Players will be able to choose between three races tom play as, which include Humans, Dwarves and Elves. The diferences are very small, as I'd like to keep things simple and straightforwardd.
Humans: Like you and me. Various sizes, colors and buuilds.
Dwarves: Short and stocky, males usually have big beards and the ladies are usually thicc and stacked. Dwarves are stronger and tougher than humans, but tend to be slower and have a harder time learning magic from tomes than the other races.
Elves: Elves look like humans, but with long pointy ears and are typically a bit shorter on average. Elves are faster, more dexterous and agile, and have better natural sense than humans, but are typically less physically strong and less durable.
And that's all she wrote. If you wanna be a dwarf from some undeground mountain keep, go for it. But you could just as well be a dwarf who lived in a surface-city and was a baker. No pre-existing notions of what the races prefer or what their society is like exists, so feel free to come up with your own background and culture if you want, for your character at least.
Humans: Like you and me. Various sizes, colors and buuilds.
Dwarves: Short and stocky, males usually have big beards and the ladies are usually thicc and stacked. Dwarves are stronger and tougher than humans, but tend to be slower and have a harder time learning magic from tomes than the other races.
Elves: Elves look like humans, but with long pointy ears and are typically a bit shorter on average. Elves are faster, more dexterous and agile, and have better natural sense than humans, but are typically less physically strong and less durable.
And that's all she wrote. If you wanna be a dwarf from some undeground mountain keep, go for it. But you could just as well be a dwarf who lived in a surface-city and was a baker. No pre-existing notions of what the races prefer or what their society is like exists, so feel free to come up with your own background and culture if you want, for your character at least.
Magic comes in two forms; Staves/wands and Tomes. The latter is a book, a grimoire of power, that - by reading - your character will learn a spell from, which they can then cast at will. The former, is a magic tool, which has been enchanted to contain a specific spell of a specific strength, but that can be used by anyone without even having any knowledge or skill in magic at at all. Tomes require you to study and practice, while staves/wands give you access to instant, but limited number of uses, magic.
Everything and everyone in the world possess magic energy. Staves/Wands work by drawing in ambient magical energies, converting it automatically into the spell, and then discharging it as the wielder commands. Meanwhile, magic spells learned through tomes require the caster the channel a bit of magic of their own to act as a catalyst, allowing they themselves to draw in ambient magic and then formulating and casting the spell on their own. The process is similar in both cases, but the mehtod is different.
Spells come in five distinct tiers, and each spell requires an individual tome to be learned, or a seperate staff/wand to cast. The tiers are:
- Novice
- Apprentice
- Adept
- Expert
- Master
Naturally, the higher tier a spell is, the more magic it needs to be cast. As well as the more expensive the tome and staff/wand will be. I'd urge players not to start with any spells above 'Apprentice' level though, as I'd like for you all to have something to work towards and not just be able to 'Earth Wall' up entire new houses on Day 1.
there are also six elements in the world, whcih consist of the following:
- Air/Wind
- Earth/Plant
- Fire/Heat
- Water/Ice
- Dark/Shadow
- Light/Holy
the elements all work in a mirror-match scenario. Meaning that each of the opposing elements are both strong against, but also weak to, their respective counterpart. Again, things are kept simple and straightforward.
More details and better explanations will be found in the OOC; if it gets made.
Everything and everyone in the world possess magic energy. Staves/Wands work by drawing in ambient magical energies, converting it automatically into the spell, and then discharging it as the wielder commands. Meanwhile, magic spells learned through tomes require the caster the channel a bit of magic of their own to act as a catalyst, allowing they themselves to draw in ambient magic and then formulating and casting the spell on their own. The process is similar in both cases, but the mehtod is different.
Spells come in five distinct tiers, and each spell requires an individual tome to be learned, or a seperate staff/wand to cast. The tiers are:
- Novice
- Apprentice
- Adept
- Expert
- Master
Naturally, the higher tier a spell is, the more magic it needs to be cast. As well as the more expensive the tome and staff/wand will be. I'd urge players not to start with any spells above 'Apprentice' level though, as I'd like for you all to have something to work towards and not just be able to 'Earth Wall' up entire new houses on Day 1.
there are also six elements in the world, whcih consist of the following:
- Air/Wind
- Earth/Plant
- Fire/Heat
- Water/Ice
- Dark/Shadow
- Light/Holy
the elements all work in a mirror-match scenario. Meaning that each of the opposing elements are both strong against, but also weak to, their respective counterpart. Again, things are kept simple and straightforward.
More details and better explanations will be found in the OOC; if it gets made.
Everything you do in this Roleplay will require stamina. From tearing down the old buildings, sawing new planks, fishing, tilling the soil or just exploring, every sungle thing will drain some of your body's energy. Which means you won't be able to do things like continuous hard labor for an entire day without getting fatigued, or fight endless hordes of monsters on your own without a breather. You can increase your stamina, of course, but there won't be a hard number of stamina-points to keep track of.
Instead, each player is asked to be fair and reasonable with the amount of actions and the intensity of what it is they're doing. I don't want to police everyone, but if I feel that someone is just doing thing after thing adfer thing, with no indication that they're getting worn down, I will step in as GM. So, let's try and be reasonable and not act as if our blood was filled with Red Bull all the time, 'kay? Like, I'm not saying taht your character should start breathing heavily and be exhausted after pushing a wheelbarrow from point A to point B, or that they need to sit down everytime they take a swing with a timber axe. Just keep your character's physique in mind and try to not go overboard wiht their activity, and all's good~
Instead, each player is asked to be fair and reasonable with the amount of actions and the intensity of what it is they're doing. I don't want to police everyone, but if I feel that someone is just doing thing after thing adfer thing, with no indication that they're getting worn down, I will step in as GM. So, let's try and be reasonable and not act as if our blood was filled with Red Bull all the time, 'kay? Like, I'm not saying taht your character should start breathing heavily and be exhausted after pushing a wheelbarrow from point A to point B, or that they need to sit down everytime they take a swing with a timber axe. Just keep your character's physique in mind and try to not go overboard wiht their activity, and all's good~
Name: Include a Family-name if you have one
Age: Try to remember tos tay within the mid-to-late teens, or young adult age-range if possible
Gender: Male or Female
Race: Human, Dwarf or Elf
Personality:
Write a bit about how your character thinks, feels and acts. Their values, ideals, likes and dislikes. Doesn't need to be long, just something to give us a feel for what they're like.
Quirks:
List one or more peculiar traits or habits of your character.
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Brief History:
Write a bit about your character's past. What drove them from their original home, if they had one. Where did they wander? When did they start hearing 'The Calling'? And how did they end up at the ruined hamlet? Again, don't need to go into every little detail and tidbit, unless you want to. Just somehting to give us an idea about their past.
Occupation: Your previous, or currently self-appointed, job.
Social Status: Commoner, Noble, Tribal, Exile... Your rank in society's hierarchy.
Skills:
You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master.
- Fire Magic (Adept): Can wield staves/wands and learn tomes of Adept-level fire magic. Can also cast Fire spells up to Adept-level.
- Fishing (Expert): Is really good at fishing, and can use both poles, nets and crab pots. Knows how to make bait and where and when to fish certain types of aquatic critters.
- Swimming (Apprentice): Knows how to do the breaststroke and can manage to stay afloat in calm lakes and rivers. CAn even swim a bit in the wavy ocean, if the waves are low and far-between.
Equipment:
List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below.
- Copper Shortsword
- Leather Hauberk
- Feathered Cap
- Simple Fishing Pole
- Simple Backpack
Spells:
This is a place to list all the spells your character knows and has learned from Tomes. Spells kept in staves/wands should not be listed here, but in your Equipment section. Remember the include the spell's name, element and tier, along with a brief description as in the example below. If you plan to learn many spells, you may want to make this bit a Hider.
- Flame Arrow, Fire (Apprentice): Conjures a small fire-projectile the size of a regular arrow, but made of pure flame. Can be fired in a straight line at anyone or anything in sight.
- Ignite, Fire (Novice): Creates a small candle-flame just above the caster's fingertip. Useful for lighting a campfire, torches or anything else that needs to be set alight.
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location: Where in, or outsde, the village is your home located.
Type: Is it just a residence? SOme kind of shop? A facility of some kind?
Floors: Is it a single or multi-storey building?
Description:
Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Age: Try to remember tos tay within the mid-to-late teens, or young adult age-range if possible
Gender: Male or Female
Race: Human, Dwarf or Elf
Insert Anime/Manga-style faceclaim picture(s) here. Do not use Real Life, 3D or other styles of artwork.
Height: If possible, provide both imperial and metric measurements. I usually use this site when I need a comparison.
Eye Color: This is for me, because I'm colorblind.
Hair Color: Still colorblind.
Description:
If you want to also describe your character in text, you can do so here. However, this part is optional and can be skipped/removed if you don't want to fill it out
Height: If possible, provide both imperial and metric measurements. I usually use this site when I need a comparison.
Eye Color: This is for me, because I'm colorblind.
Hair Color: Still colorblind.
Description:
If you want to also describe your character in text, you can do so here. However, this part is optional and can be skipped/removed if you don't want to fill it out
Personality:
Write a bit about how your character thinks, feels and acts. Their values, ideals, likes and dislikes. Doesn't need to be long, just something to give us a feel for what they're like.
Quirks:
List one or more peculiar traits or habits of your character.
-
-
-
Brief History:
Write a bit about your character's past. What drove them from their original home, if they had one. Where did they wander? When did they start hearing 'The Calling'? And how did they end up at the ruined hamlet? Again, don't need to go into every little detail and tidbit, unless you want to. Just somehting to give us an idea about their past.
-- Skills/Spells, Stats & Items ---
Occupation: Your previous, or currently self-appointed, job.
Social Status: Commoner, Noble, Tribal, Exile... Your rank in society's hierarchy.
Skills:
You may start with up to 3 skills of your choice. Any more skills will need to be learned. Also include a description of your skill and what it does, like in the example below. You're free to set the skill-level to whatever you want, except for Master.
- Fire Magic (Adept): Can wield staves/wands and learn tomes of Adept-level fire magic. Can also cast Fire spells up to Adept-level.
- Fishing (Expert): Is really good at fishing, and can use both poles, nets and crab pots. Knows how to make bait and where and when to fish certain types of aquatic critters.
- Swimming (Apprentice): Knows how to do the breaststroke and can manage to stay afloat in calm lakes and rivers. CAn even swim a bit in the wavy ocean, if the waves are low and far-between.
Equipment:
List any important items or equipment your character is carrying on their person, with the exception of their clothes. As an example, see the list below.
- Copper Shortsword
- Leather Hauberk
- Feathered Cap
- Simple Fishing Pole
- Simple Backpack
Spells:
This is a place to list all the spells your character knows and has learned from Tomes. Spells kept in staves/wands should not be listed here, but in your Equipment section. Remember the include the spell's name, element and tier, along with a brief description as in the example below. If you plan to learn many spells, you may want to make this bit a Hider.
- Flame Arrow, Fire (Apprentice): Conjures a small fire-projectile the size of a regular arrow, but made of pure flame. Can be fired in a straight line at anyone or anything in sight.
- Ignite, Fire (Novice): Creates a small candle-flame just above the caster's fingertip. Useful for lighting a campfire, torches or anything else that needs to be set alight.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location: Where in, or outsde, the village is your home located.
Type: Is it just a residence? SOme kind of shop? A facility of some kind?
Floors: Is it a single or multi-storey building?
Description:
Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling articularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Name: Fin Runnard
Age: 19
Gender: Male
Race: Human
Description:
This young man puts you in mind of a lost and wandering spirit. He has slitted eyes the color of pine needles. His thick, curly, brown hair is worn in a style that reminds you of a tangled bush. He is short and has a skinny build. His skin is very pallid, like someone who's been sick a long time - or has been kept out of the sun. There are a mass of scars on his back, and he has shackle galls on his wrists and ankles that he tries to hide. What clothes he has are ill-fitting, like they were sewn for someone larger.
Personality:
Fin is well-mannered, although a bit skittish. Likes to drink, to sing and laugh, but rarely talks about himself. His humor can be a bit dark at times.
Quirks:
- Has to sit with his back towards a wall.
- Loves fresh fruit, especially berries.
- Light sleeper.
- When pacing in thought, he walks as if he's inside a small invisible box, like a mime.
Brief History:
It's known that he's from a large family - his father would breed dogs and his mother taught him how to play the lute and to sing. He has a twin sister, who he's not seen in a very long time. Claims he was taken hostage from a caravan and forced to live in a cave while waiting for his family to pay the ransom. Eventually he found a way out. After many days without count, he wandered into the village.
Occupation: Minstrel
Social Status: - Commoner (Well-to-do)
Skills:
- Lock picking (Adept): Can open most locks with ease.
- Musician (Adept): Can sing well, if a bit rough, and can play the lute.
- Brawler (Adept): Can throw and take a punch, making good use of whatever comes to hand.
Equipment:
- Worn Lute inside a simple canvas sack
- Meteoric Iron Dagger with a simple leather sheath
- Simple Flint shards in a simple sueded leather drawstring bag
- Improvised leather Sling
- Worn and patched canvas Satchel
- Improvised Iron Lockpicks
- Worn Vellum Tarot Cards in a worn simple wooden box
- Dark Codex - Copy (Novice)
- Dark Codex - Dark Vision (Novice)
- Dark Codex - Hidden Pocket (Novice)
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location: Where in, or outside, the village is your home located.
Type: Is it just a residence? Some kind of shop? A facility of some kind?
Floors: Is it a single or multi-story building?
Description:
Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.
Age: 19
Gender: Male
Race: Human
looking for suitable manga/anime picture
Height: 5' 2" (157.48 cm)
Eye Color: Green
Hair Color: Brown
Height: 5' 2" (157.48 cm)
Eye Color: Green
Hair Color: Brown
Description:
This young man puts you in mind of a lost and wandering spirit. He has slitted eyes the color of pine needles. His thick, curly, brown hair is worn in a style that reminds you of a tangled bush. He is short and has a skinny build. His skin is very pallid, like someone who's been sick a long time - or has been kept out of the sun. There are a mass of scars on his back, and he has shackle galls on his wrists and ankles that he tries to hide. What clothes he has are ill-fitting, like they were sewn for someone larger.
Personality:
Fin is well-mannered, although a bit skittish. Likes to drink, to sing and laugh, but rarely talks about himself. His humor can be a bit dark at times.
Quirks:
- Has to sit with his back towards a wall.
- Loves fresh fruit, especially berries.
- Light sleeper.
- When pacing in thought, he walks as if he's inside a small invisible box, like a mime.
Brief History:
It's known that he's from a large family - his father would breed dogs and his mother taught him how to play the lute and to sing. He has a twin sister, who he's not seen in a very long time. Claims he was taken hostage from a caravan and forced to live in a cave while waiting for his family to pay the ransom. Eventually he found a way out. After many days without count, he wandered into the village.
-- Skills/Spells, Stats & Items ---
Occupation: Minstrel
Social Status: - Commoner (Well-to-do)
Skills:
- Lock picking (Adept): Can open most locks with ease.
- Musician (Adept): Can sing well, if a bit rough, and can play the lute.
- Brawler (Adept): Can throw and take a punch, making good use of whatever comes to hand.
Equipment:
- Worn Lute inside a simple canvas sack
- Meteoric Iron Dagger with a simple leather sheath
- Simple Flint shards in a simple sueded leather drawstring bag
- Improvised leather Sling
- Worn and patched canvas Satchel
- Improvised Iron Lockpicks
- Worn Vellum Tarot Cards in a worn simple wooden box
- Dark Codex - Copy (Novice)
- Dark Codex - Dark Vision (Novice)
- Dark Codex - Hidden Pocket (Novice)
- Copy, Dark (Novice) - when cast, the user can accurately copy the contents of one tome/codex to another. They still require the usual supplies - a blank volume, ink, quills, pen knife, blotting paper or a sand shaker.
- Dark Vision, Dark (Novice) - allows the caster (and only the caster) to see in total darkness for up to 30 feet (9.14 meters) radius as if the area was being lit up overhead by the full moon for one hour.
- Hidden Pocket, Dark (Novice) - creates a hidden pocket dimension linked to the caster that they can reach into, a cubic foot (28316.8 cm³) in size, capable of holding 62.4 lbs. (28.3 kg). Only one hidden pocket can be cast at a time, remaining until dispelled.
- Dark Vision, Dark (Novice) - allows the caster (and only the caster) to see in total darkness for up to 30 feet (9.14 meters) radius as if the area was being lit up overhead by the full moon for one hour.
- Hidden Pocket, Dark (Novice) - creates a hidden pocket dimension linked to the caster that they can reach into, a cubic foot (28316.8 cm³) in size, capable of holding 62.4 lbs. (28.3 kg). Only one hidden pocket can be cast at a time, remaining until dispelled.
--- My House ---
Until the RP actually starts and you guys get a feel for what the village looks and feels like, please leave this section alone.
Location: Where in, or outside, the village is your home located.
Type: Is it just a residence? Some kind of shop? A facility of some kind?
Floors: Is it a single or multi-story building?
Description:
Here you can describe the out and inside of yoour building, along with any special or notewrothy aspects of it. If you're feeling particularly creative, you could even include a floor-plan for others to look at, if you're into the artsy drawing biz.