Stella OOC

Q

Queen_Nobody

Guest
Original poster
This is the OOC for Stella rp, links and info will be posted here, as well as discussions about the rp.

Stella add thingy

Name:
Age:
Human or elf:
Role:
Gender:

Personality:

History:

Vis, a mighty, proud, and prosperous city. Our city. It is the most powerful and grandest in all the western isles, but I fear, not for long. Our home attributes It's success to a mighty guardian, the white beast. He protected us, gave us shelter from the cruelties of the world, and gave us all we needed to live peacefully. Now, however, he lies dead. His body being prepared for the flames. He fell not from battle or any grand way, but simply from age. A thousand years can wear away even the guardians, and lay them down for final rest. Of course, some cannot accept that fact and cast blame to those of the witchblood.

That hardly matters now, though. Our neighbors will soon know we are without our protector and will come to steal away our city for their own. Especially the city of Draco. They have eyed our lands for a long, long time. I'd even wager they built a small army souly for this opportunity.

We can not stand to them, not without our guardian. Our only hope is to find a new one. We don't have the man power to spare on the quest, but the city is home to many fledgling adventurers willing and ready to go. So, we've left it to them. The few who go, are our only hope.


______________ What the rp is __________

Essentially, the goal of this rp is to create a group that sets out on an adventure in order to find a new guardian for their home, and along the way, get wrapped up in all sorts of other "quests" . It's less a point A to B sort of rp, and more of a continuous, long term, rp realm where more than one plot will take place. any interested parties, or anyone with questions, should post in this thread. That said, i've already listed some info and lore bits below~~~

_______



Stella notes



The mainland - This continent is home to great deserts, lush forests, rolling plains, and any other form you'd the land can take. It is shared by the humans and elves and all manner of beasts. Unlike the isles, the mainland has three large governments and armies split across the land.



The three kingdoms - Circen, kingdom of man. Thyrsus, kingdom of Mer. Sollus, kingdom of both. Each nation is dedicated to It's own ideology and has their own way of life. The first two kingdoms tend to be quite segregated with only humans in Circen and elves in Thyrsus. Both have gone to war with one another countless times, but we seem to have caught them in a moment of peace. The third kingdom, Sollus, split off from the two, not wishing to be dragged into anymore pointless wars.



The western isles - There are thirty six islands to the west of the mainland. These islands are each home to many independent city states. All operating apart from the three nations on the mainland. Each city state lacks a large military like the nations of the mainland, as man power is sparse. They instead rely on the noble guardians for protection from any threat they may face.



The Guardians - The god-like beings who made their homes within the cities of men and Mer. They grant protection from the cruelties of the world in exchange for the love of those they protect. Beyond their benevolence and form, little is known of the great guardians.



Witchbloods - The decendants of the first family of mages, the witch family. They were dictators long ago and their brutal legacy grants them nothing but more hatred now they've lost their political power.



"Make" potions - These fantastical inventions are the catalyst for creating many varied objects. A proper alchemist can craft them like any other potion, but instead of herbs, they use metals and other such materials. They convert them to liquid form and store them into bottles. When one requires their use, all they would need to do is take the desired potion and smash it. In a matter of moments, the item is created.



The adventurer college(and guild) - The adventurer college is an association of guilds and schools dedicated to educating and advancing adventurers young and old. They are one of the few organizations welcomed by all peoples. Thus, they have an academy in every major city from the isles to the mainland! These academies are dedicated to teaching aspiring adventurers in any of the six adventurer classifications.



_____________



Characters:

The Warrior - A mighty fighter. Bold, noble and true! Their path is one of chivalry and honor, never backing down from a proper fight! The warrior is a skilled combatant, trained in every combat discipline. Swords, bows, hand to hand. The physical and direct realm.



The Rouge - A shadow to all. Cunning, quick, and silent. They follow the path of stealth and deceit, always striving to be unseen. The rouge is trained in the art of remaining hidden and assassination. They use any means necessary to reach their mark and do so before anyone knows they were there.



The Mage - A pillar of knowledge. Intelligent, perceptive, and wise. They follow the path of knowing and the arcane, always seeking unknown secrets. The Mage is trained in the way of arcane might, fire, lightning, and ice. The world quakes in their presence.



The Beast Master - A wild creature. Humble, strong, and free. They follow the path of nature, defending the sacred balance. The beast master is trained in the way of the wilds and the hunt. Gaining loyalty and respect of the beast that walk the land, mighty nature bows to them.



The Cleric - An alchemist and healer. Kind, gentle, and loyal. They follow the path of life, ensuring that their allies survive their adventure. The cleric is trained in the art of potion making, support magic, and healing. No party is whole without them.



The Battle Alchemist - A mad scientist. Energetic, smart, and curious. They follow the path of creation, finding new ways to make the world. The battle alchemist is trained in the ways of the "make" potion and improvisation. They will always have a new trick up their sleeve.
 
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Once the application skeletons are up, I'll get to it.
 
Once the application skeletons are up, I'll get to it.
Same. I'm excited, and already have a pretty good character idea! =^.^=
 
where would i put the sheet? I don't know this site so well
 
Put it on the first post here. =^.^=
 
HEAVY WIP

(Insert Picture Here)

Name:
Laurel

Age:
15

Human or elf:

Role:
The Beast Master

Gender:
Female

Personality:

History:
 
wip

cTG9dzX.jpg

Name:
"The name's Ryllae, Ryllae Faeris, nice to meet you."
Age:
"I have been in this world for a wondrous nineteen years."
Human or elf:
"Did my ears fall off?!" She is seen moving her hands up to her ears quickly in a panic
Role:
"I am a cleric, mistress of the healing arts! What? Of course I passed all of my classes in the adventurer college. The potions professor is lying to you if they said otherwise."
Gender:
"Is it not obvious enough?!"

Personality:
"People tell me I'm pretty hyper, but I personally don't see it."
+ Compassionate
+ Confident
+ Energetic
= Emotional
= Innocent
= Self-conscious
- Excitable
- Forgetful
- Gullible

History: -will finish this later, 1am, tired-
 
Well, got lots of plans and questions.

And some suggestions, such as the inclusion of an 'Abilities & Skills' section. See what our characters can do.

So anyways:

1. I'm thinking of making Laurel be raised by some sort of beast, maybe something along the lines of a dragon or a gryphon, or maybe even some sort of sea beast or chimera-like creature. Will such a backstory be possible? Also, is it possible that some of such higher-ranking beasts can talk, explaining why Laurel can speak properly as opposed to growling?

2. What is the extent of a Beast Master's capabilities, aside from sheer brute strength? Are they able to use magic that fits their motif such as wings, shamanic spirit summoning and the like?

3. Will this world only have Western Fantasy themes, or are Eastern Fantasy themes present as well? This expand my decisions on who or what Laurel's foster parent could be.
 
A typical beast master can influence animals and some monsters in order to aid them. using a bit of magic and a bit of charm, and a great deal of wild passion, they can make the creatures of nature bend to his wills. of course, it doesnt always work, and beasts can ignore them if their will beats out the master's. further, their skill with such abilities does scale with their experience more than pure power. even a novice can tame a hare, but a dragon, now, even the masters do not dare. oh and they tend to have the most botanical knowledge as far as survivability in the wilds goes. as for wings and things, im thinking more along the lines of transforming into animals and junk. but as stated before, even a novice can tame the hare, but a dragon, now, even the masters do not dare.


As for mythos, i encourage unique things but as it is, whatever fantastical beasts we know of are allowed. oh and, yeah. a shit ton of monsters and junk can talk. even some of the smarter animals. Like the dear god. he lives on the mainland though.

But um, as for your backstory, will it have a way for them to somehow wind up in the college?
 
I was thinking of her transferring to the college after the main crew finds her in the wilderness during a mission, but if her being in the college at the start of the RP is required, then I'll do just that.
 
well, the whole deal is supposed to be a bunch of kids from the college go out and try to find a new gaurdian, plus, ive had people start out like that before and it was about a month before they joined the crew
 
oh, and here. my character





Name: Lev-Devi (of the Witch clan)

Age: Twenty

Human or elf: Human

Character: Battle Alchemist

Gender: Female



Personality: Lev is a light-hearted, relatively carefree girl. She's playful and can be quite random. Through the joker's exterior however, she is a very intelligent girl with an alchemist's mind. She likes to solve problems and is very good at improvising.



History: Lev was born – and grew up - on the island of Vis. Being of the Witch clan, her childhood was a bit rough. Everyone kind of avoided her and some of the crueler children liked to bully her. Because of this, she ended up putting on a sort of joker like personality as a way of dealing with how people treated her. It got her some attention and kept a few of the bullies at bay.

When she was old enough – about sixteen – She joined the adventurer's college in order to learn the ways of the battle alchemist and become an adventurer so she could leave and prove that the Witch clan could be of value to the world.
 
I'm uncertain what to do with Ryllae's history, I'm still interested and around, just kinda stuck on that part.
 
I'll continue building Laurel once I have a picture to spare.
 
Its ok if she's just some kid who decided to be a hero. The simplest backstories often lead to grand Character development.