“The same as real life, there is no happily ever after.” -Chuck Palahniuk
Years ago it was decided, among the most prolific and powerful Tales, that their ways were dying. In order to maintain their presence and livelihoods almost every Tale from every world fled into the world of mortals. This event has come to be known as The Great Exodus
This RP takes some inspiration from the comic series Fables (As well as its video game adaption The Wolf Among Us) But is not affiliated with the material, it is it’s own story with completely different characters. You are a Tale, a being both myth and reality, made manifest from various fairy tales, folklore and urban legends. You decide who you are and how your story has transpired as well as what has brought your Tale among the world of mortals.
In New York City 1987, There is great political and social strife among Tales. The community is without a strong effective leader, leading to many attempting to take the role for themselves. Beastly Tales must use powerful spells or regular potions in order to suppress and conceal their true forms, those unable to afford such things are forced to take cheaper, unreliable knock offs. Tales from most spectrum's are feeling alienated, something has to give. How this particular story plays out, is up to you.
Tale: The name given to these beings of both myth and reality. Their stories have found their way to the realm of man, though not always accurately portrayed. A Tale is able to take large amounts of punishment, some that could even kill mortals and heal from it with time, that said they are not immortal. Whilst Tales can live to unprecedentedly long amounts of time they *can* potentially wither and die of old age however given the conflicts of The Homelands as well as how Tales have the capacity to live up to thousands upon thousands of years, this is rarely the case. Bestial Tales not known by a human form or able to transform into one are required by law to hide their appearance through spells and potions created by Witches and Mages
The New World: The world of mortals, this extends to more or less all of earth. Whilst the vast majority of Tales lay their heads in the The Homelands and its surrounding area in New York there are those who roam elsewhere on earth, however this is considered to be an illegal act (unless it's granted by the government) due to that Tale technically being out of government care and watch to ensure secrecy.
Underworld: For Tales who can't afford the expensive spells to conceal their bestial forms nor can they obtain black market versions of these spells, they are forced into hiding to make sure their true forms are not seen by mortals. Generally abandoned neighborhoods or the sewers are where these Tales wind up, building a small community where applicable, that said they are not completely forgotten about by the establishment, they are given provisions where possible and still considered part of the community. Currently there are plans to try and create some sort of save haven for these Tales to ensure comfort and a place away from Mortals but with no leader and the government operating as a loose democracy at present there hasn't been much headway with these plans.
There’s a list of taken Tales on top of the Characters thread, even though we want to keep it as updated as possible do check the other sign ups to make sure you’re not claiming a Tale already taken.
We ask for all sign ups to be put in the OOC thread first, that way we’re all able to look at it and if there’s any issues we can address them, once that’s done feel free to post it in the sign up thread
(Note: WIP sheets aren’t really encouraged so that we’re able to look at and give notes on the sign up in its entirety as opposed to a small chunk but feel free to dm me or Crosswire if you want us to look over something)
1. Standard, don’t be rude or abrasive to people in OOC. Character conflict is fine and is encouraged for storytelling purposes. Whilst it’s cool to have fun and joke around don’t go overboard with it
2. If someone is causing too many problems or proving difficult to write and talk with then me or Cross weigh the right to remove them. That’d be a last resort but it’s a possibility
3. OOC chat isn’t an enforced place so feel free to shoot the shit about possible ideas for the rp or games/shows etc. Try keep the place lively
4. Standard “Don’ts” of rp’ing, don’t power play or god mode and please for the love of god don’t meta-game. We’re all here to have fun and make some interesting stories, there is no “winning” in this rp.
5. We ask for at least one post a week. If you have any issues or problems where you can’t post then let us know and we can work something out that enables you to come back to the story when able.
6. Characters CAN die. We’re not going out of our way to kill people off but if you work your character into a situation where there isn’t a way out then we won’t bail you out.
7. Have fun, collaborate with each other, tell a story and build a world. Enjoy the rp and try make it a good experience for everyone
When your character is accepted and posted in the character section you get to decide where on the map your Tale lives and what property they have if any. Most Tales likely live in one of the three apartment complexes available, but those with the cash can have their very own home. Houseboats are also available for the more aquatically inclined individuals. Those who are too poor to own even the crappiest of apartments can always sleep in the cemetery or in the park.
Me and Drag would like to encourage players to establish places of business. Stores, shops, seedy bars, if your character has a profession then why not give them some kind of establishment? With your help the community the tales are in can actually feel lived in.
Here is what is currently on the map:
TABLE
#1 Homeland Apartments: A tall building that in the middle of the night looks like it's made of gold and marble, with it's sleek fake-marble exterior and the large windows that often glow a rich yellow from the lights inside. Spacious, professionally made, and well serviced this complex is well suited for those used to living comfortably. It's not cheap, not by a long shot, but if you have the scratch then living her might be a good idea if you don't want the hassle of owning a home.
#2 The Goody Basket: A quaint little corner store just down the street from Homeland apartments that sells freshly baked sweets and pastries. It's not very big but it has tables out front for eating and a colorful interior that makes it easy to see what's on sale. Even those standing down wind can often smell the sweet aromas wafting out the open door of the shop. Inviting passers by to stop and get something to eat like some kind of siren scent. It's own by Red who seems to take a lot of pride in the store.
#3 Hundred Acre Housing Complex: Made of crumbling brick and darkening wood the Hundred Ace Housing Complex is the best place to go if you have no money, no qualms with rats, and aren't too attached to things like working plumbing and heat. Best of all it's just down the road from the cemetery so if you happen to decide to kill yourself or somehow end up viciously dismembered in your apartment, it's just a short trip to dispose of your body!
The Hundred Acre Housing Complex is a large building with small rooms, feeling like a sardine can with somehow less real estate value. This is where most of the poor Tales live and where some of the worst stuff in the community tends to start. With ugly cramped rooms, little to no maintenance, and an awful air it's only a slightly better alternative to living out on the streets.
#4 Community Graveyard Lot: Just down the street from the low-rent apartment complex is the community Graveyard where all the Tales who have and will die are buried. While it's not old it certainly looks that way, with poorly kept grave stones and weeds springing up from the dirt like outstretched hands. The only thing keeping the graves safe is a large black iron fence with a pointed top and an anti-thieving enchantment that only works when it wants too.
#5, 6, & 7 Nevermore Central Park: Nevermore Park is the only green in the sea of reds, greys, and ugly steel silvers of the city. It's large with three different sections separated by road to walk through and enjoy. While it's benches have splinters and there's almost always trash somewhere on the ground, Tales can't help but enjoy being in the park. The young trees and soft emerald grasses whisper of pleasant nostalgia's that not seem like they never happened.
The part is divided into the Central (5), West (6), and East (7) Parks. They're mostly the same but the Central Park tends to be where a lot of the homeless tales tend to gather and sleep as it's foliage is thick enough that people aren't willing to find them in the foreboding darkness.
#8 The Docks: The part of the community that leads out onto the water. Houseboats take up some docks, offering housing to the aquatic tales who still aren't fond of dry land, but sailboats and the occasional shipping fright can be found here. Stinking of fish and corrugated metal shipping containers there is always work to be found at the docks for those willing to break their backs or the law to make some scratch.
#9, 9.1, 9.2 Sections of Abandoned Buildings: Large swathes of the community where virtually no one but criminals and the homeless go. Abandoned buildings, office buildings, even a few factories that never really got off the ground. It's a quiet, unnerving part of the community. The ideal place to go if you need to do something you don't want anyone to see or hear...
#10 Reine Apartments: The middle class housing for the Tales community. It's average and pretty generic, but it's got a middling price for a place to sleep that doesn't writhe with roaches and rats.
#11 Boogie’s Beans: Boogie's Beans is a large red brick building with a distinctive roof covered in dark green tiles. The interior has a high-ceiling and is divided into several sections. The first and largest is the dining area, which has enough booths and whitewood tables to accommodate one hundred patrons. While the booths are bolted down, the circular tables can be moved aside to create an open space that’s perfect for dancing or large gatherings. The kitchen and bathrooms can be found to the left of the dining area, though they’re separated by thick walls.
Rebecca Sinclair’s office is next to the kitchen, and there’s a concealed trapdoor behind her desk that leads down to the basement. On the opposite side of the building, patrons can find a bar made of polished oak that serves coffee, alcohol, and a variety of snacks and sweets. Last but not least, there’s a small wooden stage set against the cafe's far wall.
Unless she’s hired other entertainment for the night, Rebecca Sinclair will usually play a few songs on the black jazz piano perpetually occupying the stage. It’s also worth noting that the lights within the cafe’ are always dimmed, creating a strangely intimate and refined atmosphere. Heavy cloth curtains dyed a striking shade of maroon cover all the windows, and the employees of Boogie’s Beans know better than to touch the drapes without approval from their supervisors or Rebecca Sinclair herself.
#12 Gains and Games Gym: A large two story gym designed to appeal to a wide audience. It features several sports areas and a few arcade games focused on cardio-- such as the punching bag and bicycle racer-- combined with a traditional gym weight room. Also included is an indoor running track, two basketball courts, three racketball rooms, and an Olympic sized pool.
Just confirming my interest. My Mom is visiting this weekend so my sheet might not be ready for a bit. However, I'll try to have Boogie up and ready over the next few days.
Ooh exciting. I'll get working on my sheet as well, should have it done within a day or two. Because I'm a useless potato that's easily distracted from RL work. A+. Still running with the heroine of alternate Rumpelstiltskin, retold as an antagonist.
How do characters react when they run into Tales who're from stories extremely linked to each other but still distinct, like the heroine of Bluebeard and the heroine of Fitcher's Bird? Do we see any Tales from stories that've yet to be told? Is Homelands time is much more loopy and ghostly and weird and nonlinear than time on Eart? Is it much more dreamy and ethereal there, or is it still a pretty hard and real setting, less a fairy tale world and more just another hard and physical world that happens to mirror the fairy tales told on Earth?
Hello c: The Cap'n is in. I'll be working on Bambi first but might also do the Gretal to @Holy Soldier's Hansel.
Also is gender bending okay? Like, I know Bambi was a boy, but can I play them as a girl? Or should I try my best? Haha. I've never played a boy before but it might be fun.
Glad to see everyone here! I'll be looking over sheets here shortly, but ultimately I'd like to wait on Drag's final say since they might have a different insight into a character then I do.
@MissCapnCrunch Well I made my Big Bad Wolf female so if I said no I'd be setting a double standard. I'm not sure what Drag has to say on the matter, but they didn't take any issue when I did it. So I'll say that players can gender bend fairy tale characters, especially if they're unspecified or vague in gender, but it has to be for some kind of reason or at least have an interesting application.
For example I changed the Big Bad Wolf into a girl to get across how skewed the fairy tale was from the actual events that played out to show how it was more or less a frame job by Little Red. So the gender change had a narrative purpose of sorts. Plus I feel with beast/animal Tales it's easier to justify a gender bend since, let's be honest, it'd be easy to assume the gender of a dragon or even a talking wild animal unless it clearly stated what it was. It's not like Zoologists prance around the fields of fairy tale land lifting up the legs of woodland creatures.
At least I don't think they do...
Since Bambi is an animal (and has a name that could pass for a girls) you could potentially get away with it. However I'd prefer if players didn't just change the gender of a character because they feel they can't play as a boy or a girl.
Don't run away from opportunities to write and experiment with new or unfamiliar types of characters. If you're aiming for a specific behavior or feel for a character, then at the end of the day gender is usually superfluous outside of physical appearances and details regarding biology.
Boys and girls can be loving, carrying, violent, psychotic, possessive, greedy, selfish, self serving, noble, self sacrificing, and countless other things. The only difference is that one can pee standing up and the other can wear dresses.
However if it's a matter of "I feel I'd have more fun with this character if they were a girl or a boy, est" then we can work something out. Ultimately me and Drag want to encourage interesting writing and for everyone to have fun with their characters.
@UtraxI really like Chupa. She's well written and you clearly get across her abilities, weaknesses, relations, and profession. Her backstory is a tad short for my tastes, but given her 'young' nature of her Tale and the amount of info the sheet gets across I'd say that it's not an issue.
Chupa is accepted in my book, but I'd like you to wait for Drag's word before you post her up in the Character topic. Given that they liked your post I'm sure you're fine I just don't want to deprive Drag of a chance to give input.
Pairing her up with the Mothman is really cute and kind of neat that you put the two 'cryptids' in a relationship with one another.
I like to imagine since B.B is the local hired muscle that it's their unofficial job to wrestle down and tussle with Chupa if she gets boozes up and loses all control when her boymothfriend isn't around XD.
It probably needs more polishing up, and I think I wanna paint an appearance drawing to use as reference, but I think it's ready for review. How does this character feel? Anything that needs serious work?
Title: The Pale Queen
Name: Eissen Frampt
Tale: Rumpelstiltskin
Physical Age: 38
Actual Age: 440
Height/Weight: 6’1”, 151lbs
Gender: Female
Appearance: Eissen is one of those eerie people whose white hair is almost the exact same color as her skin, like somewhere at the top of her forehead the flesh splits apart into silky filaments, while her eyebrows are apparently nonexistent. Her hair is usually pulled back into an elegant and complicated bob, or maybe let loose for those casual Sundays where, mostly, you just stay in bed, maybe with a good book and a hot cup of tea. Eissen tends to treat most days like casual Sundays though, if she can. She has the feel of a woman who’s spent her entire life indoors, and her skin and lips have a drowned look to them, while her mouth is the color of dead violets. Eissen’s eyes can be somewhat off-putting as well, doll-like and charcoal black, the color of forests where children get lost and never come out. Eissen has a long and soft-featured face that ends in a pointed chin, and her entire body has a carefully stretched look to it, like the legs of a spider. Her fingers are long, and covered in rings.
You might imagine her fitting nicely in a long, flowing dress, something bizarre with many thorns and flowers woven into it. But instead, Eissen makes do with T-shirts and nice coats bought on discount from the local Macy’s, dark Levis too, and maybe some boots with not-too-uncomfortable heels. She has a strong preference for headscarves and covering herself up if she can, and usually has some sort of black, lacey veil pulled up over her hair and shadowing her eyes. If she doesn’t need to step outside, which is often, Eissen spends most of her time in pajamas and pretty-looking nightgowns.
Personality: Eissen doesn’t expect much from you, and hopes you’re not expecting too much from her. Really, don’t bother. It’s flattering, but you’re just going to be disappointed. That’s what she’ll tell you, at least.
Eissen is a very go-with-the-flow kind of Tale, who appreciates a peaceful life but won’t protest too much if you decide to intrude on her story. Cool as a cucumber and not easily shaken, she gives off the impression she knows exactly what she’s doing, though of course that’s absolute nonsense. Still shaken by the haunting names that she devoured and made a part of herself, Eissen sees the potential for destruction and devastation wherever she looks, and though it’s now a long distant memory, when she sleeps, some part of her head is still full of ash and twilight, and boarded up houses with dead families inside. There is a part of her head that is always guilty for her actions, and another part of her that always, always just wants to sleep. And another part misses the woman who once was, the Eissen Frampt who had real wants and ambitions, and would conquer a kingdom just to have her name remembered.
She finds very tiny things to distract her, which a more positive person would point out is quite healthy, given the circumstances (though Eissen doesn’t really have anyone in her life who could say that). She loves to play with gold and metal, and tinker with all sorts of mysterious and off-kilter objects. Recently, on a rare trip out into the city, Eissen picked up a guitar, and is currently taking lessons online. Sometimes she reads books. Sometimes, people visit, and she privately takes great pleasure in this.
She shouldn’t complain, really. Her life is comfortable. Her life is safe. So it’s a mystery to everyone, especially her, why she seems to be waiting for something, waiting for an unknown whatever that will never come, like the Queen in that mistelling of her story, who died alone in her throne room with a veil wrapped tight over her eyes.
Background:
Once upon a time, there was a miller and his daughter. The miller was proud and shortsighted, and if his daughter was proud and shortsighted as well, she was also cunning and ambitious and strong in a way her father was not. For she would not be content to live her life as just another miller’s daughter, and she was not content to fade away, to end her life one day as the grieving spinster to some recently deceased farmer. And so on a dark summer night she vanished. No one heard from her for many, many years. And when she finally returned, she was a miller’s daughter no more.
The girl was a woman now, and had learned the secrets of the earth and the moon, and she could turn tears into iron, and spin straw into gold. With her powers, she ensorcelled the land, and she stormed the fortress of the king. She took three wires of pure gold, wrapped them around the king’s neck, and with a quick snap removed his head from his body, and, moments later, his crown from his head. The woman, the Pale Queen they called her now, was quick to establish her new dominion.
The newfound rule of the Pale Queen soon attracted the strange creatures of the world to her kingdom, the goblins and elves and werewolves, and all other manner of beasts. She let them have their way with the land (as long as they remembered who was in control). And among her court was one elf of particular note: the Prince of the Imp-Lands.
At first he reveled with the Queen and her court, and watched her cover the provinces with shadow, and thunder, and twilight, whatever her strange agenda demanded from day to day. But as the years went by, the Prince found he could no longer turn a blind eye to her cruelty, and on a bright winter morning he confronted her at the top of the highest tower.
“My Queen, do you not hear the screaming of your people?” he asked her.
They are not my people, she told him. They are my creatures, and my servants.
“My Queen, do you not see the burning of your homeland?” he asked her.
Yes, she told him. Some days, I wish to see burning. So I make it so.
“My Queen, what will our descendants say of us, one hundred years from now?” he asked her.
There will be no descendants, she told him. My court will be forever. Or else it will vanish, and it will take the land with it.
With great regret, the Prince saw that there was no reasoning with the Queen. And so he attacked.
For three days and three nights they dueled. Where they fought at the top of the tower, the sky clouded over, and lightning and thunder roared across the land. It seemed they were equally matched. But at the end of each day, through sorcery and trickery, the Queen would tear away from the Prince one of his names of power, and she would claim them for her own. And on the third day, when she taken and devoured all three of his true, secret names, the power of the Prince was broken.
But by consuming his names, the Queen now saw the world through his eyes, through the eyes of Rumpl Cimpr Campr, and what she saw horrified her. She looked for the imp-prince, desperate to return the names, but it seemed that sometime during the final night of their magnificent duel he vanished, or maybe died.
The other wild creatures quickly sensed something was amiss with their sovereign. Whispering of curses and evil omens, they fled the kingdom of the Pale Queen, and so she was left alone in her fortress. When she cast her gaze over the land, she saw that is was dark, and that houses were boarded up, and that no lights were on anywhere to be seen.
Everything was different now, and things would never, ever be the same again. The Queen, however, couldn’t believe that. So she waited in her throne room with a veil to cover her eyes, waiting for Rumpl Cimpr Campr to return and take back his names and free her. Until her dying day, she waited there, clinging to the impossible hope that things could be the way they once were, and the things she’d seen with unclouded eyes could somehow be unseen, and undone.
Though the story traditionally ends, in all its variants, with an “...until her dying day…” the Pale Queen never died, not really. Eventually, after decades left alone inside that broken-down throne room, rain sprinkling in from the ceiling and weeds sprouting up from every crevice, the Queen realized that she had made her bed, and that she would be lying in it forever. But even afterwards, nothing really changed. The Queen took to walking her old kingdom, now a twilight place where the sun can’t shine, full of ash and thorny gardens and places where plants wouldn’t grow. She may have left an old and unhappy life behind her, but the Pale Queen was never able to replace it. She’s a woman caught in the in-between, endless possibilities in front of her, but dark and unhappy thoughts keeping her from going past the starting line. She spent the next few decades siletnyl cultivating what was left of her magicked and unsettled ghost-kingdom, and was never either especially happy nor especially sad. Maybe just a little regretful, with the names of the imp-prince still ringing somewhere in the back of her head.
Though not the type to show it, the Queen was eager to join the Great Exodus. The promise of a new start was enthralling and, dare she say it, exciting. With the ability to spin gold out of straw, it wasn’t hard for her to set up a nice place for herself at the Reine apartment complex, and she makes a fair living selling her ambiguously ensorcelled jewelry and knick knacks to weirdos on the internet, and maybe one or two local jewelry places. Sometimes, she takes walks in the park.
But all in all, life changed very little for Eissen, from here to there, the Homelands to the New World. She rarely leaves her apartment, and fills it the bursting with a hundred and one glittering, tinkling, faintly moving knick-knacks. To some hidden part of her, this is a crushing disappointment, and some days keeps her from getting out of bed. Everything was different, but in many ways nothing was. Though she would never admit it, Eissen is quietly glad if anyone, anyone at all, feels like visiting, and is quite welcoming to anyone who wishes to stop by and say hello.
Skills and Abilities: Shackled with the three names of power stolen from the imp-prince, Eissen’s old magic has been greatly diluted. However, the ability to harden tears into pure iron and spin gold out of straw remains the same as the day she learned it, and, if the situation arises, she can still invoke the four names of power still in her possession.
Rumpl: The first name of the imp-prince. To invoke the name Rumpl is to call on the winds from the imp-lands, cold and disorderly and more than eager to cause trouble. Rumpl, the wind-weaver’s name, can summon these biting and eerie gusts of air to make all manner of mischief.
Cimpr: The second name of the imp-prince. To invoke the name Cimpr is to call on the privileges of the elf-folk, to walk without being noticed or being heard, and to slip through the tiniest of gaps. The power of Cimpr, the elf-child’s name, won’t work if attention is already focused on her.
Campr: The third name of the imp-prince. To invoke the name Campr is to defy the powerful and the cruel, and the Pale Queen can use it to shatter or block off another piece of magic, and prevent its master from invoking it again in the immediate future. Campr, the hero’s name, is especially taxing to Eissen, and uses up an entire day’s worth of magical power, if not much more.
Frampt: The true name of the Pale Queen. To invoke the name Frampt is to conjure the power of the woman from long ago who was lord and master of an entire kingdom. Frampt, the ruler’s name, allows her to share her long lost magical abilities with others, to veil them from sight, shield them from harm, and bestow strength and endurance. Frampt doesn’t drain Eissen as much as the other names of power.
Gold-Spinning: Similar to Campr, spinning gold take an enormous amount of magical energy, but it’s still within the Pale Queen’s reach. Hand in hand with that, Eissen sincerely enjoys craftsmanship and jewelry, and spends most of her time tinkering with her toys and creations.
Eissen does not need food or air to live, though she does require a reasonable intake of water. She heals slightly faster and more efficiently than most, though it’s not especially noticeable.
Starting Items and Trinkets: Eissen still has her old crown, tucked away in her closet. It brings up a mixed bag of feelings, and she neither likes looking at it, nor likes the idea of throwing it away.
Eissen keeps a handgun with her, just in case. It’s a scary world out there, and though she doesn’t exactly seize life by the reigns, Eissen would, by and large, prefer not to get killed if given the option.
Her home is filled with strange, mostly pointless knick-knacks of her own making, some of which, like the little knives or paperweights, might be of tangential usefulness.
Weaknesses and Flaws Doubter: Eissen has just about zero self-faith, and would never rely on herself or allow others to rely on her for anything important.
Emotional Exhaustion: These days, Eissen Frampt is a tired woman who’d really rather not deal with your crazy, magical messes, thank you very much. Both physically and emotionally, invoking the names of power is a draining piece of magic, and she can manage maybe one every thirty minutes, give or take. She doesn't find much interest in actively shaping the world around her, and if you really need her help, it'll take one heck of a motivational speech to rouse her to action
An Unfortunate Archetype: Evil Queens (the ones who survive, at least) are just about the worst sign of bad luck among Tales, and are widely considered unpleasant and unpopular. You don’t trust an Evil Queen character, you don’t help an Evil Queen character, and you try your darndest not to associate with an Evil Queen character. Needless to say, Eissen’s reputation isn’t the best, and she’s not the sort who’d go out of her way to fix that.
Passive to a Fault: While maybe her ability to go with the flow can be a positive trait, there’s no denying that Eissen is an enormously passive person, and will often fail to fight when she ought to fight, and fail to hit the ground running when she should've started sprinting twenty minutes ago.
Squishy Wizard: When it comes down to it, Eissen is simply a physically average person. Unusually tall, of course, decently fit, and maybe against someone much smaller she could use her size to her advantage, but other than that the Pale Queen has only ever dealt with the magical side of the world, and with magical threats. A few quick punches to the face would probably knock her out of the running.
Other: She’s not really aware of it, but Eissen can be quite the magpie, and has a fascination with shiny and curious objects.
Though she'll never bring it up, Eissen can be very vain, and a little proud. She won't complain much about insults or mispronouncing her name, but flattery will win you maybe more points than it ought to.
@Crosswire@Drag I had two quick questions crop up as I continue working on Boogie's CS. First, what Tales are considered authority figures in the New World? I know Crier is a detective, but he isn't exactly respected. I also know that, at the moment, the Tales have no official leader. *Cough* Boogie for mayor *Cough.* So, who is responsible for making sure things don't fall apart in the interim? Also, I'll probably end up mentioning Merlin, Tom Thumb, and Peter Cottontail in my CS. I have no intention of playing them, but they all have small roles in Terror's backstory. Is this alright with the two of you?
@Utrax Cross pretty much hit the nail on the head with everything, really like the sign up (And very much enjoy the way your formatted everything) El Chupacabra is ACCEPTED. Feel free to post the sign up in the thread
@Oddsbod Looks fine to me, with a bit of spit and polish to the layout I don't see any reason why it shouldn't be accepted. Also having seen your work from the Nomadic Fist thread I'm pretty interested to see what you come up with
@Lexicon Well, Crier may not be respected but he's one of the more prolific authority figures, that said he also doesn't get much support from the higher ups really. As a "police force" there isn't really one, there's a few sheriffs and private/public detectives like Crier but typically that's it. The community doesn't see much direct conflict so there's not much need for a large army of officers, that'd make it harder to keep a low profile as well. At present there's a few prolific Tales vying for power so there's a pseudo-council until a proper leader is elected. Those characters shooould be fine, I can't see anyone picking them up except for maybe Merlin but if Cross is fine with it too then I see no problem
@FantasyChic Beast wasn't claimed and as Beauty you kind of have to have him around so I'd say there shouldn't be any issues
Ah coolio, thanks! Yeah, I've really enjoyed working on the Nomadic Fist character too, nearly done with the first draft. Lots of really neat RPGs on this forum, though I think it's probs smart to limit myself to two for now.
So, I should just wait for @Crosswire's okay before posting, right?
@OddsbodAbsolutely lovely. Normally I'm not a huge fan of passive characters since they're a bitch and a half to get involved in plots, but considering the power at Eissens disposal I could see more then a few people scheming to strip her of the power she holds without the messy complications that come with it. So she'll get dragged into things regardless of her desire to become involved. It's just a matter of time.
My only real complaint is the Campr spell. What do you mean "prevent its master from invoking it again in the immediate future"? I'd a more through explanation of that that entails.
Once that's settled Eissen is accepted in my book.
First, what Tales are considered authority figures in the New World?
Honestly Lexi the Tales in the roleplay are probably asking themselves the sames thing. When everyone comes from different roots and every other Tale used to be a Prince or Princess or some other royalty back in the Homeland, who has any kind of right or mandate to lead?
The smartest, most charismatic Tales who can unify the community?
The strongest, most powerful Tales capable of directly enforcing their rule?
The 'pure' of heart with the best intentions and squeakiest of reputations?
That's pretty much the central conflict of the roleplay.
Like Drag said at the moment there's really no power structure outside of a loose council, and even then they don't have any official authority. Outside of the Crier, maybe a few sheriffs of sort, there's no strictly enforced law outside of self-policing and self regulating amongst the community itself. There's no one in charge and no real safety net should things go to shit.
That's why the community is a powder keg just begging for people to start playing with matches. It's a glorified free for all where people with honest, selfish, or outright frightening intentions have a chance to take control through a variety of means. Force, manipulation, mass appeal, legitimate election, est.
So Boogie has just as much of a right of becoming leader as anyone else.
As for mentioning Merlin, Tom Thumb, and Peter Cottontail, it's alright as long as you don't go establishing details about them. I wouldn't want someone coming along to claim those characters with a specific idea in mind only to be told that someone (with a character unrelated to the characters in question) already established key details.
"Yeah those ideas are nice and all but the Boogey Man's player already decided that Merlin was a senile nudist, Tom Thumb was a miniature cannibal, and Peter Cottontail is a cracked out junky who draws furry porn online for a living."
So passing mentions are fine as long as you don't entail to establish any major relationships or specific details regarding those characters.