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Private/Closed The Soulforged Wars (AKA Scry Me A River)

(This is a private RP for me and several members of the Charms RP Discord. Feel free to read along!)

The image sets that this RP is based on can be found in the Discord channel (search for from: my nick + has: link), to be used for potential character inspiration.)

~~~

The world of Adrestia is twofold; Arbitrium, the World of Will, the realm of mortals, and Imperium, the World of Power, the realm of beings powerful but incorporeal, hold each other in careful balance, separated by a veil that thoughts and feelings can permeate.

The mortals of the Arbitrium first heard the whispers of spirits when they created the Scry, four artifacts attuned to their reality and what they found beyond; A realm of beings rife with the Power to accomplish impossible feats. Thus a new era of strife erupted as the mortals lured the spirits into their world with promises of the Will they lacked to construct a living forme, and four factions each abducted a Scry and clashed with the others as they attempted to remake the world in their image.

Through the focus of a Scry, a spirit could be bound to the soul of a mortal warrior. When a warrior survived this ritual they were imbued with the spirit’s special abilities, and the spirit would form a body, both their souls bound into one. From each of the four Scry came a different archetype of spirits, altering the warriors of each faction in wildly varying ways.

The first are the Agents of Virtue, champions of the Monarchy of Ithuriel. Led by their saint-king, the deeply spiritual Monarchists seek to bring the world to a state of harmony through strict adherence to the virtues of good and committing oneself to church and community. The existence of virtuous spirits is proof to them of the existence of the Pantheon of gods that formed Adrestia, and the Agents, full of zeal, consider themselves the harbingers of their Will.

In direct opposition stand the Agents of Sin, operatives of Gomorrah, the land where might makes right and laws are made and enforced by those who take charge through violence and cunning. The Gomorrans consider crime-fueled oligarchy the natural state of mankind, and that other forms of established order are impediments on the freedom of the soul. The Agents let themselves be guided by the desires of their greatest sin in combat, to lethal effect.

Caught in the crossfire were many other countries, whose citizens wanted no part in either the Monarchy’s or Gomorrah’s strife, yet were targeted by both, pushed to conform to their ideologies. The countries allied under the banner of The Grey and with their Scry called forth the Lycans, animalistic spirits who became staunch and loyal guardians of the innocent folk. Their power came from cooperation, strategy and unity.

There was more than warring nations that the people needed protected from. The last Scry was taken by a sinister, formerly diminutive cult worshipping the blood god Caedis. Through the spirits their prophesied power came to life, in the forme of Vampires- terrifying bat-like companions who granted the cult’s warriors abilities fueled by blood. Terrorizing towns with bloodlust and their unique gift of flight, they rend innocents for their blood and seem to have no motives but spreading fear and carnage.

The continent of Iomedae, on which the four factions wage their war, covers a vast area and range of climates. The temperate central lands of The Grey are semi-enclosed by mountain ranges to the west and the east, though the lands flatten towards the warmer south. The western lands of the Monarchy beyond the mountains range up towards the north, while the eastern lands of Gomorrah stretch to both the north and deepest south, though much of the area is arid wasteland.

In the time before the Soulforged Wars, the Monarchy and the states that would later form The Grey had a tenuous alliance to keep the Gomorrans contained to their own land and to both prosper economically. Decades of industrial revolution led to the invention of motorized vehicles, powerful ballistic weaponry and better standards of living, though most of the country still lives quite rustically.

The discovery of the Imperium and the Virtues led the Monarchy to abolish peace and begin their prophesied quest to bring the worship of their pantheon to the continent. Simultaneously, the powers of Sin gave Gomorrah the ability to invade past the border into central lands. The southern coastline, where all three connected, became a war-torn battlefield stretching the continent.

There was no magic in Andrestria before the creation of the Scry, though there were those sensitive to alien thoughts and sensations that seemed to come from everywhere and nowhere. In the Monarchy, these people were stoned or burned. In Gomorrah, the same thing might happen, or they might be considered sages of the tribes.

The magic of the soulforged bond works different for each class of companion; The Virtues and Sins cast their powers within limits, unable to control more than two powers at once and even then with difficulty, and both Agent and companion tire after too much casting as if they've gone through heavy physical exercise.

Most of the Lycan's magic seems centered around maintaining and strengthening their lycan forme. Some Lycans, however, seem to have the ability to infuse their natural attacks with elemental potency to devastating effect.

The Vampires' gifts are unique and cruel. Each carries a large vial of blood rendered from their enemies or innocents, which is consumed in their devious spellcasting. Refilling their vials is not the only reason to be violent; The more blood and gore litter their immediate surroundings, the stronger their powers grow.

The Pantheon of the Monarchy is made up of the Five, the gods who made all and rule it; The first is the Upholder, the father of existence who ensures its survival. The second is the Giver, the mother from whose body all of existence came. The third is the Bringer, the eldest daughter who oversees the natural cycle of life and death of all mortal creatures. The fourth is the Defender, champion of the faith and bringer of victory. The fifth is the Joy, who brought all that is good and beautiful to the world, only to have it corrupted by mortal sin.

The Gomorrans have different gods in every tribe, though mostly they hold no beliefs at all except in the right of the natural order. The nations of The Grey uphold a freedom of religion for its participating states, some western states believing in a variety of the Pantheon, others in different gods altogether.

The Scry ritual is a lethal one to all but those with the strongest Will. It is the main reason why the ones chosen to perform it are often peculiar characters with unwavering belief in their own truths. During the ritual, the Scry is activated and connects to the Imperium; The warrior lays hands on it, and feels their soul being stretched out of their body into the Will-less vacuum of that realm. It is described as painful beyond recognition, but still the warrior must keep enough clarity of mind to hold out their soul, until whatever spirit in the Imperium is most compatible with it latches on like a predator, at which point the soldier must pull their soul back through the Scry by staying grounded in their own memories and experience of reality.

Once it has crossed the Treshold into the Arbitrium, the spirit will disintegrate from its lack of Will- unless it chooses to forge its soul into the warrior's, two beings sharing in their respective Will and Power in perfect balance. What follows is a long recovery from total physical and mental exhaustion, and a period of training to use their companion or forme.

~~~

Thoroughly trained but inexperienced recruits from each of the factions have been sent off to the contested city of Taliesin, a central hub of commerce near the southern front of The Grey’s holdings. The Grey’s Lycans hold the city currently, while the Virtues and Sins attempt to invade and wrestle away power while their respective nations’ armies clash to the south, and the mysterious Vampires continue to sow discord in the night.

These new recruits, all familiar with battle but not yet fully developed in their new powerful abilities, have their orders to follow and missions to complete. But the horrors of war will have an effect on the still-impressionable, and they might find that what they have always held to be the truth does not stroke with reality...


~~~

A Soulforged companion is a peculiar creature, perhaps best described as an embodiment of mortal Will- their virtues, their sins, their bloodlust, their unity. Their appearance and abilities are dictated by the most prominent character aspect of each Agent, and thus each Agent serves the role they are best fitted to.

The Sins and Virtues do not talk and seem to have no independent thought; rather, they appear to be a monstrous reflection and extension of the Agent’s soul, driven to action by that Agent’s thoughts, feelings and instincts. They are only corporeal when called forth from the Agent’s soul to serve, and will otherwise dissipate. In corporeal form they can be damaged to the point of destruction, and will take at least a half-day to reform from that. Certain Sins and Virtues have armored limbs that can withstand much more damage.

Lycans and Vampires are different from this, and different from one another. The Vampires’ companions are permanently corporeal and behave more like animals, with their own instincts, though they are still guided by the thoughts of their soul companion. Destroyed Vampire spirits will reform near their Agent over twelve hours, though they seem to take a penalty to this time in bright light. They can fly, even carrying their soulbound soldier in full gear if necessary, though not for the longest stretches. The Vampires suffer a hefty detriment to the potency of their spellcasting in daylight, and their bats seem to be blinded by it.

Lycans are not a companion spirit at all, but a force of transformation affecting the Agent, turning them into wolflike beings of great physical prowess, speed and agility. Once their form is too destroyed, it will falter and reform over half a day, leaving the warrior's mortal body vulnerable.

~~~

Name: Holly Fletcher
Gender: Female
Age: 24
Place of Birth: Joy’s Emeralds, The Monarchy of Ithuriel

Build / Complexion: Pale, heavily freckled, lithe.
Hair: White-blonde, in a short bobcut.
Eyes: Hazel.
Attire: The standard, chaste, white leather Agent’s uniform of the Church of Purity in her day-to-day life. In the field, the black-white-gold-patterned jumpsuit with body armour over her chest, a selection of pouches with ammunition, medical gear and other necessities.

Personality: Holly is a reserved, soft-spoken girl with a kindly attitude; an odd fit for a squadron of lethal frontline agents. When the Church of Purity saw her potential as an Agent, she underwent a brutal training that fractured her mind- making her enter a dissociative state whenever she is faced with combat, making her cold and ruthless, until she wakes up and remembers nothing from the fight. She sees this as a blessing, as it allows her to serve the Church with all the zeal she can muster. Still she wonders about the gravity of her actions, and feels like she catch glimpses of gory scenes in her dreams…

Abilities: Through the gifts from her Virtue, Kindness, she has a selection of skills with a focus on magical effects. This includes minor telekinesis, amplifying the abilities of her compatriots and diminishing those of their enemies, summoning spectral weapons, and feats that alter conditions on the battlefield- bright lights, wavering gravity, odd friction. Her Virtue helps her cross difficult terrain by picking her up and gliding along the ground.

Outside of her Virtue’s gift, she is a skilled shot with her assault rifle, knows about first aid, can cleverly strategize on the go- if in her combat state- and moves with speed and grace.

Weapons: A heavy-duty assault rifle, a back-up pistol and an army knife.

Virtue: Kindness is the Virtue that allows an Agent dominion over environment-altering and supportive powers, forming the backbone of their squadron and staying out of the heat of battle. The Virtue appears as a large human-like figure with five large pairs of wings and a feathered tail, white-gold on the bottom and black on top. Its body consists of a head with a smiling gold mask under a black hood, a torso with four white-gold arms, and as with most Virtues, no legs- it floats in place, always hanging over Holly’s shoulders facing the same direction she is. Blue light shines from its limbs when it casts magic.

Relatives: Her mother Maria and father George, who live and work on their own small farm.

Relations: None- as a member of the Church of Purity she stays chaste for as long as she is in military service.

History: Some of the girl that Holly once was is still recognizable in her. Born to a farming couple who lived a simple but happy life in Joy’s Emeralds, Holly spent most of her free time either roaming the fields or reading the Scripture. The book of the Church modeled how she thought she should live her life- with kindness, compassion and unshakeable faith in the Five.

After her twelfth birthday she joined the local Convent of Purity, the church chapter for young maidens, were she was taught more of the scripture and how to live by it. Holly was more zealous than most, and serving the local ministry wasn’t enough to fulfill her, spurring her transfer to the capital of the Monarchy. She signed up for the military chapter of the Church of Purity, enduring intense regimen as a foot soldier.

After the start of the Soulforged Wars, her virtue of kindness was noted by her superiors as she was often the caretaker of her group. Despite her effectiveness as a field support, it became clear that she did not have the mental fortitude to fight bloody frontline battles, necessitating the grueling months-long psychological training that eventually fractured her mind.

Having survived the soulbinding ritual, Kindness became Holly’s shield and sword, and after two-month period of recovery and mission preparation, she is ready to take on her first squadron mission; Taking control of the city of Taliesin.

~~~

Name:
Gender:
Age:
Place of Birth:
Build / Complexion:
Hair:
Eyes:
Attire:
Personality:
Abilities:
Weapons:
Virtue/Sin/Lycan/Vampire:
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Agent of Sin: Lust, Weaponized Incel

Name:
Oleander "Lee" Fry
Gender: Cis Male
Age: 22
Place of Birth: Oplontis, Gomorrah
Build / Complexion: Tanned, tall but sturdy. Covered in a tracery of minor scars
Hair: Shaved
Eyes: Dark, perpetually bloodshot

Attire:
Lee goes into battle in booty shorts. You heard me. Alright, he wears a helmet and visor, armored vest, and boots as well, but the guns and gams are OUT, baby. (See abilities below.)

Personality:
A shy, awkward kid, Lee would have been fodder for the machine if not for his growth spurt and dutiful commitment to picking up and putting down any heavy object he was pointed at. His continuing awkwardness and tendency to loom threateningly precluded success with any gender of partner, and this cloud of frustrated desire only built as the Gomorran military shot him full of weird drugs and growth enhancers. He was considered an acceptable possible loss during the first trials with the Scry, but instead immediately attracted a demon that suited his particular vice.

Abilities:
Lust thrives in close combat, doing direct damage but also causing psychological disruption. If an opponent's bare skin or blood touches his or vice-versa, Lee adds them to his "harem", a temporary collection of slaved soldiers. However, he can't manipulate them independently AND his Sin at the same time; for the most part he'll just toss them back into battle to shoot wildly and eventually get killed by friendly fire. If he concentrates it's possible that he could manipulate a single person like a puppet. Lust can also cause tunnel vision/singlemindedness in targets to make them run foolishly into enemy fire. The appropriate cleric class in the enemy force can likely cleanse these effects if identified.

Weapons:
A number of weapons to spread shrapnel and blood around, including shotguns, mines, and grenades, but he does also carry pistols for when a simple shot is needed. Lust uses its claws, tail, and hooves to cause physical damage and overwhelm opponents.

Sin: Lust, a demon of unquenchable desire and want. Instead of being the object of lust (i.e. a sexy lady), this Sin is the source of it, a satyr with goat's horns and bat's wings, multiple clawed limbs, a spined tail, and (ahem) saggy breasts and a permanent priapism. However, it derives its power from desire, not fulfillment, so demon and master go chaste and indulge only in violence. Its flat face is covered by a blank mask, indicating its lack of Will outside of that of its master.

Relatives:
In Gomorrah, you're toast without a crew, but luckily Lee was picked up early and not usually called upon to do more than stand around and look threatening. His friends and family formed an informal militia to defend their town from wanderers and punish people for turning against the group. When his friends joined the Gomorran military looking to move up in the world as part of a bigger crew, he followed them. Basic training and later his Sin assignment split them up.

Relations:
None-- Lee can't nut or he'll lose his power (probably temporarily). Poor guy.

History:
Lee is the product of a more-or-less "normal" upbringing in Gomorrah: owning both his successes and failures as a product of his individual skills or lack thereof, accustomed to its casual violence, and accepting the status quo as the only possible way to live. He wasn't sucked into Gomorrah's underclass due to loss or debt and thereby escaped its parade of agonies and humiliations, but neither is he a part of the elite whose wealth and power allows them free reign with the lives and bodies of those under them. To him the Monarchists are rabidly religious, shackled by rules and authority instead of rightly taking what you can, and holding to pretty but foolish lies.

Angle:
Lee has a somewhat tenuous grasp on his Sin power, and the Gomorran military encourages activities like self-flagellation to keep the blood hot, so between that and the burgeoning conflict with the other Soulforged users, it doesn't look good for him. However, he might find a balance between his Sin and a Virtue.

This is the first and last time I'll mention my OC's Stand's wiener and will keep all posts PG or PG-13, FYI. lol
 

Rex

Resident Furry
Name: Adrian Fonseca
Gender: Male
Age: 23
Place of Birth: Parvadae, Ream Intya, The Grey
Build / Complexion: Adrian's human form is muscular, with lightly tanned skin. His body, especially his arms and legs, are traced with scars, but by far the most noticeable of these cuts are three running down his left cheek to his neck.
Hair: Black, short and wild.
Eyes: Gray
Attire: A black sleeveless muscle shirt and gray pants, completed with a pair of well worn black hiking boots. His battle attire adds in a green flak jacket two holsters for his gun, which form an 'x' over his lower back. Who needs fancy gear when your trump card is turning into a giant wolf?
Personality: A lap dog, eager to defend his home against anyone they tell him to. Adrian sees the various states that make up the Grey as victims in this war, and has a giant chip on his shoulder when it comes to any angel, demon, or cultist who stands against him. He is boisterous and proud, and though he knows better than to go out looking for fights, he never turns one down when its offered to him.
Abilities: Is a werewolf. In his human form, Adrian is strong enough to fire his shotguns one handed. Though this doesn't lead to the most accurate of shooting, the fact that he fights close up negates any issue that might cause. His fighting style is brutal, using his guns as makeshift clubs, and mixing in kicks and gunshots. His wolf form uses his claws and teeth to maximum effect. He is also an effective tracker and scout.
Weapons: Two sawed off automatic shotguns, each capable of holding four rounds plus a fifth in the chamber.
Lycan: An unspecialized Huntsman, still figuring out how he can best contribute to the cause. A large anthropomorphic wolf with bulging muscles, fur the colors of sand and dust His muscle shirt is stretched almost to the breaking point, and his flak vest is worn open. Pants and shoes are forgone, and he trades out his pistols for sets of wicked claws on his hands and feet, and, of course, his sharp teeth.
Relatives: None. An only child whose mother died in childbirth, Adrian's father was later killed defending their hometown from the Monarchy.
Relations: None, Adrian is new to the war effort and the Lycan state both, and has yet to establish himself within a pack.
History: Though never as big as Taliesin, Parvadae was an important trade town located near the border of the Monarchy of Ithuriel, within the territory of Ream Intya, one of the nations that would come to join the Grey. When the wars began, it was one of the first places the Monarchy turned to to begin their subjugation of their neighbors. The local townsfolk, including Adrian's father, rallied to the town's defense. Unfortunately, they were mere mortals, lacking the power of the Scry. They were slaughtered wholesale by the Agents of Ithuriel and their so-called Virtues.

Adrian, still young, fled the town, the one cowardly act he will ever admit to. Since then, he has known only the war, it has shaped him into the man he is today. When his battered homeland joined up with the Grey, Adrian signed up to become a Lycan almost immediately. Now, rituals complete and the power of the feral spirits in his grasp, Adrian is determined to fight more than just a war of defense. The monarchy must be bled, its angels must weep at the destruction of their holy sites, until the people of Ithuriel feel some measure of the pain they've caused.
 

Mr.RMA

Magearna before it was cool
Name: Martin Nicetas
Gender: Male
Age: 21
Place of Birth: Gallus, Monarchy of Ithuriel
Build / Complexion: Bulky, tan, slightly above-average height
Hair: Black, medium length, kept mostly neat. Regarding facial hair, he has a fairly bushy-yet-well-kept beard and mustache, a typical sort of mountain man appearance.
Eyes: Amber

Attire: Tends to stick with his standard military parka, tactical vest, tactical slacks, scarf and combat boots, even in a casual setting, as his particular training requires him to be prepared for conflict on any occasion. It is quite a rare sighting to see pretty much any skin on him outside of his face. By contrast, said face is almost always exposed. Although he does have a military helmet, styled like that of a Templar, he only puts it on when a situation requires his Virtue, as he feels it blocks off any chance of communicating or connecting with someone.

Personality: Martin had always desired some sort of peace and understanding over most things. Whether it was the serenity of living with his family in a mountainous region left with minimal monarchy-surveillance... as minimal as realistically possible of course, or talking down folks in a heated confrontation to hear out why they were angry in the first place, he always believed that words ought to come first if ever possible. That is not to say he's a pacifist entirely. If a danger presents itself that cannot be reasoned with, Martin will not hesitate to do what he must to bring it down... though preferably without the same level of lethality that his cohorts insist. He has a great interest in the unknown and believes understanding the different-minded to be a far greater feat than 'purging' them all the time, an unpopular opinion that has gotten him ridiculed and rebuked more than a few times.

Abilities: Martin was always physically strong, having learned to climb his family's side of the mountains in Gallus not long after learning to walk, and eventually scaling large parts of the range in a day just for the fun of it. However, with the addition of the Virtue of Temperance, along with even greater strength, came a more tactical mindset, adaptive, strategic, ultimately all the more qualified to lead a squad into any sort of conflict. Such skills and talents have kept him alive in the face of continually, intentionally insuperable odds, much to the chagrin of his higher-ups.

Weapons: A single double-action revolver of a massive size; Primarily used as an intimidation tactic, a last resort to sway a potential hostile, though he nonetheless keeps it loaded in case the scare ploy doesn't work on its own. Maintaining his Virtue's theme, he only ever carries enough bullets to fill the cylinder's chambers once, often resorting to his other weapon of choice in the face of multiple foes, that being a flame-bladed Zweihänder, usually carried over Martin's shoulder, and occasionally placed in a scabbard when he needs to free up his hands. Similarly over-sized, the two-handed sword is also part of the summoning ritual for Martin's Virtue.

Virtue: Temperance, a Virtue of great versatility and leadership, it takes the form of a cloaked, spectral being with disembodied heavy gauntlets wielding Martin's sword, though in its possession the blade grows in size several times over. Its 'face' consists of four different helmets, one a Templar's design much like its agent's, and the others consisting of a plague-doctor's mask, a dragon's visage, and a horse's chanfron. The four each fit a different specialty, namely close combat, minor healing capability, ranged elemental attacks, and speed, respectively. Due to the vast range of magic, only one specialty can be used at a time, and only the close combat visage can be used for a prolonged duration, as the others require more energy to manifest.

Relatives: His mother and father who have resided in Gallus since Martin was born. They live in a fairly isolated corner of the town, generally keeping to themselves, ultimately as out of the way as possible.

Relations: Few other children lived near Martin's abode, aside from one, a girl by the name of Alena. They became fast friends and remained so as they matured and both ended up attending the same church, though Alena was forced by her family into joining the church's military faction, and Martin voluntarily followed suit. Ultimately, Alena didn't survive the Scry ritual, and a number of comrades they'd befriended died as well, leaving an emotionally scarred Martin without any surviving acquaintances at the end of the grueling training.

History: The mountainous village of Gallus is a small, often forgotten society within the Monarchy of Ithuriel. It was all Martin ever knew from the day he was born to the day he became a soldier. It was generally a life of solitude, especially since his family situated themselves in a distant, near-vacant region of town. Though his parents allowed him to venture out to socialize with the sparse population, or gather supplies from the shops, they themselves remained as closed off from everyone as possible. Martin's questioning of this never earned him a clear answer beyond "We prefer to keep to ourselves," or "It's just better this way." Even the teaching of religious doctrine tended to come elsewhere, including the occasional lessons his friend Alena's parents would give him, ultimately leading them into going into the same church, though Martin lied about his age in order to do so, as Alena was slightly older than him.

It was during their time at the church when Martin really came to realize the level of zeal that the average citizen of the monarchy possessed, and just how dedicated they were to force others into adopting their mindset... one way or another. To make matters worse, at the behest of her family, Alena had to join the church's military faction, which would have separated the two for good had Martin not chosen to join as well. In many ways, he saw some positives from this rash decision. After all, this would guarantee the chance to see more of Iomedae, beyond the same old mountainside he'd been scaling for years, looking out and viewing lands beyond, wistfully. Unfortunately, getting that far required making through training... an experience that pushed everyone to their limits, and broke quite a few in the process.

From the start, Martin's superiors had a disdain for him, especially when he seemed adamant on being negotiable and open to hearing out those designated the enemy, constantly desiring the most peaceful resolution first. Still, to their chagrin, they kept him around because his physical talents were far too usable for them to waste, hoping to eventually get him into seeing their views one way or another... But all the beatings, lashings and reprimands failed to break Martin out of his mindset, as his resolve only hardened from witnessing the loss of numerous companions through the ruthless training regiment, including that of Alena when her time to partake the Scry ritual came. Ironically, the only one they'd tried to secretly do away with all that time was Martin himself after they deemed him a lost cause, hoping that the ritual would finally rid them of him for good. Yet, like all the prior attempts, Martin survived and his soul returned, bound to the Virtue of Temperance. For once, the Monarchy had a soldier it never wanted.

Superiors conspired to find some way to condemn Martin for sacrilege, but with a Virtue bound to him, and a natural leadership quality having arisen within him, they knew it wouldn't be easy to do away with the man. They had to assure he would die in battle early on so they could rid themselves of this... mistake of an agent. The Taliesin mission seemed like the perfect solution. With every faction aiming to take the land at the same time, it would be practically suicide. Hence, Martin was commanded to overtake Taliesin... without a battalion. They justified this by saying there were other squads he would be able to assist, but he knew better. They want him dead, but Martin is ready to humiliate them all once more.
 
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