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[Roleplay -+IN PROGRESS+-] Journey Across Yggdrasil

That Zephyr Guy

crouton.net
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The forests have a weird look to them, it's almost unnatural. Everyone's noticed it, but nobody seems to be talking about it. Hints of worry and confusion are apparent underneath just about anybody's normal expressions, but not a word has been said about it.

This is understandable - after all, the forests are all connected, and if something were to happen to one of them, something would happen to all of them.

You are an inhabitant of Anemoi, deep inside of which is the world tree, Yggdrasil, which is responsible for essentially all life on the planet. Yggdrasil's roots extend upwards into the crust of Anemoi and sprout their own ecosystems, forming forests and providing for all life on the planet. The roots are also what make the the transcontinental landbridges which span the oceans and connect the landmasses together.


b39d9b91cb49c586249b9d5f1380599f.png



If the something were to happen to the forests, if would mean something had happened to Yggdrasil and catastrophe would befall the world. All resources from the forest would be ripped away, the continents would be separated and left to fester, and a sleeping goliath of legend said to be held by the forest's power would reawaken.


Problem is, nobody knows how to get to Yggdrasil, and even then the problem remains a mystery.


You currently reside in, Dranoir, the capital of the western continent, Favonia. What will you do?










Sign-ups:

Keep in mind - this is a fantasy medieval setting. Magic is allowed, but it requires an INT score of at least 7 to perform. We can discuss magic capabilities via PM.

Character name:
Age:
Appearance:
Personality:
Backstory:
Code:
STATS: (30 allotable points. 10 is the maximum for any stat. 1 minimum.)
STR: 
DEX: 
END: 
INT: 
WIS: 
CHA: 
LCK:

What are the stats for? Every character can't do everything. These stats will limit what each character will be able to physically do or not do, and might even permit the character to do things the player might not have known. For example, a character with high intelligence looks through a book. They have a higher chance to retain knowledge from that book, or already have knowledge of a vague piece of information inside of it.

What does each stat do? Let me help explain it with tomatoes.

Strength is how well you can crush a tomato.
Dexterity is how well you can juggle tomatoes.
Endurance is how well you'd handle eating a rotten tomato.
Intelligence is knowing tomatoes are fruits.
Wisdom is knowing not to include tomato in a fruit salad.
Charisma is how well you could sell a tomato-based fruit salad.
Luck is how likely you are to not bite into a tomato with a worm in it.


No god-modding. Characters have limits. Don't try to break them for convenience. You're playing a character, not yourself. Your stats should reflect your character, not your desires.

No meta-gaming. Unless you are granted the power of clairvoyance, then you shouldn't be aware of information not presented to you.

PVP Enabled. Feel free to take try and take each other out. Just don't expect it to go smoothly.

Act in character. If I notice people not acting in character consistently, I'm going to drop their luck stat at very interesting times. Likewise, if people consistently act in character, I will award them influence points. Influence points can be spent in 2 ways: permanently increasing a character's stat once, or gaining insight in some way relevant to the story at that point in time. Stats achieved through influence can break the stat cap.

GG AFK. If you want to leave the RP for any reason. PM me and I'll try to find an interesting way to kill your character. Likewise, you could also RP yourself out. That's up to preference.

No sexual advances. Romantic moments between characters are fine, and normally I'd allow this. But this is a forum with children and I actually expect a few children to sign up for this. So no. Leave that filth on skype where it belongs.

We're all gunna die. Water is wet. Death is a part of the world. If your character finds themselves in a bad situation, don't expect me to bail you out. If you mess up at the wrong time, you're going to die, and there are no revives in this world.

GM in a bottle. Don't be afraid to PM me any questions you might have during the RP. Likewise, I'll be using the PM system to convey information to players that other players shouldn't be aware of.

What was that sound? Parenthesis must be used to denote out of character posts.

Not all are permitted. This isn't a first come first serve RP with automatic acceptance. Please put some work into your characters to ensure a quality roleplaying experience for all parties involved.

Players required to begin: 5/5

Character name: Nthati
Age: 17
Appearance:
female_warrior_fate_by_meganerid.jpg
Personality: Nthati acts very harsh and cold, but under the surface she can be understanding and empathetic; she likes to keep things to herself, but will happily interrogate others; Nthati hates to get close to people, so she uses her seemingly cold personality to push people away.
Backstory: Nthati grew up with her adopted brother on the outskirts of the town / city, never knowing who her parents were. A few months after Nthati turned 14, her brother disappeared. After this, she swore never to get close to anyone again. And so, as soon as anyone tried to get near her, she'd push them away just as fast.
Nthati was never popular, but the new personality she'd adopted made her even less so; she was bullied and teased, but over the years, she'd learnt how to tune them out. Receiving no reaction from the taunts and insults, the children grew born of bullying Nthati, and soon gave up.
Living on her own was difficult, but, like the bullying, she'd learnt how to deal with it.

STATS:
STR: 7
DEX: 3
END: 8
INT: 7
WIS: 3
CHA: 1
LCK: 1

Character name: Durriken Addinell
Age: 24
Appearance: this pretty much



Personality: Durriken is quick to judge, his painful past molding him into an incredibly short fuse capable of detonating at any given time. His inability to hold his tongue proves to be his greatest weakness and although he's got an incredibly big heart for those he loves, it is often overshadowed by the constant push and pull of his outlook towards companionship; eventually everyone will die, and he doesn't want to be around to watch it happen.

other key traits towards personality:
- listens to many, speaks to none.
- sarcastic and witty.
- outspoken and harsh.
- soft and caring towards friends.
- not afraid to be the bad guy.


Backstory:
Born into the lower valleys of Uldaman, Durriken learned at a young age that the world was very unforgiving in terms of survival. Between the hardships his family faced, being poor, having little to no skills in the market, his childhood was filled with stolen books and solitude instead of companions to grow and play with. His favorites were old tattered tomes stolen from drunken mages littering the slums and rich stories filled with history and theories on the creation of Anemoi.

Abandoned in his teen years by deadbeat parents, Durriken found himself dabbling in the realms of dark magic. Always getting into trouble in whatever village he'd found himself wandering into. He was, and maybe still is, notorious for trickster spells placed on merchants and vendors alike, leaving his pocket full and his bags even fuller. Always having to move from village to village, Durriken found himself with many tales to tell and a few too many new spells up the sleeves of his tattered robes.

Durriken's income wan't that grand, being orphaned as a teen he quickly learned that petty stealing and trickery weren't enough to comfortably live off. His interest in magic had always been impeccable, but his teachings were all seldom and he lacked the true guidance needed to become a great and respected mage. In search for someone to lend their wisdom his way, he left the valleys of Uldaman in search of the sacred forest village of Ashenvale. For year's he had searched across great lands, and passed through many cities. He collected worn pages from spell books found in the city of Exodar, the forest known for it's blue hues that illuminate the trees at night. He ventured through broken villages like Ghattrath, and Yalaran, crumbled structures fallen due to disputes between the rich and the poor, unforgettable tales of loss and torture left behind in the books found between rubble of homes and sacred buildings.

Durriken was a wanderer, always hungry for knowledge and wisdom.
The will to grow, as both a mage and a man, was his greatest ambition.
And here he stood, at the steps of a new village, one he had yet to venture to, a village most knew as Darnassus, the city of magic.


STATS
STR: 4
DEX: 4
END: 4
INT: 7
WIS: 4
CHA: 3
LCK: 4

Character name: Freja
Age: 23
Appearance:
Personality: A droll and dry-sensed lady with a lacking sense of excitement. Very tempered and insightful, but isn't particularly physically strong, requiring her to use very small and light tools and objects, but she's incredibly dexterous. Her Gonzalo-like personality makes her fairly charismatic and sweet and has a fondness of children. Has a tendency to fall asleep often and is like a grandmother, despite her young age, attempting to make everyone about calm and such to each other. Though, she cannot help but snort at drama between others.

Backstory: Born into a rich family of nobles and was taught indirectly by her grandfather about storytelling and his charming and sweet ways. Later in her life, she donned a heirloom-al family uniform and travelled around as a nomad, repeating stories that she was repetitively taught by her grandfather to children of villages.
(I'm bad with back-stories, sorry, tell me if you want to make it better or the like.)
STR: 2
DEX: 7
END: 4
INT: 7
WIS: 5
CHA: 4
LCK: 1

Character name: Sarai Caravel

Age: 24

Appearance: Sarai has long, wavy, golden blonde hair that ends at the small of her back with the bangs swept above her left brow and a peach pale skin tone with light freckles about the nose. Rosy cheeks and cosmetics—vibrant pink lipstick that highlights her soft lips and modest eye makeup—complement her face. She has a short stature and body clothed in black, thigh-level cloth shorts and tank-top embroidered with a green snake emblem; she wears an open cloak with golden trim where it would fasten together, silk gloves and heeled boots. Her eyes are a deep, piercing emerald hue.

Personality: Sarai has utmost confidence, if not overconfidence in herself and her abilities, a willingness to learn, and a cautious nature that allows her to work smarter instead of harder. She keeps a pleasant, polite demeanor. Her willingness to cut the rope on baggage allows her to move forward. She will go to great lengths to protect her allies and friends she will stand by. To Sarai, love is sacred. The darker side of this coin can be manipulative and cold, sharp-tongued and sarcastic, sometimes leading her into a conflict of morality and ethics with others. Her jealousy is a force to be reckoned with and can be off-putting. Brash but coy, a small frame but an assertive demeanor, closed off but a hopeless romantic soul, and calculating but kind, Sarai in many ways is a woman aiming to prove herself and touch others positively while battling personal demons and picking herself up from a broken heart.

Backstory:

Sarai Caravel is the successor to a family lineage of magical performers, clowns, jesters, mages and magicians that has long faded from the memory of the denizens of Anemoi. Caravel's Traveling Circus was an alternative home and school for lost or dejected or reluctant magic users with nothing to their name and at one time the Viper Crest of the Caravel family was synonymous with repurposing misfits and wanderers into a entertainer by day, magic mercenary by night enterprise who specialized in good deeds. Not much is known about Sarai's mother, only that she disappeared one night on Sarai's seventh birthday, gone to investigate murmurs of changes in the forest.

Sarai was raised without a mother then on, and time quickly brought her to her sixteenth year, where she became old enough to succeed her mother as leader of the traveling circus. For a time this was enough to quell a rowdy and curious spirit, but without warning, Sarai began to question her father about her mother's disappearance, who reluctantly obliged. Revealing an affair had pushed he and his wife apart, one Svetlana could not forgive, Sarai accused her father of inadvertently sending her mother to her death and abandoned her legacy, choosing to wander in search of purpose.

When Sarai was 19 years old she met someone who changed everything. One night while traveling she grossly overestimated her abilities when beset by bandits and took an arrow to the abdomen. The next morning she woke to a woman's voice. The woman called herself Luna, a magic using assassin who had saved her the night before who was only a few years older. As Luna nursed Sarai back to health they became fast friends and in time something more. Offering guidance, training, and companionship, Luna filled the void in Sarai's heart and Sarai let the past drift by the wayside. Until it came back to haunt her.

For seven months Sarai and Luna had been tracking the notorious thief, Snakeface, a world class mage-killer and purveyor of their magical items. At first, Luna was reluctant to take the rookie Sarai along. While Sarai had a gifted silver tongue and moderate skill in combining magic with diversion, as a fighter and sorcerer she was more bluster than battalion. But one doesn't temper young love with lecture or blade, and kisses convince a tigress. And so they set out northward to the village of Circero, Town of Tricks.

Circero was a scoundrel town, haven for mage guilds and thieves beneath the austere and vibrant showmanship of con artists and aristocrats and fortune tellers, and if anyone could find Snakeface, it was Draven Zeal, master mystic and playboy, a longtime friend of the Caravel Circus during her childhood. While Luna surveyed tavern after tavern, Sarai searched for Draven. Little did Sarai know love seldom dulls it knives.

Sarai did find Draven, but he was beset by a grizzled man in a viper mask. A mask of the Caravel crest. Using magic that was forbidden, Snakeface broke Draven's body with the hellish light of blood ritual and seized a crystal ball. Sarai, battling against a sinking feeling in her stomach and trembling, threatened Snakeface with a dagger set aflame, only to have her childhood come crashing down.

Snakeface was no older man. It was Svetlana, her mother. This, she told Sarai, was the true Caravel purpose. To bolster the underbelly, the downtrodden, to secure dominion over Anemoi with magic and reclaim the empire they deserved. She ranted for a time about how the forest--that opened her eyes. Sarai could not accept this was her mother, and attempted to fight back, silence this madwoman, anything to take back dignity. But Svetlana only laughed. There was no circus or family left to take back. Svetlana saw to that. Enraged, Sarai lashed out with magic. Svetlana tore open her abdomen with a firey burst, casting Sarai through tables and scattering tomes everywhere. Sarai would come back to the forest or perish like the others.

A light shone through the darkness and Luna appeared, sliding a sword through Svetlana's heart. Sarai blacked out. Days later, she reawakened in Luna's arms on horseback. They were going to the nearby city of Dranoir, a place Luna felt Sarai could have a new beginning. She'd need one. Luna was dying. After Svetlana died, she uttered a miasma curse Luna took for Sarai. There was no cure.

They spent another year helping Sarai to recover, train, and be together. On Sarai's 21st birthday her lover that had given her so much passed away. At first Sarai was betrayed by Luna leaving her, refusing even to open the letter her lover left behind. She was angry at the world, but to tackle it, she'd need power and money. Against her better moral judgment, Sarai donned her mother's mantle, convincing herself it was only a temporary evil to kill or be killed, to punish people like her mother and avenge Luna.

When Sarai was 24, she'd made a small name for herself by day to disguise "Snakeface's" movements. Posing as the Lady Macabra, a deceased scholar of magic that Sarai may have... removed, Sarai was able to learn more about magic and myth by pretending to appraise relics for influential people. Forests and trees were always common themes then, and the more she heard, the more wretched and guilty she felt. One night she opened the letter and cried. Luna spoke of a higher calling, that Sarai was no failure and her family history didn't matter. Sarai could change everything.

She knew what she needed to do. She finally saw the forest for the trees. And maybe her mother was right, in a way. But the Caravels could be more than bloodshed and imperial. They could be remembered as truly great. Heroines.

Sarai would investigate this strangeness she'd heard whispers of and reclaim so much more. After all, villains are people that hurt others out of malice. Sarai was noble in her decision to be better than her mother. Sometimes you have to sacrifice yourself and your morals to save others.

Right?

Stats:

STR: 2
DEX: 2
END: 3
INT: 8
WIS: 4
CHA: 6
LCK: 5

Character name: Faron

Age: 21

Appearance: Faron has a moderately short hair length. His hair is jet black. He has light brown eyes and a small-ish mouth. His nose is not very large, and slightly pointy. He has a small build, as he is not the strongest. He bears a white shirt and brown pants. His clothing are worn and slightly ragged. He is of average height, and he is skinny.
Personality: Faron isn't the most likeable of all people. He often makes smart remarks and is not the most charismatic. People often use him due to his higher intelligence, but most of the time, he manages to tell right from wrong, however so he is easily manipulated. You could tell him to run through a field fills with monsters, and there was a smaller chance that he would. He can tell the difference between a friendly or tamed beast and a wild one, but he often believes the person who leads him over his own wisdom. It's not just because he's easy manipulated at times, but he's just trying to be nice. Not as many people like him as the amount of people who say they do, and of course, he’s inclined to believe you. He's quick to trust a person, even if you only met a week ago.

Backstory: Faron did not have a luxurious past. His parents were tireless blacksmiths, working all day at their shop to try and put food on the table. They took trade of scrap iron and food over money, but it was never guaranteed that he would be able to eat a proper meal. He grew skinny and was not able to be strong, so he resorted to other hobbies. He carefully observed everything around him, and managed to gain common knowledge at a young age. As he grew older, he was smart enough to know simple math without having a tutor. He was nobodies pupil, but his own, and he was the pupil to the world around him, because that was how he gained his higher intelligence and somewhat high wisdom. Due to lack of nutrition, he was uncoordinated, weak, and did not have good nutrition. You could probably tell by his past that he was not the luckiest, either. He never was able to contact other people other than his parents that much, and so he didn't really know how to talk to people very well. Because of this, he was not the most charismatic.

STATS: (30 allotable points. 10 is the maximum for any stat. 1 minimum.)
STR: 3
DEX: 3
END: 4
INT: 8
WIS: 6
CHA: 4
LCK: 2
Character name: Tira Liddell
Age: 18
Personality: A pyromaniac, crazy and out of her mind, Tira does not show mercy and is not a morally good person. While most people try to do what is right and be an honorable person, Tira disagrees with that way of life, being selfish and living for her own twisted pleasures and simply to have fun. Tira lives life on the edge, finding excitement in the most dangerous of things. Furthermore, she has a twisted sense of humor and can be seen often speaking to herself as she finds is extremely hard to make friends (not like she wants any anyways). Tira has a love of fire (Buying weapons with fire encryptions) and is completely ruthless and relentless with heavy bludgeoning weapons. However, coming hand in hand with her love of fire, she has an extreme phobia of water. Tira is rude, but bold and can be fun to have around if she isn’t in one of her crazy ‘moods’. Tira is gullible, idiotic and does not have much common sense. Being insane, she also usually intimates people instead of making friends, not that she cares.
Backstory: Tira Liddell was part of an extremely wealthy family, with a caring mother and father as well as several siblings. However, not caring for a high society life, Tira preferred to adventure into the bad groups around the village and took part in several crimes. Despite the scolding from her parents, Tira refused to listen, not wanting to be a ‘lady’. Once Tira was caught ‘experimenting’ on animals in the basement of the mansion, Tira was taken to see a psychiatrist where it was discovered she had a mental disorder that left her with a lack of empathy and in constant need of stimulation. Despite her families best efforts, their patients for Tira was pushed to the limits when she started playing with fire, which resulted in their mansion being burnt to the ground. Furious with their crazy daughter, Tira was disowned at the age of 15 and lived on the streets. Despite the fact most people would see this as a horrendous punishment, Tira relished in the harsh life on the streets, finding this life full of crime and danger to be full of excitement and wonder. Tira never wanted to be a lady, she always wanted to be living life on the edge and be in constant danger as that kept her entertained. Tira quickly worked up her reputation and is now known for being very dangerous and not to be messed with.
STATS: (30 allotable points. 10 is the maximum for any stat. 1 minimum.)
STR: 10
DEX: 5
END: 7
INT: 2
WIS: 2
CHA: 1
LCK: 3
Character name: Faustina Rayne

Age: 19

Appearance: weee

Personality: Faustina is a playful and thoughtful teenager, sometimes going on about such and such trivia due to her high intelligence from reading many books (her favorite books are chemistry and biology books). She definitely loves to joke around; being a "proper lady" doesn't appeal to her at all and it isn't really in her blood to be very serious, although she can be a decent person to talk to when it's time to get down to business. She prefers being alone, but she doesn't mind being in a crowd or having the company of others. Often times she will want to impress other people through card tricks (she always stores a deck of cards in her pockets), where she uses pure luck instead of petty illusions to guess what card the other is holding.

Faustina is generally weak, as she was not built for strength or endurance. She can multi-task, however not to a large extent. She has no idea whatsoever how to yield any weapon but a bow and spear, so for the most of it, Faustina sticks to her knowledge in particular to herbs, wines, and spices. She is quite quick on her feet and when confronted in a physical combat, she does not fight back but instead dodges enemy attacks simply by guessing where these attacks will most likely hit. She uses her luck as her greatest aid in fights, second to which is her knowledge in alchemy (for this, she brings a rather light pot when on adventures).

Backstory: Faustina was born to a peasant family who barely had time, money, and resources to support a child. As such, she was named "Faustina", which meant "fortunate", to signify that hopefully relying on luck would keep her and her parents alive (as they barely had anything) and "Rayne", which meant "blessing from the heavens", to show her parents' wishes that her birth would bring about an abundant amount of rain for their crops to prosper. In a way, Faustina was therefore "a fortunate blessing from the heavens".

However, it was not until a few years later when she had discovered the tremendous amount of fortune god had bestowed on her. When she was toddler, her parents still peasants (but peasants who have met with a good amount of rain yearly for their crops since the birth of their child), Faustina acquired a bad case of viral pneumonia and was bed-ridden for some time, unable to move due to her increasing body heat and constant fatigue. With no money to get a doctor or buy from an apothecary, her parents thought she was a goner, but after several days a miracle had happened: Faustina had been cured of her sickness without any help asides from rest. No one could explain such phenomenon; it was unlike any other disease-related case anyone has heard of. Through hushed voices and gossips, when they would talk about the child who had been cured of this and that horrible disease without anything but rest, there was that one phrase constantly uttered: "She got lucky."

Since then Faustina had become increasingly fortunate, from picking up a handful of pennies on the streets to finding rare herbs and ingredients sold at high prices. As she grew older, when she had leaned about luck-based ways of making money, she would sometimes sneak out from work to join gambles with older men, using her luck to the best of her abilities She would almost always win, earning her large amounts of money. Gamblers then called dubbed her as 'lady luck', saying that it was near impossible for them to beat her, no matter if she were years younger than most of her gambling mates. Travelers who came to town would stop by and play with Faustina, thinking each had a chance at scoring against her, although to end their efforts proved fruitless. Faustina was sometimes thought of to be the Roman Goddess Fortuna, the goddess of luck, in human form.

From luck and intelligence (she also had an affinity to books), she got her family out of peasantry and the manor system. They bought a land for themselves and are now considered very wealthy. Faustina now runs an apothecary shop where she sells the most expensive yet most effective medicines due to the rarity of the herbs and ingredients she could find. Although this is her main source of income, she also has a side job in gambling areas where she is paid a good amount for winning against challengers who try to prove her luck wrong.

As of recently, Faustina is learning more on alchemy, mixing and matching different ingredients to create not just medicine but all sorts of elixirs (i.e. elixirs for stamina, strength, magika, etc. that last a certain amount of time); in any case, she has much more to learn about. Her main goal is to use her knowledge to create an elixir of immortality.

STATS:
Code:
STR: 2
DEX: 3
END: 2
INT: 6
WIS: 5
CHA: 2
LCK: 10


This RP has begun but signups are still open. Feel free to submit a signup and join midway.
 
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SPOT. i gotta think a lot though, this sounds so freaking amazing i want to cry.
ok finally starting to edit

_ _ _ _ _ _ _ _ _ _ _ _ ✰

Character name: Durriken Addinell
Age: 24
Appearance: this pretty much



Personality: Durriken is quick to judge, his painful past molding him into an incredibly short fuse capable of detonating at any given time. His inability to hold his tongue proves to be his greatest weakness and although he's got an incredibly big heart for those he loves, it is often overshadowed by the constant push and pull of his outlook towards companionship; eventually everyone will die, and he doesn't want to be around to watch it happen.

other key traits towards personality:
- listens to many, speaks to none.
- sarcastic and witty.
- outspoken and harsh.
- soft and caring towards friends.
- not afraid to be the bad guy.


Backstory:
Born into the lower valleys of Uldaman, Durriken learned at a young age that the world was very unforgiving in terms of survival. Between the hardships his family faced, being poor, having little to no skills in the market, his childhood was filled with stolen books and solitude instead of companions to grow and play with. His favorites were old tattered tomes stolen from drunken mages littering the slums and rich stories filled with history and theories on the creation of Anemoi.

Abandoned in his teen years by deadbeat parents, Durriken found himself dabbling in the realms of dark magic. Always getting into trouble in whatever village he'd found himself wandering into. He was, and maybe still is, notorious for trickster spells placed on merchants and vendors alike, leaving his pocket full and his bags even fuller. Always having to move from village to village, Durriken found himself with many tales to tell and a few too many new spells up the sleeves of his tattered robes.

Durriken's income wan't that grand, being orphaned as a teen he quickly learned that petty stealing and trickery weren't enough to comfortably live off. His interest in magic had always been impeccable, but his teachings were all seldom and he lacked the true guidance needed to become a great and respected mage. In search for someone to lend their wisdom his way, he left the valleys of Uldaman in search of the sacred forest village of Ashenvale. For year's he had searched across great lands, and passed through many cities. He collected worn pages from spell books found in the city of Exodar, the forest known for it's blue hues that illuminate the trees at night. He ventured through broken villages like Ghattrath, and Yalaran, crumbled structures fallen due to disputes between the rich and the poor, unforgettable tales of loss and torture left behind in the books found between rubble of homes and sacred buildings.

Durriken was a wanderer, always hungry for knowledge and wisdom.
The will to grow, as both a mage and a man, was his greatest ambition.
And here he stood, at the steps of a new village, one he had yet to venture to, a village most knew as Darnassus, the city of magic.

// zeph if you need more please tell me because this all i've got so far. let me know if you're alright with just this.

STATS
STR: 4
DEX: 3
END: 4
INT: 7
WIS: 5
CHA: 3
LCK: 4

 
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Character name: Sarai Caravel

Age: 24

Appearance: Sarai has long, wavy, golden blonde hair that ends at the small of her back with the bangs swept above her left brow and a peach pale skin tone with light freckles about the nose. Rosy cheeks and cosmetics—vibrant pink lipstick that highlights her soft lips and modest eye makeup—complement her face. She has a short stature and body clothed in black, thigh-level cloth shorts and tank-top embroidered with a green snake emblem; she wears an open cloak with golden trim where it would fasten together, silk gloves and heeled boots. Her eyes are a deep, piercing emerald hue.

Personality: Sarai has utmost confidence, if not overconfidence in herself and her abilities, a willingness to learn, and a cautious nature that allows her to work smarter instead of harder. She keeps a pleasant, polite demeanor. Her willingness to cut the rope on baggage allows her to move forward. She will go to great lengths to protect her allies and friends she will stand by. To Sarai, love is sacred. The darker side of this coin can be manipulative and cold, sharp-tongued and sarcastic, sometimes leading her into a conflict of morality and ethics with others. Her jealousy is a force to be reckoned with and can be off-putting. Brash but coy, a small frame but an assertive demeanor, closed off but a hopeless romantic soul, and calculating but kind, Sarai in many ways is a woman aiming to prove herself and touch others positively while battling personal demons and picking herself up from a broken heart.

Backstory:

Sarai Caravel is the successor to a family lineage of magical performers, clowns, jesters, mages and magicians that has long faded from the memory of the denizens of Anemoi. Caravel's Traveling Circus was an alternative home and school for lost or dejected or reluctant magic users with nothing to their name and at one time the Viper Crest of the Caravel family was synonymous with repurposing misfits and wanderers into a entertainer by day, magic mercenary by night enterprise who specialized in good deeds. Not much is known about Sarai's mother, only that she disappeared one night on Sarai's seventh birthday, gone to investigate murmurs of changes in the forest.

Sarai was raised without a mother then on, and time quickly brought her to her sixteenth year, where she became old enough to succeed her mother as leader of the traveling circus. For a time this was enough to quell a rowdy and curious spirit, but without warning, Sarai began to question her father about her mother's disappearance, who reluctantly obliged. Revealing an affair had pushed he and his wife apart, one Svetlana could not forgive, Sarai accused her father of inadvertently sending her mother to her death and abandoned her legacy, choosing to wander in search of purpose.

When Sarai was 19 years old she met someone who changed everything. One night while traveling she grossly overestimated her abilities when beset by bandits and took an arrow to the abdomen. The next morning she woke to a woman's voice. The woman called herself Luna, a magic using assassin who had saved her the night before who was only a few years older. As Luna nursed Sarai back to health they became fast friends and in time something more. Offering guidance, training, and companionship, Luna filled the void in Sarai's heart and Sarai let the past drift by the wayside. Until it came back to haunt her.

For seven months Sarai and Luna had been tracking the notorious thief, Snakeface, a world class mage-killer and purveyor of their magical items. At first, Luna was reluctant to take the rookie Sarai along. While Sarai had a gifted silver tongue and moderate skill in combining magic with diversion, as a fighter and sorcerer she was more bluster than battalion. But one doesn't temper young love with lecture or blade, and kisses convince a tigress. And so they set out northward to the village of Circero, Town of Tricks.

Circero was a scoundrel town, haven for mage guilds and thieves beneath the austere and vibrant showmanship of con artists and aristocrats and fortune tellers, and if anyone could find Snakeface, it was Draven Zeal, master mystic and playboy, a longtime friend of the Caravel Circus during her childhood. While Luna surveyed tavern after tavern, Sarai searched for Draven. Little did Sarai know love seldom dulls it knives.

Sarai did find Draven, but he was beset by a grizzled man in a viper mask. A mask of the Caravel crest. Using magic that was forbidden, Snakeface broke Draven's body with the hellish light of blood ritual and seized a crystal ball. Sarai, battling against a sinking feeling in her stomach and trembling, threatened Snakeface with a dagger set aflame, only to have her childhood come crashing down.

Snakeface was no older man. It was Svetlana, her mother. This, she told Sarai, was the true Caravel purpose. To bolster the underbelly, the downtrodden, to secure dominion over Anemoi with magic and reclaim the empire they deserved. She ranted for a time about how the forest--that opened her eyes. Sarai could not accept this was her mother, and attempted to fight back, silence this madwoman, anything to take back dignity. But Svetlana only laughed. There was no circus or family left to take back. Svetlana saw to that. Enraged, Sarai lashed out with magic. Svetlana tore open her abdomen with a firey burst, casting Sarai through tables and scattering tomes everywhere. Sarai would come back to the forest or perish like the others.

A light shone through the darkness and Luna appeared, sliding a sword through Svetlana's heart. Sarai blacked out. Days later, she reawakened in Luna's arms on horseback. They were going to the nearby city of Dranoir, a place Luna felt Sarai could have a new beginning. She'd need one. Luna was dying. After Svetlana died, she uttered a miasma curse Luna took for Sarai. There was no cure.

They spent another year helping Sarai to recover, train, and be together. On Sarai's 21st birthday her lover that had given her so much passed away. At first Sarai was betrayed by Luna leaving her, refusing even to open the letter her lover left behind. She was angry at the world, but to tackle it, she'd need power and money. Against her better moral judgment, Sarai donned her mother's mantle, convincing herself it was only a temporary evil to kill or be killed, to punish people like her mother and avenge Luna.

When Sarai was 24, she'd made a small name for herself by day to disguise "Snakeface's" movements. Posing as the Lady Macabra, a deceased scholar of magic that Sarai may have... removed, Sarai was able to learn more about magic and myth by pretending to appraise relics for influential people. Forests and trees were always common themes then, and the more she heard, the more wretched and guilty she felt. One night she opened the letter and cried. Luna spoke of a higher calling, that Sarai was no failure and her family history didn't matter. Sarai could change everything.

She knew what she needed to do. She finally saw the forest for the trees. And maybe her mother was right, in a way. But the Caravels could be more than bloodshed and imperial. They could be remembered as truly great. Heroines.

Sarai would investigate this strangeness she'd heard whispers of and reclaim so much more. After all, villains are people that hurt others out of malice. Sarai was noble in her decision to be better than her mother. Sometimes you have to sacrifice yourself and your morals to save others.

Right?

Stats:

STR: 2
DEX: 2
END: 3
INT: 8
WIS: 4
CHA: 6
LCK: 5

 
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Omg sounds awesome

I ain't the best writer / RPer but I hope that's alright lmao


Character name: Nthati
Age: 17
Appearance:
female_warrior_fate_by_meganerid.jpg
Personality: Nthati acts very harsh and cold, but under the surface she can be understanding and empathetic; she likes to keep things to herself, but will happily interrogate others; Nthati hates to get close to people, so she uses her seemingly cold personality to push people away.
Backstory: Nthati grew up with her adopted brother on the outskirts of the town / city, never knowing who her parents were. A few months after Nthati turned 14, her brother disappeared. After this, she swore never to get close to anyone again. And so, as soon as anyone tried to get near her, she'd push them away just as fast.
Nthati was never popular, but the new personality she'd adopted made her even less so; she was bullied and teased, but over the years, she'd learnt how to tune them out. Receiving no reaction from the taunts and insults, the children grew born of bullying Nthati, and soon gave up.
Living on her own was difficult, but, like the bullying, she'd learnt how to deal with it.

STATS:
STR: 7
DEX: 3
END: 8
INT: 7
WIS: 3
CHA: 1
LCK: 1
 
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Until when are sign-ups? :D I'm very interested but I don't have a lot of time today to formulate a character :c
 
Until when are sign-ups? :D I'm very interested but I don't have a lot of time today to formulate a character :c

Sign-ups will continue even after the story begins. If you're really interested I can find way to slip you into the story, so take your time if its needed c:
 
ZEPH IDK WHAT TO BUT FOR THE BACKSTORY UGHGHGHHGH ;-;

Something I like to do with backstories is integrate a character's abilities/appearance with what happened to them in the past. It usually makes it fairly simple to think of something to attach the character to.

For example, a character has absurdly high DEX. Why would that be? They used to be in a circus. This also makes them very CHArismatic as they had to draw a crowd, but it left them very unknowledgable about the world, thus they have a low INT and moderately low WIS.
 
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Character name: Freja
Age: 23
Appearance:
Cirian.jpg
Personality: A droll and dry-sensed lady with a lacking sense of excitement. Very tempered and insightful, but isn't particularly physically strong, requiring her to use very small and light tools and objects, but she's incredibly dexterous. Her Gonzalo-like personality makes her fairly charismatic and sweet and has a fondness of children. Has a tendency to fall asleep often and is like a grandmother, despite her young age, attempting to make everyone about calm and such to each other. Though, she cannot help but snort at drama between others.

Backstory: Born into a rich family of nobles and was taught indirectly by her grandfather about storytelling and his charming and sweet ways. Later in her life, she donned a heirloom-al family uniform and travelled around as a nomad, repeating stories that she was repetitively taught by her grandfather to children of villages.
(I'm bad with back-stories, sorry, tell me if you want to make it better or the like.)
STR: 2
DEX: 7
END: 4
INT: 7
WIS: 5
CHA: 4
LCK: 1
 
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okay edited my character profile, let me know if any of it isn't acceptable.
 
Sign-ups will continue even after the story begins. If you're really interested I can find way to slip you into the story, so take your time if its needed c:

Hooray! Can't wait to get my hands free from work so I can enjoy RP-ing again ; u;
 
Oh so does this work like D&D? If so I'm super up for this since I love playing D&D.

Can I reserve?

It's going to play fairly similarly to D&D, yeah. The stat system is essentially just a very boiled down version of the system 5e uses. I don't know how reserves would work in this, but the first 5 to get accepted characters is when we'd be starting.

Everyone else can join late though so it's not like you'd be missing much, if anything at all since it'd take me a day or two to formulate the beginning.
 
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