'The Avalti are currently asking for assistance from Saphriel and any others who are willing to aid them. As of now they have reclaimed one of their nests, but the story is ongoing...
Thank you for making the adjustments! Though since you had not filled out the magic application, Tara will be starting out with no innate ability to cast it. With that, this app is...
The server is now updating to 1.14.4! Update is still in progress, but the neccessary links for Forge and plugin downloads will be up on our forums once it is complete. We hope for it to be finished by tomorrow.
--OOC Information-- Minecraft IGN: TotallInsanity Prior Roleplay Experience: 5 years of playing and DMing D&D, around 5-6 Hardcore RP servers on different games including but not limited to ARK: Survival Evolved and Minecraft. Define Power-gaming in your own words: Enforcing an action or a consequence on another character without that character's player's permission or in doing something that your character couldn't possibly do in RP. Such as a non-mage to suddenly be able to cast spells of the highest level. (Could be argued that even if the player gave permission it is considered power-gaming but if that is what the player of the characters wants then I see less of an issue) Define Meta-gaming in your own words: Using information that you received and/or inferred out of character, in character. So to say, someone tells you something oocly and your character reacts according to that. Define Role-Playing in your own words: Taking on a character or in a word a "role" and acting or "playing" as him. Role-playing is done in a variety of concepts: D&D, Video games and of course acting.
--IC Information-- Character name: Alucard (Pronounced without the d) Race: Half Elf (Half High Elf) Age: 26 Gender: Male
Character Description:
Alucard is a moderate half-elf with sea-tanned skin and rich brown hair. His eyes are storm blue, almost black at first glance. He has a very shortly trimmed beard that outlines his face and mouth. He often wears his hair in a short ponytail. He often wears shades of blue colors combined with and either gold or silver chains along the sides of his waist, and is known to change his attire between them. He wears several rings with one being what seems to be a sigil of somekind. Alucard is built quite well, he is not very scrawny or very tall, which often gives him off as a half-elf rather than a full one, but makes him easier to pass as human need be. Alucard wears a sapphire piercing in his right brow. (Must say I added this after I found the image cause it is excellent) He gives off a strong smell of the sea as well as noticeable touches of spiced wine, silver and honey. He often wears a feathered hat. (Hint look at the images in the spoilers)
Character Occupation: (Optional)
Alucard is a captain, a sea-farer, he lives at sea and will probably continue to do so for a long long time. Right now, he does not have a full crew (maybe a ship) Alucard is known to walk the line between illegal and legal, though in truth he never does anything illegal unless there is no other choice. Alucard in the past was a sailor (refer biography)
(Now I don't know how far I can go with what he actually has so if this is out of proportions we'll just say that this is his plan)
Character Personality/Traits:
(At least one to two paragraphs describing their personality traits and/or quirks.)
In a word, Alucard is a performer. Now this doesn't mean that he takes a lute and begins to play in front of the masses. No, this means that you see ONLY what Alucard wants to show you. Whatever he shares is what he wants you to know, and he takes on a different role in a different circumstance. Now this does not mean Alucard behaves randomly, his decisions make sense to him and to the world but perhaps not the same logical sense. Alucard is charming and quite witty which would make sense. He often deflects questions about himself and pries into the lives of others more so. Alucard likes niceties and the life of comfort, and would prefer it most times. He is not afraid to get his hands dirty need be, but will most likely only do such as a last result. Alucard is clever, and quite logical at that. He rarely lets emotions take the better of him, and is usually quite hard to read at first. Those of have spent time with him have it easier though. Alucard likes attention though he might not admit it, he enjoys having other people around him and would rather not spend his nights alone.
Character Biography:
(At least three paragraphs describing your character's history and experiences, you must reference server lore)
Alucard is a *******, an offspring developed from an affair. Despite this, Alucard grew up with a wealthy Elven family and around and elven community in the town of Barkamsted. These were the years just before the end of the war, the life in Barkamsted was one of conflict and worry, the pact war always in the background. As such growing up wasn't that easy for Alucard, for a half-elf and for a child of the Alliance. Alucard knew he was capable of magic from a young age, back in Barkamsted,it was rare for someone with high-elven blood to not possess Bethimir's Gift of magic. Even at the young age that he was Alucard knew that he was attuned to three aspects: Water, Wind and Earth. With the lingering war and attacks on Barkamsted, Alucard spent his days at home at the instructions of his mother, who only wanted to protect her child. She would often bring him and his brothers toys and books, Alucard always prefered the latter. The brothers that were old enough soon joined his father in the war. Around the end of the war, Alucard found himself quite alienated from his family quite often, his mother and sister the only close ties he had. His father and brothers disliked Alucard for his split nature. Due to the end of the war, they had seen a lot more of Alucard, soon that dislike spread like flames to be resentment and hate. This lead Alucard to leave his home at quite the young age, leaving his sister and mother behind to go off and explore the world on his own. Alucard loves his younger sister dearly, and when he visits (not too often but enough), he always pays her a visit.
Just when anything had began going his way, a deadly plague has spread across Barkamsted. The different gateways in and out of the city (including the docks) were the first thing to be shut down. The city did not wait for more sickly to enter its gates and spread the sickness. Soon word spread about the curse, which denied the ability to heal such disease. Barkamsted fell into a terrible quarantine, trade had stopped, ships were stuck at the harbor. There was no way in or out. Alucard had felt trapped, enclosed. He would spend his days practicing magic (or what little could make of it). And his nights? His nights were spent drinking in sorrows or courting to find even a little bit of pleasure in an otherwise numb world. He yearned to get to the sea and the open air. And as soon as he the docks had opened once more, he was already on the first ship to leave.
Alucard made his way to the nearest port, where he went looking for a job as a sailor. He wanted to explore the world beyond. He wanted open seas, and to meet new people. But the world is not a child's tale, it is harsh and unforgiving. Alucard clawed his way up, and even when everything seemed fine, he learnt to keep his guard up. To hold on to things. Soon mundane things didn't matter as much, Alucard learnt that the most priceless information was knowledge. So he kept his to himself, but pried on others, even resorting to extorsion need be. Soon Alucard had been able to hold his ground, not by combat but by a battle of will and deciet. He took on persona's and told people what they wanted to hear to get what he wanted. Towards the start of his journey, he may have skirted the law a bit, which nearly got him arrested, so instead he looked for loopholes in the law, and kept to it or the literal version of it.
Alucard was out at sea when the Ca'Liar attacked Barkamsted. He did not witness the impact of the attack until it was too late. When Alucard had returned, he had lost some of his friends to the attack. Namely his few childhood ones who preferred the city. His mother and a three of his five brothers were injured during the attack but with medical treatment, they soon were able to stand on their feet. He later learnt that the attack was misguided. This altered his view of the Ca'Liar race. He saw them as selfish, incompetent and uncaring. Even with their later integration in Saphriel's society Alucard had kept a special place for them in his mind, one of caution.
So when the gates had finally opened, Alucard soon found himself on top of the first merchant ship to leave. It was carrying some sort of artifact towards Falkvard, however this wasn't any common knowledge. They were accompanied by a defensive ship to protect them from piracy and theft abroad the large seas. During their sail, Alucard had overheard of this transport with a talk between the captain of the ship and the head merchant transporting the goods. He now knew exactly what was being delievered and to whom, but as it turns out that information wasn't mutually exclusive to only the three of them. That night, a pirate ship had began attacking their defenses. Cannons (a recent discovery) began shooting, flames bursting the ship open as it began to sink. The ship slowly sank as pirates began to swarm it closer. Alucard began to act quickly, he wasn't yet equipped for battle. He ran to the vaults only to find the merchant at the mercy of one of the pirates, the thief's hand clenched on the artifact. Alucard quickly grabbed the knife at his belt and plunged it into the distracted pirate blood spilling slowly from the wound. He grabbed the artifact and the nearest bag he could find and dove into the open sea and towards the defense ship which was still afloat. After a quick looting of the rest of the ship, the pirates retreated from the mercenary's ship ongoing attack. Alucard told no one he took the artifact and boarded the mercenary ship that withstood the attack. The merchant and his captain became some of the many casualties from the attack. When they got to Falkvard, Alucard took himself to the buyer, with only one request in his mind. He wanted his own ship and crew. He wanted to be a captain.
Other/Extra: (Images, notes, etc.)
This is what I got after a while searching, its the closest I can get.
Important Note: I often play characters a bit differently then how I write/imagine them, so if something looks a bit different in-game I hope you won't mind it. Needless to say that everything I wrote here I use as guidelines for myself but if the scenarios and in-game things are a bit different don't be surprised. This is just something I do naturally.
--Scenarios— Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Alucard sits on a nearby stool, his glass filled with a bronze like liquid. From the drunk look on his face, the drink is definitely some sort of liquor. The sapphire piercing above his brow dimly shining in the moonlight. He doesn't seem to mind the rioting and screaming around. Harsh words and soft pushes are thrown around as Alucard sits on his stool, after a short while he raises and begins chuckling and downing his drink.
"What are you laughing at scum?" A nearby voice from the crowd and the attention shifting to him.
"Who? Me?" Alucard asks feigning confusion "Just about your idiocy"
The large orc draws near, slumming his hands on a nearby table "Care to put that to the test?"
Alucard's eyes shift to the approaching guards and the squabbling group behind him, His eyes slowly shifting to meet the large orc.
"I don't think it is about if I care, but rather if you dare." Alucard challenged, dropping his glass on the floor to attract the guards attention.
The guards quickly gain sight of the encounter, eyes shifting their way. The orc angered by his response, moves his hands to his axe and draws it.
Alucard puts his hands up as if to surrender "Seems you are quite the strong fellow, shame that you aren't very observant."
He raised his voice and said the following words with complete sarcasm "Help this man is attacking me!" The guards attention quickly shifted to the orc wielding the axe, as they drew their weapons.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
The sounds of Alucard footsteps is usually accompanied by the wringling of chains and sweet humming as to alert to his presence. However, in this empty caverns, silent footsteps seemed preferable. The walls covered with thick foliage and vegetation as he gracefully made his way through the brambles and onto clear ground. He was about to continue when his eyes caught the sight of movement. The movement subtle, a shambling mound of something. It paused, slowly as if it was looking at him, quivering and letting out a moan. Alucard's position shifted like water, moving from tourist to combatant, his hands: one up, one to his sheathe. His eyes narrowed looking at what it might be. Whatever it was, it was either long dead, or nearing death. Either way, whoever wonders to a tomb not being prepared deserves as such. He straightened his back, if it hadn't attacked him this far, it probably won't. He let out a rambling of words "Damn this tomb, I just want to get back to sea..."
--Magic Application--
(Optional, this form must be filled out if you want your character to have magic at all.)
Magic Biography:
(At least three paragraphs about your character's relationship to magic, and how they may discover their potential.)
Alucard is not an atheist but rarely does he actively worship the gods. Instead he worships magic which in a way is worshipping Bethimir. To him magic is like a sense like a gift. It is not an ability to be used when needed but one you have to grow and develop, not by learning it from a book or learning it from a teacher but rather living magic. Feeling the wind of a storm and the waves of the sea. Unlike other mages, Alucard is only capable of elemental magic, no matter at what level (meaning that he cannot cast illusions even with a weak artifact). His attunement to water, wind and earth is stronger than the rest of the elements.
Alucard uses many metaphors about magic but at the end of the day, its something that is innate in him and he can't place his finger on what exactly it is. This is why even if he went to a teacher to learn magic, it wouldn't have gotten him far. Alucard magic is a result of self understanding, and so needs to be his powers. Now of course he still needs a trinket and practice, but his relationship with magic is one of self. He does hope one day he can fight using only magic, rather than standard combat wise.
In terms of the elements, Alucard is no master. He wants to learn magic the same way a toddler learns how to walk, its not a skill its a sense, a part of someone that renders him useless completely without it. His attitude to magic is different to many others making him rather an outsider on the magic sense. That's all really.
Please describe the magic system, including its limitations in your own words:
(Two Paragraphs, please mention how one would cast, the limitations to casting and specific races, and the consequences of overuse)
The magic system isn't too complex but it has some major factors that need to be taken into consideration.
1. Characters need to be born with the innate gift of magic, the ability to have magical potential. A person either has magical potential or doesn't. Simple as that. a person without potential can't cast magic.
2. Characters need to be trained and have experience, simply being born with a good build does not make someone strong, he has to train. Same goes for magic in that sense. Your not a master right away, you start off being only a Weak caster.
3. Characters need trinkets! Trinkets are like the spellcasting focus in D&D, they are a channel of power. Without them, magical power is difficult to conduit correctly
Note: You can only cast magic as powerful as the lowest of either your artifact or your training level.
4. Spellcasting! You can only cast spells a limited number of times. 5 spells of the highest level before your out of juice, 10 spells of the level below that, 20 level for the one bellow that and so on. Basically each spell slot is worth twice as much as the level underneath it. (Exceptions some spells are innately easier to cast such as shield spells in the holy aspect only taking 1/20 the cost, dark shields costing 1/10, dark transport and telekenitic shields costing 1/5, illusion being 1/4 as exhausting, x2 light attacks against non dark, x2 specialized effects) Magic that is 4 levels below yours counts as a cantrip and therefore free.
Mastery (high level in more than one aspect can also affect the amounts of spells you can cast.
5. Overcasting, what happens if you cast more than you can? well you roll 1d20 (bonuses depending on skill), DC starts at 5 and increases by 2 for each successful role. A nat 1 is pretty much death (really?) and a nat 20 grants you 2 spells at highest level.
6. Magic Decay. Magic is like a muscle, don't train it for a while it goes away. So if you do no casting for a long long time, you start to lose it.
7. Aspects, aspects are like the attunement of one to magic, it is something innate and not chosen. Basically you can have up to 4 aspects based on your race and decisions ranging from holy and dark to elemental aspects. This allows you to cast magic of that aspect to a higher level, you can still cast all the other magic but only up to Medium level.
8. Sight. To cast you must be able to see the element/thing you are casting with/at. Thanks for the reminder!
Please describe how you would use a weak trinket with your characters first/only aspect:
(Try to be creative, while acknowledging its limitations and utility uses)
Alucard might use it slowly moves his wine across the glass, stirring it very slowly while adding a small hand gesture. Alucard might use it to move water droplets from rain to avoid hitting himself (or his clothes for that matter), while weak this cannot protect him fully but it is something. With a Wind Trinket (Weak) he might use to create puffs of air for dramatic purposes blowing clothing and hair as he enters the room. Magic is not very much of significance at this level but it adds nice flavor touches.
-Please note that some aspects are set when a character is born, while others are up to practice. The number of aspects you have is limited by your character's race, but they may have less than the max should you so choose, but they will not be able to regain that lost aspect naturally-
This up took me all day to write but do let me know if anything is out of order here. Lets hope its enough.
While it has been fairly quiet as of late, there are rumours of Grendels in the east. As always, caution is advised when travelling outside the cities.
Deeply sorry about the wait! It seems it went by without our initial notice. The application is rather solid in its characterization of Alucard, and your understanding of the magical system is very thorough. I will note however that sight is always required to cast, so if a character's vision is obscured they won't be able to direct any magic in that space. I also noticed that his sapphire brow piercing is intended to be a magical trinket, but unfortunately no character can enter the server with a trinket. They are rare artefacts among the population as a whole and can only be obtained through RP on the server. He can still keep the piercing, but it will not have any magical potential.
As for the main application it is...
Pending
One key thing you are missing in the application is any mention of the server's major events. The first and most important one that encompasses every life is the Pact War. A lot of cities fell to this war, a lot of history forgotten by its influence. Though the war ended 20 years ago, its impact still remains prevalent in his early life. Namely in his family with elves, perhaps even aiding to his very existence as a half-elf. Aside from this there was also the plague born from the cult that swept through Barkamsted 12 years ago, and the misunderstanding invasion of the Ca'Liar just a year after that. Was Alucard around at that time or was he out forging his life around the docks? There are a number of events you could include, with how he might have directly experienced any of them, but if you need help figuring out more of the timeline feel free to shoot me a message!
Thank you for your revisions! One minor note is that the artefact he recovered at the very last part of the backstory could have been lost to the sea as he jumped overboard. Perhaps he recognized it as a trinket, or an item with a greater magical potential behind it, but he will not be starting with it in his possession.
Efforts to reclaim the Avalti's Nests continue in Acaedia, with new dangers lurking in the jungles and beyond as the fight goes deeper into the Nest. Though successful so far, the fight promises to be far from easy...
--OOC Information— Minecraft IGN: Yamikanzi Prior Roleplay Experience: I have been playing in traditional and text-only tabletop roleplaying games for over five years both in-person and online. While the world of Minecraft RP is something entirely new to me, I am eager to learn and try something new! Define Power-gaming in your own words: I understand power-gaming to be where individuals write their way out of situations that their character would not be realistically be able to do; it’s the kid on the playground who is playing pretend with his friends, who suddenly declares that he has a special remote that can let him get past his friend’s force field. Define Meta-gaming in your own words: Meta-gaming is when your character has knowledge of events/information that they would not realistically have, but the player does. Define Role-Playing in your own words: Role-Playing is where you take on the roles and persona of a character and play as them. It is acting out the character of another person: fake, fiction, or somewhere in-between.
--IC Information— Character name: Mayuko Sanbasuto Race: Human Age: 24 Gender: Female
Character Description:
The woman before you is tall and strong-looking, standing 5’10” in height with broad shoulders. Perhaps what stands out most about Mayuko is her eyes, or lack thereof one. A metal eyepatch, held in place by a leather strap that wraps around her head, covers her right eye. Her left is soft grey-blue color; the color of a dead sky during a frigid, harsh winter. Her hair, which is colored a dark brown, like walnut wood, is kept in a ponytail and out of her face by a strand of red ribbon. Her features are plain-looking: lips and brows thin, furrowed to match a stern-looking frown. Her skin, while genetically fair, is tanned from hours spent working in sunlight, her hands calloused. There is a tattoo of a small sigil on her left shoulder.
The clothing she wears is well-worn and hardly a pinnacle of fashion, made from simple wool, linen, and leather. Although she wears leather gauntlets over her arms and a protective leather skirt hugs her thighs, the material is hardly anything more than repurposed pieces of mismatched clothing stitched together, and provides little in the way of actual protection. From the way she keeps her shoulders wound-tight with adrenaline, and her only visible eye somehow more emotionless than the one behind her eyepatch, you get the sense that this woman isn’t exactly the type for casual conversation.
Character Occupation: (Optional)
Very much a drifter, Mayuko isn’t one to shy away from manual labor in order to earn extra scratch. While she is hardly a blacksmith or carpenter, she’s got the muscle to move around ore or assist in raising the frame of a house. However, she much prefers working alone, and has found a niche working as a hunter of both animals and wanted humanoids alike. While she doesn’t quite consider herself a bounty hunter and prefers the comparatively safer task of hunting down deer or beaver, she has more than once lent her skills as a sword for hire.
Character Personality/Traits: “When everything collapses, it’s not the falling that kills you. It’s the sudden stop at the end.”
Pragmatist. Calculating and cold. Prickly. Just some of the words used to describe Mayuko, and that’s by those who she would consider to be close to. To her, the wars and conflicts that have ravaged Saphriel are nothing but a maddening confluence of factors she cannot control. As a result, Mayuko’s primary concern is for her own wellbeing and fulfilling her own desires. She’s been called selfish in that regard, and it isn’t exactly wrong. Though her desires aren’t malevolent, she has few qualms about resorting to morally gray means to fulfill them. She does have a kind enough heart to consider helping people out, especially if she feels like the situation they are in isn’t their fault. She very much believes that mark of a person is how they respond to the difficult situations in their life, and how they overcome them.
While she usually gives off a level-headed and cool presence, she can be quick to anger. Physical pain can elicit an immediate, almost animalistic response from her, which she deals with by physically lashing out. While her anger sometimes comes white-hot and all consuming, it is always quick to boil over if she is given a proper outlet. At the end of the day, Mayuko will usually fall on the right side of the fence. Underneath her cold exterior and bursts of irritation is someone who just wants to feel like she is a part of something and is appreciated.
Character Biography:
The rise of Valis’ Cult. The Demon Wars. The dangerous Void Realm. A plague of undead. The battles with the witches of Acadia. These are all events that have brought much suffering and death to the people of Saphriel, and they are all events that have been made possible, or at least made much worse, by the harnessing of magic. Every empire has its challengers, and the exponentially higher strength of those in power—often those with access to magical artifacts or magical talents—invites strength equal or greater in comparison. Such challenge, as has been observed over and over again, brings catastrophe.
These are the beliefs of the peasant Mayuko Sanbasuto. Her great, great grandparents hailed from lands outside of Saphriel, relocating to a small and nondescript fishing village along the coast of Saphriel just before the start of the Pact War. Many members of her ancestry lived chaotic lives during the war, never truly settling down and simply traveling with other bands of refugees, in a struggle to simply stay alive. Many of these relatives would fight in the war, and many perished on the battlefield. Her parents grew up in Barkamsted and lived most of their lives within the city; although they avoided the nomadic nature of their own parents and grandparents, their lives were nonetheless dominated by the Pact War, and the growing fear that eventually the final bastion of Barkamsted would fall.
Thankfully, such a fate was avoided. Mayuko was born prior to the reclamation of Falkvard and is the only child to her parents. As peasants, she and her family lived a quiet life just outside the shadows of the ongoing politics of the realm, although they certainly felt their influence. Both her father and mother worked to provide for their small family: her father ran a small trap line and her mother worked as a maid. Her father was a rather bitter man, hardened by the loss of family and friends during the Pact War. In particular, he was jealous over his lack of a gift for natural magic despite a strong potential for arcane talents within his lineage. These beliefs would rub off on Mayuko, who grew highly distrustful of magic users growing up during the Demon Wars and hearing horror stories of the Void Realm.
The most important day of Mayuko’s life came when the Ca’Liar invasion brought the beast-folk invaders to the city of Barkamsted. During the attack, Mayuko’s home was swept up in the action: the then 16 year old Mayuko was seized and slashed across her face, permanently damaging her right eye. Her parents were slain as they tried to protect their daughter, who would survive her wounds. Mayuko was devastated, choosing to honor her parents by tattooing their family crest on her shoulder. From there, the orphaned Mayuko would find herself thrown into a world that had little patience for her. Learning to fend for herself, she would make her way away from her home of Barkamsted with the goal of reaching Falkvard to start a new life.
Other/Extra: (Images, notes, etc.)
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
The tension here was palpable. All of a sudden, Mayuko was sixteen years old again; the energy in the air was the same as the day the Ca’Liar attacked her home of Barkamsted. The memories of screaming, panicked footsteps, shoving, bleeding, dying—sounds and sensations bombard her senses. People are shoving her in either direction and she is pushed, hard, from behind. Snapping out of her memory she reacts just in time to catch herself and avoid hitting the ground. Anger and adrenaline are controlling her actions now, motivating her to pick herself back up and—
She sees the person who pushed her and—
She doesn’t even remember balling her hand into a fist and—
Pain shoots up her arm as her fist connects with their jaw, sending them spiraling into a heap and—
The guard is all around her, barking orders and beating back aggressors. As she breathes hard through her nostrils, she thinks back to words of wisdom provided by her father. A rabid dog is always the first to be put down. This was not a battle she needed to fight. She turns on her heels and flees, her anger dissipating and leaving an empty chasm in her stomach so great that she realizes how much she misses her father and his wisdom.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
Mayuko freezes, a chill running up her spine. Her hand drops to the weapon she keeps on her person, mind racing. She sums up the large mound, summarizing it and debating if her skill would allow it to be taken. She wasn’t one to take unnecessary risks. —Well, most of the time.
She drops low to the ground, holding her breath to steady herself. Just what is this creature? Did it make this tomb its home? And would it view her as an intruder? All questions that she didn’t want to wait to figure out the answer too. As quickly and as quietly as she can, she seeks a better vantage point well outside the range of any stray vine or tendril the mound could send lashing her way.
Following inroads into the Nests, several have returned from Acaedia while the Avalti prepare for the next push. Though Saphriel's greatest threats lurk in the background for now, trips into the wilderness and regular patrols continue, for there is always danger to confront.
Prior Roleplay Experience: I’ved played some D&D. been in a few discord RPs, and gone on a few RP servers, that’s about it.
Define Power-gaming in your own words Doing something that should be impossible, such as dodging a projectile moving at mach 5, or doing something that they realistically couldn’t do.
Define Meta-gaming in your own words: Using information your character would not realistically know while IC, such as creating a perfect space shuttle without learning how to actually build it, or somehow knowing about a group of thieves without ever hearing about it.
Define Role-Playing in your own words: Acting as if you are something or someone else.
--IC Information—
Character name: Falko Scholl
Race: Human
Age: 19
Gender: Male
Character Description: Falko is a lanky man with sunken brown eyes that seem to always make him look angry, messy, somewhat short, sandy brown hair that occasionally falls onto his eyes, and a modest height of 5'8. His skin is somewhat pale, and shows no signs of scarring or lasting injuries. He usually wears dirty, loose, and tattered brown clothing, and he refuses to wear shoes for some odd reason.
(At least one to two paragraphs describing your character’s physical appearance, including height, eye color, and skin tone.)
Character Occupation: Local Shady Alchemist
Character Personality/Traits: Falko is always up to no good, whether he's starting a robbery, joining a bar brawl, or convincing a 'friend' to do something stupid(Half asleep while writing this so excuse any poor English). He hardly ever trusts anyone, which makes it quite hard to form friendships. When he does form them, its usually because they've helped him greatly or benefit him in some way. One of his favorite pass-times is drinking, and he's not one to let a good opportunity to play a little prank slip by. Due to being poor, Falko is used to uncomfortable environments, lack of food, and having few luxuries to enjoy. Additionally, he doesn't seem to worship any gods.
(At least one to two paragraphs describing their personality traits and/or quirks.)
Character Biography:
Falko grew up in the city of Falkvard, raised by his father Niel and his mother Melanie. Most of his family's money was lost when the city of Falkvard fell to the Pact Races, which left him in an unfortunate situation of being poor, and caused his great grandparents to move to Barkamsted. His parents had moved from Barkamsted in the hopes of making more money to support themselves and opened up a small shop in Falkvard. Falko would often need to help out. Usually he'd just make deliveries, or maybe even clean the place. His parents taught him how to read and write, hoping it'd make things easier for him.
He comes from a long line of alchemists who dedicated themselves to learning everything there is to know about this strange practice. Obviously, if most of his family members are focused on alchemy, they'll want Falko to be focused on this as well. Because of this, they started to teach him alchemy at the age of seven, though he had a hard time understanding it until he was a few years older. Even to this day, he is no master, but he can at least create simple things, and practices daily.
At the same time, a deadly plague started by an unknown cult started to spread. When news of this arrived and the family got word of this deadly virus, they started stalking up on food, ingredients, and other necessary supplies, not wanting to risk going outside unless they needed to. This financially hurt the family even more, and Falko was forced to take this alchemy lessons much more seriously. His family expected him to work even harder than before in order to help them with their current situation. Luck clearly wasn't on their side. Luckily, their preparation and self-quarantining seemed to be effective. Though they were a bit hungrier than usual, nobody in the Scholl family had caught this mysterious disease. Maybe they weren't so unlucky after all.
Something that sets him apart from the rest of his family members is the fact that he never really takes anything seriously, and will always try to find a way to make something strange happen using what few resources he can find. He'd usually try to blend into crowds, make an attempt at pickpocketing, only to place the objects in the pockets of someone else. Recently, for an unknown reason, he decided to separate from the rest of his family and move to another part of the city, leaving the trinket behind.
(At least three paragraphs describing your character's history and experiences, you must reference server lore)
Other/Extra: (Images, notes, etc.)
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Falko watched as the Pact races started a riot, his frown slowly turning into a grin. He’d quickly search for a nearby tavern, ordering a bottle of ale before once again returning to the crowd. He’d then slowly and quietly walk behind an Orc, raising the bottle by the upper half before slamming it into their back and running, pointing to the closest person(barring the orc). If he actually managed to get away without having every bone in his body broken, he’d burst into laughter.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
“****.” Falko had forgotten to bring anything he could actually use for combat. How stupid of him. He broke into a sprint, running towards the exit to get away from that thing. He clearly didn’t know close quarter combat, and he wasn’t anywhere near muscular. This made it obvious that he wasn’t capable of combat at that time. If he got out of the tomb, he’d start spreading rumors of a hidden room inside of a tomb that allows you to resurrect the dead,and a great treasure hidden nearby.
--Magic Application--
(Optional, this form must be filled out if you want your character to have magic at all.)
Magic Biography:
(At least three paragraphs about your character's relationship to magic, and how they may discover their potential.)
Strangely enough, Falko seems to have avoided magic entirely for most of his life. Whenever a known mage would walk the streets, Falko would stay inside, mainly because he has no means of defending himself should the mage attack him. Whenever he encountered unknown entities with strange physical properties, he'd face the other way and walk forwards. If a scholar were to ask him about magic, he'd ignore the scholar and walk away. Certainly strange for someone with magical potential.
Falko only learned about his magical capabilities when a High Elven merchant who had recently obtained a few artifacts decided to park his wagon on a street and allow people to get tested for magical attributes, free of charge. The young man's family all got tested by the merchant, showing no magical potential whatsoever. They then went to Falko, asking him to take the test. Tired of their requests, he decided to just get this over with. He went to see the elf, and the elf gave him a trinket. The elf then asked Falko to try and do a strange task, and repeateded this process of switching out a trinket and asking Falko to pull off some strange feat until, for the first time, the prankster managed to turn the the merchant's shirt from blue to orange. The man then offered to sell Falko the trinket, though Falko had no money he could offer in exchange, and so he left emptyhanded.
The strange merchant told him he had alteration magic. When Falko returned to his family, he just said he had no magical aspects and left it at that. Unbeknownst to Falko, the merchant only had trinkets for the aspects of Holy, Alteration, Water, and Telekinesis magic. Because of this, he never learned of his two other aspects, Illusion and Dark. The alchemist didn't even think about venturing into magic until he was 17, though he was unable to practice with his due to his family's lack of money, and didn't bother reading about it to avoid questions from his family. He also slowly began to accept strange and mystical people and things, avoiding them a lot less than he used to.
Please describe the magic system, including its limitations in your own words:
(Two Paragraphs, please mention how one would cast, the limitations to casting and specific races, and the consequences of overuse)
For one to cast, they need to use a trinket with either a higher level than their magic or a level on the same level as their magic. If they used a higher level of magic with a lower level trinket, the trinket would shatter. For example, if someone with Feeble magic went to cast with a trinket that could be used up to Strong magic, they’d be able to successfully cast their spell. But if someone tried to cast a spell on the level of Powerful magic using that same trinket, the trinket would shatter.
Depending on how many schools of magic you mix together, the amount of energy you’ll lose may increase. If one were to cast 3 schools at once without mixing them, it’d also be more exhausting, and you could only use up to 3 schools. Additionally, you can’t use magic in a place outside of your character’s field of view, such as behind the user, or fifty feet underground while the user is standing on solid ground.
Training your magic requires IC emotes, and must be done often. If someone stops practicing for a long period of time, they’ll slowly regress and their skills in magic will weaken even faster than it was being trained. Most people are usually limited to the spells they’ve aspected into. Certain races have different maximum aspects they can have. For example, humans can only have 3 aspects, so they can only use 3 aspects of magic. Another race might have 2, so they can only aspect into 2 magic types. Magic types you don’t aspect into can be learned up to medium level.
You’re also limited to only casting 5 spells from the highest level of magic you have, and twice as much as the level above what you’re casting. Because I’m bad at explaining things, I’m going to write an example. Your highest level is Medium. You cast a spell that requires a level of medium. You can now only use that five more times. Then, you go to cast a moderate spell, which can only be used 10 times. Feeble 20 times, Weak 40 times, and it changes depending on your level of magic in that aspect. If you use more spells than this, you roll a 1d20. This is called overcasting. To start off, you need to roll above a five. The more you overcast, the higher this number gets, going up by 2 each time. For instance, if you overcast 3 times, you would need to roll above an 11. If you fail to roll above the number required, you will be unable to use magic for the rest of the day.
Please describe how you would use a weak trinket with your characters first/only aspect:
(Try to be creative, while acknowledging its limitations and utility uses)
Falko would set up a sign near a tavern on a rainy day, offering to clean people’s clothes for a low price. I would list an exact price, but I don’t know much about this world’s economy. He’d then use the weak trinket and his Alteration aspect, being the first one he had, to clean the clothes. Doing this every day, he’d slowly begin to make money, eventually saving up to buy an alchemy permit and some lessons, allowing him to profit even more later on.
-Please note that some aspects are set when a character is born, while others are up to practice. The number of aspects you have is limited by your character's race, but they may have less than the max should you so choose, but they will not be able to regain that lost aspect naturally-
Your application is rather well done and fits in line with the server's lore very nicely! There are, however, a few small things that will need to be adjusted. For one, the character's name 'Mayuko Sanbasuto' really stands out compared to the common human culture. I saw that there was mention that her ancestry hails from lands outside of Saphriel, though it must be noted that the seas are incredibly dangerous and the few outlying islands there are have more specific cultures that need to be elaborated on. If anything, her naming convention fits more with Ca'Liar so either it will need to be adjusted or given a more thorough explanation to why her name is this. If you'd like to learn more about the other cultures, you can send me a PM here on the forums or through Discord Cyshadichu#7108
On another note, her age conflicts with the timeline of the Ca'Liar invasion. It states that Mayuko was 16 at the time, though given that invasion happened 11 years ago she'd actually be 13 at the current age she is now. Would be best to either change her age to 27, or the backstory to reflect that she would have been 13 at the time. Other than that, I quite like all the other details of the application, especially her personality.
Though I put this app on Pending very loosely, since it's actually very decently constructed. What I'd like to see is some more additional mention of the server's lore as well as a small revision to his magic backstory. At the age of 19, Falko wouldn't have experienced the war for himself and you did make note of this with his parents having moved to Falkvard after its reclaimation. It should be noted that Falkvard had fallen 86 years ago currently (or 64 years ago by the time the parents could have moved there), so what could have led them to move there when the family had lost most if not all of its money during the war? Did they ever have doubts of being able to make due for their newborn son in a city that was still largely in repair? Did they struggle a lot to make ends meet with their new shop while also raising Falko? What sort of impact did that have on his youth when they were poor at the time and at what point were they able to live more comfortably?
Likewise, the city would have still been hit by the plague 12 years ago now on the server. It wasn't as bad as Barkamsted where the quarantine was incredibly strict and the undead came in overwhelming numbers, but it was still a prominent threat where some people were isolated to a spot until treatment came (if it did). How then did Falko and his family cope with the plague? Did any of them end up becoming ill or lose anything during it?
As for the magic backstory, while trinkets are rare it is exceedingly more rare to have been in possession of a trinket with three different aspects connected to it. You can surely determine what aspects your character would have now before they happen to practice it on the server, but it is unlikely he would have had access to all of them in his youth. As well as this, it's never fully explained why he would have left the trinket behind when he left his family. While nobody can start out with a trinket on their new characters, I think it would make for a more interesting story to detail what might have happened to it. It's not entirely necessary though, but it can help flesh out the character's actions and motivations. Everything else about the magic application shows you have a very solid understanding of how the system works so in the end it would earn my approval.
--OOC Information—
Minecraft IGN: SlenderGirl808
Prior Roleplay Experience: I've been rping various minecraft roleplay servers, in particular medieval based rp servers, since the beginning of 2016.
Define Power-gaming in your own words: Unrealistically making your character all-powerful. Whether this be abilities that do not align with the lore or are simply impossible to accomplish without extremely ideal circumstances.
Define Meta-gaming in your own words: Meta-gaming is when you as a player have IC knowledge that your character does not have and using this knowledge to further your goals despite your character not having this information to begin with.
Define Role-Playing in your own words: Playing a role, a character separate from yourself.
--IC Information—
Character name: Louise Adler.
Race: Human.
Age: 19
Gender: Female.
Character Description:
A petite woman of athletic form and a few womanly curves to go along with it, giving her a lean and eye-catching figure, were she not usually dressed in unflattering traveling clothes. A pale and rather than fair, a rough complexion, a heart-shaped face surrounded by a thick mane of black curls, two stormy blue eyes observe the world. Louise is a woman who stands at 5’8, she isn’t terribly graceful, she does hold a sense of self when walking from place to place.
Character Occupation: (Optional)
N/A.
Character Personality/Traits:
Louise is a traveller at heart, always on the road, never able to stay in one place. She thought for the longest time that it was a curse of her very being… that she could never be happy and comfortable somewhere. In the quiet years, Louise has come to take it as a sign that perhaps she is best suited for the road. Her demeanor is relaxed and calm, life on the road has its own pace. The life she has made for herself has taught her to be sturdy and able to endure mental and physical difficulties, despite her loner lifestyle she tends to gleam impressive first impressions.
Although she is blessed with her positive natures, much like the wilderness, she has a tendency to be dangerous as well. She's curious, much like a cat, too curious. And due to her lifestyle she is a deeply closed off individual and is slow to trust, just as she is slow to trust she is extremely quick to take vengeful steps for those she chooses to keep close to her. Many times this leads to the heavy burdens and regrets she carries.
Character Biography:
Louise grew up just outside of Barkasted in a small cottage with small yields of crop with a mother, father, and twin brother on plain land slightly to the east just beyond the swamp lands connecting to the nearest woods in which her family cottage resided. Despite their distance from Barkasted, the end of the War marked a great sigh of relief for her parents, her father and mother being two individuals who struggled to survive during this time, which was one of the many reasons they chose a secluded life within the woods rather than rejoicing freedom of war and horror with the rest of the populace, they were bitter toward the pact races didn't wish to possibly interact with them. Due to this, during Louise's childhood she was quite separated from the whispers of ongoing danger that the land endured , the plague, which proved to be a downfall itself. However, these isolated whispers soon caught up to her and her family, for many years her family struggled to stay float amongst the devilish beasts that were sickened by curse, who ravaged her precious woods. And for a time her family could not eat, even leave their cottage or open their windows, her days were frightening to say the least. However, after this period of unrest subsided her days were peaceful and kind, the seasons passing over their crops with little in the way of disturbance. She grew up roughing around with her brother, often venturing into the woods with him or alone, and once old enough, her father began to teach her how to hunt with bow and arrow with some struggle. Other than Louise's help with loading and unloading the horses and carts, she had developed little in the way of strength asides from her arms and took to the weapon with relative ease, eventually taking on the duty of getting meat for dinner, despite this being frowned upon by her mother and greatly discouraged. It was during one of these hunts in her youth that she ran into a rather nasty bear, earning the large scars across her upper thigh. In return, Louise wounded the bear enough that as she was recovering, her father went into the woods and was able to finish it off, bringing home the beast's pelt.
Louise had no formal education, instead learning the very basics of reading and writing from a half-elf who had settled down a little ways from their cottage when Louise was a baby. The half-elf was the first to learn that Louise wanted to travel the world. Once grown up enough to realize her future was to work the farm while her brother left or to be married off leaving her brother to work the farm, Louise informed her parents that she was setting her sights on something more, on broader horizons, and started her travels. This sudden wanderlust wasn't spurred on by any argument with them, though there was some pushing and shoving to make them agree to let her go. She said goodbye saying that she would write back, visit once a year or so, and that hurt. Louise knew she would never look back to that cottage for the rest of her life. She knew that she was leaving it behind for good, only sixteen when she set out for the road.
After that, life slowly gained color and excitement as Louise realized she could now do anything she set her mind to. She hunted breakfast and dinner, camped the nights, and whittled down the distance between her home and Falkvard. As a little girl, she'd always been fascinated with snow. Of all the times of the year, she enjoyed the forest most when it was silent, the blanket of white thrown over to muffle everything. Despite being on foot, the journey should not have taken her almost three years, but she frequently would end up staying put somewhere for up to a month at a time, gathering her own supplies through nature and enjoying her newfound freedom whilst restocking supplies. During the summer of one year, Louise found thick woods and set up camp there for the entire season, in the same instance learning not to overstay her welcome. Toward the end of the season, a family of wolves wandered back to their territory to find this human girl hunting their food. One very unpleasant night, they challenged her and drove her out, Louise struggled to fight back and was aided by a stranger who pulled her from the grips of savage beasts, waking up days later in a stranger's bed, recovering from multiple severe bites even gashes. That was one of the first lessons Louise learned of how to pick and choose her fights, and know when a fight was worth taking on. Unshaken, once she was healed, she set out again, this time detouring around the woods continuing on her way north-east. From there, the life of the wanderer truly began, and while she held fond memories of her years growing up, Louise never truly missed the little farmhouse and its orchards. She earned enough to support herself, and that was enough for her. Although she is a true adventurer at heart, she made it to Falkvard afterall.
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Seeing the chaos ensue, she'd chuckle softly for a moment before truly becoming startled. She wanted to know who started this, what mischief she could possibly get up to whilst being endlessly jostled around. She'd take one further look around, shake her head and elbow the nearest person next to her, push the people in front of and behind her in an effort to escape the cage this riot had created for her. With great effort she'd slither out of the cluster of ongoing violence, perhaps with many bruises and scrapes, her urge to scrap with the rest of the unruly folks sometimes getting the best of her. Although at the end of the day, deciding however this started, was a waste of her time.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
Louise would take a cautioned step backward, as if preparing for some startling force to hurdle against her. Although gravely in danger she supposed, she took to the foliage draped to the walls of the tomb, almost like a crawler creature in the dim light. Holding her breath as best as manageable she'd desperately try to see the shambling mound in more detail before leaving in a hurry perhaps to come back another day, to claim the monsters pelt..or head.
Though you have made mention of the Acaedia War and the Plague, these events seem but a footnote in Louise's life. When the plague struck she would have been merely 7 years old at this time and the impact it had on Barkamsted massively effected all lives. The city was put into a strict quarantine and it is likely too that the cottage she lived in would have seen the undead at its doorstep. Not only that but the family would have been closed off from the city for a time, so it still can be a rather prominent event for her even in the outlaying parts of the city. There were even camps set up right outside the city walls to hold the infected until treatment came. As well as this, I'd like for there to be mention about the impact that the Pact War would have had on how her family adjusted to the state of the realm. She was born a year after the War had ended, but it still plays a key role in how her childhood would be shaped. Did it take long for her family to make a home for themselves now that most of the danger had passed? How did her family perceive races like orcs and goblins now that they became more welcomed to Barkamsted? It is worthwhile to have its mention.
Furthermore, being outnumbered in the wild as a sole hunter is not a matter to take lightly. Especially here on the server, as many people in Saphriel will know that the greatest danger lies in travelling alone. I find it unlikely that Louise would have been able to escape a group of wolves with but a few scratches that she could recover from quickly. Earlier she had a similar run in with a bear, but her father was there at the time to help her. In this scenario, she is alone, yet still managed to escape with some injuries and accept the kindness of a stranger. It's an easy fix, really. Either it could be that she fled before the wolves could close in on her, or the stranger could have happened upon her to save her from being outnumbered by wild beasts. Fleshing out on these details could make for a much more fluent story for her to reflect back on.
Several have journeyed to the eastern mesas, helping the Orcish tribes to prepare for potential threats from the deserts further east. Grendel activity is increasing in the northeast of Saphriel, but no push has been made yet.
Prior Roleplay Experience: I’ve roleplayed for the past 4 years in genres of medieval, fantasy, and a bit of both.
Define Power-gaming in your own words: Powergaming is allowing yourself to be stronger and better than other players without giving them a fair chance, and not allowing those players to emote for themselves. For example, throwing a dagger at someone, and emoting it specifically hit their shoulder, rather than allowing them the chance to dodge it first.
Define Meta-gaming in your own words: Metagaming is using knowledge gained from out of character and using that information to use/benefit you in character, for example, if Bob told you out of character Larry is in trouble in a certain location out of character, then you go in character to help Larry.
Define Role-Playing in your own words: Roleplaying is when you create a character or play as a character in a world of your own, or someone else’s and pursues that character’s set of goals, ideals and progress them in the world.
--IC Information—
Character name: Aey’reia
Race: Dwarf
Age: 39
Gender: Female
Character Description:
Aey’reia a feisty 4’ dwarf of a medium build, quite clearly having great and typical dwarven muscle on her, though not as buff as some of her male brethren. Her skin is sun relatively sun-kissed, maybe even a little grey. Her hair is not overly long, though neither is it short and tinted in a gingery-red colour. Freckles cover her nose and chubby cheeks and her eyes are a deep brown shade. She wears relatively casual clothing, simply just comfortable enough cloths.
Character Occupation: Smith
Aey’reia is a smith by heart and choice, utilising her natural dwarven strength and mindset to fashion great tools, weaponry, jewellery. A variety smith, if you will.
Character Personality/Traits:
Aey’reia lifestyle is completed based around smithing, so much to do with her links back to that. She has a keen eye for any smithed goods, being able to ‘decipher’ them and understand them to their strengths and weaknesses. This may not be the case for anything completely unique and beyond usual smithing, though.
Aey’reia is absolutely horrendous at communication, often being misunderstood or simply being incomprehensible by the folk of even her own race, let alone those outside it. Despite knowing the common language well enough, her words come out in babbles and slurred mixtures.
Despite her obnoxious vocabulary and speech, she is quite friendly and often proves a great friend if you’re nice enough to her. She can, however, hold quite the grudge if you wrong her. She does seem to forever minor misdoings within a few hours, though. Sometimes even minutes.
In conjunction with this, she doesn’t have the greatest memory. While she can prove to be quite reliable on anything truly important, or what she finds important, and small bits of loose information usually goes in one ear, and other the other not long after.
Character Biography:
Before it fell, over fifty years ago, Aey’reia’s parents lived within the dwarven city, Thonduhm within the mountains. They were a peculiar but loved couple within the community, her mother being a warrior or hunter of sorts, and her father a smith. However, eventually, upon the attack of the orcs, goblins and trolls they were forced to flee and leave their brethren. They were able to narrowly escape this attack, coming out quite wounded, though not too much so to be life-risking. Among other very few survivors, they made their way to Barkamsted for refuge, settling down to grieve over their lost home. After they had healed, using alcohol as a coping mechanism, and recover both mentally and physically from this tragedy, they had Aey’reia, their newborn daughter. From a young age, Aey’reia was of course, heavily influenced by her parent’s behaviour. Due to their often drunkenness, Aey’reia picked up on speaking in very slurred and messy words and tones, often just babbling.
This was their chance to start a new, and put their old life behind them and forget the horrid attack that fell upon their loved city. They raised Aey’reia well, teaching her what they could about their dwarven history and their family secrets. These family secrets were, however, nothing that secret, or important, though her parents had an apparent want to feel historical. While in her young years, her mother had left their home one day in order to go hunting in order to feed them and sell stock to other folks around them. The news, however, travelled back to Aey’reia and her father that in the process, her mother had actually died after attempting to wrestle a wild boar after it flared its nose at her. Her father was distraught, of course, his wife was dead. Aey’reia was still quite young and didn’t quite understand, though she mimicked her father’s depression.
Over the period of many more years, her father had managed to handle this seemingly well, though Aey’reia learnt this was because of his abuse of alcohol. When the man wasn’t overly drunk, he would tell Aey’reia all about smithing, how he was a great smith in their home city and had even begun to teach her as she grew a bit older, taking her in as an apprentice as sorts. Things were going quite well for the two, though, something terrible seemed to strike yet again, this time, that being the plague. The two small dwarves decided they would lock themselves up in their home together, despite being in a town where there were guards and so forth, Aey'reia's paranoid father still barricaded their house up. This was fine and didn't entirely bother Aey'reia, as she liked to pretend she was living in the great city of Thonduhm as her father would often describe. Eventually, this became a problem when they started to require more food and water. Her father was ready to let the two starve to avoid going outside, but Aey'reia literally and figuratively smacked some sense into him, thus leading them to occasionally going out for the food and such they needed, before hiding back in their home.
Aey'reia had become quite wary as she had to head out for food and such. She hadn't realised how bad this plague actually was. Seeing such a grim scene around her, she felt quite uneasy. Hearing guards constantly shouting and holding off the sick undead from the gates. She moved her little feet quicker to get where she needed to be, collecting her food for herself and her father before she was to head home. On the way back, peeking toward the direction of the gate she heard a sudden cry. A guard had been snatched by one of the undead. She stopped to watch with a shocked expression, one of the only moments she truly took a moment to stop and process what was going out her. The short period that went by felt like much longer for the dwarf, watching the undead entity grip it's decaying hands around the guard and turning the man's neck into a mince. The other guards had quickly stopped this, for the most part, but the guard had already been bit, and it seemed like it was too late. After this incident, Aey'reia hurried back home and were quick to block everything up. Constantly now, she would poke out the small gaps in their barricaded windows to see what was happening outside, becoming just as paranoid as her father for the remainder of the plague. This attitude seemed to follow on Aey'reia even beyond the plague in various ways.
Eventually, came an odd day for Aey’reia, however. Her father had woken her up due to his loud shouts within their home. When waddling out to the open area of their home, he was babbling on about his wife, her mother. He turned to Aey’reia and said he saw her in his dream and now must go find her. She followed him outside and watched him run off with his little legs and a bottle of booze in hand, yelling for his wife. Aey’reia never saw him after this. Aey’reia was puzzled after this incident, though however she always assumes he will come back eventually. By now, she was in her early adulthood and was able to fend for herself, however, she realised her father left no money for her behind, thus leaving her to sell their home so she could have even some money in order to start a life for herself, leaving her determined to create her own smithy and become the worlds best smith.
Other/Extra:
N/A
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Aey’reia waddles within this crowd like a baby duck with it’s mother would, seeming unbothered at first, until realising it was a riot. She then began to let out her own shouts and babbles.
“Waht the fahk are yo doihng!?” She shouts, looking for a rock, barrel or anything of the likes to pull her little self onto.
She aggressively points to an absolutely random person in the crowd and shouts.
“FAHK YOH!”
As the guards arrives, she pauses, eyeing them up and down as she shifts her hands behind her back.
“Oh halloh.” She would grin. “Ih waz juhst leahving!” Assuming the guards don’t further try to stop her, she would run off a small distance away, then watch from behind a post or something. If stopped, she would simply oblige to the guards questioning.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
Aey’reia would trot through the tomb, scratching her neck as she yawned, looking over the walls covered in foliage. She wasn’t paying much mind to anything really within the tomb until she heard an odd groan. Her eyes snapped toward the direction of the quivering mound.
“Oh wAHt the FAHK is taHT!” She would shout, glaring in direction of this mound, taking one step back before turning and booking it out the way she came.
“AaAhaahHHhHhhhHh!” Is all that would echo through the tunnel. If not followed out, she would repeat the process of going in and running out until she thought of something better to do.
--Magic Application--
Magic Biography:
(At least three paragraphs about your character's relationship to magic, and how they may discover their potential.)
From a young age, Aey’reia was surrounded by little bits of magic. Nothing extreme, or even much of it, but enough to understand briefly what it was. Her father was attuned with a fire aspect and even had his own trinket. He primarily used his magical abilities to aid him in his smithing, which he often demonstrated to Aey’reia. He’d show her how he uses it to melt something as sturdy as iron to be reused, or keep metal heated in order to hammer it without needing to stop to heat it within a regular flame. Occasionally, he would let Aey’reia hold his trinket, which is where she received this connection to the magic and soon realised she could potentially follow the same skill as her father in magic.
Aey’reia found magic intriguing enough. It isn’t anything she would see herself using outside of aid for her smithing, should she just happen to be lucky enough to do so. Because of this she never really put any effort into learning greatly about magic apart from what her father would already speak to her about. Though one day, within a market, she was browsing some stalls, simply looking at different wares and critically judging any smithed goods such jewellery she found, occasionally getting handsy with any gems laid out on display, inevitably getting swatted away by the stall owners. While wandering this market she was minding her own business, babbling to herself, and not quite paying attention to her ways of where she walked as she used to people usually avoiding being within three feet of her and naturally swaying away from her direction.
She happened to bump into someone who apparently did not want to move out of her way, or who they saw as, she did not move out of their way. The two fell back upon impact with one another, the stranger due to Aey’reia’s condensed muscular body, and Aey’reia because of shock. In the process, the stranger had dropped several of their belongings they had in hand. They didn’t seem pleased but weren’t aggressive about it, and so Aey’reia babbled on about how they ran into her as she helped them pick up their belongings, seeming to be too incomprehensible for the stranger to really take note of what she was saying. In doing this, Aey’reia had picked up a trinket of sorts that the stranger owned, and she got an odd feeling, similar to what she felt when holding her fathers trinket. The stranger seemed to quickly take that, faster than anything else she was handing over. He explained it was his trinket for his Alteration aspect, and that it was quite valuable. Aey’reia shrugged it off and waved goodbye as the stranger left, though she still was left with a clinging curiosity about this aspect.
Please describe the magic system, including its limitations in your own words:
To cast magic your character must have one or multiple aspects, which the amount of how many you can have varies on the race of your character. Magic is within people were gifted with such, born with it or have the potential for it. To cast, one needs a trinket, however depending on the trinket will cause the level of spells you can cast vary. For example, you can’t cast powerful spells with a weak trinket, otherwise, it would shatter.
Overuse of magic has high consequences and can be very dangerous. It will cause the mage fatigue and generally be much weaker, and obviously cause a mage to not be able to case at all for the rest of the days time if they fail the role. What makes overuse even riskier, if one were to role 1 it would slay their character.
Please describe how you would use a weak trinket with your characters first/the only aspect:
With her first aspect being Fire, introduced by her father, she was shown how to utilise this aspect in smithing. Her father would use it to heat metals, usually keeping them hot enough to mold while hammering so he wasn’t required to hold them within fire for long periods of time. She could understand how the aspect works well enough. Being at a weak stage with the aspect, she, of course, cannot do that even if she tried, so rather she would utilise her limiting capabilities for small conveniences, such as lighting flames within a forge.
Fall hae ended, it is now Winter in Saphriel!
'The Avalti are currently asking for assistance from Saphriel and any others who are willing to aid them. As of now they have reclaimed one of their nests, but the story is ongoing...
Thank you for making the adjustments! Though since you had not filled out the magic application, Tara will be starting out with no innate ability to cast it. With that, this app is...
Accepted!
Server IP: s21.minespan.com:26802
1.12.2 Forge + MorePlayerModels + Optifine + Saphriel Conquest Texture Pack: http://therealmofsaphriel.enjin.com/forum/m/32802907/viewthread/24775210-more-player-models-texturepack-optifine-get
New Items Textures(either download this or enable server resource packs to see all our server's custom items!): http://therealmofsaphriel.enjin.com/forum/m/32802907/viewthread/30817511-newitems-client-side-for-lag
The server is now updating to 1.14.4! Update is still in progress, but the neccessary links for Forge and plugin downloads will be up on our forums once it is complete. We hope for it to be finished by tomorrow.
We are now fully updated to 1.14.4! All the information and links you will need have been updated on the main post!
--OOC Information--
Minecraft IGN: TotallInsanity
Prior Roleplay Experience: 5 years of playing and DMing D&D, around 5-6 Hardcore RP servers on different games including but not limited to ARK: Survival Evolved and Minecraft.
Define Power-gaming in your own words: Enforcing an action or a consequence on another character without that character's player's permission or in doing something that your character couldn't possibly do in RP. Such as a non-mage to suddenly be able to cast spells of the highest level. (Could be argued that even if the player gave permission it is considered power-gaming but if that is what the player of the characters wants then I see less of an issue)
Define Meta-gaming in your own words: Using information that you received and/or inferred out of character, in character. So to say, someone tells you something oocly and your character reacts according to that.
Define Role-Playing in your own words: Taking on a character or in a word a "role" and acting or "playing" as him. Role-playing is done in a variety of concepts: D&D, Video games and of course acting.
--IC Information--
Character name: Alucard (Pronounced without the d)
Race: Half Elf (Half High Elf)
Age: 26
Gender: Male
Character Description:
Alucard is a moderate half-elf with sea-tanned skin and rich brown hair. His eyes are storm blue, almost black at first glance. He has a very shortly trimmed beard that outlines his face and mouth. He often wears his hair in a short ponytail. He often wears shades of blue colors combined with and either gold or silver chains along the sides of his waist, and is known to change his attire between them. He wears several rings with one being what seems to be a sigil of somekind. Alucard is built quite well, he is not very scrawny or very tall, which often gives him off as a half-elf rather than a full one, but makes him easier to pass as human need be. Alucard wears a sapphire piercing in his right brow. (Must say I added this after I found the image cause it is excellent) He gives off a strong smell of the sea as well as noticeable touches of spiced wine, silver and honey. He often wears a feathered hat. (Hint look at the images in the spoilers)
Character Occupation: (Optional)
Alucard is a captain, a sea-farer, he lives at sea and will probably continue to do so for a long long time. Right now, he does not have a full crew (maybe a ship) Alucard is known to walk the line between illegal and legal, though in truth he never does anything illegal unless there is no other choice. Alucard in the past was a sailor (refer biography)
(Now I don't know how far I can go with what he actually has so if this is out of proportions we'll just say that this is his plan)
Character Personality/Traits:
(At least one to two paragraphs describing their personality traits and/or quirks.)
In a word, Alucard is a performer. Now this doesn't mean that he takes a lute and begins to play in front of the masses. No, this means that you see ONLY what Alucard wants to show you. Whatever he shares is what he wants you to know, and he takes on a different role in a different circumstance. Now this does not mean Alucard behaves randomly, his decisions make sense to him and to the world but perhaps not the same logical sense. Alucard is charming and quite witty which would make sense. He often deflects questions about himself and pries into the lives of others more so. Alucard likes niceties and the life of comfort, and would prefer it most times. He is not afraid to get his hands dirty need be, but will most likely only do such as a last result. Alucard is clever, and quite logical at that. He rarely lets emotions take the better of him, and is usually quite hard to read at first. Those of have spent time with him have it easier though. Alucard likes attention though he might not admit it, he enjoys having other people around him and would rather not spend his nights alone.
Character Biography:
(At least three paragraphs describing your character's history and experiences, you must reference server lore)
Alucard is a *******, an offspring developed from an affair. Despite this, Alucard grew up with a wealthy Elven family and around and elven community in the town of Barkamsted. These were the years just before the end of the war, the life in Barkamsted was one of conflict and worry, the pact war always in the background. As such growing up wasn't that easy for Alucard, for a half-elf and for a child of the Alliance. Alucard knew he was capable of magic from a young age, back in Barkamsted,it was rare for someone with high-elven blood to not possess Bethimir's Gift of magic. Even at the young age that he was Alucard knew that he was attuned to three aspects: Water, Wind and Earth. With the lingering war and attacks on Barkamsted, Alucard spent his days at home at the instructions of his mother, who only wanted to protect her child. She would often bring him and his brothers toys and books, Alucard always prefered the latter. The brothers that were old enough soon joined his father in the war. Around the end of the war, Alucard found himself quite alienated from his family quite often, his mother and sister the only close ties he had. His father and brothers disliked Alucard for his split nature. Due to the end of the war, they had seen a lot more of Alucard, soon that dislike spread like flames to be resentment and hate. This lead Alucard to leave his home at quite the young age, leaving his sister and mother behind to go off and explore the world on his own. Alucard loves his younger sister dearly, and when he visits (not too often but enough), he always pays her a visit.
Just when anything had began going his way, a deadly plague has spread across Barkamsted. The different gateways in and out of the city (including the docks) were the first thing to be shut down. The city did not wait for more sickly to enter its gates and spread the sickness. Soon word spread about the curse, which denied the ability to heal such disease. Barkamsted fell into a terrible quarantine, trade had stopped, ships were stuck at the harbor. There was no way in or out. Alucard had felt trapped, enclosed. He would spend his days practicing magic (or what little could make of it). And his nights? His nights were spent drinking in sorrows or courting to find even a little bit of pleasure in an otherwise numb world. He yearned to get to the sea and the open air. And as soon as he the docks had opened once more, he was already on the first ship to leave.
Alucard made his way to the nearest port, where he went looking for a job as a sailor. He wanted to explore the world beyond. He wanted open seas, and to meet new people. But the world is not a child's tale, it is harsh and unforgiving. Alucard clawed his way up, and even when everything seemed fine, he learnt to keep his guard up. To hold on to things. Soon mundane things didn't matter as much, Alucard learnt that the most priceless information was knowledge. So he kept his to himself, but pried on others, even resorting to extorsion need be. Soon Alucard had been able to hold his ground, not by combat but by a battle of will and deciet. He took on persona's and told people what they wanted to hear to get what he wanted. Towards the start of his journey, he may have skirted the law a bit, which nearly got him arrested, so instead he looked for loopholes in the law, and kept to it or the literal version of it.
Alucard was out at sea when the Ca'Liar attacked Barkamsted. He did not witness the impact of the attack until it was too late. When Alucard had returned, he had lost some of his friends to the attack. Namely his few childhood ones who preferred the city. His mother and a three of his five brothers were injured during the attack but with medical treatment, they soon were able to stand on their feet. He later learnt that the attack was misguided. This altered his view of the Ca'Liar race. He saw them as selfish, incompetent and uncaring. Even with their later integration in Saphriel's society Alucard had kept a special place for them in his mind, one of caution.
So when the gates had finally opened, Alucard soon found himself on top of the first merchant ship to leave. It was carrying some sort of artifact towards Falkvard, however this wasn't any common knowledge. They were accompanied by a defensive ship to protect them from piracy and theft abroad the large seas. During their sail, Alucard had overheard of this transport with a talk between the captain of the ship and the head merchant transporting the goods. He now knew exactly what was being delievered and to whom, but as it turns out that information wasn't mutually exclusive to only the three of them. That night, a pirate ship had began attacking their defenses. Cannons (a recent discovery) began shooting, flames bursting the ship open as it began to sink. The ship slowly sank as pirates began to swarm it closer. Alucard began to act quickly, he wasn't yet equipped for battle. He ran to the vaults only to find the merchant at the mercy of one of the pirates, the thief's hand clenched on the artifact. Alucard quickly grabbed the knife at his belt and plunged it into the distracted pirate blood spilling slowly from the wound. He grabbed the artifact and the nearest bag he could find and dove into the open sea and towards the defense ship which was still afloat. After a quick looting of the rest of the ship, the pirates retreated from the mercenary's ship ongoing attack. Alucard told no one he took the artifact and boarded the mercenary ship that withstood the attack. The merchant and his captain became some of the many casualties from the attack. When they got to Falkvard, Alucard took himself to the buyer, with only one request in his mind. He wanted his own ship and crew. He wanted to be a captain.
Other/Extra: (Images, notes, etc.)
This is what I got after a while searching, its the closest I can get.
Important Note: I often play characters a bit differently then how I write/imagine them, so if something looks a bit different in-game I hope you won't mind it. Needless to say that everything I wrote here I use as guidelines for myself but if the scenarios and in-game things are a bit different don't be surprised. This is just something I do naturally.
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Alucard sits on a nearby stool, his glass filled with a bronze like liquid. From the drunk look on his face, the drink is definitely some sort of liquor. The sapphire piercing above his brow dimly shining in the moonlight. He doesn't seem to mind the rioting and screaming around. Harsh words and soft pushes are thrown around as Alucard sits on his stool, after a short while he raises and begins chuckling and downing his drink.
"What are you laughing at scum?" A nearby voice from the crowd and the attention shifting to him.
"Who? Me?" Alucard asks feigning confusion "Just about your idiocy"
The large orc draws near, slumming his hands on a nearby table "Care to put that to the test?"
Alucard's eyes shift to the approaching guards and the squabbling group behind him, His eyes slowly shifting to meet the large orc.
"I don't think it is about if I care, but rather if you dare." Alucard challenged, dropping his glass on the floor to attract the guards attention.
The guards quickly gain sight of the encounter, eyes shifting their way. The orc angered by his response, moves his hands to his axe and draws it.
Alucard puts his hands up as if to surrender "Seems you are quite the strong fellow, shame that you aren't very observant."
He raised his voice and said the following words with complete sarcasm "Help this man is attacking me!" The guards attention quickly shifted to the orc wielding the axe, as they drew their weapons.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
The sounds of Alucard footsteps is usually accompanied by the wringling of chains and sweet humming as to alert to his presence. However, in this empty caverns, silent footsteps seemed preferable. The walls covered with thick foliage and vegetation as he gracefully made his way through the brambles and onto clear ground. He was about to continue when his eyes caught the sight of movement. The movement subtle, a shambling mound of something. It paused, slowly as if it was looking at him, quivering and letting out a moan. Alucard's position shifted like water, moving from tourist to combatant, his hands: one up, one to his sheathe. His eyes narrowed looking at what it might be. Whatever it was, it was either long dead, or nearing death. Either way, whoever wonders to a tomb not being prepared deserves as such. He straightened his back, if it hadn't attacked him this far, it probably won't. He let out a rambling of words "Damn this tomb, I just want to get back to sea..."
--Magic Application--
(Optional, this form must be filled out if you want your character to have magic at all.)
Magic Biography:
(At least three paragraphs about your character's relationship to magic, and how they may discover their potential.)
Alucard is not an atheist but rarely does he actively worship the gods. Instead he worships magic which in a way is worshipping Bethimir. To him magic is like a sense like a gift. It is not an ability to be used when needed but one you have to grow and develop, not by learning it from a book or learning it from a teacher but rather living magic. Feeling the wind of a storm and the waves of the sea. Unlike other mages, Alucard is only capable of elemental magic, no matter at what level (meaning that he cannot cast illusions even with a weak artifact). His attunement to water, wind and earth is stronger than the rest of the elements.
Alucard uses many metaphors about magic but at the end of the day, its something that is innate in him and he can't place his finger on what exactly it is. This is why even if he went to a teacher to learn magic, it wouldn't have gotten him far. Alucard magic is a result of self understanding, and so needs to be his powers. Now of course he still needs a trinket and practice, but his relationship with magic is one of self. He does hope one day he can fight using only magic, rather than standard combat wise.
In terms of the elements, Alucard is no master. He wants to learn magic the same way a toddler learns how to walk, its not a skill its a sense, a part of someone that renders him useless completely without it. His attitude to magic is different to many others making him rather an outsider on the magic sense. That's all really.
Please describe the magic system, including its limitations in your own words:
(Two Paragraphs, please mention how one would cast, the limitations to casting and specific races, and the consequences of overuse)
The magic system isn't too complex but it has some major factors that need to be taken into consideration.
1. Characters need to be born with the innate gift of magic, the ability to have magical potential. A person either has magical potential or doesn't. Simple as that. a person without potential can't cast magic.
2. Characters need to be trained and have experience, simply being born with a good build does not make someone strong, he has to train. Same goes for magic in that sense. Your not a master right away, you start off being only a Weak caster.
3. Characters need trinkets! Trinkets are like the spellcasting focus in D&D, they are a channel of power. Without them, magical power is difficult to conduit correctly
Note: You can only cast magic as powerful as the lowest of either your artifact or your training level.
4. Spellcasting! You can only cast spells a limited number of times. 5 spells of the highest level before your out of juice, 10 spells of the level below that, 20 level for the one bellow that and so on. Basically each spell slot is worth twice as much as the level underneath it. (Exceptions some spells are innately easier to cast such as shield spells in the holy aspect only taking 1/20 the cost, dark shields costing 1/10, dark transport and telekenitic shields costing 1/5, illusion being 1/4 as exhausting, x2 light attacks against non dark, x2 specialized effects) Magic that is 4 levels below yours counts as a cantrip and therefore free.
Mastery (high level in more than one aspect can also affect the amounts of spells you can cast.
5. Overcasting, what happens if you cast more than you can? well you roll 1d20 (bonuses depending on skill), DC starts at 5 and increases by 2 for each successful role. A nat 1 is pretty much death (really?) and a nat 20 grants you 2 spells at highest level.
6. Magic Decay. Magic is like a muscle, don't train it for a while it goes away. So if you do no casting for a long long time, you start to lose it.
7. Aspects, aspects are like the attunement of one to magic, it is something innate and not chosen. Basically you can have up to 4 aspects based on your race and decisions ranging from holy and dark to elemental aspects. This allows you to cast magic of that aspect to a higher level, you can still cast all the other magic but only up to Medium level.
8. Sight. To cast you must be able to see the element/thing you are casting with/at. Thanks for the reminder!
Please describe how you would use a weak trinket with your characters first/only aspect:
(Try to be creative, while acknowledging its limitations and utility uses)
Alucard might use it slowly moves his wine across the glass, stirring it very slowly while adding a small hand gesture. Alucard might use it to move water droplets from rain to avoid hitting himself (or his clothes for that matter), while weak this cannot protect him fully but it is something. With a Wind Trinket (Weak) he might use to create puffs of air for dramatic purposes blowing clothing and hair as he enters the room. Magic is not very much of significance at this level but it adds nice flavor touches.
-Please note that some aspects are set when a character is born, while others are up to practice. The number of aspects you have is limited by your character's race, but they may have less than the max should you so choose, but they will not be able to regain that lost aspect naturally-
This up took me all day to write but do let me know if anything is out of order here. Lets hope its enough.
Winter has ended, and it is now Spring!
While it has been fairly quiet as of late, there are rumours of Grendels in the east. As always, caution is advised when travelling outside the cities.
Deeply sorry about the wait! It seems it went by without our initial notice. The application is rather solid in its characterization of Alucard, and your understanding of the magical system is very thorough. I will note however that sight is always required to cast, so if a character's vision is obscured they won't be able to direct any magic in that space. I also noticed that his sapphire brow piercing is intended to be a magical trinket, but unfortunately no character can enter the server with a trinket. They are rare artefacts among the population as a whole and can only be obtained through RP on the server. He can still keep the piercing, but it will not have any magical potential.
As for the main application it is...
Pending
One key thing you are missing in the application is any mention of the server's major events. The first and most important one that encompasses every life is the Pact War. A lot of cities fell to this war, a lot of history forgotten by its influence. Though the war ended 20 years ago, its impact still remains prevalent in his early life. Namely in his family with elves, perhaps even aiding to his very existence as a half-elf. Aside from this there was also the plague born from the cult that swept through Barkamsted 12 years ago, and the misunderstanding invasion of the Ca'Liar just a year after that. Was Alucard around at that time or was he out forging his life around the docks? There are a number of events you could include, with how he might have directly experienced any of them, but if you need help figuring out more of the timeline feel free to shoot me a message!
Thank you for your revisions! One minor note is that the artefact he recovered at the very last part of the backstory could have been lost to the sea as he jumped overboard. Perhaps he recognized it as a trinket, or an item with a greater magical potential behind it, but he will not be starting with it in his possession.
Accepted!
Server IP: s21.minespan.com:26802
1.14.4 Forge + MorePlayerModels + Optifine + Saphriel Conquest Texture Pack: http://therealmofsaphriel.enjin.com/forum/m/32802907/viewthread/24775210-more-player-models-texturepack-optifine-get
New Items Textures(either download this or enable server resource packs to see all our server's custom items!): http://therealmofsaphriel.enjin.com/forum/m/32802907/viewthread/30817511-newitems-client-side-for-lag
Spring has ended; it is now Summer!
Efforts to reclaim the Avalti's Nests continue in Acaedia, with new dangers lurking in the jungles and beyond as the fight goes deeper into the Nest. Though successful so far, the fight promises to be far from easy...
--OOC Information—
Minecraft IGN: Yamikanzi
Prior Roleplay Experience: I have been playing in traditional and text-only tabletop roleplaying games for over five years both in-person and online. While the world of Minecraft RP is something entirely new to me, I am eager to learn and try something new!
Define Power-gaming in your own words: I understand power-gaming to be where individuals write their way out of situations that their character would not be realistically be able to do; it’s the kid on the playground who is playing pretend with his friends, who suddenly declares that he has a special remote that can let him get past his friend’s force field.
Define Meta-gaming in your own words: Meta-gaming is when your character has knowledge of events/information that they would not realistically have, but the player does.
Define Role-Playing in your own words: Role-Playing is where you take on the roles and persona of a character and play as them. It is acting out the character of another person: fake, fiction, or somewhere in-between.
--IC Information—
Character name: Mayuko Sanbasuto
Race: Human
Age: 24
Gender: Female
Character Description:
The woman before you is tall and strong-looking, standing 5’10” in height with broad shoulders. Perhaps what stands out most about Mayuko is her eyes, or lack thereof one. A metal eyepatch, held in place by a leather strap that wraps around her head, covers her right eye. Her left is soft grey-blue color; the color of a dead sky during a frigid, harsh winter. Her hair, which is colored a dark brown, like walnut wood, is kept in a ponytail and out of her face by a strand of red ribbon. Her features are plain-looking: lips and brows thin, furrowed to match a stern-looking frown. Her skin, while genetically fair, is tanned from hours spent working in sunlight, her hands calloused. There is a tattoo of a small sigil on her left shoulder.
The clothing she wears is well-worn and hardly a pinnacle of fashion, made from simple wool, linen, and leather. Although she wears leather gauntlets over her arms and a protective leather skirt hugs her thighs, the material is hardly anything more than repurposed pieces of mismatched clothing stitched together, and provides little in the way of actual protection. From the way she keeps her shoulders wound-tight with adrenaline, and her only visible eye somehow more emotionless than the one behind her eyepatch, you get the sense that this woman isn’t exactly the type for casual conversation.
Character Occupation: (Optional)
Very much a drifter, Mayuko isn’t one to shy away from manual labor in order to earn extra scratch. While she is hardly a blacksmith or carpenter, she’s got the muscle to move around ore or assist in raising the frame of a house. However, she much prefers working alone, and has found a niche working as a hunter of both animals and wanted humanoids alike. While she doesn’t quite consider herself a bounty hunter and prefers the comparatively safer task of hunting down deer or beaver, she has more than once lent her skills as a sword for hire.
Character Personality/Traits:
“When everything collapses, it’s not the falling that kills you. It’s the sudden stop at the end.”
Pragmatist. Calculating and cold. Prickly. Just some of the words used to describe Mayuko, and that’s by those who she would consider to be close to. To her, the wars and conflicts that have ravaged Saphriel are nothing but a maddening confluence of factors she cannot control. As a result, Mayuko’s primary concern is for her own wellbeing and fulfilling her own desires. She’s been called selfish in that regard, and it isn’t exactly wrong. Though her desires aren’t malevolent, she has few qualms about resorting to morally gray means to fulfill them. She does have a kind enough heart to consider helping people out, especially if she feels like the situation they are in isn’t their fault. She very much believes that mark of a person is how they respond to the difficult situations in their life, and how they overcome them.
While she usually gives off a level-headed and cool presence, she can be quick to anger. Physical pain can elicit an immediate, almost animalistic response from her, which she deals with by physically lashing out. While her anger sometimes comes white-hot and all consuming, it is always quick to boil over if she is given a proper outlet. At the end of the day, Mayuko will usually fall on the right side of the fence. Underneath her cold exterior and bursts of irritation is someone who just wants to feel like she is a part of something and is appreciated.
Character Biography:
The rise of Valis’ Cult. The Demon Wars. The dangerous Void Realm. A plague of undead. The battles with the witches of Acadia. These are all events that have brought much suffering and death to the people of Saphriel, and they are all events that have been made possible, or at least made much worse, by the harnessing of magic. Every empire has its challengers, and the exponentially higher strength of those in power—often those with access to magical artifacts or magical talents—invites strength equal or greater in comparison. Such challenge, as has been observed over and over again, brings catastrophe.
These are the beliefs of the peasant Mayuko Sanbasuto. Her great, great grandparents hailed from lands outside of Saphriel, relocating to a small and nondescript fishing village along the coast of Saphriel just before the start of the Pact War. Many members of her ancestry lived chaotic lives during the war, never truly settling down and simply traveling with other bands of refugees, in a struggle to simply stay alive. Many of these relatives would fight in the war, and many perished on the battlefield. Her parents grew up in Barkamsted and lived most of their lives within the city; although they avoided the nomadic nature of their own parents and grandparents, their lives were nonetheless dominated by the Pact War, and the growing fear that eventually the final bastion of Barkamsted would fall.
Thankfully, such a fate was avoided. Mayuko was born prior to the reclamation of Falkvard and is the only child to her parents. As peasants, she and her family lived a quiet life just outside the shadows of the ongoing politics of the realm, although they certainly felt their influence. Both her father and mother worked to provide for their small family: her father ran a small trap line and her mother worked as a maid. Her father was a rather bitter man, hardened by the loss of family and friends during the Pact War. In particular, he was jealous over his lack of a gift for natural magic despite a strong potential for arcane talents within his lineage. These beliefs would rub off on Mayuko, who grew highly distrustful of magic users growing up during the Demon Wars and hearing horror stories of the Void Realm.
The most important day of Mayuko’s life came when the Ca’Liar invasion brought the beast-folk invaders to the city of Barkamsted. During the attack, Mayuko’s home was swept up in the action: the then 16 year old Mayuko was seized and slashed across her face, permanently damaging her right eye. Her parents were slain as they tried to protect their daughter, who would survive her wounds. Mayuko was devastated, choosing to honor her parents by tattooing their family crest on her shoulder. From there, the orphaned Mayuko would find herself thrown into a world that had little patience for her. Learning to fend for herself, she would make her way away from her home of Barkamsted with the goal of reaching Falkvard to start a new life.
Other/Extra: (Images, notes, etc.)
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
The tension here was palpable. All of a sudden, Mayuko was sixteen years old again; the energy in the air was the same as the day the Ca’Liar attacked her home of Barkamsted. The memories of screaming, panicked footsteps, shoving, bleeding, dying—sounds and sensations bombard her senses. People are shoving her in either direction and she is pushed, hard, from behind. Snapping out of her memory she reacts just in time to catch herself and avoid hitting the ground. Anger and adrenaline are controlling her actions now, motivating her to pick herself back up and—
She sees the person who pushed her and—
She doesn’t even remember balling her hand into a fist and—
Pain shoots up her arm as her fist connects with their jaw, sending them spiraling into a heap and—
The guard is all around her, barking orders and beating back aggressors. As she breathes hard through her nostrils, she thinks back to words of wisdom provided by her father. A rabid dog is always the first to be put down. This was not a battle she needed to fight. She turns on her heels and flees, her anger dissipating and leaving an empty chasm in her stomach so great that she realizes how much she misses her father and his wisdom.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
Mayuko freezes, a chill running up her spine. Her hand drops to the weapon she keeps on her person, mind racing. She sums up the large mound, summarizing it and debating if her skill would allow it to be taken. She wasn’t one to take unnecessary risks. —Well, most of the time.
She drops low to the ground, holding her breath to steady herself. Just what is this creature? Did it make this tomb its home? And would it view her as an intruder? All questions that she didn’t want to wait to figure out the answer too. As quickly and as quietly as she can, she seeks a better vantage point well outside the range of any stray vine or tendril the mound could send lashing her way.
Summer has ended. It is now Fall!
Following inroads into the Nests, several have returned from Acaedia while the Avalti prepare for the next push. Though Saphriel's greatest threats lurk in the background for now, trips into the wilderness and regular patrols continue, for there is always danger to confront.
--OOC Information—
Minecraft IGN: canpotatoesfly
Prior Roleplay Experience: I’ved played some D&D. been in a few discord RPs, and gone on a few RP servers, that’s about it.
Define Power-gaming in your own words Doing something that should be impossible, such as dodging a projectile moving at mach 5, or doing something that they realistically couldn’t do.
Define Meta-gaming in your own words: Using information your character would not realistically know while IC, such as creating a perfect space shuttle without learning how to actually build it, or somehow knowing about a group of thieves without ever hearing about it.
Define Role-Playing in your own words: Acting as if you are something or someone else.
--IC Information—
Character name: Falko Scholl
Race: Human
Age: 19
Gender: Male
Character Description: Falko is a lanky man with sunken brown eyes that seem to always make him look angry, messy, somewhat short, sandy brown hair that occasionally falls onto his eyes, and a modest height of 5'8. His skin is somewhat pale, and shows no signs of scarring or lasting injuries. He usually wears dirty, loose, and tattered brown clothing, and he refuses to wear shoes for some odd reason.
(At least one to two paragraphs describing your character’s physical appearance, including height, eye color, and skin tone.)
Character Occupation: Local Shady Alchemist
Character Personality/Traits: Falko is always up to no good, whether he's starting a robbery, joining a bar brawl, or convincing a 'friend' to do something stupid(Half asleep while writing this so excuse any poor English). He hardly ever trusts anyone, which makes it quite hard to form friendships. When he does form them, its usually because they've helped him greatly or benefit him in some way. One of his favorite pass-times is drinking, and he's not one to let a good opportunity to play a little prank slip by. Due to being poor, Falko is used to uncomfortable environments, lack of food, and having few luxuries to enjoy. Additionally, he doesn't seem to worship any gods.
(At least one to two paragraphs describing their personality traits and/or quirks.)
Character Biography:
Falko grew up in the city of Falkvard, raised by his father Niel and his mother Melanie. Most of his family's money was lost when the city of Falkvard fell to the Pact Races, which left him in an unfortunate situation of being poor, and caused his great grandparents to move to Barkamsted. His parents had moved from Barkamsted in the hopes of making more money to support themselves and opened up a small shop in Falkvard. Falko would often need to help out. Usually he'd just make deliveries, or maybe even clean the place. His parents taught him how to read and write, hoping it'd make things easier for him.
He comes from a long line of alchemists who dedicated themselves to learning everything there is to know about this strange practice. Obviously, if most of his family members are focused on alchemy, they'll want Falko to be focused on this as well. Because of this, they started to teach him alchemy at the age of seven, though he had a hard time understanding it until he was a few years older. Even to this day, he is no master, but he can at least create simple things, and practices daily.
At the same time, a deadly plague started by an unknown cult started to spread. When news of this arrived and the family got word of this deadly virus, they started stalking up on food, ingredients, and other necessary supplies, not wanting to risk going outside unless they needed to. This financially hurt the family even more, and Falko was forced to take this alchemy lessons much more seriously. His family expected him to work even harder than before in order to help them with their current situation. Luck clearly wasn't on their side. Luckily, their preparation and self-quarantining seemed to be effective. Though they were a bit hungrier than usual, nobody in the Scholl family had caught this mysterious disease. Maybe they weren't so unlucky after all.
Something that sets him apart from the rest of his family members is the fact that he never really takes anything seriously, and will always try to find a way to make something strange happen using what few resources he can find. He'd usually try to blend into crowds, make an attempt at pickpocketing, only to place the objects in the pockets of someone else. Recently, for an unknown reason, he decided to separate from the rest of his family and move to another part of the city, leaving the trinket behind.
(At least three paragraphs describing your character's history and experiences, you must reference server lore)
Other/Extra: (Images, notes, etc.)
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Falko watched as the Pact races started a riot, his frown slowly turning into a grin. He’d quickly search for a nearby tavern, ordering a bottle of ale before once again returning to the crowd. He’d then slowly and quietly walk behind an Orc, raising the bottle by the upper half before slamming it into their back and running, pointing to the closest person(barring the orc). If he actually managed to get away without having every bone in his body broken, he’d burst into laughter.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
“****.” Falko had forgotten to bring anything he could actually use for combat. How stupid of him. He broke into a sprint, running towards the exit to get away from that thing. He clearly didn’t know close quarter combat, and he wasn’t anywhere near muscular. This made it obvious that he wasn’t capable of combat at that time. If he got out of the tomb, he’d start spreading rumors of a hidden room inside of a tomb that allows you to resurrect the dead,and a great treasure hidden nearby.
--Magic Application--
(Optional, this form must be filled out if you want your character to have magic at all.)
Magic Biography:
(At least three paragraphs about your character's relationship to magic, and how they may discover their potential.)
Strangely enough, Falko seems to have avoided magic entirely for most of his life. Whenever a known mage would walk the streets, Falko would stay inside, mainly because he has no means of defending himself should the mage attack him. Whenever he encountered unknown entities with strange physical properties, he'd face the other way and walk forwards. If a scholar were to ask him about magic, he'd ignore the scholar and walk away. Certainly strange for someone with magical potential.
Falko only learned about his magical capabilities when a High Elven merchant who had recently obtained a few artifacts decided to park his wagon on a street and allow people to get tested for magical attributes, free of charge. The young man's family all got tested by the merchant, showing no magical potential whatsoever. They then went to Falko, asking him to take the test. Tired of their requests, he decided to just get this over with. He went to see the elf, and the elf gave him a trinket. The elf then asked Falko to try and do a strange task, and repeateded this process of switching out a trinket and asking Falko to pull off some strange feat until, for the first time, the prankster managed to turn the the merchant's shirt from blue to orange. The man then offered to sell Falko the trinket, though Falko had no money he could offer in exchange, and so he left emptyhanded.
The strange merchant told him he had alteration magic. When Falko returned to his family, he just said he had no magical aspects and left it at that. Unbeknownst to Falko, the merchant only had trinkets for the aspects of Holy, Alteration, Water, and Telekinesis magic. Because of this, he never learned of his two other aspects, Illusion and Dark. The alchemist didn't even think about venturing into magic until he was 17, though he was unable to practice with his due to his family's lack of money, and didn't bother reading about it to avoid questions from his family. He also slowly began to accept strange and mystical people and things, avoiding them a lot less than he used to.
Please describe the magic system, including its limitations in your own words:
(Two Paragraphs, please mention how one would cast, the limitations to casting and specific races, and the consequences of overuse)
For one to cast, they need to use a trinket with either a higher level than their magic or a level on the same level as their magic. If they used a higher level of magic with a lower level trinket, the trinket would shatter. For example, if someone with Feeble magic went to cast with a trinket that could be used up to Strong magic, they’d be able to successfully cast their spell. But if someone tried to cast a spell on the level of Powerful magic using that same trinket, the trinket would shatter.
Depending on how many schools of magic you mix together, the amount of energy you’ll lose may increase. If one were to cast 3 schools at once without mixing them, it’d also be more exhausting, and you could only use up to 3 schools. Additionally, you can’t use magic in a place outside of your character’s field of view, such as behind the user, or fifty feet underground while the user is standing on solid ground.
Training your magic requires IC emotes, and must be done often. If someone stops practicing for a long period of time, they’ll slowly regress and their skills in magic will weaken even faster than it was being trained. Most people are usually limited to the spells they’ve aspected into. Certain races have different maximum aspects they can have. For example, humans can only have 3 aspects, so they can only use 3 aspects of magic. Another race might have 2, so they can only aspect into 2 magic types. Magic types you don’t aspect into can be learned up to medium level.
You’re also limited to only casting 5 spells from the highest level of magic you have, and twice as much as the level above what you’re casting. Because I’m bad at explaining things, I’m going to write an example. Your highest level is Medium. You cast a spell that requires a level of medium. You can now only use that five more times. Then, you go to cast a moderate spell, which can only be used 10 times. Feeble 20 times, Weak 40 times, and it changes depending on your level of magic in that aspect. If you use more spells than this, you roll a 1d20. This is called overcasting. To start off, you need to roll above a five. The more you overcast, the higher this number gets, going up by 2 each time. For instance, if you overcast 3 times, you would need to roll above an 11. If you fail to roll above the number required, you will be unable to use magic for the rest of the day.
Please describe how you would use a weak trinket with your characters first/only aspect:
(Try to be creative, while acknowledging its limitations and utility uses)
Falko would set up a sign near a tavern on a rainy day, offering to clean people’s clothes for a low price. I would list an exact price, but I don’t know much about this world’s economy. He’d then use the weak trinket and his Alteration aspect, being the first one he had, to clean the clothes. Doing this every day, he’d slowly begin to make money, eventually saving up to buy an alchemy permit and some lessons, allowing him to profit even more later on.
-Please note that some aspects are set when a character is born, while others are up to practice. The number of aspects you have is limited by your character's race, but they may have less than the max should you so choose, but they will not be able to regain that lost aspect naturally-
Apologies on the wait for the both of you! It's been a busy week with the holiday for quite a few and their families so I thank you for your patience.
Pending
Your application is rather well done and fits in line with the server's lore very nicely! There are, however, a few small things that will need to be adjusted. For one, the character's name 'Mayuko Sanbasuto' really stands out compared to the common human culture. I saw that there was mention that her ancestry hails from lands outside of Saphriel, though it must be noted that the seas are incredibly dangerous and the few outlying islands there are have more specific cultures that need to be elaborated on. If anything, her naming convention fits more with Ca'Liar so either it will need to be adjusted or given a more thorough explanation to why her name is this. If you'd like to learn more about the other cultures, you can send me a PM here on the forums or through Discord Cyshadichu#7108
On another note, her age conflicts with the timeline of the Ca'Liar invasion. It states that Mayuko was 16 at the time, though given that invasion happened 11 years ago she'd actually be 13 at the current age she is now. Would be best to either change her age to 27, or the backstory to reflect that she would have been 13 at the time. Other than that, I quite like all the other details of the application, especially her personality.
Pending
Though I put this app on Pending very loosely, since it's actually very decently constructed. What I'd like to see is some more additional mention of the server's lore as well as a small revision to his magic backstory. At the age of 19, Falko wouldn't have experienced the war for himself and you did make note of this with his parents having moved to Falkvard after its reclaimation. It should be noted that Falkvard had fallen 86 years ago currently (or 64 years ago by the time the parents could have moved there), so what could have led them to move there when the family had lost most if not all of its money during the war? Did they ever have doubts of being able to make due for their newborn son in a city that was still largely in repair? Did they struggle a lot to make ends meet with their new shop while also raising Falko? What sort of impact did that have on his youth when they were poor at the time and at what point were they able to live more comfortably?
Likewise, the city would have still been hit by the plague 12 years ago now on the server. It wasn't as bad as Barkamsted where the quarantine was incredibly strict and the undead came in overwhelming numbers, but it was still a prominent threat where some people were isolated to a spot until treatment came (if it did). How then did Falko and his family cope with the plague? Did any of them end up becoming ill or lose anything during it?
As for the magic backstory, while trinkets are rare it is exceedingly more rare to have been in possession of a trinket with three different aspects connected to it. You can surely determine what aspects your character would have now before they happen to practice it on the server, but it is unlikely he would have had access to all of them in his youth. As well as this, it's never fully explained why he would have left the trinket behind when he left his family. While nobody can start out with a trinket on their new characters, I think it would make for a more interesting story to detail what might have happened to it. It's not entirely necessary though, but it can help flesh out the character's actions and motivations. Everything else about the magic application shows you have a very solid understanding of how the system works so in the end it would earn my approval.
--OOC Information—
Minecraft IGN: SlenderGirl808
Prior Roleplay Experience: I've been rping various minecraft roleplay servers, in particular medieval based rp servers, since the beginning of 2016.
Define Power-gaming in your own words: Unrealistically making your character all-powerful. Whether this be abilities that do not align with the lore or are simply impossible to accomplish without extremely ideal circumstances.
Define Meta-gaming in your own words: Meta-gaming is when you as a player have IC knowledge that your character does not have and using this knowledge to further your goals despite your character not having this information to begin with.
Define Role-Playing in your own words: Playing a role, a character separate from yourself.
--IC Information—
Character name: Louise Adler.
Race: Human.
Age: 19
Gender: Female.
Character Description:
A petite woman of athletic form and a few womanly curves to go along with it, giving her a lean and eye-catching figure, were she not usually dressed in unflattering traveling clothes. A pale and rather than fair, a rough complexion, a heart-shaped face surrounded by a thick mane of black curls, two stormy blue eyes observe the world. Louise is a woman who stands at 5’8, she isn’t terribly graceful, she does hold a sense of self when walking from place to place.
Character Occupation: (Optional)
N/A.
Character Personality/Traits:
Louise is a traveller at heart, always on the road, never able to stay in one place. She thought for the longest time that it was a curse of her very being… that she could never be happy and comfortable somewhere. In the quiet years, Louise has come to take it as a sign that perhaps she is best suited for the road. Her demeanor is relaxed and calm, life on the road has its own pace. The life she has made for herself has taught her to be sturdy and able to endure mental and physical difficulties, despite her loner lifestyle she tends to gleam impressive first impressions.
Although she is blessed with her positive natures, much like the wilderness, she has a tendency to be dangerous as well. She's curious, much like a cat, too curious. And due to her lifestyle she is a deeply closed off individual and is slow to trust, just as she is slow to trust she is extremely quick to take vengeful steps for those she chooses to keep close to her. Many times this leads to the heavy burdens and regrets she carries.
Character Biography:
Louise grew up just outside of Barkasted in a small cottage with small yields of crop with a mother, father, and twin brother on plain land slightly to the east just beyond the swamp lands connecting to the nearest woods in which her family cottage resided. Despite their distance from Barkasted, the end of the War marked a great sigh of relief for her parents, her father and mother being two individuals who struggled to survive during this time, which was one of the many reasons they chose a secluded life within the woods rather than rejoicing freedom of war and horror with the rest of the populace, they were bitter toward the pact races didn't wish to possibly interact with them. Due to this, during Louise's childhood she was quite separated from the whispers of ongoing danger that the land endured , the plague, which proved to be a downfall itself. However, these isolated whispers soon caught up to her and her family, for many years her family struggled to stay float amongst the devilish beasts that were sickened by curse, who ravaged her precious woods. And for a time her family could not eat, even leave their cottage or open their windows, her days were frightening to say the least. However, after this period of unrest subsided her days were peaceful and kind, the seasons passing over their crops with little in the way of disturbance. She grew up roughing around with her brother, often venturing into the woods with him or alone, and once old enough, her father began to teach her how to hunt with bow and arrow with some struggle. Other than Louise's help with loading and unloading the horses and carts, she had developed little in the way of strength asides from her arms and took to the weapon with relative ease, eventually taking on the duty of getting meat for dinner, despite this being frowned upon by her mother and greatly discouraged. It was during one of these hunts in her youth that she ran into a rather nasty bear, earning the large scars across her upper thigh. In return, Louise wounded the bear enough that as she was recovering, her father went into the woods and was able to finish it off, bringing home the beast's pelt.
Louise had no formal education, instead learning the very basics of reading and writing from a half-elf who had settled down a little ways from their cottage when Louise was a baby. The half-elf was the first to learn that Louise wanted to travel the world. Once grown up enough to realize her future was to work the farm while her brother left or to be married off leaving her brother to work the farm, Louise informed her parents that she was setting her sights on something more, on broader horizons, and started her travels. This sudden wanderlust wasn't spurred on by any argument with them, though there was some pushing and shoving to make them agree to let her go. She said goodbye saying that she would write back, visit once a year or so, and that hurt. Louise knew she would never look back to that cottage for the rest of her life. She knew that she was leaving it behind for good, only sixteen when she set out for the road.
After that, life slowly gained color and excitement as Louise realized she could now do anything she set her mind to. She hunted breakfast and dinner, camped the nights, and whittled down the distance between her home and Falkvard. As a little girl, she'd always been fascinated with snow. Of all the times of the year, she enjoyed the forest most when it was silent, the blanket of white thrown over to muffle everything. Despite being on foot, the journey should not have taken her almost three years, but she frequently would end up staying put somewhere for up to a month at a time, gathering her own supplies through nature and enjoying her newfound freedom whilst restocking supplies. During the summer of one year, Louise found thick woods and set up camp there for the entire season, in the same instance learning not to overstay her welcome. Toward the end of the season, a family of wolves wandered back to their territory to find this human girl hunting their food. One very unpleasant night, they challenged her and drove her out, Louise struggled to fight back and was aided by a stranger who pulled her from the grips of savage beasts, waking up days later in a stranger's bed, recovering from multiple severe bites even gashes. That was one of the first lessons Louise learned of how to pick and choose her fights, and know when a fight was worth taking on. Unshaken, once she was healed, she set out again, this time detouring around the woods continuing on her way north-east. From there, the life of the wanderer truly began, and while she held fond memories of her years growing up, Louise never truly missed the little farmhouse and its orchards. She earned enough to support herself, and that was enough for her. Although she is a true adventurer at heart, she made it to Falkvard afterall.
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Seeing the chaos ensue, she'd chuckle softly for a moment before truly becoming startled. She wanted to know who started this, what mischief she could possibly get up to whilst being endlessly jostled around. She'd take one further look around, shake her head and elbow the nearest person next to her, push the people in front of and behind her in an effort to escape the cage this riot had created for her. With great effort she'd slither out of the cluster of ongoing violence, perhaps with many bruises and scrapes, her urge to scrap with the rest of the unruly folks sometimes getting the best of her. Although at the end of the day, deciding however this started, was a waste of her time.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
Louise would take a cautioned step backward, as if preparing for some startling force to hurdle against her. Although gravely in danger she supposed, she took to the foliage draped to the walls of the tomb, almost like a crawler creature in the dim light. Holding her breath as best as manageable she'd desperately try to see the shambling mound in more detail before leaving in a hurry perhaps to come back another day, to claim the monsters pelt..or head.
Pending
Though you have made mention of the Acaedia War and the Plague, these events seem but a footnote in Louise's life. When the plague struck she would have been merely 7 years old at this time and the impact it had on Barkamsted massively effected all lives. The city was put into a strict quarantine and it is likely too that the cottage she lived in would have seen the undead at its doorstep. Not only that but the family would have been closed off from the city for a time, so it still can be a rather prominent event for her even in the outlaying parts of the city. There were even camps set up right outside the city walls to hold the infected until treatment came. As well as this, I'd like for there to be mention about the impact that the Pact War would have had on how her family adjusted to the state of the realm. She was born a year after the War had ended, but it still plays a key role in how her childhood would be shaped. Did it take long for her family to make a home for themselves now that most of the danger had passed? How did her family perceive races like orcs and goblins now that they became more welcomed to Barkamsted? It is worthwhile to have its mention.
Furthermore, being outnumbered in the wild as a sole hunter is not a matter to take lightly. Especially here on the server, as many people in Saphriel will know that the greatest danger lies in travelling alone. I find it unlikely that Louise would have been able to escape a group of wolves with but a few scratches that she could recover from quickly. Earlier she had a similar run in with a bear, but her father was there at the time to help her. In this scenario, she is alone, yet still managed to escape with some injuries and accept the kindness of a stranger. It's an easy fix, really. Either it could be that she fled before the wolves could close in on her, or the stranger could have happened upon her to save her from being outnumbered by wild beasts. Fleshing out on these details could make for a much more fluent story for her to reflect back on.
Gave it an edit for you
Thank you for your revision! With that your application is...
Accepted!
Server IP: s21.minespan.com:26802
Discord: https://discord.gg/zgBhG7F
1.14.4 Forge + MorePlayerModels + Optifine + Saphriel Conquest Texture Pack: http://therealmofsaphriel.enjin.com/forum/m/32802907/viewthread/24775210-more-player-models-texturepack-optifine-get
New Items Textures(either download this or enable server resource packs to see all our server's custom items!): http://therealmofsaphriel.enjin.com/forum/m/32802907/viewthread/30817511-newitems-client-side-for-lag
Several have journeyed to the eastern mesas, helping the Orcish tribes to prepare for potential threats from the deserts further east. Grendel activity is increasing in the northeast of Saphriel, but no push has been made yet.
--OOC Information—
Minecraft IGN: Katalyse
Prior Roleplay Experience: I’ve roleplayed for the past 4 years in genres of medieval, fantasy, and a bit of both.
Define Power-gaming in your own words: Powergaming is allowing yourself to be stronger and better than other players without giving them a fair chance, and not allowing those players to emote for themselves. For example, throwing a dagger at someone, and emoting it specifically hit their shoulder, rather than allowing them the chance to dodge it first.
Define Meta-gaming in your own words: Metagaming is using knowledge gained from out of character and using that information to use/benefit you in character, for example, if Bob told you out of character Larry is in trouble in a certain location out of character, then you go in character to help Larry.
Define Role-Playing in your own words: Roleplaying is when you create a character or play as a character in a world of your own, or someone else’s and pursues that character’s set of goals, ideals and progress them in the world.
--IC Information—
Character name: Aey’reia
Race: Dwarf
Age: 39
Gender: Female
Character Description:
Aey’reia a feisty 4’ dwarf of a medium build, quite clearly having great and typical dwarven muscle on her, though not as buff as some of her male brethren. Her skin is sun relatively sun-kissed, maybe even a little grey. Her hair is not overly long, though neither is it short and tinted in a gingery-red colour. Freckles cover her nose and chubby cheeks and her eyes are a deep brown shade. She wears relatively casual clothing, simply just comfortable enough cloths.
Character Occupation: Smith
Aey’reia is a smith by heart and choice, utilising her natural dwarven strength and mindset to fashion great tools, weaponry, jewellery. A variety smith, if you will.
Character Personality/Traits:
Aey’reia lifestyle is completed based around smithing, so much to do with her links back to that. She has a keen eye for any smithed goods, being able to ‘decipher’ them and understand them to their strengths and weaknesses. This may not be the case for anything completely unique and beyond usual smithing, though.
Aey’reia is absolutely horrendous at communication, often being misunderstood or simply being incomprehensible by the folk of even her own race, let alone those outside it. Despite knowing the common language well enough, her words come out in babbles and slurred mixtures.
Despite her obnoxious vocabulary and speech, she is quite friendly and often proves a great friend if you’re nice enough to her. She can, however, hold quite the grudge if you wrong her. She does seem to forever minor misdoings within a few hours, though. Sometimes even minutes.
In conjunction with this, she doesn’t have the greatest memory. While she can prove to be quite reliable on anything truly important, or what she finds important, and small bits of loose information usually goes in one ear, and other the other not long after.
Character Biography:
Before it fell, over fifty years ago, Aey’reia’s parents lived within the dwarven city, Thonduhm within the mountains. They were a peculiar but loved couple within the community, her mother being a warrior or hunter of sorts, and her father a smith. However, eventually, upon the attack of the orcs, goblins and trolls they were forced to flee and leave their brethren. They were able to narrowly escape this attack, coming out quite wounded, though not too much so to be life-risking. Among other very few survivors, they made their way to Barkamsted for refuge, settling down to grieve over their lost home. After they had healed, using alcohol as a coping mechanism, and recover both mentally and physically from this tragedy, they had Aey’reia, their newborn daughter. From a young age, Aey’reia was of course, heavily influenced by her parent’s behaviour. Due to their often drunkenness, Aey’reia picked up on speaking in very slurred and messy words and tones, often just babbling.
This was their chance to start a new, and put their old life behind them and forget the horrid attack that fell upon their loved city. They raised Aey’reia well, teaching her what they could about their dwarven history and their family secrets. These family secrets were, however, nothing that secret, or important, though her parents had an apparent want to feel historical. While in her young years, her mother had left their home one day in order to go hunting in order to feed them and sell stock to other folks around them. The news, however, travelled back to Aey’reia and her father that in the process, her mother had actually died after attempting to wrestle a wild boar after it flared its nose at her. Her father was distraught, of course, his wife was dead. Aey’reia was still quite young and didn’t quite understand, though she mimicked her father’s depression.
Over the period of many more years, her father had managed to handle this seemingly well, though Aey’reia learnt this was because of his abuse of alcohol. When the man wasn’t overly drunk, he would tell Aey’reia all about smithing, how he was a great smith in their home city and had even begun to teach her as she grew a bit older, taking her in as an apprentice as sorts. Things were going quite well for the two, though, something terrible seemed to strike yet again, this time, that being the plague. The two small dwarves decided they would lock themselves up in their home together, despite being in a town where there were guards and so forth, Aey'reia's paranoid father still barricaded their house up. This was fine and didn't entirely bother Aey'reia, as she liked to pretend she was living in the great city of Thonduhm as her father would often describe. Eventually, this became a problem when they started to require more food and water. Her father was ready to let the two starve to avoid going outside, but Aey'reia literally and figuratively smacked some sense into him, thus leading them to occasionally going out for the food and such they needed, before hiding back in their home.
Aey'reia had become quite wary as she had to head out for food and such. She hadn't realised how bad this plague actually was. Seeing such a grim scene around her, she felt quite uneasy. Hearing guards constantly shouting and holding off the sick undead from the gates. She moved her little feet quicker to get where she needed to be, collecting her food for herself and her father before she was to head home. On the way back, peeking toward the direction of the gate she heard a sudden cry. A guard had been snatched by one of the undead. She stopped to watch with a shocked expression, one of the only moments she truly took a moment to stop and process what was going out her. The short period that went by felt like much longer for the dwarf, watching the undead entity grip it's decaying hands around the guard and turning the man's neck into a mince. The other guards had quickly stopped this, for the most part, but the guard had already been bit, and it seemed like it was too late. After this incident, Aey'reia hurried back home and were quick to block everything up. Constantly now, she would poke out the small gaps in their barricaded windows to see what was happening outside, becoming just as paranoid as her father for the remainder of the plague. This attitude seemed to follow on Aey'reia even beyond the plague in various ways.
Eventually, came an odd day for Aey’reia, however. Her father had woken her up due to his loud shouts within their home. When waddling out to the open area of their home, he was babbling on about his wife, her mother. He turned to Aey’reia and said he saw her in his dream and now must go find her. She followed him outside and watched him run off with his little legs and a bottle of booze in hand, yelling for his wife. Aey’reia never saw him after this. Aey’reia was puzzled after this incident, though however she always assumes he will come back eventually. By now, she was in her early adulthood and was able to fend for herself, however, she realised her father left no money for her behind, thus leaving her to sell their home so she could have even some money in order to start a life for herself, leaving her determined to create her own smithy and become the worlds best smith.
Other/Extra:
N/A
--Scenarios—
Please give us a roleplay response to both of these scenarios, at least one paragraph each:
A small riot breaks out in Barkamsted between Humans and Pact races. They're quickly gaining the attention of the guards as the situation escalates. Your character is somehow swept up into the crowd as the situation grows more dangerous, what do they do?
Aey’reia waddles within this crowd like a baby duck with it’s mother would, seeming unbothered at first, until realising it was a riot. She then began to let out her own shouts and babbles.
“Waht the fahk are yo doihng!?” She shouts, looking for a rock, barrel or anything of the likes to pull her little self onto.
She aggressively points to an absolutely random person in the crowd and shouts.
“FAHK YOH!”
As the guards arrives, she pauses, eyeing them up and down as she shifts her hands behind her back.
“Oh halloh.” She would grin. “Ih waz juhst leahving!” Assuming the guards don’t further try to stop her, she would run off a small distance away, then watch from behind a post or something. If stopped, she would simply oblige to the guards questioning.
For whatever reason, your character finds themselves in an ancient tomb, the walls thick with brambles and foliage. From up ahead, you spy what appears to be a shambling mound of something. It pauses, quivers and moans. What do they do?
Aey’reia would trot through the tomb, scratching her neck as she yawned, looking over the walls covered in foliage. She wasn’t paying much mind to anything really within the tomb until she heard an odd groan. Her eyes snapped toward the direction of the quivering mound.
“Oh wAHt the FAHK is taHT!” She would shout, glaring in direction of this mound, taking one step back before turning and booking it out the way she came.
“AaAhaahHHhHhhhHh!” Is all that would echo through the tunnel. If not followed out, she would repeat the process of going in and running out until she thought of something better to do.
--Magic Application--
Magic Biography:
(At least three paragraphs about your character's relationship to magic, and how they may discover their potential.)
From a young age, Aey’reia was surrounded by little bits of magic. Nothing extreme, or even much of it, but enough to understand briefly what it was. Her father was attuned with a fire aspect and even had his own trinket. He primarily used his magical abilities to aid him in his smithing, which he often demonstrated to Aey’reia. He’d show her how he uses it to melt something as sturdy as iron to be reused, or keep metal heated in order to hammer it without needing to stop to heat it within a regular flame. Occasionally, he would let Aey’reia hold his trinket, which is where she received this connection to the magic and soon realised she could potentially follow the same skill as her father in magic.
Aey’reia found magic intriguing enough. It isn’t anything she would see herself using outside of aid for her smithing, should she just happen to be lucky enough to do so. Because of this she never really put any effort into learning greatly about magic apart from what her father would already speak to her about. Though one day, within a market, she was browsing some stalls, simply looking at different wares and critically judging any smithed goods such jewellery she found, occasionally getting handsy with any gems laid out on display, inevitably getting swatted away by the stall owners. While wandering this market she was minding her own business, babbling to herself, and not quite paying attention to her ways of where she walked as she used to people usually avoiding being within three feet of her and naturally swaying away from her direction.
She happened to bump into someone who apparently did not want to move out of her way, or who they saw as, she did not move out of their way. The two fell back upon impact with one another, the stranger due to Aey’reia’s condensed muscular body, and Aey’reia because of shock. In the process, the stranger had dropped several of their belongings they had in hand. They didn’t seem pleased but weren’t aggressive about it, and so Aey’reia babbled on about how they ran into her as she helped them pick up their belongings, seeming to be too incomprehensible for the stranger to really take note of what she was saying. In doing this, Aey’reia had picked up a trinket of sorts that the stranger owned, and she got an odd feeling, similar to what she felt when holding her fathers trinket. The stranger seemed to quickly take that, faster than anything else she was handing over. He explained it was his trinket for his Alteration aspect, and that it was quite valuable. Aey’reia shrugged it off and waved goodbye as the stranger left, though she still was left with a clinging curiosity about this aspect.
Please describe the magic system, including its limitations in your own words:
To cast magic your character must have one or multiple aspects, which the amount of how many you can have varies on the race of your character. Magic is within people were gifted with such, born with it or have the potential for it. To cast, one needs a trinket, however depending on the trinket will cause the level of spells you can cast vary. For example, you can’t cast powerful spells with a weak trinket, otherwise, it would shatter.
Overuse of magic has high consequences and can be very dangerous. It will cause the mage fatigue and generally be much weaker, and obviously cause a mage to not be able to case at all for the rest of the days time if they fail the role. What makes overuse even riskier, if one were to role 1 it would slay their character.
Please describe how you would use a weak trinket with your characters first/the only aspect:
With her first aspect being Fire, introduced by her father, she was shown how to utilise this aspect in smithing. Her father would use it to heat metals, usually keeping them hot enough to mold while hammering so he wasn’t required to hold them within fire for long periods of time. She could understand how the aspect works well enough. Being at a weak stage with the aspect, she, of course, cannot do that even if she tried, so rather she would utilise her limiting capabilities for small conveniences, such as lighting flames within a forge.