Pilgrim59
Ardent Advocate of the Ausrufung
925
kGs
SYN
kGs
cBn
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- 925GENRES
Business Fiction, High Fantasy, Modern, Parody
RATING: 16+
Substance, Strong Language, Suggestive Theme, Violence"For 120,000 korunis a year, I would say, without a doubt, that it is encouraging to see our interns' zeal for the contest. The old ways are bleeding us dry and our devout supporters are tired of redundant schemes. I believe it is time for the next generation to pick up the pace. After all, who doesn't look forward to their first paycheck? Especially if they are willing to bleed for it."Suits of Warpart of Project 925
- Klaudia Sartinen, Chairman of Mayfair Industries
The year is 1540 OC, more than 500 years since the last Vorabend, the preliminary event to the perceived end of the world. As the calamity grows ever stronger, Statista is thrown into an age of strife as many corporations prepare for the next Vorabend. Reynir, having protected the world for thousands of years by the toils of its children, had begun to shed its wintry leaves. As it descended into the lower atmosphere, catastrophes followed where it fell. While many speculate this to be an omen from the Gray Lady, others perceive this as the beginning of the end of the world. Where many turned to prayers, the Big 5 began to act. Mayfair Industries, having reared generations after generations of Visible Hands, was the first to act. Under a newly-enacted policy by the Chairman themselves, Mayfair now looks outward to sponsor promising candidates from several institutions via internship offerings, in hopes of deciphering the mystery of Reynir's crumbling state. But they are not the only ones, for many other powerful conglomerates seek this opportunity to advance their position and further their agendas.
In this capitalistic world of opportunity and rivalry, where digits dictate one's worth in the world, will you find a way to break free of the numbers that bind you? Or will you embrace the true nature of your numbers?
Statista, taking after the principles of the First Entrepreneur, is a world ruled by business and money. The concept of sovereign kingdoms are replaced by enterprises, societal status by their powers and wealth. Blessed by the Gray Lady, the Capital Heroes wielded great power to combat the threats of the Vorabend. Following the Northern Calamity thousands of years ago, these legendary figures emerged from the struggle as the forerunner of Statista’s modern corporate culture. They would come to form the bulk of the first generation of the Visible Hands. The world of Statista has since been separated into two distinctive categories of societal roles that defined one’s contribution to the restoration of the Reynir: The Invisible and Visible Hands.
Within the capitalistic world of Statista, there are a variety of specializations that one can master with the VOW Magic System. Upon their graduation from Visible Hand (VH-certified) institutions, every Visible Hand in Statista belongs to one of eight classes which determines how they function, with each class having their own branches that specialize their abilities.
Summary:
Welcome to 925, a one-shot modern fantasy project with business-themed elements. In this RP, you will take on the role of an intern employed by the pseudo-kingdom that is Mayfair Industries, while working to unravel the mystery of the withering Reynir. While Statista possesses a lot of business-related jargon and concepts, relevant experiences in the field in real life will not be required, as a lot of these ideas are modified to fit an RP-friendly format and will not be true to its real-life counterparts (so no nitpicking!). 925 aims to fantasize the mundane white-collar details with heavy emphasis on office-synergy. Like many of my previous projects, this story will be PVE-oriented.
TLDR: You're preventing the end times in a modern fantasy world, while wearing a very expensive suit.
- kGsGENRES
Action, Adventure, Drama, Military Fiction, War
RATING: 16+
Profanity, Substance, Suggestive Theme, Suicide, Violence“We're telling lies; we know we're telling lies; we don't tell the public the truth, that we're losing more officers than the Havenites, and that it's impossible to get through Sieburg.”Teufelslied: Alte Kämpferpart of Groznyverse
- Komdiv Oban Astimo, 2nd Battle of Sieburg (Yanura, 1439 AC)
Wiesbaden Kriegsschule, a renowned military institution in the heartland of the Havenite Empire, is about to greet their new batch of cadets and officers with great enthusiasm. As part of the Kaiser's (Emperor) plan to reform the army and solidify foreign alliances, the Oberkommando der Reichswehr (OKR) underwent a series of changes in their recruitment doctrine and policies. In an effort to provide her allies with universal insights, Haven has offered various educational exchange programs both within and abroad. Under Kaiser Franz II's new policies, Wiesbaden Kriegsschule now sees an influx of diverse recruits from the Empire's old allies - Kingdom of Albion, Commonwealth of Marethia, and the Tsardom of Karelia. But beyond what the war academy has to offer, many have come to fear the rumors of an inevitable conflict, as the civil war of their northern neighbor has unexpectedly escalated, while others perceive an opportunity to put into practice what they had learned and are eager for battle.
The Imperial Armed Forces traces its lineage back to the Arishan Era, when it was first formed by Empress Arisha Aurelian. While many honored regiments and divisions predate the founding of the First Groznyan Empire, the official formation of a centralized command structure truly began with Arisha’s reforms in 711 AC. The modern Oberkommando der Reichswehr (abbreviated as OKR), is the High Command of the Armed Forces of Grozny.
Following the conclusion of the Mystraven War, the Empire underwent a chaotic transition of power when Kaiser Kryne Aurelian was assassinated by his brother. The struggle for power broke the Empire into several cliques that sought to assume the Siegerkranz, the sacred crown that would solidify their claim to the throne. The OKR, headed by Marshall Rosenthal at the time, quickly seized control of Dragonsreach to maintain order. Meanwhile, many radical and revolutionary groups began to rise up throughout Grozny, declaring independence from the 542 years-old empire.
Having suffered losses of territories to the Altis Concordat in the initial decades, the OKR was hastily reformed to regain control of the mainland continent. From 1325 to 1340, infighting and petty squabbles between Imperial commanders brought disasters to the Empire. As the war went on, the Empire drained itself of resources, while diplomacy with their dominions began to falter. Despite the odds, the OKR managed to keep the Altis Concordat at bay for almost 30 years - a feat most monumental since the deeds of Arisha Aurelian. Now, the OKR prepares itself once again, to come to the realm's defense at a moment's notice.
The Havenite Empire, severely weakened by the aftermath of the Mystraven Wars, withdrew from the world stage and stowed away its sacred Sovereign Destiny to embrace recuperation. Meanwhile, new belligerents and players have stepped in to fill the void, while the world of Grozny slowly devolves into chaos and strife. The year is 1413, and the world is on the brink of war. Follow the story of the young cadets at Wiesbaden as they participate in several conflicts that would culminate in one of the bloodiest conflicts of Grozny’s history.
Summary:
Welcome to Teufelslied: Old Fighters, where you will take on the role of a cadet undergoing training at the renowned institution of Wiesbaden Kriegsschule in the city of Mainz in preparations for war. Players will be able to take command of fighting units, be able to augment them with new weapons and equipment as the story progresses, as well as working to shape the history of Groznyan warfare.
TLDR: You'll be playing as a greenhorn pseudo-German officer, gets shipped off to war(s), and maybe not end up with PTSD at the end. - SYNGENRES
Action, Crime Fiction, Heist, Modern, Realistic
RATING: 18+
Profanity, Substance, Suggestive Theme, Violence"Single entry, thirty cameras, round-the-clock patrol, a tight security detail with enough firepower to level the place, and Volkov's personal detail. I can see why they would call us. Someone play some Lady Gaga. Vector, hand me the two-oh-three. Alright gents, let's roll.”The Scorepart of Project Syndicate
- Luna, The Volkov Job (2015)
A frigid cell, held sacred to those that settled there, albeit not of their own volition. Remote from civilization, only the bravest or foolish of souls have dared to venture these guarded lands. Every acre in the surrounding area was plowed and marked with foreboding signs of certain death. Beneath the silent ceiling behind the frozen razors that spiraled past the forbidden grounds lay dormant a woman, whose frail form has been left unattended since her captivity by a higher power. The latter’s godly powers derived from their omniscient visions and sophisticated runes of the new age. Yet, these high beings could not break the spirit of the bruised but unfazed woman that found herself catching dust in recent times. Having spent the last few months abiding by her creed of silence, she finally raised her voice - neither in pain nor misery but the need to inform. Where they failed to break her spirit, she had sought instead for one of them by name.
Before long, she found herself in an interrogation room, where the optics of Olympus kept its sight on her via fibers of translucent monitors. Legions of armored guards sashayed past the empty corridor, ushering in a foreign silver-haired woman, whose nonchalant demeanor dissuaded many from perceiving her hidden fangs, of which were well-concealed beneath her hidden optics. A badge strung low around her blouse’s collars, steadying its swinging directions as she finally found the door handle with one hand, and a stack of dossiers in another. Her identification device followed suit, as the mechanical door shone its vibrant beacon via her plastic instrument.
// SUMMER // LEVEL-PRIORITY-1 // ACCESS GRANTED //
Donning a vibrant, but lethal smile, the silver-haired woman finally entered the room to greet her summoner. As the door shut behind her, the woman drew for herself a seat, before folding her legs in a swift and dashing manner. Situating herself within her chair, she leveled the dossier before her. Drawing a sharp breath, the lady finally flashed her golden gaze at her subject. “I heard you asked for me by name. Curious, given the fact that we have yet to officially acquaint ourselves. If you have anything to say, my colleagues will gladly lend an ear. Plenty a’ time for a bonnie lass like ye. So, what is it that you wished ta discuss, love?” The agent presented herself, raising her brows with great interest.
A pair of resolute eyes lifted themselves to meet their subjugator. A brief moment of silence befell the room, as the two stared each other down for as long as they could before Agent Summer’s opposition finally lifted their hoarse voice. Their shackled left hand refrained them from any major movements, aside from their need to adjust the direction where they could find comfort in their rough seat.
“Soria City. December fifteenth, Twenty-fifteen.” The bruised prisoner answered, just as they began to batter the desk with their index and middle fingers.
“Is that supposed to mean something?” The interrogator shifted their brows, as they leaned forward, taken aback completely by the unexpectedly enigmatic answer.
“It should. Otherwise, you wouldn’t have come, Agent Summer. Now tell me, do you believe in justice?” The prisoner returned to her sender with a question of her own, all the while fixing her steely gaze with Summer. The latter raised their plump lips with a reserved expression, poised on keeping their tranquil demeanor. “I believe in everyone’s God-given rights to redeem themselves, and there’s no better time for you than now, Valentine.” Summer answered, uniting her hands while tilting her head slightly.
Valentine scoffed slightly, while maintaining her constant taps upon the steel desk most patiently. Two consecutive blinks followed, as the woman batted her sooty eyelashes at her interrogator with the utmost confidence. As her sharp optics met the agent’s, her reticent taps would cease. An amused smile stretched across the prisoner’s countenance, as they shielded their eyes beneath their fair lashes succinctly.
“I’ve told you everything you needed to know, agent Summer. I would love to show you out, but as you can see…” Luna said softly, gesturing her cuffed left hand. “...I’m a bit tied up at the moment.” She chortled, before wiping her blemished nose slightly. “Go on, git.” She would say, prompting the agent to simply get up from her seat with a cold smile. As the agent left the room, Luna’s eyes trailed off to the side, as she reminisced the bitter taste of the day that brought about the end of her days. It seemed that hell truly was as cold as many often described it to be.
3 Years Ago
“Oye. Wake up, lady. This is the last stop.” The bus driver said, prompting a young woman to slowly adjust her sights to the blinding evening sun that shone past the grimy windows. Left to her own devices, the young woman looked to the far side of the island’s southern coast, casting her thoughts to the day when she would finally be freed of her debts. The young Luna dragged herself gradually away from the bus station, following the stars above as the light began to dim. Her straight path finally took a turn as the destination that she sought emerged on her left. Her appearance quickly put the rowdy bar to a silence, as she slowly made her way towards an old man that eyed her intently. “Ong Hai.” She said to the man, with a gentle smile. The stern old man shifted his expressions, donning a bright and welcoming countenance as he rubbed his beard slightly. “Good to see you, kid. The usual?” Ong Hai asked, turning halfway towards the shelf, prompting the crowd to return to their mundane activities. Before Luna could ask a question, “Rooftop, stargazing. I’ll send yours up in a jiffy.”
“Thanks, Ong.” Luna smiled, dragging herself up the old wooden stairs. Upon her arrival, many familiar faces began to shine beneath the dim-lit string of Christmas lights.
"Alright, champs. We ourselves a new detail. Let's get started." The young gunfighter said, tossing a folder onto the grimy desk that was filled with scattered brasses, firearms, empty brown bottles and overfilled ashtrays.
Summary:
Soria City, the prized gem of the island of Almeria, is home to modern knights and thieves. Following the recent change of regime in the April Revolution, the Provisional Government of Almeria is currently in chaos as criminal organizations attempt to wrestle for control of Soria. A violent world, driven purely by those with power and wealth, Almeria is also a land of opportunity for corporate warriors and gunfighters. But even the lawless land must abide by the code of honor shared among thieves. Among the few fighting ensembles that resided in Soria, one particular crew was called up at the behest of a new player in town. Drawn from a pool of diverse personnel with varied expertise by the renowned gunfighter Luna, the seasoned Griffin Company returns to the fold to maintain their place in Soria. While their mysterious employers have yet to make themselves known, their offered budget was too great to resist - particularly for the impoverished Luna, whose debts far exceeded her worth.
TLDR: You'll be playing as a crew member of the renowned Griffin Company in a crime-infested city. Aside from robbing banks, you'll also get to vote on various contracts. But not everything will be about money.
- kGsGENRES
High Fantasy, Period-Piece, Political Drama, War
RATING: 16+
Suggestive Themes, Violence“Children of the Accord. The eyes of the world are upon you. By Fate, you are bound to me, as I to you. By honor, you are already here. I care not where you are from, what your pasts might entail, whose gods you worship, how you fight, whether by Sola or Astra’s semblances. So long as you fight! Follow the banners and the day shall be ours. Raise high Her Exalted Majesty’s colors, my children. Let this concerto be the first among many to come.Aquile Viridianepart of Groznyverse
Onwards, my Viridian Eagles!”
- Signora Teresa Bucci di Altera, Siege of Santi-Armedi (Moxis 17-20, 737 AC)
The year is 737 AC and the world is at war. The Imperial Accord, formed out of necessities to right the wrongs of the world by the will of a determined Aurelian, have thrown the world into an era of chaos and perhaps opportune changes. The ambitions of Kaiserin Arisha Aurelian paved the way for the Kingdom of Haven's vengeful conquest of the world, while her ancient enemies plotted against her. With the Northern Front grinding to a stalemate, the Imperial Accord, consisting of Haven and her satellite states, looked to several alternatives to break the deadlock. With renewed interests in naval development and commercial opportunities in the Ostarnau and Kastarnau Isles, the Imperial Accord turned its attention southward, seeking to open up a new front.
Upon the stage of the southern world was Lady Teresa Bucci of House Altera. A new face to Havenite politics, Lady Teresa attended her late husband’s, Mateo Carcana di Altera, funeral in 736, where she was quickly thrusted into a position of power out of chance. Nobles of mainland Venelia's oldest families coveted the Alteras’ sudden rise to fame. Following the aftermath of the Bari Affair, the Alteras were quickly put under scrutiny for their supposed involvement in the plot to assassinate the Kaiserin.
In a bid to redeem themselves in the eyes of Her Exalted Majesty, Lady Teresa proposed a naval invasion of Marethia and volunteered to spearhead the operation. The Kaiserin, alongside their Chief of Naval Affairs, agreed to the plan and subsequently authorized the House of Altera to lead an expedition to the south with limited support. Due to the Havenische Kaiserliche Marine’s (Havenite Imperial Navy) timid presence in the Outer Parallels, the Alteras were given an almost-suicidal task of capturing and holding a southern front until the Imperial Navy could secure the entirety of the Ostarnau Isles and send more reinforcements. Caught between the defiant Coalition defenders on land and the eternal blue of grim demands to their backs, Lady Teresa had no other choice but to secure a desperate victory.
In early 737, Lady Teresa was appointed as the commander of the Havenite’s Desert Eagle Legion, to be escorted and carried ashore by the eccentric but effective Verdanian Admiral LaRue. After successfully evading detection by the Argento Navy for fifteen days, the fleet was within sight of Neu Greif, a Havenite concession since the War of the Second Coalition in 721, where it landed on Moxis 15. With a resupplied force, Teresa began landing operations east of Santi-Armedi on Moxis 17. After two days of intense rural fighting, the Alteras stormed the city on the third day via a breach in the walls. By midday of the third day, the Havenite banner and eagle flew over the walls of Santi-Armedi.
Two weeks following the successful capture of Santi-Armedi, a dispatch arrived on the steps of the recently-seized Palazzo Sangria announcing the new appointment of Lady Teresa as Governor of Santi-Armedi and her delegation as acting-general of Santi-Armedi’s future expansion, as well as the appropriate elevation of status as countess. Left to their own devices, the vehement but pragmatic Teresa di Altera, now Contessa degli Santi Armedi, begins to plot their personal conquest of the land. The Countess would exact their revenge upon those that have wronged the Alteras a year ago in court by creating for themselves a place in history.
Summary:
Follow the saga of the House of Altera, as the Alteras must destroy old enemies and make new allies in order to leave their mark on history upon the sands of Marethia. In Aquile Viridiane, you will be playing as a member of the Casa di Altera and live the grand stories forgotten by the sands of time. Whether of the Countess’s own blood or a loyal cortege, each must play their part in history. As the family’s motto goes, the Alteras must secure victories on Marethian soil and perhaps expedite the war’s end, by any means necessary. In this land of maharajas and great kings, not all stories must be written.
TLDR: Colonial expansion RP with a pseudo-Medici family! Snobbish art discussions, gentlemen warfare, and lots of parties. Oh, and a very fancy palace for you to help decorate/customize.
- cBnGENRES
Adventure Fiction, Drama, Low Fantasy, Viking
RATING: 18+
Profanity, Self-Harm, Suggestive Theme, Violence“I've always longed to travel and tame new lands - to exceed what the Ancients have failed to provide for us. Alas, the belligerence of the old ways can be as bitter as the new. In the end, unambitious gods are useless to my cause. Neither Aedain nor Aerilia will stand in the way of my vision. The age of the gods is over, it is time for mankind to forge their own fate.”Khronikon Væborgenskpart of Groznyverse
- Sigrid Ravenchild (55 AC)
Ever since the defeat of the Daemon Lord, the land of Karelia has yet to recover from the devastation of the Great Crusade. Plagued by aetherial beasts that stalked the land, many northerners have chosen to shut themselves from the rest of the world. Following the collapse of the Venelian Empire, ancient knowledge and interactions would subsequently fade into oblivion, ironically bringing about the dark age of Grozny's Dawn of Humanity. As humanity returns to petty rivalries and began to devolve, a young soul in the north would change the course of Groznyan history forever. As the apocryphal legends went, the child of the Raven emerged from the sacred Lundevald Forest, wielding a fragment of Aedain's lost tooth (an axe) and bearing the pelt of an Elvar Serpent. And so it came to pass that a stranger had arrived on the shores of Vaeborg, becoming the testament of the forgotten prophecy. Sporting hair as red as Syr's cloak, the young girl came to seek the Jarl Sten Mavenson of Vaeborg for a reward. They would be named Sigrid Ravenchild by the Jarl for their beauty and victorious feat against the Elvar Serpent that has terrorized the population since the beginning of time. Their namesake paid honor to the enigmatic prophecy that foretold of their arrival.
Tuta was a land of seafaring warriors and hardy woodsmen, so much so that their capacity to look outward had been restricted by the old ways - the very thing that the audacious Sigrid despised the most. In her vision, she imagined a land of opportunity that would go down in history and not just another village to be forgotten by the sea.
Battles after battles, and wars after wars, Sigrid found herself becoming the Jarl's greatest instrument in eliminating their oppositions and competitors. Thrusted into battle against men and beasts, Sigrid had grown tired of Sten's limited views of the world. Unsatisfied of her capacity as nothing more than a slayer, Sigrid began to gather like-minded warriors to join her cause to explore the world. Stirred by the tales of strange lands and promises of treasures, the young warrior was keen on sailing to the end of the world. Accompanying Sigrid since her rise to fame as the Raven Child was the renowned Hargrimm Stonewall, the Jarl's trusted thane, of whom had begun to share Sigrid's visions. Rather than relaying news of Sigrid's plan to sail west, Hargrimm kept his piece unspoken. Upon a fair night in spring, Sigrid stole a ship alongside her gathered allies and set sail for the edge of the world - in a quest to realize her ambitions.
Summary:
The Væborg Chronicle throws the players into the early history of Tuta, reliving the myth of Sigrid Ravenchild, a legendary Tutan sielunde (“sea marauder” in old Albish) and their exploration and conquest of the known world following the collapse of the Venelian Empire and the subsequent migration periods that contributed to the obscurement of knowledge. In this RP, players will accompany Sigrid Ravenchild on their journey to seek and colonize new lands, embark on various adventures, and break free of the prophecy of the Old Gods.
TLDR: You're playing a viking, go on raids, loot monasteries, fight monsters, steal people's wives/husbands, and become (in)famous. Oh and there's a very nice boat for the whole package.
code by My Beloved BBCoder
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