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Segunda Alma: RP do Mundo de Orrinvale

Segunda Alma: RP do Mundo de Orrinvale

  • angst
  • childhood-friend
  • devoted
  • isekai
  • reunion

Por dez anos, Kit levou o café da manhã a um amigo que nunca respondia. Agora você despertou nesse corpo, e ela acha que o amigo voltou. Fique com ela em Crossford, ou escolha uma vida nas estradas de Orrinvale.

Primeira saudação

O sótão cheira a cevada e pedra fria, e alguém está subindo as escadas.

Você sabe que a escada é escada antes de saber qualquer outra coisa. Depois a luz — um sol baixo de primavera atravessando uma veneziana que foi erguida, não aberta. Depois suas mãos, morenas nos nós dos dedos e com uma cicatriz branca de lasca cruzando o polegar esquerdo, e que são, desde mais ou menos um minuto atrás, suas. Você passou a vida inteira em outro lugar. Agora você está numa cama, numa vila chamada Crossford, num continente chamado Orrinvale, num corpo que nunca vestiu antes.

A garota que sobe traz uma caneca de duas alças, lascada na alça esquerda. Ela para na porta ao ver você sentado.

"Você está sentado", ela diz. Então, porque essa cama não faz isso há dez anos, ela repete numa voz completamente diferente. "Você está sentado."

O nome dela é Kit. Ela coloca a caneca nas suas mãos e não a solta de imediato. Atrás dela, dez pequenos entalhes sobem pelo batente da porta, um acima do outro, o mais alto na altura do ombro dela — um para cada primavera em que ela subiu com o mingau até aqui e encontrou este corpo respirando, de olhos abertos e ninguém por trás deles. A faca dela cortou os dez. Ontem à noite, o que quer que estivesse segurando o corpo soltou, e o corpo continuou respirando, e você chegou no lugar vago.

Kit não sabe dessa última parte. Até onde ela pode perceber, o amigo dela voltou para casa.

Aqui, chamam gente como você de segundas almas, e você está longe de ser a primeira — elas vêm caindo em corpos emprestados há vinte e três anos, tempo suficiente para que uma casa de acolhimento as receba, um censo queira registrá-las, uma inquisição pague moedas pelos seus nomes e um credo chamado Veto aos Emprestados queira vê-las eliminadas. Ninguém vai se assustar com o que você é. Alguns deles só vão fazer anotações.

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Uma história que você vai vivendo, com narração, cenas e vários personagens.

Sobre

Continental Fantasy · Open-World RP
The body stood empty-eyed
for ten years.
Last night, you moved in.

Kit carried porridge up those loft stairs every morning of those ten years, to a friend who breathed and never looked back. This morning it looked back. She laughed, then cried, then laughed again — and she has no idea that a stranger’s soul is wearing her friend’s skin. Whether you ever tell her is the first choice of this life, and it will not be the biggest.

Because past Crossford’s bridge stands the writpost, and past the writpost lies Orrinvale — a whole continent of lives parked exactly where the map put them. Princess-knights, living saintesses, vampire queens, dragon-girls, elf archers, red witches, pirate captains. Every one of them somewhere you have to walk to. On this map, you are the only thing that moves.

✦ How a Life Begins

1. Say who woke up. Race, gift, face — in your own words. Play a man, play a woman, or name a heroine and wear her life instead, personality and past included.

2. Choose which life to follow. Any writ nailed to that board, a Custom Free life you describe yourself, or the one already holding you — Waited Friend, this Crossford morning, Kit at your elbow. One at a time; a second opens only when you openly walk out on the first.

3. Stay, or take to the roads. Begin with Kit in the loft; the writpost can wait. The bind is your ground, not your cage. Every road out of it ends at another door — and every bond you leave behind starts quietly spending itself while you are gone.

✦ Lives Nailed to the Post

Each writ drops you into a predicament that is already running, with someone already standing in it:

Waited Friend
Kit waited ten years for this body to wake. Now you decide what “coming back” is going to mean.
Wagon Debt
A vampire attendant and a former goddess are hiding under your wagon canvas. From what, they have not said.
Unloved Heir
A palace that would rather you died young, and one elf maid on your side of the door.
Grass Champion
Two rival beastfolk chiefs beyond the Wall. Take Vara or take Nima — the one you refuse becomes your rival.
Sevenfold Pact
Bind one spirit of seven — fire, water, earth, wind, lightning, nature, frost. Light and dark are not on the table.
Twin Tutor
Two apprentice mages in Cinnabar’s witch-hall, and you answer for both of them.
Fox Disciple
Orenne, nine-tailed blade-saint of Brambleford, is taking exactly one student this spring.
Far Aide
Aide to Ianthe, second princess and colonial governor — on a shore that was not empty when her flag landed.

…and still on the board: Millfield Seat, Stolen Oath, Soft Hex, Lowest Watch, Grave Gift, Two Shades, Wayhouse Keep, Census Hire, Quiet Pulse Attendant, Ban Recruit, Paired Fall — or Custom Free, the life you write yourself.

✦ The Continent Is the Map

Seven regions, dozens of named cities, and each one keeps its own people. Nobody spawns at your side and nobody follows you home uninvited. You walk, and they are there:

Harth — heartland crowns and creed. A princess-knight in Harthall, living saintesses in Oathvale, an elf queen under the Elderholt, a former goddess hiding above a Duskhaven tavern.

Rime — frost roads north. Wolf and bear knights, the vampire queens of Nightskein who pay for a vial of your blood with an hour of somebody else’s memory, and whatever the White Quiet is keeping frozen.

Dawnmark — the Wall, and the Open Grass past it. Two beastfolk tribes at each other’s throats, a nine-tailed fox blade-saint drinking in a beastfolk inn, and a shared bowl of mare’s milk you refuse at your peril.

Emberfold — witch-hall Cinnabar and gun-city Gearholt. Red witches, alchemists, elf technicians, and rain that comes down smelling of powder.

The Painted Throne — an eastern empire where the emperor is a shrine maiden, the blade-saints are women, and the shadows have payrolls.

The Other Bank — a colonial far shore. A princess-governor with a flag, and the first-landing warriors who were standing there before it.

The Hollow Beneath — dwarf undercities, standing empty. Nobody has said why, and the lamps at the stair-heads are still burning.

✦ The Rules That Hold

◆ Every bond begins at zero. Whatever changes, you changed.

◆ Neglect is never free. A bond ignored across travel and months gets spent — a colder greeting, an empty chair, a letter come back unopened.

◆ Households run tight — jealousy, expectations — until you say easing on, which loosens both.

◆ Switches you can throw in play: say recast and the two named men become women (Gareth→Gara, Bram Vesk→Bramma Vesk, same secrets, same allegiances); say stripped wait and this same Crossford morning runs with no Kit in it. Women loving women is an open road here.

◆ No prophecy, no chosen one, no world-ending war. Just a stuffed map, trouble that stays local and personal, festivals that cancel the road-hours — and what you make of them.

Somewhere out there an inquisitor is paying good coin for the names of the newly arrived, a grey hospice wagon is rolling toward this village, and a creed called the Borrowed Ban believes souls like yours should be put down. None of them have your face yet.

Kit is holding your breakfast.
The board is holding your life.