This Looking For RP topic is marked as closed, meaning it is no longer seeking new players.
Kargana is an isolated planet where magic once flourished in ancient times. Many different species, such as kehla and elves, among others, lived on the planet - mostly in harmony, if the myths are to be believed. Then, one day, a flash of light engulfed the world, and soon, everyone realized that they could no longer use their magic. Those who relied on it to exist in spite of physics soon found themselves dying. Quite a few of those who grew accustomed to using it committed mass suicide rather than face a world without it. While only pockets of these formerly magical species survived, humans remained numerous because many of their societies chose to adapt - though not all of them.
The kehla are a species that once lived on this world, before the calamity. Little is truly known about them, as many of them committed mass suicide when magic disappeared, in an event recorded as the Final Commission. Much like other sapient beings whose ancestors lived during the "Arcadian Epoch", only a few scattered remnants are left. Some of these are kehla afflicted with the Shade, a condition in which they appear human in the daylight but look more like their ancestors every night. Many humans go their whole lives without ever encountering one.
Faizal wants to know why and how it disappeared, and whether or not it can be restored. As a result, they're about to begin a journey across the known world to find out. What challenges and mysteries await them?
Presumably, Faizal will encounter your character in their own homeland or in the midst of one of their own crises. At some point, they must leave and begin their quest. After that, let the ideas flow in! We can discuss what we'd like them to encounter, what sort of mysteries they'll find, and what secrets they'll uncover. All the while, we'll develop our characters, dive into their backstories, and flesh out a mutually enticing and interesting setting! ^^
This would preferably be Low Fantasy, with less emphasis on magic until/unless it gets restored to the setting. I'd like us to develop the setting as much as we can before going that route, as it will make such an event more powerful, I hope. Also, the setting should be somewhat medieval in tone, especially considering the fact that this world (Kargana) is in a Dark Age!
I prefer 1x1 RPs via PM. There won't be any depictions or descriptions of actual sex without the other player's consent. That said, I'm hoping some of our stories can serve as examples of, or allegory for, real-world issues.
EDIT: In case anyone lacks ideas, I have two pre-made settings with lots of detail in mind. It's completely optional if you'd like to RP in it. Otherwise, if you're the type who prefers to flesh a setting out with the GM, we won't have to use it.
The first setting keeps the Kehla alive into the present, where they control Nasiria and seek to prepare it for a coming darkness; this most resembles the High Middle Ages many fantasy settings prefer. The second has the Kehla extinct, the world in a dark age (Low Middle Age) with a dystopic vision of a region known as Dakaria and a hint that the Kehla may not have been quite so "normal". Basically, the first is set up best for straightforward "adventuring", with a touch of mystery and intrigue, while the second is built around uncovering mysteries and intrigue, with a touch of adventuring.
The kehla are a species that once lived on this world, before the calamity. Little is truly known about them, as many of them committed mass suicide when magic disappeared, in an event recorded as the Final Commission. Much like other sapient beings whose ancestors lived during the "Arcadian Epoch", only a few scattered remnants are left. Some of these are kehla afflicted with the Shade, a condition in which they appear human in the daylight but look more like their ancestors every night. Many humans go their whole lives without ever encountering one.
Faizal wants to know why and how it disappeared, and whether or not it can be restored. As a result, they're about to begin a journey across the known world to find out. What challenges and mysteries await them?
Presumably, Faizal will encounter your character in their own homeland or in the midst of one of their own crises. At some point, they must leave and begin their quest. After that, let the ideas flow in! We can discuss what we'd like them to encounter, what sort of mysteries they'll find, and what secrets they'll uncover. All the while, we'll develop our characters, dive into their backstories, and flesh out a mutually enticing and interesting setting! ^^
This would preferably be Low Fantasy, with less emphasis on magic until/unless it gets restored to the setting. I'd like us to develop the setting as much as we can before going that route, as it will make such an event more powerful, I hope. Also, the setting should be somewhat medieval in tone, especially considering the fact that this world (Kargana) is in a Dark Age!
I prefer 1x1 RPs via PM. There won't be any depictions or descriptions of actual sex without the other player's consent. That said, I'm hoping some of our stories can serve as examples of, or allegory for, real-world issues.
EDIT: In case anyone lacks ideas, I have two pre-made settings with lots of detail in mind. It's completely optional if you'd like to RP in it. Otherwise, if you're the type who prefers to flesh a setting out with the GM, we won't have to use it.
The first setting keeps the Kehla alive into the present, where they control Nasiria and seek to prepare it for a coming darkness; this most resembles the High Middle Ages many fantasy settings prefer. The second has the Kehla extinct, the world in a dark age (Low Middle Age) with a dystopic vision of a region known as Dakaria and a hint that the Kehla may not have been quite so "normal". Basically, the first is set up best for straightforward "adventuring", with a touch of mystery and intrigue, while the second is built around uncovering mysteries and intrigue, with a touch of adventuring.
Plausible legends of ancient magic, but current magic is not common.
Renaissance
Unrest may be part of the setting, but any scenes that happen to involve combat may be summarized.
Details: Freeform, adjustable length posts, long-term RP partner preferred.
Sounds very cool and well-developed. I'd be interested in joining, but unfortunately I don't really have any ideas to supplement with.
Solly wrote:
Sounds very cool and well-developed. I'd be interested in joining, but unfortunately I don't really have any ideas to supplement with.
Any chance Nina will be alright for this? She mainly deals with poisons and tech.
SubjectHazard wrote:
Solly wrote:
Sounds very cool and well-developed. I'd be interested in joining, but unfortunately I don't really have any ideas to supplement with.
Certainly! I'll be sending you both PMs.
Hi I have an idea for this RP, consisting of my character being a hybrid creature of human (or kehla) and a parasitic species, specifics can be discussed later. If you are interested I'd love to join, please send me a pm.
I just had an idea, recently, about a possible starting point for the other player's character! Have a look!
Quote:
Nasiria. The name meant Sun's Edge. A fitting term if any had ever heard of it. Once, it belonged to the Kehla - long ago, before all of it had become desert. Magic held it together, various plants and fauna needing it to survive. That was their livelihood, the life of all Kehla, to live in their burrows and cities built into the dry hillsides and mounds of dirt. They preferred the dark, always brooding in it like snakes awaiting the fall of day so they could emerge and begin the hunt. Their tunnels were like veins, covered in cobweb and the sticky residue they shed every few months. What legend spoke of them, in the few surviving Human references kept in their Hidden Texts, claimed they took Humans in the night back to their caves, then feasted on their bodies whilst keeping them alive.
Today, the story of the Kehla, from the Human perspective, is used in ghost stories. Parents warn their children that the spirits of Kehla seek out 'bad little boys and girls'. The Dakarian church preaches these spirits strike people with sickness and disease, so the only incentive of each city is to either cure the sick in the week mandated by their gods, the Fourteen, or send them out of the city into isolated villages of the sick and infirm they called Pandorum - Cities of Chaos. Only those ill, or "sick of personality", could enter these walled hamlets; the injured were treated back home. On occasion, wanderers and merchants would be allowed to stay, though in a section away from the unclean.
Those unfortunate enough to be sent away to one of these villages were often under the purview of a special kind of priest called a Carnal. This priest would often experiment with certain treatments on those whose days seemed numbered. Protecting him was the Soran, the Black Guard, who guarded the apothecary, patrolled the streets, and enforced the curfew. Yet no rebellion had ever toppled the Soran. Nobody knew why, but the truth was that they worked in three Manners, or divisions: the Manner of Sword, the Manner of Night, and the Manner of Truth.
What these Manners consisted of was a closely guarded secret, only known to the regional Inquisitor, their Grandmaster, who never showed his face without a mask. The Inquisitor received her orders directly from Patinopius, or Father, the highest authority of the Dakar. Nobody knew who the Patinopius truly was, but the Inquisitors always wore a distinctive brand on their face and carried a form of emerald strapped with a gold choker around their neck that would inexplicably shift colors from time to time. Some believe the colors match an emotion, as the Inquisitors were frequently emotionless. Those who knew them before they took their positions always said they were different people back then. Whatever torments they had to endure in their secretive rituals to gain their positions must have changed them irrevocably. But they were impossible to corrupt, devoted to Patinopius.
The homes of those interred there were flimsy and broken, oft lived in by rats and spiders. These conditions meant at least one person died each day. Their only source of water poured in from a small crack in a wall beneath a well, one unlike those seen in healthy villages. It was only a mere hole in the ground, no more than three feet deep. Many had tried to dive into the water to claw their way out through the wall, but it was futile. The water would then be tainted, and only if one of the sick held the head of the "perpetrator" beneath the surface, drowning him, would the water then be drained from a remote source, then refilled once the body was removed. This had become a test of character among the diseased, to show who would do what's right for the many over the crying pleas of one. Rations were set in pots and baskets outside homes each night, some getting more than others. Again, there was a test of loyalty to others... if they found out. On occasion, one could get away with it, but not often.
One day, voices are heard from the guards on the other side of the gate separating the district of the diseased from that of the Carnal. This would not have been an uncommon occurrence, except the voice that replied spoke a strange dialect none had heard before. Allowed through the gate, "he" would step through, a monk of sorts wearing a thick, kafta cloak and carrying some kind of instrument he presented to the guards on the other side. For a brief moment, his eyes catch those of one most curious about his presence. Whatever their reaction, he made a mental note to himself to find that person, whoever it might be, and meet them. Face to face.
Today, the story of the Kehla, from the Human perspective, is used in ghost stories. Parents warn their children that the spirits of Kehla seek out 'bad little boys and girls'. The Dakarian church preaches these spirits strike people with sickness and disease, so the only incentive of each city is to either cure the sick in the week mandated by their gods, the Fourteen, or send them out of the city into isolated villages of the sick and infirm they called Pandorum - Cities of Chaos. Only those ill, or "sick of personality", could enter these walled hamlets; the injured were treated back home. On occasion, wanderers and merchants would be allowed to stay, though in a section away from the unclean.
Those unfortunate enough to be sent away to one of these villages were often under the purview of a special kind of priest called a Carnal. This priest would often experiment with certain treatments on those whose days seemed numbered. Protecting him was the Soran, the Black Guard, who guarded the apothecary, patrolled the streets, and enforced the curfew. Yet no rebellion had ever toppled the Soran. Nobody knew why, but the truth was that they worked in three Manners, or divisions: the Manner of Sword, the Manner of Night, and the Manner of Truth.
What these Manners consisted of was a closely guarded secret, only known to the regional Inquisitor, their Grandmaster, who never showed his face without a mask. The Inquisitor received her orders directly from Patinopius, or Father, the highest authority of the Dakar. Nobody knew who the Patinopius truly was, but the Inquisitors always wore a distinctive brand on their face and carried a form of emerald strapped with a gold choker around their neck that would inexplicably shift colors from time to time. Some believe the colors match an emotion, as the Inquisitors were frequently emotionless. Those who knew them before they took their positions always said they were different people back then. Whatever torments they had to endure in their secretive rituals to gain their positions must have changed them irrevocably. But they were impossible to corrupt, devoted to Patinopius.
The homes of those interred there were flimsy and broken, oft lived in by rats and spiders. These conditions meant at least one person died each day. Their only source of water poured in from a small crack in a wall beneath a well, one unlike those seen in healthy villages. It was only a mere hole in the ground, no more than three feet deep. Many had tried to dive into the water to claw their way out through the wall, but it was futile. The water would then be tainted, and only if one of the sick held the head of the "perpetrator" beneath the surface, drowning him, would the water then be drained from a remote source, then refilled once the body was removed. This had become a test of character among the diseased, to show who would do what's right for the many over the crying pleas of one. Rations were set in pots and baskets outside homes each night, some getting more than others. Again, there was a test of loyalty to others... if they found out. On occasion, one could get away with it, but not often.
One day, voices are heard from the guards on the other side of the gate separating the district of the diseased from that of the Carnal. This would not have been an uncommon occurrence, except the voice that replied spoke a strange dialect none had heard before. Allowed through the gate, "he" would step through, a monk of sorts wearing a thick, kafta cloak and carrying some kind of instrument he presented to the guards on the other side. For a brief moment, his eyes catch those of one most curious about his presence. Whatever their reaction, he made a mental note to himself to find that person, whoever it might be, and meet them. Face to face.
TheEntityRaptor wrote:
Which character was this fir?
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