(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.
~~~
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:
Relatives:
Relations:
History:
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.
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 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 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.
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:
Relatives:
Relations:
History:
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