Journey to the Spear

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BrattyCommissar

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From the hushed whispers between lovers, to the profane utterances of the wicked, to the evangelizing cries of the impassioned, to the first gasping breath of a child, we all owe our breath to Aura, Our First Lady of Breath. From the Mountain of the Firmament, where the Monolith Spear stretches into the vault of breath, all wind flows. When Aura sighs, all life grows.

The pilgrimage to pay due respect to Aura is long, perilous. In times immemorial the voyage held less danger. Righteousness defended the steps of the path, and sinner and priest alike could walk safe. But the world is not as it was. The dark waters of the mire rise, and kingdoms have sunken beneath their constant swelling. The southern hills have become the southern marshes, and the roads are dangerous where not sunken entirely.

The pilgrimage is not for everyone; is it for you?

Yet in these dark times, the pilgrimage holds more importance than ever. Danger has made the journey harrowing, yes, but cleansing. Absolution sits for all at the peak of the mountain, where the Monolith Spear stands erect. Those who survive the journey and return home are pure, wise, respected, and mighty indeed for their journey, if they survive.

The pilgrimage is not for everyone; is it for you?

You're not really someone special. You live a plain life, one that would not be recorded in any tome. Your work is simple, and the most interesting thing about you are the grand stories you have heard. You're not a mighty warrior. You're not a fabled mage. You're not an important noble. But you're not nobody. You're a person, and you have potential. Unexplored potential.

The pilgrimage is not for everyone; is it for you?
Walk with us, we still have far to go.


  • After you fill out a character sheet, if you are accepted, you will be given two 'traits', a 'flaw', some starting equipment options, and a title. The title won't hold any In Character significance, think of it more as a playful way to refer to your character's class. You are allowed to bring other minor details that I do not include in the stuff I give you. If I give you options or a generic, feel free to specify it as appropriate for your character. You are free to include memento items as well, the equipment you get will be mostly utility items.

    If you have a cool or funny trait name or title or flaw name that's appropriate, feel free to use it as a placeholder. It'll likely be used.

    [b]Name:[/b] (Your name.)
    [b]Age:[/b] (Your age.)
    [b]Sex:[/b] (Your physical sex)
    [b]Appearance:[/b] (Your appearance. Picture, text, some combination, whatever.)
    [b]Motivation:[/b] (Either Religion, Reputation, Revelation, Redemption; explain more of the specifics of your choice)

    [b]Origins:[/b] (Talk a bit about their youth, where they lived, how they lived. Remember, be a bit more low key and mundane.)
    [b]Triumph:[/b] (What moment in their life was their greatest accomplishment? Getting that fletcher's apprenticeship? Acceptance as a squire? Drinking a keg without vomiting? Organizing a great harvest?)
    [b]Tragedy:[/b] (What hardship in your character's life has had the most effect on them? Something they failed to do, or someone failed them, or maybe a death. But, uh, be reasonable.)

    [b]Title:[/b] Entitled
    [b]Traits:[/b]
    [List][*]Trait Name: Description
    [*]Trait Name: Description[/List]
    [b]Flaws:[/b]
    [List][*]Flaw Name: Description[/List]

    [b]Equipment:[/b]
    [List][*]Item: Description
    [*]Item: Description[/List]

    [b]Signature:[/b] (Put your username here to acknowledge that your character will have to deal with the consequences of their actions. If they piss off a group, the group will try to come after them. If they do something dangerous and get injured, they may die. Placing your name here means you preemptively agree that I, the GM, have final say on if your character dies or something. Don't worry, I don't intend on killing your characters or anything. I'd rather they succeed and tell a cool dramatic story of their journey! But... I mean if it happens, it happens. )
  • The mechanics of Journey to the Spear are going to be pretty simple, and come in two main types. Investigation and Traits... and flaws, but they suck.

    • Investigation mingles with your traits but it's still its own thing. This is not just awareness, whether you notice something when it happens, but rather for each round you can take a closer look at things, ask questions, and learn more about your surroundings. You can share that information, or not. However, investigating takes up time, and the more you do it, the less well your character will do with physical actions.
    • Traits come in two types, and represent how your character interacts with the world differently than others on a level that I can implement mechanically. The two types are your character's physical aptitude, and mental aptitude.

      Physical traits will give them bonuses to performing physical actions, things that you can write on your own, really. You write what they try to do, then based on things, you get an outcome. Physical traits also cover skills, such as cooking, fletching, and the like.

      Mental traits will help the player more than the character, giving them more information about things that are going on from noticing things better, noticing them faster, to even hints about things to help you out.
    • Also there are flaws. Flaws are like traits, except instead of helping you, they hurt you. They can be a disability, a maiming, a character flaw, a phobia, or something else entirely. Overcoming flaws is super cool; write it well and you may be rewarded.

    This tab will also hold traits that are given, and give them more information, or clarify things if there were any questions about how they work.
  • This tab will include information on the world, its inhabitants, locations, beliefs, and etc. It will update to keep track of what you have learned, so it'll be a reference document for you. Y'know, so you don't have to worry about doing that yourself or misunderstanding something as you transcribe it to your notes. These will be kept rather brief, don't want to drown you in reading.

    A land known for its sailors, traders, and at one time its rolling hills. With the rise of the mire, it has become the marshes that it is known as now. Its population has been dwindling, as if life there is winding down. Many have moved to other places further from the dark waters.

    While large expanses have been flooded, the hilly region still has plenty of land of more comfortable condition; the hilltops of old still hold fields for farming and grazing, and masonry keeps the water at bay in other areas as well so that even lower lands may remain dry.
    Said to be holy ground to Aura, the place where her winds transcend the celestial vault and arrive in the mortal world. It is located far north of the Southern Marshes. A grand temple has been built there as well, on consecrated ground. It is the final destination of the pilgrimage.
    An ancient goddess, Aura is the source of breath, wind, and air. She is worshipped by the peoples of the southern lands in particular for their reliance on her winds for their way of life.

    Sudden gentle breezes are said to be good omens, being her comforting presence. Sudden chilling breezes that send shivers are said to be bad omens, her trying to warn you of something.
    A long journey to the distant Monolith Spear, usually undertaken for religious reasons. Others sometimes claim they took it to get redemption, or revelation. Others claim that the real reason some take it is for reputation, the least honourable reason.

    The Pilgrimage takes the pilgrims to a variety of locations, the specifics not really known to the public. A guide is necessary to go from point to point properly.
  • Got a question about something? Ask! Through the thread if I pick up questions that would be nice answered right in the front, I'll copy them and their answers here.
    • These characters are both living and (presumably) active.
      • None… yet. Let's change that!
    • These characters are living, but are for one reason or another no longer active. They are kept here in case they become active again before death.
      • None... yet. Let's keep it that way.
    • These characters are dead. Sucks to be them.
      • None... yet. Will you be the first?
[/hr]
 
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Name: Soma Cressen
Age: 19
Sex: Female
Appearance:
P0vWmAU.jpg


Image borrowed from timmi-o-tool on Deviantart. Also thanks @Expllo for linking it to me in the first place.

Motivation: Revelation. Soma seeks a new path in life because although she cannot help pining after her lost love, she knows that it's doing nothing but holding her back. She hopes the guidance of Aura will help her move on... or perhaps lead her to the one she desires if it's meant to be after all. Whichever way it turns out, Soma trusts Aura to reveal the best path for her.

Origins: Soma grew up in an unimportant little town of the Southern Marshes. Her parents, Galen and Vana Cressen, were small time traders of the sort that never really traveled far, just to the surrounding villages and the nearest city every once in a long while. They were very protective of their daughter, so she was not allowed to go with them on these business trips until she was nearing womanhood. Throughout her childhood, Soma was taught all the normal things like morals and how to cook and clean things properly, but she had an additional item on her curriculum that most girls did not: the ways of a trader. She learned how to work with numbers, though not letters since neither of her parents were literate, and she learned all the basics of how to be self-sufficient when traveling abroad alone: how to start a fire, how to find food, how to find clean water, how to scare away predators, and so on. Overall, Soma has had a fairly simple and ordinary life.

Triumph: Shortly after Soma turned 18, she was allowed to take the lead on a trading trip with her father. Unbeknownst to her, her parents made guesses on how much profit she would make, since it would be her first time doing real bartering. She made what she felt was a respectable amount, but it wasn't until they got home that her father revealed that she had in fact doubled their highest guess and matched what they, as highly experienced traders, would expect to get on a bad day, which was still far better than either of them had managed on their first tries. She was, of course, highly pleased by the praise.

Tragedy: When Soma was 15, a young man came to her town and enthralled her with his captivating voice. The man, Corwen, was a traveling bard, and he remained in the region for well over a year, with frequent stops in her town since it was one of the largest in the area. Corwen was a rather experienced man, and he was able to spot the infatuated girl quickly. He sweet talked her into his bed, not that it took much more than a romantic song and an invitation, and made a woman of her. Soma was rather naive and thought this meant that he loved her, that he would marry her and be with her forever, and his frequent returns to the town and further nights spent together seemed to reinforce this.. until he disappeared without a word. She was never able to get over this, couldn't let go of her feelings for him despite pretty much everyone telling her that he was dead or he'd just been using her and had finally abandoned her, either way meaning he would never be back, and thoughts of Corwen have dominated her life ever since.

Title: Entitled
Traits:
  • Lady Survivor: Incredibly practical, you're better suited for basic survival tasks. Any older and you'd be the camp mom.
  • Reading Tells: Part of haggling is reading people so you know how to apply social pressure and get what you want, and you're good at reading people.
Flaws:
  • Lovestruck Pup: Sadly, naivity has pervaded your life ever since it first walked up with a song on his lips. If you don't mindfully prepare yourself before going into a situation with attractive people, you instead are worse at reading them instead of better.

Equipment:
  • Small Knife
  • Large Knife
  • Walking Stick
  • Fire Striker
  • Small Sack of Dry Legumes
  • Small Sack of Barley
  • Shelved Backframe with Sack
  • Length of Rope
  • Iron Pot
  • Large Wooden Spoon
  • Four Wooden Bowls
  • Blanket
  • Three Iron Stakes
  • Wineskin
  • Two Bundles of Dry Timber

Signature: Jorick hereby agrees that all foolishness and failure committed by this character may have consequences up to and including death, and that crying about it won't do anything but make me look like a spoiled child.
 
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CS INCOMING: ETA 3 HOURS.

©vitellan
Name: Olwin Vespres.
Age: Nineteen.
Sex: Male.
Appearance: Lanky guy, not yet fully filled out into maturity—but physically fit, nonetheless. Light blue eyes, straight hair extends barely past shoulders.
Motivation: Redemption, in the name of his betrothed. Devastated by her death, he vowed to take her necklace to the monolith spire.

Origins: Olwin was raised alongside his younger sister, Lyren, in one of the larger villages protected in part from the sinking of the land by the short stone walls surrounding the grounds. His family led a modest living through the tending of livestock, and with little else to do outside chores, he and Lyren grew very close.
Triumph: Though continuing his parent's trade, Olwin's true dream was to be a protector of his village, and for that purpose he trained tirelessly until finally the village counsel granted him the honour of official membership into the town militia. Though they were rarely needed for more than scaring off bandits, instead focusing on their other professions, Olwin was content to simply be recognized as a guardian of the people.
Tragedy: At the age of seventeen, Olwin was betrothed to a young lass named Clara, and the two quickly grew enamoured with one another. In contrast to his sombre and down-to-earth view of the world, she had always been adventurous and spiritual. Alas, but two years in, she was struck with a sickness that would take her life.

Title: Woebegone Warrior
Traits:
  • Herder's Intuition: Watching over livestock has required your senses become more honed to what would threaten your herd. You're better suited for detecting dangerous creatures around you.
  • Militia Training: Your time with the militia has imbued in you the skills to use simple weapons without posing a threat to yourself or allies.
Flaws:
  • Forlorn Love: After the death of your betrothed, a sense of guilt has shrouded you. Surely, you could have helped her. You are subject to melancholic hazes where your senses are dulled as you retreat to your thoughts of your beloved.

Equipment:
  • Spear
  • Bow and Quiver of Arrows
  • Shepherd's Axe
  • Leather Armour
  • Dagger
  • Shelved Backframe with Sack
  • Wineskin
  • Small Sack of Cured Meat

Signature: I, @Holmishire, of sound mind and voluntary disposition, do hereby sign off the fate of my character—given above—unto the discretion of @Elendra as it relates to and limited to the confines of this roleplay until its termination either as a result of plot conclusion or of unnatural death.[/hr]
 
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So before I even go on further, it already reads like your two characters are going to somehow end up together.

Just saying.
 
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Olwin Vespres.
Woebegone Warrior

Traits:
Herder's Intuition: Watching over livestock has required your senses become more honed to what would threaten your herd. You're better suited for detecting dangerous creatures around you.
Militia Training: Your time with the militia has imbued in you the skills to use simple weapons without posing a threat to yourself or allies.

Flaw:
Forlorn Love: After the death of your betrothed, a sense of guilt has shrouded you. Surely, you could have helped her. You are subject to melancholic hazes where your senses are dulled as you retreat to your thoughts of your beloved.

Equipment:
Spear OR Dull Short-sword
Wooden Shield OR Metal Helm OR Bow and Quiver of Arrows
Shepherd's Axe
Leather Armour
Dagger
Shelved Backframe with Sack
Wineskin
Small Sack of Cured Meat
Soma Cressen
Unrequited Lover

Traits:
Lady Survivor: Incredibly practical, you're better suited for basic survival tasks. Any older and you'd be the camp mom.
Reading Tells: Part of haggling is reading people so you know how to apply social pressure and get what you want, and you're good at reading people.

Flaw:
Lovestruck Pup: Sadly, naivity has pervaded your life ever since it first walked up with a song on his lips. If you don't mindfully prepare yourself before going into a situation with attractive people, you instead are worse at reading them instead of better.

Equipment:
Small Knife
Large Knife
Walking Stick
Fire Striker
Small Sack of Dry Legumes
Small Sack of Barley
Shelved Backframe with Sack
Length of Rope
Iron Pot
Large Wooden Spoon
Four Wooden Bowls
Blanket
Three Iron Stakes
Wineskin
Two Bundles of Dry Timber
 
Woebegone Warrior

Traits:
Herder's Intuition: Watching over livestock has required your senses become more honed to what would threaten your herd. You're better suited for detecting dangerous creatures around you.
Militia Training: Your time with the militia has imbued in you the skills to use simple weapons without posing a threat to yourself or allies.

Flaw:
Forlorn Love: After the death of your betrothed, a sense of guilt has shrouded you. Surely, you could have helped her. You are subject to melancholic hazes where your senses are dulled as you retreat to your thoughts of your beloved.
Love the traits, thanks! :D

I'll be taking the spear and the bow with quiver.
 
Name: Yang Katalmach
Age: 21
Sex: Male
Appearance:
latest

Motivation: Redemption. He wants nothing to do with his mother's past, and hopes that making it to the Monolith Spear will be able to save his family from the sins of his father.

Origins: Yang never grew up with a mother. He was told, as a child, that she died giving childbirth to him. It was understandable enough, as Yang was the only son of a marsh farmer. His father was a farmer, as was his father, but Yang's great-grandfather was a mighty warrior. It was said that while he too was but a humble farmer, when "monsters" came and attacked his land and family, it was Yang's great-grandfather who single-handily rebelled the beasts back to the darkness in which they came. At least that's how the story went. This story is the one that Yang's father told him, and an explanation of why they had such a large amount of land.

Yang's family were far from noble, but they owed a vast amount of marsh land for themselves. Perhaps it was simply due to the fact that many would not dare try to live in the area, or maybe the tale Yang was told was true, but either way Yang's family had been taking care of the marsh for generations. They grow deepwater rice and have made a field for sugarcane as well. They have few animals, some chickens and a cow, but for meat they typically hunt snakes or fish. For other greens that forage in the forest near by. It was not always simple of course; farm work was hard work, and as the only son Yang had to help his father take care of their vast lands. His father later remarried to a new woman and bore five children, Yang's younger siblings. He took care of them as their own, and when they were old enough taught them how to handle the fields as well. Yang was barely into his twenties by the time his siblings were old enough to work the fields. It was around the right age where Yang himself would have to decide what to do with his life; to take over the farm after his father, or perhaps try to find a life outside the marshes he lived in.

It was not as though Yang did not have a social life. Though most of his time was occupied taking care of the farm, Yang knew people from a near by village. His father was well respected as one of the more wealthier men of the village, though many questioned why he only had his son help him work the fields instead of hiring some of villagers. Yang never knew the answers either. His time at the village introduced him to strangers from foreign lands, and also introduced him into the village's militia. Bandits and marauders would occasionally take advantage of the village to steal supplies, but the vast lands made it impossible for bandits to reasonably sustain themselves without constantly raiding, and with the Militia their numbers dwindled. Yang himself never really saw much action in the militia, and the only thing he really learned from it was how to use a crossbow, something that his father had already started teaching him when hunting for snakes.

So Yang did not have much knowledge of the outside world. He barely knew how to read and knew enough math not to get scammed by tax collectors, but he desired to see more of the world. He wanted to be a great warrior like his great-grandfather, to defeat monsters and bring prosperity to the land. Idealistic notions to be sure, and Yang saw the error of his ways soon enough.

It was his twentieth birthday when Yang's birth mother arrived. She had not died, as Yang's father had told him. She was actually one of the competing warlord of the lands that Yang's family had the misfortune of attracting. Yang's father lied to him because in truth Yang was a bastard child. He was born during an illicit affair between Yang's Father and Mother, which his father had agreed to do to save himself from being drafted into her army. Yang's Father promised her to raise a son to be a warrior under her name. And Yang's mother came to collect. Yang wanted nothing to do with this however. He wanted to leave the farm, sure, but not to join his mother's army. She cared very little for him however, and threaten to kill his family and raze his lands if he did not come. So Yang struck a deal.

His mother wanted Yang because he was suppose to be a great warrior. Yang himself hardly was a good hunter, but he claimed that if he could make it to the Monolith Spear within a year, his mother was to leave him and his family alone. If he was to lose he could do whatever she wanted with his family, and if Yang came back alive, whatever she wanted from him. It was a lopsided deal and Yang wasn't certain that his mother would accept. But one way or another, perhaps because of ulterior motives, she accepted this. Yang was given one year from that day forth to make the trip to the Monolith Spear, and return within the same year. If he could show proof that he completed this pilgrimage, Yang and his family would no longer have to deal with Yang's mother. So that night, Yang packed up what little he could carry, and set out on this adventure.

Triumph:Not a single event, but one that Yang had done year after year even after his siblings were born: He alone took care for and protected his vast (500 Acre) lands of marsh, typically without his father's help even. It may take him a weeks, but he alone would tend the crops, protect them from weather or beasts, harvest them when the seasons came, and even haul their crops to the village on his own back, as the marsh was not kind to wagons. He did this ever since he was seven years old, and continued to do so up until he had to leave to the Monolith Spear.

Tragedy: Yang actually had six step siblings, but the eldest of them was lost in the marsh, and when they found her she was eaten by snakes. Yang felt immense burden for her death as he was suppose to be watching over her, making sure that she stayed with Yang until she was strong enough to work on her own.

Meagre Hunter

Traits:
Crossbow Training: While such a tool doesn't need as much training to be useful as a standard bow and arrow, you've taken enough training to get a pretty accurate shot; accurate enough to hit snakes.
Hunter's Eye: When you seek your game, you're better at finding it.

Flaw:
Protective Guilt: Due to mistakes of your past, you've a problem with girls in danger. Namely, that takes up more of your attention than it aught, even if the danger isn't there. Perhaps worst, is when the danger is behind you, not the girl.

Equipment:
Crossbow and Quiver of Bolts
Walking Stick
Sack of Rice
Shelved Backframe with Sack
Small Knife
Large Stone Bowl
Fire Striker
Wineskin
Thick Boots
Conical Hat

Signature: I, Lucius Cypher, henceforth accept the fate that he will be given for his actions and/or the actions of others, for good or ill, in sickness or death, in this life and the next. I accept all responsibilities of my station and the decision placed upon me by @Elendra and those she chooses as my arbiters.
 
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@Lucius Cypher

Okay so at first I was like 'whoa, that's more origins than I was expecting' and then I read it and... you're a bit more over the top than I'd like. I actually like the idea of a legendary ancestor, but instead of an active warlord for a parent, would you be okay working it to be an aspiring warlord? Or one who wants that glory and legend, instead of one who could already be appropriately called a warlord?
 
Sure, maybe more like a competing warlord who needs all the sword arms she can get.
 
This sounds totally rad. I'll have a CS up by early tomorrow. :D
 
My weekend is shaping up to be a mess, I'll find out if I'm making a character on Monday (if this is still open).
 
Name: Ida
Age: 16, as far she can tell.
Sex: Female


Boat_Trip_by_neko490.png

image borrowed from neko490 on Deviantart
Appearance: A young girl with a common yet pleasant countenance. She is small for her age, with a skinny upper body resting on lean hips. A pair of big brown eyes adorn a plain, youthful face, while a wild untamed mop of dark coarse hair tumbles down over her bony shoulders. Her naturally pale, salt-touched skin is typically tanned gold by the sun, as she spends most of her days out at sea.

Ida tends to wear what he

Motivation: Redemption, for the deaths of her charges during a cataclysmic storm.

Origins: Ida was born of the sea. At least, this is what she tells people. In truth, she was conceived somewhere in the southern marshlands to a mother who wanted no part of her and a father who doesn't know she exists. And so, on a day she doesn't remember, Ida was left on the steps of an orphanage to be raised with dozens of other unwashed and unwanted children in the stinking, packed in streets of one of the marshland's more populated cities.

Ida was not one for street life. She detested the way her fellow orphans endured by pick-pocketing and robbing and wanted no part in such activities. Ida believed she was meant for better things and thus she resolved to survive on her own terms by building a life through her own will and sweat. In the proceeding years, she spent most of her days in the wharfs of the city, learning what she could from the fishermen and smugglers who worked the docks until she was experienced enough to be taken on as a deck swab aboard a small ferry.

It only took one voyage out to sea for Ida to become enamored with the roiling azure. The ocean was something that deeply fascinated her-- making her feel insignificant yet powerful at the same time. She spent most of her time staring out at the crashing waves, obsessing over its violent rages and calm grace periods, the way it seemed to quiet before a storm, and most of all, the crippling beauty of it. Ida ingrained herself in the ways of the navigator, driving her crewmates crazy with questions and demands for stories of distant frontiers. Despite her incessant badgering, Ida worked tirelessly aboard the ship and earned the respect of her crewmates. Her work ethic was not lost on the ship's captain, and it was not long until she rose from her humble place as a deck swab to become his personal servant.

Triumph: A year after being given a place at the ferry captain's right side, Ida, along with the rest of the crew, were abruptly let go during a return to port. The captain announced he was selling the ship in order to pay a debt he owed to some pirates. Ida was devastated, but before she could slink off to try and find a place aboard another ship, the captain placed a gentle hand on her shoulder and bid her to follow him.

The captain led Ida to a small dock in a secluded part of the city, where moored to the grimy wharf floated a small yet beautifully-crafted wherry with a single sail. The captain looked Ida in the eyes, smiled, and told her "It's yours if you want it."

The wherry was meant for the captain's only daughter, who had disappeared with a sailor she had met while the captain was at sea, taking her father's money with her. Ida saluted him with tears in her eyes and thanked him so many times the captain had to order her to be silent.

For the next two years, Ida would ferry money-conscious passengers who weren't afraid to put their lives in the hands of an inexperienced 15-year old girl sailor on countless journeys across the marshland's surrounding seas. Her small ship, which she christened "The Tigerheart", began to earn a bit of a reputation in the ports of the marshlands as a tiny if not hearty vessel and soon Ida herself was hailed as a brave young navigator who knew the surrounding seas like the back of her own hand. Ida was enamored with her new life and career. She could serve people in a way that fulfilled her and taking Tigerheart out to sea every day filled her with absolute joy. If this was all her life ever amounted to, she was content. At least, that's what she made herself believe.

Failure: A week before the day she designated to be her 16th birthday arrived, rumours of a massive storm began to circulate in the ports of the southern marshlands. As the storm drew nearer, captains everywhere decided to lay anchor and wait out it out. None would risk taking their ships out to sea and thus many merchants and travelers were left with no choice but to wait for the storm to pass.

In the city where Ida grew up, she sat with the rest of the sailors in a tavern, trading talk of the coming storm. A sorrowful wind was whispering through the streets outside and a soft patter of rain began to ring out from the rafters. At that moment, a group of young travelers entered the tavern. They were distressed and pleaded for a sailor to take them on a journey further up north so that they may continue to the promised Mountain of the Firmament on-foot. They were on a pilgrimage and it was paramount for them to reach the Monolith Spear before the turning of the new moon. One of the sailors asked the travelers how much they were willing to pay for such a treacherous journey, now that the storm was upon them. The travelers hesitated before admitting that they could only pay 200 gold pieces. The entire tavern erupted with laughter. Ida was silent as she watched them leave the tavern without a word.

Without a second thought, Ida ran out after them.

When she caught up with them, the travelers told her everything. Ida heard their impassioned plea and weighing the risks of such a journey, she had a long intimate discussion with herself. Yes, she was content where she was in life, but, what if she could be more than that? Braving this storm to deliver a group of travelers on their pilgrimage, if she pulled it off, she would be hailed as a true seawoman and maybe one day, she could be an actual captain. With that, she decided she would take these travelers where they wanted to go.

Ignoring all the warnings levied at her by her fellow sailors, Ida led the travelers to where the Tigerheart was anchored. She judged, from the cobalt shade of the skies and the calm churning of the waves, that the storm couldn't be less than a few days away, more than enough time for Ida to take these pilgrims north along the coast.

The first two days of travel went by without consequence, but on the early hours of the third day, the sky suddenly opened up and a deluge of rain unlike any other she had experienced before fall upon the once serene ocean. The waves raged, lightning slashed across the sky and the wind cut through the air as the tempest dungeoned them. The Tigerheart was tossed like a toy in the lightning-illuminated darkness, crumbling apart in the storm. The last thing Ida remembered seeing were the faces of the young travelers being swallowed up by the freezing dark water as she clung to a broken remnant of her beloved ship. She hastily tied herself to the last vestiges of her ship before the darkness took her as well.

Ida woke up on the deck of a passing ship, purging saltwater from her lungs. She remembered the storm, her dead charges, and her beloved Tigerheart going to pieces. Ida wept while the sailors stared on. That night, while she lay awake in stowage, she looked out at the open grate and reached out for it with trembling fingers. Ida could feel the wind caressing her fingers, and immediately knew what she had to do.


My Ferry Lady

Traits:
Ford Tough: Your experience with crossing the mired waters of the world will surely come in handy when it comes to cross the world beset by such mired waters.
Little Navigator: So long as you have the stars above, you can figure your general way around. A map wouldn't hurt, though.

Flaw:
Port in a Storm: Despite your bravery, real or imagined, that harrowing storm has left its mark on you. Travel during bad weather creeps its ill omens into your bones and you are the worse for it.

Equipment:
Compass
Outdated Map
Bindle and Stick
Thick Boots
Dagger
One Gold Coin


Signature: I, lost_wisdom, accept whatever fate @Elendra decides to met out to my character and will wholeheartedly recognize her authority as GM to do with my character as she desires.

***


If there's anything that needs to be changed, let me know! I know her being a semi-renowned sailor could go against your rule of us being mundane, so if it's a bit too much, I'll edit some things out.​
 
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If there's anything that needs to be changed, let me know! I know her being a semi-renowned sailor could go against your rule of us being mundane, so if it's a bit too much, I'll edit some things out.
So I scrolled through before reading, saw this, was worried, read, and eh actually it's fine. Like with Lucius' character it's now sitting at the upper end of renown.

That said, I'll begin working on equipment and traits, give me a bit.
 
Yang Katalmach
Meagre Warrior

Traits:
Crossbow Training: While such a tool doesn't need as much training to be useful as a standard bow and arrow, you've taken enough training to get a pretty accurate shot; accurate enough to hit snakes.
Hunter's Eye: When you seek your game, you're better at finding it.

Flaw:
Protective Guilt: Due to mistakes of your past, you've a problem with girls in danger. Namely, that takes up more of your attention than it aught, even if the danger isn't there. Perhaps worst, is when the danger is behind you, not the girl.

Equipment:
Crossbow and Quiver of Bolts
Walking Stick
Sack of Rice
Shelved Backframe with Sack
Small Knife
Large Stone Bowl
Fire Striker
Wineskin
Thick Boots

My Ferry Lady

Traits:
Ford Tough: Your experience with crossing the mired waters of the world will surely come in handy when it comes to cross the world beset by such mired waters.
Little Navigator: So long as you have the stars above, you can figure your general way around. A map wouldn't hurt, though.

Flaw:
Port in a Storm: Despite your bravery, real or imagined, that harrowing storm has left its mark on you. Travel during bad weather creeps its ill omens into your bones and you are the worse for it.

Equipment:
Compass
Outdated Map
Bindle and Stick
Thick Boots
Dagger
One Gold Coin
 
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Awesome sauce. I edited in my new title and equipment into the CS.
 
Oh awesome! Will get to editing my CS.
 
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So looking at my CS...wasn't mundane at all, Would a simple farm girl be okay? c:
 
So looking at my CS...wasn't mundane at all, Would a simple farm girl be okay? c:
Yup, it would be perfectly okay. It's fine in this to start small (encouraged even!) you'll become cooler and stuff through the RP as it goes on
 
Farm-Girl.jpg
Name: Kastia Rose.
Age: Seventeen.
Sex: Female.
Motivation: Reputation. Kastia wants to be more then a farm girl and will do anything to find her way and make her reputation of being a worker into becoming someone with power and greater responsibility.

Origins: Kastia grew up in a small farming village named Celestia. It has the basic necessitates people need, a blacksmith, a baker, a butcher, etc. They all helped one another live together and Kastia's job was to work on the farm and deliver goods when people needed it. Since she was young and couldn't do much more then pick weeds, plant seeds, water the plants, and bring the food to peoples houses Kastia would often have free time at night. She wasn't special in anyway and her free time at night consisted of her feeding the animals on the farm or playing with them. Kastia was always playing with the animals and taking care of them but when the animals where sold to the butcher she would cry for hours until she became older and was used to it. Over time she had started to ride her horse, Buckley he wasn't very fast so she wouldn't fall off but he was very strong and would help her deliver the food to peoples houses. Eventually when she turned fifteen she started to make a small business, you pay her and she would deliver what you want to others. In her village people were generous and instead of walking the short distance they would pay Kastia to do it since it made her so happy.
Although Kastia wasn't extremely happy with her life, sure her neighbors were nice and the town was happy but she never wanted to be here she wanted to explore and see the world, a burning curiosity that could only be burnt out by seeing everything. The fact she was a farmer's daughter too meant that she did tons of work and now that she was older would be on the farm for long days although she was never really great at farming it was all her dad that brought in the harvest which wasn't even always great. Kastia just couldn't live with her life on the farm anymore and wanted someone new something fun and something more...noble.

Triumph: Kastia's greatest moment in her life was when she started her business and she took Buckley out to the blacksmith's, he needed help with finishing his a sword to deliver to the baker who was having problems with looters. She come over and hit the sword for him while he held it, and he said it was the best sword he ever saw. Kastia felt amazing about it and never let anyone forget she was an amazing blacksmith, although she never knew the blacksmith was just telling her that to make her feel good.

Tragedy: Kastia was courted by Benjamin, the baker's son and after she turned sixteen he told her that he had to leave for an arranged marriage due to the fact that his family needed the money. Kastia never knew how painful things could be until she was sitting in the church and watched Benjamin kiss his wife, whom wasn't her.

Work Horse

Traits:
Dirt Under the Nails: Farm life is a common life, but a rigorous one nonetheless. Your muscles are strong, your body hale and hearty. You're able to endure strenuous activities for quite some time before tiring.
Not-so Bucking Bronco: Buckley and you make quite the team, while he still can't ford the deeper parts of the mire, he's a good steed and together you can manage to safely travel through some degree of muck and mud. Be sure to clean under the hooves when you're done.

Flaw:
Unchecked Wanderlust: The pilgrimage is fraught with challenge and wonder, and you have the incorrect notion that former inevitably causes latter. You shy away from the easier means, them sometimes not even occurring to you, because surely the more arduous task has greater rewards.

Equipment:
Buckley and appropriate Horse Tack (Bridle with Bit, Saddle, Brush, Horse Pick, etc)
Saddlebag full of Horse Feed
Empty Saddlebag
Sack of Turnips
Length of Rope
Small Knife
Wineskin

Signature: Dramma
 
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Kastia Rose
Work Horse

Traits:
Dirt Under the Nails: Farm life is a common life, but a rigorous one nonetheless. Your muscles are strong, your body hale and hearty. You're able to endure strenuous activities for quite some time before tiring.
Not-so Bucking Bronco: Buckley and you make quite the team, while he still can't ford the deeper parts of the mire, he's a good steed and together you can manage to safely travel through some degree of muck and mud. Be sure to clean under the hooves when you're done.

Flaw:
Unchecked Wanderlust: The pilgrimage is fraught with challenge and wonder, and you have the incorrect notion that former inevitably causes latter. You shy away from the easier means, them sometimes not even occurring to you, because surely the more arduous task has greater rewards.

Equipment:
Buckley and appropriate Horse Tack (Bridle with Bit, Saddle, Brush, Horse Pick, etc)
Saddlebag full of Horse Feed
Empty Saddlebag
Sack of Turnips
Length of Rope
Small Knife
Wineskin
 
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