@Lady Lascivious I've read this "...but most roleplays that I've ran have, at some point or another, had at least one player think of some insane stuff that I couldn't have possibly anticipated when I wrote the rules out" and your name popped in my mind. I wonder why...
Race, Age, Time in the Caravan: Penumbra is part of the race known as Umbra. A race of living shadows in humanoid form. They don't have a gender and reproduce only once in their long life which can reach up to 150 years. They multiply similar to cells by division and each side is identical to the other from capabilities to memory. It's said in times past, the Umbra were able to reproduce as many times as they wanted but after they were cursed by their Creator God, Ashevelen, for their hubris, they can only reproduce once in their life and only if they sell something of no value to someone for a very high value while the person knows that true value of what they’re buying.
Penumbra’s current body is 6 months old but that’s only because they managed to reproduce. Their actual age is unknown. One part of them, Dawnbra, is in the Umbral Lands, while the other one, Penumbra, has been travelling with the Caravan for the past 3 weeks.
Appearance:
To add later
History: Dawnbra, the original, divided from a long line of Umbral conquers. They can trace their origin from the first Umbra created by the Goddess and as such, amassed massive amounts of wealth and power amidst the Umbral Empire. Sometime long ago, before the curse, Dawnbra's family were the most zealous servants of the Goddess but with time, they got corrupted by the power they wielded. It's said that they simply had to mention a name in an unfriendly tone and they would be targeted for assassination. That couldn't stand with the Goddess and the curse was wrought upon them. But the curse didn't only affect their reproducing ability but everything magic related.
Dawnbra's ancestors were quick to adapt in order to keep control. After many centuries of training they managed to harness the curse's power for their own benefit but also changed the structure of their empire. From traders and politicians, zealous warriors arose. Hating magic and users of magic. A true magical inquisition started. Books, tech, wizards, witches and anything remotely magic was deemed dangerous and outlawed upon pain of death.
But that's history. Dawnbra's life was luxurious to say the least. From the moment they were created, a task which proved very easy when one can order a servant to buy something in exchange for their life which proved to be very valuable to most, they lived in luxury and debauchery. Orgies for the other races, public executions, death and destruction for all that disobeyed them.
Eventually it was time for Dawnbra to multiply and let their other self to continue their life…only that it didn't work as planned. Penumbra, created with all the memories of saw Dawnbra, sawgreed, malice and pride in everything that Dawnbra did their whole life and wished to choose a different path. A path which Dawnbra didn’t approve of. After 4 months of constant fights between the two, Penumbra managed to escape. They’ve wandered for a while from town to town until, one day, they’ve met the Caravan and chosen a new purpose in life. Redemption for all their past deeds.
Personality: Whatever Dawnbra is, Penumbra isn’t. They’re calm, loyal, always seeking out to help their fellows but that’s not to say that Penumbra doesn’t have a dark side, moments where their other self’s memories and experiences will guide them to dark deeds…only to howl in frustration at a later date.
Motivation: Redemption for their dark past, even if not fully their own. Joining the caravan was just their way of visiting the world and giving back to it.
Skills, Strengths and Weaknesses, and Tools:
What They Most Want: Redemption for past deeds
If They Had a DnD Alignment, It Would Be: Chaotic Good
Three Likes: Helping out, Entertaining others, Puppet shows
Three Dislikes: Irrational violence, Magic without purpose, greed
Do They Follow Their Heart or Their Mind?: A bit of both.
Worst Fear: Realising they’re the same as Dawnbra and following their path
Favorite Color:Black
Favorite Time of Day: Night
How They Dress: No need for clothes
Favorite Season:Summer
What Gods/Spirits/Whatevers They Worship (If Any):
Got a WIP too. Just 2 minor bits to get ready but...
I have a concept in mind though am curious on if there's any limitations regarding exactly how long someone has been in the caravan, as well on magic in general. Basic idea to boil down a lot of nuance and such is mysterious elven woman who has been around for a while and while she's quite the potent mage she specializes in "realm-walking". Basically creating portals between two fixed points that her kind are able to travel through. She has gone a little mad from the Astral though, and is not at all a combat character.
Mind, I'm on phone so it's a little harder for me to explain the concept fully lol.
I have a concept in mind though am curious on if there's any limitations regarding exactly how long someone has been in the caravan
The caravan has been around for hundreds of years, but I do want to keep its origins a mystery for now. So, I'll say that a particularly long-lived person could have been a part of the Pilgrim's Caravan for up to 300 years. Any longer than that, and they'd probably have heard how it started.
she specializes in "realm-walking". Basically creating portals between two fixed points that her kind are able to travel through. She has gone a little mad from the Astral though, and is not at all a combat character.
Did you remember this bit in the Rules?
3.) IC, magical means of teleportation/transportation are rare. This is so that there's still a purpose for the caravan. If it were possible for people to teleport from one locale to another, we probably wouldn't be walkin' and ridin' all slow-like. (Some limited teleportation, of a few meters or in very rare circumstances, can be allowed.)
If her ability is portal-ing to other physical places, I don't think I'll be able to allow it.
Appearance: Jason is tall and lean, standing at exactly six feet tall. He does a lot of time doing physical labor on his family’s farm, and while he is not as big as his dad is, he still has a slender build with defined muscles that he is proud to show off. He spends plenty of time out in the sun, and thus has a tanned skin complexion. He has a boyish face, though he still possesses a firm jaw. He has a small nose, and large, expressive almond shaped eyes, which are a bright electric blue color. He has short dirty blonde hair which is always a mess, and frankly he likes it that way.
He dresses fairly simply. His family isn’t rich, so they don’t have nice clothes. Besides, fancy outfits are impractical for farmers anyway. To be honest, he spends most of his time shirtless. He’s seen books with pictures of how mages dress, and adapted the style to suit his own tastes. He wears a sleeveless light blue hooded cloak. He leaves it open all the time revealing his chest and abs. As bottoms he wears a pair of matching blue pants, that are held up by a beige belt. As footwear he wears a pair of sturdy beige boots that are comfortable to walk around and work in.
History: Jason was born into an average family. The family worked on a farm. His father did all the physical labor that running a farm involves, his mother sold the stuff they produced on the farm at the market as well as ran the home, and Jason and his twin brother, William were expected to help out around the farm. They lived a fairly average life. Jason and his twin brother were very close. The two played together all the time, and got along great. They rarely fought, and when they did have a disagreement, they made up fairly quickly. Jason’s parents hated magic. They believed that relying on a dangerous and unpredictable force could lead to nothing but trouble. For a while, the brothers shared those feelings.
One day, while the boys were playing one day, away from the eyes of their parents. In their playing, William got hurt. He tried diving into a lake, and ended up cutting himself on a rock. Jason panicked. His brother was hurt, he had no idea how to make him not hurt anymore, and more importantly he didn’t want to have to tell his parents that his sibling got hurt on his watch. Fortunately for them, an older gentleman happened to be passing through. He saw what happened, and helped out. The man was a doctor. He used mysterious magic and his own medical knowledge to fix the boy right up. After that, the boy’s opinions on magic changed.
Life continued on after that, but now something was different. Now Jason was fascinated with magic. It had saved his brother, and now he was curious about what other things it could do. Whenever he had free time away from doing farm chores, Jason did all he could to learn about magic. He read every book on the subject he could get his hands on, and at night would practice spells. He wanted to learn the mysterious magic that man used, but at some point discovered he had more of an affinity for lightning magic, and soon changed course. He wasn’t sure what he was going to do with this power, but it was still cool all the same.
At some point, William left to go on his own journey. He wanted to become a knight, and help out his country. Jason stayed behind to help out on the farm. For a while the brothers exchanged letters. Then, the communication stopped. Now, Jason is going on an adventure to find out what happened to his brother, and possibly learn more about magic in the process.
Personality: Jason is a farmer. He is often seen selling stuff at the local market, and does plenty of work on his family’s farm. He actually doesn’t hate farm work. It’s exhausting work yes, but at the end of the day there is nothing more satisfying than a job well done.
Jason has a fascination with magic. He greatly appreciates good displays of magical power. It started as a curiosity about the subject. Ever since the disappearance of his brother, grew into a desire to gain power for his own needs.
Jason is brave, daring, and extremely determined. He can be very impatient, wanting to get stuff done as soon as possible. As such, he will often charge straight into danger, and often prefers to zap first and ask questions later. As such, he can be reckless and get himself into danger if he thinks he is right. Jason is also very blunt. He says exactly what he thinks no matter who he hurts. He lacks patience for people he deems to be slow.
Jason can be very stubborn, and it’s difficult to get him to admit when he’s wrong about something. He can also be hostile to people who have different opinions than him. He doesn’t like to accept help for things he knows he can do on his own. He’s confident in his own skills, and believes he can handle his own problems himself. The upside to this though, he doesn’t give up easily when things get hard. He also has no problems giving help to others when they need it.
Motivation: 3 things. To find out what happened to his brother, Learn more about magic, and find his own adventure.
Skills, Strengths and Weaknesses, and Tools: Lightning Magic: Jason has an affinity for Lightning magic. He can summon lightning for various purposes. Including shooting electricity out of his hands, and delivering lightning punches. That’s pretty much the extent of his magic.
Farmer Skills: Jason is familar with all the ins and outs of running a farm. Planting and tending to crops, raising livestock, etc.
Cooking: Jason has learned how to prepare the food he grows on the farm.
Hoe: When magic doesn’t work, Jason whacks enemies with his trusty farming hoe. Not as potent as an actual weapon, but it does hurt!
@Crimson Flame I'm headed to bed, but I'll check 'em out tomorrow! In the meantime, you should prolly wrap it up in a hider- makes the thread cleaner :P
i may come back and tweak this but! character, i'm happy with this for now :)
Myra
Race, Age, Time in the Caravan: Human, 21, 6 months
Appearance: Myra tries her best to present herself in a way that will allow her to go unnoticed by most. She has short, dark brown hair, frequently cut herself to keep it under control and out of the way, and soft features, though these are typically hidden under a hooded cloak and mask that covers the bottom half of her face, a habit that she never dropped after abandoning her life of crime. She stands at 5’4, with a small frame, though does wear boots that add at least an extra inch. She typically wears neutral colours - an off-white, loose fitting shirt, and brown or grey trousers, along with the aforementioned cloak that also serves to hide the collection of daggers and knives strapped across her waist.
History: As a kid, Myra had a habit of finding trouble, whether she was at the centre of it or not. She grew up in a small village at the base of a mountain range in northern Alwyne, orphaned at a young age and thus left to mostly roam around by herself, moving between the few families in the village that didn’t mind keeping her around (or, more likely, felt pity for her). Though of course, with such little parental supervision, she wasn’t always the best at differentiating between right from wrong, or knowing when a certain activity may be a little too dangerous for her, often angering the people of her village or heading up the mountain for fun and inevitably ending up hurt.
It started with minor theft - often a necessity to begin with, because as it turns out people do in fact need to eat, but as she got older she found she was very good at it, and so food turned into knick-knacks from the travelling market, which turned into money from pocket and precious jewellery that could be later sold off. And in doing so, she was able to somewhat make a living for herself, even if over time she ended up having to move villages frequently, the time spent in each new place becoming shorter and shorter.
One day, on another trip up the mountain, she found a small group of criminals to travel with - thieves, outlaws, people with nowhere else to go. Minor theft became more high stakes heists, which she found she enjoyed the thrill of, and as she grew closer to this group, she also learned how to fight and defend herself, becoming very quickly skilled with a dagger and other forms of hand-to-hand combat.
Unfortunately, as time went by it became apparent that sticking with the criminals wasn’t going to be of much benefit to her, the risk of being caught and killed was going every day as they took on more dangerous jobs. After a failed heist resulting in multiple people in the group being caught, she decided to run and cut contact, instead travelling alone for a while and trying to keep a low profile, stay out of any major trouble.
She later came across the Pilgrim’s Caravan and decided to board, since she didn’t exactly have anywhere to go and figured it would be a good fresh start for her, an escape from her previous life.
Personality: Myra is a fairly reserved person, preferring to keep to herself, having learned over the years that opening herself up doesn’t always end well. As such, it can be hard to get her to show her true self, but deep down she is an adventurous spirit, always wanting to discover new things, and if life had been kinder to her she may have grown into a more enthusiastic and curious individual. But she can also be feisty, not afraid to put up a fight, and enjoys the thrill of danger.
Motivation: To begin with, she starting travelling with the Pilgrim’s Caravan for a fresh start, and to escape any enemies she may have made in the past, though she decided to stay more for the adventure, finding it exhilarating to discover new places in the world, and almost feeling like she’d found a place she belongs.
Skills, Strengths and Weaknesses, and Tools: Myra’s primary weapon is a dagger, gifted to her by one of the bandit’s she used to travel with - whilst they were close and he taught her everything she now knows, she never quite got his name. In combat, she is agile, preferring to strike quickly and then escape, and can throw a punch if she needs to, though unfortunately, due to her being on the smaller side she lacks much brute strength. She is also experienced in thievery - pickpocketing and lockpicking and the like. Her main weakness is really just that she doesn’t have a great judgement on when something will be too much for her, and so will often put herself in danger that should be easily avoidable, or pick a fight that she will clearly lose.
What They Most Want: To be able to actually live rather than just survive
If They Had a DnD Alignment, It Would Be: Chaotic Neutral
Three Likes: Shiny things, the cold mountain air, the stars
Three Dislikes: Warm weather, bugs, early mornings
Do They Follow Their Heart or Their Mind?: Mind
Worst Fear: People she used to know finding her
Favorite Color: Orange, like the sunset
Favorite Time of Day: Evening
Favorite Season: Autumn
What Gods/Spirits/Whatevers They Worship (If Any): When she was younger, she used to worship her village’s patron saint, though gave up on that after she realised they wouldn’t be able to help her. She no longer worships any sorts of gods.
The caravan has been around for hundreds of years, but I do want to keep its origins a mystery for now. So, I'll say that a particularly long-lived person could have been a part of the Pilgrim's Caravan for up to 300 years. Any longer than that, and they'd probably have heard how it started.
<Snipped quote by Alfhedil>
Did you remember this bit in the Rules?
<Snipped quote>
If her ability is portal-ing to other physical places, I don't think I'll be able to allow it.
Righto, I think I'll chalk this one up to me trying to explain poorly an idea through phone and misreading something somehow lol. I'll continue to blame the phone, but it's your show my man, your call. I will go into a little more detail though just in case, as I think the idea could still be viable if I explain a few things a little better.
So basic idea is my elf Serenwynn is of a rather uncommon species of elves called Eiltheryn scattered across the varied realms of the world as it were, and unique in that they fell from the stars at various points in time, hence being called "Star Elves" in common parlance. These Star Elves are universally rather strange, often aloof and mercurial in their ways, but a peaceful and agreeable lot even if the people they interact with are not. As Serenwynn herself would explain, their pacifism is non-negotiable and they will go to extraordinary means in order to keep to this philosophy, but that it is still very much a conscious choice of theirs. Violence for them is simply an abhorrent concept, though the exact reason as to why they have such a stance on it remains staunchly secretive, even against attempts to pierce their minds via magick. Which on that account they are usually fairly magically inclined, though not all would as capable as Serenwynn, in fact her brother Aeronwynn seems quite incapable of conjuring the Astral and delegates his magical skill to lighting candles and other feats of convenience. Those that are capable and have the patience though have all the time to practice, as I was intending to hint about that Serenwynn had been with the caravan for a long time indeed, with even those who had been there the longest noting that she had already been there. That being in part due to the way the Star Elves are biologically immortal. I say biologically very specifically in the way that once they reach a certain age, the aging process ceases and they essentially live until something kills them, either a viral or bacterial infection or someone causing an abrupt end to their life. So to clarify, the Star Elves do get sick and they are just as fragile as your average human or elf, just tend to stick around for a while.
On the magic though, my ideas for it were a bit more complex than simply transportation from one point to another. The idea is that the Astral is something akin to a cosmic energy harnessed by the Star Elves for their magic and can be used as the foundation for your typical schools of magic such as illusion, conjuration and so forth, but most Star Elves would advise strongly against doing so. Reason for that is the same reason why they don't teach it to the "mortal races" anymore, in that tapping into the Astral slowly erodes at the sanity of the user, driving them steadily mad for peering into the beyond and witnessing cosmic forces beyond even their comprehension. It's basically eldritch bullshit, but with an astronomical spin to it.
More specific to the teleportation though, is that while thinking more on it, I would figure it to work as such since it is fueled by cosmic energy. Primarily an Astral Portal cannot be opened between where Serenwynn is and another place if she does not know exactly where that place is, as there is an exceptional risk of fusing with solid material or simply walking into the Astral Sea. In the case of going out and about with the Caravan, I would figure that she would have a place marked with it that she can use as a reference point. A beacon if you will. Secondly, and probably just as important as the first note, is that it takes a decent amount of focus and effort to conjure the portal. So it's not something that can just be whipped up on a whim to go shopping or take people visiting their families. It is probably also not recommended to be trying to make the portal when under direct fire, both literally and figuratively. Thirdly there's a point of risk when traveling through the portal, even for her. Anyone walking the Astral Sea would be influenced by "forces from the beyond", or eldritch bullshit, and so it can not only be incredibly disorientating for normal people to travel, but physically harmful to them. Even for Serenwynn who has experience in it and makes a habit of staring into the Astral Sea it would still be a bit disorientating and not recommended to use if safety can't be guaranteed on the other side. Also probably a pretty good note to leave that one on, Astral magic uses the power of the stars and cosmic energy, so it's not something that can be used underground or indoors, and has reduced potency in darkness.
So yeah, a bit more of a proper explanation on things and I hope that clears some things up for you and perhaps makes the idea a little more amenable. Basically just Welsh Space Elves as mysterious and spooky as they are friendly.
Race, Age, Time in the Caravan: Half-elf, 29, 2 months
Appearance: Ilyana is below average height for a half-elf, standing at 5' 3" with short-cropped sandy blonde hair and dark tanned skin from her time at sea. She's thin and wiry, sometimes mistaken for a boy. One cannot help but notice the pink scar that divides her left eyebrow and travels down on an inward slope to her cheek. The artificial eye she wears on the left has an amber iris that contrasts with her natural jade green right iris. She has an eyepatch she wears to hide the socket when its out. One looking closer can see signs of other scars, and perhaps a peep at her skull tattoo on her chest neatly transected by another scar running from her right shoulder to her left hip. Few would ever see what looks like a second naval just under the ribs is actually a scar from a puncture wound, but anyone who rubs her back may feel the raised ridges of the scars from her flogging. Her right palm has an "L" branded there for "Leshere (thief)".
Born on the 13th of Uktar in a brothel, where her mother took shelter. Unfortunately she died shortly afterward, so nothing is known of her human father. She was raised by the the staff of her Aunt Pol and Uncle Glyberos' house, largely ignored by the family, including their eldest daughter Sylna and their youngest son Keras. Many visitors assumed the young girl was a child of one of the staff, as she would be frequently seen doing various servant chores. But when Marquis Muleho, friend to the judge and frequent visitor, discovered she was their neice, her Aunt and Uncle, deeply embarrassed, moved her to a private room and forbade her from doing any more domestic work. They also hired a private tutor to address her neglected education. Marquis Muleho showed up one day with a spell book that he brought for Aunt Pol to examine, leaving it in the library. Later, when it was discovered missing, her uncle, his face burning red, went to her room first and found the burned out cover in her fireplace. Keras, who'd been checking her chest of drawers, turned around and presented the jewels that had adorned the cover. Glyberos flogged her until she confessed to taking the spell book (she hadn't), then used his authority as a judge to have her branded and imprisoned for five years. It was in prison that she learned how to be a thief, a necessary skill to survive in that place. During her third year, diseased ravaged the prison and she spent long hours tending to both guards and prisoners before finally succumbing to illness herself. While she couldn't say for sure, there were times afterward that guards and the other inmates gave her some grudging respect and the ocassional blind eye. On her release, now fully an adult, she was immediately pressganged into the Royal Navy as a sailor, handed over to the crew of galleon The Golden Falcon. The next four years were spent in hard labor. Crew were not permitted ashore except in the company of an officer, who was authorized to execute them on the spot should they attempt to desert. Her five years in prison had already inured her to the lack of privacy under close quarters. When Ilyana slung her hammock, it was in the middle of the group, rather than on the edges. She also realized that the thief mark on her palm would make others reluctant to trust her, while others would use it as an excuse to rob her blind by claiming she stole their things. Ilyana therefore kept most of her money on the ship's books, avoided gambling, taking care to mark her few possessions and to keep careful receipts with witness signatures. In her fourth year at sea, the Golden Falcon was one of a squadron of ships whose job was to blockade the harbor entrance to contain the ships of the Pretender. Under cover of darkness, the enemy launched some of their ships with skeleton crews to go out with the evening tide, creeping up unaware on the blockading ships before setting them alight before escaping as the fireships, drawn out by the tide, smashed into the blockading ships. In the confusion, the Pretender and the remainder of his fleet made their escape. Ilyana was the only survivor from the Golden Falcon. Desperate to pull some sign of victory from this disaster, Ilyana was hailed as a hero for her survival - but instead of being released from service, her wounds were treated and she was transferred aboard the galleon The West Wind. Because of her 'lucky' status, she was given the 'honor' of leading the boarding crews - which led to the loss of her left eye in battle. It was the first of many battle scars she'd earn aboard the West Wind. An arrow wound messed up her stomach - and wasn't helped much by the diluted healing potions they'd been supplied with, which made her very queasy and sick all over the place at the least sign of stress. They finally decided to discharge her from service in the Royal Navy, giving her a handful of medals, her silvered cutlass and dagger, the scarred leather cuirass she'd wear in battle, and all of her back pay on the books.
Personality: Ilyana is always wary and reserved, keeping a weather eye not just on the horizon but the other pilgrims as well. In an open room, she prefers to have her back in a corner. Her speech is often blunt and profane, much to the dismay of others. She works hard at being self-reliant and always ready to lend a hand, Ilyana avoids seeking help from others. Many assume it's her pride holding her back, but really it's to avoid debts as not everyone seeks repayment in coin. She knows well the reputation that half-human girls have among her people. Ilyana is also aware what people will say about a known theif in their midst, so she keeps a careful inventory on her ledgers, recording each sale or purchase to fight any claims on her purse or property. Motivation: Finally free, she decided to join the pilgrimage, since that would mean crossing over wide stretches of dry land that didn't pitch and roll from the sea and the wind, and allow her to see something other than a lot of water from horizon to horizon.
Skills, Strengths and Weaknesses, and Tools: Animal Handling - good with donkeys, ponies, horses. Archer - average skill with shooting a bow and arrow. Bosun - good with ropes, knots, and boats. Can set up a block and pulley system for moving heavy things. First aid - can treat light wounds, suiture bad wounds. Knows a few medicines from her time in sickbay. Lockpicking - keeps a set of lockpicks hidden inside her ditty bag among the other tools. Navigation - with a sextant, she can navigate by stars or with map and compass. Swordswoman - above average skill with her cutlass, especially in close quarters.
Tell me what your character is good at and what they need to do it, as well as any flaws or deficiencies they might have. If they can do magic, it'll go here. If you have a really unique type of magic (or anything similar), you might want to create a hider that explains how said magic works.
What They Most Want: Freedom
If They Had a DnD Alignment, It Would Be: Chaotic Good
Three Likes:
A sharp blade
Rum
A good smoke
Three Dislikes:
A dull blade
Storms
Hardtack
Do They Follow Their Heart or Their Mind?: Their mind. Heart's been betrayed too often
Worst Fear: Imprisonment
Favorite Color: Sky blue
Most Like The Animal: A fox
Favorite Time of Day: Daybreak and the promise of a new day, the sun shining warm on her face.
Brown wide-brim hat
Red bandana covering her hair
Cream-colored peasant's shirt
white bandana tied loosely around her neck
Lined Brown leather jerkin with her medals stitched on the left breast, a dolphin embroyered in aquamarine beads on the right breast.
Brown breeches
Green Hose
Brown leather boots with the tops folded down
Wide brown leather belt
Nested
knife with a broken tip (keeps from punching holes in sails and officers) in a leather sheath
Fid in sheath
Belaying pin tucked into belt
Belt pouch with some coins, flint, small pouch of pipe tobacco.
Flask containing medicine for her stomach
knotted lanyard that holds a bosun's pipe
Favorite Season: Summer What Gods/Spirits/Whatevers They Worship (If Any): Deep Sashelas
@Lady Lascivious I've read this "...but most roleplays that I've ran have, at some point or another, had at least one player think of some insane stuff that I couldn't have possibly anticipated when I wrote the rules out" and your name popped in my mind. I wonder why...