licensed uptrekkers receive some amount of training. How much and what kind depends on their country of origin and their personal preferences. It is up to you to decide your character's abilities, as a result; no god-modding, obviously.

OOC Information
We would be using Discord for most OOC communication. If this is a problem for some, we could also create an OOC thread on the forums, or use an alternative program like Skype. Feel free to join the Discord if you want to ask some questions or socialize before applying: https://discord.gg/XVjf68E
While I would occasionally play the role of GM (to further the overall plot, for example, and to ensure we don't stall), this would be a mostly collaborative RP. You should feel free to take the control of some NPCs (so long as somebody else isn't already controlling the same person) and to introduce new scenarios. Perhaps our adventurers have just stumbled into an icy cave, when suddenly your character spots a suspicious-looking shack in the distance. Or perhaps they have a secret agenda they're hiding from the rest of the group, one which will only be revealed at the appropriate moment. If you'd like to add something to the setting, or even change something, feel free to suggest it (preferably before we would start).

Here are a few additional rules you should keep in mind:
  1. Be active. At the very least one post per week, preferably more, with at least a paragraph (though you're encouraged to write more!). If you plan on going inactive for a while, please give the rest of the group some advance warning.
  2. One character per player. Of course, you can occasionally take control of an NPC, but they shouldn't become a regular party member. Your character is also allowed a pet or familiar (so long as not everyone has one - we don't need five dogs tagging along!), though they should make sense for an adventurer going into possibly dangerous terrain.
  3. Magic can fill in the gaps left by technology... up to a certain point. This world doesn't strictly adhere to the rules of physics, even in the Depths (after all, this is a world where billions of people manage to live underground just fine), but don't go overboard either. A handgun that can fire lightning bullets is fine; a handgun that can blow up a town in one shot is not. Anachronisms are also fine, just don't go too far into the future (relative to our time).


That's all for now. I'm hoping to find a group of at least four people to RP with, eight being the maximum. I would play my own character in addition to serving as occasional GM. Feel free to contact me (by PM, on Discord or by posting in this thread) if you have any questions or if you're interested!

This is my first attempt at running an RP on RPNation, so I'm also open to any criticism you might have.
 
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Incredibly interested in this! It seems like the RP to get me back into... well, RPing. I do have a question, though, out of curiosity - on the topic of pets/familiars, what type of animals are native to the underground caverns? You mentioned dogs, so I'd venture to guess actual real species are present, but what about mythical/magical ones (apart from the beasts in the upper levels. I'm talking more along the lines of domestic creatures, like a trained six-legged salamander for example)? Does it depend on the level they originate from? Would they be feasible options for companions or nah?
 
Incredibly interested in this! It seems like the RP to get me back into... well, RPing. I do have a question, though, out of curiosity - on the topic of pets/familiars, what type of animals are native to the underground caverns? You mentioned dogs, so I'd venture to guess actual real species are present, but what about mythical/magical ones (apart from the beasts in the upper levels. I'm talking more along the lines of domestic creatures, like a trained six-legged salamander for example)? Does it depend on the level they originate from? Would they be feasible options for companions or nah?

I would answer that on a case-by-case basis. But overall, yes, magical creatures definitely do exist. However, they might struggle as you go down; your six-legged salamander for example would be perfectly fine in the Depths, for example, but a spider that has magically been given the power to sing would revert to a normal spider down there.

Also, while birds and other creatures that wouldn't normally be able to survive underground do exist, they're rare and often come from the upper Middle Levels, where caverns can sometimes be bigger on the inside to the point where some of them have skies and entire ecosystems. Bats, on the other hand, would be about as common as pigeons in our world.
 
EMP EMP rambler rambler Some1 Some1 Damafaud Damafaud TripTripleTimes TripTripleTimes Alright, we've got enough to get started! I'm still going to leave this open for a little while, but in the meantime, feel free to fill in the character application form (you can add elements to them if you so wish):

[B]Name:[/B]

[B]Gender:[/B]

[B]Quote:[/B] [I](Write something that would be pretty characteristic of your character, e.g. "Where's our payment?")[/I]

[B]Race:[/B] [I](Either one of the standard fantasy races - excluding dwarves - or your own custom race, described in a spoiler below; see the Character guidelines)[/I]

[B]Age:[/B] [I](Must be of adult age, relative to your chosen race's lifespan)[/I]

[B]Home Level:[/B] [I](If this is different from the Level they were born in, please specify both)[/I]

[B]Appearance:[/B] [I](Provide at least a paragraph describing your character's physical appearance)[/I]

[B]Weapon(s):[/B] [I](Most uptrekkers are trained in non-magical combat, as relying exclusively on magic is a dangerous habit; if your character doesn't use a weapon, there should be a good reason for it)[/I]

[B]Equipment:[/B] [I](Any other common equipment they often carry around; there will be opportunities to buy more as the adventure gets started, so don't worry about this too much if you don't have many ideas)[/I]

[B]Magical Abilities:[/B] [I](There is no single way to use the magic of the world: some use spells, sophisticated creations of the dwarven magical theoreticians; others channel the raw magical energy directly, which can lead to powerful but unpredictable effects; countless other systems are also available, feel free to invent your own)[/I]

[B]Personality:[/B] [I](Provide at least a small paragraph describing your character's personality and specificities; characters from the upper Middle Levels should be noticeably peculiar in some regard, compared to people from below)[/I]

[B]Background:[/B] [I](A brief history of your character, particularly their time within the Guild; did they ever specialize in a certain domain? are they famous?)[/I]

[B]Languages:[/B] [I](Any languages your character might know; practically everybody speaks some level of Dwarven Standard, the most widespread subset of the Dwarfish tongues, but no universal Common language exists)[/I]

[B]Companion:[/B] [I](Optional; your character may have an animal companion if you so desire; read [URL="https://www.rpnation.com/threads/ascent-into-madness-subterranean-exploration-and-combat-open.317556/#post-7602051"]this post[/URL] for more information)[/I]

[B]Religion:[/B] [I](Optional; all manners of religions are scattered throughout the world - some even worship the Surface; a great many people, particularly in the Depths, are also atheists or agnostics)[/I]

[B]Morality:[/B] [I](Optional; pick any combination of [URL=http://tvtropes.org/pmwiki/pmwiki.php/Main/MoralityTropes]these tropes[/URL]; alternatively, feel free to also use the classic D&D Alignment system)

[B]Additional Information:[/B] [I](Optional; add any information you think would be relevant here)[/I]
 
Very interested! I do have one question (idk if you mentioned it in the post or not) is this a dice rp?
 
Very interested! I do have one question (idk if you mentioned it in the post or not) is this a dice rp?
I haven't ruled it out entirely, but I don't think it would be. I would only use dice if it became necessary (e.g. combat encounters becoming too easy or too boring).

That being said, if everyone would prefer using dice to resolve some situations, I'm flexible.
 
I love having to use dice to do "checks" to see if you succeed in doing certain things, it really makes combat and stuff really fair and interesting, i look forward to this RP.
 

Astaroth Blackfang
"The surface is just another level I shall venture to, I will be the first to use it's immense power"

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Gender: Male

Quote: T.B.D

Race: Elf

Age: 246

Religion: Atheist

Morality: Chaotic Good

Home Level: Born on Level 7, Lives on Level 8

Appearance:

Astaroth is never seen without his black-grey cloak, his long brown hair and knife edged ears a common trait of his people. He has a fairly light skin tone and a sharp nose, his white pupils are also a very prominent feature. He weighs an approximate 86 kilograms (189 pounds) and is no taller than 1.93 metres (6ft 4in)

Around him is a satchel filled with herbs, parchments of paper, ink and quill, and of course maps of different levels, albeit some may be unfinished. A one-handed sword is also secured onto his belt, together with a small dagger and a small vial.

Weapon(s):


UC1386a.jpg
The greatstaff of Blackfang, it is made of enchanted wood, turned pale from exposure to magic. The staff acts as a medium for magical energies to focus on a point, resulting in a more potent spell


c1677ed424cf54ec15981cd912152012.jpg
A fine elven short sword indeed, Solitude is made of steel hardened with magic. Similar to Dwarven hardened steel in some cases, it is much stronger than any regular iron sword.
Languages:

-Elven (Fluent)
-Dwarven Standard (Fluent)
-Dyskian (Basic Understandind)

Companion:

Beside Astaroth is his trusty stag, Fable, both his mount and true friend. Being with Astaroth since he was a little doe, Fable is extremely loyal to him and will follow wherever he goes. This specific stag has evolved to have glowing antlers, making him an excellent companion when venturing into the darkest depths of the earth.

Equipment:

- A small dagger for non-combat purposes
- Herbs, for mixing concoctions when needed
- Maps, they detail mainly levels 6 through 10 but some most of them are incomplete.

Magical Abilities: T.B.D

Personality:

Guided by his conscience, Astaroth does whatever he believes is right with little regard for what his other guildmates expect of him. He shows kindness to those that that are kind to him, an eye for an eye. Respect, some might deem, is one of his most likable traits, though at times he can be a bit arrogant (like all elves). However, there is a much darker side to Astaroth, a nihilistic one. Though he has morals, that's pretty much all there is. This contradicting side makes him a little 'weird' at times, so most are cautious around him.

Background:

Born on the 7th Level, Astaroth Blackfang grew up in one of the many Elven settlements there. As a child, he was shown to have an affinity for the magical arts, something very common among Elves. Swordsmanship was also taught to him there by one of the guards.

Being raised by a single father and never knowing the love of a mother Astaroth was deeply affected as a young child. He began exhibiting signs of depression and for a period, he did nothing but stay at home and read up on magic. A nihilistic worldview began forming around him and would not pass for a long time, and even though he has gotten over this mindset, a part of him still stays as a nihilist.

A while later, after sorting out the various problems in his life, Astaroth went ahead and moved to Level 8 to further his magical studies. Taking only his staff and sword, he ventured upwards. Over there, he had heard of a guild of Uptrekkers, and took an interest in them. Perhaps he would be able to become an even more powerful mage?

The guild was everything he imagined it to be, a group of highly skilled, competent adventurers, some with the same lust for magic. Though he is relatively unknown, some have heard of his skills as a mage, garnering him respect and reverence. Even till now, Astaroth's loyalties lie with the guild and hopes to work with more people to gain knowledge and power.

 
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“The most tragic event is the death of curiosity.”




NameEvgeniya “Eva” Dawnswing

GenderFemale

Age116 years old

Home LevelLevel 7 born. Currently living in Level 8.

LanguagesFully Fluent: Avirean, Dwarven, Selkie-speak
Mainly Literate: Elvish, Highland Fairy


WeaponsA pair of sturdy arm guards and single-edged short swords.

Equipmentbooks | steel-enforced terrarium of glow worms | heavy duty boots | notebook and pens | first aid kit | extra pairs of heavy duty gloves | goggles | grooming kit | magic powered lighter

ReligionAgnostic

MoralityAbove Good and Evil

RaceAvire. A race of avian shapeshifters who have evolved to adapt to the climate of lower levels away from magic. In these times, most Avire cannot shift fully into their avian form without a good use of magic involved. Instead, the Avire tend to stay with their “human with bird wings” appearance. Their most notable trait is, of course, their large powerful wings that allow them to take flight (though some, like Peacock Avire, cannot take flight). How long they stay in flight purely depends on how active they are with their wings. Some of the Avire who have more labor intense careers like to collapse their wings tightly against their backs and under their clothes to protect them. Those of this race have a higher natural body temperature than humans and tend to have around the same lifespan as many of the fae and elven races. Their native tongue is Avirean.

PersonalityEva, though relatively friendly (if you ignore her moments of snark), does not believe in the concept of good and evil. She believes there isn’t really a clear line in morality and sees the world in a more “I have my needs and wants and you have yours” kind of light. In fact, she’s more likely to try to pick apart someone’s brain than actively participate in a double-sided war. Or just have a good laugh about it (because, let’s face it, some wars and fights start for really stupid reasons). Or make off with their library as the two sides set each other fire.

Other than her strange morals, Eva is your typical bookworm who has an adventurer’s heart. She’s perfectly fine with tucking herself away with a new book on hand. She’s also fine with crawling to mud and sand to get to where she wants. And as friendly as she is, she’s not above taking advantage of someone to get where and what she wants. She most likely doesn’t have anything against you. You were just in her way...



Magical AbilitiesCan shapeshift into a primarily brown-feathered gyrfalcon | Can harden a handful of feathers into deadly points with magic and launch them | Knows a little wind-based magic | Knows how to cast ONE fire-based spell (she cheats with a magic lighter)

AppearanceLight skinned and standing at five foot six inches, Eva is gyrfalcon Avire who looks like she could pass off as someone in her mid to late twenties if she was of the human race. She has brown and black hair that have some feathers mixed in towards the nape of her neck. Like many gyrfalcon Avire, Eva has golden yellow eyes that are often described as sharp and assessing, like they’re always measuring something or someone up. However, this is usually offset by her habitual and often bemused smirks.

Also common amongst her race, she has large wings that have the pattern of a brown gyrfalcon which are usually shrunken down in size and neatly tucked under her clothes when not in use.

Though she is a scholar as well as an adventurer at heart, with her pragmatic attitude about her appearance, Eva looks more like a stereotypical explorer rather than the bookworm that she is.


BackgroundEva grew up with a moderately-sized town of Avire in Level 7. It was within her hometown that she learned to fly. And it was there that she eventually went the extra mile and learned how to shift fully into her gyrfalcon form. Soon she reached adulthood and thought about what she wanted to do her life, dabbling in languages here and there to satisfy her love for knowledge and literature. However, this and reading did not do much to satisfy her curiosity and wanderlust. Eventually, she left her childhood nest and joined Guild of Adventurers, Inc.

After joining the Guild, she permanently moved to a city in Level 8 but still occasionally visits her family during her rare bouts of homesickness. A couple of decades with the guild proved to do well with her, as she learned much and gain just as many opportunities to gain more and more knowledge and stories. And though, she’s not particularly famous, she’s a well-accredited scout with a good memory. She’s often recommended for requests that require detailed surveying of an area.


Extras
  • Is completely willing to learn a new language if it’s a language barrier that’s preventing her from getting her hands on a book she really wants.
  • Is pretty acrobatic, especially with her fighting style.
  • Elvish and Highland Fairy are languages that she can read very well. However, even she admits that her accent is horrendous and her pronunciations are often VERY off. She’s better off just sticking to her books in this case.
  • Highland Fairies are just the big fairies that don’t live in and/or sleep in plants.
  • Is fine with flying for long periods of time but prefers speed over length.
  • Can shapeshift fully into a gyrfalcon but is too cautious to use the ability often.
  • “Stop thinking so hard. I heard that it’s very bad for your health. Maybe that’s why you’re bald?”
  • “Good night. Elvish is bad for my throat. So is Pixie.”
  • “Well, you’re annoying enough. To be honest, I’d push you off this cliff if I didn’t know that I would have to scrape your body off the ground after.”

 
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Xhin Dionis
"Look! Look at this this, this, this... uh... thing!"



Gender: Female

Age: 29

Home Level: Born and lives on Level 8

Companion: None

Languages:
  • Dwarven Standard - Basic
  • Elven - Fluent
  • Faenn (language of the fae, satyrs, nymphs, and faun) - Fluent

Morality: Chaotic Good


Race: Faun - A light-footed race of half-human, half-deer figures. Faun are noted for their large dark eyes, deer-like ears and variety of antlers, which both male and female faun possess. Young faun start growing their antlers when they hit puberty, and they are shed every few years. Their other most notable feature is their furred lower bodies, which include small tails and sturdy hooves. Their cervine legs give them great speed and agility, and as such they are widely employed as couriers, messengers and scouts. They also have a reputation for mischief, and while not as stigmatised as satyrs they are still regarded with slight suspicion by the non-fae races. Faun tend to age around the same rate as humans, and are considered adults in their society at 16. However, they are considerably shorter than humans - five feet is considered quite tall for a faun.

Appearance: Standing at only 4 ft 3 in and weighing 68.7 pounds (a point of contention for her), Xhin cuts a curved, if diminuitive, figure. Although a little plumper than others of her race, her brown-furred, lightly-speckled legs are more than capable of giving her the speed and jumping abilities her people are known for. Her antlers add just under a foot to her height, poking out from long, dark auburn hair that contrasts with her fair skin. Her dark eyes are large and innocent, and freckles adorn her face in a wide stripe from her cheeks across her nose.

Personality: Xhin is an exuberant soul who has fun and tries not to upset anyone, preferring to leave as polite acquaintances if a friendship cannot be struck up. A passionate faun, she earnestly loves and is intrigued by many aspects of the world, especially magic. Having grown up surrounded by the magics of the upper levels, she is more than used to experiencing and using magic in many facets of her everyday life, as many of the fae do. Unfortunately this means she becomes frustrated on the lower levels where her magic deteriorates, as she feels weighed down and as if part of her is missing.

Her other passions include weaponcraft, which she has taken upon herself as a hobby and side-profession, and intricate or grand machinery. The artificers of the lower levels fascinate her, and while she doesn't understand the complexity and craft that goes into their machines, she marvels at their rocket-lifts and other gadgets nonetheless. However, that is where her admiration for the lower levels ends - she has little interest in what she calls the "humdrum" inhabitants of the lower levels and their drab, non-magical day-to-day existence. If she gets bored of anything she will try to leave and find or do something that interests her, otherwise she gets fidgety and her mind wanders.

She chooses to opt out of other people's personal conflicts, as such things interest her even less than non-magical life, which can lead some to view her as uncaring. However, she is not naive - she knows full well that others will dislike her for not getting involved or not choosing a side, or simply because of her race and disposition. If she must interact with such people, she will try not to offend, but her fidgeting and restlessness can make it painfully obvious that she wants to leave. She also has a chip on her shoulder about looking so much younger than she is, and will brusquely admonish anyone who comments on her spots or age.

Religion: Atalysus - Faun Goddess of Adventure, Revelry and The Hunt - many faun revere Atalysus, a woodland goddess who promotes living life to the fullest through adventure and joy. Worship of Atalysus is casual, not requiring churches or gatherings, but instead embracing a lifestyle that honors her tenets. Her followers engage in occasional hunting for meals, usually heading out once a year for such a practice. Using animals parts such as bone and leather for furniture, clothing and decoration is commonplace, and most followers carve their own idol from the bones of a beast they have hunted to show their faith. More devout followers decorate their antlers with bone jewelry and charms.

Background: Born around one of the bizarre little woods of Level 8, Xhin grew up in a typical faun lifestyle. Her parents taught her to use the natural magic that pervaded their homeland, and her inquisitive and passionate nature meant that her magical talent expanded and grew quickly. The woodland elves that lived nearby taught her their language, and she was also taught basic dwarven to help her along in the world, although her understanding of dwarven is quite basic compared to her elven.

When she came of age, she decided that a life as part of the Guild of Adventurers sounded fun and exciting, so she signed up at the first opportunity. They taught her to better use her magic for fighting and defense, as well as how to effectively use a sword and, eventually, her daggers. It was during her first few years in the Guild that she started crafting her own weapons, selling a few at local markets to make some extra money.

Although she favoured courier missions during her time with the Guild, after six years of membership she was conscripted into a few small conflicts; her skills in magic and her prowess in battle had long since been proven as she traversed the eighth level and its resident threats with growing confidence. It was during her conscription that she received her first basic training in vertical transit, as she was deployed across the seventh, eighth and ninth levels. She took a liking to the freedom of movement and seeing exciting new things across the various levels, and decided that after being a member of the Guild for nine years, she wanted to be an uptrekker. Soon after, she applied and was accepted into their ranks.

During her time as an uptrekker, Xhin acted as a courier and escort to people and goods between all manner of levels, and became a fairly known face amongst the larger settlements and businesses therein. But, after four years, she spied an opportunity for the greatest adventure of her life - a journey to the surface.

Specialization: Runner - in the Guild, Runners are an amalgam of scouts, couriers and messengers. They are valued for their discretion, observational skills and speed when delivering information or good, or scouting out new, undiscovered, or dangerous areas. After all, a slow, clumsy scout is a dead one.

Weapon(s):
  • Bone Sword - Taken from one of the larger beasts that patrol the ninth level, a bone was magically shaped into this blade by some arcane hunters. Laying eyes on it in a market, Xhin immediately fell in love with it, and in turn she began a passion of crafting her own weaponry.
  • Antler Daggers - Xhin didn't take long to start making her own armaments, and these two light-weight daggers are proof of that. Forged from her own shed antlers and magically reinforced, these daggers are quick and deadly when weilded in each hand. She does not name them, as she enjoys creating new, better ones each time she sheds.
  • Hand Cannon - An ornate hand cannon that she bought from dwarven merchants on one of her excursions to the lower levels. She only ever carries a handful of non-magical fire-shells in her pouch (usually five - she likes the number), preferring to use the hand cannon as a conduit for her spells. She only resorts to using the ammunition if she's in the 'humdrum' levels where her magic is weakened - her fire-shells erupt in flame wherever they strike.
Equipment:
In her bag:
  • A whetstone for sharpening her sword and daggers
  • A small bound writing book and a charcoal pencil
  • A collection of ragged maps and scribbled notes concerning various locations in the nine levels
  • Some dried meats and snack treats
In her pouch:
  • Five fire-shells for her hand cannon
  • A crystal that glows brightly upon being touched, used as a torch
  • A small, bone idol of Atalysus, faun goddess of adventure, revelry and the hunt

Magical Abilities: Xhin's daily use of magic and further training from the Guild of Adventurers have provided her with a mix of enchantments and spells. She specialises in fire and arcane magic, and uses natural magic in its raw form, rather than using the rituals or runes of the lower levels. Although talented, Xhin must use a focus for her more powerful magic, often her swords, daggers, or hand cannon, or even herself, which presents its own dangers:
  • [Enchantment] Speed - One of the first spells she learned from her parents, Xhin enchants herself to give her temporary boosts to her already remarkable speed. She uses this in tough fights and to escape from danger, and sometimes just for the thrill of speeding across the subterranean landscape.
  • [Enchantment] Flame Blade - Xhin causes her sword or daggers to set on fire, causing terrible burns on contact with her foes. These can also act as impromptu torches.
  • [Enchantment] Arcane Blade - she focuses raw arcane energy into her sword or daggers, imbuing her strikes and slashes with much greater force than is natural. However, using raw magic like this is unstable and can result in dangerous blasts of energy that damage Xhin and anyone around her.
  • [Spell] Flamethrower/Firebolt - she casts either a continuous gout of fire or an explosive fireball from her hand cannon.
  • [Spell] Arcane Blast - she focuses raw arcane magic into her hand cannon and fires a powerful shotgun blast of arcane energy, damaging many enemies in front of her. However, using raw magic like this is unstable and can result in dangerous blasts of energy that damage Xhin and anyone around her.
  • General Magic - simple day to day things like lighting a torch or levitating a pen to her hand come naturally to Xhin, and she misses these abilities greatly when she's in the lower levels.

Additional Information:
  • Xhin's understanding of dwarven is rather basic, and she often stumbles over and repeats words while she searches for the correct one.
  • She also tends to repeat words when she isn't paying attention, so it's sometimes difficult to know if she's looking for a word or if she's just bored.
  • She favours hit-and-run tactics in battle when using her sword and daggers, using her speed to get around and behind her enemies and darting back out of reach when they attack.
  • She wants to move to the higher levels eventually to enjoy a life full of magic and wonder. She has even been slightly envious of the folk who left for the tenth floor and never returned.
  • Faun usually lose the speckling on their fur during puberty, but every so often one retains them into adulthood. Xhin is one of these faun. She hates it, as she is often mistaken for a youngster, or ridiculed as one. People often exclaim that she has "such big antlers for such a young girl."
  • Xhin loves running and jumping. This is natural for a faun, but Xhin wears the dumbest, happiest grin when she is cavorting around for no reason other than to cavort around.
  • She has a collection of her own antlers at home. She plans to use them to make more weapons, but at the moment it's just this weird, macabre pile of bones in her bedroom.

 
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Here are my own character's details, if anyone's interested:
Prof. Kytrek Rhodius

"Apply yourselves!"



Basic Information

Gender: Male

Age: 61

Race: Deep Human - Humans born in the Depths tend to be slightly shorter than other humans (possibly as a result of ancient dwarven ancestry) and even less magically-gifted, but possess enhanced vision in the dark and a greater tolerance for heat. In all other areas, however, they are like other humans, though their genetic diversity is greatly diminished as a result of their comparatively small numbers.

Home Level: Fifth Level, but often moves around

Religion: Atheist

Morality: Pragmatic Hero, A Lighter Shade of Grey

Languages:
  • Dwarven Standard (fluent)
  • Dyskian (fluent) - the language of the now-fallen nation of Dysk, one of the largest human nations on the Fifth Level and a widespread tongue among Deep Humans
  • Runic (working knowledge) - traditional dwarven language for transcribing spells
  • Elvish (basic, better at reading than speaking)
(Any languages your character might know; practically everybody speaks some level of Dwarven Standard, the most widespread subset of the Dwarfish tongues, but no universal Common language exists)

Inventory

Weapon(s): Though the deep engineers have long since come out with more sophisticated weaponry, Kytrek sticks to his trusty Bolt-Action Rifle for several reasons. For one thing, it is simpler for him to repair when it breaks down in the wilderness. For another, he has heavily modified it over the years, embedding a Geiger counter that automatically activates additional enchantments when certain magical thresholds are crossed:
  • Heat-Vision (7+): The scope reveals biological creatures through walls, coloring them in red.
  • Target-Seeking Ammunition (11+): Bullets will seek out the closest target. The shot must still be aimed reasonably well however. Requires specially prepared cartridges.
  • Phasing Ammunition (13+): Bullets can phase through walls. Requires specially prepared cartridges. Untested.

Equipment:
  • Notebook and Pen: While mostly a collection of functions for his spells (see "Magic"), Kytrek also uses his notebook to write down anything that might come in handy later.
  • Scrolls: When a spell needs to be cast, Kytrek will write it down on one of these sheets of paper.
  • Pocket Calculator: One of the only modern deep inventions to have spread far-and-wide, this simple tool has saved Kytrek's life more often than he would care to admit.
  • Combat Rations: When possible, Kytrek will hunt and gather his food; however, there are times when this is not practical, and in those situations he will fall back to his rations.
  • Flashlight: A powerful source of lighting is indispensable in some of the Upper Levels.
  • Climbing equipment: Essential tools for scaling vertical surfaces, including several long lengths of rope.
Additional Information

  • Spends much of his free time preparing various spell functions.
  • Enjoys surreal humor, one of the few ways he will let others connect with him.
  • Decidedly married to his job.
Appearance

Decades of adventuring up and down the Levels have made Kytrek quite fit. Of average height among his race (166 cm), he is quite strong for his age and his reflexes remain as sharp as ever. His small, close-set blue eyes miss very little, though he increasingly finds himself reaching for his reading glasses during long reading sessions. His small but meticulously well-maintained white beard is his pride and joy, along with the sideburns leading up to his close-cropped gray-and-white hair.

When uptrekking, Kytrek favors a warm, heavy cloak over a set of high-quality leather armor. The original colors have long-since faded away, leaving only a palette of drab, earthen tones. His heavy rifle is slung across his back, along with a weathered backpack; his personal notebook is attached by a hook and a short chain to his leather belt for easier access. Finally, he wears a pair of thick modern combat boots, years of spelunking having taught him the value of quality footwear.

Personality

An arrogant man, Kytrek holds most people in low esteem, considering them sloppy and unreliable; only a few of his dwarven peers have managed to earn his respect. He believes his practice of magic to be the most noble form there is, and while he concedes the necessity for other, faster methods, he considers them beneath him. Consequently, he often prefers to work alone, and has sometimes signed up for months-long missions simply to catch a break from the tedium of company.

Despite this, on the rare occasions where he has worked in a group, he is a dependable and trustworthy ally who will not back down from danger, so long as he thinks the odds are surmountable. Authority figures and leaders leave just as much of an impression on him as anyone else, but he will still obey orders given to him, albeit with some complaining when he disagrees with them.

Background

Before he became an uptrekker, Kytrek was a famous professor (at least, famous within his narrow field of expertise; to him, this is the only kind of celebrity which matters). Raised in the company of dwarves, his passion for mathematics and logic led him to a research career into magistics, the scientific study of magic. He quickly specialized into a branch of magistics that had seen few developments over the last century: formal magistics, which seeks to create a completely systematized approach to magic leaving no room for error. After completing his doctorate on the semantics of spellscribing, he was offered a teaching position at his local university, which he accepted in order to continue his research.

By age thirty, he had become the lead researcher on the subject at his university and frequently corresponded with other scholars from all around the world. Despite this, he was becoming increasingly frustrated with the lack of empirical data to support and inform his theories, and sought out ways of travelling to higher Levels, where the magic would be sufficiently strong to conduct his experiments. Being a citizen of the rather conservative nation of Lirqin, outbound travel requests were not handed out easily; only by joining the army or the Guild of Adventurers, Inc. could he hope to be able to travel quickly. He decided on the latter, and one year later he set out on his first mission to the Eighth Level.

Since then, Kytrek has been on dozens of missions, having even travelled to the Twelth Level once. His rigor and innovations slowly became renown throughout the Levels as he was tasked with increasingly complex and ambitious projects. To this day, his crowning achievement remains the construction of the Halcyonic Spire: over three years of work to produce a single, one-hundred-and-seventy-two pages long spell which brought the magical structure into existence. On the day of his forty-fifth birthday he was offered a professorship by his home university, whose magistics department had since become world-famous thanks in part to his contributions; he accepted it on the condition that he be allowed to continue his uptrekking duties, which the university granted.

Nowadays, Kytrek's fame and status precede him in universities throughout the world, and he is often invited to give guest lectures when he passes through the general area. He is comfortably wealthy and, while he is starting to consider his retirement plans, he believes he still has time for one last adventure, one that could push his theory to its breaking point.

Because, if he is correct, logic itself will break on the Surface.

Magic

A researcher in the budding field of formal magistics, Kytrek's abilities are centered around a rigorous and demonstrably correct approach to spellcraft. By applying a mathematical process to a domain that has traditionally been rather intuitive, he is able to create perfect, extremely powerful spells of any level of complexity. Whenever he wishes to cast a spell, he breaks it down into several component functions, derives them through a slow but thorough process, then strings all the functions together to create the desired spell, which is guaranteed to be fully-functional if the method was followed properly.

The crucial downside to this method is that it is an incredibly time-consuming process. Most magic users will be content with a "good-enough" approach which allows for magic to be used in combat quickly and intuitively, such as the classic fireball spell. An equivalent spell constructed through formal magistics could take two or three days to prepare, but would produce a significantly more potent and precise fireball. As such, Kytrek's talents are mostly used for missions that aren't time-critical, where precision and correctness are more important than speed.

Despite this, Kytrek can still cast some spells relatively quickly, as his notebook is filled with commonly-used functions he can use to build rudimentary spells faster. This is still a slow process, as the functions need to be transcribed to a separate scroll of paper in order to build the spell; in addition, since this is a more generic approach to problem-solving, the resultant spells are less optimized for specific situations and are thus usually weaker.

While he can cast his spells non-verbally, this is incredibly difficult and slow; Kytrek prefers to simply read them out loud.
 

James Huewes
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Human | Male | 43
"You're one of those self-proclaimed 'good' guys, ey? ...That's... great..."



Home Level:
Born and raised on level 4. Lives on level 5 currently, but frequently visits level 6, and occasionally 7 and 8.


Appearance:
James stands at roughly 5'10. He has a sturdy build, and his weight alone is quite impressive for his age, though he is mobile enough despite his bulky shape. He keeps his ashen hair short, and he also tries to keep his facial hair to a minimum. His eyes are of a pale blue which many associate with ice. It's not surprising that he was also gifted with a chilling glare. His skin is also quite pale due to the lack of natural light that hits the depths of where he lives, and there are a plethora of "battle scars" covering his body, mainly scattered around his arms and hands.

He prefers to arm himself with lighter gear like leather when he's on the job. Can't be too heavy when running around magical hell-scapes and climbing up and down rocky walls all day.


Weapon(s):

  • A scoped, semi-automatic rifle. Runes have been embedded into the design to allow for shots to be infused with magical energy. The rifle is capable of shooting lightning infused rounds which electrocute targets.
  • A revolver that was embedded with a rune that infuses the weapon with the element of wind. If it misses, it is still capable of knocking back targets within a limited range of weight and size.
  • A hand pistol that was infused with the power of fire. Capable of not just penetration, but further burning the target. Some shots may even be set aflame while in the air.
  • Lastly, a wavy short sword for the worst of scenarios. The sword was also infused with the power of lightning. Those that get stabbed with this are electrocuted as well.
Runes will only activate with enough magical energy in the air. ( Generally 7+). Though effects may be extremely weak on the 6th level. Any level below and there will be no magical effect at all.​


Equipment:
  • The weapons listed above along with ammunition for each firearm.
  • Talismans for quick minor spell-tossing.
  • A book detailing the different officially recognized languages and providing simple means of translations.
  • Matches, a flashlight, and extra batteries.
  • Journal and pen. Inside are various notes on various things.
  • First aid kit and a basic guide, along with various healing salves and potions.
  • Dry food rations & stored water.
  • Changes of clothing/gear, "spare everythings."
  • Your average climbing gear for ascension.
  • Roughly sketched maps of the higher levels. Certain points are marked on the tenth level, revealing how far he's gotten in his exploration of the area (He hasn't gotten very far).
  • A few scrolls, incantations of protective and supportive spells are written down.
  • two extra daggers, though they are pretty much only used for practical purposes.

Magical Abilities:
James relies heavily on the effects of runes and enchantments in the upper levels. The guy isn't really a big magic user, but he also possess magically enchanted/infused items that aid him. The runes in his weapons are also proof of his reliance on magical items. He also knows of a few spells that serve supportive or protective uses, but he is very conservative of their uses. James also remembers a couple of very basic offensive spells, but it is unlikely he would resort to using them instead of the weapons that he already has at his disposal.


Personality:
James is a generally friendly guy. He can get along with just about any personality type.
"And there are types, mind you. Learning how to deal with each one gets you places. ...What type am I? Ehhh- Nice, suburban family man?"

James takes it upon himself to be cordial to just about everybody. And this is because he believes in the whole "Treat others how you wish to be treated," thing. Except- he also gives people what he feels they deserve. An eye for eye, if you will. If you act like an asshole, you'll get treated like one. Simple as that- you get what you give. And so, he tends to believe that by being a nice guy, he'll get treated like one.
"Lucky for me, people tend not to do bad to the people they perceive as friends. Of course, it happens though."

As a general rule, you should keep your amount of allies greatly above your number of enemies. That is- unless that's all part of your plan for something greater. A bit risky though to be disliked by everybody, he thinks. People who don't like you aren't gonna share with you. People who do like you are more inclined to help you when you need it. And that's survival.
"And that's a fact, ain't it?"


Background:
James was born to a father who was coincidentally also an uptrekker. His father was lesser known and did not venture above level 9, but managed to receive jobs that still paid fairly for less risky work. With him also being a member of the Guild of Adventurers, James was introduced to the concept pretty early on in his life. And while his surviving siblings went on to pick more "refined" pathways in life, James was always interested in the thrill and mystery of what was uptrekking.

In his teen years, his father would take him on trekking trips to level 7 to give him a feel for what trekking was, but he took him no higher. Eventually, as James became more and more interested in the trekking business, his old man decided to pass down the offspring of his raven to James and the four of them, both their ravens and them, would eventually reach level 8 together. That little raven gifted to James soon came to be known as Fredrick.

At the age of twenty-three, James's father had passed naturally. And it was his death that inspired James to join the Guild of Adventurers and decide to call himself an uptrekker. And only two years after taking up this new profession, James married to Fiora Velaeris, a childhood friend. And a couple years after that, they had two sons, Direni and Mikael.

After trekking for twenty years, James has grown fond of his career and he's been on many different jobs. Being more daring than his father was, some jobs included high amounts of risk, which always worries his wife to death, and some were on the milder end of the spectrum. This new job though, might be his riskiest.


Languages:

  • Dwarven standard. Fluent. James can also understand other variations of Dwarven, but will only be able to answer back in Dwarven Standard. He is able to read most Dwarven variations without any problem as well.
  • Dyskian. Fluent. Can read without problems.
  • Arkovian. One of the few human languages spoken around level 6 and up. He can fluently speak it but has trouble reading it, although minimal. It's one of the strange languages that his mother-in-law taught him.
  • Elvish. He is able to understand the Elvish language to an extent, but can only speak it brokenly. He is able to read it at a decent level though.
  • Runic. Can only understand certain characters. Very basic.


Companion:
A lovely jet black raven affectionately named, "Fredrick" follows James around. Despite the name, the bird's gender is female.

Fredrick is one intelligent bird, being smart enough to comprehend a multitude of commands in several different languages and even understanding some phrases of casual speech, her magical prowess is also quite impressive.

Thunder and ice are her elements with thunder being her dominant. The bird is skilled enough to absorb and channel energy through herself and then manifest it into elemental magic which she then releases in bursts and blasts. Her accuracy with her favorite skill, "doom bolt", practically just a bolt of lightning summoned to strike from above, is beyond deadly and her ice magic can inhibit movement and trip up foes. Though she will never be as dangerous as a magician, her support is valued highly by her holder.

Fredrick has been as high as level 10 with her partner, but for a very short amounts of time due to the intense radiation of mana, and the offensive power of her magic there thrives. However, because of her lack of experience with such high amounts of raw energy, any level above and she would likely not be able to control her magic without some difficulty. There are also risks being made on her mental stability above level 9. Fredrick has never been lower than level 3, but her trips to the depths are mainly just for sight-seeing. Any level below 5 where she resides with James, and her magic is just about useless.


Religion: Atheist.


Morality: Neutral Good.


Additional Information:
James additionally carries a small box full of letters and pictures of his family.

Theme:

 
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