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  • Old Guild Username: Elendra
  • Joined: 11 yrs ago
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    1. Elendra 11 yrs ago

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Most Recent Posts

Biographical Section

Name: Draza Zorya
Age: 37
Race: Sprite
Sex: Female
Appearance: Standing at a whopping one and (just under) a half feet tall, Draza is petite in most senses, but not all. She’s got a big heart, and a little plumpness from all the party cake she enjoys with others. Her face is freckled and her blue eyes shine with a preternatural joy. She almost has a visible aura of joy and compassion, and her posture when talking to big people screams of spunk. Her hair is blond, and usually braided in an almost formal manner, due to years serving as a courtier and then as nearly a full diplomat in her own right making it a habit by now.

She’s usually dressed in very utilitarian dresses, arranging a party involves movement, and she doesn’t want to be too restricted in her movements. But when she’s not set to work in the kitchen or hanging streamers or arranging flowers, her other set of dresses are more elegant, with light and flowing floral designs. Usually she has a purse book of recipes hanging on a strap either over her shoulder, or around her waist, with one of her many lutes always on hand. While dressed more utilitarian, she has a backpack that keeps a variety of long lasting treats. Just because she has to go on long treks, doesn’t mean she can’t still make sure those around her eat well and are merry.
Homeland: The Rheinfeld Republic (nerts to that kingdom!)
History:

Motivation: To make the world a better place. To see a smile on everyone’s face.

Traits & Equipment

General Traits
--Acrobatic
--Slippery
--Sharp 2
--Stealthy
--Inspirational Speaker
--Bullshit Detector

Unique Traits
--Too Innocent To Kill; Draza, being so small and adorable and just so... harmless looking, is usually not a top priority for people in combat, if she’s one at all. Those who are more ‘omnicidal’ or ‘indiscriminate’ in whom they want to kill or worse are not so won over, however.
--Soothing Aura 2; There’s just something about Draza, that makes it very difficult to be angry when near her. Aggression and malicious intent simmer down to being bothered, or more prankish than destructive. It’s hard to get riled up around her, but definitely not impossible. Short fuses are just made a hell of a lot longer, and people just assume a bit better about motivations; less likely to be offended as well. Keep calm, and carry on. Specially when she's doing music. UPDATE: Amping this baby up.
--Obfuscating Stupidity; Draza knows that she's not really much of a threat in most eyes already, but she's clever enough to use that to her advantage. She's adept at taking action while appearing to have simply innocently or harmlessly stumbled into her success. Really, it's how she survived this long. She has been with roaming mage hunting Templars in the past, and criminal organizations and such.

Equipment List
A backpack full of toys and goodies.
First aid supplies.
A particularly well made toy of an ogre that she has taken to calling ‘Gahrul’.
An assortment of dresses as appropriate for an assortment of cultures.
A sweet lute

Personal Section

Romance: Romance is fine, just remember she’s, like, tiny. You did read her description, right?
Does the Kouri Plushie exist?: Only if you believe.
An edited in second AND third character waiting for a spot to open! I request Alotha be given primacy to Ynari if possible to make that request. Or, y'know, just withdraw Ynari otherwise :p
Biographical Section


Name: Alotha Quirinus (formerly Alotha Iovina)
Age: 39
Race: “Half”-Elf, “Half”-Human. Really far more confusingly mixed than that.
Sex: Female
Appearance: Standing at 5'8'', she was, in her youth, far more lithe and graceful, with a boyish build and small chest, but after the estrogen of a few kids her hips are wider, her top heavier, and her form far more womanly. She doesn’t have any sort of idealized figure, just a more accented form than before. Her ears are pointed, but only slightly, and her eyes are grey-white. Her hair is kept above her shoulders and is light brown. Marking her body are various scars, from where her arena gear broke, a blade or claw dug in too deep, and her nose is a bit wrong from having been broken too many times. She doesn’t have all of her teeth, missing two on her left side from a particularly powerful right hook she took once.
Homeland: Kingdom of Tuleria (formerly), Kingdom of Renalta (presently)
History: A pretty simple history. As a younger girl she took to disguising herself as a male and fighting in the ring against lizards, monsters, and guys with big weapons. She bound her chest and wore a mask that both served to protect her, intimidate, and conceal. However, despite her good track record, she eventually stopped fighting, and settled down with someone (Marino Quirinus) and had kids. Four of them, Groveren (18 M), Sandisa (12 F), Aracalo (8 M), and Minas (5 M).

However, she was unable to stay the mom for her kids after Marino sustained a severe injury in his line of work at the quarry. In order to sustain her family with the help of her eldest son’s job, Alotha had to go back to the one thing she knew how to do, fight. Returning to the ring as a ‘newcomer’, she quickly established herself as a mama badass. However, with the banishment of the gods, and the establishment of the Kingdom of Renalta and the whole ‘wow that place is cool and better to live in’, the Quirinii moved across the continent to Renalta, with any troubles beaten up and punched out by Alotha as necessary. At least, that’s how she claims it happened, Groveren helped fight things off in a more sensible manner (with weapons), and not all the fights that Alotha sometimes claimed happen did happen.

Motivation: Make the fucking world safe for her goddamn kids.

Traits & Equipment






Equipment List
Magical Cestuses

Combat Mask and Headgear

Various bits of normal adventure gear and other bullshit that everyone who’s not Draza probably has on them. Maps, dungeon delving stuff, basic camping supplies. The works. She got most of it after joining the Blades “I’ll probably need it.”

A homestead in Renalta where her family lives now.

Personal Section


Romance: She’s married. But sure, husband can die or if we want it to be super scandalous, she could just cheat on him. Hope you like kids though; she’s keeping them.
Does the Kouri Plushie exist?: Yes

Signature: Your username here. Elendra
Biographical Section

Name: Ynari el-Haddad, formerly Ynari the Nameless
Age: 56
Race: Desert Dwarf, a race of dwarves that reside on the surface around deserts; true in dwarven blood and biology, they are taller and darker skinned than their subterranean cousins.
Sex: Female
Appearance: Standing at 4’10, with stocky build true to her nature, Ynari is a rather average desert dwarf young woman. Her hair is dark brown, although it tends to darken to black if she spends too much time out of sunlight. It is usually kept short, or up in a braided bun if she permits it to grow long in order to not disturb her craft. There’s very little in the way of frills in her garbs, all harty and pragmatic. Light on the skin to combat the heat of the desert and of the forge and nearly flame retardant as well. She has goggles tinted to let her stare into flames or the sun for long stretches, and rags tied around her arms to wipe sweat from her brow.
Homeland: Originally: The Free Holds / Nomadic; Presently: The Goblin Holds
History:


Motivation: While money certainly plays a part in her motivation, she also doesn’t want hell to spill over. That would suck.

Traits & Equipment

General Traits
--Raw Talent: She didn’t realize this until roughly 20 years ago, but she has true talent with magic.
----Raw Talent 2: Actually it's pretty damn good.
--Apprentice: Forgecraft, essentially specialized alchemy. Used in usually one of four ways, bypassing smelting to make usable metal out of ore, or at a greater cost out of stone (such a process is usually done in the field when lacking proper materials); refining and enhancing both the products and the process, speeding it along and increasing the quality of the end good; undoing the work done on other smithed goods, such as tools, weapons, and armours, by rusting them or causing them to fall apart; lastly, channelling other magics into the work. This last manner is the most difficult to do, and the most draining, unless you work with something particularly susceptible to this portion of the craft. In all cases, however, Forgecraft is easier and faster to do than comparable alchemy due to its specialized nature.
--Wells of Power: It is unknown if she found the Vaulted Reliquary because of her connection to the Wells of Power, or if she got connections to the Wells of Power because she found the Vaulted Reliquary. In either case, she’s connected now.
--Awakened Meditation: It wasn't like she was using a lot of magic to begin with.

Unique Traits
--Forged from Blood: While she keeps the exact manner in which she makes steel in this way a secret, Ynari’s weapons and armours of this make are fairly valuable for both their quality, protective qualities against magic, and the strange organic almost wood-like grain to the metal. She refers to the steel as Blood Steel, and it’s assumed that the Blood Sea is involved in the process by which she makes her products. Things made in this way are easier to imbue with further powers, and can even make mundane persons become proper threats so long as they’re neither too stupid or clumsy.
----Finest Steel: Okay, even if they're stupid and clumsy.
--Rapid Mobilization: Normally the creation and refining of goods by Forgecraft is a slow, timely affair. It produces incredibly high quality goods in due order. However, sometimes you need a bunch of spears to shoot out of the ground right now or a shield right now or to make that bad guy’s armour to rust right now. These acts are either far lesser in quality, or more draining to perform. Or both. Can also be used to rapidly arm a militia at the last minute with weapons and armours, or munitions.
--Custom Fit: A far finer touch than Rapid Mobilization, instead of just jutting shit out from things to the ground or at a target, she can quickly arm someone by making the weapons, armours, and tools conform to the person, making works that are perfect for the user.

Equipment List
--Arun’s Gift: An old smith’s hammer. Written in the handle, worn almost to illegible, is “For my daughter, Y”. The rest is scratched out and can’t be read. Ynari says that the rest was just her name.
--Hammer of the Reliquary: Perhaps not that most respectful use of the contents of the tomb; this item was made with those, quality iron, and blood from the Blood Sea. A mighty hammerhead for her own protection, using it instead of Arun’s Gift in combat in those rare times she fights in combat.
--Small Dagger: Sometimes there’s not enough room to swing the hammer, or it’s too noticeable.
--Merchant Robes from the Goblin Holds: Light clothing that minimally impairs movement, meant for merchants of the Goblin Holds. Suitably Arabic in style, and perfect for warm weather.
--Merchant Robes from Tuleria: Not as light as the robes from the Goblin Holds, and a bit more restrictive to wear; these robes do show off a higher status to be worn.
--Expedition Clothes: As light as the Goblin Hold Merchant Robes, but more restrictive in movement, they offer better protection against the elements.
--Finery Clothes: While certainly not as grandiose as as the adornments of true nobility, this dress and garb is flattering to the short frame and curves of Ynari.
--Smithing Gear: An assortment of actual blacksmithing tools, garbs, goggles, and more. Also, an actual anvil, but fuck traveling with that thing in your pack. Shipping it’s a pain, even. Cheaper to just get a new one or pay to use one.
--Map of the Goblin Holds: While the map shows the Goblin Holds and surrounding area, it is littered with notes around the Vaulted Reliquary detailing her searches.
--Maps of the Continent: Not in as great of detail as the Map of the Goblin Holds, Ynari does have maps of the continent and trade routes by which she has earned coin before.
--Smith’s Notes: Her own notes from the Vaulted Reliquary, and from techniques she has tried in both magical and mundane crafting, save Blood Steel.
--Cultured Coins: Money changers may be horrible thieves, but if you are to travel, you are going to need the proper coins more often than not. Ynari has sums of money for a variety of cultures available to her from her time as a merchant mage.
--Basic Survival Gear and Rations: Because it’d certainly suck to go around without these things, right?
--Trinkets and Relics: While not usually carried on her, Ynari does own sequestered away from the Vaulted Reliquary, things she has pilfered from it for herself for study and eventual use.
--Caravan: Based on wagons from her youth, and armed with a variety of employees who each seek apprenticeship, this is her preferred mode of travel. Beats walking.

Personal Section

Romance: Yes yes yes!
Does the Kouri Plushie exist?: Yes.

Signature: Yes! Er, I mean, Elendra.
Tempest said Look at it more this way.You have done nothing to this NPC to have them act in any particular way to you. You begin to talk to you and they interact well, you have said plenty of reasonable things and they logically have no qualm. It works out... But suddenly have to do a success roll. You fail. Suddenly, everything you did doesn't actually matter. You don't get the information you needed. Because a roll dictated that as opposed to basic interaction skills.

Another situation, a player walks up and starts talking to an NPC trying to get closer to them. They out that they killed the last person who rebuffed their affections. Suddenly, alarm bells are going off in their head. By sheer luck, the player rolls a success. Guess what, the NPC goes completely against character and accepts this and happily deals with the player.These are highly illogical situations that highlight the problems with a roll system for diplomaxy.


I disagree that those are problems with diplomacy being rolled, and more of a problem with how you're doing rolls in general. People shouldn't roll for actions that are too easy to fail, or too hard to succeed. I wouldn't roll strength for someone to pick something up that they shouldn't be able to lift, and I wouldn't have them roll it for something on the other end of the spectrum either.

Regardless, I believe we have a fundamental disagreement on roleplaying. Just because you can't do a character great doesn't mean you shouldn't do that character. If I want to play a doctor I should be able to write the gist of 'they do the doctor thing', and not actually have extensive medical knowledge in order to play it at all. Otherwise you're basically limiting people to 'fantasy versions of yourself who are better at fighting or something' and that's... dumb.
Further, by the same logic, there shouldn't be skills for picking up on lies or the like. Players are already capable of trying to figure out when something another character says is a lie based on their own skills. Further, this also restricts you from making characters that are more intelligent than yourself too.

I heavily disagree with the notion of physical abilities (magic, sword play, w/e) having stats and things tied them while other important things don't.

Just because they may not be rolled as often, doesn't mean they shouldn't still be there as a mechanic.
I feel as if characters are going to have to start younger too, to make sense of them being so much worse at things. Older characters with longer histories but no skills seems... not so good.

Also, I disagree with you on "IRL skills are negligible" with regards to social characters. Even if we have people we know are social IRL, that doesn't mean we can still properly convey it. It doesn't take a mastermind to have a sword swing with a few words in a RP, but if you want all socials based on your ability to RP then some characters are going to be more powerful by virtue of their player just having a better way with words.
Draza 2 will sing and gift give us to victory.
Gerrigen said
I would definitely be interested! I love the amount of work you put into the world, it seems very... Deep.


It's about a day's worth of writing it all up, but it's been an idea I've wanted to do for a while.

As was the other RP I put up that kinda went OOC but then I decided to put it down.

Now, I'll be honest, due to things that have happened off camera (so to speak) I'm not sure I'm going to be running this here and now. I will consider it, specially if those who have expressed interest are still interested, but no promise. Due to another RP that I've wanted to do for even longer (see: years instead of months) maybe starting up, I don't want to start this and then that other thing I want more starting and then I stop this in the process. I'll be playing by touch for a bit and if I legitimately feel I can do three RPs running, and 1 RP in, I'll do it. Else, well, priorities. I can always come back to this idea :3
Whoa, this did suddenly get a lot of interest.

I should subscribe to my own threads so I'm more aware of this while I'm off writing other things.
I'm sorry to inform you all that after some thought, I won't be running this RP at this time.

I apologize for any inconvenience I have caused you because of this decision and taking a while to convey it as well (decided a couple days ago and got distracted).
Tempest said
I have one question after seeing all these CSs.... Where is the mutant serial eye-poker? xD


If truth is the first casualty of war, one of your eyes is the second one.
I wish this got more interest ;_;
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