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Fantasy • Epic Quest • Anime

♥ ♠ ♣ ♦

There once was a land of beauty and wonder known as Meltaine. This ancient land had knowledge and magic, and all it harboured lived abundant, joy-filled lives. They were clever and graceful, wise and benevolent, strong and honorable... but most of all, they followed their hearts and brought light, love and life to the world they lived in. There was no turmoil, no pain, and no suffering.

This sacred kingdom was preserved by the Guardians of the Royal Lines. Kings and Queens who held within their souls the purest form of each virtue that brought their home such prosperity. They had reigned for thousands of years, and perhaps would have reigned for a thousand more; they had no heirs for they were thought to be immortal beings of purity and goodness.

The Fetid Wind that swept through the land left no mark at first. A gentle sickness overcame the Royal Lines, one that could not be cured by any magic yet known. First they grew tired; then they grew withered. With them the earth writhed and cried out in their names. But as the life left their bodies, so too did the virtues they represented. They rose into the skies as symbols of light, splintering and scattering, lost to the world. The land of Meltaine fractured, and the dark corruption buried it's tendrils deep into the hearts of man and earth alike.

The people cried out in one voice and the noble Jacks took to the thrones in hope of salvaging their lost home. But their hearts, far weaker than the Guardians, could not bear the load of the evil that writhed within their beings. As the evil killed crops and poisoned lakes so too did it twist the Jack's hearts into beings of evil, and the Broken Jacks became rulers of the Mad Land of Meltaine, for all who lived within were poisoned by the evil.

The gruesome genocide of the people of Meltaine is one not written in storybooks. While it is said some still live in that legendary land only those who took the evil into their hearts could abide by it's harsh landscape. Early in the Jack's reign, those who were wise enough to read the signs saw the tragedy that was befalling their home. It was with great grief a band of refugees took to the ocean and travelled to faraway lands in search of freedom and safety. But their hearts had been left bereft of guidance, and within them the seed of corruption took root. Now, all had the capacity for goodness and for evil in their hearts, and the madness would always be with them.

♥ ♠ ♣ ♦

It is a thousand years hence and the Mad Land of Meltaine is all but a fairytale. You live in the lands of Wormwold, a place far from the paradise of old. It is a life of toil and hard work, taming lands unknown and claiming them in Wormwold's name.

It is hard to imagine a world where all people were born equal with all valors and magic within them. These days each person is born into one Suit and inherits that Suit's powers alone... and if that wasn't enough to contend with, born into one of the classes, their place in society, accordingly. Hearts are near Royalty, Spades are Nobility, Clubs are Brutes and Diamonds are Beggars. Each Class subjugates themselves to the wills of those above them, and most will marry within their own class suit. It is the way of things, and life has never been different.

You are a student of the Spire, a youth preparing yourself to take your place in Wormwold. You live and grow in a city of mostly students, of all Suits and powers, and aim to gain Prestige and make your way in the world. These days, however, you can't shake the strange dreams you've been having. Dreams of a beautiful city that glints in the sunlight, of terrible creatures rising from a dark wood, and a wind that buffets you and withers your soul. Always the last thing you see is that sickeningly grotesque smile, that glints and gleams with a madman's fervor. It all seems so familiar...



Suits



The four suits affect all aspects of a character, bust most importantly their power/style of magic. All suits have their own magic which can be interpreted in a number of ways.

♥ Hearts ♥
♥ The Primary Suit of Royalty ♥
♠ ♣ ♦
Hearts - Emotional Element, Life, Emotion, Healing, Connection, Light, Love, Joy, Fertility, Social
Shadow of Heart: Instability, Overgrowth, Despair, Forced emotion over others, Blinding, barren.


♠ Spades ♠
♠ The Secondary Suit of Nobility ♠
♣ ♦
Spades - Mind Element, Intellect, Logic, Puzzles, Finesse, Delicacy, Grace, Devotion, Studiousness, Dedication, Arcana, Memory, Literacy, Willpower, Skillful, Wit, Cunning, etiquette
Shadow of Spades - Supremacy, Dominance, thirst for forbidden knowledge, cruelty, logic-driven only


♣ Clubs ♣
♣ The Tetriary Suit of Brutes ♣
♥ ♠
Clubs - Physical Element, Strength, Power, Courage, Loyalty, Earth, Air, Fire, Water, Steadfast, Dependable, Reliable, Crafters, Machines, In Touch With The Earth, Protection, Valor
Shadow Side of Clubs: Pain, Suffering, Anger, Destruction, Violence, Torture, Darkness, Machinations


♦ Diamonds ♦
♦ The Quarternary Suit of Beggars ♦
♥ ♠ ♣
Diamonds: Spiritual Element, Wisdom, Neutrality, Balance, Equalising, Flow, Ease, Peace, Harmony, Spirits, Magic, Natural order, Dreaming, Signs, Premonition, Precognition, Benevolence
Shadow of Diamonds: Lack of caring, immovable, inactive, imbalance, ignorance to others, disharmony, upheaval, necromancy, undead, refusal to follow natural order

🂿 J ø к ε Я ṧ 🂿

May only be 2.

Little is known about the Jokers. They say they are no class and all classes, that they are the highest and lowest combined. That they function beyond the rules of the Suits and belong to the corruption in the Mad Land of Meltaine.
R O K E N J A C K S

May only be 4.

The Broken Jacks are legendary creatures who rule the fractured lands of Meltaine. They have been poisoned by the corruption that enraptures the land. It is unclear what their aims are, but they have gone mad with power, and wish to bring others into their thrall. Each Jack follows a unique aspect of their suit.

♥ ♠ ♣ ♦

⚜ T H E S P I R E ⚜



The Spire is a coastal city of canals and towers of white stone that cascade with beautiful waterfalls. It is a city of commerce, gaining a lot of wealth through trade in the port district. However, that is not it's call to fame. While beautiful, the Spire is at the heart of Wormwold's tradition of preparing the youth for the great tasks that lay before them.

Further inland, on the high ground that overlooks the port, the Prime District sits overlooking the rest of the city. Here, the youth are brought from all over to be trained. For this reason the Prime District operates differently than other cities - as well as gold, students can earn credit through their training that can be spent on privileges within the city. In this way students are encouraged to perform well, while also learning to be autonomous in their own right. They may perhaps one day earn the right to own their own properties, places of business, gain access to exclusive areas of the city, research, weaponry and magic, as well as being held in high standing within the city itself... sometimes, the only way to gain respect regardless of one’s born rank.

The Prime District exists for two reasons: first, to encourage the young to take their proper place among the Suits, as is correct of them. Second, to prepare them for the dangerous world they find themselves in, and readying them to perhaps one day take their place among a Deck.

However, that is not the only path for a youth of the Spire. Many senior students will take their place working within stores, within guilds, or crafting goods for the city. Others may instead decide to return to their families, often is the way among nobles. Doing well in the Spire brings great honor, wealth and respect to one's home, but the Spire itself rewards those willing to do the work. However, only the best will be richly rewarded.

R A N K I N G S

The Spire works on a prestige ranking system. Please note: upon purchasing your rank, your credits are then spent and reset to 0. Credit upgrades are automatic. Also note that there may be Suit-based penalization that apply to In Training/Novice ranks, and certain Powers are inherent and ignore some rank restrictions (e.g. if your character's concept and Power is creating machinations, they can build and use machinations)


⟁ T H E M A D N E S S ⟁

Corruption, Madness and Maladies have been brought to the hearts of men. Corruption, Madness and Maladies can befall your character during the course of the roleplay. Maladies are small temporary madnesses that affect your character - sometimes for a period of time, such as the length of one mission or one week, or other times you must find a simple cure (a certain tincture of plants, for example). Madnesses are more permanent and powerful maladies that are far more devastating and harder to shake. Sometimes a Madness will create a new Fate for the character that, if completed, will remove the Madness.

Corruptions are the most dreaded of all - for better or worse, corruptions can change a person's physical makeup, mutating them and changing who they are. It can also give new powers and abilities, but sometimes, this has it's own cost. It is possible to remove corruptions but this is not always successful.


❧ F A T E S & D E S T I N I E S ☙

On your character sheet you will provide three destinies for your character. They can be things you want your character to experience (but maybe your character would have no idea about it, or maybe even wouldn't want it to happen) things that will involve other characters in the roleplay or group-set goals, or sometimes over-arching or significant storylines.

Destinies can be big or small. They can be anything from "I want my character to get beat up this chapter" which provides other player's or the GMs the opportunity to fight you, or "I want my character to gain the ability to fly" which your character may not have any idea about, or even "I want my character to meet someone new" which your character might want to happen. They could be something like "Our group completes the mission without getting harmed" to "Everyone discovers the significance of Meltaine."

The GM will provided opportunities, usually at the end of a chapter, to change your destinies if you're finding them unenjoyable. Rewards will be granted upon completing a Destiny, with greater rewards being given for more difficult Destinies. While that's the case, it is best to have a mix of a short-term destiny, intermediate destiny, and long term destiny.

Fates are not chosen but given. They are temporary goals suggested by the GM that your character can chose to ignore or follow. Those who complete a Fate will be rewarded, but your character does not have to follow them.


♛ T R E A S U R E ♛
There are many types of treasure in Wormwold and the Mad Lands.

Reagents: Reagents are items that have properties that can be used to create magical or imbued items. They can be applied to armor, weaponary and brought to the Alchemist for potion creation. There is no limit to how many reagents you can have and each reagent has multiple properties of various rarity.

Curiosities: Magical and Mechanical items of a mysterious nature; most Curiosities hold little to no use. Some make life easier, such as a cup that never runs dry or a wind chime that sings when danger is near. Others hold little to no use. The truth is, most of these items will keep their signifance well hidden, as these items cannot be identified. There is no restrictions to the amount of Curiosities one can own - unless you count space, that is.

Trinkets: More predictable and arguably far more useful then their Curiosity counterparts, these items come in all sorts of shapes and forms. From damage boosters to two way screens that let you see far away places, these common items litter the known world. Trinkets can be identified relatively easily, and some can be extremely helpful in a pinch... but alas, these items usually have a depletion rate, and low level Trinkets only have one charge in them. Trinkets are under regulation in the Spire.

Artefacts: The most powerful magical items in all the land, artefacts are rare creations that can have a myriad of different properties and uses. They don't get destroyed as easily as trinkets; some are even indestructable. As it is, the Spire has strict regulations on the use of Artefacts, as they can be very dangerous.


⚔ C O M B A T ⚔

The combat system in this RP is a combination of different systems, but highly inspired by various tabletop systems. Below is an explanation of the different parts of combat and how they work.

╠ L O C A T I O N S ╣


Below is the list of locations available to unlock through the credit system. When a Player unlocks a location, the full information pertaining to that place becomes available. You may buy additional unlocks for 1000 Credits each once you are Initiate rank or higher.



W R I T S
Permission slips, written privilege permissions, commendations and sometimes letters of correspondence. Writs can only be sent from high ranking officials. Some attempt to forge.

WORKS IN PROGRESS

Everything below this line is still WIP.

❉ C O N D I T I O N S ❉

Conditions apply buffs or debuffs to stats and sometimes change how combat functions. Some status effects, such as hungry or parched function outside of combat as well as during combat.
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Student rooster
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✯ A L C H E M I S T ✯

Alchemists sell potions, and can augment items using reagents.


⚔ B L A C K S M I T H ⚔

A place to purchase weapons and weapon upgrades. Once a reagent has been fully discovered, characters can take large quantities of the reagent here to forge weapons of specific assets. The price is more expensive then the alchemist, but removes the random element. Price is based off the rarity and power.


Reagent Upgrades:
+ No Reagent has been fully discovered yet.


۞ D I S E N C H A N T E R ۞

Disenchanter will remove augments from an Artefact. Occasionally regeants would be salvaged from this action. Prices vary base on the Artefacts and Reagents in question. The Disenchanter can also remove less vicious curses for a price.

+ D O C T O R +

The Doctor removes Corruptions, Maladies and Insanity. Visiting the Doctor will give a price check on the unique infliction that affects your character. Once successfully treated, that infliction will be added to the Doctor's list of specialities for future reference regarding price.



๑ F O R T U N E T E L L E R ๑
The Fortune Teller can tell you secrets of the future. She can grant you extra information about quests you undertake and occasionally sells rare reagents.



⚀ G A M B L E R 'S D E N ⚀

Gamble for money, gain connections with seedy folk, apply for favors. Those who have Perfomance skills may come here to earn extra gold once an evening.


☋ G E N E R A L S T O R E ☋

For purchasing general adventuring equipment.
[\\] L I B R A R Y [\\]

The library can be used to research locations and gain information on lore, monsters, ect.


۩ M A R K E T P L A C E ۩

Sells a random selection of items each day, and used as a communal market place. Item selection are often based off of which locations in the world have been discovered in the world and secured.

The current market items change daily, and are only listed here once the market has been visited this day.


🐦 M E N A R G E R I E 🐦



M U S E U M


The museum can be visited to identify artefacts and potions, and rarely the Museum will know of artefacts and their location in relation to mission goals. Museums will occasionallly have unique missions of archeological value.



T R A I N I N G G R O U N D S

Check the day's bounty (Beasts, Demons, Undead, ect) to receive gold for each creature of that type killed. Training can improve skills and moves over time, though it is a slow process.

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C H A R A C T E R S H E E T

Please read the below rules.
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[center][color=][h1][b]The Character[/b][/h1][/color]

[img][/img]
[color=][b]NAME • HOUSE NUMBER of SUIT • HOUSE NAME[/b][/color][/center]

[center]
[h3][color=]"Character Quote."[/color]
♥ ♥ ♥ ♦ ♦ ♦ ♣ ♣ ♣ ♠ ♠ ♠ (pick appropriate)[/h3][/center]
[center][color=][b]AGE (15-21) • Gender[/b][/color][/center]
[color=][b]Appearance:[/b][/color] 2 - 5 paragraphs. e.g. clothing, general physical appearance, height build ect.

[color=][b]Personality:[/b][/color] 2 - 5 paragraphs. e.g. Personality, demeanor, outlook on life, ect.

[color=][b]Biography:[/b][/color] 3 - 5 paragraphs. e.g. Background, important life events and family information. Please describe a little about your past family if you can,
[center][color=][h1][b]The System[/b][/h1][/color][/center]
[color=][b]Stats:[/b][/color]
15 extra to spend.
[b]Health:[/b] 10
[b]Sanity:[/b] 10
[b]Willpower:[/b] 10
[b]Stamina:[/b] 10
[b]Strength:[/b] 10
[b]Dexterity:[/b] 10
[b]Stealth:[/b] 10
[b]Magic:[/b] 10
[b]Vigilence:[/b] 10
[b]Luck:[/b] 0
[center][color=][b]Loadout:[/b][/color][/center] Abilities and magic for battle. Up to 3 slots or 5 for Spades.
[color=][b]Slot:[/b][/color]
[color=][b]Slot:[/b][/color]
[color=][b]Slot:[/b][/color]

[center][color=][b]Skills:[/b][/color][/center] Up to 2. For out of combat use, things your character is good at.
[color=][b]Slot:[/b][/color]
[color=][b]Slot:[/b][/color]
[color=][center][h1][b]The Effects[/b][/h1][/center][/color]

[color=][b]Fates & Destinies:[/b][/color][list][*][*][*][/list]
[color=][b]Madnesses:[/b][/color][list][*][*][*][/list]
[color=][b]Corruptions:[/b][/color][list][*][*][*][/list]
[color=][b]Area Unlocks:[/b][/color][list][*][*][*][/list]
[color=][b]Gold:[/b][/color] 150g
[color=][b]Equipment & Items:[/b][/color][list][*][*][*][/list]

[center][color=][h1][b]Relations[/b][/h1][/color][/center]

to be added later as necessary.


R U L E S

I trust all storytellers who take part in this RP to know general etiquette. Forum rules apply on top of these. If you feel uncomfortable or aren't sure what's ok and not ok in a rp, feel free to PM me, I wont bite :D With that aside:

+ One character per player

+ By joining this roleplay, you accept your character might die, change, become corrupted, or generally have surprising things happen to them they don't expect - including the realms of the heart, mind, body and soul. You and other characters can use hard earned gold to buy things that can effect other characters quite strongly (such as potions that cause envy, anger, love, ect.) You are not allowed to ignore these effects, that is not in the spirit of the roleplay. Your character will be expected to act in a way befitting of said potion, Madness or Injury, until such a time the effect wears off, if at all.

+ Players who embrace sudden character changes, such as being influenced by a potion or roleplaying a madness well, will be rewarded with bonus Credit Points.

+ By joining this roleplay, you understand there may be some tweaking and balancing of items, systems and rules in order to make things better. You are free to make suggestions, but please do not heckle the GM about these choices too much. This rp takes alot of work, and I appreciate a supportive environment to GM in :)

+ As well as character posts, the GM will make GM posts that affect the roleplay world. These include player choices as well as events and flavour text. If you are rping with the GM's character and waiting on a response, please don't be offended if you see a GM post appear seperate from the character posts. GM posts do take priority.

+ I am fine with language and grusome scenes. Fade to black for romance above PG-13.

+ A note on posting: If there is no IC post or contact within 10 days, other players can and will NPC your character to finish any scenes you were in so they can continue. If another 10 days passes without any form of contact, your character may be killed or otherwise used as appropriate.

+ Please wait at least 2 posts between posting again. If you are really into it and feel the need to speed post, please contact your current roleplay partner(s) using PM, write the finished scene together and post is as a collab. We also have a chatzy room being set up for quick-fire rounds if people wish to finish small scenes together.

+ Please remember to add a status snippet at the top of your post to show current gold total, health, sanity, ect. to IC posts. The GM shall provide an example status snippet which you are free to customise (so long as it has all needed information) Please remember to keep this updated with character changes.

+ This is a pretty standard rule, but I shall re-iterate: Do NOT take IC conflicts OOC and vice versa. There are people playing villains in this roleplay. They help move the story forward and make things interesting. They essentially are in the employ of the GM for the betterment of the roleplay. This does not give them extra privaleges but they do deserve your respect as much as any other player does.

+ Pending discussion, we shall be using rolz.org for dice rolls so the GM can doublecheck no hoodwinking is happening, you sneaky sausages ;D

+ Now that's out of the way, OOC is party time at all times!

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|=| Social Ladder |=|

The social ladder is an extension of the Caste System, based on your Suit and House Number. Characters are expected to submit to their superiors and treat inferiors appropriately. When a character higher up on the social ladder gives you a direct command, written in bold, socially speaking you are expected to follow it. Of course, your character can refuse to or do something else. For example, in the heat of battle, if a Spade may ordered a Diamond to do something that would endanger the Diamond, the Diamond could ignore the command without reprimand. However, in town - this would generally not be acceptable.

If a character is caught ignoring the command of a superior by a guard, appropriate punishment will be handed out.

1st. Kaela of the Hands of Healing 3rd of Hearts.

2nd. Tryll Lumiere of The Augmenters 5th of Hearts. & PENDING: tal0n

4th. Maxwell Rydell of The Peacekeepers 3rd of Spades

5th.Elemette of the Attendants
10th of Hearts

6th. Zephyr Hierro of The Elemental Blades
6th of Spades

7th. Fitzgerald of the Spinning Cogs
3rd of Clubs

8th. Tainith of The Judging Scholars
10th of Spades

9th. Jagred Degray of the Fire Eyes
Ace of Diamonds

10th. Acron of The Raging Winds
5th of Clubs

11th. Jarvan Gearshield of The Fierce Forge
8th of Clubs

12th. Allan Banta of The Fortune's Finders
8th of Diamonds

13th. Balith Benker of the Ticketeers
9th of Diamonds
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CARTOGRAPHY PLS

PEOPLE CAN MAKE MAPS OF DUNGEONS AND PLACES AND SELL THEM FOR CASH.

Would they need to roll vigilance to see how accurate their drawings are?


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Processed?

1st. Kaela of the Hands of Healing
3rd of Hearts.

2nd. Tryll Lumiere
7th of Hearts

3rd.Arcadia “Cady” Rozaire of The Augmenters
7th of Hearts

4th. Alexander of The Diamond Looking Glasses
2nd of Spades : PROCESSED 1/3

5th. Maxwell Rydell of The Peacekeepers
3rd of Spades

6th.Elemette of the Attendants
10th of Hearts PROCESSED 1/3

7th. Zephyr Hierro of The Elemental Blades
6th of Spades

8th. Fitzgerald of the Spinning Cogs
3rd of Clubs

9th. Tainith of The Judging Scholars
10th of Spades

10th. Jagred Degray of the Fire Eyes
Ace of Diamonds PROCESSED 1/3

11th. Acron of The Raging Winds
5th of Clubs

12th. Jarvan Gearshield of The Fierce Forge
8th of Clubs PROCESSED 1/3

13th. Allan Banta of The Fortune's Finders
8th of Diamonds

14th. Balith Benker of the Ticketeers
9th of Diamonds Processing?
[/center]
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Character
Orientation
Lifelines
Relations
NAME
Orientation
Opt out, Veto, Reroll, Revive, Restart, If-then
None yet
Open?
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IMAGE
⍚ H U M A N N A M EA G E G E N D E R ⍚
"Quote."



𝔐y 𝔐ortal oil



[ ⍚ ] A P P E A R A N C E


"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
Appearance

[ ⍚ ] P E R S O N A L I T Y

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
Personality


[ ⍚ ] B I O G R A P H Y

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
Biography


[ ⍚ ] S K I L L S E T
Three General skills to start and up to two combat abilities.

  • Combat 1
  • Combat 2




𝔐y ℑmmortal 𝔖oul


OPTIONAL IMAGE
⍚ G O D N A M E ⥥ G O D C O N C E PT ⍚

<EXCERPT FROM GOD LEGEND>
Unknown


[ ⍚ ] GO D L Y A P P E A R A N C E

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
Godly Appearance

[ ⍚ ] K N O W N F O R

"Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum."
Personality


[ ⍚ ] G O D S O N G
These will unlock. Only the first ability shall be available in their first life.

Ability 1: Weakest Ability
Description
Potency 1
Potentcy 2
Potentcy 3


Ability 2: Moderate Ability
Description
Potency 1
Potentcy 2
Potentcy 3


Ability 3: Strongest Ability
Description
Potency 1
Potentcy 2
Potentcy 3

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hider=Rimguage, 19M

⍚ Rimguage, third of his name, Wolfrahg19 Male Heterosexual ⍚
"Monsters feed off fear, so spite them with your joy."



𝔐y 𝔐ortal 𝔬𝔦𝔩



[ ⍚ ] A P P E A R A N C E
Rimguage is no slight of a man, he is 6"5 and well built with well defined muscle mass. He considers it a mark of his hard work and success out in the wilderness hunting, and will show off his muscles with pride in the summer. He has a well defined jawline and milky blue eyes that cause alot of controversy when around neighbouring clans - despite the whispers and murmurings and occasionally having the warding sign held up to him, Rimguage see's it as a boon. After all, the enemies of Clan Wolfraug think twice about messing with a clan who's future heir is a boy marked by the beast. He has long raggedy black hair and obstinantly refuses to grow a beard, which the men in his clan mock him for (smooth faced like a boy!) but they do begrudge and admire his determination on the subject, despite it affecting his chances of finding a bride. He wears two black crow feathers on his ears, and each lobe is stretched by a small gauge, his Clan's proof of manhood given upon their Coming of Age ceremony.

The mark of his Curse sits square on his cheek, a jagged design that, as his lifeforce ebbs, spreads in jagged shards across his body, darkening and splintering his skin like cooled molten rock. As it worsens, within the cracks a sickly green light hums quietly, a strange sound reminiscent of the Merry month of May.

In winter, he wraps himself up in thick woolens that cover most all of his body. Pelts of grey decorate his shoulders and warm his back. Thick straps, adorned with celtic embroidery (rough to the touch, made from a specific hardy annual native to his home turf) snake across his torso, their ornate design betraying his royal Chieftan heritage long before his name is given. A belt of leathers holds fast at his hips, decorated with small animal skulls and other omens, as well as a few small pouches filled with various items, powder and spices for his craft. A pair of huge great clonking boots lined with fur and made from animal skin come up to his midshin, bound tight to his legs with interlaced fibre ropes to keep out the cold. His arms are bound with similar style bracers, though he'll only wear those in the cold.

In the summer or in warmer climates, he is happy to run around topless, bar a necklace that hangs round his neck and rests on his collarbone. On it rests a collection of colourful feathers, shining gemstones and animal teeth, both a talisman to ward off evil spriits and a trophy of his conquests. In winter he wears a similar talisman, though decorated with grey and black feathers, a few wild rabbit feet, and a different (far more menacing) set of teeth. The monsters in the winter are in some ways far more ruthless then the summer, after all, and he could do with all the protection he can get. He seems happiest this time of year, and often the sound of his raucous laughter drifts up to the village green from the lake within the forest around this time.

He has an old scar, quite fierce looking, gorged into the skin of his left forearm around the elbow. A run in with a boar when he was younger.

[ ⍚ ] P E R S O N A L I T Y
PlayfulInappropriateDutifulBurdened by Honour


Folks are often taken aback by Rimguage's personality. They see an imposing man, tall and powerful, a man who's inherited his father's jaw and blank yet stern expression. His milky eyes surely stare off far into the future, he must be a man weighed down by all the strangeness he has seen, and burdened by the responsibility of one day being Chieftan.

But it couldn't be further from the truth.

Rimguage is a cheerful, upbeat and cheaky sort - often this catches people offguard, as he bares little sign of it on his face. His lips are drawn into a thin line and his eyebrows sit low against his eyes, giving him the appearance he is always staring out into the world judgingly. As it is, his sudden humourous outbursts, often quite dry in nature, tend to make people do a second take. Did this stern beast of a man really just say that? Honestly he quite enjoys their confusion, and it will usually be a number of days before people twig his mischievious, playful nature.

He is learnt that, to please his father, it is best to appear daunting and immovable, for the good of the Clan. His duty comes first, of course, and while Rimguage would rather be prancing in the wilderness under the summer sun, he is wearied by his responsibilities. During clan negotiations and while on "duty", Rimguage does his best to give the appearance of a strong and loving leader. And loving, he certainly is.

Still, Rimguage lacks his father's experience, and needs an outlet for his restlessly playful soul. He will often romp off into the nearby forest, and will often spend hours at a time out in the meadows and glens. Particularly if he can find a clanswoman out and about or two - being the heir certainly does have it's bonuses.

Yes, Rimguage is a flirty fool, often motivated by his desire to catch a lady's eye. It is all in good humour, and he would never take another's wife, though in his hiddenmost thoughts a couple of times he's had the desire on his more drunken nights. To be more accurate, he loves to make people happy and see them happy - and what better way then to remind a woman of her awe and beauty?

He is a people person and loves to bring people together. He has been known to try and set up his friends and clanmates, to mixed results. His strong hand in Clan matters and his kindness as a person has led to him inspiring loyalty in his people and being beloved by them.

(If love is rolled in RRA: Rimguage will be married to that person, this will be added to)

He's an upbeat, cheeky sort, but often bares no sign of it on his face. After all, he is expected to do his duty for his clan
Personality


[ ⍚ ] B I O G R A P H Y

"Northern clan, giant blood, resiliance to cold, how he was conceived.

Rimguage was birthed three years after the last male heir died. May Melra (May being the equivalent of Mrs in his culture) and Relmir, Forth of his name, his father and mother, had had difficulty conceiving compared to many families of this time period. Before his birth they had three daughters and a son. One girl was stillborn, another taken by sickness at the age of four. Their eldest son, Wilrag, second of his name, past away one particularly cold winter.

It was two years after his coming of age ceremony and a demonic boar had been terrorising the area. One night, two children from camp were missing. A snowstorm was sweeping in and Wilrag, honorable and proud, went searching for them as the snow began to fall.

It was three days before things quietened down enough in the camp to send out a search party. The frozen mauled corpses of Wilrag and the children were found near the mountains, red and black blood spattering the landscape. Wilrag was the perfect heir, and the clan grieved for him for many years after his death, even when Rimguage was a small child.

A year passed. That following spring his parents, too old now to conceive, sent emissaries out in search of a shaman who could help them. That autumn one finally returned with a magick worker great enough for the job: he promised the Chief a strong healthy boy, but the cost of such a thing would be when it was time for his death, it would be a slow and painful one.

In time the decision was made, and the rites performed: Rimgauge was born, but his haunting eyes stared off into the distance and a foreboding birthmark blemished his cheek.

He was a beautiful baby and sure enough, grew into a healthy boy. From a young age he understood his brother's Wilrag's sacrifice, and saw in his father's eyes that he would never hold the same reverence to him. Wilrag was strong and noble and serious, and Rimguage was playful and mischievous and fun-loving. He'd often run off on adventures or played tricks on the tribesfolk, and while he was beloved by his clan, he was not considered good Chieftan material by any. As he grew the Clan Elders and shamans took to teaching him, and while he showed little interest in schooling, he had a knack for understanding the occult and the nature of spirits.

Perhaps in other places his gifts and his appearance would of left him alienated or punished - but the Wolfrahg clan, like many, were not strangers to the weird and wonderful. Many of them, living on the outskirts of the north, were born of giant's blood. One girl in the clan was part frostsprite, her father a creature who had protected her mother from harm one fierce winter day, though seduced her in the process.

Despite the harsh landscape, Rimguage had a happy childhood, and managed to grow up mostly ignoring his future as Chieftan.

By the time he hit ten, though, he began to realise his position in the Tribe (if only because he realised how wonderful ladies suddenly are and how they'd pay attention to him because of his status). It was time to face his inability to be anything like Wilrag, and it pained him to think about it - his father had shown him kindness, but even now he looked at Rimguage with eyes that spoke of a sadness unabounded. He began to take his studies more seriously, and he taught himself to hide his playful nature (mostly). People began to see the future of their clan within him, and pride for him swelled in their chest. As he grew, he grew healthy, strong and tall: for a while he was known as Oak among his friends, for he was built strong and true like the Great Tree in the forest.

Rimguage was one of three boys to turn 15 one warm year. There was a great celebration, and he was painted in warpaint and dressed in a simple loincloth for his Coming of Age Ceremony. Him and the other males were sent out into the woods, and told to only return once they had killed a beast. Rimgauge found no game on the first day, and slept the night out under the stars hidden in the brush.

To this day he believed it to be fate, for underneath him was the cave of the Boar who maimed his brother. The battle that raged between them was a fierce and bloody one, the boar - three times his size - goaring a gash through his arm. Considering the fight it was a light wound, for the creature could easily have taken his arm, but even so the deep cut was quite severe. He bested the beast by slamming his weapon down it's throat, and broke off a small tooth to bring back as proof of his kill. Making his way back to camp, they sent some hunters back for the carcass, as Rimguage collapsed from his accursed wound.

It almost killed him. It was two weeks before Rimguage awoke, delirious and babbling gibberish with a high fever. Another two weeks before he was fully nursed back to health by the shamans that worked day and night to combat the boar's evil magic.

When he entered the roundhouse his father looked at him in a way he had never seen before. His triumph was celebrated, and his parents embraced him, more relieved that he was alive then they could ever say.

Bearing in mind we start in a tribal era: You are most likely part of a small, primitive settlement or maybe a lone wolf. The world is bursting to the brim with powerful magical creatures, many of which would probably like to feast on you. Magic and mystery abound all around you and superstition isn't just a way of life - it can help you survive.

What has your human life been like growing up? What are your family and clan like?"
Biography




𝔐y ℑmmortal 𝔖𝔬𝔲𝔩



⍚ Jolly Pan, the May KingGod of Excess; Joy and Spring Male Polyamorous ⍚

"One morning I was out walking in the merry month of May,
I heard such music from the forest that I could do nought but obey.
My feet carried me deeper, following the enchanting sounds,
and there I saw a great feast, where merryment abounds.

the dancers! the songs! the liquour and the glee!
oh! A man of golds and greens came and swept me off my feet.
His eyes were dashing silver, his hair like purest sunlight,
He lifted me towards the heavens and spun me round with all his might.

He wore a gleeful smile and his words were whispered sweet and true,
"Stay with me this night and a world of beauty I shall show you."
And so I rested within his bed of moss and wildflowers,
we danced, we sung, we feasted and spoke lovingly into the small hours.

But when the dawn awoke me I rested alone in the clearing,
and heading home my ears rung with that haunted night of cheering.

But where my hovel once stood a town now had taken root,
for a hundred years hence had past, of this I could not confute.

and so the days they passed and I pined for that night of revelry,
until one night when I was old and grey I heard that haunting melody...
Unknown


[ ⍚ ] GO D L Y A P P E A R A N C E

Pan stands at 6"2 with long, flowing golden hair that has a halo of light behind it. Following him everywhere are the sounds of the spring forest, as well as a subtle enchanting music that seems to permeate the beings of mortal's around him, bringing a peace and calm and subtle joy to their souls. Two horns curl back from his temples, the colour of bark, though well kept and often shining in the sunlight. His ears are delicately pointed, and he opts for a simple goatee to frame his face.

Pan is a satyr, with dark brown fur covering his legs leading into cloven hooves. He can turn his shape into a pure human at will, but often prefers to stay in his natural state, and tempt all those humans who come near him to judge a book by it's contents and not by his cover. Indeed he seems to take great joy in the challenge of opening others up to the wonders and beauty of the world - though with mortals this isn't hard, given their ease for submitting to the will of the immortal creatures.

Around his neck he wears a series of long bands and ropes that loop and thread about his neck and chest. He often opts for simpler clothing: a loincloth, perhaps, or a kilt-like item when others are nervous around his sense of personal freedom of dress. He can often be seen sporting some sort of instrument - the panflute is a favourite, but he also enjoys the lyre. You could give him any instrument and he would be able to play it as if he was born doing so.
Godly Appearance

[ ⍚ ] K N O W N F O R

+ Parties
+ Luring travellers to dine and celebrate with him
+ The beauty of spring
+ Excess, whether that be drinking or seduction
+ A joy of life
+ Friendly, upbeat, cheerful
+ Occasionally tricking im/mortals in good humour
+ Laziness

[ ⍚ ] F O R M A T I V E M O M E N T S I N H I S T O R Y

They say that Pan was born the day a mortal saw spring and thought it to be good. In many ways he has a childlike wonder for the world and a reverence for beauty, with a dislike for hard work and a lazy-day attitude. It is often thought he was born from the eyes of a child, given his lack of responsibility for the wider world. He spent many a day simply lazing around, having parties with the sprites and dryads, or luring mortals to a lavish feast that they would pine for till the day they died. Not his fault his celebrations were so great that nothing in this world was as good.

One of the most formative moments for Pan was when he laid eyes on his Starkissed. A polyamorous creature in the extremist sense, a free spirit who'd often try to bed many a passing dame, suddenly struck by a momentous devotion he could not explain. His lover allowed him his folly with mortal creatures, but of the immortals she was the only one in his eye: A beauty so wondrous and a spirit so pure that he could see no other creature as lovely as she.

And so he devoted every moment to wooing her, until she finally gave to him, after setting many tests to assess his devotion (he was, after all, a notorious womaniser and a deftly playful trickster). By the time she was sure of his feelings she could no longer deny her own, and their halls were filled with laughter and beauty far greater then Pan could ever have conjured himself.

It was a sad day when Pan fell to the mortal realm. His lover was taken from him first by the curse, and in the early days he went to find and be with her in the mortal planes, watching her grow up, searching for a solution. She had no memory of him, and it was painful, but in time he grew to find joy in her human forms.

That was, until, she started to remember him, and with it her true life.

Tapping into her abiltiies, Pan watched her die lifetime after lifetime. The grief was immense for him, and the long years trapsing across the world, awaiting her new incarnation, trying to find the family she had been born to - even for an immortal, it was earth-shatteringly painful.

Pan went mad, his magic becoming corrupted by his deep grief. His beautiful celebrations - which he held little - these days brought with them their own curse. A sour note touched the land he walked through, no longer bringing life and beauty where we went, but distorting that into horrifying mirrors of what they once were. The love he brought to people, and practiced himself, was cruel and twisted. He brought with him jealousy, impurity, distrust and evil wherever he went.

And so, his grief overpowering his sense, he allowed the Dark Gods to take and curse him, for they had already broken his spirit. As his immortal soul was ripped from his vessel and sent to the human realm, his screams of agony filled the sky like a lamenting widow. For as his soul was placed in a mortal form, his connection with the forest grew stifled, and he felt as if a part of him was caged beyond his reach.

And then he forgot everything, to be born as Rimgauge.




𝔐y 𝔊ifts 𝔚𝔦𝔱𝔥𝔦𝔫




[ ⍚ ] S K I L L S E T
Three General skills to start and up to two combat abilities.

  • Occult: Rimgauge was gifted and received tutelege from the Shamans of his clan. He is good at interpretting occult or magickal energies, and can act on them as needbe.
  • Presense: As future Chieftan, and as a pretty imposing man anyway, Rimguage has an undeniable presence to him. He is intimidating to look at, and people are more likely to listen to him and give his words weight.
  • Tracking: Rimguage is good at tracking creatures and humanoids, particularly in forests or areas of difficult terrain.
  • Staves - Rimguage is exceptionally good at fighting with staves, staffs or sticks, particularly two handed.
  • Built like an Ox - Rimguage is powerful and can take quite the beating. Often he will try to protect others by throwing himself into the heart of combat.


[ ⍚ ] A B I L I T I E S
These will unlock. Only the first ability shall be available in their first life.

Revelry: Weakest Ability
Description
Intoxicating Touch: Rimguage touches another being, causing them to become intoxicated or euphoria/high. Initially they will experience this pleasurably, but this quickly dissolves into how they would be normally if intoxicated/euphoric. During this experience, there is a 20% chance that Rimguage will become influenced by their state, and become intoxicated/euphoric himself.
See As You Wish: Rimguage instills a magical illusion, mental manipulation into a character. They will interpret everything they see around them as the best possible situation for themselves, sometimes even deluding themselves into seeing things that aren't even there. They are unable to interpret anything negatively towards themselves, and anything that would conflict with this worldview, or would only be intepreted purely negatively, cannot be seen by them.
Delusions of Granduer:


The breath of Spring
Description
The trees guide me Rimguage can walk through one tree to appear somewhere else.
The plants hear me Rimguage can manipulate plantlife to do his bidding, including ensnaring or rooting enemies.
I strengthen their song
Rimguage can summon, awaken or create the spirits of the forest: He can imbue a tree with the consciousness of a treant, summon the aid of nymphs sleeping in forest brooks, or entice a horde of forest sprites to come to his aid.

Ability 3: Strongest Ability
Description
An end to suffering The May King removes any pain or suffering from a creature or person. This can also be used to remove emotional pain or painful memories from someone's psyche. This brings relief to a character and, often, triggers them to remember a happy memory they had forgotten or that is precious to them.
Lord of the Dance The May King births the sounds of a mystical, enchanted music all around him. All those nearby are compelled to dance to it's tune immediately, forgoing both food and water. The effect stays in place for as long as there is music for them to dance to, and then for an hour afterwards.

Blessed be the Joyful
The May King sends out a shockwave of energy that bursts through the landscape, bringing growth to plants and beauty to the land. All who feel it are uplifted into a state of pure joy and happiness. Any violence, anger or maliciousness instantly abates, replaced instead with joy, love, lust and the desire to celebrate. Many will shortly burst into tears, dance or grab the object of their affections and hold them tight, confessing their love. This effect stays in place in the area for a minimum of three days, often longer.

[ ⍚ ] O T H E R
#ff8d02 is his colour code,
+ Myr and May = Miss and Mrs in his culture respectfully.

+ Wolfrahg is a northern clan: north enough to get snowstorms and rough autumns/winters, but experiences cool springs and warmish summers. The camp itself is on highground in a clearing surrounded by woodland to the east and west, with a good view over the plains to the south and mountains to the north. They do not live at the end of the world, and there is vast expanses of land to the North, though few from Wolfrahg have bothered to travel so far north over such dangerous terrain.

+ Rimguage is the heir of his clan Wolfrahg. If Love/Crush is rolled in the RRA, he would probably be married or at the very least betrothed to that character. This is completely up for discussion, though please bear in mind this is my preference :D If this happens, I would like to discuss the possibility of Rimrauge having an heir himself, as - let's be honest - our characters are alll going to die horribly soon and he wont get to become Chieftain. Failing this (or if you'd simply not prefer this/Love is not rolled for him) he would likely have an illegitimate son somewhere, so that Wolfrauge could potentially continue into the next era :D
Hidden 8 yrs ago 8 yrs ago Post by Mae
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Mae Crayola

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Trinket: TRINKET with DEPLETION RATE.
I am a description.

What you know:
Q1
Q2
Q3
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"show me the TREASURE that canX.."

Item: (this reacts very strongly. You think it is used on others, and not oneself.)
Item: (this reacts very strongly. You think this is used on yourself, not others.)
Item: (this reacts weakly. You think it could be used on either)

You get no readings from the rest.

1/3 questions left.
1 reroll available.
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Theme: José González - Heartbeats

..:*°..:*°..:*° FANTASY | ROMANCE | TRAGEDY ..:*°..:*°..:*°

" ᴳᵒˡᵈᵉⁿ ʰᵉᵃᵈ ᵇʸ ᵍᵒˡᵈᵉⁿ ʰᵉᵃᵈ,
ᴸⁱᵏᵉ ᵗʷᵒ ᵖⁱᵍᵉᵒⁿˢ ⁱⁿ ᵒⁿᵉ ⁿᵉˢᵗ
ᶠᵒˡᵈᵉᵈ ⁱⁿ ᵉᵃᶜʰ ᵒᵗʰᵉʳ’ˢ ʷⁱⁿᵍˢ,
ᵀʰᵉʸ ˡᵃʸ ᵈᵒʷⁿ ⁱⁿ ᵗʰᵉⁱʳ ᶜᵘʳᵗᵃⁱⁿ’ᵈ ᵇᵉᵈ:

ᴸⁱᵏᵉ ᵗʷᵒ ᵇˡᵒˢˢᵒᵐˢ ᵒⁿ ᵒⁿᵉ ˢᵗᵉᵐ,
ᴸⁱᵏᵉ ᵗʷᵒ ᶠˡᵃᵏᵉˢ ᵒᶠ ⁿᵉʷ⁻ᶠᵃˡˡ’ⁿ ˢⁿᵒʷ,
ᴸⁱᵏᵉ ᵗʷᵒ ʷᵃⁿᵈˢ ᵒᶠ ⁱᵛᵒʳʸ
ᵀⁱᵖᵖ’ᵈ ʷⁱᵗʰ ᵍᵒˡᵈ ᶠᵒʳ ᵃʷᶠᵘˡ ᵏⁱⁿᵍˢ.

ᴹᵒᵒⁿ ᵃⁿᵈ ˢᵗᵃʳˢ ᵍᵃᶻ’ᵈ ⁱⁿ ᵃᵗ ᵗʰᵉᵐ,
ᵂⁱⁿᵈ ˢᵃⁿᵍ ᵗᵒ ᵗʰᵉᵐ ˡᵘˡˡᵃᵇʸ,
ᴸᵘᵐᵇᵉʳⁱⁿᵍ ᵒʷˡˢ ᶠᵒʳᵇᵒʳᵉ ᵗᵒ ᶠˡʸ,
ᴺᵒᵗ ᵃ ᵇᵃᵗ ᶠˡᵃᵖᵖ’ᵈ ᵗᵒ ᵃⁿᵈ ᶠʳᵒ
ᴿᵒᵘⁿᵈ ᵗʰᵉⁱʳ ʳᵉˢᵗ:
ᶜʰᵉᵉᵏ ᵗᵒ ᶜʰᵉᵉᵏ ᵃⁿᵈ ᵇʳᵉᵃˢᵗ ᵗᵒ ᵇʳᵉᵃˢᵗ
ᴸᵒᶜᵏ’ᵈ ᵗᵒᵍᵉᵗʰᵉʳ ⁱⁿ ᵒⁿᵉ ⁿᵉˢᵗ. "







You were blessed.

You were a god.

And you were in
love. Truly in love. Deeply in love.

You hear of starcrossed lovers all the time; but never starkissed. Those rare immortal souls who know them: them, the moon to their sun, the day to their night, the stars to their sky. The Blessed Ones. Their Soulmates.

When one's heart and soul is tied to another by a silver strand of starlight, ordained by destiny.


Starkissed, they call it. Starkissed.

☆.。.:*・°☆.。.:*・°☆.。.:*・°☆










In ancient times, magic abounded, and the sky was full of stars; and the heavens were full of gods. Brooks sang stories of sprites and mermaids; the woods were protected by spriggans and dryads, and love drifted on the breath of the gods as the lifeforce of mortals. The balance of life was blissful, and it was all the more beautiful for the love of the Starkissed.

That world is dying.

They say every soul has a mirror, their one true reflection, a being who is their equal in all regard. Even more true for immortals; whose earthcrumbling power could rearrange the skies if they so chose. To have a mirrored one, a reflection, is to bring balance to all things.

But not all souls found it, and the same was true for the immortal beings. And so, as much prone to jealously then anyone else, the dark gods schemed the demise of the Starkissed. They tricked them and their loved ones; they cursed them with a cruelty far worse then death.

"You shall live in mortal bodies forevermore,
without memories of your immortal life.
You shall have your immortal powers,
but to use them will slowly kill your mortal shell,
bringing misfortune to your Starkissed One,
and in time strike your lover surely dead.
For within your blood is poison,
and your soul carries within this blight
that your mirror will grow tainted,
and all reflections cease to be.
But this will not end your suffering,
for with your death you shall be reborn again
to drown in this misery till the end of days."



☆.。.:*・°☆.。.:*・°☆.。.:*・°☆

☆.。.:*・°☆.。.:*・°☆.。.:*・°☆

+ Warning: This roleplay will feature love triangles, some dark undertones and obviously romance. Your character will also die alot and be reborn. This is NOT optional, in fact it is encouraged and will be rewarded. It is literally part of the plot and will move the roleplay forward. If any of this is not for you, PARTICULARLY the last part, then please look away now :D

+ This roleplay will include a random element to determine events. Your soulmate will be determined prior to the roleplay by the GM. There will also be an optional relationship-rolling system you can participate in for maximum drama :D





..:*°..:*°..:*° FANTASY | ROMANCE | TRAGEDY ..:*°..:*°..:*°


This roleplay will take place across time and space, the immortal and mortal realms across several lifetimes. It is fantasy romance, though the fantasy elements themselves will change throughout depending on the era and actions of the characters.

This is a tragedy - it's generally pretty futile and we'll be exploring the idea of characters trying to escape from a curse that costs them lifetimes. Characters also know little about the situation, though players do. That being said, depending on the actions/events IC, they may eventually break the curse and have a happy ending.





+ Soulmate determined randomly. Of course, your character will be experiencing romances from their mortal lives as well, making things very dramatic.

+ Events and Success chance will be determined mostly by dice.

+ This roleplay will take place across time and space, in the immortal and mortal realms and across several lifetimes. It will be fantasy genre, though fantasy elements will change throughout depending on time period and the level of magic in the world.

+ There will be an optional relationship system you may opt-in/opt out of - this will create relationships between characters for added drama.

+ You will have a maximum of three powers with three levels of potentcy. These powers will drain your Lifeforce which will be represented mechanically by Points. Your most powerful ability at it's highest potentcy level will kill your character shortly after use, ignoring points. Every time your lifeforce is drained by a power, the mark on your body grows. When all your lifeforce has been sapped away, it encompasses your body, and kills you. It is impossible to heal lifeforce drained by the curse.

+ Your Soulmate, known or unknown to you, is a big part of the roleplay. When your lifeforce starts to fade, it poisons your Soulmate as well. They will start to experience more bad luck and get a secret negative modifier to their rolls. This increases substantially when your character of that era dies.





+ You are Starkissed - an immortal god who helped create, maintain or nurture the world with your beloved soulmate.

+ The dark gods, envious of your happiness and covetting the power you shared with your loved one, casted you out of the heavens. They tricked you, cursed you, and took away all your memories of your immortal life.
+ You have no recollection of your life prior to becoming mortal - you don't know you have a Soulmate, that you are Starkissed, who did this to you or that you are a God. As far as you know, you are a normal mortal, living a normal life.

+ You have this unnerving feeling at the back of your mind that you're different somehow, that you were meant for more. You bear the mark of your curse somewhere on your body, and you think it is a birthmark, though you cannot deny it is unusual. Looking at it fills you with both a sense foreboding, but also a hope, and a strange wistful nostalgic feeling.

+ As the roleplay progresses, you will be able to retain memories between lives and become more skilled manipulating your powers without dying. As time passes, magic will start to dwindle in the world, as the gods who protected it are now in mortal bodies. The Dark Gods will further their plans to become all powerful. This will not affect your character's personal powers (that magic is within you) but it will affect the world around you.





These are the enemy, growing more powerful in the heavens as you are trapped in the mortal world.

However some of you may wish to play Dark Gods who have chosen to be cursed among their enemies, to better gain their trust and make sure they stay trapped as mortals till the end times.

Unknowingly, Dark Gods can also be Starkissed - you may be playing as someone who chose to come to the human world in order to make sure your soulmate is safe and stays in power in the heavens. Or, far more likely, you are a Dark God who was envious of the power and love of the Starkissed ones, and do not believe you could be Starkissed.

However, somewhere out there - perhaps even among the gods you have cursed - is your Starkissed. What will you do when you discover you have cursed your love for all eternity?





Character Sheet



☆.。.:*・°☆.。.:*・°☆.。.:*・°☆

☆.。.:*・°☆.。.:*・°☆.。.:*・°☆

The roleplay will start in the Tribal era, during spring. The Clans have gathered in the midlands for a celebration that happens once every five years. It is an event that both has religious significance, to ask for protection and good fortune from the spirits of the world, as well as politically motivated. It is a time to bind Clans together in comaraderie to prevent war, building bridges between clans and reminding them of the blessings of peace.

Any celebrations that would usually take place during the year are postponed to add to this event. Betrothals, weddings and coming of age ceremonies are common to see among the festivities during this time.


𝔚olfrahg Clan: Run by May Melra and Relmir, forth of his name. This Northern clan gets snowstorms with rough autumns and winters, but experience cool springs and warmish summers. The camp itself is on highground in a clearing surrounded by woodland to the east and west, with a good view over the plains to the south and mountains to the north. They do not live at the end of the world, and there is vast expanses of land to the North, though few from Wolfrahg have bothered to travel so far north over such dangerous terrain.

They have little care for the written word and are in some ways underdeveloped compared to other Tribes, but they are a suspesticious lot and fiercely loyal to each other.


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[hider=Ophelia / The Fair Maid Miosura / Endings and Beginnings]

⍚ Ophelia15 Female Heterosexual ⍚
"You need to stop looking and start seeing."



𝔐y 𝔐ortal 𝔬𝔦𝔩




[ ⍚ ] A P P E A R A N C E


Ophelia comes to a short 5"1, but what she lacks in stature she makes up for in presence. It isn't with a loud voice or a strong demeanor, there's something about Ophelia that is very much there. Something about her aura seems very resiliant, and her abscence is very much felt when she's not around.

Ophelia has long, wavy auburn hair that falls to halfway down her hips. It's almost like Ophelia is trying to make up for her height with sheer hair-volume, for it is lustuous, thick and there is an awful lot of it. She will often decorate it with flowers, feathers or twigs, but scandelously refuses to braid or wear it in the appropriate styles of her people, who prefer more managable styles. She says she won't braid her hair till her wedding day, and her pa better be watching, because she'll never do it again.

It is well known in her clan that Ophie's great grandmother was - or rather, still is - a dryad. While many outside her clan would not know the tale, it is proof enough in her eyes - such a deep vibrant green, flecked with gold and drowned in blue, looking closely one would not see their reflection but the forest themselves, dancing in a soundless breeze.

She has creamy skin and freckles all over - there is much argument over their shape, some saying they are stars, but Ophelia and her family read them as autumn leaves. Her lips are the colour of deep berries and her frame is slightly curvacious, the signs of her womanhood coming into play in the last couple years, as as a child she was stocky and sticklike - probably from all the exercise and a picky diet. She has a whimsicle walk and tends to throw her body around as if she were red riding hood prancing down a forest path - always looking as if she is on the brink of falling over, and yet she never does. A strange dance indeed.

Ophelia's curse is the very freckles on her face. As she uses her abilities, they spread across her body in the form of autumn leaves. As she uses up her lifeforce, she begins to rustle when she walks. Further use causes her to cough up autumn leaves themselves. Eventually, her skin begins to crinkle and brown like dead foliage under foot. When she dies, frost spreads out from the marks and covers her whole body, turning her into a form of snow.

You must include what the mark of your curse looks like, where it is and how it spreads across your body when you use your abilities. This is very thematically important, as the curse affects everyone differently :D

[ ⍚ ] P E R S O N A L I T Y

Ophelia is a girl who seems a little out of phase with the rest of the world. She's definitely all there, but there's just something about her that doesn't seem to fit in. Something that blurs between the trees and an occasional step in the snow without a footprint, it is like Ophelia is a girl who's shadow is caught in another world. Her family blamed it on the dryad blood and forgot all about it.

As it is she is a cheerful sort, prone to daydreaming and exploration. She loves joking around and coming up will fun ideas. She tends to be slow with hard work, though her heart is in it, sometimes it like her body just doesn't agree at keeping up with her mind. And she likes it just fine, for in the Roamwym culture, that pretty much sums up everyone in the clan - a laid back lazy day attitude, where mornings meld into nights and summers drift off into winter.

All the same, Ophelia is a hotheaded sort and prone to holding grudges. She expects others to stick to their guns and is often taken aback when they fail to do something they said they would. She's like a dog with a bone when someone has promised her something and she'll expect them to pay up, sooner or later. She likes people to step up to the plate and won't tolerate people belittling themselves in front of her. Ophelia isn't scared to stand up to a bully regardless of height or stature, whether the odds are with her or not. For these reasons she's easier to manipulate and often gets into trouble around other clans.

Ophelia wears her heart on her sleeve - she see's the best in people and then is heartbroken when they don't deliver. She's been lucky enough to lead a sheltered carefree life, and for that reason she doesn't always have the mental or social defenses others do. Ophelia can't play politics though she delights in a game of wits and silver words. She's a playful flirt and when she loves or feels for someone, she does so fully - whether it be friend, family or lover alike, Ophelia is loyal and will always be there to protect you from harm.


[ ⍚ ] B I O G R A P H Y

Ophelia's mother died at birth, but it was to be expected. The dryad blood in their family line was a kind that didn't mix well with humans. When a woman of her family had a child, it would always be a girl, and that girl would steal away the life of the mother into their being upon birth to grant them life. Her parents knew what would happen if they could conceive - but it didn't stop them. Her father had hoped that the dryad blood had been diluted enough that it wouldn't matter, and her mother wanted a child enough that it didn't matter to her anymore. Her father says she used to tell little Ophelia stories and sing her lullabyes. She was a gentle woman, he says, with a faraway look in his eyes. He'd tell Ophelia that when she was born, he saw her mother's spirit join hers. Ophelia isn't sure if she believes that one, though.

As it was, Ophie had a quiet and loving childhood. Her father never remarried, and Ophelia never got sick as a child because of her mother's energies within her. The pair of them lived in a quiet farmhouse overlooking their land, filled with stretches of wild corn and grass laiden with wildflowers, and it was a charmed life, even though her father was solemn at times. There was not another family for five miles.

And so, Ophie grew up playing among the long grass and the woodland copse behind her house. She felt an affinty for nature and at ease in it. Occasionally the pair of them would travel for the rare meetings the clan had - or rather, group dinners. There were songs and stories and campfires under the stars, and that was all Ophelia knew. She would always look forwards when five summers had passed, and everyone she knew would travel slightly north to meet and celebrate with all the clans together. Ophi had never seen so many people, and the joy that it brought her made adrenaline course through her veins and her spirit soar.

Her birthday passed a few weeks ago and Ophelia will be having her coming of age ceremony at the clan gathering.


Memories Retained: Ignore for now




𝔐y ℑmmortal 𝔖𝔬𝔲𝔩





⍚ MiosuraEndings and Beginnings; Seasonal Change Female Bisexual ⍚

I chased my girl through yonder hills,
through deep valleys and rolling plains,
I chased her through the autumn leaves
and spied her in the glen.

A bonny lass stood beside her,
dressed in silks of milky white,
her eyes they spoke of winter,
her locks shone like firelight.

She turned to me and pointed,
and in my heart I felt a chill,
I dropped to the ground with n'er a sound,
and there I did lay still.

I saw a smile flash on her lips,
as the world did fade away,
but in a flash I was there again
in that sunny glade.

For Autumn had long passed,
but the winter had been cruel,
and without that strange fair maiden,
we both would be but ghouls."
"The Maid in the Glen"


[ ⍚ ] GO D L Y A P P E A R A N C E

A 6"5 lithe lass dressed in a long gown that trails across the floor. Wherever her gown sweeps across the ground she leaves a trail of thick snow, and out her sleeves fall the red and gold leaves of autumn. Her skin is touched by the icy frost of winter, her nose and cheeks often bloomed with red, a touch of frostbite tickling the edges of her bones. And yet, her hair stirs with the fiery colours of autumn, often braided in an updo decorated with the last and first flowers of the year. Vexingly still, her soft eyes speak of the promise of spring and the abundant year yet to come. She may be haunted by the end of things, but she is blessed with the sight of fresh beginnings.

[ ⍚ ] K N O W N F O R

Miosura is a goddess of Ends and Beginnings.
She brings the first snow of winter and the first thaw of spring.
Miosura is assosciated with autumn leaves and winter sleep.
She is often seen silently from afar and taken mysterious actions.
Often she is misunderstood by mortals as a malicious god for bringing winter, but all eventually come to realise she also bears the gift of spring.

[ ⍚ ] F O R M A T I V E M O M E N T S I N H I S T O R Y

There are many stories about Miosura. When she was a young god, first born, it is said she loved winter so much she watched the snow fall for a hundred years. It is said that Pan's antics convinced her otherwise and so the first thaw was born.

One year a mortal saw the beautiful Miosura bringing autumn to the forest and he decided he wanted her for his bride. And so he went to the forest where he found a magic sprite who gave him a mystical box to aid him. He tricked her to put away her powers in the jewellery box when she had grown weary. And so, he took her as his wife and for thirty years there was an endless autumn. He was a loving husband, and she was a dutiful wife, though never spoke a word. The pair had seven sons and seven daughters, and each - though mortal, for she did not have her powers - and every one was healthy, bright, and beautiful. At night, he used to love to sit and watch the snow fall within the box, but one late evening he left the chest in which he hid it open and unlocked. With nary a thought she stole away that very night, leaving behind her loving husband and all her children, never once looking back or wondering what became of them.

Miosura never met her starkissed in all her years, but she did not care one bit. Painting the fall the colour of fire and cloacking the world in white, the endless cycle of the years was beautiful in it's divine plan. After a few hard lessons Miosura decided never again to break her sacred duties, and so it was she always had work to do, except in summer when she slept. It was one summer that the Dark Gods slipped into her bower and spelled her as she slept. She did not even know she was slipping away when she woke again as Ophelia.




𝔐y 𝔊ifts 𝔚𝔦𝔱𝔥𝔦𝔫




[ ⍚ ] S K I L L S E T
Three General skills to start and up to two combat abilities. Due to the setting you may also have 1 Survival ability.

  • MemorableOphelia is very memorable. It is noticable when she is not there and she isn't easily forgotten. While this means she would be memorable if she committed a crime, it also means people will be aware if she is missing or lost.
  • Entertainer Ophi can pull out a variety of tricks in the name of entertainment. She is a jack of all trades and master of none in this department - she can spin a decent yarn, do a nice enough jig, do some basic slight of hand or sing a pretty ditty, but not well. Anything in the name of entertaining a guest or friend and bringing a smile to their lips.
  • Reading and Writing Ophi is one of the lucky few who knows how to write and read.

  • Forest Walk No bad events or harm can come to Ophelia when she is in the forests (dice based).
  • Gone with the Wind Ophelia is lightning quick which means she's great at dodging and getting in extra speedy attacks of low damage, but in particular she is great at running away from big scary monsters.
  • Me and my Blowgun Ophelia is a dab hand with a blowgun or slingshot, she can fire quickly at short to midrange at a target.


[ ⍚ ] A B I L I T I E S
These will unlock as we continue.

Life Force: 0/0 (ignore for now)

Soothe my Soul: Weakest Ability
Though her actions appeared mysterious and often malicious, Miosura always acted in the best interests of the world around her, gifted with the vision of the big picture, and the knowledge that all things end and all ends have a beginning to follow them.
The Winter Sleep Ophelia can send those nearby into a light sleep.

Wildflower Ophelia can summon sweet smelling flowers when she walks that soothe feelings and blossom contentedness in the hearts of man.

The End of ThingsOphelia wills someone to close a chapter of their life, allowing them to find resolution for a deep pain, suffering, or to simply give them the freedom to decide a course of action no longer holds the same merit as it once did. Things that once seemed so desperate and looming now appear as if in the distant past, veiled by falling snow beyond a window in a storm.


The flow of Seasons: Moderate Ability

She was known for ends and beginnings, she held dominion over sleepy autumn, the last and first of winter, and the beginning of spring.
The Crackle of Bonfires If there is foliage nearby, Ophelia can turn the leaves to autumn colours and ignite them like a bonfire. Mysterious stick men with oval heads dance within the smoke as if performing some ancient lost ritual of autumns passed.

The Birth of Spring Ophelia can invigorate the area with the promise of spring, creating new plants bursting with life underfoot and granting vigor and a second wind to those nearby she deems worthy of the gift.

The Onset of Winter Ophelia brings a taste of winter early. Chilly temperatures permeate in a several mile radius around Ophelia, causing frostbite and light snowfall. This effect follows her as she walks and leaves with her.


A Reminder of Things to Come and Things Passed
The seasons remember, the snow is my gift.
The First Snow, The First Thaw Ophelia sends a person to sleep. When they awake, the only memory they have is of the first snowfall at the end of autumn. A person who experiences this will no longer be at the mercy of any madnesses, traumas or fears that haunt them. If they were at the beck and call of a malicious spirit, or motivated to do any task that was not their own, the need to do so melts away like the last snow in spring.

A New Beginning Ophelia resets a person to how they were at the start of their first spring, reborn as a small baby, granting them a chance to return to the beginning.

The Deadliest Winter: Ophelia calls Winter early in the region, and it is a brutal one, filled with snowstorms and far below freezing temperatures. No warning is given and the effect is immediate, often causing major issues in the area - crops killed before harvest is even upon the land, birds frozen to their perches as they sleep, unaware of the onset of winter. Animals failing to stock up for hibernation. It is a catostrophic event that affects the landscape long after the Winter ends, though often it is a long and dark one.


[ ⍚ ] I N V E N T O R Y
A small bag of herbs and pretty flowers she likes
Smelling salts and a sweet-smelling small cloth bag filled with lavender.
A slingshot
A blowgun and some nasty-smelling ammo (scent disguised by above, usually)
A pan flute.


[ ⍚ ] O T H E R
Colour Code:Ophelia is a vegetarian, and even moreso, will only eat veggies and fruits and occasionally can be forcefed a loaf of bread. She is a very picky eater, and her stomach gets upset easily by many manmade foods, supposedly a throwback to her ancestry.

Roamwyn is a fortuotous clan located in the rolling plains and pastures of the mid-south. It experiences varied weather and temperature throughout the year, and a rich variety of both flora and fauna. One can see for miles, as much of the land is flat with little rises and falls. It is a beautiful place gifted with much workable farmland, which Roamwyn is famous for.

Roamwyn itself is a medium sized clan spread over a very large territory. While the land itself is not too defensible, they are a lucky bunch, and there are plenty of defensible woodlands, rivers and mountains at their borders. The clan itself is quite spread out, peace loving, and laid back in nature. The comparetively easy life of theese particular plains combined with few reckless or evil magical creatures have given these people the oppurtunity to kick back and enjoy the world. Furthermore, they are considered to be quite advanced by tribal era standards - even having a form of written word and horse-drawn carts. As it is, their carefree relationship to the world has slowed their advancements on all fronts, both science, literature, war and trade. They make enough food for themselves with excess, and generally live off the trade with little extra difficulty.

Despite all this the most famous trait of the Roamwyn, apart from their good luck and laid-back nature, is their skill at storytelling and ballads. While they are quite spread out and rarely come together as a tribe, they value and celebrate company when they come across it and make good of it with songs, beer, stories and games.


[ ⍚ ] R E L A T I O N S H I P S
Will you participate in the Relationship Assignment?: Yes
This section will be replaced with a Relation Sheet.


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