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Gaian Adventures

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rustythebrave
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rustythebrave
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Gaian Adventures Empty Gaian Adventures

Sun Dec 10, 2023 5:47 pm
World Setting information:
Preface: this setting has no humans, and no primates. While many political structures and cultural groups are similar to Earth, many others are vastly different.

Era: The campaign starts in the year 32687 AM (After Magic) which, in human terms, is roughly culturally equivalent to 2010 Earth.

Magic and Technology: Magic in the modern era is exceptionally common. In industrialized nations, it's taught in primary and secondary schools, and knowledge of combat spells is more regulated than firearm ownership (after all, a bullet is less of a threat compared with being turned inside-out). Most people use it for daily life, since it can be used to clean things and people, light small fires, repel vermin, and even access some conveniences like enchanted elevators. It's present in architecture, public works, warfare, basically every aspect of Gaian life. 80% of Gaians have magic, and those that don't are usually pitied. It is not yet well understood, but inbreeding reduces the odds of magic usage, for reasons unknown to modern researchers. Magic items replace or supplement technology in most cases, so while someone might still have a smartphone in the current era, the pure technology level is stuck about twenty years earlier. Magic items defy physics, and produce wonders (instantaneous communication, impossibly powerful computers, phones made of nothing but etched glass and wire), but they're usually quite expensive, as each one has to be hand-made by an expert. Bridging the gap between magic and technology is the relatively recent art of hybrid devices, which are technological devices driven by magic, which are, peculiarly, even more expensive.

Natural Magic: Due to the prevalence of naturally-occurring magic, Gaians do not bury their dead almost universally. Cremation is the norm, to prevent the corpses from getting back up and trying to eat literally everything at best, or actively trying to slay the living at worst. Naturally-occurring magic also leads to natural wonders like magic springs, floating rocks, and incredible shimmering natural illusions. Exceptionally powerful natural magic tends to have an adverse effect on Gaians however, as the raw mana will slowly overload the senses, until the afflicted is simultaneously so overstimulated they can't tell what's real, and so euphoric they don't care. Natural magic sites also quickly become a home for magical creatures and plants, who rely on the site's natural mana, which can be a hazard for local Gaians, although certain magical creatures and plants can be used in the creation of magic items, or be consumed to produce magical effects. Sometimes long-term magical sites can be mined for valuable magical minerals, although it's unclear which came first: the minerals, or the magic site.

The Internet/Maginet: Since technological progress is held back by the influence of magic, the Internet is trapped in the era of dialup. Owners of magic computers (MagiComs) have access to a truly instantaneous network (the Maginet), but it's peer-to-peer only as it functions by way of directly connecting one MagiCom to another. While the Internet is easily searchible because of centralized DNS servers and the like, the Maginet is more occulted, as it lacks the flexibility of the Internet. Hybrid solutions are being worked on, but currently there's only the unsteady compromise of having a computer that can access both networks.

Legally speaking, magic is more or less regulated depending on where you are, with some countries only banning the worst of magical excesses (wide-spread damage spells, magical poisons, etc), while others only permit everyday magic, and anything else is in the hands of the government. There are international agreements regulating the uses of certain kinds of magic, as well as local laws.

Mechanically, magic is the science of redirecting and forming the Mana of the world into specific effects, and is split into several types:
Ritual: The weakest and first form of directed magical effort, it actually pre-dates the Gift of Magic as it does not require any kind of aptitude to do, just sufficient people, props, and time. It revolves around using similar naturally magical objects or actions (sacrifices, trances, magic rocks, etc) to amplify their effects and direct them in a specific way. It can be used to cause tremendous magical effects, but unregulated use is highly illegal, as rituals can be used as long-distance .

Essential: The most common form of magic, which revolves around willing ambient mana flows into the desired meta-shape to create effects. Since this is based on how much ambient mana is available at a given time, most spellcasters tap out after a big spell or two (though small everyday magic uses very little), unless they have enchanted implements (wands, rods, staffs, rings, etc) to bolster their capabilities. Since it requires a clear image of the meta-shape of the spell, many people use verbal cues to jolt their brain into conjuring the correct imagery, or hand gestures, or other mnemonic devices, but ultimately the only thing necessary is willpower, knowledge, and available mana.

Divine: The gods of Gaia empower their most devoted Clerics (or Druids, for the God of Nature) with spells that require no thought or effort to activate, but can only be used to advance the god's agenda. Effectively, the spell is given to them pre-formed and powered, and all they have to do is designate a target. This is one of the rarer forms of magic, as it is only granted to the agents of the gods, but most people will have seen it a few times.

Sourcery: The rarest form of magic, only one in four hundred thousand is born with the gift of sourcery, and those so gifted have been treated as blessed, reviled, feared, and celebrated over the years. Functionally, it's similar to Essential magic, in that it relies on forming the flows of mana into meta-shapes with raw willpower, but unlike an Essential spellcaster, a Sourcerer can cast the same spell almost infinitely. Sourcerers are fonts of mana, and their bodies and minds have a specific meta-shape seared into them at a soul level, giving them incredible power over one specific kind of casting (such as fire manipulation, conjuring matter, or animating the inanimate) at the cost of having to work many times as hard to master even the smallest spell outside their expertise. Reactions to Sourcerers are mixed; in the Union, for example, they're forced to wear devices (called Fetters) to limit their ability to use mana to what would be equivalent to an Essential caster. In Erebu, Sourcerers have been celebrated for years and tied in with royal families, and are treated much like any other citizen. Regardless, Sourcerers are all required to undergo training to control their powers, which can range from the brutal and militaristic Fort Hope (the Union's public Sourcerer training school) to more gentle, positive-reinforcement based schools.

Other: There are other forms of creating supernatural phenomena, such as Binding (the art of borrowing power from things outside reality), natural magic (using naturally occuring magical substances with each other), and bargaining directly with beings from other dimensions.

Curses: Curses are the result of magic going wrong, or the spilled blood of a dragon. In the former case, it's caused by a mental image being too unclear, or a mis-applied mana flow, and the effects range from mildly annoying (changing colors, being able to smell sounds) to fairly bizarre (changing species, permanently levitating a foot off the ground, or even stranger), and usually last a few days to a week before clearing up. In the latter case, the curse is always tremendously serious. The spilled blood of a dragon will curse someone with a crippling, occasionally dangerous curse, that will only end when a specific condition (unknown to the victim) is met. The conditions can be ridiculously specific, and most people cursed by dragon's blood do not recover before the curse or old age claims them, so there are clinics set up to help facilitate their recovery and find new things for them to do or experience in the hopes of clearing the curse. Regardless of source, no curse is immediately lethal (although some may create some situations that will eventually be so), and the curse can be transmitted through exposure to the victim's bodily fluids or consuming their flesh. In the case of dragon blood curses, the curse effects are lessened upon transmission, but are otherwise functionally the same as the progenitor curse. Also, flowing water disperses curses, for reasons as yet unknown, and so it's not uncommon for those suffering a curse to be missing fur from repeated high-pressure water treatments. In the case of regular curses, this can accelerate their dispersal by days, but in dragon blood curses, it only slowly weakens the effects.


Species: The primary sapient species (collectively known as Gaians) are anthropomorphic animals of every variety of complex species on Earth except for fish, arachnids, invertibrates, and primates. The most common Gaian is a Rodent, which can be anything from a mouse up to a capybara, and they make up the bulk of the population. However, the Gaian species most commonly in control is the Canine, which can be anything from a domestic dog breed to a wolf, due to a history of imperialism coming out of Erebu (Earth Europe). Gaians categorize themselves into three size groups: Small (1ft - 3.5 ft) Medium (3.5 ft - 9 ft) and Large (9 ft +) and the size category of most people is determined by the size of the animal they're an anthropomorphic version of standing on their hind legs (within the stated minimum).

Language: While every species has their own dialects unique to their facial structures and vocal cords, considerable effort has gone into making a common language between species. The end result is there are so-called Species Commons (Canine Common, Avian Common, Reptile Common, etc), and species with roughly similar face shapes can generally communicate well enough, although in order to truly speak any species' language one would have to be able to approximate their body language as well. It's not uncommon to be able to understand more languages than one can speak, due to physiological differences. However, there is one unified (with regional dialects) written communication: Common Language, created by the God of Innovation themselves, and disseminated by their clerics. It's a language of strokes and curved lines traceable by hands, feet, talons, or tails, and is taught pretty much universally from childhood on. While regional dialects have their own nuances and idioms, and there are some countries with differing written forms of communication, they also at least teach Common as a baseline unless they're incredibly insular.

Social issues:
Sub-groups: Sub-groups are species-specific (though not exclusive) power groups formed within regional political boundaries.
Packs: Packs are typically tight-knit family units (adopted or otherwise) dominated by Canines that operate as small social constructs inside the mechanisms of a larger country. They look out for their own, but are not against working with other packs for the sake of a larger objective. This versatility led to the dominion of canines over much of the world, though in recent centuries that dominion has lessened in favor of herds, regional politics, and elected representatives. Extremist packs (known as Packies) advocate for a new canine dominion, and work towards disassembling herds and attempting to take control of regional political groups.

Herds: Herds are widely varied groups of individuals (usually herbivorious) that have joined a large group with a promise of mutual support, led by several collectively selected leaders. They're not as tightly knit as packs are, nor will they go the lengths packs will go for the sake of a single member, but they are much larger. As such, their influence has been increasing over the centuries, but they have yet to surmount the lead that packs have on the world. Extremist herd members (known as Herdies), believe that the only way to truly unite the world is to incorporate everyone into a single herd, and outlawing all other forms of government.

Flocks: Flocks consist of groups of flying Gaians (birds, flying mammals) that work together for mutual protection. They tend to be fairly tight-knit, and pretty big, but largely focused on protecting each other and looking out for one another. Given the stresses of egg raising, flocks guard each others' homes, and keep the local flight routes clear (much to the annoyance of most local police). While largely uninterested in politics, some flocks are starting to lean in on that topic recently, pushing for stricter air traffic controls, as well as pollution controls.

Pods: A collective term for families of dolphins and/or whales. Given the feudal nature of sea nations, one's pod is as important as one's liege, and the complex web of pod alliances and marriages often means offending one will have several dozen pods at war with each other. They're utterly disinterested in 'surface politics' except for how it pertains to the bribes they get from passing shipping craft, or the waste dumped into the ocean, and when it comes to those topics, they tend to be brutally direct.

Size Groups:
Size in most countries dictates what housing you can get, due to architectural and space considerations. Some countries have dedicated size blocks (sometimes called size ghettos), while more cosmopolitan countries have mixed-size buildings, with the largest accomodations on the ground floor (or basement), medium above that, and small towards the top, with several "flight-only" apartments above that. In most industrialized countries it's considered rude to discriminate based on size, but it happens anyway, to a greater or lesser extent.



Religion:
Gods are real. This is an undeniable truth in Gaia, as they often send down direct messages through their clerics, or through shards of their very selves visiting to enact their will. Religious organizations in Gaia are dedicated to supporting the clerics of the gods in question, who represent the will of the gods themselves. Priests manage the donations, missions, and paperwork of the mortal side of things, to support the broader mission of the clerics, who often don't bother to think about those things. Since clerics are directly chosen, the highest a priest can get is to be the personal attendant of a cleric, outside of extreme circumstances. Within the Church of Nature, Rangers are a special case, as they are specifically chosen to act more flexibly, in the service of nature, and as such often are called to their role later in life.
The gods themselves represent concepts, and, as far as modern Gaians are aware, appear to have some kind of ecosystem of their own, where redundant or forgotten gods will be consumed by a god that represents a broader concept that could conceivably contain their portfolio of interest. And while it is indeed entirely possible to commune with gods for answers, it's also very likely that the god cannot communicate the answer without harming the recipient due to the overwhelming and bizarre methods of their extradimensional communication. Interestingly, there appears to be an inverse relationship between the popularity of a god and their ability to make themselves understood without detonating the sanity of their cleric: smaller gods have an easier time communicating, but often know very little outside of their purview.

While there are as many gods as there are concepts theoretically, the five big religions in Gaia are:
Life: Dedicated to the preservation and continuance of life, the God of Life enjoys the largest following (unsurpising perhaps due to its emphasis on having large family, and protecting life wherever possible), and has some of the most visible clerics. Followers of the God of Life (somewhat disparagingly known as Lifers) tend to be zealous, productive, and work hard to achieve whatever end preserves the most life.

Death: Dedicated as they are to the passage of life into death, and the final end of all things, the God of Death has the least number of followers of the big five religions. The followers of Death tend to be serious, compassionate, straightforward, and methodical, and are often found ensuring the dead do not rise, usually through cremation. While not terribly visible, there is a sizeable population of them in just about every country, typically in mortuaries, and in the armed forces. Due to the latter case, the God of Death is sometimes called the Soldiers' God, which the God seems to mildly dislike, if the vague corrections by their clerics is anything to go by.

Magic: Dedicated to the art and understanding of magic, the God of Magic is a relatively young god, which values the artistry of magical creativity. They have the third highest number of followers, as most everyone uses magic, and it's not uncommon for followers of the God of Magic to be wealthy, powerful Essentialists. They're also the patron god of Sourcerers, unsurprisingly, who are often granted a respect equal to clerics by the priests, though the latter is still superior technically.

Innovation: Dedicated to the non-magical creation of new ideas, understanding physics, and researching how the world works, the God of Innovation values the brilliant mind and the creative spirit. Their clerics tend to be scientists, and adherents to the cause of innovation tend to scoff at the uses of magic, which they see as bypassing the beautiful complexity of reality. In the modern era, the Church of Innovation is by far the wealthiest church, but most of their income goes towards their research initiatives.

Nature: Given that the God of Nature is quite literally the universe in which Gaia exists, it is unsurprising that they have the second highest number of adherents. Druids of Nature seek to prevent the natural world from being irreparably damaged, and the priesthood often mediates with land developers to compromise on what land can be built upon, and where the landscape is too delicate. The God of Nature values working with the world to coexist without causing changes so extreme they cause more harm than good. They're not always heeded, but in general Druids are respected as well as Clerics of other religions, in part due to their ability to affect broad areas with the magic granted to them.

Spirits: Spirits are a broad classification of non-mortal entities that inhabit Gaia usually invisibly. The term is more commonly applied to Fey creatures, as they are the most numerous, but it can also apply to small gods of limited power, and other ethereal beings. It is important to note that this does not include ghosts, which would be wayward souls, as the God of Death ensures those do not exist. Spirits tend to spend time in mana-rich locations, or around sourcerers, doing small things that appear to be inexplicable to mortals nearby that notice their activities. If they so choose, they can make themselves visible, audible, or tangible, and some people may inherently have a gift to see, or hear them. Some might even be persuaded to render aid, or may, in a fit of fancy, request mortal assistance, although those cases are extremely rare.
It is important to note that the spirits called upon by those that practice the art of Binding are of a different sort, unconstrained by reality.

Fey: A specific brand of Spirit that is bound inherently to the God of Nature. They gather near and tend to natural wonders, and interact the most often with mortals. They honor their words absolutely, but are whimsical and unpredictable otherwise, often granting favor for seemingly pointless or bizarre actions. The only true order that has been seen amongst their ranks is a strict hierarchy, similar to courtly ranks, with an unknown number of ranks overall. What is known is that there is a Queen above all else, and it is theorized she answers directly to the God, although the God themselves has been unclear on the topic.

Out of Towner: a colloquialism for a being from outside reality visiting the material world. This typically includes lost fragments of the other Gods, messengers and emissaries from those deities, and very occasionally dangerous and unknowable outsiders. Out of Towners are distinct from Spirits by way of always being material in nature.

Dragons: Rare in the modern day, but terrible disasters in their own right. Dragons are akin to natural disasters, with blood that curses the ground it drops upon, terrible breath that burns, or freezes, or sometimes simply rips things apart, incredible strength, and a seemingly unpredictable, violent nature. No one in modern times knows exactly what prompts them to attack, but they will occasionally emerge, bent on the destruction of a population center. To prevent this, the Order of Dragonhunters was established several centuries before the modern day, and still exists as a multinational organization to prevent the destruction of cities at the claws of dragons. They're armed with weapons (traditionally swords) capable of penetrating even the most powerful dragons, and tactics to limit blood spillage. They also pursue those people who knowingly worship dragons and attempt to call them into cities, believing them to represent some kind of return to nature. In most countries, they have practically unlimited jurisdiction, with the understanding that they will only use it to pursue dragons and dragon cults.



Countries (that I have made so far):
The Union: Approximately culturally and geographically equivalent to Earth's USA, The Union is a country of cosmopolitan capitalism built on immigration, and is currently the strongest economic powerhouse in the world. Inhabited by a wide array of species, sizes, and cultural backgrounds, it's also one of the most diverse. It's a representative democracy, which rose out of colonization to become the giant they are today. In more recent years, polarization of political views has become a problem, and the economy is recovering from a massive blow a few years ago.

Kanata: Similar to Canada, this nation started as an Albion colony, but won its independence around the same time as the Union, which then immediately tried to absorb them, only to be repelled by Kanati forces, both indigenous and colonial. This frosty start to both nations was tense at first, but things mellowed over time. They're now a constitutional republic, but with significant rigidity of bureaucracy that occasionally slows progress.

Mexihco: Regionally equivalent to Mexico, Mexihco has a long history of bloody insurrections, and clashing with the Union. After being invaded by Hispania which oppressed the local population brutally for generations, they finally achieved independence after Hispania over-extended themselves in a war with the Union. The revolution against Hispania wouldn't have gotten very far, were it not for the support from a minor goddess of moonlight, madness, and prophecy, whose sole cleric ensured the success of the uprising. While her name is still a mystery, her cult is firmly entrenched in the Mexihcana government, which is a quasi-theocratic presidential republic.

Albion: Culturally and geographically similar to the United Kingdom, Albion is a constitutional monarchy led by a queen, who is advised by the Houses of Parliament, both Noble and Common, which has members elected from the populace, or appointed by the Queen herself. It's a part of the Erebu Alliance, which binds Albion and several countries around them to a common cause. They're also home to the Order of Dragonhunters, which are an international group responsible for killing dragons that get too close to civilized areas. Being the home for such a prestigious group, and the long history Albion has gives it a solid political clout, and cultural importance. More recently, they're struggling with a strong anti-immigration movement that is causing significant internal strife.

Francia: Comparable to Earth's France, Francia is a constitutional republic famous for its food, uprisings, wars, and culture. It was a monarchy, until the royalty burned so much funding in aiding the Union's break from Albion that they couldn't support their lavish lifestyles without gouging the public, which they did, up until the angry mob decapitated the government. It's said a fistfight in Parliament is a boring day, and a fire shows a spirited debate, as the passionate Francians can't help but express themselves as hard as possible. This isn't entirely true, but it's a popular opinion, and there was indeed a time when Parliament had to be rebuilt three times a month.

Hispania: Culturally similar to Spain, Hispania has a history of colonization about as long as Albion's, and while it's technically a constitutional parliamentary monarchy (where the reigning monarch acts as the chief executive, but the Parliament is elected), the Church of Life has a strong influence. Staunchly conservative, Hispania is moderately obsessed with their glorious past, and often changes need to be compared against history before being considered by Parliament.

Romanum: Roughly geographically similar to Italy, Romanum still acts politically as if it's the center of a vast empire. As the center for the Church of Life, this is broadly tolerated, but it does make some diplomatic communications difficult. It's a theocratic republic, and yet still a member of the Erbu Alliance. During the third world war, it allied with the Pack, if only to attempt to 'reclaim its rogue territories', and, following their defeat, still refused to acknowledge those other countries' independence.

Dieutia: Roughly similar to Germany, Dieutia has a troubled history: it was once a powerhouse that steamrolled its neighbors, before being crushed by an alliance in the second world war, then became the host for one of the worst genocides in history (The Blood Hunt) which saw tens of millions of non-canines put to death by pack-extremists in the third world war. It's a federal parliamentary republic following the country's loss during the third world war, and very committed to making sure the mistakes of the past remain buried.

Qin: Similar in size and shape to Earth's China, Qin is an ancient nation, which rose out of several warring states into an empire that, at one point, was the most powerful in the world, in part due to their unusual relationship with the local dragons. While dragons west of them are destructive and alien, the dragons in Qin formed a symbiotic relationship with the governing body. After a bloody civil war, the Imperial government was abolished, in favor of a communist state, and in the teardown of the old government, most of the dragons were hunted down. In modern times, Qin is known for its engineering marvels (The Great Dam, and The Old Imperial Sewers in particular) and vast manufacturing sectors, as well as its high population.

Other Countries will be added as requested/as I think of them. If a country/state/location is referred to by its Earth equivalent, it's either so similar as to make no difference, or I'm just using the name as a placeholder.

This is very much a broad summary of the setting, and if additional detail is necessary, I can add the relevant blurbs by request.


Last edited by rustythebrave on Tue Dec 19, 2023 7:44 am; edited 1 time in total
Zincks (Admin)
Zincks (Admin)
Admin
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Join date : 2019-04-14
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Gaian Adventures Empty Re: Gaian Adventures

Fri Dec 15, 2023 7:55 pm
Selina Guynes  
Stage name: Maya Nelson

Age: 19
Female
Height: 3'8"
Weight: 30 lbs
Species: golden pheasant and hog nose snake hybrid
Work: Musician and actress

Her birth clearly marked her as coming from money as her actor and musician parents had the money for the expensive procedure so their kid could be both species and the more colorful feathers of a male pheasant . And as she grew up with the proverbial silver spoon in her mouth her parents paid for many lessons as well as pushed her into being in the limelight. Being a good child who was trying to make them happy did without much complaints. This led to Selina being placed in roles as a child actor for TV series and movies in roles as being the highly dramatic kid.

She also showed a great love in music as she pushed for learning interment and singing so she was pushed towards pop in her pre teens. But she didn't like the empty songs of pop despite they did well so she started searching around for a recording place so she could make her own independent album with music she wanted to make. Alternative rock and metal. So as her contract was coming to a close she set out with her own plans to release her hidden album before anyone can sign her up again. As soon as the contract went up the new album dropped with another group she signed with to her dismay of her previous publishers. After taking a hit to her sales she started an upturn in her music as a skilled singer and advocate for small groups, such as sorcerers and muddies.

This was mostly thanks to her missing friend who got taken away when her sorcery powers came in and was found after a school shooting. Using her musical talent she started to train some pigeons to go back and forth as she was not getting any indication of returned letters so she suspected someone was losing their letters so the most obvious way to make sure people would stop losing them is if she could deliver directly to her friend. This started sparse and periodic letters between them as the pigeons went back and forth between the pair, keeping them into contact with each other.
The other tempering and calming nature of her choice in friends were a pair of mundies who she befriended.  Asher hanging out with the weirdos and being protective of them even if she did not show the brat behavior of her stage face of her actress roles.

But she also wanted to escape with her friend for years till finally Fort Hope released her. The pair set forward their childhood plans of having their own place where people wouldn't bother them. Along came a great deal and putting her money on the place she bought a 100 acre bit of land in Louisiana, with a fixer upper old Louisiana plantation house.


Gear
Worn

  • ~Harness
  • ~Key chain
  • ~Wallet
  • ~Magi cell phone
  • ~Hoodie/ close fitting button up shirt, stylized tail wrap
  • ~Stunner wand



Household additions
  1. Bird Coop -  pigeons (temporary is set up with 2 pigeons)
  2. Sound Studio (not built yet)


Last edited by Zincks (Admin) on Tue Dec 19, 2023 2:29 pm; edited 2 times in total
Reep
Reep
Posts : 26
Join date : 2021-10-22

Gaian Adventures Empty Re: Gaian Adventures

Mon Dec 18, 2023 2:25 pm
Kira Smith

Age: 19

Spices: hoatzin, sphinx hybrid. The members of the flocks, extended family, pulled together to help her parents pay for their fertility treatment.
Hight:

Born in litter of three, she was the only one to show traits from each parent though she does take more after her feline father she does have a head full of feathers and smaller ones that run along her tail. She lived with her family and the extend flock in her home city where she made many friends but her closest was a fellow hybrid. Close as she was to friends and family it changed swiftly after a shooter entered her elementary school. The staff activated the lockdown, securing the kids in their classrooms. As her class hunkered down the fears and other wild emotions began to seep into her mind, as her mind sorcery manifested. Unaware of the added fear and anxiety she curled into a ball as she instinctively tried to find a way to get rid of it, she channeled all of the emotions towards the source of the fear, the shooters.
Well, the incident ended with few injuries and only a few office staff in critical condonation, the shooters were left as little more than vegetables. During the evacuation she was pulled and isolated after being put in fetters to cut her off from her mana and accidently casting again. Not long after she was sent to Fort Hope where she began the grueling training to control her mind magic and was slowly cut off from her family and friends.  
Durning her time she not only focused on controlling and mastering her magic, but also studied thaumaturgy and ritual magic with the determination to be able to cast regular spells beyond her innate mind magic. Well there her training was over seen by another mind mage, Barrett Rhodes an echidna. When not training or in class, she would hear to no end about what a fine job she would have with the government after graduation. As Kira got older, she realized that well friendly on the surface, it was clear that her life after Fort Hope could be made much more difficult if she refused. Despite that she had no desire to take up the offered job as she still had one constant link to her old life, her friend Selina. Even though she had been whisked away and never talked about, Selina kept looking for Kira till she found out where she had been sent to and found a way to keep in touch. Kira was very surprised when the first pigeon founds its way to her with a much need letter from her friend.
Once she was old enough and in control of her abilities enough, she attempted to locate her family only to find the flock had moved. Despite her best efforts she couldn't contact anyone in her immediate family or those extended members of her flock or fathers' side of the family. She knew the chances of reach them were small given how isolated she had been, she wasn't as heartbroken as she set her sights on the one person, she knew she could still reach, Selinas.
Reunite, Selinas parents let Kira stay for a bit to let them rest and figure out what to do with their life going forward. After much talking and catching up, they decided to make one of their childhood dreams of adventurer come true they set to work locating a good plot of land where they could live in peace.

Work: She works with doctors whose patience's suffer from memory loss or are in comas that they could recover from. From time to time, she has assisted the local police department.

Gear:
Sturdy work clothes
Professional work clothes
Cell phone
Well-loved truck
Car keys
Sorcerer pamphlets and business cards to pass out to new neighbors


Last edited by Reep on Tue Dec 19, 2023 3:48 pm; edited 2 times in total
Captainisomer
Captainisomer
Posts : 25
Join date : 2019-04-16

Gaian Adventures Empty Re: Gaian Adventures

Tue Dec 19, 2023 11:36 am
Valentino Dupre

Species: American Alligator
Age: 27
Height: 11 ft 5 inches
Weight: 800 lbs [I am unsure of what his weight would be?]

Mother is Eleanor Dupre who was once married to John Dupre but never changed her name back after marriage so her clutch born out of wedlock had her late husband’s last name as she was a force of a woman to deal with a pair of clutches on her own. The first was with her husband and the second was with a man she was seeing after his death but never married. Supposedly every time they met it was a wild and fierce courtship each time as he was not a reptile like her but she would not let her cool temperature slow her down. Which lead to the household being a little wild and upsetting with the welfare checks neighbors would call in once Valentino and his surviving 3 clutch mates were about as not all looked like mom as one looked like their unspoken father, a Romanum wolf. Most of the eggs were duds and never hatched due to the parental genetics being complicated.
Being one of the largest in his clutch throughout his growth he always felt like he needed to protect his siblings especially, Lupin the smallest and least scaled of them. Mostly from their own snappy and rash behavior as he had a further outlook then instant reaction most times. However with watching the tussling of his older siblings he became introspective on how to respond to people as it was clear their size was a problem with other locals who were smaller even if they were not aggressive as people thought they would be towards those outside the family. So he made himself a quiet threat with his size and listening, building his intelligence as he found working with magic was subpar to those around him. So this made him more perspective to those about him and worked at keeping the peace. With how diligent he became in the household and his mothers particular rituals, she started to teach him what she did as he and older sister  Lili were the most interested in the family abilities. Thus brought into the Society earlier then their other siblings as mom looked to cut out the ill tempered children so the secrets would not be spilled.

Bound to silence on his order and continuing to live as he normally did, he started to seek out how or where to find other bindings to fill his grimoire. And this would have continued with only the binders but their supposed father took an interest in their lot in running errands as delivery kids for the mafia. And around 15 years the mafia found he was a man of secrets when he came across one of the made men trying to get rid of a body without notice. Being roped into dealing with the body, he solved it the only way he knew how to with doing what he did with the dead animals he would find and buried them with a touch of his claws after removing the heart
In hopes he could further attempt a new binding. And as the cops looked about they could not locate the body and the made man found Valentino seemed unbothered in what he assisted with. Words got to his uncle in the mafia of his action and they started setting him on clean up duties which paid well.
Valentino, finding he now had a great increase in money,  looked through his grimoire to find those specifically would allow him to pass undetected, clean efficiently, and give him protection against the law if the law came knocking. Working 2 years under another cleaner, completing his EOC test to get out of high school early and starting to  take classes for chemistry at college to get a degree in it to apply to his work to fill in his weakness for magic casting. But this allowed him to get clients for both legitimate business and more under the table opportunities.  With crime in the city and the surroundings,  many people needing a legitimate cleaner, and the aftermath of spring break with Mardi Gras he got a lot of contacts.
Among the cops he became well known after crime scenes as a meticulous cleaner after they were done and would give them a call about any found evidence and not touch it. Getting their favor was part of his plan so he would have people of good reputation who could speak on his character if he was ever questioned.

Around 22 he opened up “Vale’s  Deep Cleaning Service.” Giving himself more options he dabbled in any tricks of the trade one might whisper about. Mostly to make sure there was a clean front for himself. Secondly so he can part from apparent criminal backing where it counts.. He got himself a large work van for his work and was doing quite well but still was a bit of a mothers boy who saw to trying to keep the peace with his ignorant siblings and his mother's eccentric nature. But between balancing work, binder duties, and family drama he finally just decided to quietly look for a place he could retreat to outside the city. Bouncing between a few places and just wanting some peace with his only companion that didn't give him strife, he finally found a pair of young gals looking for a handyman. After looking through his grimoire and making sure he could use it as a cover with his normal work he approached. On the off hand he asked if they had a spare room or two in the big place where he could live and store his supplies. In kind he would help with the large scale cleanup in the house and on the property as well as help with the care of their garden when he was about.

Bindings WIP:


Pet: Butterscotch
            Pig, Kune kune
            Male


Last edited by Captainisomer on Tue Dec 26, 2023 5:16 pm; edited 1 time in total (Reason for editing : Bindings)
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Tue Jan 02, 2024 12:13 pm
House blue prints

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There's also a attic
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Fri Mar 01, 2024 12:28 pm
Name: Derrick Bozzelli
Gender: Male
Age: 22
Species: Rambouillet sheep
Height: 5’2”
Weight:  250 lbs  (8 - 20 lbs fleece)
Natural fur color: creamy white, except his face which is black
Appearance:
Unchanging:
Has a full sheep tail and keeps that area very clean and short to keep down medical issues. His horns curl around once and are starting to point outwards. He keeps well-trimmed hoofs. He has light brown sheep eyes. His face has the black coloring as one of the few depictions of his inbreeding as he shows spider pattering in his breed. Broad chest like any ram would have. No wrinkles around his neck or rump. He has a pair of holes in his right ear where a marker to indicate who was his given father (top) and mother (bottom).

Changing:
Typically his appearance goes through a yearly rotation as he lets his wooly coat grow out and can be seen with magically colored fur. As for fur shapes absolutely tries to shape it by drying and fur curlers. Mostly he allows the longer length for selling the wool as that is a hold over of his cultist ways. At beginning of summer he shears his fleece and balls it into a yarn.
Fleece varies from 3mm to 4 inches

History:
Derrick was once a quiet and well-mannered child at some point with the life-posing herd cult he was part of.  Make as many kids as you can with as many wives as you can have to secure your place in Death of a Paradise.
Of the kids who did not have inbreeding issues, he had more attention than the other kids but less interest in his sisters or female cousins. He was once expected to follow the teachings which he did try to abide to even with his growing confused interests in other boys and great unease about the leader of his branch.  At 10 he did try to carry out the teachings that were imposed on him and he did try to fit in despite growing in a different way in attraction. But thankfully as a male, he was pushed to the side. Later he was kicked out as he got to 14 years old for talking to some of the girls since he wanted to know how to fix something sewing-wise for a sister who was too young and less able than the other younger siblings, the CDs he listened to, and poorly handling to be rehomed after his father was removed from the community. He would be allowed to come back into the church if he could bring back two or more wives. Being kicked out suited his wants better than staying in the church with the expectation of being with someone he wasn't interested in. But on the other hand, this complicated his life in no longer having a home, thought of his means of glorified place in death to be compromised, and that without the flock he would be ripped apart by those outside the flock. Dropped far outside of the community and left to fend for himself with a group of his brothers, he did not start off well. Even tho he wasn't inbred like some of the other boys he thought his clean ideal looks would get him further. Only to find out his siblings deemed as dead weight in the cult were able to get more help than him and the other whole brothers.

After roughing out a survival, he found a community in an unlikely place. With a ranch near a town named Taylor. A kind-hearted older couple revived him as he was suffering heat exhaustion in spring due to his overgrown fleece. Not in a state to argue and being provided food he stayed as he was far to physically and mentally exhausted to want to leave despite them being predators, a Cattle dog canine, and a Great Pyrenees canine. As they took care of him they shaved down to rid him of his mats and relieve him of heat-related issues. Over a short time, he started to trust the couple, that found him and took care of him so he told them what happened to lead to them finding him. So they called protective services where he remained at a residential treatment center or a foster home till he was 18.

After that, he did what he could to survive and started to work at a bar in the evenings and ranch hand during the day to make ends meet and save up some money. Somewhat in hopes of getting some siblings out but mostly to keep himself going. In his free time, he became a wild child as he discovered dances, raves, gay hookups, and other places of evil that turned out to be really fun.

After some time and a very explosive breakup up, he decided to move out of Texas and found an ad for roommates in an out-of-the-way place in another state. With no particular one way or the other feeling about sorcerers, he figured what is the harm. What could be the harm they are probably just like predators if what his ex-church said was true. Nothing but lies.

Personal items:
  • Belt of color fur glow and/or glow glitter orb effect(?)
  • Ranch work clothing
  • Casual clothing
  • Raving clothing
  • Heavy work boots for hoofs
  • Old beat-up and rust-spotted truck
  • Music CDs/tapes and a boombox
  • Journal
  • Secondhand sci-fi and fantasy books
  • Slicker brush and comb.
  • Wool scissors
  • Horn and hoof kit.
  • Flip cell phone


In the 2 40 gallon containers
  • Old cult clothing and 2 different ear clips in a sealed bag.
  • An old tattered bible given to him.
  • Self-help books for gay teens and cult members
  • Textbooks from high school.
  • One Wool drying screen
  • Carding machine.
  • Shears for sheep fleece
  • Shampoo and conditioner
  • Spinning wheel


Behavior quirks
  • Does not like to be alone. Prefers people about when sleeping, misses the flock communal sleeping quarters. If given a chance to bathe with others he will join.
  • Starts with a bleating cadence if unexpectedly separated from people
  • Falls back to old cult behaviors when highly stressed.
  • Does not like the dark spaces unless he has a light source.
  • Forgets to look at someone directly as he has 270 degree vision. Will address someone with out looking at them.


Sheep related information for me:

Fundamentalist Church of Juncture Cultivation of Life After Death
[Work in progress I will figure out what I need to alter.]
Beliefs:
Recent events:
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Join date : 2023-12-16

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Thu Mar 14, 2024 11:54 am
Lawrie Gillit (procounced Gillly).
Male 'Jack' Construct (Bio-Alchemical).
Body is around 57 years old.
Brain is around 38 years old.
Body is a modified human body to look more like a large tiger-humanoid.
Brain is an alchemnical miscutre of blood and oil contained in a electro-mechanical casing.
A bit over 3 meters tall, weighing almost half a ton.

Lawries appears to be a large, round, tigerrman. Which he sorta is.
He is also a product of the Frankish company Revalul, a major corporation in the Francophone developing world. A Jack iss a alchemical tube brain put into a modified alchemical body, usually based on human stock. They can survive harsh environments and are used for heavy labor in far places.
The Union tries to free all Jacks
WiP
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