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

Cyell Under
(SIGH-ell oohnd-AIR)

Gender: Male

Quote: TBA

Race: 'Infernal' Human

Cyell is a part of a subdivision of humans called the 'Infernal'. Infernal humans have no actual 'infernal' lineage, their namesake instead referring to the aesthetic and magical qualities they possess. Unlike standard baseline humans, infernal humans have a lessened resistance to magic; a result of having Tiefling blood running through them. The Infernals also share aesthetic traits of their more brutal-minded cousins; that is to say, their appearances are varied. While an Infernal human might look like a standard, blonde-haired blue-eyed human in one edition, another might have razor-sharp teeth and horns with red skin. Additionally, a large majority of them practice Ra Divay. Infernal humans themselves possess no affinity toward Ra Divay magic themselves, but it's a form that is deeply enrooted in their culture.

Ra Divay is 'blood magic'; a tribal way of incanting spells that harms the user in a given way when implemented. The advantage is that the raw power of Ra Divay is generally greater, even when practiced by those who haven't an idea of what they are doing. Some blame the shorter lifespans of Infernals and Tieflings to the usage of Ra Divay, which exists in nearly every part of their societies in replacement of technology. A common form of Ra Divay includes blood tattoos; runes inscribed into Infernal and Tiefling children skin with a magical, poisonous herb during coming-of-age ceremonies that they can use into their adult lives, whether to the betterment of society or the detriment of it. Most 'civilized' societies consider the use of this sort of detrimental magic harmful, although there have been uptrekkers that have used it in success.

Infernal culture, comparatively, is viewed as 'tribal', though that is a shallow view of what actually lies beneath. Though alien to the technological constructs of the Dwarves and the lilting elegance of the Elves, Infernal scientists and mages pilfer from their own psyches to advance their culture. The rate of madness for such people is high, leading others to view them as volatile loose cannons, but the strange and unique artifacts and people that surface from Infernal society say otherwise.

Age: 24

Home Level: 8


Appearance: Cyell is an Infernal Human, meaning he possesses a deal of aesthetic traits from his Tiefling heritage. Gray skin gives off the impression of a sickly person, but it's only due to his genetic heritage that he has it. Pink, albinic irises compliment it as such, as well as gray-blond hair that falls to his shoulders in length. He's thin and frail, a result of the near-constant usage of Ra Divay magic in his own apprenticeship. Past that, his more human traits are a shorter-than-average height, which he alludes to the fact that he began using Ra Divay at an earlier than normal age, which stunted his growth.

His clothes bear the same cultural flair as his people's regularly do. His garb is made of Brek-leather, a token to his people's hunter-esque society. What pieces were manufactured solely by the Infernals bear integrated stone and Ambrock, making it heavier and harder to wear than what a human or elf might manufacture. He bears an armored, armless hooded piece inwoven with unsculpted ivory. The rest of his clothing is made from lightweight leather, throwing back notations to his ties to his society's hunter-esque ways. His arms are decorated with runic tattoos, with the largest being a splotched, Ra Divay symbol for the word 'Conduit'.


Weapon(s):
Ivor-Divay Artifact Shield
Unpowered, this artifact looks much like an ivory-Ambrock buckler. When carried by a Ra Divay user or an adept spellcaster, this shield uses magical energies to create a tower-shield-esque barrier that does fine work of guarding its user (and anyone behind its user) from most blows.

Fiainana Pistol
This pistol uses a charged Fiai Battery to project spellshots. The battery acts as a magazine of sorts. Useless in lower levels.

Naginata
Standard fare naginata. Keeps the distance (because having someone close enough to touch him generally means a bad time for Cy) and has a sharp stabby thing at the end.


Equipment:
Bullseye Ambrock Lantern
A lantern whose primary light source is the red Ambrock stones that Infernals are well-known for using as an alternative to technological light. It's a bullseye lantern, whose shielding narrows the point of light like a flashlight, but can be removed.
Fiainana Battery
A minor Infernal artifact that can 'hold' Ra Divay energy, allowing the user to use stored potential while they're still 'charging'. Depletes when brought to lower levels.
Blood Scrolls, Scroll Kits, & Rano
Blood scrolls are written in Rano ink - a highly-poisonous magical leeching herb that is used in Infernal and Tiefling coming-of-age rituals to create runic tattoos. Being around the concentrated Rano essence is a dangerous act for magic users, as it has both the tendency to absorb magic as well as biologically poison anything it comes into contact with.
Divay Pens
For when Rano isn't a necessity, Divay pens draw upon the internal power of the user to 'sear' the pages its used on. The pens don't work in lower levels, but the messages inscribed with them stay.
'Mihazona' Climbing Gear
Infernal climbing gear, basically. Metallic grips lace over the hands like a glove, attaching to the waist plating of standard Infernal gear. In Middle to Upper Levels, this utilizes Ra Divay to allow Infernals to climb cave walls and ceilings like spiders. In the lower levels, it acts like ice picks attached to a harness system, with an attachment that hangs off the waist plating that can be embedded in the ground to keep the user from falling, but nothing more.
Infernal 'Potions'
Essentially herbal sludge that does the trick of modern medicine just as well, with the side effect of tasting absolutely wretched.
'Rations'
Perhaps more foul-tasting than the potions, these are last-chance rations of Cyell's own design.

Magical Abilities: Cyell has two forms of magic, but he's a novice in both. He compensates for this by Ra Divay.
Ra Divay
Ra Divay itself is the usage of the body's latent magic. Tieflings and Infernals, who reside primarily in the middle levels, absorb a fair amount of magic in their lifetime. While other magic users use the environmental ley lines to cast their spells, Ra Divay users deplete their own bodies' sources of energy. Their bodies, accustomed to being bombarded by magical energy, go through a sort of withdrawal. Their cells reach out, hungry to replace what they've used, and end up eating themselves in the process. This magical withdrawal is why Ra Divay users tend to be weaker in the lower levels and live shorter lives. However, this magic more easily harnessed. After all, it comes from within.
Cyell can use Ra Divay in several different ways, though he defaults onto his runes if at all possible.

Rano Runes
Runes make up the majority of skin on Cyell's arms, offering him a quick and dirty way to cast simple spells. The largest of which is 'Conduit', a Rano rune that gives him the ability to allow other magic users to embellish their power with his own. Ra Divay Runes are useless if they're not written with Rano, which absorbs environmental magic to give them effect. That said, Ra Divay can be used for enchantment, though the language and magic type itself generally only lends to combative and utilitative abilities. When used as tattoos, which Cyell does, the runes are complimented by his own power in order to take effect. They can also be inscribed into scrolls, called 'blood scrolls' by the Infernal peoples. These scrolls absorb latent environmental energy, complimenting the spell casted with an additional boost of power. Using them can make one sick, however.

Personality: Despite being decently well-learned and traveled, Cyell still looks back to his culture, which bears a fair amount of volatility and laissez-faire attitude toward death and dying. He goes by Infernal / Tiefling code, which is a deeply enrolled honor system in his culture. The honor system itself is surprisingly tame compared to what is rumored about Infernal culture, mostly focusing on retribution and revenge only being okay when one has been seriously wronged, but also including clauses such as fulfilling debt to others as just as important as eating and breathing. Over time, Cyell has learned to curb his bluntness in favor of not getting himself into difficult situations. That doesn't mean he's not condescending; he is to a humorous point, and if he dislikes someone, he's not afraid to make it known. Underlying everything, however, is a respect for people he believes to be above him.

Where Cyell lacks, despite being a healer - and by all means, an augment mage - is empathy for life in general.

Background: Cyell is a recent addition to the Guild of Adventurers; a novice in his own right. However, what he lacks in skill, he makes up for in magic.

Cyell began using 'blood magic', as others would call it, at an earlier age than most in his society. It withered his body and stature, stunting his growth and causing him to fall ill. Sacrificing body for magic, he grew at a rapid rate in comparison to his friends. That said, before he was introduced into the Guild, he was fairly adept for his age. That didn't mean much; after all, amongst long-lived elves, tieflings, and other fae, he was still a child. A child that had a bit too much power for what he was worth, and the lack of morality that he'd displayed. Still, his knowledge was limited; his coming-of-age rune had been uniquely declared 'Conduit'; where others in his hunter society might have had an offensive rune, such as strength or fire, he had been bestowed something in the Ra Divya runic language that designated him as a glorified battery.

He took it personally.

Cyell abandoned his Infernal hometown soon after being branded. It would be years before he came back, and in the time that he had spent away, he'd discovered the Guild; a group of likeminded explorers that didn't care for the bravado of raw strength, and appreciated small magicks as they had ascended levels. He began to fall in love with the tales adventurers had brought back, and decided to attempt to integrate himself with the Guild at an early age.

Languages:
Tievel (fluent, 1st language)
Language of the Tieflings, Infernals, and second language of the societies that surround them. Harsh, but not guttural.
Dwarven Standard (mostly fluent, 2nd language)
Dyskian (broken, barely functional)
Ra Divay (fluent)
Runic (novice)

Religion: Agnostic

Morality: Virtue/Vice Codification, Sociopathic Hero, Chaotic Neutral, Morality Chain
 
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Name:
lenaric (Formerly)
Faelen the Ironflat

Gender:
Agender (ze/zir/they/them/their)

Quote:

Race:
Half-Orc

Age:
18

Home Level:
Raised on the 4th layer.​
Appearance:
Faelen the Ironflat has wide square jaw that slightly protrude from the bottom. When closed or smiling, zir bottom tusks sticks out from their mouth. Their hair is black. It is coarse and thick and in bad weather, their long hair frizzes terribly. Often, Faelen will braid zir hair to get it away from zir face. Zir eyes are sunken deep in their skull but are the only thing that stands out to be considered “nice”. It is a wonder how an ugly mug has a pair of brilliant purple eyes. If one is not staring at Faelen for their face, he or she would be captivated by the colour in ze eyes.

Faelen may be not be pretty, standing gnarly at 6’ 5” tall (or nearly 200 cm) and has greenish grey skin, but ze smells great. Ze is rigorous about their hygiene and whenever ze can, Faelen will do ze best to be clean. Daily baths and using soaps are a must whenever possible. They have tried softening their orcish feature by adding flower ornaments made out of metals and precious stones into their hair. Ze is not sure if that does anything, but ze feels pretty, so that's what all that matters.

As a uptreker Faelen has to be quick and flexible but having to fight up close to their enemies, ze has to find a balance of being well defended but also light. Faelen dons on a heavy chest and a right arm armours. The rest of their clothings are flexible and durable. To bring everything together, ze has a weatherproofed cape that they often wear during travel.

Weapon(s):
Frying Pan: What was once a magnificent and reliable long sword, after an epic battle with a powerful witch Faelen’s trusted sword was hit with an alternating spell. Faelen doesn’t regret throwing their sword to save their teammate’s life but pulling out the familiar long handle of their sword only to pull out a frying pan was a jarring experience. Their frying pan still has its magical property when it was a sword but now more often than not, ze likes to cook things with it.

It has the ability to swift. When it was a sword, Faelen used to move at an incredible speed with not a lot of effort. Now as a pan, it seems to cook things a lot faster without burning the contents. Faelen is rather pleased how evenly the pan heats up and maintains it, and clean up is very simple. Ze also likes the frying pan’s long handle.

Claymore: The two-handed sword is Faelen’s main weapon. It is double edged and on the spine there are magical runes that absorbs the energy of an attack and returns the energy back plus the strength of the attack Faelen dishes out to their opponents. It also prevents knock backs.

Eight Rings: Four rings on each hand. They act much like brass knuckles for extra pain when punching. It is not often that Faelen fights bare handed but when they do, the brass jewellery is not just for show.

Slingshot: A very compact range weapon. Faelen can use any ammunition, ranging from a pebble, a nut, and a precious magical gem that was once belonged to a weeping maiden.

Daggers: No good warrior is seen without a dagger or two hidden on them.

Equipment:
Dimensional Storage - Sling pack: Small, stylish, and very spacious. From basic traveling equipment to a basketful of hygiene products, Faelen has almost all of their essential items stored neatly in their pack.

Dimensional Storage - Fanny pack: There was an incident that involved consumable items and non-consumable items being stored together for an unknown amount of time. It was not pretty with all the blood seeping in the bed rolls and soaps, and ever since then, Faelen has invested in a pack specifically for food and refrigerating them.

Pocket watch: It is nice to have a time on hand. Well, having it on ze wrist is kind of uncomfortable while swinging a giant sword so that is why Faelen has a pocket watch. Even though ze does not need the glow-in-the-dark prints, ze likes the design.

Enchanted hair pins: Magical items that help calm Faelen to some extent. Not very powerful. They are ornaments. Made from metals and precious stones.

Stack of temporary rune tattoos for protection: Magical items that can be placed on the body or used directly like cards. Each rune tattoos are single use only. The item, when used as a group,can create a sturdy dome but Faelen have often used the temporary tattoos one at a time for mind protection.

Magical Abilities:
The only way Faelen knows how to use magic is by using items already enchanted or powered by a magical force.

Personality:
Faelen the Ironflat is a half-orc with a heart and believes that they know what is the best for everyone, at least in food and health. Raised

Faelen is a very down to earth kind of fellow. Ze is raised like a humble halfling and likes to flaunt their brilliant cooking skills to others in care for their well being. This massive humanoid has an hands on approach with others but usually their action is with good intent. Ze doesn't like to dilly dally, but if they are asked, they will try their best to listen and give other their space.

Of course, being an uptreker, Faelen has a healthy amount of curiosity and dare. Adventuring may bring the worst out of the half-orc but tries to be mindful of their teammates and hopes they are not too bothered by zir… aggressiveness.

Background:
To myself in the far 20 years from today,

Hello. I hope you are doing well. I am doing incredibly well and I hope that when you sit down and read this I hope that you too are in a place of serenity. I hope that you are as old as I imagine you to be, old and wrinkled like dried dates and raises with a white, long mop of hair. If I am not killed by a wild beast, I may as well be on a rocking chair and too old to do anything else. Many of my colleagues say that I am too young, but we both know that half-orcs do not live long. Living for 20 years is a bit too optimistic for my taste, hahaha. It saddens me to think that I would not live long along side my friends, but I hope that I -- you, have lived life to its fullest.

I am so very amazed and am blessed to come as far as I did. An half-orc, abandoned by their mother on the porch of a halfling. I should have been tossed out by the halfling, being a half-orc after all, but the halfling, our teacher was a very kind man and named us Ienaric for our blue eyes. I’ve long ago received a new name but I've honoured it in a way. Teacher still calls me by that name and some of the halflings back at home ground does too, as it is tradition to confuse everyone you know with name changing.

The teacher and his family knew that I would leave the burrow as soon as I could to exploring the underspace and finding adventure, but I think I may have surprised teacher and Mother Darora and everyone around me by how fast I grew. I grew like a weed but they did their best to raise me before I left at nine. They taught me the halfling way of life, to cook filling meals and to bake the best pies. I know how to keep a burrow clean and organize my weapons and hang my trophies on my walls. I may not have turned to the being teacher and his wife wanted me to be but I am forever grateful for their love and mercy, and their kindness and wisdom.

Life away from the cozy burrow had the best and the worst years of my life. Traveling and beating up the beasts of the dark became my way of life and I have met so many wonderful people and friends. My orcish features have served me well. I may not have any natural magical talents but I am blessed physically. I have the strength to aid my fellow mates and I have the agility and flexibility that nobody would expect from a towering body like I. I love my childhood burrow, but I feel much at home out there in the wilderness.

Marrying is my worst life decision, but I think I matured a little bit after that and grew to the half-orc I am today. After my grey heart had been broken, I joined the Guild and ever since then, my taste in adventure became ever more broadened. I have travelled to the Evermore Caves, through the Il Wilds, and just recently, I've accepted a job post for an adventure to the Surface! The Surface! I have travelled to all the known levels but never so close to the Surface! It is exciting and don't know what to expect, but I hope it's a tale you have been telling for years.


Languages:
Dwarven Standard (Fluent)
Luiric (Working Knowledge)​
Religion:
Theist. Believer of Yahweh. Acknowledges the Triad, especially Ilmater.

Morality: Chaotically Good
A list of some sort​

  • Agree to Disagree: You can still be friends with those who do not share your views.
  • At Least I Admit It: Admitting that you do wrong makes you better than the other guy.
  • Awakening the Sleeping Giant: Even neutral forces will fight back if you hurt them.
  • Being Evil Sucks: Villainy brings misery.
  • Chronic Villainy: You can never be free of being evil.
  • The Conscience: The one who acts as your moral guideline.
  • Cruel to Be Kind: It may seem harsh, but it's for your own good.
  • Cry for the Devil: You can't help but feel bad for the villain once you learn their history.
  • Curious Qualms of Conscience: You feel guilt for doing what you felt obligated to do.
  • Dark is Not Evil: The dark is not always dangerous.
  • Everyone Has Standards: No matter our moral alignment, we all have lines we don't want to cross.
  • Forgiveness: Being able to let go of grudges.
  • For Happiness: You want everyone to be happy.
  • The Golden Rule: Treating people the way you want to be treated.
  • Good Is Not Dumb: Kindness does not equal ineffective.
  • Good Is Not Nice: Being the hero doesn't guarantee that you're the most pleasant fella around.
  • Good Is Not Soft: Being kindly in nature doesn't prevent you from meting out harsh punishments.
  • Greater Need Than Mine: Putting other people's needs before your own.
  • Harmony Versus Discipline: To take control or to accept things as they are.
  • I Thought It Was Forbidden: Dangerous or unethical acts are justified for a cause.
  • Japanese Spirit: Power comes from your desire to better yourself.
  • Know When to Fold 'Em: You're smart enough to know when you can't win something.
  • Lesser of Two Evils: Between the two choices you're given, you go with the less heinous one.
  • Misery Builds Character: Undergoing trauma helps strengthen you.
  • Nice to the Waiter: Treating the working class kindly is a sign of virtue.
  • No Good Deed Goes Unpunished: Just cuz you do good deeds, that doesn't mean it can't backfire on you.
  • Sacred Hospitality: Being hospitable to guests is important.
  • Totalitarian Utilitarian: Wanting to improve people's lives through any means necessary
 

Landren Ozz
15034839_350138705341150_7762329080216682496_n.jpg


Gender: Male

Quote: Hail and well met!

Race: Elf

Age: 21(in human years)

Home Level: 8

Appearance: Landren (preferred Ozz) is roughly 5'8, towering above many of the dwarves that live on his floor, easily able to see over the crowd. He has blonde hair, almost white even. Lanren's pointed elven ears house several earrings, the outer ones are looped while the inner ones are smaller ones, the small ones seem to be infused with some dark gems.

He wears robes, as well as gloves and other ritualistic items, he is an elf after all. A hood or pointy hat is usually his basic route for daily wear, though sometimes he goes without either, showing off his hair in Elven beads and braids. His tired eyes represent the long nights he has practiced his arts, whether it be magic of painting runes. He isn't too strong but can muster a bit of magic, not enough to form a full attack spell. Landren has been looking into studying more intermediate magic however.


Weapon(s):

Firebolt Staff- The Firebolt staff is a weapon that is commonly used by the Elves, mainly ones who wish to advance in the magical arts. It fires a basic Fireball spell out of the tip. It has a charge though, even if it does little damage.
s898047259479473010_p3_i1_w1000.jpeg

Boltshot- Although having Bolt in the name, it is not a crossbow. It is a one shot handgun type weapon that shoots molted rods. It shoots 1 rod per 10 seconds, its damage is moderate and its reload is its downfall.
steampunk_pistol_wip_by_hapajedi-d3fmmg7.jpg
Equipment: Rune Chalk, Mortar and Pestle, Magic Properties Journal

Magical Abilities:

Magic Emission- A simple blast of pure raw magical energy, it does low damage and pushes back it target a few feet. It is a commoners spell.

Healing Hands- An intermediate support spell. It a specified target's minor wounds, sapping some energy from the caster.​



Personality: Landren can be seen as either Sarcastic or Sadistic. His methods are questionable when it comes to magic, but he is very dedicated. While seemingly having a serious tone when it comes to anything magical, especially his runes, he is very cocky and arrogant when it comes down to it. This is greatly balanced out by his goofy and quirky nature, though stubborn, he is generally enjoyable to be around, raising morale a lot.

His tone of voice is always in a squeaky-sarcastic medium, sounding quite hilarious but also adds to his quirky character.



Background: Landren Ozz grew up without any knowledge of magic, or how it worked. Throughout his childhood, he would always hear great stories of Magicians and Heroes that can cast amazing spells, so he set his mind to magic. Everyday, after chores, he would crudely draw runes and try to perform rituals, all ending with disappointment. He was almost to the point of giving up when something inspiring happened; Landren quite literally exploded his room. Though by accident, it had been a great magical feat in his eyes, inspiring him to work harder day in and day out.

Languages: Landren is almost fluent in Dwarvish, but is exceptional and artculate at Elvish.

Religion: He is an open minded elf, he has dabbled in the spells and rituals of many religions, but never really believed in one.

Morality: Chaotic Neutral

 
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Tigi Redstar

Gender: Male

Race: Elf

Age: 410

Home Level: level 9

Appearance: Tigi is quite tall, standing at 6'2", but is abnormally skinny for his height, only weighing 120 lbs. His skin is quite pale, and his hair, which goes down to his waste, is a mix of jet black and gray strands of hair and is also a pain in the neck. He has thin eyebrows and long eyelashes that rest above small, pale green eyes, and a small, sharp nose. His smile is pearly white. He has a small, angled chin and high cheekbones.

Most times, Tigi's hair is tied together in a ponytail. He wears a light green tunic and brown trousers and dons a stylish black cape.

Weapon(s): An enchanted steel dagger. Tigi cannot remember how exactly he made it, but the edge if the blade itself is coated in an ethereal energy so that the blade never dulls. He somehow made it so that it requires little magic energy, so it works in the lower levels as well (although the enchantment fizzles out in the lowest levels, where there is little to no magic radiation)

Equipment: One of Tigi's most important possessions is his collection of journals. Not only does he recount his daily endeavors in these books so he can remember them the next morning, but it is also how the separate personalities communicate with each other. As they cannot speak to each other directly, they have developed a system using these journals to have casual conversations and make decisions. So far, he has ten journals full of entries and conversations.

He also carries a few other trinkets:
A pack full of herbs for brewing tea
A small teapot to brew said tea
A pair of sunglasses (you never know)
An acoustic guitar



Background: Tigi was born in a small town on level 9, to a woman who was quite proficient with magic. She didn't know who the father was, as she was a bit of a... loose cannon. She was also an uptreckker, and instead of settling down to raise her child, she decided it would be a better idea to bring him along with her on missions (and nearly killing him several times). This decision probably set him up for failure in the long run, but it made him a brilliant uptreckker and mage. Because of his early exposure to magic, though. he was a bit flighty and unpredictable as a child. The first portion of his life was spent moving back and forth between levels, whether it was him being shepherded around by his mother or carrying out missions on his own. While they had a home on level 9, they rarely visited it.

Tigi excelled in his magical abilities, due to both his genes, his constant exposure to danger, and his interest in the art. Most would say that he became obsessed with the stuff. And they would be right. Unaware of the damaging nature of magic, he let it consume him. People looked at him and saw a man deluded with mana-lust. He always had to find something stronger; something more potent than what he already has. And this drove him to leave the uptrekking business. For one, he did not believe that his abilities should be wasted on some messenger jobs. For another, he felt that uptrekking did not provide enough combat opportunities so he could test his new spells. He became an independent mercenary.

It was here he thrived. His skill with magic was unrivaled. He became a legend for his time. The power went to his head, and so did the fame. He became a real asshole. But all that magic had a cost, that was no apparent until one fateful mission. There were two small elven kingdoms on the ninth level, Donnigan and Azarath, that had gone to war over a political scandal. But he and a few other mages were hired to destroy the royal place of Azarath. To achieve this, they were to travel through the tenth layer and use the stronger magic to obtain more destructive power.

It was during his time in the tenth layer that Tigi started to fall apart. It was amazing how he was able to resist the effects of magic for so long, but this was inevitable for a mage. He became irrational, paranoid, he was forgetting things and started to lose control of his magic. But they eventually made it over the capital. They cast the spell and vaporized the entire city. It is safe to say that the war ended that day.

The casting of that spell triggered He had increasingly bad mood swings, he started to hear voices, and worst of all, he was forgetting how to use magic, which only made him more angry and depressed, which increased the speed at which his mind declined. Not only was his memory of magic fading, but his memory of his life was too. Soon he would only have a vague idea of who he even was. He wasn't the only person who was forgetting him, as the world was forgetting him as well. He lost all the respect he had, and slowly faded into obscurity (Most people probably don't even recognize him now).

Tigi went back home, to live out the rest of his days. His mother was still alive, although she had retired from uptrekking, as she wasn't doing too well either. They stayed home and took care of each other until his mother's unfortunate death.

Tigi's condition continued to deteriorate, and his memory continued to fade, until one day he woke up, saner than he had been in a long time. While he still couldn't remember much, he was feeling much better than he had before. Feeling productive for once, he went up to the local office for the guild of adventurers and applied for a job as an uptrekker. He couldn't figure out why, but he felt like he had a connection with the job. He eventually got the job back, but that next morning he had another problem. For he woke up, saner than he had been in a long time. While he still couldn't remember much, he was feeling much better than he had before. Feeling productive for once, he went up to the local office for the guild of adventurers and applied for a job as an uptrekker. But he was told he had already applied for a job the day before.

Tigi soon found out that he was not one being, but three. The time was not exact, but around every 24 hours, his personality switched, with no memory of the things a previous personality had done. While it isn't accurate to call them three separate people, as each being is just an exaggerated aspect of Tigi's original personality, they act as separate beings, their lifestyles are quite different from each other, and they even decided on separate names for each other, which convinces others that they are indeed three different people. While he was able to obtain somewhat of a stable lifestyle as an uptrekker, he was never going to be the same again.



Tigi's mind has split into three different personalities. Each one basically functions as a sperate person, so they have decided on separate names for each other. As I said earlier, every day, most times during his sleep, his personality will switch. There is a specific order that the personalities cycle through. Shigi was the first to manifest, then Figi, and finally Tigi. After Tigi, Shigi comes back.​
ShigiPersonality: Shigi is calm, compassionate and forgiving. He is never in a rush, and always has time for a nice chat. He does not like rushing through with things and prefers to go through every detail of a plan before acting. Shigi claims to be a pacifist, but in reality, he has no problem with violence. Although actually killing is another matter. He has a strong sense of morality and will try to do what he believes is right. Shigi does not eat much, and only drinks tea he has brewed himself. He believes that the tea calms the nerves and connects one with their inner self. Feels and acts older than he really is.

Languages: Shigi is fluent in Elven and Dwarvin Standard

Religion: Daadism. This is the belief that one can leave their body and ascend into godhood and reside in the spirit world. The process is very difficult and requires one to give up all bodily needs and desires, and constantly meditate in order to discover and negate all of one's flaws.

Morality: Thou Shalt Not Kill, Greater Need Than Mine

Magic Abilities: Shigi can create magic barriers that are quite difficult to destroy (although the durability ultimately depends on what level it was created on). Shigi generates these barriers by writing out spells. The utensil used to write these spells and what they are written on do not matter, but if the spell is erased, the barrier dissipates. The writing of these spells is much like coding, as by writing keywords and phrases, Shigi can control several aspects of these barriers. Using this "code" he can control the size, shape, color, and more complicated things like what triggers the barrier to spawn., the location of the barrier, and how long it takes to appear. Of course, the more complicated spells take longer to write down.

This is the only magic Shigi remembers, and he has no desire to learn any more.
FigiPersonality: Figi is probably the closest to Tigi's original personality. Figi is selfish and narcissistic, always believing himself to be right. He does not pay much attention to others. Really, he only acknowledges them to make sure that they see how cool he is. He cares about his public appearance and must prove that he is better than everyone else. He normally fails at this because he is not better than everyone else. Figi is a compulsive liar, weaving tall tales to put himself in a better light. Figi feels and acts younger than he actually is.

Languages: Figi is fluent in both Elven and Dwarvin Standard.

Religion: Agnostic

Morality: It's all about me

Magical Abilities: Figi recalls a few of his abilities. The one he remembers the strongest is the spell that lets him dissipate into a cloud of smoke. He cannot move in this form, though, so its usefulness is limited. He can trigger this spell with a wave of his hand.

Another spell he remembers was one that turned his saliva into acid. This acid is particularly strong, and while it does not burn through his mouth, it can do a bit of damage to a stone surface and can burn straight through the flesh of a human being. This is also triggered with a handwave.

He remembers one last spell. Turning his pointer finger and his thumb into a sideways L, he can shoot a beam of light out of the end of his pointer finger. This beam has the same effect as a bullet, so it is his weapon of choice. Although this spell takes the biggest toll on his mind.

Other: Is quite skilled with a guitar.
TigiTigi is unstable. The reason why he has taken up the original name is that he could not handle the though of himself not being the original. The other two personalities did not object to this. Tigi is quite emotional, often breaking into tears or going into a rage for reasons others would consider small. He has no control over his emotions; rather, he lets his emotions control him. Because of this, Tigi is prone to random bouts of violence. When he is calm (which is a rarity) Tigi prefers to spend his time alone, brooding and thinking about the meaning of his existence. He is quite skilled with a dagger, and is not afraid to kill, although his physical strength is lacking. He feels and acts younger than he actually is.

Languages: Tigi is fluent in Elven and has a basic understanding of Dwarvin Standard. He can read a fair bit of the language, but speaking it is another matter.

Religion: He flip-flops constantly. But right now, he is an athiest.

Morality: Straw Angst

Magical Abilities: Much like his emotions, Tigi does not have much control over magic. Which makes life a bit difficult, as his body is basically infused with the stuff. So his magic is tied to his emotions. When he feels something strongly, he screams, and something comes out. It is never constant, but it is generally destructive. Elemental magic is common, although other things have manifested.

 
This looks amazing! Has the last spot been reserved, or is there room for one more?
It was reserved, but I still haven't gotten a reply from one of the people who originally manifested interest, and I was thinking of bumping it up to 10 anyway. So, yes, you can still apply! However, we're starting today, so please hurry with your character sheet. Your character can arrive a bit late.
 
Ascent into Madness

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.
Very cool! May just go and nab my namesake OC from the old cupboard I shoved him into.
 
Oh. I just finished reading through the Interest Check. Sorry to bother.
You can still send me a character app by PM if you want. I'm just going to be much stricter on who I accept from now on, since we've become quite the large group.
 
I'm re-opening this for a bit since we have lost a few members. This'll be the last opportunity for some time to join the RP - from hereon out, I'll only re-open when our characters reach a new settlement of some kind.

That being said, if you are really motivated and you send me an exceptional character application, I will review it and you might be able to join in a way that fits into the plot (this does mean there might be a delay before you can start interacting, however).
 
I have not been getting notifcations for this. I'm sorry guys. I'll start to catch up so I can post accurately.
 
Whoa~ Is this still open and accepting players? Can I join?
 
Whoa~ Is this still open and accepting players? Can I join?
Yes, we are still open! Though I should warn you that right now it's mostly just me and C.DEX C.DEX posting. I invite you to reach out to me on Discord so we can talk some more if you are interested in submitting an application (my tag is Lyrositor#9042, and I am also on the RpNation server; just so you know, I am in Europe, so I may be asleep during your day). You can also talk to me via PM on here, but I would prefer a live chat at some point.
 
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