1 Guest viewing this page
Hidden 11 yrs ago Post by Chanda
Raw
GM
Avatar of Chanda

Chanda Just Barely Enough Effort

Member Seen 6 yrs ago

Majora's Mask: Oathkeeper's Dawn


30 years have passed since what many thought would be the last Carnival of Time, and the Goddess of Time has smiled upon the once doomed land of Termina. No boy in green from a faraway land came to the aid of the Terminian people; they were left to fend for themselves, and from the four corners of the realm rose four champions willing to answer the call to action. These four heroes, known in song and legend as the Oathkeepers, succeeded in freeing the Giants and thwarting the plans of one such masked imp, although not without cost; all four Oathkeepers perished in the final battle against Majora, and all those in Termina were united for a brief moment to mourn their saviors. In honor of their sacrifice, the morning following the Carnival of Time was named the Oathkeeper’s Dawn. It is a solemn day of reflection and remembrance, when all Terminians are reminded of the four men who gave their lives for the good of the realm.

~A World Saved in 72 Hours~
The Legend of the Oathkeepers


The Oathkeeper of the Mountains was a proud and valiant Goron by the name of Darmani, already known and hailed as a hero of the Gorons. When he fell into the icy abyss surrounding Snowhead, the Gorons lost all hope of ever feeling the warmth of spring in the mountains again. Yet, on the eve of the last day, the harsh wind that razed the gentle mountains ceased, and the warrior Darmani arrived at the Clock Tower unscathed, and in the company of a great and powerful Giant. The next to appear was the Oathkeeper of the Swamp, a modest Deku Scrub whose father served the Royal Family as a butler (his name is not even known to most). Assumed dead for months, the butler’s son succeeded in cleansing the poisoned swamp of Woodfall and vanquishing the jungle warrior Odolwa. The third to arrive was Mikau, the Oathkeeper of the Ocean. A famous musician and a capable warrior, the Zora guitarist was allegedly slain by Gerudo pirates, yet on the final day the waters of Great Bay grew calm. With the ocean at his back, Mikau brought the third giant to the Clock Tower. The last to arrive surprised even the lowly butler’s son; it was the simple and easily frightened gravekeeper, Dampe. To this day it is unknown how a grotesque, half-blind oaf with a shovel scaled the Stone Tower and laid waste to the legions of undead that guarded it, but the fact remains that he succeeded, and brought a giant along with him.

Together the four Oathkeepers confronted the imp, and with the aid of the four Giants, seemed to stop the moon from falling. Once the cursed mask discarded its puppet and revealed its true nature, the four pursued Majora into the moon as the Giants struggled to keep it afloat. Moments before their massive legs buckled underneath the weight, the moon dissolved into a brilliant array of colored light and faded away into the distance. All that remained atop the Clock Tower were three dead Oathkeepers and one who was mortally wounded. Darmani, who clung to life by a thread, died as the sun rose on the new day, deeply proud to have fought alongside three true heroes. The mask and the Skull Kid were nowhere to be found, however, nor the strange smiling man who had pursued them to Termina in the first place. Whispers of this Happy Mask Salesman survive on the wind’s breath, but time goes on…
Hello, and welcome to my first project on the new site. Some of you may remember a long-running Zelda RP by the name of The Imprisoning War that ran before the database was wiped. We reached over a thousand IC posts and were nearing our second anniversary, but sadly due to the wipe we lost everything. My co-GM (FMAlchemist) and I have decided to put TIW to rest and put forth a new project, which you're currently reading about. This is Majora's Mask: Oathkeeper's Dawn, a Zelda RP that takes place in an expanded version of the Adult Link Timeline of the Zelda Universe.

In this timeline, as you may have noticed above, Link never came to Termina to stop the Skull Kid and Majora's Mask; when Link was supposed to be saving Termina, he was sleeping in the Sacred Realm during the seven year gap of Ocarina of Time. However, to provide the basis for our own telling of events, I have introduced the Oathkeepers to avert the Terminian Apocalypse. However, because the Oathkeepers all died and never had a chance to help many of Skull Kid's victims like Link eventually did in the game, many of the side-plots went unresolved, leading to some rather tragic circumstances for certain characters in the present day. If you aren't familiar with Majora's Mask, I would advise you to have ZeldaWiki.org on hand as you continue reading the rest of the reference material below, as every character mentioned below appeared in the actual game.

~Thirty Years of Quiet~
The Division of Termina



~The Dead Kingdom Lives Again~
The Isolation of Ikana



~Shadows On the Horizon~



Below is all the information you'll need to create a character. There are no reservations, and characters will not be selected on a first come first serve basis. There are six open spots for applicants, and once we feel we have seen enough sheets, we will make our decisions on the final roster. We expect to close applications in about a week to a week and a half, but it's not a set deadline so if you need more time that's fine.

~The Rules~


~Playable Races~


~Banned Races~


~Skills~


~Magic and Spellmaking~


~Character Sheet~


Feel free to ask any questions you may have about creating a character. You may post your sheets here if you'd like, or PM them to FM (known by her stupid new screen name Baklava) and I for further review. Thanks, and good luck.
Hidden 11 yrs ago Post by Captain Jenno
Raw
Avatar of Captain Jenno

Captain Jenno Waltzing for Zizi

Member Seen 4 yrs ago

Name: Anemos Seuhans ("The Immortal Gales Tempesta.")

Race: Human (ex-Ikana)

Age: 35

Gender: Male

Appearance: Standing at roughly six feet tall, Anemos is a slender but nonetheless noticeably toned young man.
His skin is a shade of light olive, bordering perhaps on just a very healthy tan, and his eyes are a complimentary hue of illumed amber.
His hair is a thick light brown, curly, untamed and falling just short of his shoulders, and his face retains soft, boyish features.
Beneath his left eye is tattooed a trio of inverted royal-blue triangles, and on the back of his right hand there’s a red-inked recreation of the eye borne by Termina’s “Gossip Stones.”

(I really wanted to use the picture FM drew, but simultaneously felt as though a new character deserved a new look.)

Clothing/Armor:
Clothing:
Anemos, during the day, wears a leaf-green jerkin and a pair of simple, white renaissance pants.
Around his shoulders he also wears a long, turtle-green cloak- embellished with a design reminiscent of the Celtic tree of life, done in an even darker shade of green- which starts with a hood and ends just short of his ankles.
He also wears a pair of dark brown leather boots, into which his pants are tucked.

Armour:
Beneath this, however- and by night- Anemos instead wears a set of formfitting, boiled-leather suit of charcoal-grey armour, with the exception of gauntlets, which are replaced instead with a duo of white cotton wrist braces, intended to permit dexterity throughout the hand.
Around the waist of this suit of armour is a piece of rich blue fabric, which hands down to his knees and bares a silver version of the Gossip Stones’ eye.
A similar fabric is wrapped around his neck in the form of a shemagh scarf, and his face is obscured by a near-featureless black drama mask, which displays only a pair of eyes, a nose and the shape of lips.
When wearing such, he responds only to the title of ‘Orca’.

Weapons: A 6ft long (Bo), made primarily of oak and engraved with a design that looks to be a series of leaves blowing on a powerful breeze. The weapon is usually strapped to Anemos’s back: When in his general clothing, it is obscured by his cloak, but at night he wears it openly on his armour’s spine.

Skills:
Expert – Blunt weapon (Bō) (This skill originated as a result of short-lived Ikana-Knight training, but became a regular staple in Anemos' later acrobatic routines, until the use of a staff felt as natural to him as breathing)

Major
Athletics (This is a byproduct of a life spent as a performer in the circus: Good health and a regular workout were almost destined to forge an athletic man out of Anemos, and the half-a-decade spent training alongside the Ikana Knights certainly helped it along.)

Acrobatics (Anemos gathers his acrobatic affinity from his parents, both of them having been magically-inclined acrobats in a travelling circus, and passed the knowledge onto his son with the belief that the techniques would help him carry on the family business: Which they did.)

Wind Magic (This affinity is also inherited from his parents, whom were both proficient wind-based practitioners themselves. Techniques derived from the ability served them greatly as acrobatic performers: Routines such as the 'Arashi Orb' and 'Aisu Twister' were the creations of his father, in fact, created to cushion or prevent unexpected landings. Once Anemos was old enough to understand these powers, his father passed them down onto him.)

Sneaking (This was a side effect of Anemos’s extensive acrobatic training: Light feet and a proficiency in acrobatics and athletics lent themselves to a clandestine way of travelling, and when Anemos adopted his 'masked profession', he decided to train this skill further, for regular use.)

Minor
Hunting/Tracking (This is a talent Anemos has picked up over the years simply through extensive periods of vigilante-work)

Magic: Wind

~Kaze Scythe (Wind/Middle)~
Anemos whips his staff or hand through the air, and amplifies the air-current produced to form a series of sharp, semi-circular waves of wind, which are unable to cut the flesh but still makes a noticeable impact, as if struck with a heavy blunt weapon.
This ‘air blade’ is capable of severing softer materials, such as fruit or aged wood.
(Uses one eight of Anemos' mana pool)

~Arashi Orb (Wind/Middle)~
With a series of well-rehearsed and fluent movements, Anemos manipulates the wind around him to form a short-lived protective sphere of rushing air, which will deflect most small projectiles and light weaponry for a few brief moments.
Upon dissipating, the air that forms the sphere rushes outwards, shunting back any light foes or items that might be within its immediate proximity.
Whilst inside of the sphere, Anemos struggles to maintain his breathing (due to all of the available air being put into the shield), making it immensely difficult to maintain.
(Uses two points of mana for every second it's in use, for a maximum of ten seconds on average, usually 1/5th mana per use.)

~Correre Shunt (Wind/Low)~
After a few deep breaths, Anemos can force a small, sharp blast of air to rush from his palms or soles, repelling or propelling him backwards or upwards rapidly.
If used in the air, it constitutes a ‘double jump’, and whilst it can help to rapidly make a short distance between himself and an enemy (via shunting), it isn’t powerful enough to cause any true harm.
(One fifteenth (1/15) of mana per use)

~Globos Sphere (Wind/Low)~
With a couple of moments of concentration, Anemos can collect the air around his hand to form a softball-sized sphere of wind, which he will then fire towards his target at high speed: It will dissipate milliseconds after impact, but upon making contact it will feel similar to being struck with a very small, very cold fist.
(One twentieth (1/20) of mana per use)

~Aisu Twister (Wind/Low)~
With rehearsed steps similar to those of the ‘Arashi Orb’, Anemos whips up his own self-contained convection current, which spins him rapidly on the spot (or within whatever small area he’s moving in) in the form of a small twister.
The purpose of this move is to transfer the entirety of Anemos’ weight temporarily to his centre, permitting him to maintain his balance if falling, or establish it if balancing on a small surface.
Much like the ‘Arashi Orb’, the movement is short-lived and causes difficulties with breathing, and when it’s finished it results in an outwards rushing of air, although it certainly isn’t powerful enough to do much more than ruffle the pages of a book.
(One twentieth (1/20) of mana per use)

Inventory:
  • -A solitary Bō, measuring in at 6ft and made mostly of a red oak, and worn primarily on his back.

  • -A leather wallet, worn on his belt (around the waist of his jerkin), but often obscured by his cloak.

  • -A near-featureless, black drama mask, wearing a neutral expression, and boasting only a pair of eyes, a nose and un-moving lips. He wears it on the back of his belt, constantly obscured by his cloak unless he dons it.

  • -A leather satchel.
    [*]-A leather bag of glitter and confetti for performances, worn on his belt beside his wallet.


  • (Note: Whenever Anemos becomes Orca, the satchel will be filled with his normal attire.)

    Backstory: Anemos Seuhans was born into a theatrical family, denizens of a travelling circus that- at the time of his birth- was bunkered down somewhere within the vicinity of Woodfall, preparing to entertain for the Deku.
    His parents- A pair of magically inclined acrobats, known as Arichias and Anya Seuhans- had been serving with The Spectacle Rock Circus since their births, and it seemed almost certain he’d spend his life in the same line of work they had.
    The circus itself was well known for combining theatricals with death-defying stunts, with members often portraying a series of popular characters, most notably their mascot, "The Immortal Gales Tempesta."

    Their act was a surprisingly popular one amongst the crowds, as it blended a series of acrobatic spectacles with liberal aerokinetic feats of magic- most notably Arichias’ signature “Midair Aisu Twister”- to create an impressive series of aerial displays: And it was this talent for acrobatics (and their general possession of magical abilities) that Anemos was destined to inherit.
    Up until the age of five, he was prepared and tailored for the way of the circus: They taught him to roll, to climb and move, and the very, bare-bones basics of Wind-based magical powers.
    However, shortly after his fifth birthday came to transpire, invigorating news swept the land of Termina: Fifty of the Ikana Knights of old had returned, and they were recruiting more!
    Of course, at age five, Anemos hadn’t even a solitary clue as to what significance Ikana held in the land of Termina, and couldn’t have cared less, but his father was of a far more excitable disposition, and also far more knowledgeable in the field of history.
    So, despite their prior obligations to the circus, Arichias and Anemos left the acrobatic life behind, and waved a temporary goodbye to his mother Anya, so that they could instead pursue lives as Ikana Swordsmen instead, a living Arichias thought far more befitting of such athletic fellows.

    Their somewhat unique position in life- that of a professional acrobat- made them dexterous and agile, which ensured that they were welcomed quite warmly into their ranks: Arichias as a knight in training, and Anemos as his young squire.
    For the next half a decade, the two would train rigorously in their fields, taking breaks only to pay Anya a visit and inform her of their progress, which she delighted in hearing about.
    By the age of ten, Anemos had become proficient with the use of a blunt weapon (having been denied the right to a sword until he qualified for knighthood), and his father had begun to be considered for a knighting.

    And as the years had passed, Anemos had grown more and more attached to the idea of becoming one of the Ikana knights himself: being amongst their ranks had inspired a feeling of espirit-de-corps within him, and an eagerness to try and match their tales of valor and daring.
    He would be brave, his hands would uphold the weak and undo the wicked, and all throughout Termina people would look towards him as an incarnate of justice!

    So it was a massive shock to the young trainee’s system- and that of his father’s- when King Igos du Ikana announced that, just months short of Anemos’s eleventh birthday, the gates of the Ikana Kingdom were to be sealed, and all connections to the outside world, severed.
    That was, of course, unless you wished to leave beforehand: In which case, you were more than welcomed.
    Amongst the Seuhans men, this caused conflict: Anemos’s father decided it best that they left, so that they might be reunited with his mother Anya, as opposed to permanently separated from her.
    Anemos on the other hand, having been endeared to by the potential of knighthood, was reluctant to join him, and came only because he was forced to.

    The two returned to the circus again, and- despite having so quickly jumped ship when the Ikana Kingdom presented a better offer- they were welcomed back with opened arms.
    Anemos found solace in being returned to his mother’s care, but nonetheless remained infatuated with the idea of knighthood, and all it represented: justice, duty and honour.
    But these dreams would have to wait, because Anemos was to return to his life of training in acrobatics, as opposed to becoming a swordsman.

    At eleven, Anemos began performing in his father’s stead in the circus (Arichias, instead, becoming his full-time coach), under the pseudonym and stage-name “Gales Tempesta", whom served as the circus' illusive mascot.
    Donning a black theatrical mask and a cloak to match- a ritual that stretched back to the circus’ origins, as all male-lead acrobats were expected to portray ‘The Immortal Tempesta’, a popular staple of the show- Anemos went on to emulate and improve his father’s aerokinetic acrobatic techniques, and proved relatively adept at the practice of magic.
    Furthermore, his time training with the Ikana saw the inclusion of a bō- the blunt weapon he’d chosen to train with as a squire- in part in order to maintain balance during more trivial performances (such as the walking the wire), but more-so as a means of performing even more extravagant stunts and feats (such as utilizing the ‘Aisu Twister’ to land upon the staff’s tip from a great height.)

    For several years this persisted, and Anemos continued to devise bigger and bolder stunts with which to test and train all he’d been taught, in the fields of magic, combat and acrobatics: But as Anemos grew older, and stronger, as Gales grew in popularity, and the circus slowly absorbed more and more of his free time, he never did lose that burning desire for knighthood.
    It still simmered in his bosom, obscured but never gone.
    And soon to be uncovered again.

    At twenty five, Anemos had become the headlining star of the circus, if not for his family’s trademark air-based gymnastics, and magically intensified funambulism, then certainly due to the popularity of Gales’ character, which skyrocketed the moment he was portrayed by a younger, fitter man.
    And as a byproduct, the exercise and physically demanding characteristics of circus work had maintained and improved the skillset that the Ikana had trained him to use, and those improvements in turn complimented his performance.
    But despite all of this, he wasn’t truly happy.

    Whilst Anemos retained his boyish charms (a trait he would persist to carry throughout the rest of his adulthood), his smile wasn’t a satisfied one.
    He still craved a life of valor and grandeur, beyond that of a glorified stuntman, but Ikana had kept their gates closed, and stories of those who’d tried- and failed- to re-enter the city weren’t unheard of.
    However, one evening, post-performance and whilst dressed in Gales’ garb, Anemos found a new calling in the world of Termina.

    He’d entered a nearby village in search of a medicament to cure the aches and pains of rigorous calisthenics, when he’d come across a most peculiar sight.
    Although he’d heard of them occurring, he’d never truly witnessed one himself: A violent robbery, within a small alley behind a tavern.
    The victim, a lost Zora, had been misled and brutally mugged by a duo of beady-eyed Hylians- a male and a female- in the dark of night.

    In that one moment, everything changed.
    Anemos, still in the guise of Gales, struck out at the Zora’s attackers, utilizing a fight style which blended acrobatic grace with the skill of the Ikana (or at least, an Ikana-in-training), and put them both out cold in a brief but nonetheless rather brutal battle.
    Then, he guided the Zora to safety, before- without fully understanding why- he made off into the night.
    For days to follow, the legend of the masked vigilante floated across the village, and as the circus moved, it soon flowed through the countryside as well.

    Yes, Anemos found his true calling in the work of a vigilante: Brutal but nonlethal, and totally anonymous.
    He’d been fortunate that his first flirt with the act of justice hadn’t immediately blown his cover (although it didn’t at all surprise him that a pair of thieves knew nothing of Gales Tempesta and the circus he represented), but for fear that he’d lose that luck soon, he totally reinvented himself.

    In one village he spent his wages upon a boiled-leather suit of armour, and a new mask to wear alongside it; In another he bought himself a new cape of a different shape and texture; The third thing he bought was a royal-blue fabric, with which he would make his own embellishments, and the final thing he did was find an artist to find him a symbol.
    The two concurred that the eyes of the Gossip Stones that littered Termina- time pieces, it seemed, and nothing more- would fit.

    From then on, he would prowl the streets of whichever town was gracious enough to house his circus family as a protector, a vigilante- or as Anemos liked to think of it, ‘A knight of his own’- known only by a solitary, unrelated pseudonym.
    Orca.

    Now 35, Anemos (and Orca) have been living this double life for almost a decade.
    Most recently, however, he’s heard wind of a series of horrific (and unnatural) murders, taking place within the poorer districts of Clock Town.
    As these killings fall conveniently close to the coming of the annual festival, Anemos has travelled to the town under the guise of trying to secure a position for The Spectacle Rock Circus within the festivities, but with the primary intention of apprehending the murderer and dealing swiftly (and brutally) with him.

    Wallet: 75 rupees
    Hidden 11 yrs ago Post by Baklava
    Raw
    Avatar of Baklava

    Baklava

    Member Seen 6 mos ago

    Character List
    Anemos Seuhans (Human) ~ Jenno

    Lynnette Marie Delacour (Human) ~ Baklava (FM)

    Oliver C. Pike (Human) ~ Chanda

    Dillan Tasley (Human) ~ Badwolf

    Griga (Zora) ~ Falkon

    Rissie (Zora) ~ Kiddo (Mauve)

    Zanya Areina (Zora) - RavenWolf (Otty)

    Alexandra (Gerudo) ~ Prince of Seraphs

    Teruk (Deku) ~ Dervish
    .
    .
    Name: Lorelei the Siren (Lynnette Marie Delacour)

    Race: Human

    Age: 21

    Gender: Female

    Appearance:

    Roughly 5’9”, Lorelei (or Lyn, as a select few are permitted to call her) has entrancing gold eyes, long, flowing dark brown locks that fall just below her shoulder blades, and a light, natural sun-kissed tan. Her body is shapely and lithe from her hours of extensive training and also for the purpose of keeping herself performance ready—she can’t afford to ‘let herself go’. Her hair is usually worn down or only partially up when performing, with several shorter strands framing her face. Offstage she typically wears it up in a long ponytail. Her arms are covered in henna tattoos from the tips of her fingers to a little past her elbow. They change about every month, but are relatively the same since she’s ambidextrous and does them herself. The tattoos cover up many of the cuts and callouses on her hands from working the ropes-- she usually treats these with potions and balms, but they're kind of a reoccurring thing. She has two vertical belly button piercings-- a simple gold gem and a silver stud ball and four small piercings along the long, pointed helix of her left ear—an assortment of small silver hoop earrings adorning them and one slightly larger hoop earring on each lobe. She has two silver labret piercings beneath the left side of her mouth and two vertical silver eyebrow piercings on the more lateral edge of her right eye. The way I picture her, she somewhat resembles a younger looking Antoinette Nikprelaj, and her voice sounds somewhat like Gemma Ward without the accent (like in Pirates of the Caribbean)-- though singing-wise it's a bit more refined.

    Clothing/Armor:

    For her performances, Lyn wears an assortment of outfits, but they're usually something similar to belly dancer attire; flowing cloth and halter-tops embellished to the max along with fine, decorative jewelry.



    Off-stage she opts for something a bit less fancy, but comfortable and stylish nonetheless. She wears a dark brown/black choker necklace with a silver necklace with gold gems, a leather wrist band on her left hand, a leather glove on her right, and a dark red halter top with baggy black cargo capris, both with silver trim. She wears two deep grey-purple sashes that cross in the back and dark red shoes with a slight heel to them. On days when she is trying to be discreet or doesn't want any public attention, she wears a long black cloak with a hood. She usually wears smokey eye make-up, sometimes with a glittery gold bottom layer, and a light coating of red lipstick.



    She doesn’t wear armor of any kind. Marcus, a sword swallower and fire mage she is occasionally forced to perform with deals with most tussles as her escort. Most armor would only restrict her mage abilities anyway.

    Weapons:

    On the right side of her waist she keeps a small, dagger with a velvety red hilt—she doesn’t know how to use it very well, never really having needed to use it before aside from maybe cutting up an apple, but she’s always figured it may come in handy should she ever get in a pinch, despite her lack of experience.

    Skills:

    Water (expert) ~ Under an old powerful water mage named Walter, one of the many circus mages, she discovered and developed her above-average talent for water magic.
    Acrobatics (expert) ~ She’s a circus performer. Balance and agility are an absolute must for her shows-- and Lyn is one of the best. She's exceptional when it comes to flips, climbing, flexibility, and the like.

    Shadow (major) ~ Because there are many Shadow mages in the Black Marsh Circus, she picked up a good deal of it on her own, working tirelessly to incorporate the magic into her act the best she could.
    Athletics (major) ~ She’s a circus performer—she must go whole shows making every impossible feat seem like a breeze. An athlete of the highest caliber-- that's how she views herself anyway.

    Sneak(minor) ~ Light on her feet and quiet as a mouse when she wants to be. See backstory.

    Magic:







    Inventory:

    Lynnette typically travels very light. She keeps her wallet in a small pouch at her waist. It is cinched, clipped, and buttoned shut to prevent thieves from slipping their grimy hands inside. She wears a dark leather satchel with colorful and intricate embroidery of some swamp flowers from Marshfall-- Crimson-Eyed Rose Mallows, orchids, and water lilies. Inside, she usually keeps her cloak. On the outside of the bag she has sewn eight cylindrical shaped pockets—used for holding eight bottles of potion—2 blue, 4 green, and 2 red. During shows she usually conceals these more discreetly on her person or elsewhere around the stage so she can drink one without the audience seeing if she is feeling fatigued or accidentally twists an ankle or wrist. Although she argued adamantly, Fyer and Falbi have insisted she carry a pen around in her pocket for autographs at all times. The same goes for why she always carries three or four Black Marsh Circus flyers in her satchel-- for publicity, they say. She also tends to carry a light brown, leather canteen of water with her whenever she isn't performing. She wears it on a strap that can be worn either just over her shoulder or across her chest, but whenever she has her satchel with her, she tucks it inside.

    --Wallet
    --Red Hilted Dagger
    --A pretty purple pen

    --Dark Leather Satchel
    ...--8 vials
    ...... --2 blue potions
    ...... --4 green potions
    ...... --2 red potions
    ...--4 Black Marsh Circus flyers
    ...--Leather Water Canteen (full)

    ...--Hammer
    ...--A small box of 35 nails

    Backstory:

    Lynnette is one of the main performers of a popular troupe known as The Black Marsh Circus—a circus well known for it’s “freakish horrors” as well as the beautiful Lorelei, dark enchantress of water and the hearts of men. The troupe consists of 25 colorful members, including three Zora (or two if you count the one with two heads as one person), five Gorons, one of which has four arms, and 18 humans; an assortment of musicians, magicians, and performers-- some more “normal” than others. When the circus isn't traveling from place to place, as it normally does, it stakes out in a colorful old theater boat typically anchored near the outskirts of Marshfall. Since most of those in the troupe don’t really have any other place to call home, most consider Marshfall to be their place of residency. The circus is successful enough to pay it’s troupe members enough money to make ends meat in spite of the hefty taxes.

    The Black Marsh Circus, however, tends to bring in a good deal more money than it ought to—despite it’s success. Although there have been circulating rumors of the dark secrets surrounding the Black Marsh Circus for years, most folks tend to attribute them to the mystic and wonder of what goes on beneath tent, brushing off any warnings with “Oh, don’t be such a pussy.” Not all of the rumors are merely based on fear, however. The Ringmaster, Fyer, and his wife, Falbi, have been running the troupe for nearly four decades, acquiring very loyal troupe members with nefarious interests to match their own. The Circus, to a select few, has been known to do business with some shady characters—doing everything from sabotage to bounty hunting. Fyer, for the most part, is quite careful when it comes to who he does business for—being a greedy, but also very cowardly man, he fears invoking the wrath of powerful men and thus will not always agree to do just any job. So far, the troupe’s ruse has worked well for them.

    Lynette, practically being the circus poster girl, doesn’t typically take part in the troupe’s dirty dealings—not directly anyway. Unless they have need of her water or shadow magic, she’s usually just the distraction. When her skills are typically needed for a job, all she has to do is sneak in, cast her spell, and leave-- which accounts for her sneak skill. In her younger years, however, Fyer used to have her take part in some of the smaller thieving tasks. While she proved to be perfectly capable of sneaking lithely in and out of places, however, she wasn't quite as talented when it came to nonchalantly slipping her hand into people's bags or pockets. It wasn't long before Fyer took her off 'thieving duty' and assigned her to other tasks. Most thieving of the audience takes place during her performances, anyway and, with her looks and reputation, all she usually has to do is bat her eyes and lean a little closer for most young men to hand over their hard earned rupees. This would account for why she doesn’t possess thievery skills.

    As far as childhoods go, Lynnette's was definitely abnormal at best-- the circus has been a part of her life since birth. Her mother, in an act of angsty rebellion, ran away from her home in the Ikana Kingdom shortly before the gates closed to join the circus when she was very young-- too young to leave home for long without missing mommy and daddy and too naive to correlate this fact with the closing of the Ikana gates. Lyn's grandfather had been commissioned to move there and facilitate trade for his business whilst her mother's two older brothers, Sloan and Quin, enlisted to be Ikana Knights. For whatever reason, Lyn's grandparents decided to stay when the gates closed-- most likely because her grandfather was paid extra to stay so they could resume trade once the gates reopened, or so her mother reasoned. Lyn has her own suspicions, but has never voiced them-- least of all to her mother.

    Lyn has never met her father-- nor has she ever sought him out. Although her mother always did her best to dodge the question, Lyn was keen enough to figure out the unfortunate events behind her birth well enough-- even at a young age. The circus became her home and all of those who were a part of it; her family. To Lyn, that was enough. Not growing up amidst other children and being around freaks, weirdos and creeps her whole life (yes, there's a difference), her social skills are a little worse for wear. She typically keeps people at arms length, treating them as customers or mere 'members of the audience' partially in order to prevent them from discovering her awkwardness and to keep up her Lorelei image. She rarely lets down her guard-- even to some of her fellow circus members.

    Training for years under the many skilled performers of the Black Marsh Circus, Lyn was all but bred to be the money-raking star she is now-- unlike her mother, whose lack of ambition and cleverness never got her very far. Her water magic tutor, Walter, had been almost like a father (or perhaps grandfather) to her as well as her mother before he died of natural causes roughly four years ago. After years of rigorous training and time spent doing everything from cleaning the tiger's cage to filling in as a clown or magician's 'lovely assistant'-- she was finally cleared by Fyer to have her own act in the show. For the past two and a half years she has become something of a sensation in Termina-- adopting the name Lorelei the Siren and singing songs about the moon and sea whilst amazing customers with her magic, acrobatics, and allure.

    With the upcoming festivities in Clock Town, the Black Marsh Circus wouldn't dream of missing out on such a beautiful business opportunity....

    Wallet: 90 Rupees
    Hidden 11 yrs ago Post by Dervish
    Raw
    Avatar of Dervish

    Dervish Let's get volatile

    Member Seen 0-24 hrs ago

    Name: Teruk
    Race: Deku
    Age: 32
    Gender: Male
    Appearance:

    Resembling a Mad Scrub more than a Deku Scrub on account of the thick green foliage on his head, Teruk is never-the-less fortunate to be one of the members of his race with arms and hands. Standing at a rather unintimidating 4’05”, Teruk doesn’t stand out from the crowd in that regard as far as his race is concerned. His wooden skin is dark brown and weathered, graduating to black from around his eyes to the top of his head, and he has the same yellow-red eyes that are ubiquitous amongst the Deku, as well as the elongated snout/ mouth. Like the rest of his kind, Teruk’s emotions and mood are measured more through body language than facial features for obvious reasons.
    Clothing/Armor: Garbed in a forest green set of robes that descend to his ankles but still offers a surprising degree of mobility and flexibility, Teruk distinguishes himself from many other Deku with this simple but well-crafted garment woven with a fire-retardant material, an obvious fear for someone who is primarily made of wood. Under the robes is a hardened monkey leather jerkin for added protection against lighter blows, along with similarly crafted arm bracers. A travel rucksack adorns his back, with a large pouch on each of the three sides to carry odds and ends that would require an easier time accessing than if it were buried in the main central cavity. Along the right side is a long, narrow pouch that houses his spear when it isn’t being held, and a long monkey leather belt adorns his waist with steel buckles and a knife sheathe that resides on his left hip.

    Weapons: A short walnut spear (approximately 4 feet in length) with a steel blade and a bone handled steel hunting knife.

    Skills:
    1 Expert (Forest magic) = Like many of his people, Teruk is an accomplished mage and under the tutilage of his mother and aunt, he picked up on generations of experience in the type of magic that resonates most deeply within the Deku.
    3 major (Alchemy, shadow magic, sneak) = Much like the forest magic, Teruk's expertise in alchemy and shadow magic come primarily from his tutelage from his mother and aunt, drawing upon generations of family talent. Teruk's affinity for stealth was a learned skill from years of hunting, as well as the fact that Deku are not physically formidable and running isn't always an option. Given his physiology, Teruk has natural camouflage in or around foliage and other natural settings.
    3 minor (pole arms, acrobatics, short blades) = Teruk learned how to use a spear and dagger from his father, one of the King's guardsmen, and other Deku during the organized hunts. Given the Deku society's cultural affinity for hunting the monkeys, it was only a matter of time before Teruk also picked up arms. While he's hardly a skilled fighter with these arms, he certainly knows how to use them and more than a few monkeys had fallen on his blades. Like many Deku, Teruk is naturally agile, as navigating the Southern swamps is treacherous for a race that can't swim. From a very early age, Teruk learned how to navigate many obstacles with a grace and agility that comes naturally to him. Because of this, he finds most other races unbelievably clumsy.

    Magic:

    Forest:

    High skills:

    Bamboo spike patch (Teruk spits a large cluster of magically enhanced bamboo seeds into the dirt which grow rapidly into bulbs. They remain inert unless disturbed for up to a minute or two [it’s inexact] before sprouting to their grown height almost instantly, creating an impalement hazard. The plants die off in about five minutes, collapsing onto the ground around them. It can be used as a temporary preventive barrier and the wood can be used by anyone after use. Uses approximately 3/4 of Teruk’s magic.)

    Grow Deku Flower (Teruk spits a seed into the ground which instantly sprouts into a Deku flower, which he can use to propel himself skyward and hover using two smaller flowers until either gravity brings him down or the flowers break. The flower acts as a permanent change to the landscape until it dies, either by an improper growing environment, being harvested/ uprooted, or other factors. It also acts as a safe refuge and sleeping pod, where the nutrients help heal Teruk’s minor injuries, replenish his magic, and sustain him with nutrients over prolonged periods [e.g several hours]. Uses approximately half of Teruk’s magic.)

    Middle skills:

    Grow vines (Teruk spits a rapidly growing fine which can penetrate rock and other hard surfaces to act as a temporary climbing or swinging rope for himself or allies for several minutes before the plant’s roots give out and the plant withers, dies, and falls. Cannot support the weight of a Goron and larger humans. Uses approximately 1/8 of Teruk’s magic.)

    Stun spores (Teruk breathes a medium [man-sized] cloud of spores that causes those who inhale it to temporarily lose mobility in various muscles. While someone with sufficient willpower will be able to move effected muscles, their effectiveness will be greatly reduced until the spores clear their system after a few minutes. The length and potency of the spores is greatly increased in confined spaces. Deku and Goron are immune. Uses half of Teruk’s magic and has a range of a couple meters.)

    Low skills:

    Fatigue Spores (Teruk breathes a medium [man-sized] cloud of spores which cause drowsiness and fatigue to whomever inhales it, lowering their concentration and slowing their reflexes for several minutes until it clears their system. The effect is amplified if it is used in a confined space, and the effects linger longer due to lack of proper ventilation. Does not effect Deku and Goron races. Uses approximately a quarter of Teruks’ magic and has a range of only a couple meters. Uses approximately a quarter of Teruk’s magic.)

    Photosynthesis (Teruk uses the sun’s energy to gradually regenerate his magic reserves and provide nutrition to his unique physiology. Passive ability. Regenerates approximately a quarter of Teruk’s magic per combat post.)

    Adhesive spit (Teruk spits a glob of spit that acts like a fast-acting adhesive that never fully hardens. If it lands on a target or is stepped in, it makes movement of the impacted area extremely difficult until it is removed or dissolves. Can be used to seal small terrain fixtures or bond items together temporarily. Duration before dissolving varies largely by weather and climate. Water breaks the adhesive effect after only a few seconds exposure. Uses approximately 1/3 of Teruk’s magic and has a range of 5 meters.)

    Shadow Magic:

    Middle Skills:

    Shadow Cloak (Teruk is able to turn invisible to the naked eye when walking through shadows, darkened areas, and otherwise shaded areas. The cloak is disrupted by direct light, and light magic briefly stuns Teruk if exposed. The shadow cloak is visible to most detection spells. Very low power consumption, can remain almost indefinitely cloaked for approximately an hour out of combat conditions.)

    Aura of Fear (Non-sentient creatures in Teruk’s vicinity are overcome by fear and have their ‘flight’ responses kick in to escape danger. Does not affect shadow or light magic based entities or other powerful beings. Uses approximately half of Teruk’s magic.)

    Ethereal Whispers (Causes Teruk’s target to hear indistinct voices coming from alternating directions for a few seconds. Can be used to cause a distraction or disorientation. Is able to be ignored by someone with strong enough willpower and discipline in a combat situation. Uses approximately 1/8 of Teruk’s magic.)

    Low Skills

    Moonlight Recharge (Photosynthesis also works under direct moonlight. Passive.)

    Low-light vision (Teruk’s ability to see in the dark is greatly improved. While not perfect, even the faintest light source can enable Teruk to see fairly clearly while others may be unable to see. Passive.)

    Racial skills:

    Spit Deku Nut (Teruk spits a Deku nut at an adversary, causing blunt damage upon impact. If it strikes a hard surface, the nut erupts in a blinding flash like those thrown by non-Deku.)

    Deku Bubble (Teruk spits a poisonous bubble that flies wildly towards a target with a limited range. While extremely deadly to small creatures, its effect varies when it comes to sentient targets ranging from disorientation to nausea and other sickness. As the bubble is fairly thick and viscous, it tends to cling to whatever it hits.)

    Skip on water (Teruk is agile and light enough that he can hop across small bodies of water for a very short distance.)

    Inventory:

    Traveling Rucksack = Contains a rug tied to the bottom, assorted tins carrying alchemy ingredients, a small cooking pot and utensils including a stir spoon, plate, cup, and bowl, and two small wash basins inside, the left side outer pouch contains a tinder box, whetstone and oil. The center outer pouch contains a potable alchemy kit kept inside including mortal pestle, and a bowl among other small odds and ends, and the right outer pouch contains maps and a compass. An oil lantern hangs from a strap on the opposite side from the spear sheathe, which Teruk uses to illuminate his shop at night.

    A small satchel = Contains assorted small jars filled with potions and medicines, customer loyalty wooden cards that Teruk engraves for repeat customers for discounts and other loyalty-based concepts, a small carving knife, various small crafts made of plant fibers, wood, monkey bone and leather, and his wallet. All of this is easily accessible.

    NOTE: Teruk will leave his inventory behind in a safe place outside of his travels and when mobility is paramount. While most of his inventory is comparatively light weight (much of it made from bamboo), it’s still very cumbersome.

    Backstory: Born to a family long loyal and unwaveringly supportive of the Deku Royal Family, Teruk grew up in the housing settlement close to the castle, where workers could easily access the castle and guards could take up different shifts. Despite this relatively comfortable upbringing, some of Teruk’s earliest memories are those of Majora’s moon, the swamp turning poisonous, and the Princess being abducted, impressing upon the young Deku Scrub that the world was a dangerous and unpredictable place that one had to navigate with care. The young scrub was too young to have had part in the events that unfolded, but seeing the Butler’s son step forth as the Oathkeeper of the South and subsequently save the swamps and the world itself, Teruk was inspired to strive to become a great hero like the Oathkeeper. After all, both came from humble origins, so was it really all that implausible that Teruk could become a famous hero in his own right? The tales and visions of being a dashing and brave warrior and world renown adventurer were tempered by his father Daru, who had been one of the guards dispatched to the Forest Temple to rescue the Princess, a task he had failed at.

    The Deku Kingdom was overcome with grief and outrage like a thick venomous fog, the King believing that the monkeys were responsible for the demise of his beloved daughter. With peace reigning throughout the land and nothing requiring Deku army response, it was a simple matter for the monkeys to be declared enemies of the kingdom, and the King’s substantial wealth was offered to those who would capture or kill any monkey they could find. And so began decades of hunting and extermination, something that had become so ingrained within Deku society that on the whole, it is an uncontested and even popular practice, where beyond the King’s bounty, many business scrubs quickly capitalized on the opportunity for organized hunts and holding individual competitions for monkeys meeting specific criteria. Deku artisans made the most of the executed traitors and soon a wide range of goods ranging from clothing and bags to weapons and armour crafted from the remains of monkeys quickly turned off, creating something of a thriving industry. Eventually, when Teruk came of age, he too took up arms and became a hunter.

    While Teruk was becoming a rather skilled hunter, he was also being taught potent magic and alchemy, courtesy of his mother (Schiil) and aunt (Loni), something that had been a major part of his family’s heritage and trade amongst Woodsfall for generations. While not exactly a prodigy compared to many of his peers, Teruk none the less remained studious and by adulthood, was a rather adept mage and alchemist. Since his family had no shortage of merchants and other business savvy individuals, he learned to ply his skills to a more mercantile approach, starting off small and selling relatively simple medical and magic tonics and poultices, as well as small trinkets, carvings, and jewelry crafted from the fruits of his hunts. It came as no surprise when Teruk jumped at the change to travel with his uncle Jera, a business scrub, to the tourist settlement of Marshall to help sell the family wares.

    The experience was largely a positive and exciting one for Teruk, as the isolationist society of the Deku Kingdom left him largely ignorant to the outside world. For him, this was his first time seeing and meeting members of different races, and he was quick to learn much about these foreigners, their cultures, customs, and the lands they hailed from. Teruk made no small amount of rupees from his repeat visits, although he found himself often competing against other Deku merchants in Marshall, some of whom seemed to be extraordinarily fortunate in their trading. The ones that seemed to do the best were those the foreigners could immediately recognize by appearance and had built up something of a reputation. Not long afterwards, Teruk had purchased himself a set of robes to make himself stand out from much of the crowd, which to his delight made his business much steadier within a few short months. With more customers came more demand and alchemy alone was not going to cut it. Teruk headed back to the forests and swamp to resume his hunting of the monkeys, driving himself deeper than many Deku dared, for venturing too far from Woodfall and a lone Deku would find himself dangerously outnumbered and alone by creatures far more agile and strong than them, and with 3 decades worth of hatred to match. It was in these deep woods that Teruk began to stake his hunting grounds, using his powerful magic to remain undetected by his quarry until it was far too late.

    Now a grown Deku and an accomplished hunter, mage, alchemist, and merchant, Teruk has joined with the procession of Deku representing the King for the 30th Carnival of Time. Eager to mingle with the other races and explore the famous human town, Teruk’s spirits are high and he aims to be one of the great ambassadors to his people on this incredible occasion. The murmurs about town of grisly murders and the Kingdom of Ikana resuming relations with the rest of Termina only add to the excitement and anticipation of the festivities. Teruk’s life certainly has been one of adventure, but the Deku has no idea what’s in coming for him in the days to come.

    Wallet: 62 Rupees (4 Red [10], 3 Blue [5], 7 Green [1]), kept in a wallet in a satchel.
    Hidden 11 yrs ago Post by Chanda
    Raw
    GM
    Avatar of Chanda

    Chanda Just Barely Enough Effort

    Member Seen 6 yrs ago

    Name: Oliver C. Pike (the C stands for Clementine, obviously.)

    Race: Human

    Age: 26

    Gender: Male

    Appearance: Oliver is a spry looking young man with a lean athletic build but little muscle to speak of. Although a bit taller than the average man, he remains looking rather young due to his skinny features, something that he finds rather difficult to deal with when trying to get others to take him seriously. He has somewhat handsome features and prefers to stay clean shaven, but generally leaves his short dark brown hair somewhat unkempt and shaggy. Oliver prefers to maintain a somewhat grave and ambivalent expression while on the job, something that makes him come off as a bit cold, but he prefers to think of it as professionalism.

    Clothing/Armor: Given that Oliver is seldom out of work due to the demands of his employers, he has little need for casual clothes unless he's unwinding at home, in which case he just wears simple tunics and trousers; he rarely attends events worth dressing up for, so his wardrobe is rather limited when it comes to occasional garb. When on the job, Oliver prefers a look that is functional as well as memorable, as he does not have the luxury of a squire or a page to help him in and out of heavy armor, and never liked all the weight anyway. Instead he prefers to wear a set of scalemail greaves and boots affixed to a pair of thick black trousers for aided comfort and maneuverability. In addition to this he wears a navy blue hoodless arming doublet and a scalemail cuirass with metal plated pauldrons and spaulders. For added dexterity, Oliver chose to forgo articulated metal gauntlets in favor of a pair of simple fingerless cloth gloves. For an extra bit of flair, Oliver wears a blue cloth mantle down his back that has become positively ragged and tattered after seeing many fierce battles. Given to him on his 18th birthday by his mother, Oliver's father, Sir Cecil Pike (known among some Ikana as Swiftblade) wore this very same cloak while he braved the dangerous Termina field under the command of Igos Du Ikana himself. Oliver is rarely seen without a bandana of some kind on his head (usually worn pirate-style); his go-to is a dark blue one, but he does have spares just in case.


    Weapons: Oliver's weapon of choice is the sword, like the very knights of Ikana he has come to idolize. His blade is an arming sword made of fine steel and ornamented with a gold hilt and pommel. It is a sturdy and well-balanced weapon, but is otherwise unremarkable. He keeps a hidden dagger strapped to his lower back just in case he's disarmed.

    Skills:
    Athletics (Expert) - Worthy of being called the son of Swiftblade, Oliver is incredibly quick and can outrun just about anyone even in his armor. Given that being able to escape pursuit is incredibly important when you spend most of your time in the untamed wild of Termina field, Oliver can not only run like the wind but also outpace anyone fool enough to dream of catching him. He may not be a very good swordsman, but he can win fights by simply wearing his opponents down due to his superior stamina.

    Acrobatics (Major) - A limber and graceful young man, Oliver can traverse obstacles with finesse and speed and is most definitely light on his feet. This aids him considerably in fights, where he often has to outmaneuver his opponent to make up for his lack of skill with the blade.

    Light Armor (Major) - Oliver has spent so much time in his armor that it almost feels like a second skin to him. Not only is he well protected on the battlefield, but he's only slightly hindered by his suit of mail.

    Thievery (Major) - Oliver has managed to make quite a bit of side income from plundering the camps of other travelers out in the field, although only when he's on his own. He tries his best to only steal from bandits and other ruffians, but if he hasn't had a particularly lucrative week, he may be compelled to select less guilty targets. Sometimes, if he has a poor experience with a particular contract, he may consider stealing from his own clientele.

    Sneaking (Major) - See above.

    Long Blade (Minor) - Although he rarely hesitates to boast about his skill with the blade, Oliver is only an above average swordsman at best. In a fair fight he can quickly be overwhelmed by superior fighters, but he tends to use his superior agility to compensate for a weak and untrained sword arm.

    Magic: N/A

    Inventory: Oliver prefers to travel light, and depending on the trip he may prefer to take certain tools along instead of others. When out on the road, his gear is kept in a mid-sized backpack made of thick brown canvas cloth, which has one large main pocket sealed by a leather buckle and flap and two side pockets with button clasps. If he’s traveling with a caravan, he’ll usually toss his pack onto one of the wagons to keep himself light. He will almost always discard his backpack when entering battle or attempting to move stealthily, although it still doesn’t slow him down much. The following items are kept in his backpack:

    On any given day, Oliver will typically carry the following items on his person:


    Backstory: From as early as he can remember, Oliver lived in a small apartment in Noon Square with his mother, right across from the Oathkeeper Shrine. As a young boy he loved to explore, much to the chagrin of his mother, who would often have to spend all night wandering the streets looking for him, often to no avail. It eventually reached the point where the poor woman would just give up going after him and expect him to be back by the next morning, which usually ended up being a safe bet (save for a few rare occasions where the town guard had to get involved, but those were, according to Oliver in retrospect, "isolated and scarce moments of poor planning.") Oliver reveled in his freedom, but soon came to realize that his mother had become rather lonely at home alone and elected to keep his excursions to a minimum for her sake.

    Oliver began to question his father's absence as he grew older, and Oliver's mother reluctantly began to tell him stories of the man. Oliver's father, Sir Cecil Pike, was one of the first to migrate to Ikana when the kingdom resurfaced, and also the very first outsider to be promoted to the rank of Knight. Renowned for his skill with the blade and his swiftness of foot, he was dubbed Swiftblade by his fellow knights. Swiftblade and his men were some of the most famous Ikana soldiers to patrol the fields, and their good deeds were known to many in Termina. Oliver's mother (Yvette) had only recently moved to Ikana when she first met (and quickly fell in love with) Cecil. When Cecil propsed to Yvette, her father (a lowly tailor) was understandably hesitant to consent; after all, Swiftblade was a renowned knight, and could've married any woman he wished. He eventually blessed the marriage, and a year later, Yvette had given birth to Oliver.

    It was at this point that King Igos Du Ikana announced that Ikana would be closing its borders permanently. Yvette sensed that something was amiss, and wished to flee the kingdom at once; unfortunately, Swiftblade was out on patrol at the time, and Yvette had no way to contact him. Knowing that this would be her only chance to leave, she fled the valley with her sister and her husband only hours before the gates closed, leaving behind a letter for Cecil explaining where she'd gone and urging him to follow. Years passed, and still she waited. Although Yvette still seemed bitter, Oliver seemed fascinated to hear that hero's blood coursed through his veins, and was always asking his mother for more stories of Sir Cecil Pike. Oliver dreamed (and still dreams) of meeting his father and becoming a Knight of Ikana. Yvette, however, urged him to keep his heritage a secret; she didn't want her son to grow up with his father's legacy surrounding him. Although Oliver did not understand at the time, he agreed to stay quiet on the subject. The few that he did tell never believed him anyway.

    At the age of seven, Oliver's mother lost her job as a tailor due to her employer going out of business, forcing the two of them to move in with Oliver's aunt and uncle. Oliver's aunt (Patricia) did not particularly care for Oliver (she didn't like children, and never got along with her sister), and in turn he did not particularly care for her (she was kind of a bitch). Oliver began to skip school and leave home for weeks at a time, often venturing out into the field just to get away from his horrible aunt. Yvette consistently tried to convince Oliver to straighten up and start learning a trade, but Oliver would have none of it, indignantly claiming that he was the son of Swiftblade, not some commoner who would grow up to be a tailor or a blacksmith. At eighteen Patricia officially kicked Oliver out of the house, although it wasn't as if the boy particularly wanted to stay. Yvette, who had become somewhat disillusioned with Oliver herself, did not offer much protest, but gave him Swiftblade's old cape as a parting gift. She believed that, like always, Oliver would eventually return home and settle down.

    Oliver was finally free again, but he was not particularly well prepared for life on his own. He hadn't kept with his studies and neglected to learn a trade skill like many of his friends growing up. It wasn't long before he ran out of what little pocket change he had left; living in Clock Town was much too expensive and too small for him, he decided, and so he set out into the field to make his living on the road. This more or less led to him living a paltry existence out in the wild; Termina field was not a very hospitable place, but Oliver knew that he, like his father was capable of braving the dangers of the field. Although he nearly met his end multiple times, he eventually adapted to life in the wild and managed to fall in with a merchant caravan that traveled all over Termina. The leader of the caravan, Zunari, took a liking to Oliver and passed along what guidance he could to the young vagabond before offering him a permanent position as a caravan escort. Oliver started sending letters home to his mother as often as he could, letters which included, much to Patricia's dismay, rather sizable parcels of rupees along with stories of Oliver's travels.

    Soon Oliver learned the secret of how Zunari managed to keep such a small merchant caravan so lucrative; as a "supplementary" source of income, Zunari and his employees would often "acquire" merchandise and spare rupees from other caravans they passed on their travels. Simply put, they were thieves, and skilled ones at that; they rarely had to take things by force. Most items just happened to be "misplaced" during caravan crossings, it would seem. Oliver learned how to "supplement" his own income as well, although he exercised a bit more discretion when selecting which merchandise he would deign to "acquire." It was not, after all, very knightly to steal from those who didn't deserve it.

    Zunari eventually amassed enough capital to dissolve the caravan and launch a different business venture; the Clock Caravan Company, a contracting service based in Clock Town that assisted itinerant merchants and other caravans with their travels by supplying wagons, supplies, horses, drivers, guides, and security guards for hire. Zunari gracefully offered Oliver a position as a contractor with the CCC, a job he gladly accepted. He'd come to enjoy life on the road, after all, and working for Zunari certainly guaranteed financial stability. Now 22, Oliver unexpectedly returned home for the first time in four years, only to find that none of his letters had ever made it to his mother. Yvette left Clock Town only a few months after Oliver was kicked out, claiming that she "needed to find Oliver and tell him something important." Patricia had been receiving his letters, keeping the money for herself, and forging responses from Yvette to make sure Oliver wouldn't come back to check on her. This discovery threw Oliver into a spiral of despair, not only because he felt responsible for his mother's disappearance, but also because he couldn't stop wondering what this important news could possibly be. For nearly a month Oliver wallowed in misery and began to drink heavily, talking to no one and rarely venturing outside his apartment.

    Zunari finally intervened, concerned that Oliver had not been responding to any of his letters or summons to begin work. He found Oliver to be an emotional wreck, believing his mother to be dead because he left her alone to play out in the field. Although it took nearly a week of very difficult conversations, Zunari finally motivated Oliver to pull himself together and start working, convincing him that it was very likely his mother was still out there, and even if she wasn't, he shouldn't blame himself for making her come after him. Oliver reluctantly went about working for the CCC, and although he initially made sure to ask around about his mother wherever he went, nothing came of his inquiries. After all, it had been four years since she'd left the safety of Clock Town, so the trail wasn't exactly warm.

    Now 26, Oliver has all but given up the search for his mother, but he tries his best to not let the matter trouble him. Working for the CCC keeps his schedule full and his wallet fuller, so he has plenty to keep his mind off such thoughts, especially right now; with all the merchants travelling to Clock Town for the upcoming Carnival of Time, the CCC can barely manage to fill all the contracts flooding in. News of the arrival of the Prince of Ikana has considerably lifted his spirits, however; although details surrounding the diplomatic envoy of Ikana are scarce, Oliver is hoping that he may finally get a chance to meet his father, Swiftblade, for the first time in his life.

    Wallet: 80
    Hidden 11 yrs ago Post by Kiddo
    Raw
    Avatar of Kiddo

    Kiddo

    Member Seen 6 yrs ago

    Hidden 11 yrs ago Post by Bad Wolf
    Raw

    Bad Wolf

    Member Seen 4 yrs ago

    Hidden 11 yrs ago Post by Kiddo
    Raw
    Avatar of Kiddo

    Kiddo

    Member Seen 6 yrs ago

    Will the game start with only 6 players, or are we gonna enter the limbo of waiting forever for another few interested parties?
    Hidden 11 yrs ago Post by Bad Wolf
    Raw

    Bad Wolf

    Member Seen 4 yrs ago

    I'm pretty sure Chanda will start with fewer than eight if necessary. I doubt we'll be in limbo, but that's just my opinion.
    Hidden 11 yrs ago Post by Captain Jenno
    Raw
    Avatar of Captain Jenno

    Captain Jenno Waltzing for Zizi

    Member Seen 4 yrs ago

    Patience is a virtue, it won't hurt us to keep bumping for a couple days more.
    Hidden 11 yrs ago Post by Dervish
    Raw
    Avatar of Dervish

    Dervish Let's get volatile

    Member Seen 0-24 hrs ago

    But you guys just were already bumping.

    Man o man.
    Hidden 11 yrs ago Post by Chanda
    Raw
    GM
    Avatar of Chanda

    Chanda Just Barely Enough Effort

    Member Seen 6 yrs ago

    Kiddo said
    Will the game start with only 6 players, or are we gonna enter the limbo of waiting forever for another few interested parties?


    Oh, if only you knew how ironically presumptuous this statement is. I would like to reiterate that FM and I have made no concrete decisions on the roster as of yet, so don't feel so secure. Being a previous member of one of my RPs will not guarantee you a spot. Keep in mind that FM and I are not only choosing based on the quality of submissions, but also based on whether or not we feel like working with you. This is a long term investment; the previous RP ran for nearly two years and we were only nearing the end of the first arc. Thus, picking people we get along with is important.

    Remember that the option to create multiple characters is still an option if you feel like it will improve your chances.
    Hidden 11 yrs ago Post by Kiddo
    Raw
    Avatar of Kiddo

    Kiddo

    Member Seen 6 yrs ago

    Well since the only thing that would be holding me back is how much you hate me, submitting a new CS wouldn't improve my chances muchly :P
    Hidden 11 yrs ago Post by Lady Seraphina
    Raw
    Avatar of Lady Seraphina

    Lady Seraphina Person of Letters

    Member Seen 3 yrs ago

    Name: Alexandra “Alex” (No last name)

    Race: Gerudo

    Age: 21

    Gender: Female















    I might edit this some since I only had a very narrow hour long window to write it.
    Hidden 11 yrs ago Post by Falkon
    Raw
    Avatar of Falkon

    Falkon

    Member Seen 8 yrs ago

    Hiya. Saw this the other day, mulled it over, and decided to try this thing out. I'll have a CS up in a day or two.
    Hidden 11 yrs ago Post by Chanda
    Raw
    GM
    Avatar of Chanda

    Chanda Just Barely Enough Effort

    Member Seen 6 yrs ago

    I wish you the best of luck with your app. Let us know if you have any questions.

    Prince, I'll take a more thorough look at your CS tomorrow, but so far it looks good (aside from somd grammatical errors, but you did write it in just an hour).
    Hidden 11 yrs ago Post by Captain Jenno
    Raw
    Avatar of Captain Jenno

    Captain Jenno Waltzing for Zizi

    Member Seen 4 yrs ago

    Falkon said
    Hiya. Saw this the other day, mulled it over, and decided to try this thing out. I'll have a CS up in a day or two.


    I dunno man, we've been hurt before.
    Hidden 11 yrs ago Post by Captain Jenno
    Raw
    Avatar of Captain Jenno

    Captain Jenno Waltzing for Zizi

    Member Seen 4 yrs ago

    By the way, should I be adding what Anemos wears during a performance to his list of clothing and armour?
    Hidden 11 yrs ago Post by Chanda
    Raw
    GM
    Avatar of Chanda

    Chanda Just Barely Enough Effort

    Member Seen 6 yrs ago

    Do what makes you feel good.

    Also, nice avatar scruuuuub.
    Hidden 11 yrs ago Post by Falkon
    Raw
    Avatar of Falkon

    Falkon

    Member Seen 8 yrs ago

    So, yeah, not quite a couple days, sheet's quite a bit more complicated than my usual RPs. Once I've finished up the spells and backstory, I'll be done.
    ↑ Top
    1 Guest viewing this page
    © 2007-2024
    BBCode Cheatsheet