[HEADING=2]Companions' Journey[/HEADING][HEADING=3]The Three Keys of Lambret[/HEADING]GM: [user]RBMidknight[/user]
Sub-GM: Blasphemous Rex
The story begins on the next page [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6251940']here[/a]
The group's sheets are listed on my second post [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6224010']here[/a]
SettingThis is a world of animal and human symbiosis. Humans bonded to animals and animals bonded to humans. This is the way it has been for as long as anyone can remember.
HumansJobs and Titles
At the age of 12 each child goes through their own Companion Trial (see below for more info). At the age of 15 children tend to become apprentices to one of several profession, which is influenced by, but doesn't depend on, their Companion choice. Between the ages of 20 and 25, most apprentices become journeymen, if their profession revolves around a certain craft. Only a few go on to become masters in their craft, later in life. At the age of 30, each man or woman is granted the title Companion of [their animal type], which is then recorded in the census every 10 years thereafter. Some self-proclaimed 'Pure' families have had the same type bonded to each member of their family for generations.
Religion
The most common form of religion for a family is to have a ancestral shrine that they offer prayer to. However it is not uncommon for humans to choose to join a temple in honor of their Companion. Most of these temples are dedicated to a part of nature, such as the The Temple of the Sun (the lion, the eagle), and the The Temple of the Moon (the wolf, the owl). Still other humans have no care for religion at all and do not think of such things.
CompanionsThe Companion Trial
At the age of 12, each child selects his or her companion type of choice. At the start of every spring, all of the applicants are sent out into the appropriate habitat for their Companion Trial. Each type's trial is different, and they range from 24 hours to 7 days. The indicator of a true bond is a single moment of clarity in which the human partner is given their Companion's name. No one knows how exactly this moment works. Some say it is a voice that reveals the information, others say it is simply a strong feeling. Those who successfully bond are honored in a festival during the Fall harvest. After the festival the children's names along with their animal companions' are added to the official Registry.
Not every child is guaranteed to leave the Trials with a Companion successfully bonded. After 7 days those children who have not returned with a Companion are retrieved from the habitat and escorted home. Each child who wishes to try go through the Trial again must wait 2 years. Children are allowed to change which animal they want to attempt the second time.
The Bond
It is a mystical tether that binds human partner to animal companion and vice-versa. Unbreakable except upon death.
Communication - No animal speaks in the human tongue. But partners can get flashes from their Companions. This varies from type to type. Those animals with higher brain power are more likely to send complete images with feelings whereas those with smaller brains may only be able to give their partner a flash of color.
In addition to their own internal communication, all bonded humans are able to understand their particular Companion's way of communication. Be it screeching or whining or whinnying. Someone who is bonded to an animal in the same family, or a close cousin (i.e. Tiger & Panther) will also be able to understand your animal in this way. This kind of communication is still limited to a few words or a phrase, or a feeling. For example, "Intruder", "Stranger", "Where are you?", or annoyance, fear, anger.
Shared Abilities - Humans who become close to their Companions gain certain abilities. These abilities are known also know as 'pair abilities'. Cats and Owl partnered humans typically gain a degree of night-sight. Those bonded to horses and cats of speed find themselves able to run faster than normal. Most of the active abilities develop later in life. But the passive abilities can develop as early as age 16.
Companion Lifespan
Each bonded companion animal shares life force with their human partner, and will live as long as they do. When a human partner dies, their companion dies also. If a companion dies before its human partner, the human goes through Mourning, a period of grief which lasts anywhere from 2 years to the end of their lifetime. Some bond-broken humans choose to continue their lives without an animal companion. However, often if the human is young, they may go onto to re-bond another animal. This is not officially looked down upon, but some groups of people dislike those who bond a second time. When bonding a second time most humans stick to the same type they had originally.
The StoryThe story begins in the capital city of Gemmal, where the kingdom is celebrating the 25th year of King Kelden's reign. On the second day of the festival, King Kelden is scheduled to make an announcement. Some speculate he will reveal a new quest. Others think his announcement is about the next heir. Still others are placing bets that the king has remarried. No one truly knows. Well, except for the Scribe. But he's not telling.
Summary of Events
King Kelden's quest has been announced, 'Whoever can locate and bring back proof of ruins pre-dating the kingdom will be handsomely rewarded'. Many answered the call, and among them is a group of adventurous youth from all walks of life, brought together by their wish to find these ruins. Since setting out from the capital their ranks have been thinned as members resolve faded, but a stubborn few continue on together with their companions, animals bound to them trough a ritual known as 'The Companion Trial' which has existed since antiquity.
Currently resting in the town of Meyerill, the adventurers have noticed that something seems amiss. The guards are enforcing new rules, people are missing in the wilderness, and even the streets seem less active then usual.[footnote](Thanks to Baldrek for the summary)[/footnote]
The Map
The story begins on the next page [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6251940']here[/a]
The group's sheets are listed on my second post [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6224010']here[/a]
Sub-GM: Blasphemous Rex
The story begins on the next page [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6251940']here[/a]
The group's sheets are listed on my second post [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6224010']here[/a]
1. Respect the GMs.
2. Use proper spelling and grammar in your posts. All posts are to be in third person and use the past tense.
3. No God-modding, Mary Sues, or Trenchcoats.
5. No NSFW stuff. Take that to PMs.
4. Use '['spoiler=OOC']' tags for OOC chat, or take it to [a href='http://www.escapistmagazine.com/groups/view/Companions-Journey-RP-Group']the group[/a].
5. Please try to have at least two-three sentences in every post. You don't have to write a novel but write more than one line.
6. All sub-plots involving other player characters or NPCs need to be cleared by the GMs before being implemented.
7. You are responsible for your character's actions. Don't blame the GMs if they end up thrown into jail. Or dead.
Submitting Sheets
*Update: Character sheets can be submitted for approval by PM only to RBMidknight.*
Once approved by a GM accepted sheets will be listed on the first page and users will be invited to the user group. Users who start later in the game will need to wait until given the 'okay' to start posting as their character.
Submitting your sheet means that you are committing to be an active poster, if you are approved. This means that if you plan to disappear for a period of time, let one of the GMs know. If you are inactive for an extended period of time without explanation or excuse the GMs reserve the right to have your character die horribly and with great detail or whisked away never to be seen or heard from again. In other words, you will be removed from the RP.
2. Use proper spelling and grammar in your posts. All posts are to be in third person and use the past tense.
3. No God-modding, Mary Sues, or Trenchcoats.
5. No NSFW stuff. Take that to PMs.
4. Use '['spoiler=OOC']' tags for OOC chat, or take it to [a href='http://www.escapistmagazine.com/groups/view/Companions-Journey-RP-Group']the group[/a].
5. Please try to have at least two-three sentences in every post. You don't have to write a novel but write more than one line.
6. All sub-plots involving other player characters or NPCs need to be cleared by the GMs before being implemented.
7. You are responsible for your character's actions. Don't blame the GMs if they end up thrown into jail. Or dead.
Submitting Sheets
*Update: Character sheets can be submitted for approval by PM only to RBMidknight.*
Once approved by a GM accepted sheets will be listed on the first page and users will be invited to the user group. Users who start later in the game will need to wait until given the 'okay' to start posting as their character.
Submitting your sheet means that you are committing to be an active poster, if you are approved. This means that if you plan to disappear for a period of time, let one of the GMs know. If you are inactive for an extended period of time without explanation or excuse the GMs reserve the right to have your character die horribly and with great detail or whisked away never to be seen or heard from again. In other words, you will be removed from the RP.
SettingThis is a world of animal and human symbiosis. Humans bonded to animals and animals bonded to humans. This is the way it has been for as long as anyone can remember.
HumansJobs and Titles
At the age of 12 each child goes through their own Companion Trial (see below for more info). At the age of 15 children tend to become apprentices to one of several profession, which is influenced by, but doesn't depend on, their Companion choice. Between the ages of 20 and 25, most apprentices become journeymen, if their profession revolves around a certain craft. Only a few go on to become masters in their craft, later in life. At the age of 30, each man or woman is granted the title Companion of [their animal type], which is then recorded in the census every 10 years thereafter. Some self-proclaimed 'Pure' families have had the same type bonded to each member of their family for generations.
Religion
The most common form of religion for a family is to have a ancestral shrine that they offer prayer to. However it is not uncommon for humans to choose to join a temple in honor of their Companion. Most of these temples are dedicated to a part of nature, such as the The Temple of the Sun (the lion, the eagle), and the The Temple of the Moon (the wolf, the owl). Still other humans have no care for religion at all and do not think of such things.
CompanionsThe Companion Trial
At the age of 12, each child selects his or her companion type of choice. At the start of every spring, all of the applicants are sent out into the appropriate habitat for their Companion Trial. Each type's trial is different, and they range from 24 hours to 7 days. The indicator of a true bond is a single moment of clarity in which the human partner is given their Companion's name. No one knows how exactly this moment works. Some say it is a voice that reveals the information, others say it is simply a strong feeling. Those who successfully bond are honored in a festival during the Fall harvest. After the festival the children's names along with their animal companions' are added to the official Registry.
Not every child is guaranteed to leave the Trials with a Companion successfully bonded. After 7 days those children who have not returned with a Companion are retrieved from the habitat and escorted home. Each child who wishes to try go through the Trial again must wait 2 years. Children are allowed to change which animal they want to attempt the second time.
The Bond
It is a mystical tether that binds human partner to animal companion and vice-versa. Unbreakable except upon death.
Communication - No animal speaks in the human tongue. But partners can get flashes from their Companions. This varies from type to type. Those animals with higher brain power are more likely to send complete images with feelings whereas those with smaller brains may only be able to give their partner a flash of color.
In addition to their own internal communication, all bonded humans are able to understand their particular Companion's way of communication. Be it screeching or whining or whinnying. Someone who is bonded to an animal in the same family, or a close cousin (i.e. Tiger & Panther) will also be able to understand your animal in this way. This kind of communication is still limited to a few words or a phrase, or a feeling. For example, "Intruder", "Stranger", "Where are you?", or annoyance, fear, anger.
Shared Abilities - Humans who become close to their Companions gain certain abilities. These abilities are known also know as 'pair abilities'. Cats and Owl partnered humans typically gain a degree of night-sight. Those bonded to horses and cats of speed find themselves able to run faster than normal. Most of the active abilities develop later in life. But the passive abilities can develop as early as age 16.
Companion Lifespan
Each bonded companion animal shares life force with their human partner, and will live as long as they do. When a human partner dies, their companion dies also. If a companion dies before its human partner, the human goes through Mourning, a period of grief which lasts anywhere from 2 years to the end of their lifetime. Some bond-broken humans choose to continue their lives without an animal companion. However, often if the human is young, they may go onto to re-bond another animal. This is not officially looked down upon, but some groups of people dislike those who bond a second time. When bonding a second time most humans stick to the same type they had originally.
The StoryThe story begins in the capital city of Gemmal, where the kingdom is celebrating the 25th year of King Kelden's reign. On the second day of the festival, King Kelden is scheduled to make an announcement. Some speculate he will reveal a new quest. Others think his announcement is about the next heir. Still others are placing bets that the king has remarried. No one truly knows. Well, except for the Scribe. But he's not telling.
Summary of Events
King Kelden's quest has been announced, 'Whoever can locate and bring back proof of ruins pre-dating the kingdom will be handsomely rewarded'. Many answered the call, and among them is a group of adventurous youth from all walks of life, brought together by their wish to find these ruins. Since setting out from the capital their ranks have been thinned as members resolve faded, but a stubborn few continue on together with their companions, animals bound to them trough a ritual known as 'The Companion Trial' which has existed since antiquity.
Currently resting in the town of Meyerill, the adventurers have noticed that something seems amiss. The guards are enforcing new rules, people are missing in the wilderness, and even the streets seem less active then usual.[footnote](Thanks to Baldrek for the summary)[/footnote]
Name:
Age: [small][16-26][/small]
Gender:
Profession: [small][See example list][/small]
Physical Description: [small] [Height, weight, hair color, eye color, outfit, weapons if applicable. ...][/small]
Background/Bio: [small][If you want a time period to use as reference, think Middle Ages / Medieval times][/small]
Additional Notes: [small][Weaponry skills, profession specialties...][/small]
Companion Name: [small][Be creative. Keep in mind these are partners, not pets.][/small]
Companion Gender:
Companion Type: [small][Use the list][/small]
Physical Description: [small][Fur/feather/scale color, adolescent or adult, scars/injuries...][/small]
Additional Notes: [small][Personality, quirks...][/small]
Pair Ability(ies): [small][You can have only the passive ability, both, or gain both/the active later on.][/small]
Age: [small][16-26][/small]
Gender:
Profession: [small][See example list][/small]
Physical Description: [small] [Height, weight, hair color, eye color, outfit, weapons if applicable. ...][/small]
Background/Bio: [small][If you want a time period to use as reference, think Middle Ages / Medieval times][/small]
Additional Notes: [small][Weaponry skills, profession specialties...][/small]
Companion Name: [small][Be creative. Keep in mind these are partners, not pets.][/small]
Companion Gender:
Companion Type: [small][Use the list][/small]
Physical Description: [small][Fur/feather/scale color, adolescent or adult, scars/injuries...][/small]
Additional Notes: [small][Personality, quirks...][/small]
Pair Ability(ies): [small][You can have only the passive ability, both, or gain both/the active later on.][/small]
Professions
Assassin, Architect, Baker, Bartender, Butcher, Carpenter/Craftsman, Courier, Doctor, Farmer, Guard, Hunter, Scribe, Seamstress, Solider, Waitress/Waiter, Woodsman, Other[footnote]PM the GM [http://www.escapistmagazine.com/profiles/new_message?to=RBMidknight] if you'd like to request a different profession.[/footnote]
Assassin, Architect, Baker, Bartender, Butcher, Carpenter/Craftsman, Courier, Doctor, Farmer, Guard, Hunter, Scribe, Seamstress, Solider, Waitress/Waiter, Woodsman, Other[footnote]PM the GM [http://www.escapistmagazine.com/profiles/new_message?to=RBMidknight] if you'd like to request a different profession.[/footnote]
Family - Pair Abilities
Tiger, Leopard, Lion, Jaguar - Flexibility, Night Sight
Cougar (Panther), Cheetah, Lynx - Camouflage, Speed
Coyote, Fox, Wolf - Enhanced Hearing, Night Sight
Hawk, Eagle, Falcon, Owl - Enhanced Sight, Night Sight (Owl only), Shared Sight (non-Owl).
Lizard, Snake - Camouflage, Venom
Bear - Slumber, Brute Force
Horse - Endurance, Speed
Other[footnote]PM the GM [http://www.escapistmagazine.com/profiles/new_message?to=RBMidknight] if you'd like to request a different animal with an explanation for your choice.[/footnote]
[small]If you'd like to make your animal a specific species (grizzly bear, peregrine falcon, timber wolf, etc) feel free to do so. The more detail you can give your animal the better.[/small]
Tiger, Leopard, Lion, Jaguar - Flexibility, Night Sight
Cougar (Panther), Cheetah, Lynx - Camouflage, Speed
Coyote, Fox, Wolf - Enhanced Hearing, Night Sight
Hawk, Eagle, Falcon, Owl - Enhanced Sight, Night Sight (Owl only), Shared Sight (non-Owl).
Lizard, Snake - Camouflage, Venom
Bear - Slumber, Brute Force
Horse - Endurance, Speed
Other[footnote]PM the GM [http://www.escapistmagazine.com/profiles/new_message?to=RBMidknight] if you'd like to request a different animal with an explanation for your choice.[/footnote]
[small]If you'd like to make your animal a specific species (grizzly bear, peregrine falcon, timber wolf, etc) feel free to do so. The more detail you can give your animal the better.[/small]
Brute Force - You are stronger for a period of time. (Active)
Camouflage - You blend into environments more easily if what you are wearing matches your environment. (Passive)
Endurance - You can run, walk, jog (move) for a longer distance without getting tired. (Passive)
Enhanced Hearing - Your hearing is enhanced. (Passive)
Flexibility - This is better defined as grace, you moved more fluidly. (Passive)
Enhanced Sight - Your sight is more advanced, you can see clearer (permanent 20/20) and sometimes you see a bit farther than normal people (Passive).
Night Sight - The ability to see at night. This is not a clear 'like its daylight' sight, but its never pitch black. (Passive)
Shared Sight - You see through your bird's eyes temporarily. Usually has a 5 minute maximum until the human gets too tired to continue. (Active)
Slumber - You can sleep for an extended period of time to rest and heal (faster than normal). (Passive)
Speed - You move and run faster than normal for a period of time. (Active)
Venom - Your blood and saliva become poisonous for a period of time. This is damaging to the human partner if it is maintained for a long period of time. (Active)
[small]Your passive ability does not require any extra energy. Using your active ability for an extended period of time will result in some form of exhaustion. You will be either mentally or physically tired depending on how long you use your ability and what that ability is. [/small]
Camouflage - You blend into environments more easily if what you are wearing matches your environment. (Passive)
Endurance - You can run, walk, jog (move) for a longer distance without getting tired. (Passive)
Enhanced Hearing - Your hearing is enhanced. (Passive)
Flexibility - This is better defined as grace, you moved more fluidly. (Passive)
Enhanced Sight - Your sight is more advanced, you can see clearer (permanent 20/20) and sometimes you see a bit farther than normal people (Passive).
Night Sight - The ability to see at night. This is not a clear 'like its daylight' sight, but its never pitch black. (Passive)
Shared Sight - You see through your bird's eyes temporarily. Usually has a 5 minute maximum until the human gets too tired to continue. (Active)
Slumber - You can sleep for an extended period of time to rest and heal (faster than normal). (Passive)
Speed - You move and run faster than normal for a period of time. (Active)
Venom - Your blood and saliva become poisonous for a period of time. This is damaging to the human partner if it is maintained for a long period of time. (Active)
[small]Your passive ability does not require any extra energy. Using your active ability for an extended period of time will result in some form of exhaustion. You will be either mentally or physically tired depending on how long you use your ability and what that ability is. [/small]

The group's sheets are listed on my second post [a href='http://www.escapistmagazine.com/forums/jump/362.194779.6224010']here[/a]