Heartsteal
That guy who's not around much right now
- As has been done at least once before here on RPNation, I'll be attempting to run a CYOA story, which will be operating via a poll. In the poll I will ask questions, which for now will only be to clarify which sort of character we will be following in this adventure. Bear in mind that it is most certainly possible for this character to perish, and should they, we will begin again from character creation while each character learns a little bit more of the world, and accomplishes more, or less, feats of merit.
-No posting in this thread, I'll make a private conversation for OOC chatter, just hit the like button on this initial post to be added to the conversation, or otherwise contact me through shoutbox, PM, et cetera.
-Once the poll closes, it's closed, I won't be reopening them for any reason.
-Please treat every decision seriously, just because you disagree with a character was created, don't intentionally attempt to kill them in order to create a new one.
- To participate in voting, you must henceforth be a member of the OOC conversation, in which I'll be taking votes.
- If you enjoy this particular game, I might recommend looking at others like it such as those made by my good friends Alad V and Coro. Below are a pair of links:
My Ascension: Times of Exodus
Alad V's Old Dogs
Coro's Abnormal
A common misunderstanding, is that Dragongraves are simply one location.A Dragongrave is the resting place of the last age's greatest beasts; the Dragons. The Evergrave is largest of the Dragongraves, lying just outside of Dracmarsh. It is generally accepted that the Dragongraves are impassable, so few remain who are foolish enough to hazard the journey across them. None of these are yet charted.
Dragongraves are the resting places of a dragon's bones, the Evergrave being the greatest of these. While a Dragongrave is often for a singular dragon, the Evergrave is hundreds of miles across, and houses the remains of dozens of dragons.
- Any priest, or other member of the faithful, can take up an oath of zealotry, at which point they may be forgiven of any sin, and swear what is left of their life to a cause. Upon completion of this cause, a Zealot must leave this world, and kill themselves. A zealot may bear whatever arms or armour they please, so long as they wear a golden mark of their deity plain for all to see upon their chest. While this is a place of high honour among the faith, those outside see it from another angle. Free of sin, many zealots tend toward criminal paths while they move to complete their goals, and will kill anyone who seems to be a nuisance, imagined or otherwise, and take what they need without payment.
- Those faithful to the Rosen Crown believe in a noble court of gods, hundreds and hundreds of them spanning every facet of life. Chief among these gods is the Rosen Queen. This faith preaches acceptance of others, and defense of what is loved. While liked the most among royal families, followers of the Rosen Crown are the most generally liked, as their tenets benefit everyone.
Followers of the Rosen Court believe that all men and women are born equal, and that their deeds are what set them apart, and bring them the chance to come to their gods' sides. Through true, and honourable lives, any man or woman may ascend to godhood, though those who perform great deeds for the sake of others rather than themselves are those who truly become remembered for eternity.
- Little remembered in this day and age, The Bethorned King was known by another name in the Old Age, though it has been lost to time. It is said that he once stood sentry over the Court alone, but in later days, after much anguish among his subjects, he married, that he may share his burden and father children.
- The current protector of the realm, The Rosen Queen is typically attributed with nurture, health, harvest, and home. Long ago, she married to the Rosen Court's King, and gained her title, and in ancient, blasphemous texts, it is claimed that she bewitched him with sorcery that she might steal his power. Presiding over the Rosen Court, The Queen has become the protective figure of her faith, and regularly has great deeds attached to her name.
- Formerly a mortal man, as so many of the Court are, The Unbowed Lord, once known by the name of Edric, was selected by the Queen that he may protect her realm where she could not, and muster the strength to remove the defilers of their ways. Some see him as little more than a guard dog, but to those who devote themselves to him, he seems to bestow the most dogged of determination, and unnatural resilience.
- Mostly thought of as cracks and nutters, the Dragonscale Reverence is mostly treated like a joke by outsiders. Those of the faith believe that the Dragons of old were the truest gods that ever were, and worship their remains as fallen gods. While largely harmless, and most knowledgeable of the Dragongraves, members of the Reverence have an unparalleled sort of fervor when their relics, or any other remains of a Dragon are at risk of falling into another's hands, or being damaged. There are no tenets that the Reverence preaches, as they've no living gods to enforce them.
- A popular folk tale, teaching the lessons of travel, and life on the road, "The Starving Vagabond" focuses on a wanderer, usually a greying man, though it also tells of a woman heavy with child sometimes. This particular tale is often remarked to have been the prime inspiration for the Milestone inn's construction.
The story of all men can be told with strokes both broad and fine, much like paintings we are. In this particular tale, we look upon the portrait of a man in his middling years, everything lost to a blaze set upon his farmstead.
The farmer-turned-vagabond stumbled up the roadside, his feet bare and bleeding, wearing little more than rags that were once well cared for linens. Hungry for more than memories, the man's stomach rumbled with an alien noise, and he was stricken down by the pain of it.
Struggling to his feet, covered in dust, the man saw the jumping light of a fire, one set by a camp. Uselessly the man searched his pockets, he'd had no coin for weeks, and no food for near as long. He searched anyways, praying to all the gods, named, and unnamed, knowing he would find nothing.
The man's feet wept, but he refused to do so himself, and slowly shuffled his way up the old dirt road to the fire.
At the fire was a small band of merchants. On seeing the vagabond they wrinkled their noses, and bid him be gone. Ignoring their demands, the man crept closer, begging for food, scraps, anything. He would lick the embers for the grease of their rabbit if he must, but the merchants' guardsman struck him.
The blow sent the man reeling, spots swam in his vision, and he saw naught but blackness. Some time later, the man opened his eyes again, and while he felt as though waking from a dream, it wasn't so. The merchants had dumped him in the ditch across the road, and put out their flames for the eve.
Thinking better than to try his luck with the merchants again, the man slowly dragged himself back out of the ditch, and continued down the road.
The night began to grow cold, and the man clutched at himself as he shook, hoping to find some warmth in himself, but the chill had set in his bones, and he was helpless.
Ahead was the light of another fire, a smaller one, but still certainly better than what he had. As he approached, the man could see a single figure limbed by the light. On the figure's chest was a gleaming symbol, all in gold, a priest's sign of office.
Thank the gods, the man wept, feeling that his earlier prayers were answered. As he approached though, the man saw that this was no priest, it was a zealot bearing arms and symbols of holy office. His beggaring words caught in his throat, and the zealot said nothing, though the look he directed at the man could wither an oak and dry rivers.
"Why do you taunt me so?" the man asked of the sky, and of whichever gods dwell within them. The man had moved beyond sorrow, and bordered on anger, though his body was so wracked by the pains of hunger he scarcely had strength enough to shout, let alone rage.
Rather than dwell, the vagabond stumbled on, dragging his feet which had long since stopped their crimson tears.
Too weak to carry on, the man collapsed in the road, his body denying his every command, leaving him with little more control than to twitch his fingers. The night passed, and the sun rose.
The tracks of the zealot's plated boots carried through the dirt alongside him, and so too did the prints of the merchants' horses.
Then, laying in the morning sun, unable to move, the man wept openly, tears streaming from his face into the roadside. He was wracked by sobs so sharply that he didn't notice he'd been cast over in a shadow.
"Who goes there?" the man asked, unable to turn himself far enough to see the one blocking the sun from him.
"It is I and no other," a voice replied, sharp like flint.
Rough hands rolled the man over, and he could see the other man who'd spoken to him. No doubt this man was a bandit, and the vagabond grew fearful.
"I've nothing to be stolen, please, do not harm me!" the vagabond begged, unable to do any more than croak the words past dry lips.
The strange man looked affronted, and said no more, but set the vagabond back into the dirt.
"Please, please don't kill me! I don't wish to die!" the vagabond continued to beg, unable to stop the stream of tears that still ran down his cheeks.
"Nobody wishes to die," the bandit laughed, still out of sight, rummaging about it sounded like.
Then he came back, back with a handful of hardtack and berries.
"You can have these, and y'see these berries? They're safe to eat, all over the place around here," the bandit said, crouching down to give them to the vagabond, then left without another word.
Stunned to silence, the man couldn't utter a word until the bandit had long since gone. His prayers had been answered, and the man had enough to survive, and the knowledge he needed to avoid the situation a second time.
Where the rich and pious ignored his plight, the one he'd expected to dash his head on the hard dirt was the only one to help, and for the rest of his days the man sought out his saviour to give thanks, but never found him, instead satisfying himself to help those in need before him, as had the mysterious bandit.
- Evocation is the most complex of magicks, drawing power from the world's wells. These wells also happen to be the sites of the Dragongraves. The closer an evoker is to one such place, the more potent their spells become.
Evocation causes hallucination universally; any evoker gradually mistakes their surroundings more and more for the lands of a Dragongrave. Some evokers take to calling the dragon-bones in these imaginings, "Sleepers' Bones".
A powerful evoker is capable of some feats of noticeable magic, though very much simple in reality. One may implant a base urge or concept upon another living being, so long of course, as they remain unaware of the intrusion. Even mundanes with sufficient focus can easily shake off a charm, hex, or other feat of evocation; causing it to backfire on the caster in varying degrees of severity.
Only those few with "Talent" may become an evoker, as only they possess the mental fortitude, and innate connection to the Dragongraves required for such spellcasting.
- Sometimes known as the peasant's magic, artifice does not require "Talent" and can be learned by literally anyone. The magic in a piece of artifice comes from a variety of places, but most often it originates from the materials used in its construction. Sometimes this includes an alchemical mixture, or on rarer occasions, innately magical materials.
Unfortunately, these magical materials, also known as "Foci", can come in literally any shape and size. One might find a cornflower possessing arcane properties, and yet another will find thousands without them. In short, Foci are not a reliable source of energy for artifice, though alchemical substances can also be unreliable, and worse, unstable.
Phoslamps: A crude lantern that uses a precise alchemical compound to absorb heat from the atmosphere in order to diffuse light through its opaque glass faces. While these may come in any shape and size, their potency is often similar if not the same.
Approximately fifteen minutes in direct sunlight can charge a phoslamp to such a point that it will continue to glow for some time afterwards. Unfortunately, these are not a very efficient method of lighting up the night, and are usually supplementary to traditional flames, absorbing the excess heat to form a more stable light.
- Another school that requires "Talent", alchemy draws from the innate arcane energies of oneself. By sparking some of these energies, an alchemist can draw out the forgotten potentials of virtually anything. By combining these elements or ingredients with others, as well as primitive modifications such as temperature or viscosity, the potential of a mixture can fluctuate wildly, and even dangerously. Should one provide too much, or too little energy to an element, it can cause yet more vastly different results.
Alchemy is the only school of magic that hasn't dwindled in recent centuries. It has remained just as potent as legends say, though considerably more complex, and dangerous.
Aggravators: An aggravator makes the effects of a compound on its introduction more pronounced. Alcohol is a popular aggravator.
Diluters: A diluter lessens the impact of a compound's effects upon introduction. Water is an excellent example of diluter.
Piquants: A piquant is a substance added to a compound in order to give it another effect. Some of these must be added before anything else.
Stabilizers: A stabilizer empowers the most recent piquant of a mixture, while lessening all others.
Destabilizers: Destabilizers weaken the most recent piquant in a compound, simultaneously increasing the effect of others.
Goldcoast Mushrooms: The only known purpose of these mushrooms is to inflict searing agony in alchemical tinctures. Ironic considering that they are in fact used in many mundane remedies, and even several Vosgian cuisines.
Lactins: Milks, of any animal, have a handful of unique properties, though they are more often used as a destabilizer, they are also piquants when used before other additives, most often in nurturing means, such as healing or medicinal tinctures.
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His Excellence, King Isador is the current ruler of Lyrennia, and is generally well-liked. His judgements fair, and decisions wise, few have reason to call the King into question.
Yvon is a benevolent man by all appearances, at least to his peers. To those local to Dracmarsh though, the man is a tyrant, collecting taxes from the inhabitants at a rate so high that many cannot afford to both eat and keep a roof over their heads. For those who wish to leave, the town has twin gatehouses on both roads, in order to extract a toll to those passing in either direction. While he is ruthless in his own gathering of wealth, those who work directly for the Labelle family receive preferential treatment, and are typically paid quite well.
Hailing of a land far to the South of Lyrennia, known as Vosgi, Maral is easily spotted as a foreign woman, with her differently shaped eyes, darker skin, and strange garb. She's long since taken to wearing clothes of local make, but still any and all can tell that she does not belong.
Several years ago, before coming to Lyrennia, Maral was the second child of her powerful merchant father. The eldest child, Maral's brother Vahan, was the favourite, and with good reason, though it did not mean that Maral was snubbed. While both were well behaved, and healthy children, it became apparent from a very early age who was best suited to take over the family business, and that was Vahan. Maral just hadn't the head for numbers, and much preferred to work with her hands, which while frowned upon in Lyrennia, remains relatively common in Vosgi.
While her brother slowly grew fat from stewing on his behind every day, fretting over papers and numbers, Maral took up working for her father in a different way. At first she began as a deckhand, assisting in the many voyages across the Black Sea, though she's since worked her way up and across the rosters, trying her hand at most every job aboard a ship.
While the travel sated her thirst for excitement somewhat, after a couple of years, as she began to approach adulthood, Maral began to grow tired of the routine journeys, and decided to take up other trades. Taking a year as a blacksmith's apprentice, Maral learned what it was that she truly loved; the handling of steel, whether it be cold or molten, metal had an odd way of speaking to her.
For the next three years, Maral trained, quickly absorbing all the knowledge that her patron could share, before moving on to learn the motions of a blade.
It was some time after she'd taken to smithing, perhaps four years, when Maral heard tell of an entire city, home to many of the greatest smiths and swordsmen in the world.
It was chasing after this rumor that has sent Maral across the sea once more, this time in search of new knowledge, making the trip as passenger rather than sailor.
Despite their best efforts, neither Maral's father, nor her brother could convince the young woman to stay her course, and so she set foot on the other coast, with scarcely a word of their language on her tongue. Shortly into her travels in Lyrennia however, Maral fell prey to poisoning, her body found with a blackened tongue by a band of travellers a few days after the fact, laying to the roadside by a house that'd been burned to the ground, and with a bolt in her side.
Joye was born to one of Lorewind College's former instructors and her lover, it was expected of Joye to attend the college much as her parents had. At an early age, much earlier than most candidates, she began to show promising signs of aptitude in magical fields, well beyond most applicants even twice her age.
As such, at only eleven years old, Joye was accepted to the college, an opportunity that never came twice, so she was forced to accept it. For over eight years Joye attended the college before she was deemed ready to graduate, and while she'd poured every ounce of herself into her studies, and become quite adept in most fields the school taught, she hadn't the time to mature normally as a person, and was quite lacking in interpersonal skills, rarely able to communicate normally with her peers, and finding it only possible to properly discuss topics with her instructors.
While she's always done excellently with lessons, Joye had quite a few troubles with fellow students, and to keep matters brief, never truly got on with them, instead secluding herself in the library most of the time. When her graduation day began to grow nearer on the horizon, Joye wasn't sure what to think. When she graduated, she had one of three choices: to leave her education behind her in pursuit of the normal life she hadn't yet tasted, to resume her studies individually, outside of the college grounds, or to take on apprenticeship with the college, becoming a tutor, and eventually full-fledged instructor, possibly one day even a magister.
After her, to say the least, bizarre kidnapping, Joye's body was found the following day, on the deck of a Labelle barge, still wearing the medical shift from her stay in the chirurgeons' offices. The body was covered in filth, and had suffered several injuries that would have been attributed to a vicious beating, or long fall, though with no explanation as to how she'd received either on that boat.
After a brief interdiction with the dockmaster, the Labelle captain was allowed to set off, only needing to pay a small fine, and made a hasty return home.
Roan is formerly of Lorewind, and spent a number of years among their coastguard. The life of tracking reavers and pirates however was not for him, and after his term expired, Roan settled into a life of faith on the mainland. Pursuit of his faith lead Roan to the largest center of The Rosen Court, Gilward.
After moving to the capital, life became quite a bit more pleasant for Roan; he married, and had a child on the way. The Court had been very kind to him, and his sword now guarded their places of worship, and the people of his fine city rather than the coasts of his nation.
Among the Rosen Court, a number of deities vied for the worship of mortals, but it was not the Rosen Queen that drew Roan in as she had so many others. It was Lord Edric the Unbowed that he'd become fascinated by. He was said to have once been a knight during the Old Age, a man who bent a knee to none, and even when defeated in battle, remained standing for what some claim was days before his body was carted from the field.
Now, The Unbowed Lord was a member of the Rosen Court, protector of their realm and its inhabitants. Most pray to him when in dire straits, and when fearful for their life, but after spending much of his life protecting King and country, Roan found a deeper connection with him, and took him up as the deity of his house.
More recently, the Protector's Aegis has gone missing, stolen from Gilward's archives. Beseeching those of his church for permission, Roan swore an oath of Zealotry, binding himself to the Aegis until either its return, or his demise. It was difficult to leave his family and home, but Roan set out in search of this hallowed relic, for the sake of all the kingdom.
- Largely seen as a myth, the Carrion Fraternity is a group of known slavers said to work dark magicks, and some say their home is in Vosgi.
More recently, a sect of raven-badged individuals surfaced in Lorewind, many of whom were rumoured to be capable Evokers. Some argue that being no slavers, these were not truly members of the fraternity, but rather impressive copycats.
- The 'Blades are a widespread organization of criminals and vagabonds. Home for any that don't have a place in the normal world, they fiercely protect their own, but care little for the laws of established settlements. Out in the countryside, the 'Blades have made a constant nuisance of themselves for going on thirty years, and while soldiers have been sent to flush them out several times, they've had no success.
- Lyrennia
- Vosgi
- Dracmarsh
- Lorewind Keep
- Logger's Rest
- Ironhall
- Milestone Inn
- The Saltrocks
- Polton
- Gilward, the King's Seat
- The kingdom of Lyrennia is reasonably prosperous, and is at peace with its neighbours, as they are with theirs. The lands are currently ruled by King Isador Blythe as a strict monarchy.
- Far to the South of Lyrennia is the kingdom's closest partner in trade, Vosgi, the land of merchants and craftsmen. The strait between these two lands is known as the Golden Sea, and both nations frequently ships goods from one side to another. Mostly Lyrennia imports goods in exchange for coin, mostly woven tapestries and fine art, but also many spices, and extravagant fruits. Vosgi is ruled over differently than Lyrennia, and has no traditional military of its own. All of Vosgi is composed of an amalgamation of private holdings owned by many rich merchants, who preside over the lands which they own by right of coin.
Dracmarsh is a small city of uneven terrain, built upon the swampy land that is the Evergrave. Dracmarsh is under the ownership of the noble Labelle family, who control nearly all of the wealth, and keep it to themselves. While relatively peaceful, it isn't an uncommon occurence for folk to disappear in the middle of the night in Dracmarsh, what exactly happens to them though, is entirely unkown.
Lorewind Keep is home to the sole school of magic in all of the wide world, though what it is exactly that they do no one knows, most figure it to be a hoax. Immediately on the Eastern coast of Lyrennia, Lorewind Keep is situated on the only passage through the mountains inland, and is extremely difficult to reach over land, and imperative to pass when traveling inland toward the capital. There are rumours that the Carrion Fraternity operates here, but most of them are baseless.
Settled in the heart of the Giantwood, Logger's Rest has existed longer than any man has been aware of, structures of sturdiest oak preserved since time immemorial. While the buildings here are twice the size any man may need, with trees growing around, and even overtop of them, they are still used by those who live there, most of them hunters and lumberjacks. While merchants pass through often, Logger's Rest is still largely undisturbed, and is quiet but for conversation, the sound of axes striking wood, and birdsong.
The beating heart of industry in Lyrennia, Ironhall is home to much of the kingdom's supply of metals, as well as many of the greatest smiths. There is no time of day that Ironhall is quiet and dim, always there are tools striking metal and stone, and voices shouting overtop one another.
The Milestone Inn is one of Lyrennia's many oddities, located directly in the middle of nowhere, over a mile away from anything else of note. While it might be oddly situated, the inn sees no small number of visitors, and often has tents pitched in the field outside belonging to those travelers who either couldn't afford a room, or for which no rooms were available.
- The Saltrocks are a chain of Islands to the East of Lyrennia, too small to call a nation, and too poor to even be worth considering. Even still however, the folk of the Saltrocks are renowned reavers, and never to be trifled with. On the 'Rocks, there is nothing of value besides stone, and without the landmass for it, it's impossible to quarry, lest their homes sink beneath the ocean tides. Too stubborn to abandon their homes, the Saltrocks send out reavers with shocking regularity to harry Lyrennia's coasts and plunder what they can. While woman warriors tend to be a rarity throughout the world, on the Saltrocks they are common, as warcraft is the only trade worth learning.
- Built upon the island at the Mirror Lake's center, Polton is an expanding city, growing more quickly than it has land for as its docks slowly extend further into the waters. Today, Polton is half floating, and has extreme segregation amongst its citizens, with those at the center enjoying far more privilege. The Mirror Lake is situated just North of the coastal mountains that Lorewind is built beyond, making it the second checkpoint on any trip by boat toward the capital. Most of the citizens of Polton make a living by logging off the East shore of the lake, or by fishing, though it is still a rather large center of trade.
- The center of parliament in Lyrennia, Gilward is also home to the royal palace. Often criticized in the past about how insecure the location of such an important city was, Gilward has denied the odds, and never fallen to siege in the past, even when harried by Dragons in the Old Age. War has not visited Lyrennia in quite some time, and has allowed Gilward to expand to previously unimaginable proportions. The North wall of Gilward has nearly reached the nearest Dragongrave, often referred to as Squire's Fall. The history of the name is all but lost, though there are a number of fanciful tales and songs that make speculation at it. From the tallest spires of Gilward, those with sharp eyes can see the Mirror Lake, and the reflection of those mountains beyond in it.
What is it that happens in our world? Nothing, not anymore. Hundreds of years ago the last of the dragons died out. In those days, we were something, there was excitement, there was terror. Now we're left with little more than shadows of nightmares, and the evil of mens' hearts. What though, lurks in those shadows you might ask? What man may truly say that he knows the answer to that question? Perhaps all of us have an idea, somewhere deep in the back of our mind, we're all aware of what exactly creeps just out of sight.
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