lesyay: (girls watching phone-screen)



EarthBound V

The year is 202X

Monday Blues, a small town in Eagleland




Nothing ever happens in Monday Blues, a small, dreary, suburban town in Eagleland. When the local gaming/cartoons/anime convention comes to town, it's about the only dang thing for the kids to do on a weekend! But that's when things start getting weird...

Erratic Tables, Cross Crossing Guards, Spirit Radios, War-Drobes, Seagulls.... what's happening to the world? And what can a ragtag group of kids do to save it?


Okay, what is this?

Welcome to EarthBound V, a game heavily inspired by EarthBound / the Mother series and run using the Valor tabletop game system. (Or possibly its variant, Valor Alter. That's still up in the air.)

The point is, you get to make a group of psychic kids (or dogs, or possibly teens) and go around the world, finding unique situations, defeating wild enemies, and saving the world from whatever the heck is going on.

What can you expect?
A lot of things! The power of hope and love. Weaponized nostalgia. Suburban nightmares. Mr. Saturn. Shopping trips. Adults being corrupted by capitalism. Free shipping. A guy with a flamethrower riding a motorcycle. A dog - possibly two dogs. An abandoned shopping mall. Card games. Powerful psychics. A message about friendship conquering all.

Does that sound fun?
If so, express some interest down below!

1. What name/alias do you go by?
2. What's your plurk username? (Or other social media contact.)
3. Character concept(s)?
4. Anything you want to see in game?
5. What is your favorite movie, book, game, or TV show from childhood?


lesyay: (Default)
In the modern world of demons, Netherworlds are sold to the highest bidder. Companies expand to the point that they make an entire Netherworld into their headquarters and the people who live there their employees. These employees are forced to work minimum wage jobs like Prinny Handling, Item Farming, and NPCing.

The Gag Economy is in full force, some demons needing to take on extra work (gag!) in order to make ends meet even still.

Meanwhile, Overlord X is eXpanding his Xetherworld Corporation, buying out other companies and crashing their Netherworld economies.

The Prinkertons arrive with nail bats to bust the kneecaps of any unruly employees.

Rosen Queen Co. dominates the Stacked Market, winning imaginary money that somehow gets converted into real money. But a group of unruly netbros have their eye on that Market...

It's a demon-eat-demon world out there, but maybe it doesn't have to be. Maybe all it needs... is you.

And a Union.



What?

Disgaea Valor 3 is an upcoming Valor campaign set in a world inspired by Disgaea. Previous knowledge of Disgaea Valor campaigns not required. Previous knowledge of Valor also not required. Previous knowledge of Disgaea also also not required, though that one would be helpful.

Interested? Respond below.

1. What name/alias do you go by?
2. What's your plurk username? (Or other social media contact.)
3. Character concept(s)?
4. Anything you want to see in game?
5. What is your favorite Capitalism Fail?

lesyay: (*blue poison glaucus 1)


TOUHOU: RESOLVE


Welcome to Gensokyo! What's Gensokyo, you ask? Consider it a little piece of the real world that we snipped off a couple centuries back when that whole "science" thing started getting popular, so that the creatures you now consider "myth" wouldn't fade away.

Gensokyo is a land of fairies, of youkai, of fierce demons and regal vampires. It's a land where Momotaro is history, and where there really are rabbits on the moon. There are humans too, of course - just enough of them to populate a village so that their belief and their fear can continue giving youkai the belief they need to exist.

You might be familiar with a certain lazy shrine maiden and scheming magician solving various incidents around Gensokyo. Don't worry about them, this is a Different Gensokyo. If that confuses you... just don't worry about it!

What we need are our own heroes, humans and youkai who will work together to solve our own Incidents. We might play by Spellcard rules, but these Incidents are no joke. Can you step up and be the people Gensokyo needs?

What, me? Don't be stupid. I'm just your normal every-day youkai. You can call me Mary, though. What we need is you.


Q&A TIME

Q. What is Touhou?
A. Go ask Quinn, you'll get a better answer.

Q. What is Valor?
A. The system we will be using to play Touhou: Resolve. There'll be some custom rules, stuff that'll be made clear before game start.

Q. When is the game?
A. It will start after I finish up Half-Plus. Estimation: Early 2024. Yeah, we're early.

Q. When will the game?
A. I've currently divided my games into "weekday games" or "weekend games," depending on tone and how hard it is to run. Touhou: Resolve will be a weekday game. Which day is not set in stone, and will depend on both GM and player availability as we get closer to game start. But expect a weekday evening, starting somewhere between 6 and 8 (maybe 9, but that's pushing it) Eastern Time.

Q. Why is the game?
A. Because Touhou is a rich setting for characters and spellcard rules are fun.

Q. Anything to keep in mind?
A. When it comes time to plan actual characters, it might be best to have a couple ideas in mind. Part of the selection process will be making sure the party isn't stepping on each other's toes for character beats, which means there probably won't be more than one shrine maiden, more than two humans, more than two outsiders, etc.

Q. Sounds cool, how do I sign up?
A.

1. What name/alias do you go by?
2. What's your plurk username? (Or other social media contact.)
3. Character concept(s)?
4. Anything you want to see in game?
5. Link your favorite AMV! Because I like AMVs.

lesyay: (blue flowers)

ARKNIGHTS: OVERDRIVE


Terra is a dangerous place to call home. Calamities can destroy nations. Nations can destroy cities. In cities, crime runs rampant. You can use Orignium to fight back, but then you risk contracting Oripathy, dying and shunned by everybody around you. What's left? Where is the hope?

Become the hope.




For setting information, consult Setting Information for Arknights: Overdrive

But what is Arknights: Overdrive?

Arknights: Overdrive will be a future tabletop campaign run in Valor.

Here's what you can expect:
-Global politics in a post-apoc/fantasy world
-A mix of gritty, darker tones with more hopeful themes, plus some action, pulp-y vibes
-Harsher themes than standard shounen faire
-Characters are ANIMAL PEOPLE dressed in tactical gear and cutting-edge fashion, with guns
-or swords
-while crying about their dead friends and sad backstories and shooting terrorists in the face
-or being weird sleazy shady lazy businesspeople we contain multitudes

Interested? Drop a line with who you are and what you're possibly planning, what ideas you've got rattling around. Tell me what kind of organization we should headline. Ask questions. Go nuts.

EDIT
Now that we're doing more sign-up-y sign-ups, finalize those character concepts and give me your estimated availability for next year.
lesyay: (pocky game)
TERRA

The world of Terra that Arknights: Overdrive takes place is in inspired by, but not the same as, the Terra in Arknights canon. Setting conceits remain the same, but may be implemented differently or have differing explanations.

Functionally, Terra is a mix of dystopian science fiction and high fantasy. The technology of Terra is similar to ours, with some major differences. Swords, spears, bows, crossbows, etc. are still frequently used - firarms exist, but use Originium and and magical ability, making them much more difficult to use than real-world versions, and much rarer and expensive as well.

Two moons hang in the sky of Terra at night, known as the Twin Moons. However, stars are no longer visible, and some consider them more myth than reality. Most Terrans are not interested in space or space exploration - no satellites exist, and only one attempt has been made at sending a craft into space.

Below are some of the major conceits for Terra:

Catastrophes - Cataclysmic natural disasters - strike with such frequency that Terrans have been forced into nomadic lifestyle, usually through the adoption of nomadic cities.
Nomadic Cities - Cities built onto giant vehicles. With the help of the Multimethod Catastrophe Prediction System, these mobile cities can clear Catastrophe areas before disaster strikes. They are made possible only through the use of Originium engines.
Originium - Originium is a black, crystalline mineral that's found in the wake of Catastrophes, and it's theorized they are part of their cause as well. It has incredibly high energy yield for technology, and can be used directly by people for a form of magic called Originium Arts. However, prolonged exposure can cause it to assimilate into living organisms, forming Originium in living cells and blood. When this happens, it's called Oripathy.
Oripathy - Oripathy is treated differently depending on country and culture, but as a whole, those afflicted with it (known as Infected) are often treated badly and shunned by many communities.
Root - Root is a liquid that shares many traits with Originium. It can be used as a fuel and magical catalyst both, but not directly for Originium Arts. Perhaps most notably, Root is being researched as an alternative method of using firearms. Prolonged exposure can lead to health risks, but not Oripathy. Root is mined and developed within the Free Republic.

RACES

ANCIENTS represent the majority of Terran population. The term is a conglomeration of sapient races that resemble a mixture of humans and various animals or mythological beings. Most are humanoid (appearing as humans with a set of animal ears and tail) but some are more anthropomorphic (appearing more like bipedal animals,) but there is no racial distinction between the more humanoid and the more anthropomorphic - the races are solely determined by what type of animal they possess the traits of.

For the most part, the term Ancient is a technical term. In universe, they are mostly called "human."

The Ancient races are as follows:

Aegir: Possessing the traits of various marine animals, such as most fish, cephalopods, crustaceans, etc. Also known as Ægir. They usually possess no actual visible animal traits, appearing fully human, though some have tails. Despite this, they are fully adapted to live amphibiously, able to breathe underwater and withstand ocean pressures. Most Aegir originate from Tirso, Dreketi, or Capua.
Anaty: Possessing the traits of musteloids, such as weasels, otters, and raccoons. Not all Anaty possess animal ears. Most Anaty originate from Lawrence.
Anura: Possessing the traits of frogs. Most are entirely humanoid, only possessing skin-markings, though some also possess the ability to secrete poison. Most Anura originate from Dreketi.
Archosauria: Possessing the traits of crocodilians, such as alligators and crocodiles. They possess elf-like pointed ears, tails resembling their animal counterpart, and often patches of scales on their skin as well. They are known to be exceptionally strong. Most originate from Gran Columbia.
Aslan: Possessing the traits of lions, they are considered a separate species from normal Feline. They possess the ears and tails of their animal. Lions make up the bulk of the knights and nobility within Avalon.
Caprinae: Possessing the traits of goats and sheep. They possess the ears and horns of their animal counterpart, and for sheep they often have fluffy, voluminous hair. Caprinae are often seen in Klara, Gran Columbia, and the Free Republic.
Cautus: Cautus possess the traits of leporids (rabbits and hares.) They possess both the ears and tails of their animal counterparts, though their tails are usually unnoticed by others due to their length. The largest Cautus population is in Capua, though there's usually a small Cautus population in any country.
Cerato: Cerato possess the traits of rhinos. This is seen in the large, prominent single horn they have, though they also possess the ears and tails in most cases. There are not many Cerato in the world, but can be found in small numbers in Capua.
Cyclops: Cyclopses are based on, well, that should be obvious. They stand as tall as an Oni, and possess only a single eye. They can found in roaming bands, or settled into communities as individuals, but never in large number.
Draco: Possessing the traits of western dragons. Draco are extremely rare, and distinguishable by their horns, tail, and natural ability to manipulate fire. Some people believe them extinct.
Durin: Durin are based on dwarves. As such, they are very short and at least somewhat stout, and also possess pointed ears. They originate from underground, coming from vast cavern networks that remain unexplored to those who live above ground.
Elafia: Elafia are based on deers, and often possess ears and antlers from their animal counterpart. Not all possess the antlers, but having them or not is not determined by gender. Many originate from Yule Elv, but there's a significant population in Lawrence as well.
Elf: The Elves are based on elves. They possess supernatural beauty, a longer-than-average lifespan, and pointed ears longer than others who also possess pointed ears. They are highly insular, however, and their origin unknown.
Feline: Felines have traits of feliforms, which include domestic cats, non-domestic and bit cats (except lions), and mongooses. They have a reputation for stealth, and possess the ears and tails of their animal counterpart. Felines originally came from a nation called Seine, but it was assimilated into Rhine generations ago. While most Feline now come from Rhine, there's a significant number who spread out after Seine was taken, so small numbers can be found in many countries.
Forte: Fortes possess the traits of even-toed ungulates, which includes bovines and camelids. All of them have the ears of their animal counterpart, with those based on bovine having their horns as well. Those sharing traits with camelids find it easy to survive in hot, arid climates. Most of them come from the Eindus Conglomerate, though some can be found in Gran Columbia as well.
Itra: Itras possess the traits of musk deer, seen in the shape of their ears. They also leave behind a unique, fragrant scent. They originate from Orkhon, though like many from Orkhon, a large number have left and integrated into other nations.
Kirin: Kirin possess the traits of the legendary qilin, which is usually depicted as having the head of a dragon and body of a horse. This translates to kirin possessing draconic horns and equine tails. They are very few in number, but represent the ruling class in Capua.
Kuranta: Kurantas are based on horses, including zebras. They possess horse ears and the ability to run at high speeds for long periods. There are several sub-races of Kuranta that are considered Elder races. Most Kuranta originate from Orkhon, and while they still represent the majority of Orkhon, many have also left over the generations to other nations. A large population resides in the Tiberian Empire now as well.
Nightzmora: A sub-race of Kuranta. They are based on the Nightmare of legend, and have a color-scheme of black and red. They bring disaster where they go, and are proficient in illusory and psychic arts.
Pegasi: A sub-race of Kuranta. They are based on the pegasus of legend. Although they do not possess actual wings, they are known to possess a powerful bloodline.
Unicorn: A sub-race of Kurana. They are based on the unicorn of legend. They sare said to be masters of Originium arts, and possess a single horn in addition to their normal Kuranta traits.
Liberi: Liberi possess the traits of birds, and while their traits can vary wildly they are all considered Liberi. Liberi often have feathers in their hair, structures like tail feathers along the torso, and some have far more feathers, or even a wing in place of an arm. Arctic-type Liberi are a major population in Yule Elv, tropical Liberi are often found in Dreketi, and various others can be found in almost every nation in Terra.
Lung: Lung are like Draco, but for Eastern dragons instead of Western. They often have horns, tails, and sometimes dragon whiskers, with a smaller number having fins or fish scales. They can be found most often in Han, though even there they do not have a high population.
Lupo: Lupo have the traits of wolves, mostly seen in their ears and tails. They are often seen as more aggressive than others, which is true in some cases but not a majority. They are mostly originating from Lawrence.
Oni: Oni are based on oni, and as such resemble humans but taller, more muscular, and possessing either one or two horns on their head. They are typically stronger and sturdier than other races. They originate mostly in Han.
Perro: Perro have the traits of dogs. This can be seen in their ears and tails. Most come from Rhine.
Patram: Petram have the traits of turtles or tortoises. Whether they appear entirely humanoid or possess harder scales or shells, it's usually the case that they possess excellent durability. Most can be found in Dreketi.
Pilosa: Pilosa are Ancients with the traits of sloths. They have a distinctive slowness to their speech and actions, though not all of them possess actual animal traits, such as their distinctive claws. There are not many Pilosa, but most can be found in Capua.
Pythia: Pythia are based on serpents. Most have pointy ears, a serpentine tail, and scales on parts of their body. They are sometimes seen as untrustworthy due to prejudice and an association with cunning. They can most often be found in Gran Columbia.
Reproba: Reproba possess the traits of hyenas. This is visible in their ears and tails. They can be found in Gran Columbia and Capua.
Sankta: Sankta are based on Abrahamic angels. They possess a physical, material halo above their heads and luminescent, immaterial wings on their back. All of them possess a basic empath ability that only works among other Sankta, and most are proficient in firearms. All Sankta come from the Tiberian Empire, and so long as they remain its citizen, are fiercely patriotic. It's also possible for a Sankta to become "fallen" by breaking an oath to the Empire.
Sarkaz: Sarkaz are based on Abrahamic demons. They can live for centuries, and often have horns, pointed ears, and a slim tail with pointed end, though some sub-races lack the tail. Horn-removing is sometimes done by Sarkaz living in more prejudiced areas. They are rarely trusted, mostly due to their high affinity for Originium, and thus higher rates of Oripathy, but also due in part to old grudges and their home nation's lack of allies. Almost all Sarkaz originate from Klara, though many have left their isolationist home due to the huge number of Calamities that strike there.
Banshee: A Sarkaz sub-race known for androgynous appearance and even higher affinity for Originium arts.
Gargoyle: A Sarkaz syb-race with naturally stone-like skin and high proficiency with earth-based Originium arts.
Goliath: A Sarkaz sub-race, possessing ram-like horns. They often have superior strength, sometimes visible as extra muscle mass but not always.
Vampire: A Sarkaz sub-race that lacks both horns and tails. They are often pale, nocturnal, and feed on blood. They also have high proficiency in blood-related Arts, which can be used in battle or for healing. Older vampire tradition includes marking victims with brands, though younger generations find the practice barbaric.
Waldgeist: A Sarkaz sub-race. Waldgeist are physically larger than other Sarkaz and have horns that resemble antlers. Most Waldgeist have settled into Lawrence.
Savra: Savra are based on lizards and salamanders, which can be seen in their tails and occasional scales. Most originate from Capua or the Eindus Conglomerate.
Ursus: Ancients based on bears. They have both the ears and tails of their animal counterpart, though like Cautus their tails remain largely unnoticed. They are oftentimes somewhat bulkier than other races as well. They are most often found in Han and Lawrence.
Vouivre: Vouivre are based on wyverns. While they resemble dracos with pointed ears, horns, and tails, their tails are slimmer and their ears smaller, sometimes leading them to be mistaken more as Sarkaz. In Avalon, many nobles are Vouivre, and they are often shipped over to Eindus Conglomerate as overseers as well.
Vulpo: Vulpo have the traits of foxes. This includes ears and tails, and for some, multiple tails. Vulpo make up the majority of the civilian populace in Avalon.
Zalak: Zalaks resemble rodents such as rats and squirrels. They possess the ears and sometimes tails of their animal counterparts, and are often smaller than other races as well. They can be found in some number in almost every nation, but they're most prevalent in Dreketi, Capua, and the Free Republic.

ELDERS represent precursor races to the Ancients, sporting superior capabilities and powerful traits. There might simply be Elder versions of normal Ancient races, or they might be something else. Nightmare Kuranta and Pegasian Kuranta are both considered Elder races, and are sub-races of Kuranta.

OTHER RACES exist in the world of Arknights. These might include:

Robots: Manufactured and ready to perform their tasks, robots in Terra are more advanced than Earth, with fully self-aware AI. They are often designed with efficiency in mind, so very rarely do any look even vaguely humanoid, though there exists the possibility of some eccentric making one.
Deities: Deities are god-like beings wielding supernatural powers completely unrelated to Originium Arts, unfathomable to normal people and to scientific explanation. But they are not completely immortal, and can be sealed, or broken into multiple mortal fragments.
Void-touched: ?????????

COUNTRIES

Free Republic of Potomac
Demonym Potomacian
Government Federal Republic
Head of State President of the Free Republic
Military Free Army
Races True racial diversity
The Free Republic of Potomac is a diverse collection of nomadic cities that were originally colonies of Avalon, Seine, and Rhine. They are massively pro-corporation, and have attracted many talented companies to build up their technological, economic, and military supremacy. They mine an Originium-like liquid known as Root from the Bloodred Wood, which enables them to make greater use of firearms.

Tiberian Empire
Demonym Tiberian
Government Imperial theocracy
Head of State Divine Emperor
Military Imperial Guards of Tiberia, Tiberian Inquisitors
Races Predominantly Sankta, largest minority of Kuranta
The Tiberian Empire is a theocracy made up of Sankta. It is the origin of firearms, and almost every citizen is equipped with one. In recent years, they have enacted an expansionist policy, waging war with their superior weaponry. Because of this, the worldwide view of Sankta has become one of distrust. Things have settled down in the immediate past though due to the Divine Emperor putting all resources to building a brand new capital city for their nation.

Avalon
Demonym Avalonian
Government Monarchy
Head of State King/Queen of Avalon
Military Paladins of the Shield
Races Predominantly Vulpo, with ruling casts of Aslan and Vouivre
Avalon is a beacon of civility, chivalry, and prosperity. Their King is also the head knight amongst the Paladins of the Shield, and acts as a beacon for the entire world. However, as a true monarchy and major player in world politics, power in Avalon is entirely in the hands of its ruler.

Eindus Conglomerate
Demonym Eindean
Government Corporatocracy
Head of State CEO
Military Eindus contractors and hired mercenaries
Races Predominantly Forte and Savra, with ruling cast of Vouivre
An Avalonian corporation that has bought out the land of the indigenous Eindus people. The entire nation acts to brings massive profits to the Conglomerate. It is the largest and most profitable company in the world. It has many subsidiaries, including some programs done entirely for research. As such, Eindus is the only nation in the world with a space program - though it's only had one manned space launch to date. It's currently researching satellite technologies.

Dreketi
Demonym Dreketian
Government Maritime city-states
Head of State Captains
Military Dreketi navy
Races Mixed, predominantly Aegir, Anuras, Liberi, Petram, and Zalak
Unlike other nations, Dreketi's mobile cities are entirely seaborn - giant megaships holding their cities, sailing across the world's oceans. They obviously have a long-standing naval tradition, and their government is closest to city-states with their Captains as the heads. They have long-standing ties with Capua and Tirso.

Capua
Demonym Capuan
Government Federal republic (de jure), Aristocracy (de facto)
Head of State Capuan President
Military Capuan navy, SIGMA Corps
Races Mixed, predominantly Aegir, Cautus, Liberi, and Savra, with ruling cast of Kirin
Capua's slogan is "Strength in diversity." They are a collection of smaller city-states that banded together to stand against larger nations, and between the mixing of their populations and a strong economy, their population has exploded faster than their nomadic cities could expand. This has led Capua to having the densest populations in the world within their nomadic cities. Despite their motto and past, though, the Kirin have managed to become a de facto ruling class, and have maintained the office of president for generations now. Their nomadic cities wander coastlines, and so keep ties with Dreketi and Tirso.

Tirso
Demonym Tirsonian
Government Technocracy
Head of State Marines Rex
Military Gloria Mortem
Races Aegir
Tirso is the other sea-based nomadic civilization besides Dreketi. Unlike Dreketi, however, their cities are giant submarines, entirely underwater. Some of these are entire open to the water, having an almost-entirely Aegir population, though others are livable to other races with giant domes, covering their nomadic cities entirely or partially. Because of their nomadic cities, Tirso is very isolationist, to the point entirely landbound nations think their nation doesn't exist. They maintain diplomatic ties only to Dreketi and Capua.

Rhine
Demonym Rhine
Government Stratocracy
Head of State Governor-General
Military Reißzahn Ritter and Landsknecht
Races Predominantly Perro, large population of Feline
Rhine is a nation defined entirely by its military, which is also its government. As might be expected, they have an aggressive policy to foreign policy - even when not directly intervening with its military, it will throw around its military strength as a bargaining tool. This puts it at odds with Avalon many times. It has over the years absorbed many smaller nomadic cities or entities, the largest and most influential of which was Seine, itself a massive country at the time it was absorbed into Rhine.

Lawrence
Demonym Lawrencian
Government Constitutional monarchy
Head of State King/Queen of Avalon
Military Mounted Chevaliers
Races Predominantly Lupo, Anaty, Elafia, and Ursus
Lawrence operates as an independent nation, but it was once a vassal-state of Avalon, and still holds Avalon as its head of state. Instead of typical knights, though, Lawrence has an elite group of mounted warriors called Mounted Chevaliers. Despite being a fairly easy-going nation, it was once attacked by the Free Republic over resources, and Lawrence was able to make it to the Free Republic's capital before being offered concessions. But to this day, it's unknown what the Free Republic offered Lawrence.

Klara
Demonym Klaran
Government Constitutional monarchy
Head of State King of Klara
Military Svea Leidang
Races Primarily Sarkaz, largest minority of Caprinae
The predominant fact of Klara is that it has the highest rate of Calamities in the world. Some believe this is due to the Sarkaz that inhabit the nation, who do have greater affinity with Originium and Originium arts than any other race. In the past, Klara would raid other nations for resources to make up for anything lost in natural Calamities, though this is long in the past - however, it is frequently used as a polite reason to distrust the Sarkaz that hail from there. Although currently it is a nation that puts the needs of its citizens first, including a robust effort into curing Oripathy, it still loses many citizens who flee the Calamities.

Gran Columbia
Demonym Columbian
Government Federal republic, Kleptocracy
Head of State Columbian Head
Military Columbian Militia
Races Extremely diverse, largest populations Archosauria, Caprinae, and Pythia
Gran Columbia is, like the Free Republic and Dreketi, made up of numerous nomadic tribes that banded together. Unlike those other examples, though, Gran Columbia was united mostly through the military and persuasive powers of its first Head. As such, it's ruled with a much heavier focus on the power of its head of state, who often abuses their position for personal gain. It seems like any moment could be one where some of the tribes or nomadic cities split off, but with enemies all around, it's settled into an uneasy acceptance.

Han
Demonym Han
Government Triumvirate monarchy
Head of State King/Queens of Yalu, Geum, and Nakdo
Military Royal Armies of Yalu, Geum, and Nakdo
Races Varies, majorly Ursus and Oni
The government currently known as Han is, in fact, an alliance of three kingdoms; Yalu, Geum, and Nakdo. Each kingdom is run independently, with each monarch having a say in anything that would affect all three. They have a long history of attempted takeover by foreign powers, and so their alliance is strong, and their reaction to any perceived attack is fierce. It's said that Han has a guardian Deity, though the three kingdoms each insist it belongs to their kingdom specifically.

Orkhon
Demonym Orkhon
Government Confederate monarchy
Head of State Khan of Orkhon
Military United Orda of Orkhon
Races Primarily Kuranra, minor population Itra
Orkhon was once one of the largest powers in the world, a militaristic nation that preyed on others in the same way that Klara once did. The difference is that Orkhon was surrounded on all sides by enemies, and while its military strength kept up for a while, it could not hold out forever. The Tiberian Empire dealt the first major blow, assimilating some of the nomadic cities of Orkhon, and others swooped in after. Orkhon remains a nation still, but it is far smaller than it was in its prime, and many of the Kuranta that hailed from there spread out to neighboring nations.

Yule Elv
Demonym Elven
Government Autonomous vassal of Klara, Parliament
Head of State King of Klara, Minister of Yule Elv
Military Yule Elv Self Defense Force
Races Primarily Elafia and Liberi
During the days of its raids and wars, Klara invested in powerful bunkers underneath arctic glaciers as a fallback position, displacing the hunters that called the glaciers home. Once situations calmed, Klara left those bunkers, prompting the locals to move in, mastering the Originium devices left by Klara and continuing development on their own. Once Klara realized how their bunkers had been taken over, proper governance was established, with Klara as a figurehead state. Yule Elv is notable as one of the only permanent, non-nomadic settlements in the world, safe in their underground bunkers and expanded underground network.

Seine
Demonym Seinian
Government Monarchy
Head of State King/Queen of Seine
Military Seine Military
Races Feline
The now-gone Kingdom of Seine was one of the major players in the world up to its disappearance. Shortly before this, there had been infighting and civil war as people opposed to absolute monarchy. The capital city disappeared, literally, during the last bout of fighting - nobody knows what became of it. This became known as the Seine Horizon. Following this, Seine collapsed, and Rhine took over.


ORGANIZATIONS

EX-Act
Free Republic of Potomac
EX-Act is the sole miner, developer, and distributor of Root, a liquid coming from the Bloodred Wood. They have ties with the Free Republic government, and their own standing army for defending the Bloodred Forest and any of their refinement or distribution facilities.

Chase Steelworks
Free Republic of Potomac
Chase Steelworks is a major metalworking and weapons-manufacturing company. They produce most of the firearms coming from the Free Republic, both Orignium-based and Root-based.

Viti Levu
Dreketi
Viti Levu is, technically, a tourism company. However, they operate terraforming operations, turning barren islands into lush paradise, or even creating manmade islands. They also operate a fleet of airships to bring people to and from their islands, operate grand hotels and resorts, and have their own private army for the protection of their assets.

Voidguard
???
The Voidguard are a decentralized militant organization that many are understandably wary of. They claim to be the only thing standing between the world and ███████. "Don't you wonder what happened to the stars?"

Eindus Conglomerate
Eindus Conglomerate
The largest and most profitable company in the world, with their own nation to show for it. The Eindus Conglomerate is currently based in the Eindus region, now taken over entirely for the business, but its home office is in Avalon. Originally a trading organization, it now has its fingers in manufacturing, technology, clothing, medicine, and many other areas. It also advocates for research, including funding its own space agency.

Eindus Frontiers
Eindus Conglomerate
Eindus Conglomerate's space agency. It has successfully launched one manned space mission, and hopes to create a system of orbital machines called satellites within the next five years.

Paladins of the Shield
Avalon
The Paladins of the Shield are recognized throughout the world for their chivalry, bravery, and heroism. They are the ideal knight which everyone strives for. Their king sits at their table, and every knight who shares it has an equal voice. Infected cannot become nor remain in the Paladins of the Shield.

SIGMA Corps
Capua
SIGMA Corps is a powerful agency of Capua made up of its very strongest talents. SIGMA Corps members have high autonomy and are dispatched all over the world to protect Capua's interests. Infected often compete for positions within the SIGMA Corps, as it provides a good living and doesn't discriminate against Infected for its positions.

Landsknecht
Rhine
The Landsknecht are private military contractors (PMC) based in Rhine. They were founded by veterans of Rhine's military, and for a period they acted under the direction of Rhine. However, recently they've been distancing themselves from the state and transitioning to a truly independent company. They have strict rules about employing Infected, but if the Infected can abide by those rules, they offer treatment as part of their employment.

Wilhelm Labs
Rhine
Wilhelm Labs was originally a pharmaceutical company operating in Rhine, but over the years its focus has shifted to a research institute active in the fields of Originium research, biology, and robotics. In some circles, it's said the Wilhelm Labs is engaging in ethically questionable experiments on the behest of Rhine, including further ways to weaponize Originium.

Valhalla
Klara
Valhalla is an organization dedicated to finding a cure for Oripathy. On paper, it's a pharmaceutical group. However, it also maintains its own military operations in order to provide their own security. The world is not kind to Infected, to Klara, or to Sarkaz. Treatment is free to citizens of Klara, but for others it can be very expensive - but they are ultimately trying to help, and will often agree to alternative methods of payment.

Five Cartels of Gran Columbia
Gran Columbia
A number of prominent crime families either sprung up or rose to prominence under the Columbian Head. They maintain some level of legitimacy from the government, but are kept in check by each other, knowing if they overstep it could unite the others against them. Still, they push what they can get away with, sometimes in secrecy, sometimes in fighting that spills onto the streets.

Cult of the Watcher
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lesyay: (*croma 1)
The timeline theory proposes that history has only one true timeline. When significant changes occur, a timeline may branch, but time is not infinite - the flow of time spreads itself too thin, and one branch dies while the other continues on as the true timeline.

This was true... once. Before the destruction of the Chronos, the being that consumed time.




YEAR 1882
A DIFFERENT TIMELINE...

A NEW ADVENTURE BEGINS


Grab your sword, your gun, and your magic, and hop aboard a riverboat. Or steamship. Or starship.

Different timelines, alternate universes, they're real, and they're beginning to cross over. Something is breaking the fragile balance between them, and it's up to you to figure out what that is.


CHRONO X VALOR (pronounced Chrono Cross Valor) is a future tabletop campaign and a sequel campaign to Chrono Valor. Playing in Chrono Valor is not a requirement to play in Chrono X Valor, as they occur in different timelines anyhow.

In the main timeline, 1882 is the time of steamships, firearms, and cool hats. The world has five nations; Windam, the western kingdom of nobility and knights; Vola, the monster kingdom in the Eastern planes; the Lightwater Republic, a nation between the two along the Lightwater River; Frigg, the northern islands where Vikings and firearms both originate; and Ignes, the dry, arid Southern nation.

But in your timeline... who knows how history unfolded? Feel free to concoct strange alternate universes, we're gonna explore them all.

The system will be Valor, naturally.

If you're interested, leave a comment. Make sure to let me know who you are, share any character or AU ideas, or ask any questions you might have. Go wild.
lesyay: (my prince and princess)
I ART THOU.... THOU ART I.... FROM THE SEA OF THY SOUL, I COME...




Sopporo, Hokkaido
202X

The world keeps turning. Progress marches forward, steadily, but slowly.
Or, at least, it's supposed to.

But society turns on those that don't conform.
If a nail sticks out, it's only natural to hammer it in.

Aren't you tired of that?
If true freedom is what you seek...
Then accept your Persona.

Just be warned.
You're not the only ones with this power.


PERSONA VALIANT is a future tabletop campaign run in Valor using some custom rules. Swap personae on the fly for stat bonuses and techniques, and use the Social Links you gain between missions to assist you in future endeavors.

As game will not likely be starting for a long, long time, this is a general interest check, hype gauge, and idea discussion.

Persona Valiant will feature heavy themes, possibly including but not limited to discrimination, abuse, mental health crises, and suicide.

Interested? Comment below. Share character ideas if you have any, or ask questions. Anything goes.
lesyay: (*trupearl 1)
Year 0: Fall of the Ancient Valerian Civilization, and other civilizations spread throughout the world.

Year 0 - 550: The Dark Age. Humanity rebuilds its civilization.

~First century: The first sign of Elementalist worship in the Valerian area is recorded.

Year 550: Establishment of the Septian Church.

~Years 600-900: The nations which would become the member-states of Valeria are formed, excepting Tevaneu.

~Year 900: The School of the Empty Palm is established in Tano. This would come to be known as the Progenitor School. The Dragon School and Phoenix School are shortly established within Tano.

~Year 950: The School of the Empty Palm Progenitor School is destroyed by internal fighting.

Year 980: Powerful monsters begin to appear in the nations of what is now known as Valeria.

Year 982:
Tevaneu declares independence from Weslan.

Year 983: The hero Alcides unites the various nations under threat, as well as Tevaneu.

Year 984:
The dual-threats of monsters and Weslan are fought back. The monsters are destroyed. Weslan signs a peace treaty and recognized Tevaneu's independence. The Valeria Confederacy is established. The hero Alcides disappears.

~Year 1000: The School of Empty Palms spreads to Weslan. The Wolf School and Tiger School are established within Weslan.

Year 1061: Weslan and Mystolia both declare war with Valeria. Peace is made with Mystolia within the year when Weslan's lies to Mystolia are uncovered.

Year 1062: Weslan concedes and peace is made. Weslan suffers no concessions in exchange for non-aggression declaration.

Year 1114: The Valeria Merchant Company is founded.

Year 1152: Ruins are discovered in Wald. Marson is established.

Year 1165: The state of Wald is put to sleep following the spread of a miasma from the Marson Ruins.

Year 1167: The Septian Church dispatches a unit known as Grim to Wald. They are able to release Wald from its slumber.

Year 1218:
The Bracer Guild is established in a foreign country.

Year 1275: Professor Eden harnesses orbal energy for the first time. The Orbal Revolution begins. Professor Eden establishes Eden Industries.

Year 1285: Spurned through its rapid weapons development with the Orbal Revolution, Weslan goes to war with Valeria.

Year 1287: Weslan makes it to the City of Argon and burns it to the ground.

Year 1288:
The war ends. Weslan is largely unsuccessful in its goals, but has taken back a sliver of land and the town of Garrise from near the border. Neither side can be considered the victor.

Year 1295:
Professor Eden disappears, leaving Eden Industries to his son.

Year 1311: Himmel Company is founded.

Year 1315:
The Great Hunt takes place. On the 30th anniversary of the previous war, dozens of Jaeger Corps under the payment of Weslan all strike simultaneously to assassinate key members of the Valerian Army and other political figures. When this happens, Weslan makes an incursion into Tevaneu. While several assassinations were successful, overall the strategy failed and Weslan was pushed back. No peace treaty is signed as no war was declared. Relations with Weslan become a cold war.

Year 1318: Professor Eden (the younger) disappears. With no further family left, Eden Industries is left to its board of directors.

Year 1325:
Political dissenters in Sturth are violently suppressed by the Minister of Industry, Brionne Aolite, a prominent Elementalist. The village of Sturth is destroyed. Brionne is subsequently tried and convicted for excessive force and the deaths of the unrelated civilian population of Sturth.

Year 1330:
Present day. Huginn is founded.
lesyay: (Default)
Time to get familiar with the setting of Trails of Valor! We'll start off with some terms that series veterans should be familiar with, then move onto the various factions, and then some more in-depth information on Valeria and its surrounding environs.


THE ORBAL REVOLUTION

Approximately 50 years ago, a technical revolution swept over the world due to the invention of Orbments, machines that utilized orbal energy. All forms of technology began to spread, from things that would help the people to weapons of war.

ORBMENTS

Orbments are the name for any machine utilizing orbal energy. Which is most of them.

To help get a feel for the level of technology in the setting, first keep in mind that various people have been taking to technology at different rates - some places barely use orbal technology still, especially those far away from large cities. But beyond that, technology is a bit asynchronous to how it actually developed in the real world.

Airships exist. Cars also exist, but are still in early development. Automatic rifles exist, but thanks to the combat boost provided by certain Tactical Orbments, are not universally used as opposed to swords and such. Washers, dryers, ovens, and the like all exist, although are mostly considered high-end and are not in every house by a long shot. Long-range communication exists but is still new. You can take a guess from there what else might exist or not.

ORBAL ARTS

For the most part, magic in this setting is done via Orbal Arts. By using Tactical Orbments, users can draw out the power of Quartz crystals to cast various spells.

This is by and large the only way to cast magic in this setting, although some people can harness orbal energy into other effects or have superhuman abilities that can rival spells.

TACTICAL ORBMENT

Also called Combat Orbments. A pocket device that enhances a user's combat abilities and enables them to cast Orbal Arts. These devices have several slots to fit a Quartz into. These Quartz often grant access to spells, but can also increase a user's abilities.

Tactical Orbments can also slot a single Master Quartz, which are larger, more extreme versions of Quartz, often containing multiple abilities in one piece.

QUARTZ

Synthesized circuitry in the form of large, round crystals, created in Orbal Factories from septium. Quartz can enable one to cast spells, as well as enhance a person's abilities.

There are seven elements of Quartz:
Earth: Earth magic and physical endurance
Water: Water, ice, and healing magic, and general health
Fire: Fire magic and offensive abilities
Wind: Wind and lightning magic, and evasiveness and movement
Time: Time manipulation and speed
Space: Spatial magic and magical ability
Mirage: Mind magic and perception, awareness, and cognitive ability

SEPTIUM

Septium is a mineral resource - small crystals - which contain orbal energy. They can also come in the same seven elemental types as Quartz, being the original, unrefined version of Quartz.

Sepith is the name for a small fragment of Septium, which can often be found naturally or within monsters.


ANCIENT VALERIAN CIVILIZATION

There once existed ancient civilizations on the continent that have long been destroyed. Those in Valeria possess unique architecture, thus referring to their civilization as Ancient Valeria in contrast to ruins found in other areas. These ruins spot the landscape all over the country, but most are in terrible condition.

MARSON RUINS

The ruins in Marson are the sole exception. These ruins are in almost pristine condition nowadays, having a large number of archeologists and researchers working on keeping it in good condition for their research. Strangely, the interior seems to move and rearrange itself through some unknown mechanism, which is a constant source of headaches and speculation among researchers.

The city of Marson itself sprung up around the ruins in response to the people coming to investigate. This became one of the two capital cities of Wald.

THE GREAT COLLAPSE

The Great Collapse is the supposed event which caused the downfall of ancient civilization. Some theologans claim the Goddess smote the ancient civilizations, though the Church's official stance is that these civilizations grew too prideful and arrogant, and meddled with powers and technologies too great for them to handle.

Most researchers agree the actual most likely cause was some worldwide natural disaster, but none can agree to what that would be.


ORGANIZATIONS

The movers and shakers of Valeria and the world it exists in.

THE BRACER GUILD

Synonymous with the traditional "Adventurer's Guild" found in many anime and manga, the Bracers establish branches in every major town and city and take on odd jobs from within the communities. These jobs range from monster hunting to tracking down thieves to helping gather ingredients for medicine.

High-ranking Bracers are almost celebrities, their faces and skills known far and wide. High-ranking Bracers are often considered when an organization or even nation make any hostile moves.

The Bracer Guild is a non-political entity and not tied to any country. Their main goal is to keep peace and protect civilians. They are considered an international and neutral force. They sometimes mediate in disputes, but have a non-intervention policy in regards to national conflict.

SEPTIAN CHURCH

The Septian Church is the largest religion in the world, and particularly strong in Valeria, which is neighbors with the religion's stronghold country of Saint Auria. Churches tend to resemble cathedrals in larger cities, especially the one in Hanson, one of Wald's greatest cities. In general, the religion styles itself after real-life Christianity - the look of the churches, nuns, and priests especially. Instead of a cross, though, their symbol is a grail.

The Septian Church believes in Aidios, the Goddess of Sky. She is worshiped as the creator of the world, as well as a giver of protection and blessings. However, the church does not limit believers to only Aidios, allowing its practitioners to freely continue their other faiths. This has helped the church spread far and wide, where people worship Aidios in addition to their cultural beliefs.

THE GRIM

The Grim are a division of the Septain Church. One of the main practical services of the Church is the collection of pre-Collapse artifacts - Anything from before the Great Collapse of magical nature is taken by the Church to examine and determine if it's safe to be allowed into the public. The Grim are the ones in charge of investigating, retrieving, and handling these dangerous artifacts.

Although the Church is well-known, the activities of the Grim are not as widely circulated. Still, they can get the full cooperation of the government when it comes to retrieving artifacts.

And to those greatly in the know, there are whispers of a special group of knights within the Grim...

ELEMENTALISTS

Elementalism is the name for the interconnected religious practices of Valeria before the church came. As it sounds, they primarily worshiped the elements themselves, with a great focus on the spirits of water due to the rivers and sea so important to Valeria. However, there's also a great variety, since elementalism originated as many different religions that began sharing with one another, and the practices in one place might not have reached another, or are held to a different level of importance. In some places, things such an ancestor worship or the worship of object and place spirits are considered important tenets of elementalism.

In some places within Valeria, elementalism is still practiced, often alongside Aidios worship. In general, though, elementalism has greatly declined, and many more secular folk within Valeria view it as weird nonsense to be ignored or made fun of. A rule of thumb is that the further from a larger city one is, the more likely one is to find elementalism still being practiced.

COUNCIL OF STATES

The Council of States is the de facto ruling group of Valeria, and the head of its executive branch. There are seventeen members of the Council - two from each member-state, and additionally the Governor of Argon, who can only vote in case of a tie. The Governor of Argon is considered the de facto head of state when it comes to international politics, but his domestic power is limited.

VALERIA MERCHANT COMPANY

The largest merchant company in Valeria, and one of the three largest companies overall. It controls the member-state of Fidenae and can send Valeria's Merchant Navy where it pleases, within reason. It steadily accrues more and more wealth and political power.

Valeria Merchant Company is synonymous with both overseas and riverboat shipping, but sees the practicality in the developing airship commodity. However, it's finding it difficult to accrue an airship fleet due to the Himmel Company's current control over airship manufacturing and infrastructure.

Valeria National Bank is one of its subsidiaries, giving the company further financial control over the nation, and even foreign powers.

VALERIAN MERCHANT NAVY

Under the control of Fidenae, and thus the Valeria Merchant Company. One of the pillars of the Valerian military, its naval forces can rival that of much more war-oriented nations. The seas around Valeria are far safer than those of other nations, and Valeria has nothing to fear from the sea as long as they're around.

Although under the purview of the Valeria Merchant Company, the Naval officers owe their allegiance first and foremost to the entire confederacy of Valeria, and so there is some balance - there won't be a mutiny using their forces.

ALBA ORA MILITARY PATROL

An elite division under the Merchant Navy, the AOMP are a specially-trained group of infantry soldiers that are charged with the safekeeping of Valeria through patrolling the rivers. However, it's a relatively new division, and hotly contested by Tevaneu, which maintains that any infantry unit should be under the purview of the Armed Forces, not the Merchant Navy.

VALERIAN ARMED FORCES

The national armies of Valeria are under the jurisdiction of Tevaneu, although each member-state often maintains their own defensive force. The Brigadier General sits at the top of the entire armed forces, and from there commands the three divisions under the armed forces; the Valerian Defense Force, the Armored Force, and the Military Police.

The Valerian Defense Force is the name for the infantry army, and so named to remind the people that Valeria is not an expansionist or offensive force. They operate the military bases throughout Valeria. The Military Police are the peacekeeping force within Valerian cities. And the Armored Division is the newest division, armed with tanks and other such large ground-based machines of war.

MUNINN

Muninn is the name of Valeria's military intelligence division. Due to necessity, Muninn is not controlled directly by any single member-state. They are under the joint control of Argon's Governor, the Council of States, the Brigadier General of the Valerian Armed Forces, and the Rear Admiral of the Valerian Merchant Navy.

Muninn handles intelligence gathering and covert operations. They have even been known to insert agents into criminal organizations to gather intel and complete missions.

HIMMEL COMPANY

The Himmel Company is an airship researcher and manufacturer based in Schelfaren. Valeria was slower than other nations to embrace airships, something Valeria began to regret once Weslan started airship patrols along the border. The Himmel Company stepped up and began to develop and produce airships for Valeria.

Instead of selling their airships, the Himmel Company began developing trade routes through the air themselves, engaging in business or loaning out their airships. This goes for defense as well - their airships are on loan to the military, currently under the jurisdiction of the Valerian Defense Force, since Valeria doesn't have its own dedicated Air Force.

This all has made the Himmel Company one of the three largest companies in Valeria, and possibly on par with the Valeria Merchant Company in terms of power. However, it's also brought them into conflict with the Valeria Merchant Company.

EDEN INDUSTRIES

Eden Industries is the largest orbal research and development company in the continent. They manufacture all sorts of orbments, from appliances to weapons. In addition, they continue their research into Orbal Arts, Quartz, and all aspects of utilizing orbal energy.

Eden Industries was established during the Orbal Revolution, and as such it should have led the worldwide race on technology. However, Valeria as a whole was slow to take advantage, so Eden Industries lagged behind during the early years. However, it's made a strong comeback to take the top spot on the continent in orbal technology.

Although it's one of the top three companies in the nation, Eden Industries doesn't try to compete with the Himmel Company or Valeria Merchant Company, instead only viewing other orbal companies as its rivals.

JAEGER CORPS

Jaegers are freelance mercenaries, working for the highest bidder. Many Jaegers come from Weslan, wanting to earn fame and money through their own combat prowess. Because of this, Jaegers have an often-deserved reputation as violent and lacking morals.

The Kingdom of Mystolia highly looks down on Jaegers, and Jaeger activity is illegal in Mystolia. In Valeria however, while Jaegers are often looked down upon, they're not all-out illegal unless taking part in an illegal activity. Still, they're most often hired FOR illegal activity, such as driving out citizens or workers, or staging covert attacks with plausible deniability.

The greatest Jaeger Corps are forces to be reckoned with, though, on par with the highest-ranked Bracers. But their services won't come cheap.

THE SCHILDRITTER

The Schildritter are the world-famous knight order from Mystolia. They paradoxically operate as both an arm of Mystolia's military and as a peace-keeping force to rival the Bracer Guild. They place a high regard in both personal combat prowess and in their concept of chivalry.

As allies of Mystolia, Valeria allows the Schildritter to operate within its borders. However, each member-state has their own views and levels of trust with the Schildritter.

For their part, the Schildritter view Bracers as hooligans with no proper chivalry. Bracers in turn view the Schildritter as tools of Mystolia, breaking one of the Bracer tenets of political neutrality and thus unable to do what Bracers do.

And finally...

ZODIAC

A mysterious group operating in the shadows. Only top Bracers, Muninn, and certain high-ranking officials even know Zodiac exists. They've been in the shadows of history for centuries, manipulating events and instigating conflict.

Nobody knows their true goal, nobody knows the identities of their higher-ranking members... The only things that can be said with any certainty is that they do not have the best interest of humanity at heart, and that they possess technology FAR greater than anybody else in the world.


VALERIA

The original setting pitch contains basic information about Valeria that we will be expanding upon here, starting with the confederate government and moving on to the individual member-states.

Valeria is a confederation of eight member-states. Each member-state has its own defense force, judicial system, taxation, and more. However, Valeria is also an entity, and so it needs its own systems in place for when something affects all member-states collectively. To be fair, each member-state is given its own role in the federal system, though some would argue that some roles are more important than others.

COUNCIL OF STATES

The Council is as mentioned the ruling force of Valeria and its executive branch. They don't always meet in person, but rotate in which city-state they meet if the situation does call for it. The Council is made up of sixteen voting members, and headed by the Governor of Argon, who is a tie- breaking vote.

Its council is made up of:
Tie-breaker: Argonian Governor
Argon: Two senior councilmen from Argon's city council, chosen by the Governor
Zibell: The Minister of Human Services and their top aide serve directly on the council
Kuton: Two of the barons, chosen in Kuton by a vote amongst all the barons
Wald: The mayor of Hanson and the mayor of Marson
Schelfaren: Their governor and one representative from a university
Valrouis: Two representatives from the worker unions
Fidenae: One representative from Valeria Merchant Company and one representative from the Merchant Navy
Tevaneu: Two generals attending in rotation from among the generals in the army

ARGON

Argon is the name of both the central member-state and the largest city within said city-state. Argon sits along the Alba Ora near a number of key merges and splits in the river.

The city of Argon is the largest in Valeria. It's greatly urbanized and might even be mistaken for a modern city. Outside of the city are mostly areas clinging onto the city, sprawling residential towns for commute or factory towns for producing goods for the city. The city itself holds several important locations, such as the Canvas, an art museum boasting several of the world's finest pieces of art, or the world-famous Alba Ora Theater.

Argon's represented by a body of officials, most of whom are elected. The Governor is elected by the people for 10-year terms. The exception are the Argon City Council, who are appointed by the elected governor for the duration of the governor's term.

The Valerian Legislature meets in the city of Argon. The legislative branch is made up of eighty members, ten from each member-state.

ZIBELL

Zibell sits to the Northwest of Argon along a stretch of the Alba Ora that connects Argon to the western member-states. As such, most goods going to Argon or to any of the eastern member-states would flow through Zibell.

Zibell is home to the Ministry of Human Services, tasked with the health and safety of Valeria's citizens. Health services, inspections of goods, inspections of structures, and all sorts of regulations come from Zibell. This is an enormous financial strain, which Zibell took care of through merchant taxation of those bringing goods through. However, Zibell's fallen into a recession due to the recent canal infrastructure, meaning merchants could take a more direct route to their destinations.

The recent state of Zibell can be described as not great. Not only has the state fallen on hard times, but officials have turned to accepting bribes in order to make ends meet themselves.

Zibell's most noticeable feature is the large number of splits and merges of rivers within its territory. And in geographical area, its capital city of Marin is even larger than Argon, spread along the many riversides with large networks of bridges spanning the water. It would be far more impressive of a city if it was in good repair.

Zibell's government allows the Minister of Human Services a lot of sway in the member-state's politics, and has a mix of elected officials and those who serve in a House of Lords, descended from old nobility. Their Lords are only so in name, though, and don't have political power outside of the House, nor do they still possess much wealth. However, there are several who cling onto what power and wealth they can attain and try to bolster their importance, to varying degrees of success.

KUTON

Kuton is a vast farmland to the south of Zibell, the breadbox of Valeria. It's a land of plains and gently rolling hills, beautiful to look at and great for growing crops. Several rivers run through it, although none directly connect to the Alba Ora, meaning produce needs to make at least a portion of any trip from Kuton to the rest of Valeria by land or air.

In addition to its farmlands, Kuton is home to a surprisingly large population, descended from communities of elementalists who took care of the land. This allows Kuton to be an economic powerhouse in its own right, finding incredible success in agriculture.

At the top of Kuton are the Barons of Kuton. They consider themselves nobles, descended from the first landowners claiming stakes in the land that had been managed by elementalists. Only four main houses of Barons are left. Although they had been the original landowners, modernization meant that most citizens eventually wound up with some land, many founding farms of their own. However, due to orbments and agricultural science, the current Barons are finding it easier to manage even more sprawling farms, and they are finding reasons to kick out the smaller landowners and swallow up their farms.

Kuton's capital is Orwell, a middling city serving mostly as a center of distribution for the goods coming from Kuton. A large mansion, home to one of the barons, dominates the landscape as it sits on a large hill overlooking the rest of the city. The courthouses of Orwell are much more subdued, but see high traffic.

The judicial system of Valeria is run through Kuton, where federal crimes are judged, as well as disputes on a member-state's laws. Because the barons pick these judges, it's impossible to fight back against them legally.

WALD

Wald is a mountainous state on the northernmost part of Valeria. The high mountains there separate Valeria from Saint Auria. Wald contains two major cities, each one considered a capital city, Hanson and Marson. The mountainous terrain separates the two cities, but a project is underway to make a tunnel connecting the two. Although water flows down from these mountains, it can't be used for proper boat transport, as it also includes numerous waterfalls. The waterfalls make good tourist spots though.

Hanson is the home of the Cathedral of St. Astra, the largest religious site in Valeria and home to the High Priestess, the highest member of the clergy in Valeria. It's the destination of many pilgrimages for those within the confederation. The buildings in Hanson are often extremely ornate, trying to match the opulence and splendor of its star cathedral. It also boasts a number of hot springs, helping draw in even more tourism.

Marson is the home of the most well-preserved ruins of the ancient Valerian civilization. Although the city sprung up to support the researchers there, and it still does, it's grown to a hub in its own right. In contrast to Hanson, Marson is extremely utilitarian, many buildings actually carved into the mountainside. The ruins of Marson are well-known for changing its internal layout through some unknown means, meaning it cannot be mapped and there's always the chance of new discovery.

Wald doesn't have a centralized government structure, instead allowing Hanson and Marson to run the affairs of the state. The two cities jointly decide on laws and such within the state. Wald also doesn't actually have a governmental role in Valeria, it having been decided that the church wields enough power on its own.

SCHELFAREN

Schelfaren is a state at the foot of the Wald mountains to the south of Wald, mostly surrounding it from all southern sides. It used to be famous for its mining, and still is to a degree, but after the Orbal Revolution it serves primarily as a hub of technology and academia. The mines provide the raw materials needed for all of its orbments and orbal research, meaning it doesn't need to import from elsewhere.

Schelfaren is doing extremely well, its economy boosted by holding two of the three largest companies in the nation - the Himmel Company, an orbal airship manufacturer and airship lending service, and Eden Industries, the world's largest orbal researcher and manufacturer. Because of these reasons, Schelfaren's relationship with Fidenae is deteriorating.

Schelfaren citizens take great pride in being a state that rose from humble beginnings and turned into a superpower. Their Duke, too, takes pride in this. Schelfaren had in the distant past been managed by Kuton, and its ruler was a minor family sent from there to get out of the Kuton barons' hair. Now the Duke rules over a territory that can go toe to toe with, or even overtake, Kuton.

Schelfaren's capital city is Sindris, the industrial metropolis, a city that's experience relatively recent expansive growth. It sits near the base of the mountains and is the home to Eden Industries, with Himmel Company operating just outside the city. It hosts a number of colleges and universities, several focusing exclusively on orbal mechanics.

The Duke is responsible for governing Schelfaren, and Schelfaren is also home to the Ministry of Orbal Sciences.

VALROUIS

A heavily forested region in the far northeastern edge of Valeria. It was the backbone of construction in Valeria due to its forestry industry and carpenters. Historically, it is the member-state that originally proposed forming a confederacy to combat the dual threats of Weslan from without and a surge in strange monsters from within. Currently, it's the main provider of workers and planning for the Valerian Canal Project, connecting the member-states of Valeria with artificial canals that can bolster trade.

Valrouis has two main things its citizens enjoy bragging about: the strength and skill of its workers, and its role as an equal power to the other member-states thanks only to its reasonable thinking and workers.

Valrouis has no capital city, instead forming a council of the mayors and elders of small towns to form its central government. The local worker unions also take a role in governance. The Ministry of Industry is also situated in Valrouis.

Valrouis is also the seat of elementalism within Valeria. Aidios has much less sway there than in other states, although the worshipers it does have often practice it alongside elementalism.

FIDENAE

Situated on the Fidenae Peninsula on the eastern coast of Valeria, Fidenae has a large number of beaches. Almost all branches of the Olba Ora let out into the ocean in Fidenae, giving it unparalleled access to the rivers as well as the sea. The northern portion of Fidenae has a lot of cliffs and rocky coastline as well.

Its capital city is the harbor city, Goldhafen. Its harbor is massive, allowing ships from all over the world to dock there and share their goods. It's a well-maintained and very pretty city to look at, though its most prominent feature aside the harbor are the many branches and buildings of the Valeria Merchant Company throughout the city, each one lined with actual gold trimming.

Fort Aurora is also situated in Fidenae, north of Goldhafen. It's a large military fort meant to repel invasion from the sea, and the home to the majority of the Valerian Merchant Navy. The Merchant Navy is under the control of Fidenae.

Off the coast of Fidenae and under its jurisdiction is a small island hosting the city of Solena, a tropical vacation hotspot and center for tourism. Solena used to have a large elementalism culture centered around its single volcano, but that was before it was developed into an entertainment and vacationing city.

Fidenae itself is governed by a merchant council. The Valeria Merchant Company sits at the head of this council, making it the de facto ruler of Fidenae.

TEVANEU

Tevaneu is the largest state of Valeria by area, stretching across the entire south-western border. It's mostly made up of plains, its northern side containing a good number of rivers. Those rivers don't flow much to the south, except for a single large river conecting Tevaneu and Weslan.

Historically, Tevaneu used to be a part of Weslan, before declaring independance, then allying itself with the nations that would end up becoming the states of Valeria. Weslan has never accepted this, constantly threatening to take back what they believe is rightfully theirs.

Because of this, Tevaneu shares a lot of culture with Weslan. Their military mindset served them well in holding off Weslan, and also led to them managing Valeria's armed forces. However, military might isn't their only cultural legacy - the people of Tevaneu are also traditionally animal herders. They raise horses for war, various animals for meat, and sheep for wool. Equestrianship, textiles, and food are all cultural exports and things that Valerians can respect Tevaneu for.

However, the state's history is still a sore point for many. Some Valerians don't quite accept Tevaneu, sharing so much culture with Weslan. And this becomes a sore point for Tevaneu citizens as well.

Tevaneu's capital city is Genai, the military city. It's a sprawling city that houses a number of military bases and training camps, located to the northern side of Tevaneu close to Argon, giving it access to the river system of Valeria. Tevaneu is also home to a bustling textile industry. It doesn't have much in the form of entertainment though, only a huge number of bars, taverns, and distilleries.

Tevaneu is ruled by the military's Brigadier General, though they often appoint civilian heads of state to do the governance in their stead. But the final word always comes from the Brigadier General.


NEIGHBORS

WESLAN

Weslan lies to the southwest of Valeria, bordering Tevaneu mostly, although touching on a bit of Fidenae along the coast. They are a warlike culture, with a focus on strength of both personal and national variety. They're traditionally expansionists, but a great deal of their focus has been on Tevaneu, which was once a part of Weslan and whose independence is not accepted even now.

Weslan has very rocky terrain, terrible for farming but rich in mineral resources. Its southern and western sides contain large deserts as well. Their resources allow them to develop weapons easily, and their weapons manufacturing industry is second to none. However, while they have the resources to produce a large quantity of weapons, their research and development is far behind that of other nations, meaning they seem to be several steps behind the technological revolution, but able to produce their somewhat less efficient weapons and tools of war in great number.

A great number of martial schools and disciplines originate in Weslan, some being traditionally Weslan and some being adapted from other fighting styles. One thing most of them have in common, though, is brutal efficiency. With the advent of guns and modern warfare, however, many soldiers have embraced using dangerous weapons over practicing their martial arts. There's a rather explosive divide between those embracing practicality over personal training.

Currently, Weslan is in the middle of a civil war after the assassination of their former leader.

MYSTOLIA

The Kingdom of Mystolia lies to the west and northwest of Valeria, bordering Zibell, Kuton, and a small bit of Tevaneu. Mystolia is a monarchy that can trace its royal line all the way back to the Great Collapse, or so they claim. It's well known for its knights, the greatest order of which are the Schildritter, dedicated to protecting people all over the world.

As it sounds, Mystolia has a large cultural emphasis on honor and chivalry. This is actually codified, emphasizing responsibility to both the people under you and to the masters over you.

Despite the almost medieval sound of the country, it is actually very technologically advanced, having embraced the Orbal Revolution very quickly. Their largest orbal company is nationalized, giving the country's infrastructure and military direct access to the latest technologies as they're developed.

Mystolia doesn't allow Bracers to open any branches within its borders, but does allow them to travel through its borders, and even occasionally assist their knights in the situation warrants it. Jaeger activity, however, is directly outlawed.

SAINT AURIA

The seat of the Septian Church and a theocracy, it and the church are ruled over by the Pope in place of the goddess Aidios. Saint Auria is a very unified country thanks to its shared religion and devotion. It rests to the north of Valeria, sharing a border with Wald and Valrouis.

It's a mountainous country, but also lush with greenery despite that. Its largest cities rest in valleys, though several cling to the mountains where they can. Naturally, most cities are home to massive churches. Besides that, Saint Auria traditionally raises several varieties of animals, such as sheep and goats. Despite being in the mountains, it doesn't have good mineral deposits, so Saint Auria relies a lot on imports for its needs.

Since Saint Auria and the Septian Church are linked, part of the money the church makes goes towards keeping the country running, and it doesn't often have problems with its economy.

Of particular note in Saint Auria is the Septian Vault, a large vault far underneath the mountains that holds the most dangerous ancient artifacts. Extremely few people have ever seen the inside of the vault.
lesyay: (a kiss from a duck)
Welcome to Valeria, a confederation of eight states brought together through alliances and shared history. They have a robust history of trade and mutual protection. The confederation is abundant with rivers, the largest of which is the Alba Ora, which splits and merges numerous times to create an interwoven system connecting each of the eight states together.
Since the Orbal Revolution took off, though, the people have been rapidly expanding into orbal technology, as well as using this new technology to construct massive canals to further connect the various states.

The eight states are:

Argon: Dominated by the city of Argon, the largest city of Valeria and the seat of its federal legislature. Argon also has the majority of the confederacy's foreign embassies, and as such it's considered the de-facto capital... at least by other countries, and by Argonians, but not by other members of the confederacy.
Zibell: Upriver from Argon, Zibell hosts a massive riverine city of its own. It owes its existence to river trade and merchant taxes. However, the recent canal projects have created more direct routes of marine trade, allowing people to bypass Zibell and forcing the city and state into a recession.
Kuton: A farming district rich in resources and surprisingly high population. The landowners of Kuton became monetary giants because of this. With their wealth and abundance of population, Kuton was chosen as the seat of Valeria's federal judicial system. But thanks to the Orbal Revolution, the landowners are making their farmlands more and more efficient, allowing them to displace people as they expand their domains.
Wald: A mountainous and less-populated state, Wald nevertheless remains an important cultural site for Valeria. It hosts the seat of Valeria's Septian Church, making it a site of religious importance and pilgrimage. Wald hosts two fairly prominent areas, and is currently in the middle of a project to construct a tunnel through the mountains to connect them.
Schelfaren: The state that was at the heart of Valeria's Orbal Revolution, it now boasts a number of colleges and universities, as well as being the seat of the most powerful orbal technology companies on the continent. Originally it held a number of mining towns, being situated at the foot of the mountains near Wald. It has a number of ministry seats in Valeria due to its former status as a production state and current status as an academic state.
Valrouis: Although situated in the most remote corner of Valeria, it was instrumental in forming the original confederacy. It hosts a large number of forests, forming the backbone of construction in Valeria. More recently, it's been heavily involved in the construction of the new canals all across Valeria. Its workers are a hardy bunch who brag of their strength and deeds.
Fidenae: A state situated on the Fidenae Peninsula, containing almost 3/4s of the confederacy's coastline. It hosts the Valeria Merchant Company, the largest merchant company in the confederacy, as well as the federal Merchant Navy, a naval power rivaling the largest of the more warlike countries.
Tevaneu: A large state bordering Weslan to the south-west, they share part of their language and culture with the warlike country. As a territory, they are fiercely independent, and cooperate with the rest of Valeria out of mutual aid. They form the backbone of Valeria's infantry military, as well as hosting the largest and most successful training halls for various forms of combat.

As various factions withing Valeria, both nationalistic and secessionary, come to a head, the various nations around Valeria begin to move. Weslan to the south-west is in the middle of its own civil war, but has often come into conflict with Tevaneu. Mystolia is a nation steeped in its own culture sharing a north-western border with Valeria - nobility and honor are a big deal in Mystolia, and their alliance with Valeria might only last as long as they believe Valeria holds it as well. And to the north, Saint Arche, the largest seat of religious power on the continent.

And that's not to mention the forces stirring in the shadows...


For further setting information, check out this setting post.




TRAILS OF VALOR will be a large tabletop game about the fate of Valeria, a country set in a world inspired by the Trails series of JRPGs. Naturally, the system will be Valor.

What you can expect:
-Lots of interconnecting plotlines
-Political intrigue
-Fighting monsters
-Good, evil, and every motivation in between
-Shadowy organizations behind world-spanning conspiracies
-Dumb shounen moments too

I'll be recruiting 5-6 players to run 2 characters each, one "main" character (most likely an anime teen or young adult, who still has a lot of growing to do) and one "side" character (more powerful, probably a relatively older character.) The main and side parties will start off operating separately, but eventually be mixed up as plot allows and requires.

Interested? Sign up!!! Game won't be for a long while (not until I finish running Soleil, which has over a year left, minimum.) But with the amount of plotting and planning, signing up early is the only way I can get everything done.

1. What name/alias do you go by?
2. What's your plurk username?
(Or other social media contact.)
3. Character concept? At least for the main character.
4. Anything you want to see in game?
5. What kind of group would you prefer for the main cast?
In other words, do you want to be Bracers? A special unit of Valeria? A military school class? Something else?
6. Link your favorite AMV!

lesyay: (*ahirue 2)
Looking for a tabletop featuring people that change gender, turn into animals, suffer from madcap magical items gone bad, and engage in all sorts of zany martial arts battles? Then look no further!

Based on Ranma ½, played in FATE Accelerated, I bring you Half-Plus (½+).

The basic premise: in modern Japan, teenage martial artists begin to explore the meaning of their own lives as they face curses, magic, martial arts rivals, sudden engagements, and more. Wuxia and martial arts tropes abound, magic makes its presence more and more known, and several people can turn into animals or change gender often against their will.

The inter-character drama is just as important, if not more important, than the martial arts fights. EXPECT DAYTIME SOAP OPERA LEVELS OF INTERCONNECTED LUNACY.

It's also going to be generally encouraged to explore character identities, whether its gender or sexuality or just what it means to be yourself.

This is an interest check and brainstorming plurk. We're still looking at a year out, or thereabouts.

Q&A TIME

Q: FATE Accelerated? I thought you were looking at a bunch of other systems!
A: I did, and I couldn't find anything to make battles as snappy as I'd like, or could handle out-of-battle scenes very well at all. That said, using FATE Accelerated isn't set in stone, if you have a suggestion for a better system let me know.

Q: I don't know anything about Ranma!?
A: That's not really a question! But that's fine. Just know that it can bounce between emotional and comedic, but often swings more comedic than not. And while the original touches on real issues surrounding gender or similar, the fandom tends to go a lot deeper into that sort of thing, and I do want to bring that to the tabletop scene.

Q: I don't know anything about FATE Accelerated!
A: Not even a question mark this time...? Well, it's fine. I (and likely some fellow players) can help you through it. And an advantage of FATE Accelerated is that it's a pretty simple system, too.

Q: Should I comment to this post with something to show my interest?
A: Heck yeah dude/dudette/nondude! I got a form and everything!


1. What name/alias do you go by?
2. What's your plurk username? (Or other social media contact.)
3. Character concept?
4. Anything you want to see in game?
5. Projected availability for Spring/Summer 2022?
6. Link your favorite nostalgic anime op/ed!


lesyay: (*bernkadelta3)
IT'S THAT TIME AGAIN... TIME TO RECRUIT PEOPLE FOR A TABLETOP!

Do you like over-the-top antics done by demons who are trying really hard to be evil and usually failing? Great! Strap right in, it's time for... DISGAEA VALOR.... 2!!

The pitch; the Netherworlds have long been connected through the NetheRail System, trains shooting through the space in between worlds to connect demons together in disharmony. When the legendary train, the Nether Express 666, is found abandoned in a train graveyard, a new crew of demons will set out aboard the rails to right wrongs, or do wrongs, or just wrong wrongs!! What you do from there is up to you!

This is a interest pitch slash recruitment post. A start date is looking almost a year out so this is just to get you ready, gauge interest, and shoot around character ideas.


Q & A !!

Q: Can we only play demons?
A: I'm down for running whatever tbh. Demon, human, prinny, angel; we can figure out whatever you want to do. That said, the cast shouldn't be ALL non-demons.

Q: Since this has a multi-netherworld setup, can I play an Overlord?
A: Yes. You'll need to think of a reason you're level 1 at the start though.

Q: I don't know anything about Disgaea!
A: That's not a question. But there are probably some setting conceits and tonal issues you'll run into without at least some familiarity. Go watch some cutscene videos and come back.

Q: I've never played Valor, which you didn't mention you're running the game in but I kind of figured?
A: You just added a question mark to make it a question!!! Anyway, that's fine. The original Disgaea Valor had some people new to the system, too. We'll help you through character creation and play when it comes time for that.

Q: What should I comment with?
A: Fill out the handy following form!


1. What name/alias do you go by?
2. What's your plurk username?
3. Character concept?
4. Anything you want to see in the game?
5. Gimme a funny meme.

lesyay: (*ahirue 2)
Do you wish to cast off your fate?

Do you believe that a new path can be opened?

Attend the Moonlight Waltz in the Académie de Soleil et de Danse courtyard at midnight.

As the planet turns, the moon and sun watch overhead. Do not neglect this chance, lest you be eclipsed.





Académie de Soleil et de Danse is the premier dance school of Paris, France, hosting students from around the world. Graduates become ballerinas, choreographers, and dancers that lead the world through their movements.

CASTOR.
But all is not as it seems. You're all students of the Moon Class, right? Tough break.



POLLUX.
The Moon Class has to compete with each other. Every student is a rival. To fail is to be expelled.




CASTOR.
But hey! Maybe this whole Moonlight Waltz thing is just what you need. If you cast off your fate, maybe you can move on up to the Sun Class, right?


POLLUX.
You will have to compete for this chance as well. A series of duels... that is what the Moonlight Waltz is.




CASTOR.
Nothing in life is ever free, huh? Still, it has to be better than the life you live now... right?





CASTOR + POLLUX.

Come. Let us open the doors to defy fate together.





Académie de Soleil et de Danse is an original setting based on anime series like Revolutionary Girl Utena, Revue Starlight, and Princess Tutu. The game will be run in the tabletop system Valor, and be run over text using the online system/website roll20.

This is an interest and vague planning post, as we're looking at a start date in 2020 (barring one of my current games ending prematurely.) I'll ask for availability and finalize a player list once we approach that time.

Go ahead and comment if you're interested, and start workshopping a character concept if you'd like.

QUESTIONS

Q. Is the school co-ed?
A. Académie de Soleil et de Danse accepts students of any gender. Some traditional dances specify routines for men or women, but modern teachers will allow students of any gender to perform even those.

Q. How will duels be conducted?
A. Under the open night sky in the school courtyard. The duelists will be divided into pairs, each pair representing one of the eight planets. Students will also get a full transformation sequence, spiffy outfit, and cool weapons - whether these actually exist or is some sort of metaphor is uncertain.

Q. What about powers?
A. Characters, normally, have no powers. In the context of a duel, students may gain abilities that are outside the realm of normal physics, brought forth by their movements and hearts.

Q. Who are Castor and Pollux?
A. They are the judges, referees, and observers.

Q. Can I ask more questions?
A. Go right ahead and ask in ur comment.

OC List

Feb. 25th, 2018 08:25 pm
lesyay: (Default)
🢒🢒 Ember Resuine

A closeted trans girl irl, Ember is trapped in an MMO as her cute alchemist character. She specializes in item creation, but her real hobby is fashion and dressing her new body up in as many cute clothes as possible. She's mostly laid-back, tired, and sarcastic, but it's hiding a lot of inner turmoil.
🢒🢒 Ashlyn Silvermane

A teenage superhero in the Valor Corps. She's saved the world several times... and all without superpowers. She's an inventor, of absurd level, specializing in robotics. Also trans, lesbian, and dating a robot.
🢒🢒 Kali Flower

A witch. She used to have a demon god sealed inside of her, but she got out and then Kali killed her. Impulsive, powerful, and lowkey villainous, but mostly good nowadays. Also super gay and trans.
🢒🢒 Signe Vågsnes

A barista in the local college coffeehouse in Arendal, Norway. Also dead. She's an einherjar, tasked with guiding the souls of the dead and beating down the souls of those too far gone. Generally, she's a mess. A huge mess. A huge gay mess.
🢒🢒 Isette of Khia

A scholar and head of the Ancient History department at the Arcane Academy of Khia. Generally looked down upon for taking a purely academic pursuit instead of furthering actual magical research. She's frugal to a fault, but very studious and curious by nature. A true academic - if a poor one.
🢒🢒 Toyo Seiryu

The daughter of the Aegis Academy's head, Toyo has a huge burden. Despite being the strongest fighter to come out of Aegis Academy, with dragon-like abilities, she is actually super lazy and selfish. But she puts on the facade of the perfect student and fighter to keep her mother happy.
🢒🢒 Emiko Yubari

Judgement arcana. A figure skater fallen from grace after an injury robbed her of her career. She's driven and ambitious, but doesn't have any current ambition without figure skating, and that scares her. She cares for her friends but can be mean to others. Basically a Slytherin, but with a persona.
🢒🢒 Adelaide "Ada" Poulos

A harpy. She's attending a human college and spends most of her spare time trying to find a high vantage point and then drinking local beer from microbreweries. Tends to be a huge enabler of dumb, off-the-cuff ideas. A slacker when it comes to work but not when it comes to play.
🢒🢒 Valrissa "Val"

An elf girl stuck in human lands after her family was killed. She was a petty thief until she wound up a wizard's apprentice. A good rogue but shitty wizard. Thanks to elf genetics, she looks 12 despite being 15. Sneaky, tricky, and troublesome, but mostly she just wants to survive.
🢒🢒 Zara

In the cyberpunk future, Zara ran away from a public security corporation to escape corruption. She's a forensics scientist so she put her skills to use in a detective agency. In general, Zara is the businesslike and serious half of the agency, but one with a drive for real justice.
🢒🢒 Leiko Hanohano | Cure Justice

A native-Hawaiian punk middle schooler turned magical girl. Leiko is a lot of trouble in a pint-sized package. She is boisterous, loud, somewhat violent, and intimidating. Her heart does burn with justice, though. And gay.
🢒🢒 Ritsu Akai/Chishio

Ritsu is a child mercenary with a ninja bloodline ability. Raised to be afraid of failure and being abandoned, Ritsu works hard and became the perfect soldier, at the expense of any and all social skills. She's a bundle of nerves hidden under bloodlust hidden under military precision.
🢒🢒 Model 4X#-Mobile Artillery

Maxima is a robot designed with a chi engine by the Cross Kingdom, who lack chi. Embarrassingly naive about the world and humans, programmed by a complete nerd, and sincere to a fault, Maxima still tries her very hardest to fit in, make friends, learn things, and smash bad guys.
🢒🢒 Hon'oka Kumotta

A book lover and apprentice calligrapher from the human village in Gensokyo. Hon'oka's pure nerdery allows her to cast magic with ordinary books. She loves books, friendship, and cute girls, in that order. She fully embraces the idea that defeat = friendship. Just don't insult books around her.
🢒🢒 Farron Al-Beyer

At Estrella Academy, Farron was the strongest, winning the Seven Sisters Tournament. She was a natural talent and a hard-worker. She wanted to see her underclassmen improve, too. Despite a very casual and laidback demeanor, she worked very hard, earning respect. Until...
🢒🢒 Restille Alleluia & Allione

Farron Al-Beyer was sealed in a jitte. The process usually erased memories, but it was half-botched, leaving her with a number of half-memories. With her new powers of necromancy, she assumed control of a dead girl's body and stole her identity, living as Restille Alleluia. As Restille, she fades into the background, but she's motivated to find the Truth.
🢒🢒 Madeline "Maddie" Curie

A girl born blind. Her mother left, her father ignored her, and Maddie learned to care for herself. At least until her animal companion. With her cute eldricht abomination, Maddie harnesses powers from beyond human reckoning. Despite everything, she is upbeat and vocal. She loves broadcasting and audio dramas.
🢒🢒 Rose

An "immortal" who can gamble with other immortals for years of life. Rose lived for centuries in the unaging body of a child, using it to trick others into lowering their guard. She takes on a variety of fake roles when the need arises. In private, she tends to be vocal in her complaints, but tries to live life to the fullest because you never know when you'll die.
🢒🢒 Reyn "the Winter Tyrant"

A final boss and world conqueror until a group of heroes sealed her powers and put a magical gaes on her that forced her to do good deeds. After many adventures, her stances softened, and she began to do good out of her own free will. Still serious and making a lot of empty evil threats.
🢒🢒 Elise D. Page

A former noble who turned to piracy. Elise takes the idea that pirates are free to do whatever they wish, including doing good. At heart, she is a huge nerd and an academic, nerding out over ancient civilizations and pirates. She's naive and friendly to a fault, but remains so against adversity.
🢒🢒 Dhania

A celebrity chef with restaurants in multiple planetary systems. After a run-in with the mob, she underwent gender reassignment, a taboo in her culture that deems any body modification as unacceptable, and took on a new identity. Then she found the sleaziest spaceship she could find and went to work as their chef. Now a member of a closeknit crew taking on disreputable, questionable jobs.
code by cawaii
lesyay: (Default)


thread with me thread with me

these my OCs. from left to right we got:

Ember Resuine - Level 60 alchemist/mechanist currently trapped in the VRMMO Infinity Frontier. Originally a closeted trans girl, she's now more or less embraced life as a girl even if it's trapped inside of a video game. She had the original idea for the guild she's in but has no actual position in it, aside from an unofficial "guild crafter" title. A budding fashionista who prefers coordinating outfits over actually playing the game.

Isette of Khia - Light mage and only researcher of Ancient History at the Academy of Arcane Studies. She has a yearly budget of two gold pieces, so she's learned to skimp and save every copper she can. She discovered a boy from another world and uses him to push for further funding, as any good researcher would.

Toyo Seiryu - Daughter of the headmaster of Aegis Academy, the world's premier school for children with symbiotes that give them amazing powers. Toyo's been trained from day one to be the best, brightest, and strongest. Her symbiote gives her draconic powers - invulnerable scales, claws, and super-strength along her arms, as well as fire breath and draconic eyes. As the strongest student in the school, she earned the place of student council president. But that impaired her actual goal of slacking off and sleeping as much as possible, so she arranged to lose a fight and her position to a freshman.

Saellia Serenity Snowdrop Etain - Sae for short. Sae was the younger princess and black sheep of the Etain royal family. Since her sister was the chosen magical girl of their kingdom and Sae was Sae, she was neglected and forgotten... right up until her older sister sacrificed her life for the rest of the magical girl team, so Sae was forced to take her role in order to ensure that sacrifice wasn't in vain. Sae is a short-tempered tomboy with a violent streak, but a lot of her bad attitude is to hide the stress she's under and the emotional trauma of her unbringing.

Beatrice Bailey Belladonna Etain - Bea for short. Sae's older sister, a perfect girl in every sense. A perfect friend and confidant, a perfect princess, a perfect magical girl. She was well-loved and well-respected by everybody up until she gave her life. Except she didn't die, she was captured and brainwashed. Now she only does the bidding of the evil kingdom that took her.
lesyay: (*trupearl 1)
How much do you like transforming weapons, cool powers, and combat-based schools?

If the answer is "a whole bunch" then you probably want to play in VALR, a tabletop campaign based on RWBY.


SYSTEM

VALR will be played in, wait for it... Valor. The Valor roleplaying system is perfect for capturing the anime-esque, high-paced combat of RWBY. It's a little numbers, a lot of character building, and encourages good roleplaying. A pdf will be provided if you don't already have a copy of the book.


OVERVIEW

VALR will run with four players (it's kind of the thing in canon), playing four future hunters and huntresses as they hone their skills and face off against increasing threats from both the monsters that roam the world and from other people.

Start date will be once Chrono Valor finished (some time in 2018), days based on the availability of those involved and my other commitments. (Mondays could replace Chrono Valor directly, but I'm open to other days if the other games I'm in are finished by then.)


RECRUITMENT QUESTIONNAIRE

Because I like these

1. What name/alias do you go by?
2. What's your plurk username?
3. What days/hours are you available? Which do you prefer?
4. Character concept?
5. Anything you want to see in the game?
6. Gimme a picture of a cool weapon.

lesyay: (human form is good too)
Behold the power of my stand, 「FUN AND GAMES」!!!

Do you like JoJo's? If not, do you like over-the-top ham combined with sick action, horrific villains, and cool powers? (Then you like JoJo's.)

Do you want to play in a JoJo's-based tabletop?


SYSTEM

The game will run through three campaigns (!) run in the Night's Black Agents, FATE, and Valor systems. Previous system knowledge not needed, and PDFs will be provided for those that need them.


OVERVIEW

I'm looking for 3-4 more players (the other GMs are already in, this'll lead to a 5-6 man party) for a campaign based on JoJo's Bizarre Adventure. The first campaign (the one I will run) will be run by me in the Night's Black Agents system, and involve a continent-spanning adventure hunting down ancient vampires throughout Europe in the wake of World War II. Expect punching Nazis, learning mystic martial arts, and facing down vampires. Then I'll hand the campaign off to a new GM, we'll roll up new characters in a new system, and the adventure continues.

This game will most likely run on Sunday afternoons starting in mid-2018. (Yes I know this is early, shut up.)


RECRUITMENT QUESTIONNAIRE


1. What name/alias do you go by?
2. What's your plurk username?
3. Are you available on Sundays? What time? If you're not available Sundays but you're interested, let us know when you are available, Just In Case.
4. Character concept for 1940's vampire hunting shenanigans?
5. Anything you want to see in the game?
6. A picture that sums up what JoJo's means to you.


lesyay: (Default)
Gallant knights, sophisticated robots, tribal cavemen, and ferocious monsters.

What do they all have in common? They can all come together in Chrono Valor, a tabletop about adventure and saving the world all throughout time!

Based vaguely on Chrono Trigger (and less-so Chrono Cross), expect fierce battles and time traveling shenanigans!


SYSTEM

Chrono Valor will be run in the Valor roleplay system. It's grid based combat with flexible character creation, focusing on anime style combat and rewarding good roleplaying. A pdf will be provided for purposes of playing the game if you don't have the system (you should buy it though it's great.)


OVERVIEW

I'll be looking for five players to play as heroes drawn into a conflict across time, in an attempt to save the world!

Start time tbd, and depending on the availability of those involved. I have a lot of games on my plate atm, so if the only available day is during one of those games, this will be held off until that game is complete.


RECRUITMENT QUESTIONNAIRE

Fill this out losers

1. What name/alias do you go by?
2. What's your plurk username?
3. What days/hours are you available? Which do you prefer?
4. Character concept? Feel free to brainstorm here, too.
5. Anything you want to see in the game? Any plots, particular time periods, setting stuff? (This'll help me plan stuff once I get the game rolling.)
6. A picture to cheer us all up from the election result.

lesyay: (Default)
There once was a man named Gold Roger, whose infamy earned him the title of Pirate King. He lived the ideal life of a pirate, right up until his execution. Even there, he smiled. "The Age of Pirates is just beginning. One Piece awaits at the end of the Grand Line, and whoever finds it will find everything the world has to offer."

It's truly the golden age of piracy now, as his words inspired countless pirates to take to the seas in search of fame, wealth, and power.

This is Gold Roger's legacy. Where do you fit in?


SYSTEM

One Piece Valor will be run in the Valor roleplay system. It's grid based combat with flexible character creation, focusing on anime style combat and rewarding good roleplaying. A pdf will be provided for purposes of playing the game if you don't have the system (you should buy it though it's great.)


OVERVIEW

I'll be looking for five players to play as good natured pirates, seeking adventures on the high seas. Expect lots of action and copious amounts of personal drama.

Times I'm looking at (all EST):
Tuesday, after 6
Wednesday, after 6
Friday, after 5
Sunday, before 7


RECRUITMENT QUESTIONNAIRE

Fill this out losers

1. What name/alias do you go by?
2. What's your plurk username!
3. What days/hours are you available? Which do you prefer?
4. How canon familiar are you?
5. Character concept? Feel free to brainstorm here, too.
6. Anything you want to see in the game? (This'll help me plan stuff once I get the game rolling.)
7. What's your favorite anime opening?
lesyay: (*bernkadelta 2)
Q: What's all this about?
A: This is an interest and recruitment post for Disgaea Valor, a game that, as it sounds, is a Disgaea game run in the tabletop system Valor.

Q: What's Valor?
A: A system that uses grid-based combat and emphasized character customization, flexibility, and rewards you for being ridiculous or over the top - perfect for Disgaea, in other words. (If you don't have a copy, you can be provided a PDF once the game starts, as long as you don't share it or use it outside of this game.)

Q: And how is it going to be run? Like, how will we be playing this?
A: In Roll20, an online client for tabletop games. Free to signup and works like a charm - I've been using it to play tabletops for a while now, and I ran my last game in it.

Q: When are you planning on starting?
A: Once my current tabletop ends. I have a little over a month's worth of content left. But I want time to get planning on this game, so thus!

Q: What can you tell me about your planned Disgaea Valor?
A: I'll be aiming for the same feel and tone as the games. The characters will all start off as low-level demons (or whatever, there's always room for humans, prinnies, angels, and other races in Disgaea games) and work their way up to ridiculous powers. (You won't actually be reaching 9999 in system, but you might in character.)

Since every Disgaea takes place in separate Netherworlds anyway, so will this one. Brand new Netherworld, brand new characters.

Q: I don't actually know anything about Disgaea. Tell me about it!
A: Disgaea is a tactical-RPG franchise heavily inspired by anime. Every game takes place in a Netherworld where demons live under the rule of an Overlord, generally the most powerful demon in that Netherworld. Angels exist in a place called Celestia, and humans usually make appearances, whether they be from a fantasy world or modern Earth, although most of the time the focus is on the demons. And although demons have a skewed sense of morality, the good guys of the games aren't out-and-out evil so much as good-masquerading-as-evil.


RECRUITMENT QUESTIONNAIRE

Fill this out losers

1. What name/alias do you go by?
2. What's your plurk username!
3. What days/hours are you available? (Keep in mind this will be starting in January.)
4. How canon familiar are you?
5. Character concept? Feel free to brainstorm here, too.
6. Anything you want to see in the game? (This'll help me plan stuff once I get the game rolling.)
7. What present do you want for your winter holiday of choice this year?
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