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Hidden 6 yrs ago 6 yrs ago Post by Dio
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A pilgrimage to Hatari, a paradise for all those who seek it. That is where you are heading. There are whispers in the dark of a wolf who is leading a caravan to their homeland, the hidden gem in the desert, Hatari. You listen to the whispers, telling you of a meeting place in the far east of Daein, beyond the lake of Begnion, where the mountain's feet touch the warm sands. Is it truth, is it redemption, or is it renewal you seek?

Your gut leads you towards the desert, but therein it lies more than you could have ever imagined. With the last of the heroes of old becoming nothing more than fables and legends, it is time for new heroes to rise to overcome the darkness.
Fire Emblem: Lost Song is a traditional fantasy roleplay with castles, knights, and magic. Fire Emblem: Lost Song is based on the continent of Tellius, about 100 years after the events of Fire Emblem: Radiant Dawn. Lost Song is not a statistics-based roleplaying game like Fire Emblem tends to be. In other words, there are no numerical values assigned to attributes such as strength or defense. This isn't to say that the core characteristics from the Fire Emblem series are ignored. An example of things that are generally expected are that a cavalier will tend to have more talent than an archer in riding a mount and combat on a mount, mage will be physically weaker than an armored knight and so forth.

I'm looking for a well-rounded group of people who love world building and character creation, of course story is important too! Fire Emblem breathes characters (sometimes they need to be fleshed out more, but can't complain) and the stories they bring to the table is what makes this series one of my favorites. You don't have to have background knowledge of the series or the games, as this is pretty much a simple fantasy-esque, adventure roleplay with a bit of magic and beasts!

Our characters will all be starting out going on this pilgrimage. Everyone will have taken different paths to get to where they all are, but the end goal is one in the same, to seek out something, whatever that may be, in Hatari, a place almost considered the Utopia of Tellius.




Hidden 6 yrs ago Post by Dio
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@OppositionJ @manapool1 @Sola @Product OOC is updated with the CS!
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Hidden 6 yrs ago 6 yrs ago Post by Product
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@Denny Will you have a discord server? I have some questions about making a character.
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@Product I don't at the moment, not sure if I'm planning on it, but you can either PM me or you can add me on discord to ask me! I'm always on. Damon#6945
Hidden 6 yrs ago 6 yrs ago Post by Product
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Bryce



Name: Bryce Wulfblod
Age: 34 (Appears early 20’s)
Race: Branded
Gender: Male
Affiliated Nation: Daein
Class: Lance Knight
Inventory: Iron Lance


Personality: Loyal, Fair and Brooding

Background: As a young child Bryce experienced a relatively normal and peaceful childhood with his mother in the north eastern provinces of Daein. Unfortunately, Bryce’s father was never involved in his life, but his mother loved the boy enough for two parents.

Growing up, Bryce’s mother frequently shared her families history with her son, retelling warstories spanning three generations. It was no surprise that when the young man came of age he enlisted in the army.

Life in the army was good, and Bryce got along well with his comrades, that is until his brand surfaced. Fearful of prosecution Bryce hid his nature until he was relieved of duty. Returning home, Bryce revealed his brand to his mother and after a tearful confession heard the truth of his parentage.

While still maintaing a healthy relationship with his mother, Bryce has lived on his own. Fearful of discovery, Bryce has moved from town to town, but has never settled for more than a few years.
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Hidden 6 yrs ago Post by manapool1
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manapool1 A wanderer who is actually lost

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Dang, this blew up quick. Let me get started after I post to some other rps. Please reserve me a spot.
Hidden 6 yrs ago Post by manapool1
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Alright, I think I am going to wait to see what everyone else picks before I decide. I myself am thinking of being a Beorc, I never was too big a fan of the whole 'racial ability' concept anyway. I have a Wyvern knight character I made a while back I could toss in if we need an areal support but you usually get those a bit later game if I recall.

Personally, I am either hoping to play an Archer, priest or thief. That said, if all of these are taken, I can draft up a mage or some generic fighter because apparently, every game needs at least one character you will never restart the game for.
Hidden 6 yrs ago 6 yrs ago Post by Eisenhorn
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Haven't had a good Fire Emblem rp in far too long, got room for one more interested party?

EDIT: Alright, got a wyvern rider sorted out, figured we might as well get our first mounted fellow thrown into the ring, eh?


WE I L A N D



Name: Weiland Voss
Age: Appears to be in his early 30's, though is around 46 years of age in actuality.
Race: Branded
Gender: Male
Affiliated Nation: Begnion Empire
Class: Wyvern Rider
Inventory:
+ Iron Blade
+ Altena - The Wyvern that Weiland has bonded with, on a level that has, mockingly, been noted to almost surpass his loyalty to kin and country. Once having served as the mount of a bandit rider, and rather unpleasantly as well, Weiland spared her life after having unmounted the rider and cut him down. Altena followed him after that point, despite being technically free to return to the wild, and before long Weiland had acclimated to using his swordsmanship from the back of a Wyvern, and her ferocity and terror inducing potential when bearing down on unprepared ranks went well with the Blades that her rider prefers to use over more reasonably sized swords.
+ x2 Vulnerary



Personality:
Weiland follows in a long line of family, in terms of sheer bloody minded determination. Voss' have routinely been noted for being willing to dig their heels in, figuratively speaking and sometimes literally, and push forward in whatever task has gotten itself embedded into, in this case, his head. While some argue this is merely being stubborn and beligerant, Weiland understands that sometimes he needs to yield, short term, for a long term goal but will still see something out to its end, no matter what. This makes him quite the free lancer since, once he accepts coin, he will be damn certain to see things through once he decides for certain on his path.

If facing down an enslaved wyvern and its pissed off bandit rider on foot wasn't an indication, Weiland has no qualms staring down just about anything without fear. Without fear isn't accurate, he certainly knows fear and is afraid of things, but it won't stop him from doing whatever he needs to do. Indeed, a fear of heights should have prevented him from being a Wyvern Rider at all, but the bond he shared with Altena gave him reason to overcome said fear. Given a reason, determination and a refusal to let his fears control him means that, as far as other parties are concerned, he has no fear and acts like a fearless freelancer, living from one job to the next.

There is certainly a grand deal more going on in his head, or even in his past, but good luck getting him to open up. Equal parts due to concern over prejudice over his Branded state and having learned to hide it, and the fact that he may end up opposed to former employers after a job was finished, means that getting actual truths out of Weiland is not easy. A lack of trust coupled with a necessary level of discretion due to being Branded has spiraled into an outright secretive nature, to a fault. Situations where opening up a bit and asking for help have spiraled into far messier problems due to his refusal to even speak on the job he is doing. Even worse, he'll lie to someone's face if he has to talk about what he is doing, various small talk about one's self, or otherwise avoid giving away anything.

Background:
Originally from the south western regions of Begnion, Weiland knew full well the stigmata his lineage carried with him from an early age, his father having fallen for a Laguz woman, though who she was remained a mystery to Weiland due to her passing in childbirth. True of all Branded, a brand was at the base of his neck, though it remains easily concealed as his father typically ensured his attire had suitable collars to not readily expose the brand. Learning how to use a sword from his father, Jericho Voss, in an effort to ensure Weiland could protect himself from those that would mean him harm should his secret lineage come to light, he would eventually employ this tendency to use Blades, much like his father does, in mercenary work. So he would depart from home, heading further into Begnion to find work selling his sword, rather than enlist in the army and risk inspection revealing his brand and forcing him to flee his home nation.

Weiland would find success, mostly in protecting traders and nobles from bandits, and even the odd job hunting down bandits to break up bands of them, though word reached him of a rather lucrative offer to deal with a wyvern riding bandit lord near the border of Daein. He found the, to his surprise, woman offering the contract and she directed him to deal with the man however he saw fit. Heading into the hills, he would end up ambushing the bandit and a few of his cohorts, though he nearly lost his life facing down an enraged wyvern rider with nothing but his iron blade. The incident cost him an eye, though in inflicting the loss, the bandit had left himself open to be pulled down from the wyvern, who retreated from the two once freed. Without the Wyvern, the bandit was made short work of, and after tending to his injuries, Weiland would return to be paid for his efforts.

To his surprise, the Wyvern followed him, and the woman who hired him informed him that Altena, the wyvern in question, used to serve her now deceased husband. The man had been murdered in his sleep, and the wyvern kidnapped, prompting the rather sudden and generous offer to see things turned to normal. She had not asked that the wyvern be spared, thinking her lost as a war mount to a bandit, and implored that Weiland at least let Altena accompany him, which he begrudgingly agreed to. This would be the start of a rather notable working relationship, Weiland seeming to have a natural talent in dealing with the Wyvern, seeming to communicate on an instinctive level with Altena, and they would continue to wander and sell their services, now as wyvern rider instead of an unmounted mercenary.

After initially agreeing to travel with Altena, when he was around 32 years old, it took him several months to even work up the gall to use her as a mount just for travels sake. After that, and after taking a 'vacation' to the mountains to overcome his fear of heights and to bond with Altena further, he would focus on training and getting himself used to fighting from Wyvern back. This would span several years, and also helped in Altena growing accustomed to a rider that was not a slaver. This period of training would end up extending into a several year span, living off the coin he had made after starting as a mercenary just after his 18th birthday up until he took this several year break to train and grow accustomed to both flying and mounted combat. Shortly after his 36th birthday, he returned to acting as a sellsword, this time as a mounted wyvern rider instead of simply a mercenary, putting into practice the training he had undergone over the several year period.

He continues to write his father routinely, and has successfully kept his Branded status hidden as a sellsword. Coupled with never sticking around for too long after a job, he has a steady supply of coin, though after his father passed on from natural causes, he had a place to call home. Yet just retiring and hiding out on the border of Begnion did not suit him, so he would return whenever he needed to rest, or lay low for a few weeks, before departing once more with Altena ever at his side.

After several close calls near the Daein border, Weiland's nature as a Branded was exposed to a group of vigilantes that tracked down those of impure blood and punished them as they saw fit. Normally, a handful of bandits would not be much of a concern to Weiland, but between the vigilantes being well organized, well equipped, and specifically gunning for him now, he needed to make himself scarce for some time. Rumors were that Hatari was a paradise and safe haven for any and all, Branded included, who could reach it. Pilgrimages were also known to make their way out there, so after giving false indications he was heading for Crimea, he made a hard march towards his home, to stock up on supplies, before starting to look for a proper pilgrimage out towards Hatari. The word left a bad taste in his mouth, but he knew a con when he saw it, so he was confident he could avoid any number of false attempts and find a proper one before his pursuers realized they'd been had and caught up with him.
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Hidden 6 yrs ago Post by Lord of Evil
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Hello, is this open? I've got an idea for a thief I've been wanting to try for a while.
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Hello, is this open? I've got an idea for a thief I've been wanting to try for a while.


We're still pending on characters, so applying is still open.
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Hidden 6 yrs ago 6 yrs ago Post by Dio
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@Product @Eisenhorn

I should have stated it better in the CS code, for the personalities, I want you to describe the traits too, that was a mistake on my part.

ex.
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Hidden 6 yrs ago 6 yrs ago Post by Eisenhorn
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Thanks for the heads up, I'll mention ya when the clarification has been made.

EDIT: Alright, expanded on the traits @Denny.
Hidden 6 yrs ago 6 yrs ago Post by Lord of Evil
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Alright, here we are. The background is still a work in progress but please feel free to tell me if something's wrong with the rest of the sheet.


Garret



Name: Garret Kilroy
Age: 29
Race: Beorc
Gender: M
Affiliated Nation: None
Class: Thief
Inventory: Iron dagger, lockpicking tools.


Personality: Garret is a conscientious man, in a way. When taking on a task it's a toss up on whether or not he'll finish it. Garret faces the reality that there are tasks simply too costly for the benefit they give, but when he stands to gain enough, he'll give everything for it. At times it goes out of the realm of conscientious and turns into plain stubbornness. Garret keeps a certain pride in his work but he's pragmatic enough to see a lost cause.

Complimenting this nature is Garret's cautiousness. He doesn't take big risks and he dislikes big unknowns. He never fights a fight he can't win and tries to keep variables within his reach. He's pragmatic enough to know there's only so much he can do, but he makes the best use of what he has.

What holds Garret back from success is his misanthropy. He's snarky and sarcastic to others and tends to bite back when confronted. His caution, pride and mistrust has made him into a social porcupine, which only compounds the issues he has. Still, he seems to lose his edge when drinking and can be downright amiable when drunk. But that only more plainly reveals the palpable line he draws between him and other people.

Background:
Garret's childhood began with a cabin in the woods, where he and his family lived peacefully. His mother, father, and 2 siblings survived on nature's bounty in one of Crimea's forests. They hunted, gathered and scraped together a life there, and at night they looked at the stars shining above, far away from human hands. Frankly, it was a life Garret hated. His days were spent training with his father, a great ranger. Day in, day out, tracking, shooting and surviving. Despite Garret's apparent lack of interest did nothing to stop his father's perfectionism and he was forced to spend his days locked in an endless cycle of training. His only solace during those days was his mother, a rather kind woman, who would tell him and his siblings stories of the outside world. Young Garret dreamed of that world, despite his parents' warnings. No matter how bad it was, surely it was better than what he had. Soon enough, Garret encountered the outside world in the worst way possible.

Despite their best efforts to be self-sufficient, trips to the local village were a necessity for goods they couldn't procure from nature. When this happened Garret's father went alone while the rest of the family stayed at home. The children were too young, he'd said, and his mother had a strange mark on her arm which apparently prevented her from going. Garret had never understood the significance of that mark until later, though even that wouldn't have prevented what had happened.

Garret's mother had left to pick mushrooms but had been out for too long, so Garret went to look for her. What he found instead was her body, flecked with blood, surrounded by knights in armor. He sat quietly in a bush, watching and waiting, hoping the worst was not true. He burned the appearance of the knights, and particularly what looked to be their leader, in his mind, focusing on their emblems - a stylized dragon, or perhaps a wyvern. When his father came home Garret told him what happened and implored him to take revenge, but his father refused to move. Angry, Garret asked for the reason why. "Political power" was the phrase uttered, but Garret had scarcely registered it before he'd gone out the door. For him this was the straw that broke the camel's back, so he left. He abandoned the bow, swore to estrange himself from his father's teachings, and departed for the wider world.

And thus, in his teenage years, he became a runaway. Just another street urchin running amok in a small town in Crimea, with nothing but the clothes on his back. He was introduced to the wider world quickly when a thief stole what meager gold he had. A prelude for what was to come, though he did not know it yet. He learned his lessons the hard way, building up something one day and losing it the next. Even so, he never forgot his goal. He slowly made his way up, gathering information about what he saw that day. He found out about the nation of Daein, their hatred of the Laguz and what it meant to be branded. Then, in a fateful encounter, he found a name to a face. The troupe of armoured knights passed through the quiet town and he finally learned about his enemy. A troupe of soldiers said to be on a mission to hunt down Laguz, their leader famous in their homeland of Daein.

Thrilled at having his revenge close at hand Garret took this information to the authorities. But they did nothing. To move against the military force of another nation needed more concrete evidence than the statement of a street urchin, and it was clear that the local law enforcement didn't want to deal with it. They told Garret that they would try something, so he waited. But as time wore on he started losing faith in them. And at some point he realised they weren't even trying. Disillusioned with authority, he decided to try other means.

The time came when he decided not to fight against thieves and rogues, but to join them instead. He lent his skills to a bandit group, learning their ways and the ways of the world. He learned of the underground and realised the opportunities it presented for his revenge. The group was disbanded by the local militia soon enough but he had learned all he needed. He became a wandering sellsword known for his accuracy at range, survival skills, and prickliness, as well as his tendency to accept any kind of job that payed well enough. He traveled across Crimea towards Daein, always keeping an ear out for information on his mother's murderers. But he had no way of knowing it would be a longer journey than he thought.

He spent some time in Daein, taking jobs and learning what he could about the armoured troupe, but it was difficult to know exactly what they were doing. They were moving furtively, leaving scant traces. He picked up all he could, piecing together a story. Eventually he verified his information from a trustworthy information dealer. The troupe had been tasked with finding Hatari, the legendary desert city. Garret's stance on the illusive utopia was the same as many others, one of heavy disbelief. Even so, if the troupe was looking for it then so would he. If they were headed to the same place they would cross places eventually. Garret would have his revenge, and he would let nothing stop him.
Hidden 6 yrs ago Post by manapool1
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Alright, I think I'm ready. Gonna make the group mage
Hidden 6 yrs ago Post by Dio
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@Product — Bryce Wulfblod : It's short and sweet, but for the personality, you're missing descriptions. Like I said it was my fault because in the first character sheet I didn't specify it, so apologies from me. If you could fill in a bit more with his heritage too, from when he found out the truth, that would be good, also telling us what Laguz bloodline his brand comes from. One last thing is, you mention he moves from town to town, but what is his reasoning for the pilgrimage?

@Eisenhorn — Weiland Voss : A good character overall, but there is one thing that doesn't equate for me. It is that he is proficient in mounted combat, specifically flying mounted combat, but he's only had Altena for some time, a few years or so as an adult. I can see horseback being an easier skill to acquire, but with flying-mounted combat you have a lot more physics to deal with along with experience and time. I know he is older than what he seems as he is Branded, and Branded folk age slower, so if you could fill that in, I think it should be A-OK. Two final things, the heritage of his brand, which Laguz heritage is it? And why does Weiland want to go on the pilgrimage or what is his role in it?

@Lord of Evil — Garret Kilroy : Every group needs a snarky thief, and it seems Garret will fit the bill. A scout and survivalist it seems, so he would make a good addition to the party. Though, there are a lot of holes in his short backstory. You never mention his mother's murder, just that he's always looking for her killer. Secondly, why does he want to go on the pilgrimage to Hatari? Answer those, we should be okay.
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Hidden 6 yrs ago Post by Eisenhorn
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@Denny The lack of spacing and indication, time wise, of the series of events definitely created some confusion, which is my bad, so I clarified and added some more to his background. He had met and began traveling with Altena, his Wyvern, in his early thirties, and spent time training after that. I added a paragraph covering the fact he took a several year hiatus to, in short, get over his fear of heights, get accustomed to flying and fighting in tandem with his wyvern, and working from there. I also added on some detail into his recent history that explains why he is going on the pilgrimage, but long story short, escaping Daine vigilantes that figured he was a Branded and that he, on his own at least, can't take on.

As for lineage, I actually had not given it much thought, though I am currently leaning towards a Raven lineage. Dragon could be interesting given his status as a wyvern rider, though that would need an explanation as to how his father met a Dragon tribe and why she fell for him. So, really, whichever would work better for the story/reducing headaches on your end works for me.
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Hidden 6 yrs ago Post by Dio
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@Eisenhorn Looks good, thanks for the clarification on learning to fly and his reasoning for the pilgrimage. And yeah, maybe Raven blood would make more sense. Dragon's seem like a bunch of stuck up assholes, so I think it'd be hard to get one to fall in love with, more so even meet one. Accepted, you can move'em over to the Character tab.
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Hidden 6 yrs ago Post by Eisenhorn
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@Denny Posted him over, and Raven blood it shall be then, want that added into the CS as well so it doesn't get forgotten?
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@Denny Posted him over, and Raven blood it shall be then, want that added into the CS as well so it doesn't get forgotten?


Yeah, that'd be best!

edit: can you put it in a hider too? :B
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@Denny Done and done!
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