You have wandered for quite some time now. Perhaps sometimes in the company of others, perhaps sometimes all alone. You might've started out a pauper, a noble's scion, with fame and fortune, or a complete and utterly oenniless pauper. Perhaps you've walked this path on your own two feet alone, or perhaps you've ridden some kind of beast, or traveled by carriage or wagon. It doesn't matter how, and it doesn't matter what was. For a new day dawns, and with it, a new life for you.
Maybe you used to live in a bustling city, or a rural village with a scenic surrounding. You might hail from a region that's cold and wet, or dry and warm, steamy and tropical... And yet, you left that place behind. Mayhaps it was for personal reasons, or perhaps you were driven out. Maybe you had no choice but to go, or it might've been the will of fate. Regardless of what your reason was, it set you on the wanderer's path. But that journey is coming to a close, for a new day has come, and with it, a promise of new beginnings.
You don't know when and you don't know where, but at some point you began to hear... Something.. Describng it is hard, for it was neither a voice nor a sound, nor a sight or a vision. And yet, whatever this was, it was calling you. First quietly, distant and muted. But asa you trrekked, it got stronger, clearer and began to lead you, and you followed - whether by choice or coincidence. Eventually, travelling through a forest in the Farland Frontiers, you soon emerged from the underbrush, and there, you found it. The source of The Calling.
An old hamlet.
... An old, crumbling, uninhabited hamlet...
You don't know how or why you were brought here. But there's a feeling welling up inside you, one you haven't felt during all your travels nor in any other place you've visited. For once, for the first time in a long while, you feel... Like you've come home. Sure, the walls are coming downa nd the ceilings need re-thatching. And sure the window panels are loose or mostly rotted. And sure the floorboards are warped and every building is sorely lacking in functional and usable furniture.
But with a little elbow-grease, stubborn dedication and with the help of others who've been drawn here as well, you might just be able to carve out and make a new life for yourself in this strange, unfamiliar - yet home-y - place.
A new day dawnsm and your new life begins. ANd trat day is yours.
Overview:
Welcome to AND, a slice of lfie fantay village life Roleplay, inspired by games like Rune Factory, Stardew Vallry, Story of Seasons, and slie of life fantasy anime like Farming Life in Another World and I've Been Killing Slimes for 300 years.
In this RP, there's no great, overhanging threat that looms and glooms, ready to poise and destroy the world. This is meant to be a fun, chill and casual story about a group of people, meeting up at an abandoned old hamlet, and getting to work to build a life for themselves. Along the way they'll run into some random events and shennanigans, they may have to hunt or fight some monsters, explore old caves, ruins or mines, go fishing, have a beach party, attract new settlers and residents from elsewhere and build a reputation as a swell place to live. Do keep this in mind if you intend to join; This is a story driven by character interactions and your own ambitions and goals for that character, not by plot-devices or a hand-holding narrative.
In this roleplay you'll be able to do about everything you can do or expect from the games and shows I've mentioned. You can expand your house, learn new skills, find items/treasure, fight monsters, cook, craft, clean, build. You wanna build yourself a Duchal Estate despite just being a carpenter? As long as you can gather the materials and put in the labor for it, you totally can! You wnana invent the pizza and bring italian cuisine to the world of fantasy? Experiment with flavors and shapes and ingredients until you get ir just right. Wanna be the hopeless town drunk who does absolutely nothing productive except lay in a ditch, dead-ass-drunk all day and beg for money from your enighbours? Not sure why you'd want that, but hey, I'm not gonna stop you!
It's your character, their life, and a new day! So set your goals, make your ambitions real, and live your best cozy fantasy life the way you want to!
Setting:
A New Day is set in a fairly generic, high-fantasy world, full of swords and sorcery, dragons, goblins, dungeons, horse-drawn carriages, castles and knights. The story takes place in a geographic location known as the Farland Frontier, which is a large swathe of land that's largely uninhabited by the "civilized" races of the world. The climate is temperate, think central/western European, with four seasons. The currency used in this part of the world is known as Dol, which is a silver coin. Prices for items and services vary greatly depending on supply and demand, so feel free to set your own prices, or let the magic of GM-voodoo do it for you automatically!
Before you begin epxloring the Farland Frontier and your new home though, please take a moment to go through the information provided below, to get a better, but brief, understanding of the world and it's mechanics, and the mechanics of the roleplay as a whole.
Magic exist all around in the world; In the air, in the earth, in the water, in every living and/or inanimate object. An invisible force that, sometimes, can cause problems or miracles on its own, or be tapped into by those in-the-know, and used for their own, or others, benefit.
Using magic falls into one of two categories: Tomes or Wand/Staves. Magic and its effect(s) are also impacted by the weather - especially in the wild, untamed Farland Frontier.
All magic spells fall into one of five tiers of power: - Novice (Lowest) - Apprentice - Adept - Expert - Master (Highest)
This is true not just for the magic that the "civilized" races use, but also for the spells, or magic effects, of monsters or other beings as well.
Tomes: Tomes are books of magic, written by sagacious wizards or sorcerers. By reading a magic tome, a person can gain the knowledge and ability to cast spells on their own, without the use of a wand/staff. However, in order to learn how to cast any spells, one must first read a tome that teaches one how to control and make use of one of the six eelements, which are:
Thus, one would start by reading a Novice Tome of [ChoiceEelementHere]. Once you've read such a tome, memorized it and understad its contents, then you would move on to learning a Tome of [ElementalNoviceSpellHere]. Each tome only contains one spell, and you cannot learn it if you don't have the Elemental Magic affinity/skill of the proper tier to go with it. It'd basically like trying to understand algebra when you can barely read a picture-book.
Wands/Staves: Unlike spells that're learned form tomes,. anyone can use a staff or wand, regardless of if they have knowledge about an elemental sphere or not. Wands/Staves work like pre-packaged, automatic spellcasting tools, in that each one has a single spell imbued onto it, and when used, it draws in magic from the surroundings, creates the spell and then unleashes it at the wielder's command.
However, wands/staves break down with use and can only be used so many times before being "burnt out". Higher tier spells obviously consume more magic and thus degrade the staff/wand quicker. Wands/staves are also typically more expensive than tomes, as they're far more convenient and don't require any effort or time-investment to be used on the side of the wielder. People who know enchanting or magic artifcing can also craft their own wands/staves, provided they have the right materials and tools. However, even then, you can only enchant wands/staves with spells you yourself already know and have learned.
Casting Spells: So, you bough a tome, sat down and read it, and now you're ready to cast your first spell? Well, this is how it works.
You think of and visualize the spell you want to cast inside your mind. You hold out one or both hands. You activate a little bit of magic energy inside yourself as a catalyst (as taught by the elemental skill tomes) and draw in the necessary ambient magic from around you. And then, there you go! Once that's done, the spell is formed and ready to cast from your very own fingertips. But if you cahgne your mind, you can always disperse it by quickly flailing your hand(s) to make the magical energy evaporate.
Weather: Weather can have a strong impact on how magic functions and acts. Different kinds of weather also has different effects, and anyone who uses spellcasting or magic in general should be mindful of this. However, this information is not common knowledge and only thsoe who've attended magic academies or had proper wizard training would know about this. As for what effect each typ of wrather has... Well, that's something you'll have to learn the hard way.
Elemental Interactions: All of the six elements work in a pair-system. In that they're simultaneously strong and weak against their counterpart, but completely neutral to any of the other elements. Obviously, elements resist their own elemental effect.
As an example, attacking a monster or perosn who is using Air Magic to defend themselves, your best bet would be Earth Magic. However, if you want to defend against them, you'd want to use Air Magic yourself, or any other element aside from Earth Magic.
Spell List: Your spell list consists of four parts. As I would like to keep all CS'es uniform and the same, you will be required to follow this format if you intend to have magic. How it works is very simple:
The orang part in the example below is the spell's name. The blue part is what element the spell is. The green part is what profiency/skill-level the sepll is. And the white part is the description of the spell.
Ice Barrage, Water (Adept): This spell allows the caster to fire off a burst of multiple icey shards in a cone, like a shotgun, in a single direction.
Of course, you don't need the coloration done above, I just used it to mark and clarify things. Actually, don't use colors. Like, at all. Just keep it clean and neat and follow the example and everything's fine~
The world of AND is populated by monsters, many, many monsters. Some big, some small. Some cute. Some not so much. Some fairly harmless, while others are living natural disasters. Luckily for you, this RP isn't about fighting the endless hordes of the abyss and their hellspawn, so don't fret. That said, one should still keep in mind that monsters can be dangerous, and they can hurt if you're carless or unprepared! But... They can also be a lucrative source of income, and a good way to get certain materials or ingredients.
Monsters come in two varities, as listed below.
Wild Monsters: These are the naturally occuring monsters of the world, who're as much part of the eco-system as the regular non-magic beasts and plants. They live, breathe (if not undead), procreate and die eventually. Over-zealous hunting of a specific monster may cause it to decline, or outright vanish from an area altogether. On the other hand, if left unchecked, some monster populations may grow to unsustainable levels and can have an adverse effect on the enviroment and other flora and fauna in the area.
Portal Monsters: These are monsters who appear from the mysterious Magic Portals, that sometimes pop up in the world. These portals look like strange, elemental whirlpools or maelstroms, usually about the size of a mature pumpkin, hovering a few feet above the ground. At regular intervals, these mystic vortexes will 'spit out' a monster, one that usually corresponds to the elemental affinity of the portal. Once it has spent all of its magic energy by generating monsters, or if "attacked", it will break and disappear - often leaving behind an elemental crystal. Portal Monsters are not natural inhabitants and are formed solely from magic, and for this reason, they can be any type of monster, even ones that aren't native to the region or climate. It is genrally agreed that destroying any portal one comes across, as soon as possible, is the best course of action.
Generally speaking, you'll all be free to craft, cook and make whatever you want, from whatever recipes or combination (or lack thereof) that you come up wth on your own. The only thing I ask that is, again, you be reasonable and fair when make stuff, no matter what it is. You can't always succeed or make have a great result, especially the lower your skill-level in that prticular field is. Like, an Apprentice carpenter won't always saw their planks straight, or hit the nails in correctly. When you 'fail', consider the resources or materials you used to be "wasted" and the resulting item being either a "mess" or a "disaster".
Of course, the higher your skill-level is in something, the less mistakes you make, that's a given. But even very skilled people make oopsies every now and then. Also keep in mind what you're attempting to make: You're more likely to screw up when making something you've never tried or done before, because you don't have muscle-memory of how to do it yet. If you repeatedly succeed and never - or very rarely fail at every craft you do - I'll have to take away this privilege of freedom and trust, and police every single thing you try to craft. So do us both a favor and just be a good sport.
But the recipes or combinations of items you makae are, as I mentioned, up to you. If you want a bit of flour and a bowl of water to make a loaf of bread, sure, let's go with that. If you want an iron bar and a wooden handle to become a dagger, that's fine. If you want a mixture of rose petals, dandelion milk and swamp water to become a cure for the common cold, then we'll roll with that. Just try and keep tabs on your own recipes and what they make and require.
As with the games and series this RP is based on, you find materials outside the village. If you want wood and lumber, you'll have to go to the nearby forest, if you want stone and metal, you'll have to find a mine, if you want fish you'll have to find a river, pond, lake or the ocean. Suspension of disbelief applies here, so it's totally reasonable to smack a big rock or boulder with a hammer, and expect some kind of ore to fall out of its crumbled, shatteted remains. Likewise, crops and plants totally reach maturity in a few days, rather than weeks - because lt's face it, if all you guys had to eat was forage and wild game, you'd all probably starve.
Just keep in mind that the better, higher tier or rarer a material is, the further you need to go to find it. As an example, you may find copper ore on the first few floors of a mine or dungeon or cave, but if you want something like gold or iron, you'll have to go deeper. Likewise, if you want better wood than that provided by young trees on the edge of the forest, you'll need to head deeper inside to find the old and magical trees. Obviously, the deeper and further you go to find materials and resources, the greater the threat becomes.
Also keep in mind that you need the right tier of tools to harvest certain things. Cutting low-grade plants and weds with a copper sickle is fine, but try to harvest mandragora with a copper shovel and you're more likely to ruin the plant than obtain it. Likewise, you're not gonna be able to harvest mithril ore with a bronze pickaxe. Just a few examples.
How much material and resources you can carry home also depends on if you've got something to carry, drag or push them in. If you ain't wearing a backpack, carrying a bag or got a cart of some kind, to expect to be able to lug large hauls of stuff back home - after all, you'd have to carry it all in your hands/arms. Keeping track of exact numbers is a pain, so just try and be fair and reasonable. Like, you're not gonna be able to haul back 50+ chunks of iron ore in a simple rucksack, nor are you gonna be able to fix six dozen logs into a small handcart
.
Do stuff, get tired.
Simple to understand, hard to master.
But yes, basically every single thing you do in this RP will, to some degree, be a drain on your stamina. If you want to compare it to a game-mechanic, think of it as your "energy bar". When you don't have enough 'energy' left, you can't perform physical activities, craft things or perhaps even talk to others - 'cuz you're just that pooped! Now, we're not playing with numbers or actual "bars" here, so the amount of stuff and things your character can do is up to you. However, as I always say; Be fair and reasonable in this regard.
If your character is plowing a field for three hours straihgt, by hand, and then goes off to raise the wall of a house and help carry logs and planks back and forth, chances are, they're gonna be pretty damn exhauusted after a while. If you're sitting in a room, intently reading a book that requires a lot of comprehending and isn't just a trashy novle to get your loins hot and bothered, that might not tire you out as mcuh as field work, but it's still mentally tiring. Heck, even magic is a physical activity and eats up your staminahwn you cast spells, and the bigger they are, the more exhausting they are to cast.
So, just keep in mind that doing stuff, for a long period of time, without a break, should and will make your character worn out. Running a long distance at high speed? Tiring. Carrying heavy crates? Exhausting. Fighting monsters in a life-or-death situation? PRetty damn winding once the adrenaline goes away. Just try to be conscious and keep this in mind. Repeatedly doing everything and never getting tired will lead to GM voodoo where I step in and slap with your character with a malelt and render them unconscious.
Which brings us to...
Fatigue: Fatigue is what happens when your character over-exerts themselves and doesn't get enougn rest or the right thing(s) to recover with. Think of fatigue as a "debuff" to your character, where you max stamina/energy is reduced, your sstamina/energy recovery is lowered and you suffer a penalty to things like your speed, reflexes, focus and so on and so forth. Fatigue can afflict your character because of a number of factors, which includes:
- Sleeping less than 6 hours a night. - Eating non-nourishing food for several days straight. - Doing hard, physical labor for several hours a day, several days straight. - Getting sick. - Being poisoned. - Becoming cursed. - Being hit by a spell that causes the effect.
In the case of fatigue caused by poison and sickness, taht you'll require a cure to get rid of. In the case of magical effects that cause fatigue, you'll need some kind of anti-magic or negative ailment removal. In all other cases though, merely resting - or preferbly sleeping for a full 8 hours - will remove the status.
Recovering Stamina: Now, wehile doing stuff makes you tired, there're also things you can do taht make you less so, or outright restores some of your lost vigor! Handy, right? These things include:
- Sitting down and having a break/rest - Taking a nap - Sleeping for 6 hours or more (to a max of 9) - Eating food - Drinking a drink (except alcohol) - Taking an alchemical pill or potion that restores stamina - Having a spell cast on you that restores stamina
All of these things will help you recover some of your lost energy and ket you go a little longer.
You have the option of playing three different races in this RP. However, no standard tropes or pre-existing lore or culture is in effect. Meaning that, if you want, you could totally play an elf who lived their entire life on a mountain peak and worked as a miner. Or you could totally be a dwarf who lived on a sandy coast in a tropical paradise in a wicker hut and sustained themself by diving for clams. Or you could totally be a human who lived in a nudist colony and had a strict diet of beetles and the only form of coverage allowed were tattoos on your ankles. There are jjust a few small shared things to keep in mind among each individual of a particular race. So, here's a brief overview of them.
Humans: It's you and me. Humans come in all manner of sizes, shapes and varying skin tones. Some are tall, some are short, some burly, some lanky, some fat, some twiggy. They can live almost anywhere and tend to build kingdoms, empires, cities and civilization. But there're also those who shun such things for a more rural and closer-to-nature-sort-of existence. Humans have no particular advantages or disadvantages. They live lifespans that range from, usually, 70-90 years, but can die both earlier or later depending on a wide vriety of factors.
Dwarves: Dwarves are a short an d stocky breed of humanoids. The males usually sport large beards or facial hair and are quite muscular, whereas the fmales don't typically have beards or facial hair (despite common misconceptions) but are instead oft-times very well-stacked and thicc. Dwarves are the shortest of the three races, and they have a general lifespan of about 250~300 years. They tend to start getting rey hairs (if not bald) at around 150~ years of age. Dwarves tend to be stronger and more physically durable than humans, but due to their short stature and bulky frames are also slower. Their rae also has a harder time learning magic from tomes than the other two breeds.
Elves: The middle-sized humanoids. Elves are taller than dwarves, but generally a bit shorter on average than most humans. They have long pointy ears and are, for the most part, considered to be an objectively attractive race. Males tend not to have facial hair until very late in their lives, and both genders are otherwise free from body hair. Elves live the longest of the three species, having general lifespans of between 550~650 years, and they seem to stop aging at around 25 - only beginning to age again at around 500, and even then, they only ever seem to age to the point of looking comprable to a 40~year old human. Elves are more dexterous and quicker than humans, but generally aren't as strong or as durable.
There is no "aging" discrepency between the races. Elves and dwarves grow and mature at the same rate as humans.
Time, she is a fickle thing. And managing it can be quite a hassle.
The days of this RP are divided into different periods of time, consisting of: - Morning (6:00 AM - 11:00 AM) - Midday (11:00 AM - 4:00 PM) - Afternoon/Evening (4:00 PM - 9:00 PM) - Night (9:00 PM - 6:00 AM)
Typically, I will advance the day through these "time slices" at my own leisure - usually when I feel that everyone has done everything they wanted/needed/would've had time to do in that particular "section" of time. For this reason, it is also important that you, as players, clearly state what and how your character uses their time. If, for example, you want to work on improving a skill, then mention in your post that your character decided to practice/train/work on improving their [skill] and would do so for the next [x] hours/until [time of day]. That way, if need be, I can fast-forward to the next bit of time, or have an NPC or event interupt your character without it causing a total chronological paradox that swallows the entire universe.
If you guys feel that time is moving too slow, or too fast, always feel free to mention it in the OOC, and I'll address it.
This bit only contains a few helpful things to keee in mind, to help everyone out a little.
There's no such thing as gunpowder or firearms in this world. Because there's no need, since magic exists.
When posting, try adding your character's name, location and what time of day it is at the top of your post. That way, everyone will know where, when and who you are.
Collab conversations! This is a RP that thrives on player-to-player interactions, but posting one action/dialogue line and then waiting for a reply only to respond with one thing again is both time-consuming, slow and not very fluid. So, try collabing! It helps conversations flow more naturally and let's you get more done in less posts!
Need directions or narrative for something you're doing? Just ask. I'll be happy to provide a nudge or explanation whenever you need it.
Just because the CS Template lists 3x of the "-" marks, doesn't mean you need to have 3 things there. You can have 1, or 4, or whatever/however many you wan, be it quirks, equipment, spells or whatever.
Speaking of, make sure you look at the CS Example before you copy and use the CS Clean Code to submit your character for review. It shows examples and has some explanations for things and what goes where.
While I myself won't make a discord for this RP, if anyone wants to host one, just contact me with the link and I'll put it up here in the first post.
Character Sheet:
Name:Include a Family-name if you have one Age:Try to remember tos tay within the mid-to-late teens, or young adult age-range if possible Gender:Male or Female Race:Human, Dwarf or Elf
Insert Anime/Manga-style faceclaim picture(s) here. Do not use Real Life, 3D or other styles of artwork.
Height: If possible, provide both imperial and metric measurements. I usually use this site when I need a comparison. Eye Color: This is for me, because I'm colorblind. Hair Color: Still colorblind.
Description: If you want to also describe your character in text, you can do so here. However, this part is optional and can be skipped/removed if you don't want to fill it out
Personality: Write a bit about how your character thinks, feels and acts. Their values, ideals, likes and dislikes. Doesn't need to be long, just something to give us a feel for what they're like.
Quirks: List one or more peculiar traits or habits of your character. - - -
Brief History: Write a bit about your character's past. What drove them from their original home, if they had one. Where did they wander? When did they start hearing 'The Calling'? And how did they end up at the ruined hamlet? Again, don't need to go into every little detail and tidbit, unless you want to. Just somehting to give us an idea about their past.
-- Skills/Spells, Stats & Items ---
Occupation:Your previous, or currently self-appointed, job.
Social Status:Commoner, Noble, Tribal, Exile... Your rank in society's hierarchy.
Skills: You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master. - Fire Magic (Adept): Can wield staves/wands and learn tomes of Adept-level fire magic. Can also cast Fire spells up to Adept-level. - Fishing (Expert): Is really good at fishing, and can use both poles, nets and crab pots. Knows how to make bait and where and when to fish certain types of aquatic critters. - Swimming (Apprentice): Knows how to do the breaststroke and can manage to stay afloat in calm lakes and rivers. CAn even swim a bit in the wavy ocean, if the waves are low and far-between.
Equipment: List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below. - Copper Shortsword - Leather Hauberk - Feathered Cap - Simple Fishing Pole - Simple Backpack
Spells: This is a place to list all the spells your character knows and has learned from Tomes. Spells kept in staves/wands should not be listed here, but in your Equipment section. Remember the include the spell's name, element and tier, along with a brief description as in the example below. If you plan to learn many spells, you may want to make this bit a Hider. - Flame Arrow, Fire (Apprentice): Conjures a small fire-projectile the size of a regular arrow, but made of pure flame. Can be fired in a straight line at anyone or anything in sight. - Ignite, Fire (Novice): Creates a small candle-flame just above the caster's fingertip. Useful for lighting a campfire, torches or anything else that needs to be set alight.
--- My House ---
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
If you're a new player who didn't see or speak up in the Interest Check, then I'm sad to say, but this RP already has more than a full roster, and I'm not accepting new applications at this time.
And to those players who do come from the Interest Check to apply: Please keep having your "My House"-part of the CS empty. Sorry, but none of you get to start with a home. :)
The only change is that I switched the skill levels as discussed before, and clarified the smith's hammer as "Iron" material. Let me know if anything else needs to be tweaked!
Height: 5' 8" / 173 cm Eye Color: Light brown/amber Hair Color: Red
Description: Akitsugu has wide shoulders, but still has that youthful litheness of a man who hasn't quite grown into his bulk yet. His hair seems naturally unkept, though he keeps it quite clean, and likewise he maintains a neat and clean-shaven countenance. Most of the clothes he currently owns don't look like they're suited for outdoor labor, but he doesn't seem to have a problem tying up his sleeves and girding his robes. He bears all the signs of athletic training, but from how little he moves one wonders how he could've ever built that muscle. He often appears deep in thought, looking down at the ground or up at the ceilings, and has a habit of turning away from people to do other tasks even if he's genuinely interested in what they're saying, or speaking directly to them.
Personality: Akitsugu is the type that gets an idea and can't stop working on it until they've figured out all the nitty gritty details. However, anyone else who looked at his workspace would see "orderly chaos," and God help you if you move something out of place.
When complimented, he becomes flustered and nervous; but no matter how biting the criticism he always seems to let it roll off his back. He clearly hates asking anyone for help, but will give his own freely whenever it's requested. However, one should beware being too specific, or not specific enough. If you ask him to dig a hole but don't tell him how deep, you'll soon need a ladder to get him out.
He's quite morally upright in terms of his values, but also very respectful of privacy and doesn't abide gossip. He doesn't have any inkling of desire to "police" others' behavior, save in instances where they're clearly overstepping their bounds or committing some direct offense towards another. He's quick to jump to the defense of children.
He likes savory foods over sweets, meat over bread, and bitter tea rather than coffee or milk. His tastes in music are soft and melodious, favoring wind instruments over drums or strings. He dislikes people that interrupt others, but also people who talk to much.
Quirks:
If confronted or questioned, he gives away any insecurity by over-explaining.
He will mutter, scribble on a napkin, or leave himself various "clues" to organize his thoughts.
Sometimes he writes secret poetry.
Brief History: Akitsugu hasn't been the most forthcoming about his past. His family, the Yasunami Clan, live in a nation far from The Hamlet, and seem to be some form of nobility or knighthood. However, they were apparently not happy with Akitsugu's desire to become a blacksmith for some reason. It's not clear whether he was forced out or left on his own, but before he departed he stole a rare and valuable heirloom from the family vault: a blade named Miyusahime.
He traveled for some time, rarely stopping until after his supplies ran out. He began to do hard labor for coin, but many villages were rightly suspicious about a lone, foreign wanderer with a sword. Sometimes, they thought it even more suspicious that Akitsugu asked for work that didn't involve using said sword. Whether because he couldn't find enough friendly faces, or wanted to get further from his family's reach, or for some other purpose, he just kept walking...until he heard a new voice Calling him. It rang in his ears, like a hammer on hot steel.
He had been walking a long disused, rocky trail, said to lead to a mine now abandoned, when he came across the hamlet. Again, he heard the ringing, but now it was different. Direct. Perhaps...perhaps this was to be the place, then. A place where he could finally settle down, and get to some real work.
-- Skills/Spells, Stats & Items ---
Occupation:Blacksmith
Social Status:Foreigner
Skills:
Swordsmanship (Expert): Can wield swords for a variety of techniques up to Expert level.
Jujutsu (Adept): Unarmed combat suited to throwing, disarming, and grappling up to the Adept level.
Blacksmithing (Apprentice): Knows how to smelt and process basic metals, and make simple tools/objects such as hammer and axe heads, ploughshares, nails, etc. The quality is only up to Apprentice level.
Equipment:
In Akitsugu's homeland, there is a belief that the most skilled craftsmen imbue spiritual power into their creations, and also that as objects age they accumulate spiritual power of their own. The Yasunami Clan is an old bloodline, and Miyusahime is an old sword. Yet the blade's "power" has nothing to do with how well the edge cuts, nor how it channels any kind of supernatural spell or ability.
"Eugh! Your hands are cold! Hey, are you sure that choji oil is fresh?!"
Basically, she talks. More specifically, Miyusahime can somehow speak, hear, and--within only a short distance of herself--perceive her surroundings as a human would. And unfortunately, she has an attitude to go with it.
Otherwise, she is a "normal," albeit absolutely beautiful sword. Her hamon pattern appears like dappled sand dunes, uneven in height yet smoothly flowing down the blade. Her sheen is such that, if tilted just right in the light, she scatters rainbows against the walls. The silvery, mirror-like surface of her steel is unblemished, and her tsuba is of finely wrought and embossed gold depicting a dragon curling over itself. Ivory white rayskin wraps her hilt first, then a criss-crossing black cord, which threads into the gold, rounded pommel at its end. Her scabbard is lacquered in a glossy, midnight blue with more vibrant slashes of white-froth-tipped, watery waves--like the ocean's surface on a dark night.
Tarnished Copper Hatchet
Iron Smith's Hammer
Simple Hunting Bow
Simple Backpack
Spells: None known yet
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Height: 5 feet 2 inches, ~157.5 cm Eye Color: Green Hair Color: Blonde
Personality: Myrr has an insatiable thirst for knowledge. She’s always fascinated by the mysteries of alchemy, whether it’s unraveling the properties of rare plants or experimenting with daring combinations, sometimes to a slightly explosive result. Despite her occasional mishaps however, Myrr is fiercely dedicated to her craft. She’s inventive when solving problems and views every failure as an opportunity to learn. She’s light-hearted and enjoys the little joys in life, but Myrr also knows when to buckle down and give her work the attention it demands.
Quirks:
Easily Distracted by Research: Myrr can become so engrossed in her notes or on a new fascinating idea that she forgets she’s already brewing something, often resulting in amusingly chaotic moments.
Fascinated by Plants and Flowers: Myrr cannot resist the allure of a new plant. If she spots a rare flower or herb, she’ll drop everything to sketch and study it, no matter where she is.
Gives Her Ingredients Names: Myrr names her ingredients, giving them personalities like "Leafy the Lavender" and "Bert the Beetroot." She often chats with them during the brewing process.
Brief History: Myrravel's journey began not from necessity, but from an insatiable thirst for knowledge. She grew up in a quiet village, surrounded by a family and a community that valued tradition. While most people were content with their simple lives, Myrravel was always different. She found herself captivated by the mysteries of the world, especially the art of alchemy and the subtle magic of nature. Her love for plants, potions, and research grew, and she spent countless hours poring over ancient tomes and experimenting in her little lab with the help of her grandmother and teacher of herbology..
But as the years went on, she realized that the world beyond her village held far more to discover than she could ever learn in the confines of her small home. The hunger for knowledge called on her and she needed to explore, to push beyond the borders of what she already knew, and to uncover the secrets hidden in the far-off lands. One day, after many quiet hours spent contemplating, Myrravel made the decision to leave. Her family and friends understood, though they were sad to see her go. Her grandmother especially pushed her on to new paths.
So she set off, traveling from town to town, village to village, seeking the answers she craved. Along the way, she collected rare herbs, studied unfamiliar plants, and honed her skills in both alchemy, herbology and water magic. Every step was an adventure, and every new discovery was a small piece of the grand puzzle of the world.
But over time, something else began to stir inside her. It started subtly at first—a faint whisper of intuition, a sense that something was guiding her, pushing her toward a new destination. It was like a voice in the wind or a small ripple in the water. Something was calling her forward. At first, she dismissed it as simply the excitement of exploration, but soon, the call became undeniable. It was as though the world itself was beckoning her to a specific place, a place she had not yet discovered.
And today, after following this strange pull, she has arrived at the place she was meant to find.
Standing before a crumbling, yet oddly charming building, Myrravel feels a deep sense of connection. This is the place. The one that, despite its state of disrepair, feels like the home she never knew she needed. There’s a warmth in her chest as she takes in the sight of it. This is where she belongs.
--- Skills/Spells, Stats & Items ---
Occupation: Alchemist
Social Status: Commoner
Skills:
Water Magic (Adept): Can wield staves/wands and learn tomes of Adept-level water magic. Can also cast Water spells up to Adept-level.
Alchemy (Apprentice): Can create a small variety of potions and mixtures with more consistent results. Kows how to work with different ingredients, combine compounds safely, and recognize basic chemical reactions. Can experiment with new formulas, though may still encounter occasional failures or unexpected side effects.
Herbology (Adept): Can quickly identify most plants and knows the subtle ways herbs affect health and well-being. Has a solid grasp of herb gathering and preparation techniques.
Equipment:
Simple Backpack.
Small portable alchemical set.
“99 Strange Plants and where to find them” Book.
Research diary and writing material.
Component pouch.
Spells:
Water Pull, Water (Apprentice): Control and move small amounts of water over short distances with focused concentration. Can't create water from nothing. Can only manipulate nearby sources to pull or direct water in specific patterns.
Frost Touch, Ice (Apprentice): Channel cold magic through the hands to freeze small objects or liquids upon contact. The ice is light and temporary.
--- My House ---
Location: Where in, or outsde, the village is your home located. Type: Is it just a residence? SOme kind of shop? A facility of some kind? Floors: Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Height: 5'4 (162.56cm) Eye Color: Green Hair Color: Green
Description: Yingmei is someone with somewhat shorter stature and of similar presence. So little, perhaps that she could be mistaken for a ghost despite being dressed in dark greens and clearly wearing garb of a foreign land. Typically she wears a fairly formal looking dress and comfortable looking shoes. She mostly is well kept and has a neat appearance, save for her somewhat constantly worried expression as though she's about to be jumped by something.
Personality: Mei, is an absolute mess. Her talents in agriculture and supposed spiritual matters aside, she is a complete scaredy cat that finds it difficult to speak up in situations. Still, she's extremely passionate about her craft and despite her timidness she displays a surprising amount of courage about most things and tries not to let her unreasonable amount of dread and believing the fact that she is indeed, cursed, stop her from trying to do good.
For the most part she's friendly, and tries to get along well with others.
Just don't harm a plant in her vicinity or you shall receive divine wrath from her watering can. She can be surprisingly spunky and confident when it comes to such things she cares about such as plants, agriculture, and the nature of the human soul and gods and spirits.
Quirks: List one or more peculiar traits or habits of your character. - Attributes bad things to being cursed and bad luck, or alternatively, the wrath of an angry god. - Has a habit of randomly handing out good luck charms to people to prevent them from befalling a terrible fate. - Collects bugs, because they're 'cute'. - Might go off on a philosophical tangent.
Brief History: Mei hails from a mountainous country far to the east of the hamlet. A place that is quite isolated from the rest of the world with deep valleys, mountains that would take days or weeks to traverse. Her town was a little place situated right at the base of a large mountain. One where supposedly the god that the people worshipped lived. A god of agriculture and rain. A god that blessed the village with purifying rain and an abundance of crops, so long as they performed festivals and rites in its name.
This, was once upon a time the life Mei was born into. The daughter of the previous priestess and a traveler who happened settle down there. She was expected to take over as the caretaker and duties of caring for the shrine, conducting rites and handling spiritual affairs to ensure the crops were abundant and the weather was pleasant. Unfortunately, a series of mishaps and generally things not going well such as a famine followed by a drought quickly soured peoples opinions towards her.
They began to speak as though she was 'cursed' or at least, unfit for the role. She too, began to believe this slightly when she began to feel as though she needed to leave, or at least she no longer belonged here. Perhaps it was her being a coward. Perhaps she truly did feel the writing was on the wall.
But she ran away, one night, taking only a handful of seeds and essentials with her.
She ran, and ran, and ran, across the continent for nearly a year and eventually, where she found a small, rundown Hamlet. For some reason, it made her feel safe.
-- Skills/Spells, Stats & Items ---
Occupation:Farmer
Social Status:Priestess
Skills: - Farming (Expert): A skilled farmer and understands many agricultural principles such as crop rotation, soil health, and most basic things and the tools of the trade.
- Botany (Adept): A good farmer needs to understand and be able to identify plants and crops that could be useful for growing or that may be edible or have other uses beyond consumption. She at least, has a fairly decent knowledge of plants.
- Athletics (Novice): A summation of skills relating to cardio and physical exertion. A good farmer, needs good stamina and physical ability. Mei, is a hundred percent lacking in that area. Yes, she is probably a bit better than most commoners that don't have such an ability but she definitely needs improvement to run a good farm.
Spells: Spells? She doesn't know any spells...at least, not ones of any respectable nature. - Purify (Novice): Creates a small area around herself that briefly banishes low level evil spirits or at least harms them in some way. She doesn't know if it actually works, but it makes her feel better whenever she uses it. It definitely isn't just an old spell her mom gave her to make her less afraid of spooky scary things.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Personality: Everett is best known for his subtle sly smile and gaze, the silver and eloquent tongue. He's "pretty nice" as most would call him, though very few seem to know who he is deep down. He's a well-spoken individual, his old line of work made a lot of use of it as a smoke and mirror to his true intentions, and his current lifestyle makes it an easy way for people to lower their guards around him. It is perhaps best to define him as self-interested, someone who often embroils themselves in their own work or desires, though he has an unscratched urge to also provide for others once again, and so he is often willing to cook a good meal for someone who needs it.
He also has a great appreciation for fine works, particularly blades of any kind, and weaponry, but also has a very keen eye for jewelry and valuables. He enjoys games of skill, loves theatre, and when the time calls for it he likes to drink too. Though he will often avoid it when he is required to make use of his hands for work.
Quirks: - The way he admires a good blade makes him look and sound like a psychotic slasher. He likes a good sword, but also good kitchen knives too. - The stories he shares about himself never seem to line up. - He's often theorizing how to cook monsters he has encountered, especially recently. Though a cook, he is also no stranger to going out and about in dungeons and such.
Brief History: Everett, or as he was known during his time as a member of the Hell's Key gang, Alban Mavella, rode with these bandits for some few to several years. Like all bandit gangs, they would eventually be broken up after accruing enough animosity from others, leading to their arrest or execution at the hands of guardsmen, soldiers, adventurers, or hired hands.
During his time as a member of Hell's Key, Alban was the group's cook, and as they moved from location to location, he would have to learn new ways to prepare the wildlife of the area, and even the monsters sometimes to make an unorthodox meal. His talent and sensibility with tools and ingredients led to him being depended on a lot for supplying the group with good food. It was always possible to get something to eat, foraging, hunting, or just getting some bread, but to make it into something more palatable was a talent that everyone in the group but him lacked.
Before he was a bandit, he was the son of a noble family, now disgraced, his father executed, and his mother having died of illness shortly after. The leader of Hell's Key found him drifting from carriage to carriage, noticing how skilled he was at stealing from travelers either in plain sight with skilled pickpocketing and a silver tongue, or quietly stealing from their backpacks. It was unexpected that as he grew up in the gang not even known as Hell's Key at the time, that he would become a good cook, and this was only because he disliked their poor palates compared to his originally noble upbringing.
This all came to an end when one raid went completely wrong, a group of skilled adventurers had decided to claim the bounty on them and ambushed them, using a local nobleman as bait. With the help of the leader, the comparatively younger members including Alban himself managed to run away. Since then, the small group traveled together for a little while, trying to find a new life for themselves. They all eventually broke off as they found something for themselves, one found love, another found a new calling, there was not too few who tried their old ways and only got caught, while another simply disappeared into the night. Eventually only Alban was left, or as he called himself, Everett, as they all picked new names to avoid notice.
Who knows not where the road leads him. He was sure his skills as a cook could find him a job, or even allow him to open his own eatery, but so far no town he had visited felt right to live in.
-- Skills/Spells, Stats & Items ---
Occupation: Chef (?)
Social Status:Fugitive Drifter
Skills: - Skullduggery (Expert): The full suite of a thief's skillset, specifically pickpocketing, lockpicking, sleight of hand, and of course, lying or a silver tongue. At lower levels there would simply be a couple less skills. - Bladework (Adept): Ability with blades, both small and large, includes the ability to throw blades, dextrous technique and precision. While this is mainly medium to small sized blades, it does include some basic swordsmanship. - Cooking (Adept): The ability to cook. Uniquely, he's able to cook with unorthodox ingredients too...
Equipment:
Iron Shortsword
Iron Throwing Knives
Leather Hauberk
Frying Pan
Rucksack (filled with tools)
Lockpicks
Utensils
Flint and Steel
Assorted Cooking Knives
Spells: N/A
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of your building, along with any special or noteworthy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
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Post by
LupusIntus
Personality: Quick-witted, sarcastic, and light-hearted, Rinn makes it easy for others to form strong opinions of him during any interaction. He never shies from confrontation and is always ready with a jab or compliment depending on the situation at hand. On the outside he is the life of the party, the unwavering optimist, and the first to call out perceived injustice (though maybe only if an escape route is close at hand). He will defend his friends or loved ones with surprising ferocity, be it in social or physical context. Though skittish in the face of overwhelming odds, Rinn does possess a modicum of skill that lets him defend his boasts or challenges but will quickly spin any loss into a victory, if only in words.
Quirks: -Always has a tale or anecdote to inspire (or discourage) a course of action. These are most often made up on the spot, though Rinn would never admit it. -Claims to never-ever be wrong and if he is it’s just because he WANTED you to notice he was wrong so… you’re welcome! -Will hit on just about anything with two legs (but he can take “no” for an answer).
Brief History: Rinn Arniman was born the third son of a minor noble family of good standing. His parents were stern and distant and quick to show favor to their first born heir and as he grew, Rinn surrendered his attempts at gaining their approval and spent most of his time galavanting in the local bars or taverns. Handsome and confident, his rousing tenor voice quickly drew the attention of a local bard named Dorn D’Arto who took the boisterous young lad on as an unofficial apprentice. Skipping out on his private tutelage, much to his parent’s chagrin, Rinn quickly picked up the harp and lute and soon became a favorite request by the local drunks and merrymakers. Just after his 18th birthday the eldest Arniman, Rhohin, was struck down by a fever and the mother and father who never once wasted their affections on Rinn or their second son, Rellin, suddenly realized their continued legacy wasn’t as stable as they believed. They cracked down on Rinn’s ‘frivolous behavior’ and sought to yoke both boys with speedy arranged marriages to other noble houses. Rinn protested his restriction of freedom and when the ultimatum of 'obey or be disowned' was given he chose the latter. Ever vengeful, his parents ensured he would not be welcomed in his local haunts and so the young bard was forced out of the city and into the greater countryside. He made coin where he could but destitution was ever at his heels until that night he sat within the stable of a roadside inn and had a very peculiar sensation. The following morning he started walking east.
Skills: You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master. - Rapier and Dagger (Apprentice): learned from some very talented and well-paid tutors. - Performance (Adept): Can play a variety of instruments as well as sing before a crowd of any size. - Inspiration (Apprentice): Is able to pull out the best in others when the situation is most challenging. - Fire Magic (Novice): Learned the very basics of reading simple tomes.
Spells: Sparks, Fire (Novice): Allows the caster to create a burst of colorful, though harmless, sparks. Can be used to ignite a prepared fire. Warmth, Fire (Novice): Allows the caster to generate gentle heat from their hands. Is enough to ward off a night’s chill or to keep a cup of tea hot.
Name: MacKinnon Age: 17 y/o Gender: Female Race: Human
Height: 5'1 | 155 cm Eye Color: Green Hair Color: Grayish Brown
Personality:
Greedy and jovial, MacKinnon lives to dig for the riches within the earth. She has a sharp wit and loves to chat with others, a sociable miner who always has an ear out for rumors and stories of hidden treasure. Perhaps the girl is bewitched still, by that rush of euphoria when she had uncovered the treasure that changed her life and bought her freedom. But perhaps she was always like this. For one born into poverty, enough is never enough, after all.
Yet even street urchins had their principles. Her pickaxe isn't used to mug travelers on the road, nor is she about to dig graves to wrest family heirlooms off the necks and fingers of the recently-deceased. Skeletal remains adorned with jewels? Fair game! The great-grandmother of a noble family? Naw, she'll let 'em go, no matter her personal thoughts on the generationally-wealthy. And while she can be stingy when her purse is empty, she is paradoxically as generous as she is greedy when she strikes a mother lode. After all, MacKinnon isn't stupid! Only idiots expected to grow their money by letting it rot in some dusty old metal box. If you wanted to have good fortune, you had to spread a fortune.
And what was a treasure hunter without Lady Luck on their shoulders?
Quirks:
A compulsive gambler, MacKinnon can't resist taking anyone up on a game of chance, and the worst the odds, the happier she is.
MacKinnon has a surprisingly good memory for music, and lives her life with a melody (or even just a few bars) on her lips.
She spends money like water, but hoards food as if it were gold. Nothing gives her more security than a cellar full of preserves.
Brief History:
The children yearn for the mines.
Not because they liked the persistent risk of getting crushed by falling rocks, breathing in toxic gases, or crawling into holes that they couldn't crawl out of, but because at least there, urchins and orphans could work for some coin, have a straw mat out away from the elements, and be guaranteed at least one meal a day. If they got older and their bodies were still intact, they could become a proper miner, making more money just by pushing carts in and out of the caves, or hammering away with pickaxes in nice, roomy tunnels. And the boss always told them too: he used to be one of them, so if they all worked hard, they could afford a house of their own, three meals with meat a day, a pet dog, and a loving family!
MacKinnon might have been one of them. MacKinnon was one of them. Her earliest memories were that of the mine and the pickaxe, of digging away in search of ore veins for the adults to blast open. Her hopes were pinned to the mine, to honest work, to gradual growth and pay raises while keeping her body as uninjured as possible.
That changed though. At eleven years old, in a tunnel that she had to slither into the depths of, her lamplight reflected off a gleaming emerald. The green flame blinded her eyes, and from that day on, nothing was the same again.
It was a process, of course. Breaking off chunks of the gemstone, swallowing it, then vomiting it back up. Collecting the pieces until she had a small fistful. Hiding it desperately from the overseers, the anxiety crossing over into excitement at night. It was a gleeful, taboo thing, doing something only for her own sake. It was exhilarating, even, a liveliness in her steps as she got to work every day to chip away at her little project!
And when emeralds were traded for coin?
Well, even though she knew she was getting ripped off, MacKinnon still ended up with more money than she could have ever imagined! Thus, the miner was gone! Thus, Treasure Hunter MacKinnon was born! She brought new clothes, new equipment, and a whole night at a proper inn. She threw a whole feast at a restaurant for her miner-buddies, giving them a taste of 'luxury' that they would never forget. And then, before her sins could catch up with her and the overseers could drag her back to cut off her hands or something like that, MacKinnon skipped off out of town, with a pack full of food, her trusty pickaxe, and a broken compass.
Six years later, that compass lead her to an empty village and the promise of new findings!
-- Skills/Spells, Stats & Items ---
Occupation:Miner Treasure Hunter
Social Status: Urchin
Skills:
Treasure Hunting (Expert): Either incredibly capable or incredibly lucky when it comes to searching for buried 'treasure'. Increased chance of coming upon rare materials or artifacts when digging through caves.
Gambling (Adept): Either fairly good at calculating odds and counting cards or simply lucky when it comes to games of chance. The more dicey the situation, the more excited one gets.
Appraising (Apprentice): Either intelligent and analytical or just plain lucky when it comes to ascertaining the value of something. For MacKinnon, appraisals become more accurate with higher-value items than with lower-value items.
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Height: 4'10 or 147.32 cm Eye Color: Brown. Hair Color: Brown
Personality: A jovial man with a thirst for life and an insatiable hunger for food, Brom comes across as a warm and friendly person ready to offer a hand if needed. Sharp of wit and perceptive, he is sociable and attentive to the needs of others. He is always on the lookout for the freshest ingredients and even try things that maybe most people wouldn't dare out of typical convention just to see if it tastes good, or at least to see if it's lethal or not. Hell, he'll go out himself to find these ingredients happily.
He is a creative soul, constantly experimenting with his cooking to find the best possible flavors even if there are some less than tasty results in the mix at times. Each failure is a lesson to learn, and he never makes the same mistake twice, at least when it comes to cooking. His mind tends to wander from time to time, but when the time comes, he knows the value of hard work.
Quirks:
- Nicknames his kitchen equipment: Pretty self-explanatory. He nicknames his tools and fondly takes extra care of them, liking them as extensions of himself. - Flavor seeking freak: In the pursuit of flavor, there is no depths he won't go to find it even if it's absolutely a terrible idea. He has tasted and cooked some terrible food from things that could only be described as edible as a technicality. - Shaves everyday: As a chef having a big, luscious beard that dwarves are known for is considered unsanitary in the kitchen, so Brok shaves once a day. Still doesn't prevent him from having a small beard though.
Brief History: When Brom was born there was a single driving desire the fueled him: food. There was nothing he wanted more than food under the mountain, but he was not satisfied with dwarven cuisine. He wanted to experience more, to taste more, to understand what made things taste the way they do. It was quite a conundrum for a family of blacksmiths to have a child more interested in eating and cooking than continuing the family tradition.
At the ripe age of thirteen with a half a foot long beard and some savings from his parents, Brom went off to live with his uncle in much more populated city with hopes to get an apprenticeship in a restaurant, maybe something even upscale. Instead, he got his start working in a tavern washing dishes though over time they taught him cooking techniques and even let him cook. Once he got older, he would then go to one job to the next, each one a higher establishment until he was working in a nobleman's house as one of his personal chefs.
One would think that Brom would've been happy with his predicament; he got to cook delicious food every day and at first, he was. However, it was the same food, seasoned the same way, plated the same way, every single time. This was not why he left home and certainly not why he became a chef. At twenty years old, he just left with a new goal in mind; to adventure the world and find all the unique, delicious things. So, he became an adventurer. Not a very good one, at least at first, but an adventurer, nonetheless.
Brom joined various different groups though he never really stayed for long. He was always hopping to the next thing, the next village cuisine, or the next beast or herb to cook. There was something else though. Something that was drawing him in, a desire, but he was not sure what for. The only way he would ever figure it out was if he went out to seek it, so that's what he did.
After months of traveling, he ended up in run down village and there he stood before a less than stellar building, but something screamed out at him that this was what he was looking for. It was then he understood why he sought this place out. It was the perfect place to start a tavern.
-- Skills/Spells, Stats & Items ---
Occupation:Chef
Social Status:Commoner
Skills:
- Cooking (Expert): Has advanced cooking knowledge and techniques from his time working in restaurants and his own experimentation. Just ignore the failures. - Foraging (Adept): Can identify most documented wild fungi, herbs, and produce. Has enough knowledge and common sense to tell when something is dangerous to eat. - Swordsmanship (Adept): A sword is just an oversized knife when you think about it, so one would think that knowledge would transfer over. It really doesn't. Over his adventures, he cooked meals for swordsman in exchange for lessons. His swordsmanship is just a hodgepodge of different styles, but he can at least fend for himself.
Equipment:
- Kitchen knives set - Cast iron skillet - A cast iron pot - Copper great sword - Spatula - Wooden ladle - Simple Backpack - Flint - Wooden utensils - A collection of herbs, spices, and salt - Olive oil
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Description: Warm-toned brown skin, about 4’9 and sturdy. Coral pink hair worn in flat braids woven with bright shells, goatee neat and oiled to gleaming, and purple eyes full of hope. Wears brightly colored, loose clothing that is easy to move in. Has a tattoo on the upper arm.
Personality: Endlessly curious, incredibly talkative. Sometimes her mouth runs faster than her brain, which can lead to mishaps and many apologies. But his heart is clearly in the right place. Beneath the bubbly cheer, there is a sense of melancholy in them that only shows in glimpses. As if they're letting down a weight when no one is looking.
Quirks: List one or more peculiar traits or habits of your character. - hates shoes, doesn’t wear them outside of work - has a lovely singing voice - will ask others about their gender because he can’t tell
Brief History: Chalakon grew up on a series of islands off the coast. Her life was simple and pleasant – and busy. Being the oldest of seven siblings, there was always something that needed doing. Feed the siblings, patch the nets, cast off for the day. Aside from the fishing days, there was rarely a quiet moment to be found. He was content.
A few months before Chal came of age, he began to hear a haunting call. Was it a dream? The voice of a future lover? A siren calling her to the depths? Whatever it was, it became all consuming, and impossible to ignore. Just after her 18th birthday, Chal spoke to her parents about what had been occurring. Their first child’s constant distraction hadn’t gone unnoticed. With gladness and grief, they told Chal to follow where it led. Home and the sea would always be waiting with open arms.
With gifts of dried fish and hard bread, saved-up money and treasures from her siblings, Chal set off on their journey. Eventually, the call led them to a run-down village.
-- Skills/Spells, Stats & Items ---
Occupation:Fisher
Social Status:Journeyer
Skills: You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master. - Weaving (Apprentice): Can repair holes in nets and clothing. It is not going to be high fashion, but it will hold up a little longer. - Fishing (Expert): Is really good at fishing, and can use both poles, nets and crab pots. Knows how to make bait and where and when to fish certain types of aquatic critters. - Swimming (Expert): Practically a fish, can handle swimming in everything but storms and freezing water.
Equipment: List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below. - Stone Harpoon - Vellum Chestplate - Cloth Bandana - Expert Fishing Pole - Simple Backpack
Spells: This is a place to list all the spells your character knows and has learned from Tomes. Spells kept in staves/wands should not be listed here, but in your Equipment section. Remember the include the spell's name, element and tier, along with a brief description as in the example below. If you plan to learn many spells, you may want to make this bit a Hider. - Wind gust, Apprentice: Creates a burst of air that pushes anything nearby. Very useful for filling sails on a still sea.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outsde, the village is your home located. Type:Is it just a residence? SOme kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
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19 days ago
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Expendable
Name: Fin Runnard Age: 19 Gender: Male Race: Human
Height: 5' 2" (157.48 cm) Eye Color: Green Hair Color: Brown
Description: This young man puts you in mind of a lost and wandering spirit. He has slitted eyes the color of pine needles. His thick, curly, brown hair is worn in a style that reminds you of a tangled bush. He is short and has a skinny build. His skin is very pallid, like someone who's been sick a long time - or has been kept out of the sun. There are a mass of scars on his back, and he has shackle galls on his wrists and ankles that he tries to hide. What clothes he has are ill-fitting, like they were sewn for someone larger.
Personality: Fin is well-mannered, although a bit skittish. Likes to drink, to sing and laugh, but rarely talks about himself. His humor can be a bit dark at times.
Quirks: - Has to sit with his back towards a wall. - Loves fresh fruit, especially berries. - Light sleeper. - When pacing in thought, he walks as if he's inside a small invisible box, like a mime.
Brief History: It's known that he's from a large family - his father would breed dogs and his mother taught him how to play the lute and to sing. He has a twin sister, who he's not seen in a very long time. Claims he was taken hostage from a caravan and forced to live in a cave while waiting for his family to pay the ransom. Eventually he found a way out. After many days without count, he wandered into the village.
-- Skills/Spells, Stats & Items ---
Occupation: Minstrel
Social Status: - Commoner (Well-to-do)
Skills: - Lock picking (Adept): Can open most locks with ease. - Musician (Adept): Can sing well, if a bit rough, and can play the lute. - Brawler (Adept): Can throw and take a punch, making good use of whatever comes to hand.
Equipment:
- Worn Lute inside a simple canvas sack - Meteoric Iron Dagger with a simple leather sheath - Simple Flint shards in a simple sueded leather drawstring bag - Improvised leather Sling - Worn and patched canvas Satchel - Improvised Iron Lockpicks - Worn Vellum Tarot Cards in a worn simple wooden box - Dark Codex - Sueruenrir's Copy (Novice) - Dark Codex - Dark Vision (Novice) - Dark Codex - Hidden Pocket (Novice)
- Sometimes called the mad prisoner spell, this is a scriptorium writing aid for reproducing a book of magic without the aid of light. A single casting lasts for two hours. When cast, it enhances the writer's attention to detail, sharpening the eye to perceive the underlying structure of the work, the strength and deftness of the hand so they may copy the text and diagrams from an existing document or book and write it onto a new blank page or book in exacting detail.
During this time, the writer becomes unresponsive, ignoring the needs of their body or events occurring around them. It's recommended that the writers be well-rested, in a secure and guarded place, and take care of any bodily needs (but not to excess) before casting the spell. Once the spell expires (or is interrupted), the writer will be struck by fatigue, requiring a minimum of two hours rest to recover. The effects of hunger and thirst will sharpen, and one should have a chamber pot nearby.
It is suggested Sueruenrir's Copy should not be cast more frequently than twice in the span of a single day.
To ensure the spell is not interrupted, a suitable work space should be used, sealed away from light and a sufficient supply of materials (ink, paint, pens, quills, brushes, etcetera) close at hand.
Depending on the level of detail and length of the original, it may take a few or several castings to complete the work. The spell only allows for the writer to produce one copy of the work during the session, they cannot produce two or more copies in the same session.
This spell is sometimes used by forgers to reproduce works of art.
This spell sharpens the perception of the mind as it dilates the pupil of the eye, allowing the user to see in greater detail and perceive patterns as if they were walking during a moon-lit night instead of in pitch darkness.
While they are under the effects of the spell, colors are muted, typically seen as varying shades of gray. Brilliant light can interrupt the spell, causing the user sharp pain.
At the end of the spell, the user must spend at least a half hour recovering.
- Darkness underlies everything. This spell shapes the darkness to create a small hidden pocket in which the caster may store small items no larger than a foot (30.48 cm) in any dimension as long as the total contents do not weigh in excess of 62.4 pounds (28.3 kg).
Items that exceed these dimensions may stick or spill out. If forced, the pocket can rupture, swallowing the contents and scattering them at great distance from the user before finally collapsing.
Only those with a greater shadow perception spell may perceive the pocket.
The caster can only cast one hidden pocket at a time, it remains until dispelled.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location:Where in, or outside, the village is your home located. Type:Is it just a residence? Some kind of shop? A facility of some kind? Floors:Is it a single or multi-story building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Great. All of 'em at once, eh? Of course. Why'd I expect anything different.
Actually, we seem to be missing a few... @Crowvette, @CitrusArms, @BunniesOfDoom. You guys still here for this? I know Crow had a CS (seemingly?) ready and done in the Interest Check. I'm not sure if anyone else in the Interest Check is missing though... Should probably go back and double-check.
Anyway, since you all slapped down your sheets at once, I'll wait until we hear back from the lads and lasses who haven't posted theirs yet. If they need time to finish their characters, we'll wait. If they decided not to try and apply, we'll move forward with selection.
@LupusIntus Oh well, look who accidentally didn't read the BIG TEXT at the top of the Character Tab...
*slowly moves towards while holding a canadian-make hockey stick and smiling ominously*
Insert Anime/Manga-style faceclaim picture(s) here. Do not use Real Life, 3D or other styles of artwork.
Height: 5’0”,153 cm Eye Color: Green Hair Color: Lavender
Description: Root elves from the floating islands tend to be shorter, and Niara is no exception. Pale hair and violet eyes give her a distinct visage of her burrowing kind.
Personality: Niara is the inquisitive sort, stubbornly curious and inventive. Though she can be a bit anxious, she loves nothing more than to solve a problem with a bespoke invention, though she can be rather bullheaded, as well.
Quirks: - - -
Brief History: Niara was once part of a maintenance crew, up in the floating islands. They’d regularly check the flow of mana throughout the root systems and crystal growths of the islands, diligently assuring that nothing would conspire to damage the system by which the islands float through the sky.
As she performed her routine checks one day, she heard something from the mana. Had it been the mana? Or had she heard something else? She was never very certain, but after a while, she knew it led away from the island. It took her a little bit to work up the courage to leave, but airships were not hard for her to get passage on. She could care for the engine, maybe even make overdue repairs, in exchange for passage. It was only a matter of committing.
She could hear it, the mana in the wind, singing to her.
-- Skills/Spells, Stats & Items ---
Occupation: Root Maintenance Tech Social Status: Skilled Commoner
Skills: - Earth Magic (Expert): Can wield staves/wands and learn tomes of Expert-level fire magic. Can also cast Fire spells up to Adept-level. - Repair (Adept): As a root maintenance technician, Niara has had a lot of experience with things like appliances and stoves that tap into the mana of the islands. She’s never built such a thing from scratch, but she’s maintained them. - Gardening (Apprentice): In her gardening, Niara is a little reliant on her Chlorokinesis to ensure her plants grow. Her garden tends to be more of a laboratory than a traditional garden, as well.
Equipment: List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below. - Simple Tool Kit - Sturdy Trowel & Pick - - - Simple Backpack
Spells: - Chlorokinesis, Earth (Expert): A bit of an odd spell, it is a necessity for those tending the root systems of the floating islands. She can manipulate and spur the growth of plants. To utilize its fullest potential, she must be deeply familiar with the plants she is working with. She cannot, for example, create a property in a plant from nothing, but she can accentuate it, promote it, spur it to prominence. She could grow an aloe plant to dispense aloe, but to manipulate a plant in such a way would require a lot of study and experimentation, and the resulting plant would not be without drawbacks. She can even enact limited repairs on wooden constructs, though she can only do so much with dead wood. She can do a lot with a seed, however. - Mineral Touch, Earth (Adept): Used mostly for feeling, this spell allows the user to sense mineral deposits and, also, grasp and throw them, as though with telekinesis. This can be used to find anything from precious gems to ore deposits, though she can only tell you what something is if she, well, knows what it is. She can sense further by “reaching” through the ground, so things like bodies of water or cliffs can get in the way of her sensing things at a distance. - Rock Shock, Earth (Apprentice): Sends a shockwave through dirt and rock. This can be used to loosen the way ahead or send earth flying. - Earth Sense, Earth (Novice): Less specific and more passive than Mineral Touch, this spell allows the user to sense the earth. In a wide sweep, things like caverns and bedrock can be felt, but at a closer range, it can be discerned where digging would be best. Where the earth is compacted or loose, where there are roots or wet soil.
@CitrusArms No need to rush. I know that things're busy in all manenr of work at this time of year. Trust me, I work in retail. It's a nightmare this time of year. T-T
I just wanted to know if you had a CS or even an idea and was still wanting to join. And now that we know, we'll wait for you to finish up your sheet. :)
That goes for the rest of you guys who haven't posted yours yet too, of course. Just let us know if you're still interested in joining up.
Great. All of 'em at once, eh? Of course. Why'd I expect anything different.
Actually, we seem to be missing a few... @Crowvette, @CitrusArms, @BunniesOfDoom. You guys still here for this? I know Crow had a CS (seemingly?) ready and done in the Interest Check. I'm not sure if anyone else in the Interest Check is missing though... Should probably go back and double-check.
Anyway, since you all slapped down your sheets at once, I'll wait until we hear back from the lads and lasses who haven't posted theirs yet. If they need time to finish their characters, we'll wait. If they decided not to try and apply, we'll move forward with selection.
@LupusIntus Oh well, look who accidentally didn't read the BIG TEXT at the top of the Character Tab...
*slowly moves towards while holding a canadian-make hockey stick and smiling ominously*
I'm still here. Just dealing with some real life stuff like people replacing my roof. It's a lot of noise. So much noise. I'll see about making a character come this weekend.
Height: 6 ft, 1.8 meters Eye Color: Green Hair Color: Red
Description: Her hair reaches to her mid-back. Her figure is tall and svelte.
Personality: Alastrina is exuberant, curious about life and eager to see the world. She also likes getting to know people and being helpful though her impulsiveness can lead to problems as well as the ways that she's a bit, dense about common facts of life. Those traits can make her seem dim-witted, but she can hold her own in a fight and does try consider the best course of action in the situations she finds herself in.
Quirks: - She sometimes acts out stories in her head when she thinks she's alone, most of them involving her as a hero in some form. - She'll slip into her native elvish at times when she's frustrated or panicking. Or when singing old songs. - She's extremely picky. She likes potato, but hates turnips, for instance. I'll list them down as they come up in game.
Brief History: For as long as Alastrina (Alice for short) can remember, she's always been fascinated with stories; tales of heroes conquering evil foes, ballads of maidens and knights falling in love, fairy tales and fables of the dangers of the world, stories of all sorts. Between her schooling, magical studies, and sword training then, she read all the stories she could or listened to the visiting bards. She wished she could be a hero like those within those stories.
In her culture, when one comes of age, they are given a time alone to meditate reflect on what their lifelong quest will be. While undergoing the meditation, she found herself receiving a vision of a specific place; far from home and abandoned but calling her like one of its own. And so, she decided her quest would be to find that place and become it's hero. And so she made her preparations, said farewell to her family, and set out. She wandered for a year, taking on tasks as she could to support herself and learning the ways of the outside world. But finally, she has found the place that she was called to. Now to see what stories for her it will have in store.
-- Skills/Spells, Stats & Items ---
Occupation: Adventuress
Social Status: Sellsword
Skills: - Light/Holy Magic (Adept): Can wield staves/wands and learn tomes of Adept-level light magic. Can also cast light spells up to Adept-level. - Swordfighting (Expert): Wields her sword extremely well. Moves like a bee with her sword as a stinger. She is a match for another of her skill or several lower-skilled foes. But she has to get creative if several should grow to more. - Scholarship (Apprentice): She can read and write in both common and her native current elvish. She cannot read and write old elvish, but she would have an easier time working it out than others.
Spells: - Basic Healing, Light (Apprentice): Heals a injury at a touch. The more serious the injury, the more magical energy needs to be expanded to heal it. Can only focus on one injury at a time. - Light, Light (Novice): Creates a small light just above the caster's fingertip. Useful for lighting a dark room or suddenly blinding enemies.
--- My House ---
Location:Where in, or outside, the village is your home located. Type:Is it just a residence? Some kind of shop? A facility of some kind? Floors:Is it a single or multi-storey building?
Description: Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Generally sopeking, whether it is a spell learned from a tome or a spell from a staff/wand, a spell can only do ONE thing. There are no "manipulation" or "amorphous" spells that can be used for both offensive, defensive and utilitarian purposes. If you have a spell that creates a small area of darkness, then it will just create a small area of darkness - it cannot turn things invisible or effect the surroundings. Likewise, if you use a spell that creates a firebolt, you cannot turn it inot mutliple projectieles or use it as a torch. Well, I guess you could hurl it down a hallway and follow the light with your eyes, but it'd go out as soon as it hit a solid object.
Other than this, she herself is fine in terms of everything else.
All right, I get that. I was kind of just working off of classic DND style cantrips which group a bunch of minor effects into a single spell. So basically, I'd have to break them up and make them more strictly defined/less versatile in what they can do? Would it still be feasible for her to have a bunch of novice-type spells in that vein?