This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.
EDIT:
WHAT IS THIS? A thread has been necro-ed? Why, yes, yes it has!
Due to two of our members unfortunately leaving the roleplay, the Kritarchy of Dei Iuris is lookin' for two new people to join!
"The legendary desert realm of Dei Iuris was a mysterious one. Ruled by a bureaucratic system of Custodians, mysterious would-be-Gods who kept to their Pyramid, and their Sand Clerks the Kritarchy - the government of Judges- was a isolationist realm who nevertheless thrived on the slave and spice trade. The undead roamed the sands freely, with the legalization of necromancy and of the abominations that came from it, and even thievery had been turned into a syndicate. The Custodians' servants, the eerie scarab-masked Justiciars, maintained the peace, crushing any revolt with their scimitars and dark magic.
The Kritarchy of Dei Iuris, now commonly called the Reign of the Carrion Birds, lasted hundreds of years.
It fell six years ago."
__
Alright, so this is one high fantasy roleplay I've been planning on doing for a while. With it, I want to roleplay the events that led to the destruction of the infamous Kritarchy of Dei Iuris, mainly brought about by a ragtag group of adventurers. (Also known as our characters .)
(I, er, wrote a slightly too long piece of information concerning the lore that I'll put under collapse tags below. You should definitely take a look if you're interested in joining the roleplay, since it provides a lot of the context.)
My main character for this particular roleplay will be the slightly deranged Wizard Elazan. A part of his backstory revolves around the destruction of the Kritarchy, and I will update his profile to reflect the events that happen throughout the roleplay and the characters that take part in it.
Also, even if this roleplay IS about the toppling of the brutal government of Dei Iuris, that'd probably not be the main objective for our characters. Elazan's just passing by, for example, on the search for a magical artifact buried within the Valley of Reĝoj, and gets caught up in a tricky situation with the Justiciars.
I'm looking for around five people or so - not much more, or else things might get too crowded. (I was also trying to avoid any more wizards of the pointy hat kind if possible, to try to invoke ye olde one wizard per party trope. )
CHARACTER LIST
(Thanks to Gamers and JayBird for brainstorming evil things with me. Go check them out, they're great.)
Also, the roleplay's probably gonna be a bit dark, but possibly a bit humourous. I was also for going for a few paragraphs per post for sure.
WHAT IS THIS? A thread has been necro-ed? Why, yes, yes it has!
Due to two of our members unfortunately leaving the roleplay, the Kritarchy of Dei Iuris is lookin' for two new people to join!
The Kritarchy of Dei Iuris
"The legendary desert realm of Dei Iuris was a mysterious one. Ruled by a bureaucratic system of Custodians, mysterious would-be-Gods who kept to their Pyramid, and their Sand Clerks the Kritarchy - the government of Judges- was a isolationist realm who nevertheless thrived on the slave and spice trade. The undead roamed the sands freely, with the legalization of necromancy and of the abominations that came from it, and even thievery had been turned into a syndicate. The Custodians' servants, the eerie scarab-masked Justiciars, maintained the peace, crushing any revolt with their scimitars and dark magic.
The Kritarchy of Dei Iuris, now commonly called the Reign of the Carrion Birds, lasted hundreds of years.
It fell six years ago."
__
Alright, so this is one high fantasy roleplay I've been planning on doing for a while. With it, I want to roleplay the events that led to the destruction of the infamous Kritarchy of Dei Iuris, mainly brought about by a ragtag group of adventurers. (Also known as our characters .)
(I, er, wrote a slightly too long piece of information concerning the lore that I'll put under collapse tags below. You should definitely take a look if you're interested in joining the roleplay, since it provides a lot of the context.)
The Kritarchy
In Dei Iuris, the Sand Clerks act as the eyes and ears of the Custodians, the Justices as their voice and arms, and the Justiciars as their iron fist.
The Clerks oversee any and all transactions and commercial deals within the Kritarchy, being quickly recognized by their fancy hats and tattooed faces. No shop is allowed without clerks sanctioning it. No marriage is allowed without a clerk presiding the cerimony. No life is allowed without a Sand Clerk having it scribbled down in their endless tomes.
The Justiciars are the formidable ones, however. Dressed in their armoured robes and wearing their iron gloves and scarab-like masks, the elite soldiers of the Custodians patrol the cities and settlements of the Kritarchy and are as brutal, cruel and ruthless as the life of the people who live there. Deadly swordsmen (and swordswomen) who have been magically altered by the Custodians and the necromancers at their service and worship the former as the gods they claim to be, the Justiciars are a terrifying military force and, together with the Sand Clerks and the rest of the Custodians' army, ensure that the populace remains under the Custodians' thumb.
Between the Clerks and the Justiciars and the Custodians atop their pyramid, however, are the Justices. The silver-masked bureaucrats are the common-day rulers of each province or city of the Kritarchy, and keep to their palacets, courts, and keeps. They preside over the courts, trials and executive decisions, command the Clerks within their jurisdiction, and oversee the comings and goings within the Kritarchy's cities and counties.
Finally, there are the Custodians themselves.
Clad in gold. Garbed in secrecy. Worshipped as gods.
Golden statues of masked figures are seen in every Slaver's Square and marketplace, banners depicting a set of scales are placed on all oasis settlements, and, of course, above all other symbols, Il-Vayid, the Pyramid of the Law, sits right in the middle of the Kritarchy's capitol city. The Custodians have ruled Dei Iuris for centuries, and their influence is obvious. Their actual presence, however, is less so.
The elusive supposed god-rulers of the Kritarchy rarely descend from their Pyramid. The Custodians only walk the sandy streets of the Kritarchy's cities during the celebration of a new addition to the Code of Laws, or, in the most rare of occasions, when there is a Trial of titanic proportions and the summoning of a Great Court.
The last trial of this kind happened decades ago, when a rebellion erupted in the City of Ga'va and its Justice and Sand Clerks were murdered by angry mobs. The veredict was guilty. The sentence was complete annihilation. Today, nothing lives in the City of Ga'va. And yet things walk.
The Clerks oversee any and all transactions and commercial deals within the Kritarchy, being quickly recognized by their fancy hats and tattooed faces. No shop is allowed without clerks sanctioning it. No marriage is allowed without a clerk presiding the cerimony. No life is allowed without a Sand Clerk having it scribbled down in their endless tomes.
The Justiciars are the formidable ones, however. Dressed in their armoured robes and wearing their iron gloves and scarab-like masks, the elite soldiers of the Custodians patrol the cities and settlements of the Kritarchy and are as brutal, cruel and ruthless as the life of the people who live there. Deadly swordsmen (and swordswomen) who have been magically altered by the Custodians and the necromancers at their service and worship the former as the gods they claim to be, the Justiciars are a terrifying military force and, together with the Sand Clerks and the rest of the Custodians' army, ensure that the populace remains under the Custodians' thumb.
Between the Clerks and the Justiciars and the Custodians atop their pyramid, however, are the Justices. The silver-masked bureaucrats are the common-day rulers of each province or city of the Kritarchy, and keep to their palacets, courts, and keeps. They preside over the courts, trials and executive decisions, command the Clerks within their jurisdiction, and oversee the comings and goings within the Kritarchy's cities and counties.
Finally, there are the Custodians themselves.
Clad in gold. Garbed in secrecy. Worshipped as gods.
Golden statues of masked figures are seen in every Slaver's Square and marketplace, banners depicting a set of scales are placed on all oasis settlements, and, of course, above all other symbols, Il-Vayid, the Pyramid of the Law, sits right in the middle of the Kritarchy's capitol city. The Custodians have ruled Dei Iuris for centuries, and their influence is obvious. Their actual presence, however, is less so.
The elusive supposed god-rulers of the Kritarchy rarely descend from their Pyramid. The Custodians only walk the sandy streets of the Kritarchy's cities during the celebration of a new addition to the Code of Laws, or, in the most rare of occasions, when there is a Trial of titanic proportions and the summoning of a Great Court.
The last trial of this kind happened decades ago, when a rebellion erupted in the City of Ga'va and its Justice and Sand Clerks were murdered by angry mobs. The veredict was guilty. The sentence was complete annihilation. Today, nothing lives in the City of Ga'va. And yet things walk.
Necromancers, Slavers and Thieves in the Night
THE NECROMANCERS
There are other threats and organizations within the Kritarchy apart from the goverment. The Al-Kaleen necromancers are known to have made their home within Dei Iuris for centuries, supposedly being attracted by the isolationist policy of the Kritarchy and the occasional carnage provided to them by the rule of the Custodians. In return for governmental acceptance and benefits (tax exemption!), along with a steady supply of corpses for the continuation of their work, the Al-Kaleen are loyal servants of the Custodians, taking part in the creation of the Justiciars and other abominations.
The Al-Kaleen live in their palacets and communes, served by slaves and corpses of the dead and nonchallantly practicing their foul rites in the light of day. It's interesting to note that the high ranked necromancers have access to the great Il-Vayid, the Pyramid of the Law, and are frequently summoned to it, being some of the few individuals to have direct contact with the Custodians. Their unwavering loyalty to the so called deities is also fascinating - perhaps there is more to the deal between both parts than just bones and blood.
THE SLAVEMONGERS
Ah, the Trade. From the lands of Latius to the mountain towns of Tashog, the trade flows, carrying with it the pungent scent of fear. The cities of Dei Iuris flourish with it, with the slavemongers selling their goods in large markets to not only powerful figures and the artisan and bureaucratic middle class but also the necromancers for their experiments. The slavemongers acquire their slaves from their dune raiders, who pillage foreign bordertowns and trade routes, kidnapping travellers and dragging them in packs to the cities of Dei Iuris and the slave markets within.
The Slavemongers still have to abide to some rules, however. As inhabitants of the isolated Kritarchy, they are given the government's sanction and protection, and in return are prohibited of commanding their servants to attack any trade route actually passing through the cities, and respect the travellers within it. The slavemongers and their dune raiders don't always follow this rule, however, and are capricious and greedy - even within the Kritarchy, one should always look at slavemongers with distrust and stay far away from the Dune Raiders.
In addition, the slavemongers are expected to contribute to the city's wealth and to have all of their goods firmly catalogued and labeled. They're expected to pay their taxes and have all their documents and papers in order - and these rules are much more firmly enforced by the Justiciars and the Sand Clerks than the restriction of the dune raiders' attacks.
THE THIEVES UNION
In the Kritarchy, even burglary must be well documented. Thievery is legal - or rather, the Thieves Union is. A subtle difference, but an important one. Licensed thieves are allowed to rob, assault and burglarize people with due professionalism and decorum, and people are expected to have provided a certain amount of money to the Union for their insurance and guarantees.
A civilian who has paid his share to the Union can negotiate a strict period of time between each robbery, the best season for the robbery to happen, and obtain an indemnity for the goods stolen, along with, depending on the time of insurance, being able to select a couple of items of sentimental value that no Union thief is allowed to touch. (In some cases, people are even able to recover stolen goods in a rather civil manner.)
And so it is that thievery in the Kritarchy is conducted in the most gentle of ways. For those who can pay, at any rate. For those who can't, things are a little different - there are no conditions, there are no restrictions, and the Union's members are free to conduct they assaults as brutally as they wish without infringing Union regulations.
In addition, it's important to mention once again the distinction between the legality of the Union and the legality of thievery - if a Union thief is caught by a Justiciar, he will suffer repercussions. Private guards of powerful individuals are more lenient, depending on the nature of the arrangement between these individuals and the Union. (There might simply be a light beating and a quick dispatchment back to the Union House.) Sometimes, the Union even dispenses a personal thief for powerful Justiciars after a duly written request.
Finally, the Union only accepts certain thieves into their ranks, and these are required to pay the union dues. Non-Union thieves are viewed as competition by the syndicalized ones and are consequently not tolerated - if the Union catches word of non-licenced thievery or assaults, that thief will most likely end up with a knife in their chest and as carrion for vultures.
THE NECROMANCERS
There are other threats and organizations within the Kritarchy apart from the goverment. The Al-Kaleen necromancers are known to have made their home within Dei Iuris for centuries, supposedly being attracted by the isolationist policy of the Kritarchy and the occasional carnage provided to them by the rule of the Custodians. In return for governmental acceptance and benefits (tax exemption!), along with a steady supply of corpses for the continuation of their work, the Al-Kaleen are loyal servants of the Custodians, taking part in the creation of the Justiciars and other abominations.
The Al-Kaleen live in their palacets and communes, served by slaves and corpses of the dead and nonchallantly practicing their foul rites in the light of day. It's interesting to note that the high ranked necromancers have access to the great Il-Vayid, the Pyramid of the Law, and are frequently summoned to it, being some of the few individuals to have direct contact with the Custodians. Their unwavering loyalty to the so called deities is also fascinating - perhaps there is more to the deal between both parts than just bones and blood.
THE SLAVEMONGERS
Ah, the Trade. From the lands of Latius to the mountain towns of Tashog, the trade flows, carrying with it the pungent scent of fear. The cities of Dei Iuris flourish with it, with the slavemongers selling their goods in large markets to not only powerful figures and the artisan and bureaucratic middle class but also the necromancers for their experiments. The slavemongers acquire their slaves from their dune raiders, who pillage foreign bordertowns and trade routes, kidnapping travellers and dragging them in packs to the cities of Dei Iuris and the slave markets within.
The Slavemongers still have to abide to some rules, however. As inhabitants of the isolated Kritarchy, they are given the government's sanction and protection, and in return are prohibited of commanding their servants to attack any trade route actually passing through the cities, and respect the travellers within it. The slavemongers and their dune raiders don't always follow this rule, however, and are capricious and greedy - even within the Kritarchy, one should always look at slavemongers with distrust and stay far away from the Dune Raiders.
In addition, the slavemongers are expected to contribute to the city's wealth and to have all of their goods firmly catalogued and labeled. They're expected to pay their taxes and have all their documents and papers in order - and these rules are much more firmly enforced by the Justiciars and the Sand Clerks than the restriction of the dune raiders' attacks.
THE THIEVES UNION
In the Kritarchy, even burglary must be well documented. Thievery is legal - or rather, the Thieves Union is. A subtle difference, but an important one. Licensed thieves are allowed to rob, assault and burglarize people with due professionalism and decorum, and people are expected to have provided a certain amount of money to the Union for their insurance and guarantees.
A civilian who has paid his share to the Union can negotiate a strict period of time between each robbery, the best season for the robbery to happen, and obtain an indemnity for the goods stolen, along with, depending on the time of insurance, being able to select a couple of items of sentimental value that no Union thief is allowed to touch. (In some cases, people are even able to recover stolen goods in a rather civil manner.)
And so it is that thievery in the Kritarchy is conducted in the most gentle of ways. For those who can pay, at any rate. For those who can't, things are a little different - there are no conditions, there are no restrictions, and the Union's members are free to conduct they assaults as brutally as they wish without infringing Union regulations.
In addition, it's important to mention once again the distinction between the legality of the Union and the legality of thievery - if a Union thief is caught by a Justiciar, he will suffer repercussions. Private guards of powerful individuals are more lenient, depending on the nature of the arrangement between these individuals and the Union. (There might simply be a light beating and a quick dispatchment back to the Union House.) Sometimes, the Union even dispenses a personal thief for powerful Justiciars after a duly written request.
Finally, the Union only accepts certain thieves into their ranks, and these are required to pay the union dues. Non-Union thieves are viewed as competition by the syndicalized ones and are consequently not tolerated - if the Union catches word of non-licenced thievery or assaults, that thief will most likely end up with a knife in their chest and as carrion for vultures.
My main character for this particular roleplay will be the slightly deranged Wizard Elazan. A part of his backstory revolves around the destruction of the Kritarchy, and I will update his profile to reflect the events that happen throughout the roleplay and the characters that take part in it.
Also, even if this roleplay IS about the toppling of the brutal government of Dei Iuris, that'd probably not be the main objective for our characters. Elazan's just passing by, for example, on the search for a magical artifact buried within the Valley of Reĝoj, and gets caught up in a tricky situation with the Justiciars.
I'm looking for around five people or so - not much more, or else things might get too crowded. (I was also trying to avoid any more wizards of the pointy hat kind if possible, to try to invoke ye olde one wizard per party trope. )
CHARACTER LIST
(Thanks to Gamers and JayBird for brainstorming evil things with me. Go check them out, they're great.)
Also, the roleplay's probably gonna be a bit dark, but possibly a bit humourous. I was also for going for a few paragraphs per post for sure.
Magic is common.
Renaissance
Combat is woven into the storyline and could come to the forefront if the characters seek it out.
Details: Freeform, paragraphs required, long-term RP partner preferred.
I'm very interested in joining on the long haul to societal destruction. That intro has me hooked. Some googling has me learning these concepts are Hebrew in nature? I feel like I should do some research on this "ancient Israel" setting else I'll get the tone all wrong. Couldn't hurt right?
Hi, I'm coke. I'm thinking of taking the thief role if no one else has a tendency for it. Been playing a lot of MGSV, and have a need to be sneaky. I'll be writing the character up today, but until I can present them I have to say that thievery being legal is so bonkers to me. I can imagine a Clerk handing a stolen painting back to an artist whilst said artist wags his head at the very thief who just shrugs it off. Business is business. So bonkers, somehow more so than legal necromancy. Where'd you get the idea? Was that ever a practice in an ancient civilization? I've never head of the concept before.
Hi, I'm coke. I'm thinking of taking the thief role if no one else has a tendency for it. Been playing a lot of MGSV, and have a need to be sneaky. I'll be writing the character up today, but until I can present them I have to say that thievery being legal is so bonkers to me. I can imagine a Clerk handing a stolen painting back to an artist whilst said artist wags his head at the very thief who just shrugs it off. Business is business. So bonkers, somehow more so than legal necromancy. Where'd you get the idea? Was that ever a practice in an ancient civilization? I've never head of the concept before.
Howdy! Yeah, the concepts are definitely a bit Hebrew in nature, with a few influences from ancient Egypt (slave trade, the scarab-and-vulture themes, the necromancy, the worshipping-of-rulers-who-"reside"-in-a-pyramid-as-deities) and the Mayans and ASOIAF (the Pyramid of Law, where the Custodians reside).
Thieves are great! Go for it, if you want! Will he be a unionized thief? And actually, I first heard of the concept of legal thievery in the awesome book series Discworld, by the great late Terry Pratchett. (In those books, he took it a step further and had several... uncommon offices legalized, with the appearance of now respectable guilds such as the Assassins' Guild and the Thieves Guild.) It's actually a trope on TVTropes! The whole legality of thievery in this roleplay, though, is also to drive home the obsession of the Kritarchy with bureaucracy and their indifference about something generally considered to be, well, bad, if it's legal.
The necromancy part kind of was a practice in ancient civilizations! I mean if we don't count priests and shamans and the like, it was mentioned in the bible and in ancient Israel for sure and divination was a common practice in the hellenic civilization. However, it never had such an impact on society for obvious reasons. (No actual undead and stuff - it was more about asking the dead for guidance and not zombie armies. Also no magic.) The necromancers' freedom to practice their foul rights also hints at the Kritarchy and the Custodians' brutal bureaucracyand in no way to their ulterior need to enlist the necromancers to their cause.
Thieves are great! Go for it, if you want! Will he be a unionized thief? And actually, I first heard of the concept of legal thievery in the awesome book series Discworld, by the great late Terry Pratchett. (In those books, he took it a step further and had several... uncommon offices legalized, with the appearance of now respectable guilds such as the Assassins' Guild and the Thieves Guild.) It's actually a trope on TVTropes! The whole legality of thievery in this roleplay, though, is also to drive home the obsession of the Kritarchy with bureaucracy and their indifference about something generally considered to be, well, bad, if it's legal.
The necromancy part kind of was a practice in ancient civilizations! I mean if we don't count priests and shamans and the like, it was mentioned in the bible and in ancient Israel for sure and divination was a common practice in the hellenic civilization. However, it never had such an impact on society for obvious reasons. (No actual undead and stuff - it was more about asking the dead for guidance and not zombie armies. Also no magic.) The necromancers' freedom to practice their foul rights also hints at the Kritarchy and the Custodians' brutal bureaucracy
I hadn't even connected the other aspects them being so prevalent in media. I checked out TvTropes for that, and yup, "Thieves Guild" describes it as legalized where all I've had was the underground illegal take on it. Cool.
I believe I'll make him unionized. I'll try to embody that indifference with a naive young man who's been living in the same hodgepodge of sand huts for all his life. I could change my mind until then, this is definitely the most difficulty I've had writing a character for a setting.
Zombie Jesus was all that came to mind with necromancy & religious ties. That is all I know of it besides the modern ghost whisperers but I guess that's been around for eons. These sound much more effective than historical ones I agree.
I believe I'll make him unionized. I'll try to embody that indifference with a naive young man who's been living in the same hodgepodge of sand huts for all his life. I could change my mind until then, this is definitely the most difficulty I've had writing a character for a setting.
Zombie Jesus was all that came to mind with necromancy & religious ties. That is all I know of it besides the modern ghost whisperers but I guess that's been around for eons. These sound much more effective than historical ones I agree.
I'm interested!!
Edit: I'm not super sure any of my characters that are currently up could be used in the RP, but I can adjust them or create a new one to fit the group. I'll see what other players bring to the table.
Edit: I'm not super sure any of my characters that are currently up could be used in the RP, but I can adjust them or create a new one to fit the group. I'll see what other players bring to the table.
This is quite the rp story you've come up with. A lot of detail and background. Kudos to you =]
Katlina, while not perhaps a perfect fit, can easily be modified to become perhaps the runaway slave/or not runaway, depending on your desires for the rp. She originally is more of a theif character. But seeing as you already have one, I'm happy taking on a different role?
Katlina, while not perhaps a perfect fit, can easily be modified to become perhaps the runaway slave/or not runaway, depending on your desires for the rp. She originally is more of a theif character. But seeing as you already have one, I'm happy taking on a different role?
One wizard is one wizard, but two thieves ain't never hurt nobuddie. Well, except for hard working citizens.
coke_monster wrote:
One wizard is one wizard, but two thieves ain't never hurt nobuddie. Well, except for hard working citizens.
I would definitely be interested in this. Give me some time to either make a new character or choose one of my other ones, and I'll happily join.
"Okay... something's up... What's with all these shit coloured people and... is that a revenant?"
Hey! I'm definitely interested. I could see Edlin -having traveled too far from Tannenford- ending up at the mercy of a bunch of Dune Raiders and was nearly sold into slavery before being busted out by one of the other characters. I could imagine his style would adapt to the more arid and hot climate by ditching his arming doublet and going for more breathable attire... He'd probably also get a fix from toppling a despotic government by killing as many Justiciars as possible. His skin colour would also raise a lot of suspicion from the authorities.
I could understand why he won't be what you're looking for. But I'm interested none-the-less!
Cheers.
Hey! I'm definitely interested. I could see Edlin -having traveled too far from Tannenford- ending up at the mercy of a bunch of Dune Raiders and was nearly sold into slavery before being busted out by one of the other characters. I could imagine his style would adapt to the more arid and hot climate by ditching his arming doublet and going for more breathable attire... He'd probably also get a fix from toppling a despotic government by killing as many Justiciars as possible. His skin colour would also raise a lot of suspicion from the authorities.
I could understand why he won't be what you're looking for. But I'm interested none-the-less!
Cheers.
Alright, I can play as either Ardavan, Konrad, D - H, or Krazzarine. Whatever is best, or whatever you pick. That is, if you'll have me of course.
Another thief is entering the mix, as this RP has got my interest.
Bored outta my mind and interested beyond belief.
A'ight, interesting.
We do seem to have a lot of thieves!
I suppose two of them could work, even if certain words of sage advise would be hard to follow in such a party.
How would the character get involved, Katlina?
@Edlin: That could actually work pretty well. Gamers' character, Ilyse, is a wandering former cleric and one of his ideas for her (although he can probably go more in-depth about it) was to have someone from a neighbouring kingdom request/hire her to save a person who's been taken by the dune raiders/slavemongers. Maybe they could meet while he escaped?
@Draken? Hmn, Konrad could work. I was trying to avoid other wizards for more diversity, and I'm not sure about a demon or D-H since they're pretty powerful. How would Konrad get involved, however?
What character are you thinking of using, KhaeosMage?
I'm still going to deliberate a bit before choosing anyone, by the way. I'm gonna let a few more people post their interest, 'cause I'm also interested in the dynamic between the characters themselves and what to see which ones would form the most interesting. O:
We do seem to have a lot of thieves!
I suppose two of them could work, even if certain words of sage advise would be hard to follow in such a party.
How would the character get involved, Katlina?
@Edlin: That could actually work pretty well. Gamers' character, Ilyse, is a wandering former cleric and one of his ideas for her (although he can probably go more in-depth about it) was to have someone from a neighbouring kingdom request/hire her to save a person who's been taken by the dune raiders/slavemongers. Maybe they could meet while he escaped?
@Draken? Hmn, Konrad could work. I was trying to avoid other wizards for more diversity, and I'm not sure about a demon or D-H since they're pretty powerful. How would Konrad get involved, however?
What character are you thinking of using, KhaeosMage?
I'm still going to deliberate a bit before choosing anyone, by the way. I'm gonna let a few more people post their interest, 'cause I'm also interested in the dynamic between the characters themselves and what to see which ones would form the most interesting. O:
Loren wrote:
A'ight, interesting.
@Edlin: That could actually work pretty well. Gamers' character, Ilyse, is a wandering former cleric and one of his ideas for her (although he can probably go more in-depth about it) was to have someone from a neighbouring kingdom request/hire her to save a person who's been taken by the dune raiders/slavemongers. Maybe they could meet while he escaped?
@Edlin: That could actually work pretty well. Gamers' character, Ilyse, is a wandering former cleric and one of his ideas for her (although he can probably go more in-depth about it) was to have someone from a neighbouring kingdom request/hire her to save a person who's been taken by the dune raiders/slavemongers. Maybe they could meet while he escaped?
To go more in-depth as said...
Ilyse is a wandering swordswoman with a touch of lunar-based magic. She's of broken spirit after the demise of her battle-sisters and is wandering the lands seeking purpose, which usually leads to her being an adventurer-for-hire to maintain her equipment and keep herself fed. My current thoughts for her in this RP would have Ilyse journeying into Dei Iuris after taking a job to find and recover a member of a family that was taken by slavers during a raid on their town.
I'm going to make another page in the Underclass Custodian's profile for the purposes of this story. After all, your idea of Custodians WAS the main reason why the RP caught my interest . Plus, it'd definitely help me develop my character.
Ah, I see. The Custodians in this roleplay are pretty much the Big Bads, though, and keep to their pyramid besides. They're mysterious figures and their true nature and supposed godhood is a major plot point so they're not really available to be roleplayed, sorry.
Oh yes, I figured they weren't playable. I didn't mean to imply that I would like to play as one, just that my interest was piqued by its mention as well as their concept. I was thinking that my character could be a servant or something along those lines.
Worship thy custodian!
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