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Posted: Sun Oct 12, 2008 10:21 pm
sig∙il (sij′il), n. a seal or signet.
dance (dans, däns), v. to move one's feet, or body, or both, rhytmically in a pattern of steps. n. a stylized, instictive pattern of movements. Sigildance is a Fantasy story. As such, there will be magic, oddball races, and a disticnt lack of modern firearms and armors. Mostly, this story will revolve around and be pushed forward by the Illumians, a race which was once human. They chose to push themselves beyond the limits of magic, and are now a physical embodiment of a magic language. There will be more information about them in a later section, but if you want an enitre and detailed account of who they are, their culture, and what makes them tick, you should check out the book I got them from, Races of Destiny. On the other hand, while the orcs will keep their place in culture, and stay shunned, their actual culture will be less barbaric and warlike, and more like that of the orcs found in Dominic Deegan: Oracle for Hire. In other words, they will be shamanistic and tribal, with a sexist view of women for the most part, and a very musical and spiritual tie to the elements.
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Posted: Sun Oct 12, 2008 10:53 pm
The Racesthe cabalistic Illumians "Illumians look like the humans who first learned the Ritual of Words MAde Flesh—pale-skinned and somewhat taller than average. More than half of all illumians are bald, while the rest have blod or red hair. Facial hair is almost unheard of." "Elaborate facial makeup is also common among illumians, particularly older ones who have already mated for their cabal. While some humans wear makeup to make themselves appear more attractive, illumians wear it for the oppisite reason: to keep others at a distance. The more garish and outlandish an individual's makeup, the more likely it is that she wishes to be left alone." "Illumian personal names are almost always two or three syllables long, chosen from syllables that have a positive connotation. Illumians also take the name of their cabal as their own. Because the cabals help define an illumian's place in the world, illumians give their cabal name first, followed by their personal name." The most striking feature of Illumians is the glowing sigils that ring their heads at about the same level as their temples or brow, endlessly circling. These sigils glow at about the same level of brightness as a candle flame, except for their power sigils. Illumians start with one power sigil, and can gain up to three. The power sigils are named Aesh (vigor), Hoon (life), Krau (magic), Naen (mind), Uur (grace), Vaul (soul), and Inac (spirit). If you wish to play an illumian, I will PM you more about the sigils themselves. These sigils can be doused and re-lit at will by the illumian, but the illumian in question loses the benefit of such sigils when they are doused, unless specially trained.
the shamanistic Orcs Due to their monstrous appearance, orcs are shunned by the majority of the human-dominated world. They have long been in conflict with the low elves over the plains, and they and the dwarves have a long-standing fued over the dwarvish push for industry, and its consequent damage to nature. The orcs are strong, lean-bodied people, with tough skin and tusks. Despite the opinions of the rest of the world, the orcs are herbivores, incapable of digesting meat. The few human/orc hybrids are shunned by both cultures, and burn through life fast, maturing and dying of old age even faster than either of their parent races. They are usually the result of violence and hatred, rather than loving matches.
the graceful (and snobbish) Elves There are four types of elf in the world. The high elves are very civilized, refined folk. They frequent the cities, are rather vain about their appearance, and produce some of the finest wizards and rapier-men in the world. The low elves live in the plains, among the high grasses. They are much shorter than humans, comming only to midway up the average human's chest. They live in caravans and love music more than anything else in the world. They produces great riders, archers, and bards. The wood elves and night elves are much the same, sharing the same forests and jungles. The only difference is their sleep schedules. Both races produce fine druids and hunters, though very few swordsmen. Most human/elf matches are made out of love, and produce specimens who only differ from humans in their grace, longevity, and pointy ears.
the drunken, metalworking Dwarves They are the inventors of gunpowder, and have even created devices similar to colonial muskets, which they can use to astounding effect. They are people of earth and stone, and are even shorter than the low elves, if much more sturdy. Dwarves do not like to use swords, but wield axes and warhammers to great effect. Their metalwork is the finest in the world. It is well-known that nobody can drink a dwarf under the table, those three humans out of a trillion nonwithstanding. If you wish to add any race to this selection, please contact me through PM.
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Posted: Sun Oct 12, 2008 11:06 pm
The Rules 1) First and foremost, I am the DM. That makes me, in effect, a god in this universe. [though not my character]
2) Second, and equally important, your character is not a god. Though he or she might want to become one, and might even manage it, you will start as a mortal.
3) Thirdly, you must follow all Gaian ToS and blah de blah de blah. You should be following them anyway, but I figured I would put this here to dodge any personal blame.
4) Fourth, please use the Align function to Justify your posts. It doesn't take much work, and it looks much nicer. I will not kick you out for breaking this rule, but I would prefer it if some effort would be made in this regard.
5) Last, and most important, be as descriptive as possible. Even in conversation, I would like as much detail as you can mash into that one sentence your character's saying. It helps to move the story along and such and such. How do I join? That is an easy enough question to answer, imaginary reader. Simply PM me with a description of your character (and your character's race, if applicable). I want this to be in paragraph format, if possible. Add details such as what your character is wearing, what her skills are, who he is, where she came from, when he embarked on his journey, why there's a tattoo of a morloc on her left buttock. Things like that. I will post all the description paragraphs here on the first page, for new readers to catch up on, but I want you to describe your character slowly in the actual roleplay too. Reveal their eyes, then their hair, then describe their shoes when the get up and walk. Little by little, you see? It's just more fun that way. I will update things about your character in your own personal quote box as he or she changes.
Characters we need: ~ A half-orc figher who is somehow beholden to Raikani's cabal. ~ A half-elf (high or wood) paladin who believes all illumians are necromancers and therefore evil (to be wounded and rescued by orc and Raikani).
~ Villian. Be imaginative.
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Posted: Sun Oct 12, 2008 11:28 pm
The Character Profiles Chalybs Levitas Loreborn Raikani is a newly-apointed Seeker of Lore. Dispatched from Loreborn, her beloved Quill Cabal, with the well-trained orc figher [insert name] as her escort, bodyguard, and vassal, Raikani is tasked with tracking down and locating rare tomes of magic, drafting maps of newly-discovered areas or recently unearthed ruins, and reporting via magic crystal to her Cabal's Black Table. She is trained and certified as a Rogue. She is skilled at decryption, throwing knives, and forgery, though her trap disarming is rather weak. Raikani's personal interest lies in the art of Divination, but while she has recieved training as a wizard, she is not yet skilled enough to have recieved that title. She stands at aproximately five and a half feet, and keeps her curly red hair cropped very short, so it is easy to wash. Her sigils glow with a rich violet flame, and her eyes are a pure shade of forest green. Her clothes are a fine pair of black leather boots, dark brown pants of sturdy linen, a red silk shirt, and a fine red coat with gold trim and fashionable shoulder pads, complete with tassels. Her leather belt supports the weight of several throwing knives and a dirk. Five throwing knives are concealed on her person, in addition to the ones on her belt. A polished redwood staff serves as a walking stick and weapon. Her leather satchel contains her spellbook, a makeup kit to maintain the wide blue stripe across her eyes and add other detail from time to time, a set of lockpicks, her journal, her crystal ball, and a beat-up copy of her favorite novel. Quote: Relakak ghautra ne aklu vash. ("Declare a winner at the end of the game.") Battlecry: Skellek Zey! ("Sell yourself dearly!") sigil ~ Naen
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Posted: Sun Oct 12, 2008 11:29 pm
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Posted: Sun Oct 12, 2008 11:44 pm
Raikani closed her novel with a pleased sigh. This was the third time this trip that she had read her book cover to cover, and it just kept getting better. Her companion turned over in his sleep a few feet away. Guiltily, she doused her sigils. She had been reading by their illumination, sure, but she was supposed to be keeping watch, and you couldn't very well do that while engrossed in a book. She grinned, eyes crinkling the paint of the blue stripe. A single red tear fell from her left eye today, but it didn't really mean anything. Raikani stood, stretching her limbs out, and checked the woods around them again. Nothing. Again.
With her boot toe, she nudged her companion to wakefulness. "It's your turn for sentry duty." Proping her back against a nearby tree, she attempted to get to sleep, despite the sounds of her companions preparations for the watch. Oh, how Raikani longed for a fire, but no. Her 'experienced' guide said that was too risky a proposition unless they had to cook meat to keep for a while.
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Posted: Sun Oct 19, 2008 10:15 pm
His large, hairy mitt grabbing at the handle of a rough stone tankard, Balan threw back a gigantic swig of ale. He sighed, happily. His business was booming, he had a cool tankard of ale in his hand, and life couldn't get better.
Then, the explosion happened. It wiped out his shop, taking all his tools and metals with it. He didn't know at the time, since he was out of the range of the sound, but the explosion happened, and he was out of work, and quickly out of the villiage. Certainly, a dwarf in a blacksmith shop was all well and good, but a dwarf bum is trouble. At least, that was the reasoning of the human village.
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