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Fantasy The Hymnsong Crusade (Still Accepting)

Ithinkalot

Special Snowflake

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The Hymnsong Prophecy Porcelain limbs lay unmourned and forgotten,
Gods beneath white rubble fade,
Crushed beneath the serpent, frayed.
Corpses strewn among blades gathering dust,
The gilded throne's gleam shattered, covered in rust.

And the serpent content in its savage subjugation,
felt justified in its ravage immolation,
And no heroes could respond to the plight,
for all lay dead before its glittering sight.
For centuries, The Light of the Six reigned as the solitary religion in the continent of Glorantha. Four Vestiges, bound by blood birth are tasked with the protection of four artifacts; each containing powerful eldritch knowledge. It is said that should one of the holy treasures be stolen, the world's destruction will surely follow. Initially, Glorantha was a utopian society with excellent commerce and deep faith. The virtues of kindness and integrity took precedence over all else. As generations shifted, these ideals faded into obscurity in favor of skepticism.

Now, Glorantha is caught in the crossfire of civil unrest; infidels begin to question the authenticity behind the Light of the Six, and thus break out into revolt. The Vestiges, in an effort to protect the treasures responded with violence. Two of the four artifacts found themselves usurped by assailants. The once peaceful citizens of Glorantha were now introduced with a new concept- murder. Many still practice The Light of the Six's teachings and avidly defend the beliefs the country was founded upon. Others, blinded by anger and remorse, chose to rise in rebellion for a cause that will usher in a new age; unbound by the chains of religion.


A new religion, dubbed Mirror Adventism is conceived. The newly elected Pope Imperia of house Duke, possessing one of the four relics, confesses to murdering a Vestige in pursuit of Justice; for the eminent corruption within the sect warranted retribution. As testimony to her urge to start anew, Pope Imperia plans to hold her inaugural address during a ceremony called the "Krystallnacht", or Night of Broken Glass in a fortnight, and repent for her actions. Regardless of caste, believers and skeptics all over the region are invited to attend and decide where their allegiance lies.

A distinct trinity have manifested as the contenders to rule all of Glorantha. On one hand, The Light of the Six, whom operated the country for centuries successfully are also found equally dishonest; the secrets hidden behind its facade slowly begin to slip from cracks pried open by the greedy public, The rebellion, no longer content in playing ignorant, wish to forge a new path through violence and the immediate eradication of its enemies, or Mirror Adventism, a mysterious faction whose followers find themselves enthralled by a queen whose sense of justice is akin to glass; sharp and delicate.

The outbreak of War is eminent.

 
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Cast *= requires an excerpt of writing from a previous role-play to assume this role)
Note: Regardless of if you chose a role that requires an excerpt or not, I still reserve the right to reject the character proposal. That being said, I will gladly negotiate and will give personal feedback on every character via PM. Please avoid conflict; I want to deliver the most positive experience possible and do not want any of the characters to jeopardize this. "Fillers" will also only be used in the event that all other slots are taken.
the light of the six
Vestige Leader* - Played by yuckeroni yuckeroni Avina Gelvira
Vestige Leader* - Played by Rhaine Rhaine Emmyth Perlen
Supporting Physical Class
Supporting Magical Class
Supporting Ranged Class
Filler 1
Filler 2
the rebellion
Leader* - Played by whitepaperplates whitepaperplates Yaloria Gaillo
Vice Leader - Played by Mekuto Mekuto Gerard de Lescout
Supporting Physical class - Played by Rhakun Rhakun Quincy Adams
Supporting Magical Class - Played by Insect Insect Azar Kijika
Supporting Ranged Class
Filler 1
Filler 2
mirror adventism
Leader* - Played By Ithinkalot Ithinkalot Imperia Duke
Vice Leader* - Played by Ithinkalot Ithinkalot Tristan Du Clemont
Supporting Physical Class
Supporting Magical Class
Supporting Ranged Class - Played by Gabe Gabe Nymkos Telena
Filler 1
Filler 2

Additional Note I would also prefer that each person be limited to a single character. This is to ensure that the commitment to each character is manageable, and the experience is not ruined by a myriad of identically written characters. The exception of this is myself, as circumstances involving the leader of the faction justify the action.

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squire
Quintessentially a Knight in training; the basic physical class. Serves as the foundation for all others, forming the first step on the road to becoming a legendary hero. The class is indicative of light or leather armor (though exceptions may be made) and are often seen wielding knives, swords, axes, and flails. Their stamina and durability is average, but have very little proficiency with magic, and, as a result, use none in battle. Combat is particularly self explanatory. Squires are also known for learning self-healing via First Aid in the midst of combat.
thief
Similarly to a squire, the class exclusively uses light and leather armor. (no exceptions) Using superior agility and attack, they are able to out maneuver opponents through precisely calculated strikes. Consequently, they suffer with little aptitude in terms of magic and are slightly less durable than a Squire. A thief's weapon of choice is very subjective; it is up to the individual to decide what they use, but they are often seen using daggers. Some are known to have the tendency to lace their weapons with lethal venoms.
knight
Once graduating Squire status, they become a Knight. Training has moulded the user immense strength , allowing them to use an assortment of heavier armors, such as chain and plate mail. In exchange for speed (though some knights move quickly) they gain superior durability and strength in comparison to the other classes. Large weapons, such as spears, broadswords, halberds, etc. are highly favored by this class as they are the most effective in the front lines where other heavily armored classes are prevalent.
templar
The Templar boasts higher durability than its predecessor, the Knight. Devoting themselves to Religion, a Templar is now able to use a variety of physical based light magic and healing. Though they are slow moving, Templars are adept at countering. With the addition of Hammers and Axes, Templar share the same preference in terms of weapons as Knights. According to tradition, only heavy armor is used by this class. Dual wielding is uncommon, but still a widely accepted practice.
dark knight
Akin to the Templar, the dark knight serves as the pinnacle of the knight hierarchy. Succumbing to worldly desires, they are now able to use a variety of physical based dark magic in exchange for vitality. Unlike Templars, they possess considerably more speed and almost exclusively wield broadswords. As a result of using health as a catalyst for damage, they possess the highest dps out of all the physical classes, but are remarkably frail as a result. Users of the class should be aware of its deficits. The Light of the Six frowns upon this class.
fencer
For the adventurer seeking to wield a rapier, the most optimal class is the Fencer. These warriors have adept speed rivaling a Thief, but prefer a more elegant approach when engaging in combat. Fencers are known to have varying degrees of magical prowess, some little to none while others implement moderate level magic into their skill set. As a result of the class' inherent need to move quickly, they are often limited to very light armor. (exceptions are allowed) Their swift strikes debilitate opponents by striking key vitals.
black mage
The primary magical class. Black mages tap into their high magical prowess to cast elemental magic (fire, water, and thunder) to decimate groups of enemies. They are extremely frail, as most chose to garb themselves in light armor. Higher level Black mages also have the ability to use various curses, such as turning the opponent to stone and polymorphing them into a frog for a short duration. As with all magical classes, the weapons used by a Black mage vary incredibly from Tomes to Rods and other magical constructs. They never use any type of blade. The Light of the Six frowns upon this class.
white mage
In stark opposition to the Black mage, a white mage uses its high magical prowess to heal and mend (though offensive white mages exist) These sorcerers are capable of creating barriers and buffing teammates; they are particularly vulnerable when alone, since most do not possess much experience in single combat. High level White mages have the ability to cleanse inflictions upon allies and gain the ability to use the elements of air and light offensively. As with all magical classes, the weapons used by a White mage vary incredibly from Tomes to Staves and other magical constructs. They never use any type of blade.
red mage
For the mage in pursuit of balance, the Red Mage exists. Unable to focus on one practice, the finest Red Mages are only capable of mastering moderate level Black and White magic. Unlike the Black and White mage counterparts, the Red mage is often seen using Leather armor in addition to the usual cloth. Even more so than its predecessors, the Red mage has a wide variety of weapons including Tomes, Staves, Rods, and other magical constructs. They are sometimes adept with blades. These mages in particular hold favor within The Light of the Six.
time mage
Time mages act as the advancement of White and Black mages who aspire to pursue a more intricate practice. Time mages manipulate the physical properties of the world for two purposes; to harm enemies and aid allies. Though they are unable to heal allies, Time mages can quicken actions and slow opponents. NOTE* Time mages do not have the ability to reverse or speed up the entire time line, nor do they have the ability to predict future events, this is god modding and will not be permitted. The most advanced Time mages command Gravity and intensify it to cause neutral damage to enemies. As with all magical classes, the weapons used by a Time mage vary incredibly from Tomes to Staves and Rods. They are never seen using any type of blade.
arcanist
The Arcanist is a class developed and popularized by the Light of the Six. Unlike dark mages who are able to curse, The Arcanist class exclusively uses their high command over the elements (Fire, water, thunder, wind, earth) to decimate large groups of opponents. Alone, they are particularly vulnerable as they are frail and possess little agility. (exceptions can be made) As with all magical classes, the weapons used by an Arcanist vary incredibly from Tomes to Staves and Rods. They are never seen using any type of blade.
ranger
The only ranged class. The abilities of a ranger vary based on the wielder and weapon. A ranger can shoot enchanted frosted arrows, lace bullets with poison, or even use a slingshot to fell a giant. The abilities are limited to the individual's creativity. They are often seen wearing light or leather armor. They are a particularly agile class, but not to the extent of a thief. Using their positioning skills to out maneuver the opponent, Rangers can scout or even snipe opponents from a far distance; ending the fight before it even begins.
 
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light of the six
A religious organization which prides itself on good virtues; particularly integrity.
rebellion
A rogue faction created with the intent of liberating Glorantha from the clutches of religion.
mirror adventism
A new religious organization which prides itself on maintaining purity and justice.
fortnight
A period indicating that will take place after the course of two weeks.
glorantha
The land that The Hymnsong Crusade takes place in.
greavesdrake manor
Headquarters of Mirror Adventism and the place of which Pope Imperia Duke takes residence.
the sept
Headquarters of the Light of the Six and the place of which its associated members take residence.
windhelm fortress
The base of operations for the Rebellion.
krystallnacht
Known informally as the "Night of Broken Glass", the Krystallnacht was orchestrated by Pope Imperia Duke as her inaugural address to the public before assuming her position as the new leader of Mirror Adventism. Regardless of caste or allegiance, anyone is allowed to attend as it is a peaceful invitation.
gave noir
Known informally as "The Dark Feast", the Gave Noir is a religious event prophesied in what is known as "The Hymnsong Prophecy." The existence of the two stanza poem is widely distributed, and it is often told to children. The Light of the Six avidly preach this verse.
vestige
Any person who holds one of the four holy treasures. They are often subject to immediate fame and status simply because they possess the artifact.
 
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The four Holy Treasures are magical constructs containing immense eldritch power. No one is entirely certain of how they came into creation. Throughout Glorantha's earlier generations, people in possession of the artifacts used their power for violence and conquered kingdoms. In an effort to pursue peace and lock away their terrifying power forever, four kings united to form The Light of the Six and live out the rest of their days in the Sept. Since then, the Holy Treasures have been passed down each bloodline to Vestiges who swore never to use their power again for personal gain---until now.

the mirror
A large bronze mirror in an ornately carved frame. In the darkness, it radiates a glittering silver aura. Whispers constantly radiate from it. In the sunlight, it is completely useless. Speaking to the mirror allows the user to obtain knowledge; the tradeoff being sanity. The user grows more insane with each consecutive use. Eventually they develop Schizophrenia. Currently in possession of Pope Imperia Duke.
the chalice
An ornate chalice with golden figures depicting warriors engaging in combat. It distinctly smells and tastes of blood. The chalice has the capability to grant infinite healing power and the liquid inside never drains. (This does not prevent death by age) The repercussion is that frequent use causes the wielder to lose memories. The most severe cases end in the user developing Dementia. Currently in possession of Vestige Leader, Emmyth Perlen.
the box
A chest roughly larger than a head. It is composed entirely of mirrors and is accented with ornate brass flourishes. It smells of decay. Opening the box cuts the user's life in half to summon the animated corpse of someone who previously perished, though they are devoid of personality and are undead. This may only be used a total of 3 times before the user dies.
the feather
A large opalescent feather that radiates warmth. It is unknown what creature it comes from. The feather is warm to the touch. During the day time, throwing the feather into the sky causes a crack to form, bathing the user in a torrent of molten gold for several moments. This renders them immune to all attacks for a short period of time, but also incapable of action. After the first use, the user experiences periodic seizures and will develop severe epilepsy if usage continues. Currently in possession of Vestige Leader, Avina Gelvira.
 
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This section was taken from "The Common Rules of Role-play" though I can't credit the author since they did not disclose their name. Many role-plays follow a similar set of rules, so these should be familiar and looking over them thoroughly will benefit not only your adventures in The Hymnsong crusade, but in every subsequent role-play you engage in.

Do Not God-mode
Godmodding is when a character features god-like abilities, such as invincibility or mind control, or other unrealistic powers that don't fit with lore. It's also considered godmodding to refuse death in fights or ignore role-players in scenarios in which said role-players are attempting to attack you. Nobody's good at everything; try and keep yourself in check. Controlling another person's character is also Godmodding.

Non-Example: "I can kill you with a single touch." *She reaches to touch his skin, and if she succeeds, his flesh will fall off of his bones.*

Do Not Overpower Yourself or Others
Being "overpowered" is more or less what it sounds like: giving something or someone an unreasonable, unfair, unrealistic, or unbalanced amount of power, especially when it interferes with the ability of players around you to have fun. This can apply in the obvious ways, like having a character who is invincible or can summon the wrath of a zombie army with a flick of his fingers, but it can also be more subtle. For example, a character who is physically average but has skill mastery of over 70% of all main skills with ease can also be overpowered and put a damper on the ability of those around him to create engaging and challenging roleplay scenarios.

Do Not Metagame
Metagaming is when a player applies OOC-retrieved information to their IC character, such as participating in a war that you only saw was stated to be happening on a clan's thread on the forums, or hearing whispering because you saw the text, and knowing a character's name because you saw their username. This is the most commonly broken rule of role-play and most infuriating for many.

Non-Example: ((after being sent a PM from Chad)) *Jeremy the necromancer teleports into the scene immediately and rushes to the corpse of his buddy Chad, just moments after the arrow pierced his heart.*

Do Not Mix IC and OOC
Related to metagaming, it is considered taboo to "mix ic and ooc." That is, players are generally encouraged not to associate information and events that occurred between active, playing characters and events that occur between the role-players themselves. Most often, when players associate OOC information with their IC behavior, whether it be how they percieve another character or actually acting on information they wouldn't otherwise have, it's called metagaming.

However, it's also considered poor form to take IC information and apply it OOC. That is, if character A insults character B, and player B takes character A's insult as a personal attack from player A rather than exclusively an IC attack on character B, that is mixing IC and OOC. Any instance of holding against a player what his/her character said or did violates this rule (not to be confused with holding against the player any rule violations he made while controlling his character).

Another instance which is less inflammatory but still technically a violation of this rule is if character A says something, character B doesn't understand or takes it the wrong way, and player A deigns to explain himself OOC to player B. This is especially the case when player B already understood but was intentionally allowing his character to mis-react for the sake of adding interest to the game or being true to character B's nature. This cramps the flow of role-play and can sometimes be insulting to a player, since it suggests that player B's character is a Mary Sue who player B can't separate himself from.

Do Not Auto (Autohit, Autowalk, etc)
Autohitting is when a player performs an action without giving the affected players a chance to respond. For example, running up to somebody and saying *Stabs in the heart* then running off would be autohitting. Auto also applies to non-combative actions to which another player might have a reaction. Saying, *The black knight slips past the guards and into the castle,* while white knights are guarding the entrance to the white knight's castle would be autowalking on the premise that, in all likelihood, those knights would stop you before you got past them. This can easily be fixed with a simple rewording. Add "tries to" or "attempts to" to clarify that your character intends to perform said action, but his success depends on the responses of those around him. More advanced role-players will go into detail with their actions and emphasize their attempts. This is a frequently broken rule by newer role-players.

Non-Example: *Melissa throws a lit match onto the bed of her unfaithful lover and his mistress, then watches spitefully as his hair quickly catches fire and the two begin to burn.*

Do Not Lorebreak
Lorebreaking is when a character breaks lore, which is anything that likely affects a character or scenario. The basis for these commonalities is origin, culture, and known historical events. For example, a vampyre that is unaffected when crossing the holy salve barrier is a lorebreak because vampyres are weakened outside of Morytania where the sun shines. Lorebending, a similar term, is when existing lore is lightly modified (Hence the term lorebending), but not significantly or in a way that detracts from the role-playing experience. Often this has to do with ideas that are neither supported nor contradicted by existing lore; for example, one never comes across a goblin who excells with traditional magic in-game, but it is never explicitly stated that this can't ever be done - only that you rarely come across it.

Non-Example: *Broaven the Rellekan sailor is an established water mage and heads into the settlement to meet up with his other shipmates and use his magic to help them on their next trip.*

DO NOT LOREBREAK
That's right, it's on here twice. Avoid it.

Do Not Powerplay
Powerplaying occurs when a player operates someone else's character without the other player's consent. The most blatant example of this would be a player writing, "Your character falls off the cliff when he walks up to it." As you can see, you take active control of what the other character does. Not only is this not fair to the other player, but it's also discouraged because often players will misconstrue the behaviors and personalities of characters they didn't design. Powerplaying goes into more subtle situations, however. Saying, "Sally charges Jack so fast that he wouldn't be able to react enough to avoid it," can also be considered a violation of this rule since Sally's player has controlled Jack's abilities, possibly in a way that doesn't accurately represent his character. The appropriate way to word Sally's attack would be, "Sally charges Jack so fast that it's unlikely he could totally dodge it without equally inhuman speed." This leaves it up to Jack's player whether or not Jack is actually capable of avoiding Sally.

Non-Example: *Rex walks up to Jewel and moves to plant a kiss on her. Rex's rich, masculine musk overcomes Jewel so powerfully that she has no control over herself and kisses back.*

Do Not Play Mary-Sues
A Mary-Sue is a specific kind of character that is usually considered literarily reprehensible and otherwise unpleasant for others to play alongside. A Mary-Sue is any character (of any gender, age, race, or species) who fits one or more of these descriptions:

A character who’s too perfect, lacking realistic or logical flaws, or whose flaws do not affect them in real ways.
A character who’s exactly like their creator, except idealized or made “better”. (E.g. more attractive, smarter, given skills, abilities & powers the creator wishes they could have.) Essentially, the creator is inserting themselves into the story, but without the flaws, quirks & limits that make them interesting and real. Users are often discouraged from creating characters who would be described as, "He's based off me," especially since that comes with the extra risk of violating the inc and orc rule.

A character who’s far too powerful, especially whose abilities exceed that which is possible for his/her race in the setting of the story. Particularly if said character has abilities that do not exist within the boundaries of the story’s world. Often these characters are technically legitimate, but are very, "Look at how unique and cool I am!"
A character who’s cliched, having qualities or characteristics that are overused by people trying to have a powerful/perfect/cool character. This includes but is not limited to the traits listed as Popular role-play trends.
 

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