An original role-play that takes place in a modern setting where magic is dying. The characters are all descendants of five supernatural Bloodlines. Literate & Active drivers only, please.
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This topic is an Out Of Character part of the roleplay, ?Bloodlines?. Anything posted here will also show up there.Topic Tags:
Forum for completely Out of Character (OOC) discussion, based around whatever is happening In Character (IC). Discuss plans, storylines, and events; Recruit for your roleplaying game, or find a GM for your playergroup.This thread is going to contain information regarding the setting, including NPCs, the Isle itself, and various other things that may come up in the course of play or character creation. Sort of an extended version of the front page/What You Need to Know section thereof.
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throne - Member for 0 years
Michaela serves as something of a ?den-mother? on the Isle, but given the deference she seems to receive from everyone else, it?s easy to suspect that there?s more to her than meets the eye. What is known about her is that she is much more in tune with her faerie blood than most, enough so that she seems to have both a Seelie and Unseelie side. When she?s pleased, her happiness can prove infectious, and her command of illusions is potent enough that the world around her is constantly bright, shiny, and beautiful.
When she isn?t pleased, most people have the good sense to head for the hills. The world around her becomes a distorted, nightmarish place, and her voice and bearing are terrifying enough to make a grown man weep for his mother. For the sake of the new charges, she tries to avoid letting that part of her nature surface, usually retreating to her own quarters when something or someone manages to piss her off.
If the Isle has a leader, it?s Michaela. She oversees the day-to-day and arbitrates any disputes that arise. The other representatives of the Bloodlines regard her with a mix of respect and wariness (save for Fleet, who she seems to have a soft spot for). Her demeanor seems to change slightly, particularly when she?s alone with someone. If they find her attractive, she flirts. With others she might be sisterly, motherly, or just a gabby, harmless girl. The only thing that shows through constantly is her devotion to magic, to the Bloodlines, and to keeping her charges safe.
The Isle?s Dragon-Born representative is a beguiling creature. Arietta is a gifted Diviner, and in truth, she has been instrumental in bringing together those who Awakened to their Bloodline over the last decade, including the Isle?s current residents. She is often distracted, as if she?s caught between both present and future.
There is a certain sadness to her, and it has grown deeper in the past few months. The other guardians do their best to conceal their worry, but every so often an expression or remark slips through. She attends to her duties as best she is able, helping fellow Dragon-Born in their studies and educating all of the charges about the history of the Bloodlines and of magic itself.
There seems to be something between her and Matthew, though it is likely a thing of the past judging by the way both seem to stiffen and revert to the superficial when they?re around one another. With charges, she is kind but no-nonsense. She values efficiency and intelligence, and can become a bit impatient with the slow-witted, though she at least tries to hide it. She seems to have a strange relationship with time, and no wonder given her capabilities; when things slow down too much, she has a habit of finishing off a sentence or simply leaping to the conclusion that her conversation partner was on their way to arriving at.
Awakening to power can be a traumatic experience. Every Bloodline has their own difficulties, and most of the charges are at a point in their lives where even the mundane can be difficult. Simon is the Isle?s resident shrink, the person who others talk to when they just need someone to listen, or when they need help sorting out a crisis of the self.
It is known that Simon was an ordained priest of the Catholic faith, and that he Awakened to his infernal birthright much later in life than most. His expressions are sometimes haunted, but only when he thinks that no one is paying him any attention. He has a strict policy of confidence, keeping what is said to him private even under orders from Michaela to divulge- in truth, he?s the only Guardian who doesn?t seem to be afraid of her.
Simon is surprisingly easy-going. He?s quick with a joke or a smile, often directing the latter at his ?colleagues? when they verge on taking their jobs too seriously. Most charges see him as an ally, of sorts, particularly the Mori (since he?s so intimately familiar with dealing with one?s inner demons).
Most charges are just a little afraid of Matthew. He has a certain intensity that he can?t really keep at bay, as if the wolf within is only skin-deep. A former Marine, he oversees the actual security of the Isle, and instructs the charges in basic self-defense or more specialized combat, if they?re interested.
He is stern, reminiscent of a drill-sergeant. Those who don?t take his lessons seriously will often find themselves being screamed at, or worse, will find themselves subjected to his predatory gaze until they can bear it no longer and apologize.
Only the Baleren charges see a different, perhaps truer side of Matthew. On every full moon, he and they depart the grounds for the forest in wolf-skin, and he spends the night teaching them the things that the other Bloodlines don?t need to know- the intricacies of shape-shifting, the lore of the wild, and the history of their forebears. On such excursions, and only on such excursions, he almost seems peaceful and wise.
Fleet is perhaps the strangest of the Guardians. His elemental association is wind, and jokes about him being an air-head aren?t too far from the mark. He is as friendly as a gentle summer breeze, unshakably upbeat, and has a certain gnomic-Zen-master quality that most find both baffling and endearing.
He?s far too scatter-brained to serve as an actual instructor for fellow Navarene, but fortunately for them, mastering their element is a bit more natural than the other Gifts. His role seems to be that of messenger- he?s the only Guardian to leave the Isle on a regular basis, and when he returns, there?s usually a staff meeting.
He loves to tell stories, and the stories he tells are usually of other members of the Bloodlines scattered across the world, lending credence to the belief that he maintains contact with them. Of course, he isn?t the best story-teller due to his short attention span, but there?s generally something of value to be found in his tales.
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alxxxjames - Member for 0 years
Technology and the Isle
The mists that shroud the Isle from mundane discovery also prevent most forms of telecommunication. The Compound itself has a generator that supplied electricity to the barracks and library, but charges are encouraged to be very conservative about the use of power since the generator must be repaired if it goes out, which can leave everyone in the dark for several hours and generally puts Matthew in an even more sour mood than usual.
What does this mean overall? There are lights and light switches, electric stoves in the mess hall, and personal electronic devices brought along with characters will continue to function. There are no cell phone calls, though, and the Internet is unavailable. A character with a smart-phone could play games on it, or listen to music already stored on the phone, but would be unable to download new media or connect with any kind of network. The same goes for lap-tops, and etc. CDs will play fine (or records), but radio stations/satellite radio are unavailable.
The magic inherent to the Isle can also create some havoc when it comes to using technology. A CD player might be turned on only to play an eerie madrigal that stirs profound sorrow in any listeners until it is whacked a few times. A cell phone might unexpectedly ring, and give way to a static-garbled plea for help from the spirit world. These intrusions are usually brief, but happen often enough that they're common knowledge; charges are instructed to be wary of any requests made, and to report any particularly strange incidents to the Guardians.
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throne - Member for 0 years
The Isle
Placeholder. I'll be putting this together when I get home from work tonight. Expect more detailed information on The Compound, along with a few specific locations around the Isle.
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throne - Member for 0 years
Awakenings, Character Creation, Kewl Powerz, and You!
Admittedly, the front page is a little confusing on this aspect of the RP due to the info being written up in pieces over the course of a week or so. So, here's a better possibly-rambly explanation of Awakenings in general.
Characters can have Awakened within the past several years or quite recently. They will only have been discovered by The Guardians and brought to the Isle within the past year, however, and preferably within the past few months. Longer stints will require discussion with yours truly for the sake of building a cohesive backstory, and should be an exception to the rule rather than regularities.
The Awakening is usually a very profound experience. There's brief information about it in the Bloodline entries, but try to think about the huge impact Awakening would have. A Balaren, for example, would be discovering a whole new world. His or her human senses would pale in comparison to the world of scent discovered when they first take wolf-shape, not to mention the trauma likely involved in transforming into a "wild animal" in an urban setting. Whole new primal instincts would be discovered. Maybe the character grows to loath how dull and drab their human form perceives the world and spends as much time possible as a wolf. Maybe he or she is distinctly uncomfortable with transformation, afraid of what they can do or sense.
A quick note on Bloodline Gifts, as well: I didn't want to get too technical about the powers in order to leave room for individualization, but please err on the side of underpowered. Growth in capability, the mastery of these strange abilities, is a major part of this SL. The characters should all be novices with very few exceptions. The Navarene in particular seem to be posing difficulty for people, so I'll use them as the example. The first stage of manipulation requires the element to be present already. In the case of something like light or air that would seemingly be everywhere, more concentrated instances (a visible shaft of sunlight, a breeze) are necessary. The already present element could then be amplified, diminished, or made to change direction or shape. The next stage allows for the actual creation of light/air currents/whatever, and so on.
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throne - Member for 0 years
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