TL:DR It's a game where you play as the fairy who guides the adventurer, rather than the other way around. And there may or may not be multiple adventurers with conflicting goals.
I have free time now. Lots.IC Thread: http://www.bay12forums.com/smf/index.php?topic=163820.0There are two sides of this world: the realm of fairies, and that of humans.
Dividing the two is the mirror, a gateway between the realms that appears in all places, ubiquitous as the puddles in the concrete after morning rains. But at the same time, it is a danger to all who step through. In the realm of the fairies, humans and animals have no grounds for existence, as their nature is not encompassed in the law of such a world. Their bodies are gradually morphed into hideous facsimiles, and their instincts taken over, driving most insane.
Likewise, the fairies wouldn't dare to enter the human realm, for if nobody observes them, they lack existence altogether. They crumble into sparkling dust and scatter to the winds.
To keep the creatures of the world from falling to such a fate, the fairies have organized themselves and assigned duties to themselves, to decorate their world to match that across from the mirror, and to dangle puppets from the sidelines to trick humans into thinking there is no gateway, only a reflection. This works, for a time, but is dependent on crossing the mirror time to time and learning what the humans are up to.
False Illusion
It is the dawn of a new millennium, and the fairies have gathered in the glade once more to discuss one topic: imbuing a new generation of fairies, one that can cross the border between two worlds without crumbling.
This is a practice known since long ago. They call them Earthseekers, for they serve as scouts, seeking to know what happens in the Earth. But their numbers are few, and they must be replenished by organized effort.
Normal fairies are born from flowers, but Earthseekers are artificially born from fragments of the human world. A trinket, a gemstone, a lost bauble, anything touched by a human and overlooked by the fairies' efforts that manages to slip through the cracks.
Born with a connection to the world, it is strengthening this connection they must seek. Being born as such does not save them from turning to dust, but it slows the process. But their trinket provides a connection to the world through the human they once belonged to--an Anchor. By following that human around, they can avoid crumbling indefinitely, and by absorbing that human's essence, they can gain the ability to wander freely in the human world.
No no, absorbing essence doesn't mean 'kill!' In fact, killing your anchor is exactly what they want you to do. Malign forces await every corner, waiting to take the souls of men when they die. Those forces can't directly consume the souls of fairies, but since you were born from a trinket in the human world, and not a flower, there is no guarantee of reincarnating if you die.
In order to protect your anchor's essence from being consumed on death, your anchor has to devote themselves to some virtue. By what means? A Quest, of course! You'll lead your anchor on a quest to enshrine themselves in virtue, and thus save their soul, and allow their essence to flow into you upon their death. A happy ending!
Eighty years ago, a prophet foretold the coming of a grave threat to mankind, due to come in fifty years from the date of the warning. In preparation, an empire was formed, or rather, a military with a state, formed to defend humanity against whatever threat may come. They conquered all of civilization, uniting civilized humanity under one banner.
But the day of prophecy came thirty years ago, and no great force of evil has shown itself as of yet. The empire faces a crisis, as its generals try to decide what the future of the empire will be, and whether it is even needed any longer. Factions have started to form, and the nobility, the mayors, and the wizards of academia have found themselves clashing with former allies. In the meantime, the populace expects an answer the government is unprepared to give, and the tribes on the outskirts have grown in strength since they were pushed back centuries ago.
Earthseekers must seek out their own quests for their anchors to embark upon. You might receive guidance from the fairies in the mirror, but "organization" in the context of fairies doesn't mean much. They pretty much have their own way.
There are eight parties participating in the latest generation of Earthseekers. You'll be loosely aligned with that one, because they created you, but you get to choose your true nature and element. You'll get a major power based on your element, and secondary powers for both your primary element, and also the element that your aligned faction is based on.
[b]Name: [/b]
[b]Trinket: [/b]Earthseekers are born from a small item from the mortal world. What item is this?
[b]Wing Color/Style: [/b]Wings are your only way of getting around
[b]Hair Color/Style: [/b]They say a fairy's personality is determined by hair color
[b]Outfit: [/b]Probably represents your element
[b]Fairy Alignment: [/b]Choose one, it'll give you secondary powers based on the related estate.
Each estate is associated with an alignment, though having that alignment doesn't necessarily mean you are a part of that estate.
Indeed, most fairies don't belong to an estate--they just do whatever.
Joy - Estate of the Estuarine, the river fairies
Surprises - Estate of the Feral, half-creator, half-creation
Excitement - Estate of the Air Clan, rulers of the wind
Friendship - Estate of the Hedge, keepers of the forest
Curiosity - Estate of the Masons, builders of knowledge
Wonder - Estate of the Mountaineers, artisans of the world
Laughter - Estate of the Helians, empire of the sun
Confusion - Estate of the Nightsingers, fairies of twilight
[b]Natural Element: [/b]This is your primary element, which you are most finely attuned to, which determines your strongest power in the real world.
Vitriuvium - Power of water (rivers, flow) (lets you control the motion and chemistry of water)
Enkorium - Power of instinct (mind, animation) (lets you alter mind states, and also animate objects by wrapping them in wire)
Epimethium - Power of the atmosphere (air, weather) (lets you alter the weather and the weight of objects)
Viridium - Power of nature (plants, disease) (lets you control plants and alter the function of biology, but not healing)
Aurium - Power of knowledge (time, chemistry) (lets you alter the speed at which time passes and things happen)
Cthonium - Power of the mountains (earth magic, rock) (lets you control rocks/sand, and control the effects of a magic staff)
Solarium - Power of the sun's gaze (fire, light) (lets you redirect light and turn objects into light)
Lykathium - Power of moonlight (shadows, divination) (lets you control illusions, and predict the future)
I'll pick players randomly so everyone who posts can get in at the beginning.