[InEx] The Gallants of Cyliajaca
Nov 9, 2017 9:55:15 GMT -6
Post by Mr. Skeli'n on Nov 9, 2017 9:55:15 GMT -6
There was suddenly a droning sound, quite early in the morning that filled the ears of all who were within the hall of Cyliajaca. It shook the ground for nearly a minute, and by the time it ceased the four newest Gallants of Cylijaca had put together that this was a form of summons. After running into the main portion of the hall to find what the source of the commotion was, they found the Reuk--the leader of the Gallants-- Ochra 'Jowoby waiting for them and they put two and two together. When all four had calmed down and stood ready to hear what he had to say, he began:
"Greetings, new Gallants. It has come to my attention that there is a task at hand for Gallants. As the other five Gallants are already out on a campaign, this task falls on your shoulders. Since none of you have been on a campaign before and this is a large undertaking, I will not--as per my normal custom--be nominating a leader who then chooses the rest of the group from among the remaining. All four of you will share the load of the campaign equally, at least until you are out of the doors of this hall and perhaps find a natural leader from among yourselves."
Ho'Gi raised his hand, but quickly rescinded that notion when Ochra looked him in the eyes.
"There will be no questions. The issue of the campaign is thus: A mining company has been creating a mine down the core of a mountain not too far from here when they stumbled upon something rather odd. It is mysterious and vexing to the heads of the company who have gone down into the mine who have expressed not only these concerns but that of fear when they cast their eyes upon what the miners have dug out."
Ochra paused momentarily, turning around and bringing out a young Turath from his quarters.
"There is also the matter of this young one. He says that he and his father-" the young Turath squirmed. "Yes, their family live outsize Miatrzy (City that Cyliajaca is in) on a farm. Someone or a group of someone--this young one refers to them as bandits--appear to be causing many disturbances in the area. I was going to send one of you with an experienced Gallant tonight or tomorrow upon their return, but I see it plausible that you could deal with this community's ails on the way to the mountain. This mountain is the same one that overlooks his and other family's network of farms, perhaps an hour's walk south from the city. The young one must return to his home with you, should that be a deciding factor in your purchase of a transport."
Ho'Gi again raised his hand. This time, Ochra was more understanding.
"Ah, yes. I understand. Many of you came here without a single Lott to your name. I will give the group 80 Lott (currency), enough to pay for quick transport one way, or perhaps a less scrupulous transport there and back. You may also be interested in saving the money for other uses, what ever they may be as they arise on your campaign." Ochra paused again, collecting his thoughts. "You should take no more than half an hour (50 minutes) collecting what belongings you may have before you depart the hall. There may be a reward upon successful completion of this campaign, per the mining company, or this young Turath's family. I am not guaranteeing any spoils, nor do I know what you may find in this mine that may be of use to keep. You may wish to seek our seamstress Piowok Mo'Zie before you depart if you do not have a satchel or bag to carry your belongings. That is all."
Ochra strode back to his quarters with the young Turath left between the Turath and the group.
Welcome again to the universe of In Extremis. Our journey begins with four fresh Gallants--some more experienced adventurers than others--receiving their first mission. With only one thing to do--take the mission and start your adventure with new comrades--everyone will begin playing at the same time. During the adventure, you'll have more time to decide whether to split up or work as a group, but for now you must work together to leave the hall and set out on your campaign. Before you post, I had a few ground rules to lay out that will hopefully make the game smoother:
"Greetings, new Gallants. It has come to my attention that there is a task at hand for Gallants. As the other five Gallants are already out on a campaign, this task falls on your shoulders. Since none of you have been on a campaign before and this is a large undertaking, I will not--as per my normal custom--be nominating a leader who then chooses the rest of the group from among the remaining. All four of you will share the load of the campaign equally, at least until you are out of the doors of this hall and perhaps find a natural leader from among yourselves."
Ho'Gi raised his hand, but quickly rescinded that notion when Ochra looked him in the eyes.
"There will be no questions. The issue of the campaign is thus: A mining company has been creating a mine down the core of a mountain not too far from here when they stumbled upon something rather odd. It is mysterious and vexing to the heads of the company who have gone down into the mine who have expressed not only these concerns but that of fear when they cast their eyes upon what the miners have dug out."
Ochra paused momentarily, turning around and bringing out a young Turath from his quarters.
"There is also the matter of this young one. He says that he and his father-" the young Turath squirmed. "Yes, their family live outsize Miatrzy (City that Cyliajaca is in) on a farm. Someone or a group of someone--this young one refers to them as bandits--appear to be causing many disturbances in the area. I was going to send one of you with an experienced Gallant tonight or tomorrow upon their return, but I see it plausible that you could deal with this community's ails on the way to the mountain. This mountain is the same one that overlooks his and other family's network of farms, perhaps an hour's walk south from the city. The young one must return to his home with you, should that be a deciding factor in your purchase of a transport."
Ho'Gi again raised his hand. This time, Ochra was more understanding.
"Ah, yes. I understand. Many of you came here without a single Lott to your name. I will give the group 80 Lott (currency), enough to pay for quick transport one way, or perhaps a less scrupulous transport there and back. You may also be interested in saving the money for other uses, what ever they may be as they arise on your campaign." Ochra paused again, collecting his thoughts. "You should take no more than half an hour (50 minutes) collecting what belongings you may have before you depart the hall. There may be a reward upon successful completion of this campaign, per the mining company, or this young Turath's family. I am not guaranteeing any spoils, nor do I know what you may find in this mine that may be of use to keep. You may wish to seek our seamstress Piowok Mo'Zie before you depart if you do not have a satchel or bag to carry your belongings. That is all."
Ochra strode back to his quarters with the young Turath left between the Turath and the group.
Welcome again to the universe of In Extremis. Our journey begins with four fresh Gallants--some more experienced adventurers than others--receiving their first mission. With only one thing to do--take the mission and start your adventure with new comrades--everyone will begin playing at the same time. During the adventure, you'll have more time to decide whether to split up or work as a group, but for now you must work together to leave the hall and set out on your campaign. Before you post, I had a few ground rules to lay out that will hopefully make the game smoother:
- I have created little heads for you guys to use when your character talks. You can feel free to use your own or drop them later on in the game, but early on I think this is (not only a great callback to RPGs of the past, but) a great way to pair names with faces.
- For in-universe lore that your character should know, I will either make this explicitly clear in a GM post or DM you the information so that your character can be who they should be. For example, if we stumble upon a statue of a famous character in Avotoc history, Arby's character would likely know who it is and why they were important, so I'll get you that information somehow.
- Puzzles and larger battles will be handled in a tabletop style, end your post with an action and I'll swoop in with how the world responds to your action. However, if you're handling the equivalent of a rat--you can handle that fight on your own.
- There will be weapons, items, and abilities for each of you to add to your arsenal along the way. Some of these may work better for certain players and it will be up to you guys to decide whether you operate on a finder's keepers basis.
- Finally, as this is a game, please be courteous (at least out of character) and do your best to make sure not only are you having fun, but others are as well.
Player List:
Burgs: (nooh-trahks-ah)
Powers/Abilities: Can place curses, can potentially shapeshift with more knowledge in the future
Weaponry: An old, worn spell book; granted it's mostly filled with utilitarian and supportive magic
Backstory: Born to the rulers of a newly, Nutraka was named from birth with the purpose of taking the place of his father in ruling their little nation. Alas, he was scarcely ten years old when revolution was sparked among the masses. He was raised by surviving loyalists who eventually jettisoned him for his own safety. He hopes to learn the skills he needs and recruit powerful enough allies to reclaim the Reign once owed to him.
Arby: Ho'Gi (hoh-gI)
Powers/Abilities: Can survive without air (as can all Avotoc), small manipulation of water, and speechcraft with large sea creatures
Weaponry: A wooden spear affixed with a metal prong for catching fish in the shallows or scaring off bigger foes at dropoffs. It is wrapped in bandages and ribbons similar to the clothing Ho'Gi showed up in.
Backstory: The youngest son of a clan of fish-farmers, he left the family business for a more adventurous life. He served as crew on several ships that progressively went further from his home and closer to The Gallants, where he now finds himself.
Party Wizard: Ralily (rah-lE-lih)
Powers/Abilities: none
Weaponry: claws, two obsidian daggers
Backstory: Born to a young mother in The Blade, she was handed over to Poria scientists upon a visit. Wishing for her daughter to accomplish what she never could, her mother asked the small group of Poria scientists t take the pup with them, and teach them all they had. Raised by Poria, she eats, learns, and does what the scientists ask. Due to the efficiency in which Poria host their worlds, Ralily found herself needing to leave in order to learn more. In order to dissuade her from returning to The Blade, the Poria in Ustaekhazcir have sent her to Cyliajaca to seek out Turath scholars and teach her the things a Poria cannot.
Spark: Shiran 'Mors (sE-rahn mawhrs)
Powers/Abilities: After studying the Kettlah for countless hours of his spare time, he came to possess a spell that allows use of Kettlah's past-sight ability--within certain conditions.
Weaponry: Blunderbuss (one and a half hands), Chipped Rapier, and a stolen fire scepter
Backstory: A former Pirate Lord/Bounty Hunter (depending on his mood when you ask), Shiran has seen many things across Omneutta over the years. In the later half of his life, he carries a bit of newfound compassion towards the present and guilt over the past. A mix of evasive and reclusive over his past, Shiran prefers to dwell in the present he has remade himself in.
Grom: Kouoh Sarom (kO-O sah-rawm)
Powers/Abilities: Slight ability to interact with the deceased, can only go one generation back, and even then memories are in pieces
Weaponry: Longsword and Sheilds
Backstory: Sarom has been a Gallant for many years, leading many campaigns. He is prideful without being boastful of his abilities. Very open about his life and his time as a Gallant, but His life before Cyliajaca is one of few things that Sarom is not willing to talk about.
Burgs: (nooh-trahks-ah)
Powers/Abilities: Can place curses, can potentially shapeshift with more knowledge in the future
Weaponry: An old, worn spell book; granted it's mostly filled with utilitarian and supportive magic
Backstory: Born to the rulers of a newly, Nutraka was named from birth with the purpose of taking the place of his father in ruling their little nation. Alas, he was scarcely ten years old when revolution was sparked among the masses. He was raised by surviving loyalists who eventually jettisoned him for his own safety. He hopes to learn the skills he needs and recruit powerful enough allies to reclaim the Reign once owed to him.
Arby: Ho'Gi (hoh-gI)
Powers/Abilities: Can survive without air (as can all Avotoc), small manipulation of water, and speechcraft with large sea creatures
Weaponry: A wooden spear affixed with a metal prong for catching fish in the shallows or scaring off bigger foes at dropoffs. It is wrapped in bandages and ribbons similar to the clothing Ho'Gi showed up in.
Backstory: The youngest son of a clan of fish-farmers, he left the family business for a more adventurous life. He served as crew on several ships that progressively went further from his home and closer to The Gallants, where he now finds himself.
Party Wizard: Ralily (rah-lE-lih)
Powers/Abilities: none
Weaponry: claws, two obsidian daggers
Backstory: Born to a young mother in The Blade, she was handed over to Poria scientists upon a visit. Wishing for her daughter to accomplish what she never could, her mother asked the small group of Poria scientists t take the pup with them, and teach them all they had. Raised by Poria, she eats, learns, and does what the scientists ask. Due to the efficiency in which Poria host their worlds, Ralily found herself needing to leave in order to learn more. In order to dissuade her from returning to The Blade, the Poria in Ustaekhazcir have sent her to Cyliajaca to seek out Turath scholars and teach her the things a Poria cannot.
Spark: Shiran 'Mors (sE-rahn mawhrs)
Powers/Abilities: After studying the Kettlah for countless hours of his spare time, he came to possess a spell that allows use of Kettlah's past-sight ability--within certain conditions.
Weaponry: Blunderbuss (one and a half hands), Chipped Rapier, and a stolen fire scepter
Backstory: A former Pirate Lord/Bounty Hunter (depending on his mood when you ask), Shiran has seen many things across Omneutta over the years. In the later half of his life, he carries a bit of newfound compassion towards the present and guilt over the past. A mix of evasive and reclusive over his past, Shiran prefers to dwell in the present he has remade himself in.
Grom: Kouoh Sarom (kO-O sah-rawm)
Powers/Abilities: Slight ability to interact with the deceased, can only go one generation back, and even then memories are in pieces
Weaponry: Longsword and Sheilds
Backstory: Sarom has been a Gallant for many years, leading many campaigns. He is prideful without being boastful of his abilities. Very open about his life and his time as a Gallant, but His life before Cyliajaca is one of few things that Sarom is not willing to talk about.