Dusky
Succubus
Destiny Court
You are a Guardian. Of the Arcana, to be specific, not one of those Zodiac fools. (But don’t call them that to their faces!) You belong to no kingdom, you hold no master. You are revered, a celebrity, even amongst royalty.
This comes with a price.
There is something volatile inside you, bound to your very soul. You keep its essence close to you and, with great strength, you use its power to your advantage. You are a seal, a barrier between the semi-sentient, chaotic beings known as the Arcana and this world called Ter.
The Arcana, in contrast, while also phasing through if able, are simply curious travelers in most ways, but a far greater threat; their presence offends the very fabric of Creation, distorting reality around them. Chaos follows them wherever they go, an inherent sense of wrongness.
This is what you have taken into your spirit.
But in some ways, your Arcana is a friend. A constant, reassuring presence. It gives you powers others know not, affords you respect others do not enjoy.
Of course, not just anyone could become a Guardian of the Arcana. You are a proud member of Destiny Court, run by Dunya, Guardian of The World Arcana, and located on an island floating in the air at the Southern Pole of Ter. The Court is not a Kingdom itself, and it belongs to no Kingdom either, but there is a catch. Your fealty lies to all of Ter, the world; especially Astr, this half of it. It is your job to keep it safe, especially from magical threats much of the world may not be equipped to handle. You will investigate the most abnormal of occurrences, fight the most ferocious of enemies, and you will still need to make sure the Court itself is running smoothly.
It is important it stay in good graces with the rest of Ter, after all. It runs on donations, the goodwill of the people you are defending.
The thing is… Nobody’s seen The World for a while, or his right-hand man The Hierophant...
Some Comments
This game will occur in a series of Cases, each with its own individual plot that contributes to an overarching mystery that is up to the players to solve. This is a rich setting that can be explored, and there is an emphasis on themes such as choosing between seeking truth and remaining comfortably ignorant. Each story, whether overarching, episodic, or some other odd category, has layers which can be uncovered by interacting with the environment, NPCs, and even other PCs, providing valuable information in dealing with the plot. Characters will have their values, perceptions, and motives challenged, and reevaluation may be a frequent thing.
All of this on a backdrop of an expansive fantasy world with generous amounts of player autonomy in lore-building and character creation.
This game is heavily influenced by Tarot readings, which is where the Arcana come from. There are twenty-two Major Arcana - a character will be bonded to one of them. At least one, and no more than one. One, exactly. The World and the Hierophant are unavailable for Plot purposes, and The Fool and Death are reserved.
This is a reboot, but do keep in mind a good many things will be significantly different from the original.
I will be wanting at least eight players.
This game will either be Casual or Detailed - likely Detailed. Posts should not be especially long, but should be well-written.
Thoughts? Comments? Concerns?
Interested?
NOTE: A villain PC is no longer required.
Guardians of the Arcana
You are a Guardian. Of the Arcana, to be specific, not one of those Zodiac fools. (But don’t call them that to their faces!) You belong to no kingdom, you hold no master. You are revered, a celebrity, even amongst royalty.
This comes with a price.
There is something volatile inside you, bound to your very soul. You keep its essence close to you and, with great strength, you use its power to your advantage. You are a seal, a barrier between the semi-sentient, chaotic beings known as the Arcana and this world called Ter.
Long ago, when the Creator Matr made Socc Irreverent, thus becoming the Northern Light, a great war began, he and his seduced followers against those who remembered Matr. The Creator’s heroes fought valiantly, pushing Socc and his agents of Imbalance to the edge of Incip, but they could not win, such was Socc’s power. Matr, now a feeble star, saw this and lamented. Her heroes heard her weeping and offered her their energies in sacrifice for what had to be done. With their shared power and the last of her essence, she formed a wall, a wall which bound Socc and his Agents - the Arcana, you may by now have guessed - away from Incip, in a dimension of their own. Matr’s heroes joined her in the sky, which fell quiet, truly dead.
The wall that Creator Matr made to seal away Socc Irreverent and the Arcana ended the War of Brink, but it was not perfect, and the Daemons that Socc creates from his essence sometimes find weak spots to phase through. They are vengeful, rampaging creatures which can only be dealt with by slaying them.The Arcana, in contrast, while also phasing through if able, are simply curious travelers in most ways, but a far greater threat; their presence offends the very fabric of Creation, distorting reality around them. Chaos follows them wherever they go, an inherent sense of wrongness.
This is what you have taken into your spirit.
But in some ways, your Arcana is a friend. A constant, reassuring presence. It gives you powers others know not, affords you respect others do not enjoy.
Of course, not just anyone could become a Guardian of the Arcana. You are a proud member of Destiny Court, run by Dunya, Guardian of The World Arcana, and located on an island floating in the air at the Southern Pole of Ter. The Court is not a Kingdom itself, and it belongs to no Kingdom either, but there is a catch. Your fealty lies to all of Ter, the world; especially Astr, this half of it. It is your job to keep it safe, especially from magical threats much of the world may not be equipped to handle. You will investigate the most abnormal of occurrences, fight the most ferocious of enemies, and you will still need to make sure the Court itself is running smoothly.
It is important it stay in good graces with the rest of Ter, after all. It runs on donations, the goodwill of the people you are defending.
The thing is… Nobody’s seen The World for a while, or his right-hand man The Hierophant...
Some Comments
This game will occur in a series of Cases, each with its own individual plot that contributes to an overarching mystery that is up to the players to solve. This is a rich setting that can be explored, and there is an emphasis on themes such as choosing between seeking truth and remaining comfortably ignorant. Each story, whether overarching, episodic, or some other odd category, has layers which can be uncovered by interacting with the environment, NPCs, and even other PCs, providing valuable information in dealing with the plot. Characters will have their values, perceptions, and motives challenged, and reevaluation may be a frequent thing.
All of this on a backdrop of an expansive fantasy world with generous amounts of player autonomy in lore-building and character creation.
This game is heavily influenced by Tarot readings, which is where the Arcana come from. There are twenty-two Major Arcana - a character will be bonded to one of them. At least one, and no more than one. One, exactly. The World and the Hierophant are unavailable for Plot purposes, and The Fool and Death are reserved.
This is a reboot, but do keep in mind a good many things will be significantly different from the original.
I will be wanting at least eight players.
This game will either be Casual or Detailed - likely Detailed. Posts should not be especially long, but should be well-written.
Thoughts? Comments? Concerns?
Interested?
NOTE: A villain PC is no longer required.
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