Hellgate Hotel: A Quest of Friendship and Demons

[X][GENDER] None for me, thanks

[X][MAGIC] Stonelaw Enforcer
Earth and stone and more conceptual applications like manipulating density? What more could you want?

[X][MAGIC] Purifier
Fwoosh. Again, big fan of the more esoteric applications paired with reliable elemental combat options.

[X][MAGIC] Shadow Dancer
A shadow companion sounds like a lot of fun too.
 
Adhoc vote count started by picklepikkl on Mar 22, 2025 at 7:51 AM, finished with 26 posts and 24 votes.
 
[X][MAGIC] Shadow Dancer
[X][MAGIC] Echo Caller
These both seem like they'd be really strong in the social turns. Good perception and information gathering options while still remaining combat capable. Normally I would be wary of something as esoteric as Echo Caller, but picklepikkl did a good job writing esoteric magic in their previous quest, so I'm confident they can do a good job with Echo Caller too.

[X][MAGIC] Body Savant
Yes, I would like to play Wolverine or Morph. Endless healing to recover from ill-advised decisions? Absolutely, yes.

[X][MAGIC] Purifier
There's a reason flame mage is such an enduring staple. It's flashy, it's cool, it's effective, it's very powerful. It's the complete package. A true classic. Plus, when we inevitably burn down the hotel, it'll be very entertaining. Also, also, maybe it could purify the hellgate?
 
It's been over 24 hours (my minimum for votes) and there hasn't been any new action in the thread in a while, so I'm going to lock it up.

Adhoc vote count started by picklepikkl on Mar 22, 2025 at 9:37 PM, finished with 30 posts and 27 votes.


You are a female Stonelaw Enforcer!

The next vote will involve fleshing out your background and skills. To tide you over while I write these options, I will drop some lore in the next post.
 
Lore Compilation
Orolin is a "suits & sorcery" setting. There are many places where the apparent "tech level" ranges all the way up to modern, or even slightly-futuristic; you can find skyscrapers, corporations, monorail trains, etc. All that tech runs on magic, however, and the world applies it unevenly and erratically by normal standards. Most military technology, in particular, is capped firmly at the late-medieval-to-early-Renaissance level. People still fight with swords. Gunpowder has not been invented by anyone. Neither has the steam engine or the combustion engine. If you think of this as a late-era Final Fantasy game, you won't go too far wrong.

Geomancy ensures that the more-modern tech is concentrated in major cities. There are places that look like contemporary Hong Kong, and places that look like 14th-century backcountry English villages, and (quite plausibly) anything in between.

There are no known sapient nonhumans on Orolin, other than demons, though many monsters are frighteningly intelligent.
There are many kinds of magic in Orolin. For taxonomic purposes, however, we can start by dividing the ones that matter into two categories: geomancy and the various forms of spirit magic.

Geomancy, as you might expect, is power drawn from the planet. It is a ley-line-based sort of magic. Specific physical locations contain ley nodes that brim over with arcane energy; this energy can be tapped for human use through arcane engineering and arcane architecture. Virtually all the tech runs on geomantic power. It is, in some ways, a much better power source than any known on Earth.

The big universal problems with geomancy are "how do you store the power?" and "how do you transport the power away from the node for use elsewhere?" There are not great answers to either of these problems, although the best arcane engineers gradually push at the boundaries of geomantic capability. Basically anything making use of geomantic energy has to be plugged into a physical infrastructure grid, and as you move away from the node itself, the energy depletes so rapidly that potential applications become severely curtailed. The biggest, most productive nodes allow for more impressive tech to be constructed right on top of them and for larger cities with more-distant outskirts employing minimal geomancy. Transport outside cities relies on animals, wheels, and wind.

Spirit magic refers to the wide variety of remarkable powers that humans can wield individually. There are many varieties of spirit magic, some much more rare than others (teleportation, in particular, is an extremely uncommon magical ability); thousands have been recorded over the span of history, even ignoring the idiosyncratic differences between individual mages. Spirit magic cannot be taught, at least not reliably: either you possess some form of magic or you don't. The rate is consistent throughout human populations at something like 1%. The descendants of mages are somewhat more likely to have magic than average, but not vastly so. People usually awaken to their power, if they do, around puberty (although there are occasional outliers in both directions).

Not all kinds of spirit magic are overtly and spectacularly magical. In particular, magic that enhances the user's physical capabilities -- strength, sensory perception, etc. -- is very common (as such things go). Individual varieties of spirit magic are something like very tightly-defined CRPG character classes; any given mage can do only a few kinds of thing with their magic. Some types are closely associated with certain populations, and almost never show up anywhere else. Others appear seemingly at random. Different societies have different cultural attitudes towards spirit magic (and towards different kinds of spirit magic), but most legendary heroes and warriors are mages of one kind or another.

Mages generally grow in power at least through mid-adulthood. Power spurts and new abilities often come on the heels of personal epiphanies or major life changes. The highest-end powers tend to be somewhat individual and idiosyncratic, as the peculiarities of a mage's spirit find expression in their magic.

Various faiths purport that their gods have wrought supernatural miracles in the world. There are rumors that occultists can conjure, and command, the demons who dwell amongst the stars. These things have roughly the valence that they do on Earth -- some people and some cultures take them very seriously, but if they're real real, most people haven't been exposed to it.
The world is a scary place. Outside the geomantically-protected cities, there are dangerous monsters everywhere, in the finest JRPG tradition. Dealing with them is a fact of life (and spirit mages often find themselves set to that task, one way or another). There are three continents. There is contact and trade between them, but not huge amounts, and what exists is slow: the best form of intercontinental travel is the sailing ship, and the pelagic zones of the ocean are infested with super-powerful monsters, so safe routes of travel are often very roundabout and indirect.

Nivveas, often thought to be where humanity originated, is dominated by the massive, millennia-old Empire of Nivveas. The Nivveans view themselves as the only civilization worthy of the name. The Imperial capital, Kharan, is indisputably the largest and wealthiest city in the world.

The Empire is stable in the sense that there's no external force remotely capable of threatening it. Its internal politics, however, are complicated and fractious. There are three distinct power structures in Nivveas, all of them with extensive governmental powers and prerogatives, bound up in dizzyingly byzantine intrigues:
  • The bureaucratic civil service, which acquires its members through competitive examination, and which administrates and regulates the Empire;
  • The great corporations, which are state-backed and largely monopolistic in their various spheres of commerce, and which own a staggering amount of the land; and
  • The military, which comprises a large number of mostly-independent martial fraternities and knightly orders, bound together by a baroque hierarchy of prestige and fealty. (Often, a military order is associated with some specific form of magic, and seeks out young teenagers who have just manifested that kind of magic for recruitment.)
(It should be noted that the civil service and the corporations maintain their own armed "security forces.")

The Emperor or Empress notionally has executive command over everything. In practice, this mostly means that supreme power goes back and forth amongst the three "branches of government," because -- by law and custom -- the Imperium rotates between them. The current Empress, Archelada Serafin, was formerly the President of the Dazzling Smile Corporation, and when she dies or retires, she will be succeeded by the grandmaster of one of the military orders.

On the fringes of the continent of Nivveas, and in the jungles and mountains, various independent nomadic peoples and small kingdoms maintain a precariously independent existence. Border wars are constant.

Morleas, the largest continent, is currently divided up between eight different sovereign nations and assorted city-states. Never unified as Nivveas has been since time immemorial, their history is defined by the shifts in wars, alliances, and rivalries. Fifty years ago, the three strongest nations of central Morleas -- Fatharol, Borlion, and Gavis -- formed an aggressive military alliance called the League of Chivalry and began seizing vulnerable territory. The League's wars were notionally religious in motivation; prophets of all three nation's deities were calling for various sacred treasures and holy sites to be reclaimed, for various blasphemies to be avenged, and so on. Many commentators at the time purported that the League's real purposes were far more worldly, and many historians have supported that contention.

This prompted the formation of two defensive coalitions against them: to the south, the mercantile nations of Drovos, Caruva, and Lorania formed the Republican Entente, and to the north and east, the massive Vespalonia and its much weaker neighbor Omone announced the Vespalonian Pact. The League wasn't well-prepared to face powerful unified enemies on two fronts, and it floundered for a few years, until its ambitions met a decisive end when the Church of Borlion collapsed in a nasty violent schism. That having happened, the "Morlean tripod" remained mostly stable for a few decades, during which period the continent rebuilt from the wars and returned to something like its former level of prosperity.

The equilibrium ended when a man named Pilpyas came to power in Omone. Pilpyas was a phenomenally-powerful spirit mage of an unknown kind, with versatile and far-reaching mind-control magics. He renamed the country to the Grand Duchy of Omonezh, and -- with extensive use of mind-control on his own people, especially the military and economic elites -- rebuilt his nation along efficient, collectivist, militaristic lines. This project took about a decade, and the rest of Morleas eyed it with some trepidation and loathing, but did not interfere. He then turned his attention outward, and his armies swept forth to seize every scrap of land to which Omonezh had the barest historical claim, primarily within the League of Chivalry's conquered lands, but also some of the northern reaches of Lorania.

Many assumed that in the face of such blatant aggression, and such disturbing magics, Vespalonia would abandon its longstanding ally. It did not. With Vespalonian power protecting it from counterattack, the Grand Duchy annexed its way to its greatest historical extent before stopping to consolidate. It has been most of a decade since then, but nobody thinks the Grand Duke's appetite for conquest has been satisfied.

Zareas is, by far, the least-populated of the three continents. While it is rich in mineral wealth and exotic plant life and other natural bounties, its ley lines are poor, and the monsters who dwell there are generally much more dangerous than those on Nivveas or Morleas. Most of the settlements on Zareas can be found along or near the northern coastlines, especially in the northeast, where the climate is mostly tropical. There are many such settlements, most of them very small; the anemic Zarean geomancy makes it difficult for cities to expand. Vindar, where the quest takes place, is one of the largest towns on the entire continent.

These settlements fall into a few categories. There are lawless towns, hives of scum and villainy -- often run by local crime families or syndicates -- that cater to prospectors, pirates, monster-hunters, treasure-hunters, and other kinds of fringe figures (ex. Skintown, Port Laughter, Northwick). There are settlements founded as utopian communities by religious or political movements, some of which retain their intended character as the years pass, and some of which don't (ex. New Hayera, Alleluia, Axtempo). And in recent years, more and more, there are resource-extraction outposts of Nivvean megacorps, often built around plantations or factories.

Zareas is, of course, famous for its ruins. These come in two general types.

There are the "recent ruins" (some of them thousands of years old), which are the derelict abandoned shells of failed settlements built by Nivvean and Morlean colonists over the years. There are a lot of these, and they often contain surprising treasure troves, especially for those who value historical lore. Obviously, they are mostly to be found in the north.

Then there are the "ancient ruins," the bizarre stone cities and temples constructed by an unknown people generally referred to as the "indigenous Zareans" (which they may or may not have actually been). These ruins can be found all over the continent. They are incredibly old; some of them are believed to have been inhabited centuries or millennia before the founding of the Nivvean Empire. Very little is known about the people who fashioned them. The "indigenous Zareans" seem to have written extensively, which is to say, they left lengthy inscriptions on many of the things they built -- but their language does not appear to be related to any known in the modern day, and their script has proven impenetrable thus far. The "ancient ruins" are also bafflingly resistant to mnemonism and other forms of divinatory/investigative magic.
The Nivvean Empire officially adheres to Radiant Abyss Thought, a spiritual but non-theistic philosophy. The Nivvean upper classes practice Radiant Abyss Thought, or at least pay it lip service, almost uniformly. The lower classes of Nivveas often hold to ancient animistic folk beliefs (while also espousing Radiant Abyss Thought to varying degrees).

Morlean culture is freewheelingly polytheistic, in a not-very-systematic way. Most gods have individualized cults, and they generally don't have much to do with each other in myth or in doctrine (although there are a few who are supposed to be related to each other in various ways). Gods tend to be associated with specific places -- nations, or individual cities -- and most of their worshippers come from those places. But people relocate, and it's common for them to keep on worshipping the gods of their original homes (or the gods of their ancestors). The general assumption is that all the gods are real, or at least that any given god might be real, although few people pay much attention to any gods except the ones they worship.

A few Morlean nations, most notably Gavis, have strong institutional churches associated with their national deities.

Human society on Zareas is relatively young and relatively fragmented. Most Zareans observe a religion inherited from one of the other continents, often in some very heterodox form. Of course, minority religions and weird cults often build settlements on Zareas, in hopes of establishing utopia or escaping persecution.
Nothing about demons is well-understood. For most purposes, they might as well be mythical beings.

(Until you came to Vindar and saw the sealed rift with your own eyes, you may not have been entirely convinced that they even exist.)

Various legends and religious scriptures talk about demons. So do a few of the most ancient historical records. Taken together, these texts do not portray them in a consistent manner.

It is commonly believed that certain people are somehow able to summon demons into the world. The beliefs about how this works vary widely from place to place. In rural Nivvean villages, the demon-conjurer is a witch-like character who makes sacrificial pacts to wither crops and kill babies in their cradles. (Unsurprisingly, unpopular or antisocial villagers are often accused of practicing demonology.) Some esoteric scholars purport that certain kinds of spirit magic grant the power to summon and control demons. Others assert that no special gift is needed, only the proper execution of a ceremonial rite, or a particular kind of mental discipline. There are a few infamous rare books that purport to be manuals of demonology, and persistent rumors claim that decadent and eccentric elites use these manuals to summon demons for their own presumably-nefarious purposes.

These discussions are entirely academic. Demonology is reviled everywhere, and if there are any actual demon-summoners in the world, they are not publicly owning up to it.
There are a few things that everyone "knows" about demons, and that all the otherwise-very-inconsistent sources agree about:
  • Demons come from the stars, and dwell there when they are not present in the world.
  • Demons are hostile to the world and everything in it.
  • Demons are associated with great moral evil.

Because the stars are home to demons, their influence upon the world is universally understood to be baleful and negative. On Orolin, astrology is the art of understanding how the alignment of the stars will influence fate, so that their effect can be avoided or counteracted if possible.

The most serious kinds of astrology touch on all the stars in the night sky, but for the most part, astrologers are concerned with the zodiac: a series of thirteen constellations through which the ecliptic of the sun passes over the course of a year.

A few Morlean religions take astrology very seriously. Overall, however, in the present day, it is treated as a harmless and entertaining superstition (much as it is on Earth). The average person knows what constellation they were born under, and knows what vague curse that constellation is supposed to have laid upon them. Some people like to make a show of blaming the stars when things go wrong for them in a way that is consistent with the evil influence of their birth-signs. There is a cottage industry of pop astrologers who write horoscopes that tell people how to escape their dooms, or books about which birth-signs are especially unlucky together for romantic or business purposes.

The year on Orolin is divided into twelve months, each of which corresponds to the sun passing through a single constellation of the zodiac. There is a single day during which the sun briefly passes through a thirteenth constellation; this day is treated as falling between months, and in most of the world it is celebrated as Lamptide, a Halloween-like festival of spooks and revelry. (Nivveas is famous for its fantastically overblown, riotous Lamptide festivities. Things are generally somewhat more subdued on Morleas, and until recent years, the Church of Borlion denounced the holiday as demonic.)

The months of the year, and their associated zodiac signs, are as follows:

Springdawn
Python, the Serpent
("You will be consumed")

Highspring
Vexilla, the Banner
("You will be conquered")

Deepspring
Furmica, the Ant
("You will labor fruitlessly")

Summerdawn
Raster, the Harrow
("You will be torn apart")

Highsummer
Saltatrix, the Dancer
("What you love will leave you")

Deepsummer
Pardus, the Panther
("What you fear will follow you")

Falldawn
Eisoptra, the Mirror
("You will be hateful unto yourself")

Highfall
Meles, the Badger
("You will know great strife")

Deepfall
Cursor, the Runner
("You will never know rest")

Winterdawn
Gladio, the Sword
("You will wound what you love")

Highwinter
Gemma, the Jewel
("Your treasure will bring you no joy")

Deepwinter
Crategus, the Hawthorn-Tree
("You will be imprisoned")

Lamptide
Lamparus, the Lantern-Bearer
("All that you perceive will be hateful to you")
A Lamptide birth is generally understood to be extremely inauspicious.
Ancestral Scion
Ancestral scions can conjure forth spiritual entities that appear to be the ghosts or phantoms of their own genetic predecessors. These ancestor-ghosts can fight on behalf of the mages who summon them, and -- sometimes -- offer up their own skills and knowledge. As a scion grows in power, their ghosts will display more coherence-of-personality and more capacity for independent action. Scholars are divided as to whether these entities are genuinely the spiritual remnants of deceased humans, or merely psychic projections of the summoner's imagination; scions themselves tend to have strong feelings on this issue. All known ancestral scions come from a few famous lineages, which manifest this form of magic with great regularity; the most noteworthy of these is the royal line of Gavis.

Animator
Animators wield the so-called "breath of life," which they can imbue into unmoving and unliving objects, granting those objects temporary mobility -- and even a temporary sort of operational intelligence. At an Animator's command, brooms will sweep, knives will cut of their own accord, and carts will roll themselves forward without any need for horses. This is an extremely versatile form of magic, and tends to be in great demand for commercial applications. Animators' Guilds can be found in many cities, selling their magic services for high prices.
Necromancy is, properly understood, the use of Animation magic on once-living organic tissues; certain savants believe that there is remarkable power and utility to be gained from necromantic techniques, but any such practice is regarded as vile the world over, for obvious reasons. (Scholars claim that the tremendous receptivity to Animation displayed by organic matter has troubling metaphysical implications.)

Beast Soul Adept
Some mages find that their empowered spirit takes the form of an "inner beast" of some kind -- a true spiritual self that is animalistic, or monstrous, and that can be partly unleashed into the world through the expenditure of power. This is one of the very most common and widespread kinds of spirit magic, although it can take many different forms, since an "inner beast" can be practically anything. It is also, usually, one of the most straightforwardly physical kinds of magic. Beast Soul Adepts can temporarily give themselves features of their totemic identities: claws, fangs, wings, whatever is appropriate. They can often employ the senses, or the instincts, or the unusual abilities, of their beasts. At the heights of their ability, they can fully transform into bestial shape.

Body Savant
Body savants' magic focuses on control and manipulation of their own physical forms. At a basic level, most mages of this kind are effortlessly healthy and fit, and resist most nonmagical diseases. Those who choose to hone this power develop an intuitive familiarity with the thousand intricate interconnected systems of their own bodies -- a familiarity usually supplemented by intensive, long-term study -- to better understand their limitations, and then push those limitations as far as possible. Body savants are ever surefooted and poised, capable of delivering precise and shattering blows with their bare hands and feet, and can control their adrenaline and serotonin levels to modulate their instinctual reactions or keep themselves awake and on their feet far longer than normal. Masters of this discipline can reshape their body on the macro-level: creating backup organs, coaxing spikes of bone to serve as armor or weapons, and even healing from mortal wounds.

Cosmic Essence Sage
These mages wield a supremely esoteric kind of power, one that reflects the conceptual duality underlying existence: positivity and negativity, which is to say, presence and absence. Their more overt abilities allow them to project magic into the world in its rawest and purest form, usually shaping it into wards and barriers and other very simple constructions. Their subtler negative abilities allow them to weaken, or even drain, external arcane phenomena. Cosmic Essence Sages are found almost exclusively on Nivveas, where their brand of magic (and the associated insights) have been given particular prestige and veneration since time immemorial. Many of them are affiliated with the Nivvean civil service, that most ancient and respectable institution.

Echo Caller
Echo Callers make for excellent scholars and researchers in arcane fields, for their power allows them to perceive magical phenomena directly -- synesthetically "seeing" the flows and patterns of the aetheric forces -- like no one else can. They are most famous, however, for their ability to make their own magic conform to the patterns that they "see." Which is to say; during the brief moments when the residue of a spell or magical effect lingers in the world, an echo mime can often cast that same spell or create that same effect, regardless of its origins.

Fatebinder
These rare mages are able to feel out the thin, fragile tendrils of fate that draw each individual towards his or her destiny like tethers of spidersilk. No mortal mage can break the hanging threads of fate, nor reweave them...but fatebinders can gently loop them around other individuals or items, ensuring that their futures will be closely intertwined for a time. Fatebinders may use their own destiny-threads as a quick and convenient source for bindings that will last the span of their own lives, or expend a much greater effort to manipulate the threads of others. The effects of this may vary from minor bindings, like ensuring that someone never loses a cherished possession, to major intricate tangles that can change the course of history. Practitioners of this discipline understand that each binding or knot they create tugs at the weave of reality in oblique and unpredictable ways, and true masters can even sometimes pluck at a thread and sense the vibrations of what may come of the future if it is disturbed.

Forger
Forgers are prized the world over, for they are the makers of magical tools and weaponry -- which is to say, they are the only ones who can put magic power in the hands of anyone other than a spirit mage. Were they more common, and were they better-able to shape their creations from common materials, they might change the ordering of the world; as it is, their numbers are few, and the reagents with which they can work are rare. As it is, Forged arrows that always fly true and Forged swords that can fight under their own power are the treasures of kingdoms. The classical Forger temperament is obsessive, perfectionist, and misanthropic; how much of this is the natural consequence of the circumstances of their work, and how much is romantic stereotype, is unclear.

Living Crucible
Living crucibles wield a bizarre and viscerally physical form of magic; they can eat almost anything without injury, and they draw temporary power from what they consume. From any sort of ordinary foodstuff or common substance, the power gains are so trivial as to be unnoticeable, but rare materials (or the flesh of powerful beings) can grant a living crucible all sorts of strange and potent abilities. Many mages of this kind try to carry around a small supply of gold and jewels, to be eaten whenever mighty magics are needed.

Mnemonist
Many mages of many kinds possess at least some small measure of psychometry: the ability to sense echoes-of-the-past that are strongly connected to a particular person, place, or item. Those who choose to focus on this power can often learn to experience and interpret these echoes with greater clarity. Although perceptible ambient memories are rare, and generally appear only in connection with moments of great emotion or spectacular amounts of magic, a master mnemonist can go searching for a particular event or moment of the past -- experiencing it through multiple perspectives, and even turning themself into an amplifier to transmit their understanding directly to others. Mnemonism is not a particularly combat-oriented kind of magic, but mnemonists who do take up arms learn to capitalize on their ability to gather valuable information about their enemies' capabilities and weaknesses.

Purifier
Purifiers wield the magic of the purging flame, which they generally perceive as burning eternally inside their heart, waiting to be unleashed on the world. Purifiers are known for their skill with the obvious combative applications of fire, but the purging flame is also capable of much subtler applications. Applied with careful skill, it can purge poison from food, or disease from a living body. Applied with very careful skill, it can purge memories -- or even entire aspects of personality -- from the mind of someone who is willing to be so changed. As a rule, this kind of magic manifests among people who have a deep-seated desire to change the world around them.

Shadow Dancer
This brand of spirit magic revolves around solidifying, and manipulating, shadows. The most fundamental shadow dancer techniques mostly revolve around the mage turning their own shadow into a capable, empowered ally -- a scout and spy and combat partner, perfectly in synch with its master's thoughts, perfectly silent. Shadow dancers can also manipulate ambient shadows, transforming them into temporary weapons or hiding-places. Shadow dancers are uncommon even by spirit-mage standards, and they tend to be extremely secretive.

Silver Knight
A mage of this kind can conjure forth, at will, a suit of armor and a weapon -- uniquely individual in its form, but always gleaming silver -- shaped from pure magic force. It is said that a silver knight's arms and armor are physical manifestations of their very soul. Their weapon can strike with unnatural force, but is practically weightless in their hands, and can be intuitively maneuvered with great skill; their armor is nigh-impervious, but does not hinder their movement at all. Silver knights are found all over the world, and often make lives for themselves as elite soldiers, for many armies prize them above all other kinds of mages.

Stonelaw Enforcer
Though Stonelaw Enforcers are visible on the battlefield for the walls they raise, the terrain they manipulate, and the boulders they hurl, their true power does not rest in mere manipulations of soil and rock. Rather, they wield the conceptual essence of the earth: the principles of weight and mass, of absorption and solidity, are theirs to command. While found all over the world, they are most prized in Morleas, for the tense peaces and wary alliances of that continent are ever in need of those who can help raise fortresses and suppress raiding parties.

Stormchild
Storm magic is among the most widespread kinds of spirit magic, and for many people, the stormchild is the absolute classic archetype of the magician. Stormchildren can soar through the air like birds, and they can unleash blasts of lightning from their hands. Their skills are, of course, prized by armies -- they make for excellent scouts, and are unmatched as air-artillery -- but as a rule they are free-spirited and rebellious. They often live restless and nomadic lives, although there are a few Nivvean martial sects with traditions of helping stormchildren discipline themselves and channel their power.
For decades, the so-called "Morlean tripod" has been the most prominent political dynamic on the world's second continent (as Nivveans call it). But in the wake of Pilpyas's irredentist conquests, the tripod has unofficially transformed. Disturbed by the prospect of Vespalonia's might (largely untouched by any of the Morlean wars over the past century) backing Omonezhan aggression, the League of Chivalry, the Republican Entente, and most of the remaining independent city-states formed a defensive mega-alliance called the Latterleague. For the last ten years, the two continental super-alliances have been staring each other down, and nobody knows when or how the cold war will turn hot.

The Latterleague is stronger on paper, but its internal tensions represent a serious weakness that has yet to be truly tested. It's not so long ago that half of its constituent armies were at war with the other half, after all, and grudges and distrust abound among the high commands and the common soldiery alike. The nations comprising it don't think of themselves as belonging to the Latterleague: they think of themselves as members of their former blocs, huddled up with other blocs for the sake of mutual defense. This is perhaps unsurprising: the previous blocs formed due to common cultural backgrounds and geopolitical ties, after all.

All three nations within the League of Chivalry are monarchies, albeit structured differently. Gavis, geographically smallest but boasting high population due to fertile soil and dense ley nodes, concentrates its political power strongly in the person of the monarch. Fatharol, geographically largest, is significantly less centralized, electing its king from among its great ducal families rather than passing through a single royal line. In faithful Borlion, it is difficult to tell where the sacred ends and the secular begins: church and state are wedded together, sometimes extremely literally, and so it is this unified entity that exercises power both temporal and spiritual, now that it has laboriously put itself back together in the wake of its collapse decades ago during the Chivalry Wars.

Similarly, the Republican Entente are all republics, after their own fashion. Drovos is perhaps the archetypical nation in this respect: it hews the closest to its republican origins in the city-states that sprang up on southern Morleas's diffuse ley nodes. Each constituent city is self-administrating and nominally sovereign, but send elected representatives to form a national government for higher-level policy. Its neighbors to east and west were both monarchies centuries ago before these political ideas transformed them. Caruva transformed gradually - so gradually that some critics say that it hardly transformed at all. The old royal and noble lines still dominate high political offices, and the ebb and flow of Caruvan politics reflects their waning or waxing influence. Lorania, in contrast, suffered a much messier transition, as each successive governmental fall resulted in nobility consolidating power once again, until the Last Revolution in which their current government was forged. In the wake of the Last Revolution, all Loranian nobles were forced to forfeit claims to nobility or leave the country, with a few notable exceptions. The house of Durand, Lorania's only known line of Ancestral Scions, supported the Last Revolution, and in recognition of their service and the asset they represented, they were allowed to retain their name and status in exchange for forfeiting their lands and accepting a ban from the capital province in perpetuity. They have since served as hereditary Seneschals of the North, "guarding" the long border with the minor Duchy of Omone... a role which has taken on unexpectedly grave import since Grand Duke Pilpyas began his project, and brought tremendous focus on General Evangeline Durand, the house's current leader.

While these represent the major nations of Morleas, no discussion of Morlean politics would be complete without the minor nations... and the nation that isn't Morlean at all. Many city-states cling to their independence still, most as members of the Latterleague but some asserting proud neutrality. Additionally, the reach of the Nivvean Empire extends here as it extends everywhere on the planet: some city-states acknowledge the Empress as their suzerain, and some smaller previously-independent settlements have been annexed outright

There is yet another power bloc on Morleas, one which knows no borders... or rather, there used to be. For nearly two decades, a cabal of necromancers roamed the Morlean wilderness. Necromancy, though commonly referred to as its own discipline, is in fact a heterodox application of Animation, a form of spirit magic which is fairly common in parts of Morleas. Its legality varies country-to-country, but even where it is legal it is held in revulsion. A common theory is that it draws its unusual power and efficiency (compared to standard Animation) from the slow consumption of the souls of those raised into unlife. Others believe that the souls of the undead are not directly harmed, but that tearing the veil between life and death allows demons greater purchase in our world. Where necromancy is illegal and punishable by death if the necromancer will not recant, it is generally condemned as a perverse fusion of Animation and diabolism. About twenty-five years ago, it was revealed that an underground network of necromancy-practicing Animators ran between all the major Guilds across the continent, sharing knowledge and resources. The members of this cabal who did not recant or go into hiding in the wake of this scandalous discovery followed the network's original organizer, a woman named Taranath, into the hinterlands.

The cabal turned itinerant, traveling through the wilds. Suppressing them would have required a large military commitment at a politically touchy time, and so no nation seriously tried. (Rumors persist, however, that certain nations attempted at various points to hire them as under-the-table mercenaries to point at their foes.) Taranath's only purported rival in the cabal was Chavash; while she never gave up on her dreams of rapprochement, corresponding with political and religious leaders and leading the cabal in monster hunts to defend threatened towns and villages, Chavash was severe and cold, advocating a more confrontational approach with the powers-that-be and harsher responses to persecution. Those who have met him report feeling evaluated as mere sources of spare parts, no idle comparison: he is known to specialize not just in raising slain monsters to his service, but in assembling monstrosities of his own from grafted human corpses, and for this reason he has been dubbed the Fleshwarper. But Chavash's faction, such as it was, did not carry the day, and Taranath retained leadership.

About five years ago, for unknown reasons, the cabal changed their activities. They purchased dock space and assembled ships, and advertised to those Morleans who were dispossessed or homeless or simply sick of war that they had found a home for themselves over the sea, where necromancy would provide food and shelter and defense, and all who wished to come were welcome. Many scorned these blandishments, but many did not, perhaps fearing necromancy less than pillage or conscription. They all sailed to Zareas, recruited more settlers from the poor and desperate there, and marched inland, in a direction bereft of ley nodes. Since then, reports have filtered out about the so-called Free City-State of Graveshire, still persevering despite a complete lack of geomancy. It is not recognized as a sovereign state by any power on Morleas, and many have embargoed its goods.
Morleas is a very religiously diverse land, and a full catalog of its faiths would be impossible. Instead, detail will be provided about the faith you were brought up in, with summaries for the others due to your high level of Esoterica.

The Cult of the Enshrouded God is a technically monotheistic religion. Mostly found in the Republican Entente, but also dotting the coasts all over the continent, almost all the actual religious practice is carried out not in the name of the titular god, who is held to be the supreme fount of all being and creator of the universe, but to saints, whose cults tend to be tightly geographically focused. A particular city will have a shrine to its patron saint, with larger cities likely to have a couple of shrines for other neighboring ones. Each saint has the mortal name by which they were known in life, but also a secret name known to those priests who tend their shrine. Acts of pious service to a shrine will result in initiation into the mystery of the saint's secret name, and by learning more and more of the secret names, mystics seek to understand the Enshrouded God, unknowable in Itself but perceptible through the natures of those It has empowered. Grand Duke Pilpyas has been encouraging the veneration of the Enshrouded God and Its Saints in Omonezh, donating money to upkeep and encouraging the investigation of potential saints so that new shrines may be founded.

The faith of the Cosmic Family centers on two sets of three gods: the older generation (a goddess of the sea and gods of the air and land) who came into being independently, fell in love, and married one another, and the younger generation (god of the night and goddesses of the day and dawn) who are each the child of one pair of the elder three. In emulation of the gods, triadic marriages are widely practiced among the faithful in addition to more common dyadic marriage.

The Empyrean Lords are a set of four gods associated with the seasons, with elements, with cardinal directions... anything with fourfold symmetry, really. Lamptide is considered a day for them to meet on equal terms, outside of any of their seasons, and reaffirm their shared bonds of love and duty; as such, rather than the raucous party it is elsewhere, it's observed as a family holiday by their faithful.

Phenisha is the name for a religion based around nine divine sisters who govern humanity and protect them from the divine powers that are not of humanity. Different regions have their own variations, but the most "standard" pantheon has them as goddesses over justice, war, poetry and song, childbirth, fire and the hearth, agriculture, herd animals, madness and revelry, and sleep and death.

The Grasping Abyss and the Drowned Prince are gods worshiped as a pair, often by sailors and coastal communities in addition to another faith. The Grasping Abyss is the sea in its terrible power, often represented as an octopus, shark-headed man, or chimeric entity, and the Drowned Prince is a former man who attained divinity of his own that he may intercede for humanity and permit them to share in the ocean's bounty.

The Church of the Eight-and-Six holds that the universe was once perfectly balanced between seven gods of creation and seven gods of destruction, until the eldest god of creation, who rules innovation and ingenuity, kidnapped the youngest goddess of destruction, embodiment of despair and entropy. It is because he continues to hold her captive that life in general and humanity specifically have the ability to flourish and grow over time, despite being cut down along the way by death.

The worship of the Midnight Mother and her hundred daughters is an ancient religion, out of fashion among ruling classes but still practiced among common folk, especially in rural areas. The Midnight Mother dwells deep within the world, so deep that she cannot reach the surface, but her daughters the ley nodes protect and shelter humanity, and other natural features of the world are worshiped semi-animistically as aspects of the Mother.
The Current Situation

Empress Archelada Serafin is ambitious, even by the standards of corporate Imperials, and she has invested the resources of the Empire into numerous projects. She has sent the Imperial armies into multiple border wars on their continent, in hopes of reclaiming lands lost to the "barbarians" decades ago; she has given Imperial backing to a large number of corporate resource-extraction colonies on Zareas; she has created a network of intensive "schools" designed to create and train spirit mages of various kinds; she has made diplomatic overtures to Morlean city-states to bring them into Nivvean orbit rather than either of the continental superpowers. Some of these endeavors have shown signs of success, others have shown signs of failure, but she has continued to forge ahead boldly in a manner characteristic of her administration. The popular perception in Morleas, especially in the monarchies, is that the Empress is less interested in ruling Nivveas than she is in attempting to leave her stamp on it before the cycle turns and the throne passes to the military factions.

Certain Noteworthy Military Sects and Fraternities

The Heart-Eater Brotherhood is a famously aggressive fraternity known for proactive raid warfare and scorched-earth tactics. It is notorious for recruiting blood ghouls -- spirit mages who can gain strength and vitality through cannibalism -- as well as bandits, village toughs, and other dishonorable sorts. Although historically considered rather disreputable, Empress Archelada Serafin has shown them a bewildering degree of imperial favor.

The Knights of the Dream are a wealthy and sophisticated sect headquartered in Kharan. Their work mostly involves policing wealthy neighborhoods and providing high-level security (often working in tandem with corporate or civil-service forces). The Knights favor mnemonists, diviners, and psychics of various kinds.

The Cloud Spear Sect is one of the oldest, most traditional, and most respected fraternities in the military, operating mostly in the western provinces, where it maintains Nivvean border fortresses. The Cloud Spears also supply martial instructors to other, younger sects with less-well-developed arts and styles.

The Iron Legion is the single largest sect in the military. It refuses to accept spirit mages of any kind, and promising instead to make a great warrior out of any ordinary man or woman through intense disciplined training. It takes responsibility for road security and bandit management in almost half the Empire, and although it has never been particularly influential at court, a canny scholar would understand that it holds a great deal of invisible power, capable of disrupting the works of the Empire merely by laying down its arms.

Certain Major Nivvean Corporations

Imperial Energy Enterprises (IEE) is the largest player in the Nivvean economic world. Its original focus was on geomancy and geomantic architecture -- it built most of the key infrastructure in every city on Nivveas -- but its corporate conglomeration now also envelops many other things related to heavy industry and construction. Unlike many of the other major corps, it's not a family business, instead recruiting proven talent from other corporations.

Fifty years ago, the Dazzling Smile Corporation (DS) was a small and insignificant company, a manufacturer of toothpaste and cosmetics. But after strategic expansion into other consumer goods like snack foods and toys, and the most aggressive marketing/branding campaign in Nivvean history -- and especially now that its former President has been crowned Empress -- its rise in popular awareness has been meteoric, even on other continents. (Political cartoons often depict Archelada Serafin as Wingy, Dazzling Smile's omnipresent angel mascot.) Although Archelada Serafin officially stepped down to accept her coronation and left the presidency of Dazzling Smile to her elder daughter Vercede, she continues to show the company immense political and economic favor, subsidizing trade deals to push its exports into foreign markets.

Calron Textiles (CT) is synonymous with the clothing industry on Nivveas, and the Calron family lineage with elite Nivvean high society. The corporation is touted as the textbook example of vertical integration, controlling a huge portion of the continent's industrial-scale manufacture, major clothing stores, and even designer academies and fashion publications. It governs multiple company towns in Zareas from which it dispatches armies of monster-hunters to bring in rare and valuable pelts.

The Earth Heart Mining Corporation (EHM) is even more closely held by its ruling family than most Nivvean corps. The Dajins have handed the presidency of EHM down from parent to child through twelve generations. Earth Heart has been especially aggressive about expanding in Zareas over the course of the last few decades.

Delfin Family Hospitality (DFH) is a mid-size corp at the forefront of the hospitality industry on Nivveas. Even on Morleas, Delfin hotels are a watchword for luxury. It's also noteworthy, at the present moment, for scandal. Ten years ago, the family heir left the corporation behind, fled Nivveas altogether, and set up her own privately-owned resort in the small city of Vindar, in the wilds of Zareas.

Certain Notes On the Civil Service

Nivveas is divided into nine provinces, each covering a substantial landmass and containing at least one major city. Provincial governors and other local administrators are generally officers of the civil service. Kharan, the capital city, has its own special district rather than being contained within any province. Noteworthily, it is built on three separate ley nodes tightly clustered together, making it by far the most geomantically-empowered city in the world.

Entry into the civil service is gated by a series of exhaustive five-day exams administered each year in Kharan; of those who sit the exams each year, only six to eight percent are offered entry-level positions from which they are expected to begin their career. The cost of repeated travel, as well as the intensive study required to prepare, effectively prices out most aspirants that aren't from well-to-do families. Although the civil service exam system has been the target of criticism for decades, additional accusations of corruption and bribery higher in the promotion system prompted a widespread program of reform a few decades ago, as well as the abdication of the previous civil service Emperor from the Nivvean throne.
(For the basics about Zareas, see "Geography & Politics")

Zareas is shaped approximately like an isosceles triangle, pointing south-southwest. Its southern reaches are largely unexplored and unknown; they are cut off on all sides by monster-infested waters and by the equally monster-infested malarial swamps that cut a horizontal band straight across the lower middle of the triangle. The longest river in the world, the Great Kill, extends from Lake Leviathan in the heart of Zareas all the way to its delta on the northern corner of the continent. The northwest of the continent, where Graveshire is located, is a cooler region of hills and moors.

As Nivvean corporations expand their interests and influence into Zareas, they often comes into conflict with local Zarean communities, fighting over resource rights or political control. Many towns have been thrown into turmoil as a result. Silverplume, near the delta, is a typical case; it is presently caught between the genially corrupt rule of the local Forsythe clan and the massive economic power of Calron Textiles.

Conditions in corporate-owned Nivvean resource extraction colonies, as you might expect, can be astonishingly terrible. A generation of Zarean spirit mages has cut its teeth acting as do-gooder adventurers and vigilante heroes, fighting a guerilla war against the Nivveans. The small city of Vindar on the shore of the eastern horn of Zareas, where the quest takes place, was built on the abandoned infrastructure of one of these exhausted extraction sites.
 
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Unfortunately my takeaway is churches smurches- which to be fair you have people who can throw fire and lightning and no religion-based magic.
The anti-mnemonic ruin stuff must be infuriating.
Especially the part where there's only so much of it and it's only good for that unless someone makes the linguistic achievement of the millennium.
 
I'm guessing the dudes from the ruins did something catastrophic in the old days and the last members made a babble spell to make sure there wasn't a repeat.

And might I say Pilpyas is such a nice and swell dude, really like the cut of his jib. Wonder why people are so sus of him?
 
Well, none of the magics I voted for won, but Stonelaw Enforcer was probably my next favorite. I wonder how far we can go with the conceptual side of its magic...can our protagonist be superhumanly strong and tough that way, for instance? Can they resist mind control? Make people too heavy to move? I'm guessing yes on those, but I'm wondering how much further we can go...

And might I say Pilpyas is such a nice and swell dude, really like the cut of his jib. Wonder why people are so sus of him?

We've found the mind controlled infiltrator, everyone.
 
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The world is a scary place. Outside the geomantically-protected cities, there are dangerous monsters everywhere, in the finest JRPG tradition. Dealing with them is a fact of life (and spirit mages often find themselves set to that task, one way or another).
What creates monsters? What causes people to become spirit mages? Are these two phenomina related to each other?

Something else. I'll bet that Zareas's poor leylines are the result of some past calamity. Not too crazy a speculation, sure. But notice how monsters are more powerful where leylines are weaker - the continent of Zareas, yes, but the open ocean has the worst of them. Perhaps leylines aren't natural, but instead were artificially created to drain power from the world's monsters. Or the opposite: Many of the leylines in Zareas were destroyed, intentionally or not, resulting in too many monster attacks for civilization to endure there.
These things have roughly the valence that they do on Earth -- some people and some cultures take them very seriously, but if they're real real, most people haven't been exposed to it.
I think you meant to use a different word here?
 
Character Creation -- Part Two
[*][MAGIC] Stonelaw Enforcer
[*][GENDER] Female

Tally

Background
Spirit magic is of the spirit, and the spirit you possess is shaped by the life you've lived: your upbringing, experiences, and outlook shape and direct the expression of your powers. In this section you will be voting on the broad strokes of the life you have lived so far, which in turn shapes how your magic manifests.

[][BACKGROUND] The Engineer
While the martial fraternities are the traditional path for talented Nivvean spirit mages with a military bent, they are not the only path. The corporations retain private security forces, of course, but between battlefield fortifications and public works projects, the civil service has plenty of uses for your talents. You have served your empire with distinction in everything from disaster recovery to border defense, and if there is less glory to be had here than elsewhere, you find the patriotic satisfaction adequate compensation. You specialize in terrain control, raising strongpoints for your allies and baffles for your foes with speed and precision.

[][BACKGROUND] The Windfall
Being a spirit mage is strong insulation against outright poverty per se, but in the mercantile cities of the Republican Entente, it's not as much of a negotiating asset as one might think. After a few fruitless efforts to pull yourself up by your bootstraps, however, fate intervened - in the form of a collapsing dike outside the poor quarter in which you dwelt. Without thinking twice, you threw every ounce of strength you possessed into holding the structure together while the quarter was evacuated and aid was dispatched. In the short time since, you have been lauded as a hero and have been offered training to hone your strong natural talent.
Note: Your youth means that you are less polished a combatant than other options: you have not yet developed a specialized fighting style or unique expressions of your spirit magic. However, this means your potential for growth during the quest is larger and more possible to actively direct than other options.


[][BACKGROUND] The Monster Hunter
You came of age just a little too late to get involved in the last round of Morlean wars. But there are always crises that need the attention of strong spirit mages, and years of funneling spirit mages into the military had left a lot of necessary tasks unaddressed in the meantime. You are a monster hunter, sometimes operating solo and sometimes with a team, protecting your country not from Omonezhan expansion but from the beasts that endanger the roads and small towns. You specialize in the gravitational aspect of your powers, turning the massive size of most monsters against them.

[][BACKGROUND] The Architect
As a young woman you fought for the League of Chivalry, full of fervor to reclaim the glory of your homeland. But when your enemies proved their own valor and stalled your advance on the battlefield, and rumors of scandals and corruption in church leadership began to be substantiated, you realized how your faith had been exploited for worldly gain; disillusioned, you resigned your commission. In the decades since, you have turned your talents to peaceful purposes: designing and building buildings, especially temples, to nurture your homeland and glorify your gods. You specialize in the movement of immense quantities of earth and stone, able to lift and guide boulders with the ease with which others control bricks.
Note: Your age and experience mean that you have developed your powers more than other options, with an extremely polished fighting style and unique magic. However, your potential for growth is smaller, as you have already followed much of the path available to you.


[][BACKGROUND] The Archaeologist
When people talk about the wealth of the earth, usually that is a poetic way of referring to either bountiful harvests or precious minerals. But in Zareas, the glories of ancient civilizations lie buried, or precariously collapsed, or blocked by rubble. Instead of following well-meant encouragement to the battlefield, you chose the wilderness and mysteries lost to time, and your spirit magic guides you safely and empowers you to reclaim the past from the grasp of the land. You specialize in unusually fine and precise applications of your powers, able to manipulate sand as easily as stones.

Note: All of the backgrounds have all the basic Stonelaw Enforcer powers -- all of them can throw rocks, manipulate the ground, mess with gravity, etc. The four options that have a specialty (i.e. everyone except The Windfall) are just capable of greater feats in their particular field than the non-specialized ones are, and the Architect is even stronger in her specialization than the other three are in theirs due to her significantly greater experience.

Skills
In this quest there are nine skills, which cover noncombat challenges that merit mechanical resolution. The skills are Athletics, Stealth, Endurance, History, Esoterica, Perception, Socialize, Performance, and Deception. The normal range for skills is 1-5; as a spirit mage, your range is 2-6. Your rating in a skill determines how many d10s you roll on a skill challenge of that type; 1-6 are a failure, 7-9 are a success, and 10 is two successes. Most non-opposed challenges will require one success; hard challenges will generally be represented with a penalty to your rating rather than a higher requirement for success. Rolling no successes and at least one 1 constitutes a botch (a failure with further negative complications), and rolling at least 3 successes more than you need (i.e. generally 4 successes) will constitute a crit (a success with additional positive consequences).

Rather than have a complicated plan vote where you draw up legal skill arrays, I have just generated a number of skill arrays for you to vote on. All skill arrays have 1 skill at each of 2 and 6, 2 skills at each of 3 and 5, and 3 skills at 4. Write-ins are accepted here!

Esoterica is used for random bits of metaphysical theory or weird nonsense related to magical things in the world. I promise it is not the Solve The Metaplot skill, it is a grab-bag of curiosities. For the purposes of pun lovers, I suppose I should mention that geomancy, which refers not to what Stonelaw Adepts do but to the understanding and use of leylines, falls under this skill.
Socialize is used for creating a favorable impression in one-on-one or small-group interactions. Performance is for performances either artistic (e.g. music or writing a poem) or rhetorical (e.g. speechifying to crowds or writing an essay).
If you have questions about other skills, tag me.

[][SKILLS] The Scout
Athletics 4, Stealth 5, Endurance 5, History 4, Esoterica 3, Perception 6, Socialize 3, Performance 2, Deception 4

[][SKILLS] The Scholar
Athletics 4, Stealth 2, Endurance 4, History 5, Esoterica 6, Perception 3, Socialize 4, Performance 5, Deception 3

[][SKILLS] The Savvy
Athletics 4, Stealth 3, Endurance 3, History 5, Esoterica 2, Perception 4, Socialize 6, Performance 4, Deception 5

[][SKILLS] The Sportswoman
Athletics 6, Stealth 4, Endurance 5, History 2, Esoterica 3, Perception 5, Socialize 4, Performance 4, Deception 3

[][SKILLS] The Explorer
Athletics 5, Stealth 4, Endurance 4, History 4, Esoterica 5, Perception 6, Socialize 3, Performance 2, Deception 3
(Contributed by @Randino Treviani)

[][SKILLS] The Leader
Athletics 4, Stealth 2, Endurance 4, History 3, Esoterica 4, Perception 5, Socialize 5, Performance 6, Deception 3
(Contributed by @AlexScribler)

[][SKILLS] Write-in
To be valid, a write-in must have 1 skill at each of 2 and 6, 2 skills at each of 3 and 5, and 3 skills at 4. I will add valid write-ins to this post for ease of reference.

Please make sure to vote by task and not plans -- while I agree that certain backgrounds suggest certain skills, they are not required. For example, if The Archaeologist were to win with a skill array low on History and Esoterica, this is perfectly valid: you would just lean more towards treasure hunter than the academic sort of archaeologist, clearing the way for scholars to come after you.
 
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[X][BACKGROUND] The Monster Hunter

I also like gravity powers. Might be able to be sold on other options, depending, but this one is my favorite.

[X][SKILLS] The Scholar

I'd like to actually understand magic if possible. Also, this skill set isn't actively bad at anything except sneaking, and I'm more comfortable being bad at that than most of the alternatives. It's actively pretty good at most physical and social skills.

EDIT: Approval votes:
[X][BACKGROUND] The Archaeologist

[X][SKILLS] The Explorer
[X][SKILLS] The Leader
 
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[X][BACKGROUND] The Windfall
[][BACKGROUND] The Architect
[][BACKGROUND] The Archaeologist

Not sure on skills yet; just approval voting these for now.
 
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Gravity powers are cool
I also like gravity powers. Might be able to be sold on other options, depending, but this one is my favorite.
Oh, crap: something I forgot to say because it seemed obvious to me but obviously isn't obvious is that all of the backgrounds have all the basic Stonelaw Enforcer powers -- all of them can throw rocks, manipulate the ground, and fuck with gravity. The four options that have a specialty are just capable of greater feats in that field than the non-specialized ones, and the mature option is even stronger in her specialization than the other three are in theirs because she's had more time to develop it.

I'll add this clarification to the main post; thanks for saying something, I knew I had forgotten stuff!
 
[X][BACKGROUND] The Engineer
[X][SKILLS] The Scout

War mage is cool. More specifically would like battlefield control on a macro scale turning our holdings into nightmares to fight in.
 
Oh, crap: something I forgot to say because it seemed obvious to me but obviously isn't obvious is that all of the backgrounds have all the basic Stonelaw Enforcer powers -- all of them can throw rocks, manipulate the ground, and fuck with gravity. The four options that have a specialty are just capable of greater feats in that field than the non-specialized ones, and the mature option is even stronger in her specialization than the other three are in theirs because she's had more time to develop it.

I'll add this clarification to the main post; thanks for saying something, I knew I had forgotten stuff!

I actually figured that, gravity specialty is just still the coolest available one, IMO.
 
[X][BACKGROUND] The Archaeologist
The inherent meanness of attacking people with Sand. I can't resist it.

[][BACKGROUND] The Windfall
But this will do as a good middle ground backup.

[X][SKILLS] The Explorer
Athletics 5, Stealth 4, Endurance 4, History 4, Esoterica 5, Perception 6, Socialize 3, Performance 2, Deception 3

Have a write in class. Essentially scout except I've swapped around athletics, stealth, esoterica, and deceptions. I think it pairs really well with Archaeologist background, giving us the perception to notice traps and the esoterica and history for tomb raiding and ancient artifact appraisal, with a slightly higher athletics for potential trap avoidance or dodging.
 
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[X][SKILLS] The Scout
[X][SKILLS] The Explorer

[X][BACKGROUND] The Windfall
 
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[X][BACKGROUND] The Archaeologist

This hellgate belongs in a museum!

[X][SKILLS] The Sportswoman
[X][SKILLS] The Savvy
 
[X][BACKGROUND] The Architect
This backstory is the most compelling to me, and feels like it makes the most sense for someone who would be called upon thanks to that maturity. Plus we can critique the hotel's construction as an expert.
[X][SKILLS] The Scholar
[X][SKILLS] The Savvy
 
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