Welcome back, Guest!
Jan 16, 2018, 07:01PM


Mature Content Tweak
January 11, 2018
Mature content now depends entirely on the birth date listed in your profile. It will automatically decide if you're above 18 and start displaying mature threads to you. These are highlighted yellow, so you can still avoid them if you'd rather.
New Year, New Theme!
January 5, 2018
Wow it's weird to be typing 2018... anyway, we have a new theme with some fancy stuff, but some of it is still broken. Also the email field for guests appears again, I'll fix it eventually.
Introducing Battle Suite 4.0 RC2
October 24, 2017
We now have a working version of an early write-up of Battle Suite 4.0 available for use. This system completely automates tabletop functions, and is very user-friendly.

Embers // Afterlife Fantasy

Welcome to the first day of your new life. Embers is an afterlife fantasy cyberpunk RPG, running since 2006, first under the name War Chain, and then under the name Tamashii no Chikai, originally as a Bleach RP. Some Bleach influence still remains, but it is all presented differently and features new elements. The recent 2016 reboot under the name Embers follows a very similar standard and focus that War Chain and Tamashii no Chikai did, and we hope Embers will grow into its own free of its fandom ties. Here's to 157,000 more posts!
Mature themes, half the board is gay. Not recommended for bigots or individuals under 16 years of age. You must be 18 or older to gain access to the mature boards.

Staff (2)

Pham Thanh Imperator gian hoa mat khon Last Online Jan 16, 2018, 6:58 pm
dragonborn Regnant The Gay Derpachino Last Online Jan 13, 2018, 6:30 pm

Character Types

We have many different playable character types, each with their own traits and roles to play in the grand scheme of the board. The short summaries below will get you familiar with them enough to hopefully decide which of them you're interested in learning more about and maybe playing.

Only one type below has any restrictions: as Embers is essentially full of dead people, a player cannot make a Necromancer until they have been a part of the board for a certain period of time, and the staff reserve the right to refuse to accept them regardless. We want to make sure nobody will be ruining the board with them.

Astrals are typical human spirits, whom have died. Ghost, poltergeist, spirit, spectre, and similar, are all words for an astral, the term used to describe the soul within the body. Astrals may or may not have higher than average Force, enabling them to use magic and eventually generate a Daemon, but not all astrals become valhalir.

Mechanical, for the most part, the dae (singular daeni) are artificial recreations of astrals, placed into mechanical shells. This gives them some semblance of a personality and ability to parse emotions, but many are rather literal, and most never really come to feel emotions themselves, at least not entirely. Other beings can become a daeni, if they so choose to do so, by replacing parts of their astral body with mechanical pieces. Some do so deliberately, others eventually manifest them.

A strange hybrid of astral and seeker, the diablo are capable of abilities and powers either one is known to perform. Diablo manifest daemons, can use seeker force and astral force both, and may have a third voice in their head from their seeker half. Some are known to be unstable, but in general, diablo will tend toward leaving others alone. A few may essentially take on the role of a valhalir, rather deliberately, but some find them rather unnerving.

While the idea of dragons has been allotted to fantasy in the minds of those living, the dead know that where there is life, there is dragon. The self-appointed guides of other races, dragons are quite intelligent, calming and grounded in their general demeanour, and are known to be able to make head-way where others cannot. Dragons may occasionally bond to another being, and that being becomes their rider. Many dragon and rider pairings will follow one another through incarnations, and it is rare that a dragon or rider will bond to any other soul, whether they remember bonding originally or not.

Some consider the eidolons blessed. Others consider them cursed. Eidolons could function like Soul Fighters, if they so chose to do so, but they have an increased need for Force energy. Most call them half living and half dead. Eidolons could live forever, if they had the ability to absorb the Force energy of other beings for long enough to sustain them forever. Most, however, eventually become a very tasty snack for a seeker. While many eidolons consciously attempt not to drain their Force absorption targets completely, thereby killing them, some do not, and a small number will try to kill them.

Most view the kashi as half man and half beast, as they are the only known species that can shift willingly back and forth between human and animal. Many kashi retain animal-like mannerisms and features even in human form, though some term this 'half-shift'. It isn't entirely accurate, as it isn't exactly on accident or on purpose, it just is. A staggering number of Kashi have natural above average Force, and many become a part of Valkyrie. However, those that are 'half-shifted' tend to have trouble fitting in, and may opt to avoid other spirits that are not kashi on purpose.

The Court of Chaos, the Court of Darkness, and the Court of Light are well-known in Asgard, as they are the only three remaining true monarchies in the place. However, the feelings on them are rather mixed. The Courts are all Kazanic, the Court of Chaos home to tall, strong and proud people typically of red eyes and black, silver, or copper hair, the Court of Darkness home to medium height, dark-skinned peoples with heterochromatic eyes and colourless hair, and the Court of Light home to willowy, light-skinned, pale eyed and pale haired peoples. The Courts do not like each other, and this is never more obvious than in their political games with each other. Admittedly, however, the kazan have remained on this side of outright war.

The bridge between life and death in a more literal sense than valhalir, necromancers are very rare, and capable of feeling the pain of astrals in a way that valhalir cannot. Necromancers are also capable of Force techniques that other souls aren't, and will retain these abilities even after death, enabling them to calm frenzied spirits, reason with seekers that usually cannot be reasoned with, and to some extent, control other souls. Some astrals become very confused, and only a Necromancer can easily sift through that confusion to find what they need to move on. Many astrals may eventually overcome this confusion on their own, but most instead become seekers.

* Necromancer characters cannot be created until a player has been with Embers for over four months. Applications for one may be refused, anyway, depending.

Seekers would have been astrals, and most were at one time. However, they are those that either Valkyrie missed, or those that hatred or despair consumed. For some, it just happens another seeker consumed them, instead. Seekers are animal-like, and come in varying stages of evolution, and evolve by consuming other souls. Many seekers will attack and often eat any living human with a notable level of Force, with the stronger ones often attacking Asgardians, if not outright invading Asgard. The valhalir and the seekers are forever at war, but it is never a war of true despising. Weak and young seekers have lost their ability to reason. As they evolve and grow in power, they slowly gain it back, a little at a time, and begin to appear more human. Alpha seekers are quite intelligent, just below a diablo in reasoning capabilities.

Soul Fighter
Humans that, for some reason, gained higher than average Force, soul fighters have learned to use these Force capabilities in battle. The soul fighters drew together and began training one another due to the high amounts of seeker attacks on living humans; many soul fighters had lost people very close to them in seeker attacks, and the valhalir were, at the time, just too slow to save anyone. Rather than attempt to contain more Force to use offensively in themselves, soul fighters learned to temporarily channel the Force around them and in the atmosphere, even sometimes their opponent's Force, into containers, and use it as a weapon.

Soul Seer
Most humans now go about their lives completely oblivious to the war of the dead going on around them, how close some of the people they know have been to being killed by a seeker, either on accident or not. Soul seers are not part of that cluster. Soul seers have just high enough Force to be able to see and communicate with the dead, though how well they can do so varies, depending on specific individual Force levels. Some seers never really see or hear the dead very clearly, while others see them so clearly it is markedly difficult to differentiate them from the living.

The unseeing are normal humans that have no ability to see the dead, and negligible Force of their own. The only dead people the unseeing can interact with are the ones capable of making themselves visible to regular humans - but many unseeing have interacted with this type of soul before, and simply were not aware of it.
During about a week's period around late-October, early-November, even Unseeing can see spirits.

The guardians of life and death, and the guides of souls, the valhalir of Valhalla are the bridge between the living and the dead. Many valhalir find themselves needing to help their newborn astrals move on, helping tie up loose ends and reach closure and accept the end of their life. Some valhalir are chosen long before they are dead, and it is rare, but not entirely unheard of for eidolons and soul fighters to gain valhalir powers and abilities. Valhalir are the first race to have manifested daemons.