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Hidden 9 yrs ago 9 yrs ago Post by Mokley
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Mokley aka windyfiend

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Three hundred years ago, your grandmother said, the last kings and castles fell to the Ruse.

Nobody paid mind to them at first. They were strange, and hollow, and not quite right. They came in every shape and size -- a Ruse could be tiny as a firefly or big as a mountain -- but you could always tell them by the empty of their eyes. They were harmless, funny, creepy things that should have been left to themselves.

And then the kingdoms collapsed. Kings went mad, crops failed, floods washed away whole towns, and the emperor vanished. Wars wiped out what was left. You'll hear people tell you that the Ruse are not to blame, that people are just corrupt and destructive on their own, and that's why we live now the way we do. Those people have never seen them. I pray you never will.

Premise
Your character has grown up in a world dominated by nature, where the only memories of countries or kingdoms are in the ruins of crumbling castles and overgrown palaces; the last of civilization fell in the Dark Ages. Only a few very small, very fortified towns survive; the rest of humanity lives a nomadic life following game, herding livestock or trading with passing tribes.

Death and natural disasters are common: landslides, sinkholes, floods, tornadoes, hurricanes, ice storms, strange illnesses and stranger madness are daily struggles. The weather can be freakish, and the woods have a tendency to keep whoever walks into them. According to the writings of the old kingdoms, things weren't always this way. But it's all your character has ever known.

Different tribes may have different names and origins for the Ruse, but everyone knows of them. Many tribes worship them or try to appease them with offerings or rituals. Many others believe the Ruse died long ago, and their absence is what caused nature and civilization to fall to chaos. Some scoff and say the Ruse never existed at all, that life has always been this way and the old kings were fools.
Character Sheet
Post your character sheet in the OOC for review and comments. Once it's approved, you'll be instructed to transfer it to the Characters section. You don't necessarily have to answer every single point, but details make GMs happy. Only one character per player, please.
Some Considerations

  • Average, powerless, blank-slate characters are highly encouraged. The underprepared character will meet with stranger situations, learn new skills and magic, and gain curious artifacts and knowledge along the way. Characters should be ripe for learning and development and growth, so that they may discover their true nature as the story goes on.
  • Diversity! The world is at your disposal. Create a character who grew up in the desert, or the arctic, or on top of the mountains, or on the rainy plains, or at sea, or underground. Use different world cultures as a base for your tribe. Geographical location is no object.



Other Articles
Some players may wish to contribute to the worldbuilding effort at large, and that is quite wonderful. Feel free to contribute animals, locations, other tribes, magic systems, maps, etc. as separate posts in the OOC forum for review and comments. Once approved, you'll be instructed to move those articles to the Characters section.
Hidden 9 yrs ago 9 yrs ago Post by Darkraven
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Darkraven Nevermore

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Under Construction :(

Name: Pedre Trinketeer
Alias: Pedre the Trustsome, Pedre the Nightwatcher. (Enemies of his town would tend to call him Pedre the Butcher or Pedre the Watchful if they weren't dead)
Age: 35
Apparent Age: 40 (Responsibility, danger and their accompanying stress has taken its toll.)
Height: 1.85m (Officially one of the taller men around)
Weight: 72kg (Light for his height, but still better fed than others because of his position and contributions)
Eye Color: Grey
Hair Color: Brown with strands of grey (Due to fast aging)
Physical Identifiers: Pedre, like the rest of his kin, kith and town, is a relic from a bygone era. The way he carries himself in a socially cautious manner, the way he handles himself with discipline, and even his (mostly) ancient pattern of clothing and equipment were largely unchanged representations of what used to be.

Despite being a trinketeer, shopkeeper and craftsman on the side, he is a decorated defender of his town, a nightwatcher and townguards who protects the town from the encroaching ravagers of the outside word and the self-defeating elements of internal strife. His armour is decorated as such with emblems denoting his position and achievements. He is the lieutenant of the captain of the townguards, lifeguard (having saved many lives), trusted man and citizen-for-life. He would have been awarded a seat in the town's council, but he rejected it as he felt that he had no talent in managing a town; he felt he belonged in his trade and field.
Appearance: Tanned with hardwork in his shop's yard and in the field, scarred from his battles to keep out the forces of nature and wrinkled and greying from the toll it took from him, he used to look like an unremarkable citizen of his town in his younger years. Relatives who had not come to visit for many years would not have recognised him. Despite being something of a local hero, he did not have the stature and muscles to match unlike his peers, but he made up for it with a certain presence that transcends such physical considerations.

Equipment/Personal Possessions: Back in town, he has a shophouse and yard to his name, as well as a relatively large store of trinkets and wares of all sorts; tradeable goods. He tend to wear a set of simple vest and pants with an apron for work at the shop, a simple toga when he is out and about in town. He tends to mix and match them with his sandals and boots, whichever is more comfortable for whatever unpredictable weather nature throws at the town. When on duty as a town guardsman and nightwatcher, or when on a foray outside, he would be dressed in starch-hardened shirt and long pants, leather boots, a skull helmet, a leather vest with a layer of chainmail. If he is to embark on an expedition, he tends to carry a bag for necessities with a sleeping bag on top; this pattern for expeditions has been derisively called the 'mule' by tribesmen, who favour lighter gear. He carries a short-shafted pike (comparable to a long spear) and a short sword for backup.
Pets/Companions: Sofre, daughter of Pedre, his daughter, who is 18 and therefore of age for 4 years, has always begged to accompany him on his duties and travels. She worships her father, unlike the son, who is a bit rebellious. As such, she has been volunteering extra duties as a townsguard and nightwatchman, though her choice of weapon differs from her father, as she prefers using the bow and arrow with a short sword for backup.

Tribe/Village: The Town of Bluebanner
Titles/Occupation: Pedre's family trade is as trinketeer, shopkeeper and craftsman. He is the lieutenant of the captain of the townguards, lifeguard (having saved many lives), trusted man and citizen-for-life.
Languages Spoken: Common Tongue, Bluebanner Dialect, Several assorted tribal and town languages for trading.
Languages Written: Only the Common Tongue and Bluebanner Dialect, but only functionally. He has no taste, skill and compulsion to delve in poetry and the arts.

Opinion of the Ruse: He and his town hates the Ruse with a passion, associating them with nature and their current plight.
Opinion of Outsiders: He tends to look down on outsiders, though he tends to keep this to himself as he relies on them for part of his income. Outside, beyond the walls, however, it would be a different story, especially when lives and honour are at stake.

Hopes and Dreams: A better world for his family, one that isn't a reality filled with constant danger and strife.
Likes and Desires: His family is the centre of his life, and his town his allegiance, his extended family. He desires nothing but a wholesome life until the day he dies in bed of old age, though that is actually hard in this world.
Fears and Dislikes: The loss of his family and town, and anyone who threatens them or anything to do with them. Otherwise, he keeps his honour close, and would hate to be considered anything less than a noble man.
Secrets and Regrets: He has killed sometimes without being sure if the deaths he brought actually meant anything. He was part of an expedition to massacre a tribe that threatened the town. Children who were about to come of age and tribespeople just 14 or 15 years old were some of his victims, as they would have been of age or about to be, and therefore are threats. He had lost a child and his first love (before he is married to his wife) to the wild, not to mention some of his old and newer friends.
Personality: He is a family man, who held family and kin as far more important than the individual. Above that, he is loyal to his town and its allies. He takes his honour and reputation seriously, and would try not to stoop low even if forced to.
Religion: He and his family and town swears the Oath of Old; basically to preserve what is human and to bring to present what was past, to beat back the Ruse and the forces of nature that attempts to extinguish them. Ancient kings, queens, princes and princesses form the many deities that they worship.

Relatives: Pedre is a father of 3 children, one deceased, one 18 years of age and another 16 years. He is married to the daughter of a fellow townguardsman who is also a blacksmith. His father-in-law is long dead, however, having succumbed to disease a few years after their marriage. His father-in-law is survived by four children, who were his sibling-in-laws, 2 of whom took over the blacksmithing trade while the others tried farming. Pedre's own parents and his first love had died two decades ago just after he had come of age, which was a source of deep pain for him, balanced only by his meeting his wife and having his children.

He and his younger brother shares the trinketeering trade. As his younger brother wasn't as notable in the townguards, he tended to the business more, and hence became a better trinketeer. His younger brother is married, as almost all people are in Bluebanner, and has sired a nephew and niece to Pedre.
Friends:
Enemies:
Defining Moments: (the highlights of your character's life)
A Typical Day: (describe a typical day in the life of your character)

Tribe/Village Detail: (Describe the environment and the tribe or village as a whole. Keep in mind that Nature throughout the world is hostile: earthquakes, floods, storms, hurricanes, tornadoes, landslides, illness, madness and unexplainable tragedies are common. Wild animals frequently attack humans, as do the trees. People go missing and turn up years later. The weather is rarely predictable, and death rates are generally high.)

Magic: (If the tribe embraces magic, describe the magic system and societal importance.)
Hidden 9 yrs ago Post by Vesuvius00
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Vesuvius00 ~| Guardian of Flame |~ / ~| Superhero |~

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Wow! This looks really cool so far.

Here's a CS, hope you like it. :)

Hidden 9 yrs ago Post by Incanus
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Incanus

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Name: Matin Dripwood
Alias: Mat, Little Fox
Age: 19
Apparent Age: 18
Height: 5' 8"
Weight: 50 kg
Eye Color: Brown
Hair Color: Black
Physical Identifiers: Nothing characteristic unless one considers his smile. Over the years, he has perfected it into an art. He has a repository of smiles: the ingratiating one for the older ones who catch him pawing off a sweetmelon; the innocent smile for his master who catches him napping in the middle of class; the mischievous smile for Uncle Tam when they drink and dance; the flirting smile for
the girls who are either exasperated or enthralled (usually the former).
Appearance: Matin is a thin, bony young man, always looking like he goes to sleep in his day clothes. He has a shaggy shock of
black hair that falls around him in a tangled mess. His face makes him look younger and more innocent than he really is - a feature he
constantly uses to his advantage. He has soft brown eyes that he is constantly ashamed of. He knows he will never be a mighty warrior with
those eyes! He usually stands slouched or leaning against something, and ambles rather than walks, always chewing something.

Equipment/Personal Possessions: There are three things of which Matin can said to be the owner. A wooden flute given to him by his
dear, departed father; an oddly shaped stone with strange markings on it - something he had picked among the ruins; and his trusty catapult
that he made himself.
Pets/Companions: While Matin has no living relatives, he can be often seen hanging out with the eccentric, Tamlin, who he calls 'Uncle Tam'. Known to be an anti-social, Tamlin however has a soft spot for the boy.

Tribe/Village: The Dryad Tribe
Titles/Occupation: Apprentice to the Healer
Languages Spoken: Dryadic, bits of the Common Tongue
Languages Written: Dryadic

Opinion of the Ruse: Fear
Opinion of Outsiders: Matin has rarely met people from other tribes, but he is immensely curious of their ways and tongues. Within
the Dryad tribe, no one speaks of the Outsiders or the Ruse.

Hopes and Dreams: Matin secretly wants to be a great warrior, but he knows that he is too small and weak to be one. He wants to see
big cities and listen to old tales about old things. He wants to meet someone who can tell him where the ruins came from.
Likes and Desires: Matin really enjoys songs and dancing. Very recently, he has discovered the joys of drinking hugi - a liquor
brewed by the Dryads. He loves a good story and a good meal. Also recently, the boy has discovered that he is turning into a man, being
a late bloomer. He is beginning to notice girls and wonders what it would be like to kiss one.
Fears and Dislikes: Matin hates being alone. He fears being made into one of those twisted old Healers like his master Thuril.
Secrets and Regrets: Matin, as a young adult of 19, had many secrets after the way of boys of his age. The time he felt a woman's
breasts accidentally; that time when he stumbled on that big old ruin and found the stone; the time when he killed a squirrel for fun and
wept over it later - they are all secrets he swears to take to the grave. His biggest regret is that once, two years earlier, the Chief's
daughter had confessed her love for him. He had been scared by it back then and backed out. The next month, she was married off to her
uncle's son. While Matin is absolutely scared of marriage, he often feels that he should have said yes to Lena.
Personality: Matin is usually care-free and full of energy, always dreaming up elaborate stories or getting into trouble because
of some antic of his. He firmly believes that he can easily smile his way out of anything. He is quick-witted but is not given to deep
thoughts. He enjoys songs and fun more than a quiet time in the forest.
Religion: Dryadism - a pagan belief in the divinity of the Forest.

Relatives: None
Friends: 'Uncle' Tam (Tamlin)
Enemies: None
Defining Moments: Matin still yearns to relive that one glorious day when, during a hunting trip with Uncle Tam, he had gotten
lost, fallen down a ravine and had stumbled on an ancient ruin. He had never seen stonework like that. Even in its weed-overgrown state, the ruins held him with their craftsmanship from a forgotten time. With fear beating in his heart, he had somehow walked through them, taking in every carving and arch. Finally, he had taken a small stone from one of the ruined courtyards as a proof that it had not been a dream, and wandered back to the village. Uncle Tam had taken one look at the stone and pronounced it to be a lucky charm. Since that day, Mat has never let the stone leave his person.
A Typical Day: Mat is an apprentice to the Healer, so his typical day begins very early, before sunrise. He rises grumbling, and is prodded and pushed through the forest by his Master as they go on their morning herb hunt. His education starts almost immediately and
all through the morning, the pair roam the nearby forest for herbs. By lunchtime, they are back in the village and Matin is taught potion-making and herblore. By sunset, his apprentice duties are done (save those days when night herbs have to be collected) and he heads to Tam's hut. The two sit there and talk and drink and dance till they pass out - an activity that doesn't help the morning after, or his herb-master's mood.

Tribe/Village Detail: The Dryads are a forest-dwelling tribe eking out an existence in the dense rainforest of the south. The large
jungle, they call Drea. Drea is also their prime deity - the goddess of the Forest. Drea and her minions form their pantheon and they live
in fear and awe. The tribe lives by the counsel and power of the Witch-Mothers - three old women who keep the fury of Drea appeased and
protect their dwellings from animals and trees. The Witch-Mothers don't live in the village but live in the deep jungle. Every full moon
day, they come to the village to reweave their protection spells. The Dryads are largely hunter-gatherers, but they also grow vegetables,
mushrooms and some herbs in their village.
Magic: Magic and religion is intertwined in the life of a Dryad. Drea, the Forest Goddess, is their prime deity. She is the
giver and taker of Ka - the life force. Young unmarried women are chosen in their teen to be trained as witches. At any given point of
time, the tribe will have three Witch-Mothers giving counsel to the tribe chief. The magic of the witches comes from the herbs and trees
and mushrooms. Their profound knowledge of all the magical herbs gives them some measure of control over the forest and its beasts. Some
rare Witch-Mothers are born with the ability to sense the weather or talk to beasts. The first full moon day of a year is celebrated as the
Night of Souls. On this day, the Witch-Mothers take the entire tribe through an all-night ritual, culminating in the Dance of the Dead. At
midnight, with the moon at its zenith, the tribe elders and witches come out wearing gruesome masks and chant and sip Ayonil, a magical
draught brewed by the Witch-Mothers that gives the village protection against Ruses.
Hidden 9 yrs ago Post by Mokley
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Mokley aka windyfiend

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Whoa, character sheets already!! You guys are amazing. Ok, I'm gonna go through these, and I'm sorry if the first few sheets are guinea pigs for the CS questions. I already see that I'm gonna have to change some things (but hopefully they're not huge things). No fault of yours, of course, but I hope I don't give you a headache.

@Darkraven
So far so good! As you go along, some notes:

Sofre is a wonderful addition and I wouldn't change it, but just making sure you only plan to play Pedre in the RP. If you're willing to give me control over Sofre, she can be a part of the plot. Or we can come to some arrangement where you can switch between them, or have her join in later. I just have trouble keeping track of two characters. ^^'

@Vesuvius00
Great character! I should've asked for more info about magic from the getgo, though, and I apologize for leaving it so open-ended. I'm going to add the following specifics under Magic:

Focus: (What type of magic does your tribe focus on? No magic system is all-encompassing, and each should have its own single, narrow use. Any spell that falls outside the focus of the magic will require severe effort and an enormous sacrifice, if it is possible at all. Healing, weather-magic, protection, communication, summoning, etc.)

Balance: (For every advantage there is an equal and opposite sacrifice: throughout the world, magic is ruled by balance. In your magic system, what is sacrificed for the sake of spells? Personal health/exhaustion, sacrificial animals, valuable offerings, contracts/promises, meditation, time, etc.)

Process: (How is a spell cast, and how long does it take? Rituals, sigils, chanting, dancing, writing, spoken word, etc.)

In your particular case, if I may make a suggestion, there may be a practical reason each tribe may only have one shaman at a time. What if the shaman draws life energy from everyone in the tribe in order to heal one person? Everyone in the tribe must trust and freely offer their energy to the shaman. They may all dance or chant or participate in the ritual in order to give their energy to the shaman. This also means that while the shaman is alone, or among people who don't trust her, she is extremely weak or powerless. The focus should be solely on healing, with a possible minor application to protection and barriers. I'd have to advise against any spells that don't fall into one of those two categories.

@Incanus
Great character! Your formatting seems to be off, though -- you have line breaks in the middle of sentences, which makes it hard to read.

Uncle Tam seems to be a big part of Matin's life. Just making sure you only plan to play Matin in this story (as I don't do well keeping track of more than one character per player). With your permission he might become a part of the plot, or we can make an arrangement for him to appear later.

Regarding the Drea: It's absolutely cool for the tribe to believe there are gods of the forest, but the reality might be entirely different. Just an FYI things might not always be what they appear.

Your description of the tribe's magic sounds great! I've changed the CS a bit where it concerns magic, but it doesn't affect your CS because Mat doesn't have magic, himself. So you're good.

With those minor points in mind, Matin Dripwood is approved. Please copy his CS to the Characters tab.
1x Thank Thank
Hidden 9 yrs ago Post by Incanus
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Incanus

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@Mokley Thanks. That was some good feedback and some important pointers. With regards to the formatting, I think my different word processors don't work well together. Will watch that in the future.

Yes, I plan to use Uncle Tam sparingly, more as a bouncing board for revealing Mat's character. And yes, I am open to using him later if it turns out that way.

I hear you on the Gods. And yes, it is THIS tribe's interpretation of the strange things around them. They see trees walking and attribute it to Ka, the life force. They see bears rampaging and attribute it to the wrath of Drea. Like most religions, they are but a reflection of the truth, whatever that might be.

I read your update on magic system and yes, mine seems more or less there. As you may have realized, the herb system needs a dedicated mind years of study before it can be exploited properly. Even then, the practitioner is limited by the herbs and potions available. Those are the counterweights for the powers given by the herbs. The powers are usually physiology related - sharper vision, keener mind, agile body, underwater breath etc. And yes, Mat doesn't have magic. But I have a question, or rather a request. The stone that Mat carries - can I attribute magical properties to it? Basically I want the stone to function as a true lucky charm. The holder experiences chance going his way in those rare moments when great things are at stake. The holder is naturally better at games of chance, such as dice or stones. Would this sit well with you, or should the stone receive something in return from Mat as a balance?

Meanwhile, I will format the CS properly and put it up on the Characters section. Thanks.
Hidden 9 yrs ago Post by Mokley
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Mokley aka windyfiend

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@Incanus Great points on the herbalism -- that'd be something to include with the CS for others' use.

As for a lucky charm, you could say that Mat has seemed to have luck in the past as long as he's had it with him, but in the rp I'd rather control its effects as moderator (or at least mention OOC when you plan to invoke its effects IC). I trust you, but it seems like an easy deus ex machina. Also, once again, it may not be what it appears. ;)
Hidden 9 yrs ago Post by Incanus
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@Mokley Yeah, it can quickly become overpowering in inept hands, I agree. I am not sure what backstory you plan to weave for the ruined cities of old and their civlization, so I will withhold any mention of the stone's power or any instance of its effect and safely keep Mat inconsequentially lucky. For now, I will let Mat believe that it is a lucky charm because Uncle Tam said so. Later, when we get down to it, I can bring in the stone.

On a related note, I would like to compose a herblore of the plants found around the Dryads in the forest of Drea. The other players can also use it if they feel like it, and I will give Dryad and common tongue names to the sages and plants I describe. Is that cool? If it is, should I put it up here in the main OOC section?
Hidden 9 yrs ago Post by Mokley
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Mokley aka windyfiend

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@Incanus Your ideas for the stone sound fair to me! Perhaps once the RP starts rolling we'll have a better idea of how best to proceed. It may come up in the plot.

As for an herblore reference, I can't fathom any reason it wouldn't be automatically approved. Unless anyone has objections, just go ahead and post that in the Characters tab, and continuously add to it if you like.

If Mat has any of these herbs or potions on his person at the beginning, just note that in his CS. Otherwise, just go for it and go nuts. :)
Hidden 9 yrs ago Post by Xistina
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Xistina

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Working on my CS I should have it up soon for GM to dissect and approve.
Hidden 9 yrs ago 9 yrs ago Post by Hexaflexagon
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Hexaflexagon

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Well here it is in some shape of working order!


Name: Ila
Alias: Brave One
Age: 25
Apparent Age: 24
Height: 179 cm
Weight: 67.13 kg
Eye Color: Brown
Hair Color: Black
Physical Identifiers: Ila bears a long scar that runs from the left corner of her right eye across the bridge of her nose to the right corner of her left eye caused when she was thrown under in the waves during the big storm.
Appearance: Ila is a woman that has been shaped by her endeavors. Spending most of her days upon the ships hunting and rowing, the body forms around such activities. Strong, lithe muscles make up her foundation being able to provide the tremendous amounts of upper body and hand strength needed to contentiously battle the waves of the sea as well as wrestling the catches into the boat. Her legs are in a similar condition if a little less muscular built for long distance running and a lot of it. Not the biggest person in the world but still strong and with the capacity to go the distance at end. Her black hair is straight and long reaching the small of her back, silhouetting an angular face with prominent strong brown eyes and copper skin.

Equipment/Personal Possessions: Ila posses little in the name of possessions except for her hunting spear, traveling pack, a simple whale charm necklace and his clothes made of animal hide. Her clothes consist of a heavy outer hooded jacket made of animal hide with the fur facing outwards, a second jacket goes beneath this with the fur facing inward and a light shirt underneath that. Beneath this are the pants once again in the same two layer formula extend to about knee length. The boots come next and are considered by most to be the most essential item coming in three layers. The first layer is most comparable to leggings in length with the fur facing inward, next comes the second boot which is used as a protective layer with the fur facing outwards and rising to about knee level, finally comes the final layer conditioning of an overshoe that is traditionally worn in the early and late cold seasons to protect the feet on the edge of the ice. Finally Ila's hands are protected by thick long cuffed mitts to protect from the biting cold.
Pets/Companions:
Nukka: A large dog, she is in similar appearance and make to our own wolves. 150 CM in length and close to 34 kg, she is graceful hunter and traveling companion with a white coat pure as snow. Ila received her at a young age as is tradition for the people of his tribe as the wolves are considered to be divine animals of Lutok. These creatures have similar life spans to their human companions and will generally stay with the same human for life.

Tribe/Village: Iqniq
Titles/Occupation: Hunter
Languages Spoken: Nrupiaq
Languages Written: Nrupiaq

Opinion of the Ruse: Uneasy Acceptance: the people of Iqniq believe that the ruse is just another one of Tieaq's great tricks and so is just a facet of life.
Opinion of Outsiders: Watchful: Strangers and outsiders are uncommon so far north and so any that are seen are treated with watchful gazes by all including Ila.

Hopes and Dreams: To Provided for Her Tribe, To Make It Across the Sea, To Please Lutok
Likes and Desires: Cold, Water, Nukka, The Members of Her Tribe, The Hunt, Quiet
Fears and Dislikes: The Future, The Sound of Cracking Ice, Loud Noises, Storms, Big waves,
Secrets and Regrets: Her failure to save her sister from the big storm, Her desire to explore the world rather than provide for his tribe
Personality: Ila is a person of few outward discrepancies. She is strong in her ideals and convictions, Ila likes to maintain her goals and keep them in sight of her. The northern hunter is often brash and doesn't mice her words speaking in short direct sentences. Capable at operating at peak efficiency favoring snap calls and quick judgments over long well thought out plans and tactics. In regards to people Ila is not the most perceptive and does not understand the finer points of empathetic understanding. Yet she still is able to maintain relations and general stability with her hunting partners. With this brash and cool demeanor, the hunter often comes off as intimidating and as a force to be reckoned with.
Religion: The people of Iqniq and by extension Ila believe in a mixture of animistic and polytheistic beliefs revolving around Lutok and The Great Spirits.

As the legend goes Lutok went on the first great whale hunt, but no oceans had been formed. Lutok was alone in his magnificence. So he cut his arm and the ensuing blood formed the oceans from his own. Next he created all the creatures of the sea from the littlest fish to the biggest whale, but after a time they bored Lutok. So Lutok took a drop of the sea and mixed it with clay and he created people. The people amused Lutok but they were not fish and so they could not stay in the water. So Lutok took the first man he had created and flattened him far and wide with his hands creating the land for the rest to dwell upon. Eventually man become lonely on the ground, so Lutok created all the animals of the land to accompany them the first being his dogs who are still our companions today. All was grand for a time and Lutok fascinated the first peoples with his tales.

Eventually man grew bored of Lutok's stories and wanted to write their own, as punishment Lutok created Tieaq The Mother of Death and the first Great Spirit. Tieaq marked the end of man's immortally and the last of their favor among Lutok. Lutok soon became bored of man as he did the rest of his creations and wanted to create a new world. So Lutok created the rest of the Great Spirits and entrusted them with the world of his creation. Afterwords Lutok ascend to the sky where he set off to create the perfect world, and each star in the sky is one attempt such as ours at this perfect creation. While man felt abandoned by the loss of their storyteller and creator they pressed forward knowing that one day if they could prove themselves amusing and worthy ones more Lutok would come back and take them to his perfect world. And this is why Ila's people live by the sea and why they hunt whales. Hoping to feel the gaze of the storyteller on them once more.


Relatives:
Amaguq:
Ila's father and chief hunter of the tribe. He is a giant of man, being composed of a towering wall of muscle from hunting the largest of animals to bring food back to all that needs it and from wrestling the biggest of monsters. Being the man that taught Ila how to hunt and sail he is one of the most important figures shaping her life.
Akna: Akna is Ila's mother, a kind women whose small stature makes her husband look like even more like a giant. While her father taught her the skills that would provided for herself and tribe, her mother taught him how to provide for the spirit. Teaching her the stories of Lutok and the heroes of the past as well as progressing her emotional development.
Kapniq: Ila's older brother by three years and an accomplished hunter in his own regard. He and his younger sister only have found memories together as they spent most of their youth adventuring and getting into trouble together. He and his wife Lyaiq are expecting a child soon.
Arrluk: Ila's younger brother by two whole minutes. Inseparable in their childhood they found less time was able to be spent together as Ila began to train under her father as a hunter and Sesi began his training under Yuralria to become the next tribe Shaman.
Nini: Ila's youngest sister who died in the big storm. Ila's grip wasn't strong enough and she let her get swept away by the waves. Ila still wears her whale totem necklace as a reminder of her failure.

Friends:
Yuralria: The Current Shaman of the tribe and a close friend of Ila's family. She helps lead the charge acting as a co-leader in part with Amaguq. Time and time again Ila has come to the aging women for advice.
Pakak(Brother) and Katti(sister): Ila's two closest friends and normal hunting partners. This brother and sister pair has known Ila since they were all children and used to play together.

Enemies:
Piktaungitok the Bloodied: Leader of a tribe of northern raiders that sail up and down the cost in their giant longboat looking for tribes to raid. The last encounter with Piktaungitok left the tribe almost destroyed as Amaguq was barely able to beat him back.
Oogrooq: Ila's rival and the local hotshot. Talks of him becoming Amaguq successor are abound as his hunting skills are excellent. Never the less he is a bit arrogant and so is disliked by some.

Defining Moments:
Birth: On the coldest day of the freezing times Ila was born into the world crying, screaming and fighting. Yuralria sensed that the girl had a great and courageous spirit about her and so bestowed upon her the name of Ila, being named after the old mother of wolves who lead the tribe across the ice flows to settle upon their new lands.
Nukka: At the age of three Ila's parents selected a fine canine companion for their young daughter to grow up. An excited young pup that would prove to be a good friend and formidable hunting partner as the years progressed.
First Hunt: When Ila was seven years of age she was taken on her first whale hunt with her father and the rest of the hunters. Her father helped her throw a spear into the side of the great beast and from that moment own Ila was always thrilled by the excitement and danger of the hunt. Putting her down the path to become a great hunter himself one day.
Honor of the Spear: At the age of fourteen Ila passed her coming of age ritual by being sent out alone with Nukka into the snow fields and coming back with the hide of a great beast. The whole affair took two whole weeks and the young hunter almost died several times. In the end the experience proved her own resolve and ability to overcome death and danger to herself. She received her first hunting spear soon afterwards and became a novice hunter working under her father.
The Northern Raiders: When Ila was sixteen, Piktaungitok the Bloodied and his northern raiders first attacked the tribe. This was the first time Ila really experienced death and loss. While more importantly it was the first time Ila killed a man, stabbing one of the raiders through the chest with her hunting spear to defend her twin brother.
The Big Storm: Ila had just turned eighteen when disaster had been brought forth. The big storm is only whispered about in the Iqniq tribe for fear it will come again. It is said that something caused the Spirits much harm and distress, as a result the oceans grew angry. Dark clouds blotted out the sun for a week and huge waves crashed against the shore threatening to wash away all that once was. During the events of this storm Ila and Nini were separated from the rest of the tribe and during the middle of a night a tremendous wave smashed into them knocking Ila unconscious and sending her several kilometers down shore from the village . When she finally did wake up her sister was gone.
Honor of the Hunt: At the age of twenty Ila became a full-fledged hunter leading her first whale hunt exhibition and coming back successful. Marking her full transition into adulthood as a efficient and effective member of her tribe.

A Typical Day:
Ila like all hunters of the tribe wakes up before the rising of the sun. She splits a small breakfast usually consisting of preserved fish or seal with Nukka. After that she commences with the morning rites to the Spirits. After the rites are completed she gets dressed for the day in all her outer clothing and proceeds outside. Usually she ends up meeting Pakak and Katti near the gathering area and than they move to their fishing canoe. They gather up their spears, oars and other supplies that will be needed and then wait for the rest of the hunters. Once all are assembled Ila's father will lead the pack of hunters out into the water. On the days of the whale hunts their are several more rituals and processes that must be followed but on normal days they all just follow out ideally looking for signs of life beneath the cold water and ice. The three take turns paddling as one watches the water spear in hand. When a good spot is found the hunters will generally stay there for most of the day taking as much fish as their canoes can carry. This process continues for most of the day until Amaguq declares the hunt to be over. Once they return back to the tribe they bring their canoes ashore and haul the fish back to be stored away. After this their are the evening rites to the Spirits before preparations for dinner occur. The food is the same as breakfast: fish, seal, whale, the occasional caribou like creature and small persistent winter greens. Dinner is held in the big tent among all the families and where laughter, song and talking commences. Once dinner has finished Yuralria begins to tell some of the tales of the tribe and more importantly some of Lutok's own tales he told the first man. This will go long into the night as the stories are the central piece to the tribes heritage and way of life. After Yuralria is done Ila returns to her tent and depending on the night and how she feels Katti may join her. Before sleep the final rites to Lutok are performed and then the whole process starts over again.

Tribe/Village Detail:
In the eyes of its people Iqniq stands upon the edge of the sea that is endless and among the great flows of ice and fields of snow. In reality on the northern edge of the known world among the broken coasts of the sea the tribe wanders along the stretch of coast. Surrounded on one side by a great sea filled with ice and waves and to the south by endless fields of snow and arctic tundra. The place where Ila's people call home is not one that is friendly to gentle life. Temperatures well below freezing are present almost everyday and the bitter unforgiving north wind whips through the snowy fields and shoreline dwellings. Such conditions prevent a traditional agriculture based society to developed and so the people of Iqniq are hunters and gathers always on the move traveling up and down the northern shoreline following the whale pods while allowing for the fish to regrow and prosper in their absence.

The unforgiving north has its fair share of monsters and creatures that would very much enjoy devouring the little hunters. People are spirited away by large furry creatures looking somewhere between a bear and saber tooth tiger. Bipedal walking furry abominations awake at night and leave giant's footsteps in their wake. The sea is no better as large leviathans sleep beneath the waves, easily being able to devour the entire pack of hunter canoes in one bite if they wanted. Other shark like creatures lay beneath the waves waiting for their chances to rise up and prey against those not looking out carefully enough. As a result the hunters are trained almost as heavily in self-defense as they are in actually hunting and survival tactics as they serve as the first line of defense against any of these immediate threats.

Though the most terrible danger present to the tribe were not beast, nor cold. Rather the thing the people of the Iqniq fear the most is the wrath of the sea. Terrible storms appear without any warning and cause the sea to smash against the shore washing away anything in its path. These torrents of aquatic fury tore up the coast line and threw ice and rock alike ashore with speeds close to ballistic weaponry. With waves as high as 25.6 meters crashing against the shore, the tribe its self is often threatened by such storms even when the tribe started to move further inward. The waves wash away handfuls of people a year never to be seen again as the rushing water drags them out to sea where they would most likely drown to death or be devoured by one of the many creatures that live beneath the waves.

The people that live under these harsh conditions are melded by them as a result. The moderately sized Tribe are all in the similar athletic shape and build to Ila. Most are either hunters or craftsmen staying at home to make new clothes, weapons and items made from the hides and sinew that the hunters had captured. While the tribe has no real enemies, Piktaungitok and his northern raiders do occasionally come down from their ships to besiege them but these attacks are a rare occurrence compared to the natural dangers that the tribe faces. The people are religious folk, superstitious and strongly intertwined in their beliefs to the Spirits and Lutok. As a result the acting shaman and her apprentice are highly revered as their close connection to these godly figures.

Magic: Ila herself does not have any inclination towards the magical arts being primarily a warrior and a hunter. They say that Yuralria can channel miracles with the help of sacrifices and great chants. But Ila knows little of what this actually means and Yuralria herself rarely uses these abilities.
Hidden 9 yrs ago Post by Mokley
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@Hexaflexagon That is an impressive amount of detail! Ila is approved, please go ahead and post her to the Characters tab.

I think I may compile some kind of short guide on the first post over there to note everyone's worldbuilding efforts in their sheets. Hm Hmmm . . .
Hidden 9 yrs ago 9 yrs ago Post by Fairess
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Name: Rosella Burke
Alias: N/A
Age: 25
Apparent Age: 25
Height: 6’1’’
Weight: 160lbs.
Eye Color: Blue
Hair Color: Chestnut
Physical Identifiers: N/A

Appearance: Rosella is barely muscular, her figure built with stubborn fluff that lends her body an hourglass-like shape. It also softens her face, which features a soft, round chin and wide, almond shaped eyes. Her fingers are conversely long and almost spindly, speaking no small amount of grace for handwriting and drawing. Due to her lifestyle, she dons no paint on her face, but she does make use of oils and perfumes to combat the excessive sweat the hot climate wrings out of her.

As far as clothing, Rosella wears light linen blouses with skirts of heavier leathers and cotton. Her hair is long and perpetually braided, and she is known to keep a small knapsack at her side or on her back at all times. She also wears long stockings and knee-high leather boots made to withstand wet and muddy terrain.

Equipment/Personal Possessions:
Knapsack: A plain leather bag with straps that can be worn over the shoulders or across one shoulder. It carries necessities for basic travel, including: vittles, soap, a bag of coins, perfume, an extra change of clothes, a tough woven tarp, and a blanket. Most important of her possessions is her field journal, along with a few quills and two small bottles of ink.

Machete: A curved blade made from iron, about two feet in length. She wears it in a sheathe at her waist, and though she has had no formal training with the blade, it is infinitely useful for cutting away brush, flaying animals, and being the most basic bone of self-defense.

Pets/Companions:
Name: Vixen
Breed: Delian
Age: 5
History: Delian is the name for a strange breed of animal that appeared during the chaos of 300 years ago. As the terrain changed from a deciduous river delta to a mess of jungle, the local deer of the area disappeared, either falling prey to the ferocious predators of the wild or transforming themselves into what would later be called Delian.

Delian retain a very deer-like appearance, but are much larger with thicker legs, long white tails of “horsehair,” and have no antlers. They were largely hunted for food during the retaking of Keithon, but it was later discovered that they could be domesticated. Since that time, they have been bred as labor animals and mounts, though they must undergo intense training to endure the intensity of combat.

Physical Description: Vixen shares all of the features of her race, looking much like a deformed horse. Her legs, however, are quite suited for moving quickly across forest terrain. Her fur is a light brown with white spots along her back, her tail a creamy ivory. Her face and neck has the elongated, graceful form of a deer, and her eyes are black with thin brown irises along their edges.

Temperament: Vixen is a spirited creature and cannot seem to be kept in one place for more than a few hours. She needs at least one good run during the day and pokes around endlessly at humans, usually looking for sugar and other treats.

Tribe/Village: Colchetta
Titles/Occupation: Former Expedition Secretary
Languages Spoken: Common, Cantran, Ancient Cantran
Languages Written: Cantran

Opinion of the Ruse: Utter hatred
Opinion of Outsiders: Survival requires cooperation, and Rosella does have invested interested in the cultures and histories of other tribes, and is thus quite friendly towards most of them.

Hopes and Dreams: Rosella wants to uncover more of Airedale’s history for herself, or honestly any great revelation hidden somewhere in the world. Unlike many of the successful expedition leaders of Colchetta, she has no wish to retire early, wanting to learn as much as she can about the events and people of 300 years ago.

Likes and Desires: Books, tea, leisurely rides, ruins, salted pork, mercenaries, rain
Fears and Dislikes: Wild animals, squash, cold weather, tight or long clothing, grunt work
Secrets and Regrets: Rosella has never been confident in her abilities with leadership and translation; she was made secretary of the expedition only because she was the former secretary’s aide—he was brutally eaten alive during an expedition.

Personality: Rosella is a bold and curious woman, raised in a land where equality between the genders was a norm. She is confident in matters of money and knows enough to be polite around everyone she meets, more often than not keeping irate comments to herself. She's seen a great deal of frightening things but has never been a solider, instead being lead on by unquenchable curiosity. As a daughter, she is loving, as a secretary, she is caring, if a bit overbearing at times, and as a stranger, she is a well-rounded, calm individual eager to learn and please.

Relatives: James Burke (father), Ermine Burke(mother), Jack Burke (younger brother), Ella Burke (grandmother), Ray Burke (uncle), Alexia Burke (aunt), Crystal Burke (cousin), Raven Burke (cousin), Nathan Burke (cousin), Christopher Elam (uncle), Marigola Elam (aunt), Robin Elam (cousin), Alex Elam (cousin), Holly Burke (aunt)

Friends:
Drew Molstoff-Former Expeditionary Leader
Anna Reynold-Expeditionary Cook
Edgar Crumley-Expeditionary Laborer
Collin Jaques-Expeditionary Cartographer
Eloise Bryant-Merchant’s apprenticed daughter

Enemies:
Jennifer Coal-Former rival

Defining Moments:
-Rosella’s parents were relatively wealthy merchants living off a trade route established by their great-great grandmother, and thus she was able to study matters of commerce, history, linguistics, and even drawing while learning the trade of her family. Her particular skill set was such that she apprenticed to the Greenthorne Expedition Guild, a group of professionals formerly associated with discovering the trade route her family had used for generations.

-Rosella was part of the Kimberton Recovery Expedition, a journey meant to take her group approximately 102 miles away from Colchetta to examine the ruins of a lost city. It was both a risky and expensive venture on behalf of the Church of Casper, as fragments of history declared Kimberton a place of sacred significance. Of all 32 people that left for the expedition, only 18 returned. However, it was deemed a success, as the group was able to make extensive maps of both the Ruins of Kimberton and the route they’d taken, as well as bringing back relics from the lost city and a few broken tablets of scripture.

-As secretary to the Kimberton Recovery Expedition, Rosella was given monetary compensation significant enough for her to retire for life. She was the only remaining member who did not actually retire as a result, instead choosing to re-invest her money back into the guild so they could fund an expedition of their own.

Religion: Disciple of Casper
A Typical Day:
Rosella awakes early in the day, prepares herself to go see company, and spends the first hours of the day pouring over old maps and journals. As a potential expedition leader, it is necessary for her to memorize the safer-known routes of the jungle. She then does book-keeping for the guild, managing money for needed repairs, lodgings, food, and additional equipment for guild tasks. Sadly, life in an expeditionary guild comes in bursts and lulls of activity—once a group is hired, it’s endlessly busy as she works with both expedition leaders and clientele, logging all the appropriate needs, expenses, and goals of both parties. During the few lulls when the guild has no or little work, she gives herself over to reading, taking rides across the roads of Colchetta, or socializing with her fellow guild-mates.

Then there are also the days she spends with the expeditionary groups themselves. Those are the most frightening and yet dull days, when the group travels for endless periods of time and also must defend themselves from wild creatures. It is her duty to log as much information as possible—the weather, the terrain, the beasts they encounter and of what intensity, and of course, any actual findings they may come across. She even acts as an aide for the company’s cartographer as they travel. Should the goal, in fact, be to meet another tribe, she plays the part of diplomat along with the company leader, again logging all information discussed and providing any additional information, contracts or copies of information requested.

Tribe/Village Detail: There is waaaaay too much information to fit here, so I put it in some hiders.


Magic: N/A
Hidden 9 yrs ago Post by Awkward Afro
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Hidden 9 yrs ago Post by Mokley
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@Fairess
I admit I had written out a whole list of counter-points and objections and ideas, only to come to the conclusion that there is nothing in this CS or about Colchetta that should change. So, Rosella Burke and Colchetta are approved. Please copy to the Characters tab. :)

There may be plotty things that will surround Colchetta's prosperity, however, and I maintain that there are no other settlements remotely as successful as this one. It's an oasis in a world of chaos.

@Awkward Afro
I know it's a work in progress but I like it so far. I'm curious though, you said the tribespeople are atheists, but Cyrus is a priest in direct communication with celestial gods? And Naveed has no physical form except what is apparent within the orb, correct? I'm curious about the gods and the nature of Naveed, if you care to expand, but it looks good either way. :)
Hidden 9 yrs ago 9 yrs ago Post by Fairess
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I admit I had written out a whole list of counter-points and objections and ideas, only to come to the conclusion that there is nothing in this CS or about Colchetta that should change. So, Rosella Burke and Colchetta are approved. Please copy to the Characters tab. :)

There may be plotty things that will surround Colchetta's prosperity, however, and I maintain that there are no other settlements remotely as successful as this one. It's an oasis in a world of chaos.


Yay! I appreciate your willingness to accept my ideas, truly. I realize I wasn't quite going in the direction the RP was, but I did try to check myself as much as possible. Great light casts the darkest shadows, so I imagine plenty of intrigue and chaos will stem from Colchetta's society as it develops in-game. And don't get me wrong--the death toll is still very high in Colchetta, and they fight every day to maintain their walls. They've just established a center of economy that can support the heavy demand on population. A single imbalance could ruin their prosperity, and they are acutely aware of that (hence so much anti-magic and anti-madness sentiments). Their fate is in your hands!
Hidden 9 yrs ago Post by Awkward Afro
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@Mokley Thank you ^.^ I'll finish up and add more detail on Naveed and the gods asap~ Oh, and I'll add the necessary pictures.
Hidden 9 yrs ago Post by Vesuvius00
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Vesuvius00 ~| Guardian of Flame |~ / ~| Superhero |~

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@Mokley I don't mind being a guinea pig. So, my only problems were with the magic stuff?



Is there anything else that was weird? And did I do ^this^ part right?
Hidden 9 yrs ago Post by Mokley
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@Vesuvius00 Yeah, magic was the only concern. :)

The fact that the magic can do "many different things", to me, means that you're giving yourself a wild card. My interest is in making sure that all the characters don't automatically turn to your character whenever something needs to be done. There have to be situations that she can't help with. There have to be huge limits, and an extremely good reason why she is able to do any one spell. I'm sure you see the issue from a plot point of view.

Again, I will give you a suggestion. Stick with one element. She is a shaman for an island tribe, so water would make sense. Her people will want her to be able to heal their physical and mental ailments, and to ensure they have fresh water to drink, and to ensure their boats aren't capsized, maybe to help the fishermen bring in a bountiful catch. On very, very rare occasions she may be forced to use her ability to cause huge waves to destroy some approaching sea monster, but that should be extremely taxing for her to do. She is not a warrior, she does not use her magic for anything that can be done manually, and she does not attack people.
Hidden 9 yrs ago Post by Vesuvius00
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Vesuvius00 ~| Guardian of Flame |~ / ~| Superhero |~

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@Mokley yea, that was all kind of implied that a person would focus more on one element than any of the others by the whole "get torn apart" thing, although now I think i'l change it so it just is the element of Water.

She can control large amounts of Water, in order to create large waves as you said, or to filter it so it is drinkable. Also she can control the water in a person's body (their blood basically) to help speed the healing process. She is incapable of focusing on a very large amount of water for a long time, even with the help of others, and re-reading that now, I realize that I also forgot to mention that the element must actually be present for it to be controlled. She can't just summon a lake's worth of water in the desert.

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