ElvenAngel
I forget stuff because I had to make room in my he
HAVE PARTY - WILL TRAVEL
No Fetch Quests Allowed!
No Fetch Quests Allowed!
An RP for those who want something different out of their epic adventure quest. Something involving less grinding and more fun, less stuffiness and more insanity. Be warned, this RP is rife with references.
ANNOUNCEMENTS
OFFICIAL FINAL RATING: RATED M!
No players under the age of 18 are allowed and players are advised that explicit content will include, but not be limited to, the following: explicit innuendos or otherwise, blood and gore, and implied pornography. There is to be no explicit pornography or otherwise. Please be advised that this is subject to update by GMs.
Some additions by Jon
WHEN WE START: Coming Monday at the latest, so I can get my driving exam and my pre-graduation chores out of the way and out of my mind and so that Dragon Mage will be back home in time.
THE SIGN-UPS ARE NOW CLOSED.
We're waiting for certain members to finish tweaking and building their characters before we settle on the final number of characters in this wacky party, and then we'll start.
Master GM - @ElvenAngel
Power: Warnings; ban/kick people from the RP; asking people to edit posts extensively; direct the story
GM - @Il Lupo Assassino
Power: Warnings; direct the story
GM - @Dragon Mage
Power: Warnings; direct the story
OFFICIAL FINAL RATING: RATED M!
No players under the age of 18 are allowed and players are advised that explicit content will include, but not be limited to, the following: explicit innuendos or otherwise, blood and gore, and implied pornography. There is to be no explicit pornography or otherwise. Please be advised that this is subject to update by GMs.
Some additions by Jon
Inverse Power Karma - In order to allow lulz to spawn continuously, we will be employing an Inverse Power Karma law that states that the more powerful you are as a character, the more often lulzy bad things will happen to you. These things may be brief or long-term, and often will result in running gags. We ask players to adhere to and cooperate with this for the sake of Rule of Funny. The tl;dr is that if you are a powerful character, you WILL be a recurring butt-monkey more often than less powerful characters; this is not for the sake of bullying but for the sake of laughs and fun. Everybody likes slapstick sometimes, right?
Unless otherwise stated or created by the role-players, recurring villains/antagonists will be controlled by GMs. Despite this, we encourage members to come up with 'threats' of their own, even if these are not recurring. It's always nice to have something stabbing you in the back! Wait...huh?
Note that the party will regularly be fighting hordes (e.g. zombie outbreaks) and will therefore have to adapt to this, often by splitting up.
Cartoony (i.e. Looney Tune-esque) violence is highly encouraged. It is also encouraged that you go to TV Tropes and read the "Rule of Funny" entry. From there you should search for some of your favorite shows and read the trope entries for them - you will have much lulz.
WHEN WE START: Coming Monday at the latest, so I can get my driving exam and my pre-graduation chores out of the way and out of my mind and so that Dragon Mage will be back home in time.
THE SIGN-UPS ARE NOW CLOSED.
We're waiting for certain members to finish tweaking and building their characters before we settle on the final number of characters in this wacky party, and then we'll start.
Master GM - @ElvenAngel
Power: Warnings; ban/kick people from the RP; asking people to edit posts extensively; direct the story
GM - @Il Lupo Assassino
Power: Warnings; direct the story
GM - @Dragon Mage
Power: Warnings; direct the story
Cast (so far) With Links!
Ryan Gaven [Battle Bard] - ElvenAngel
Tysorai [Assassin] - Il Lupo Assassino
Tali Elendril [Wizard] - Chellhttp://www.finalfantasyforums.net/showpost.php?p=931848&postcount=58http://www.finalfantasyforums.net/showpost.php?p=931726&postcount=41http://www.finalfantasyforums.net/showpost.php?p=931809&postcount=50
Raz [Mercenary] - Dragon Magehttp://www.finalfantasyforums.net/showpost.php?p=932203&postcount=76
Aaron Sohm [Mercenary] - Emperor Lelouch
Cerden Celebrindal [Warrior] - Thane Krios Ryan Gaven [Battle Bard] - ElvenAngel
Tysorai [Assassin] - Il Lupo Assassino
Tali Elendril [Wizard] - Chellhttp://www.finalfantasyforums.net/showpost.php?p=931848&postcount=58http://www.finalfantasyforums.net/showpost.php?p=931726&postcount=41http://www.finalfantasyforums.net/showpost.php?p=931809&postcount=50
Raz [Mercenary] - Dragon Magehttp://www.finalfantasyforums.net/showpost.php?p=932203&postcount=76
Aaron Sohm [Mercenary] - Emperor Lelouch
Aedan Del Rynn [Paladin] - Cardiac Kid
Seth Norel [Hydromancer Mage/Silly Elemental] - Red Fox
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Tired of tedious fetch quests? This RP will satisfy your frustrations at conventional fantasy quest tropes by allowing you to take a potshot at them.
In this tale of epic fantasy, travel, companionship (and all it's problems) and relentless assault of snark and tongue-in-cheek, you will never have to worry about very long-term goals, running out of things to do or being forced to level-grind...or perform fetch quests.
You and your party will be graced with all the joys of questing in a party, including random encounters, fierce ambushes, deadly deathtraps and diplomatic disasters, all performed in good fun and cheer. Towns and settlements will embellish you with provisions and equipment, as well book you dungeon runs and tower-raids or arrange for you to stumble onto a political conspiracy! And should you wish, even a light-hearted town lynching can be arranged for you to escape!
Your party shall never be in want for fun as you begin your travels from the n00b island kingdom of Boletaria and journey throughout the vast land of Angria and explore its far-flung regions.
See wonders such as the harrowing Cliffs of Vertigo, the mystical Tunnel of a Thousand Roads, the magnificent and deadly Labyrinth of the Goblins. Visit hospitable locales such as the territory of the Hot Amazons, the cosmopolitan city of Valentia, the Floating City of Kublah-Ur and the frozen prairies of Sveda. Meet fascinating peoples like drunken elves, rhyming demons, power-hungry viziers and sexual-sadist princes vying for the throne, luscious enchantresses and transsexual bar wenches. Handle precious artifacts like the Hat of Ideas, the Ale of Power, the Tights of Speed and the mysterious Othello's Hankerchief!
All this and much, much more awaits you in the fantastical world of Have Party, Will Travel, the quest RP that takes you places that regular fantasy didn't even think about!
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Angria is a fairly small but prosperous world full of magic, danger and more adventure opportunities than it knows what to do with--to the point where it's almost marketing them. Men, elves, dwarves and other races populate the world's various kingdoms and adventurers of all kinds often venture into the wild lands claimed by none.
Living in an era of chivalry, invention and notions of courtly love, Angria has emerged from the latest expansionist war on the mainland and is experiencing the shy beginnings of a Renaissance in almost every field and a stabilization of population after years of fighting and disease. Ideas are spreading fast and people once again travel freely between civilized regions of Angria.
The wild lands, mostly inhospitable, remain either under heavy debate or unclaimed due to their harsh conditions, large populations of untamed, unspeakable beasts and scarcity of resources.
As a group of randomly assembled travelers, you'll wander most of Angria in search for money, glory, fame or whatever else you are desirous of and you will explore cities, hamlets and other settlements as much as you will explore dungeons and lairs of monsters. Your journey may even take you places you aren't entirely sure you want to be...
You will meet a large host of characters along the way, some good, some bad and some completely hooty. You will fight battles, engage in unconventional sports, learn new things and make enemies and allies that will help or hinder you on your vagrant wanderings.
Should you ever tire of your travels, you can stop somewhere and either settle in and start a new life, or just take a break before locating your band of brothers once more and going on yet more insane adventures.
Your future is yet unwritten. So you better break out some long-lasting pens and correction fluid.
---
Open Regions
[Currently limited to 'n00b island', more regions will become available for travel as time passes and will be added here]
Islands of Boletaria
A Few Things About Angria
Angria is a fairly small but prosperous world full of magic, danger and more adventure opportunities than it knows what to do with--to the point where it's almost marketing them. Men, elves, dwarves and other races populate the world's various kingdoms and adventurers of all kinds often venture into the wild lands claimed by none.
Living in an era of chivalry, invention and notions of courtly love, Angria has emerged from the latest expansionist war on the mainland and is experiencing the shy beginnings of a Renaissance in almost every field and a stabilization of population after years of fighting and disease. Ideas are spreading fast and people once again travel freely between civilized regions of Angria.
The wild lands, mostly inhospitable, remain either under heavy debate or unclaimed due to their harsh conditions, large populations of untamed, unspeakable beasts and scarcity of resources.
As a group of randomly assembled travelers, you'll wander most of Angria in search for money, glory, fame or whatever else you are desirous of and you will explore cities, hamlets and other settlements as much as you will explore dungeons and lairs of monsters. Your journey may even take you places you aren't entirely sure you want to be...
You will meet a large host of characters along the way, some good, some bad and some completely hooty. You will fight battles, engage in unconventional sports, learn new things and make enemies and allies that will help or hinder you on your vagrant wanderings.
Should you ever tire of your travels, you can stop somewhere and either settle in and start a new life, or just take a break before locating your band of brothers once more and going on yet more insane adventures.
Your future is yet unwritten. So you better break out some long-lasting pens and correction fluid.
Open Regions
[Currently limited to 'n00b island', more regions will become available for travel as time passes and will be added here]
Islands of Boletaria
Noteworthy Locations:
Kingdom of Boletaria
Valentia: The capital of the kingdom of Boletaria and the largest inhabited settlement on Boletaria's main island is built on the shores of Lake Tia. It is the residence of the Von Hoffen royal house, one of the longest, unbroken and most stable royal lines in Angria. It is a cosmopolitan city, where the high and low mix in a melting pot of different races, views, and cultures. An important travel and trade hub for the entirety of Angia, Valentia sees the passage of thousands of people and hundreds of different products in very little time. It's a perfect place for adventurers to start a journey. The base of young King Hamlet II Von Hoffen.
Wispton: A well-to-do, prosperous town of merchants and land-owners, Wispton has been the birthplace of many of Angria's famous heroes and legendary travelers. It also features one of the most respected blacksmith guilds in Boletaria, the White Hammer Guild, where high quality weapons and armor are produced, which are widely sought after by adventurers.
Threepwood: Once a shunned place due to its popularity with wizards, witches and warlocks, it's now a boom-town flourishing on magical trade. The town features branches of three different, worldwide mage guilds (the Stormchasers Guild, the Guild of Veiled Mirages and the Guild of Amber Smoke), as well as a host of smaller guilds with activities in Boletaria.
Flushlocke: Reigning in the middle of the Flushlocke Bog lands, and flanked by the Duchy of Morris, Flushlocke is a small, quiet town known for its long culinary traditions and spas of mineral baths and therapeutic muds. Legend has it that the highly secretive Guild of Jade Assassins has a base here.
Navigator's Reach: A hamlet built around an ancient cartographer guild, the Royal Azure Navigators, founded by King Reuben IV Van Hoffen, over 400 years ago. Nowadays Navigator's Reach is a national treasure of learning and navigation, with the biggest observatory in Boletaria. The town now functions as a hub for sea-faring travels with it's sister-city and naval dock, Redwater.
Redwater: Redwater is the biggest port town of Boletaria, a common stop for both trade and traveler vessels, carrying goods and passengers to and from around Angria. It's a bustling cosmopolitan town and an important trade port.
Tumbleweed: A small rural hamlet on the very edges of Boletaria's north island, this little settlement is inhabited by a lot of elves who like its quiet remoteness and peacefulness of character. It doesn't see a lot of visitors and it's inhabitants spend most of their time tending to their large herds of cattle and other livestock grazing in the pasture-lands surrounding it.
Hag's Point: A point of interest, Hag's Point is a steep cliff where the rivers Gaugamila and Dnei meet. The site of a great battle many centuries ago, the location is now an attraction to travelers due to it's proximity to the river roads and plenty of dungeons and areas of interest. Also popular with suicides...
Cayman Islands: A grouplet of little islands off the coast of Valentia, this semi-independent small state pays tribute to Valentia and houses the most secure banks in all of Angria with branches all over the world. Their world wide services of money lending, exchange, depositing and item storage are popular with travelers and they have representatives almost all over Angria.
Duchy of Morris
Morris Keep: An ancient fiefdom of the Boletaria kingdom, ruled by the Dukes and Duchesses of Morris, an old and esteemed house of knights that served Boletaria for centuries. The fortified citadel, surrounded by a walled city, sprawls around the castle of the duke and is an important trade and industrial center. Currently it is home to the Duke Morris Mariner, a politically active nobleman who often combats the modestly progressive policies of young King Hamlet II, claiming breaches with the traditional protocols of Boletaria.
Fiefdom of Ostralot
Ostralot: It is the capital of the Fiefdom of Ostralot, a tribune to the Kingdom of Boltaria. Ostralot is an old chivalric base, once sole home to the Order of the Two Crowns, an elite order of knights who serve the royal house of Boletaria. With the order having expanded its operations all over the Boletarian islands, the Grand Hall in Ostralot is now reserved for the induction ceremonies and councils of the top officers and magistrates of the order.
Boxhoff: A provincial fishing town overlooking the Byron Bay, it's a life line to the islands off the coast of Boletaria. Famed for its cuisine and rumored to overlook a veritable goldmine of sunken treasure boats, it's frequented by a lot of treasure hunters.
Duchy of Esk
Esk: The Dukes of Esk reside here, in the quiet fortress of Esk, nestled on the top of a vast granite plateau that rises up from the prairies and bush lands of the southern Boletarian island. Famed for it's near-impregnable defenses, this keep has withstood many raids and attacks from the sea and land. The Duchess of Esk can boast close family relations to many of Angria's greatest royal houses. The city is also residence of Duchess Flavia of Esk, the first female head of house Esk in 300 years.
Burbton: A quiet and unassuming coastal fishing town, Burbton is situated over a vast network of limestone sea-caves that have been the hideouts of pirates and smugglers alike for centuries. These salty dogs have forged an uneasy alliance with the people of Burbton and the Duchy of Esk, allowed to operate mostly freely in their lands as long as they leave Esk vessels and targets alone.
Cruftburg: The boom town of the southern Duchy, Crufton is an industrial wonder where alchemists, inventors and scientists flock to take advantage of the universities and libraries that flourish within and the open invitation of the Duchess for scholars of all kinds. Cruftburg is the biggest producer of gunpowder in Boletaria and in the forefront of constructing ballistic weapons.
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Some Rules
- God-Modding is severely discouraged. Take care to make characters that avoid this sin diligently. We'll help you as much we can!
- A varied party of many races and many occupations/classes is encouraged. It's okay if you want to bring in a second person of a class like fighter type, ranger type or mage type, but if there's already one or two people of a certain support or non-front-lines class, please don't bring a third of the same. We probably won't need 3 healer mages or 4 assassins.
- This RP is meant to be comedic and include some screwball moments. Though it is set in a high-fantasy medieval/renaissance world, you can still include modern little details like a character wearing a pair of shoes suspiciously like All-Stars, sporting jeans or carrying a modern-looking umbrella. You are encouraged to not specifically mention these items with modern brand names, and if they are powered by anything come up with different ways that they work--i.e an iPod is not an electronic device but rather a stone that contains music that you listen to whenever you want and must power it with magic. GMs have the right to politely tell you when you're taking this too far.
- Your bios will be closely scrutinized and have to be approved by at least one GM (namely me or Jon). We'll be sure to help you improve your characters so that they are perfect for our RP and ensure that you are kept entertained by all this mess.
- Please feel free to think up random places that your character may hail from or has been to in their travels. PM me with some details about these locales and what they're like, and I'll be more than happy to weave them into Angria's other territories.
- I also welcome contributions for beasts, perils, locations, npcs, services and other details for Angria.
On Characters
The principal races found in Angria are Humans, Elves, Dwarves, Half-Elf, Half-Orc, Part-Fiend and Halfling. Each have their own advantages and disadvantages that you must take into consideration when creating a character, as seen below:
- Humans are a general, all rounder race. They're capable of everything but masters of next to nothing, having no special strength, magical powers or other abilities surpassing those of other races. They live the shortest lives but are the most populous race and can follow nearly any conceivable class. They also have the most settlements, meaning a human can find shelter and provisions darn nearly anywhere. Human lifespans reach at rare cases up to 100 years.
- Elves are a very tall, graceful race blessed with exceptional magic gifts. Even meelee-based class elves use heavy amounts of magic, making them very fierce fighters even as solo travelers. However, their light builds deprive them of much strength and they can easily be overwhelmed by stronger creatures or carefully placed physical blows. Their settlements are few and far between and few elves live in human settlements, meaning elves can often be rather cut off from their own people. Elves can live up to 800 years.
- Dwarves are short, stout and very strong. They may lack in swiftness and agility, but they are stubborn and hardy, able to shake off much damage and go for the kill in a very direct, brutal fashion. They're also very talented craftsmen and natural artisans. Dwarves don't much like travel and are not frequently seen in the company of other races. However because their trade is widely sought after, Dwarves can be found living in many settlements. Dwarves can live up to 400 years.
- Half-Elves (or as Elves call them, Half-Human) are the offpsring of a union between a Human and an Elf. A rare incident by the standards of both races, these people are forever divided between their two identities, never quite fitting in either society, which may view them with suspicion. Half-Elves have less prominent elven characteristics (like shorter ears and less elegant build) and appear 'different' to humans as well (too lithe and pretty). They have neither the high amounts of elven magic, nor the universal potentiality of humans but they can still function in most possible classes, with a slight inclination towards magic, long-range or stealth classes. Half-Elves usually live up till their 300s.
- Half-Orcs are the result of the mating (intentional or not) of humans and orcs, large, brute beings that populate Angria's harsher lands. Half-Orcs lives are defined by social stigma due to their appearance (less brutish than orcs but they are still bigger than any human, with grayish skin and distinct faces with prominent jaws featuring short tusks and shabbier hair) and temperament. Even the calmest and most self-disciplined half-orc can fly into fits of violent rage over small stuff. They have exceptional strength and stamina, but little skill in magic. Half-Orcs never live older than their 80s. They have a distinct language and alphabet:
'Orcish' Aphabet:
I created an Orc Alphabet for when Charles speaks in his own language.
Pink letters are the English Alphabet and the green is The 'Orcish' Alphabet.
A(I), B(P), C(S), D(M), E(A), F(Y), G(Q), H(B), I(U), J(D), K(V), L(F), M(R), N(W), O(E), P(X), Q(C), R(T), S(G), T(Z), U(O), V(N), W(K), X(L), Y(H), Z(J)
When writing in Orcish I will type like this:
"Bakke, rh wira ug Charles. Qek me heo me? (Hello, my name is Charles. How do you do?)" The Orc said with a smile.
- Part-Fiends, or part-demons, are a rare occurrence in Angria and viewed with very much mistrust and reluctance, to the point of fear. Part-Fiends may be half-fiend or second or even third generation, yet still bear marks of infernal heritage, like oddly-colored eyes, unusually-colored skin and hair, traces of horns or tails, pointy ears (different look from elven) and fangs or claws. They sometimes possess exceptional powers, either beyond the scope of magic or manifesting as physical abilities. They are rarely met well wherever they go and tend to live in the fringes of society, shunned and feared by all. Most have severe psychological problems and a majority tends to be criminally inclined or psychotic. Part-fiends have lifespans similar to human ones, give or take a decade.
- Halflings are the short and nimble subterranean, technological masters of Angria. They are roughly 3 feet tall, lean and with pointed ears. From their underground cities, these small, thin and large-eyed people create magnificent automatons and discover new elements and technologies using alchemy and science as well as magic. Halflings are small and thin, lacking in strength but boasting superior intellect and reasoning abilities and are very gifted in magic--traits they use to supplement their weaker physical attributes. Their intelligence and skills however makes most Halflings insufferably arrogant and snobbish.Halflings can live up to 500 years.
-----Mounts are plentiful and easily available for all but most have certain requirements.
Other types of mounts are known to be used, but are less common. [You are free to come up with a random kind of mount, as long as it's within reason and not God-Moddish--but it can be a little weird and unconventional. Your mount MUST have some kind of drawback, whether it's high maintenance, low intelligence or stamina or aggression or need of training. Keep in mind you will be required to RP the mount as well!]
- Horses are common, they are the easiest kind of mount to acquire, train with and manage, but they are also spooked very easily and not very enduring, especially in the harsh wild territories of Angria.
- Unicorn-blooded horses are a specialty of the elves; these highly sensitive and highly strung equines, bred by elves over many centuries, will usually only tolerate elven or at most, half-elven riders. They are smarter and faster than regular horses and have a very short horn, but they are also a little less hardy and have no magical powers.
- Dire Wolves are a favorite mount type for Dwarves and Halflings thanks to their smaller scale (they're the size of an average pony), agility and the fact that they can double as fierce guard beasts. Dire Wolves are high maintenance as they require a lot of meat daily and riders must be thoroughly trained and able to get the beast to understand who is boss.
- Dragons large enough to carry people are extremely hard to tame and even harder to get under saddle; their size and great demands also makes them unsuited for long quests as even the smallest breeds become a drain in a party's resources in the long run rather than an asset, despite them being handy in combat. As a result, dragons are more frequently used by travel agencies to transport people between locations quickly, efficiently and with safety.
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Character Bio Template
All sections are required unless specified otherwise.
Based on Jon's character template.
Name: [Your character's name, including middle names if applicable]
Alias: [Any nicknames, titles or aliases your character uses. Remove if non-applicable]
Alignment: [The character's moral alignment in terms of Good or Evil. This does not solidify you as a villain or hero!!]
Class: [What sort of class/profession is your character? You can put almost anything here, just remember we're a high fantasy setting. I don't wanna see anyone say space pirate.]
Race: [Your characters race, picked from the selection mentioned above. If choosing a mixed race mention the percentage of each.]
Gender: [Male, Female, Trans or Ambigious; if the latter, please include how the character prefers to be viewed and addressed as.]
Age: [Determined by the guidelines for each race as stated previously.]
Appearance: [Describe the character's appearance, including physique type, skin complexion, hair and eye shape, defining characteristics, flaws and imperfections. Remember to adhere to the rough guidelines of each race as mentioned earlier. I don't wanna see any 'handsome' half-orcs! This is where images will also be placed. This should also include sub-sections for Attire and Armor, if the latter is applicable.]
Personality: [Tell us who your character is, how they behave and how they react to circumstance and people. Tell us how they talk, what their quirks and pet peeves are. Tell us about their flaws as a person. Be imaginative and creative--go crazy. You can even tell us how they like to starch their socks for all it's worth.]
First Impression: [A short description of how other people react to meeting your character and their mannerisms before they get to know them better. Remember that appearance makes a strong mental impact and others may perceived your character based on their looks.]
Statistics: [This important section will be broken down into segments as follows. Please note that there is one rule for this entire section: Remember logical limits as to avoid God-modding and mention any augmentations if applicable. This goes for every part of the stats section.]
Strength: [A description of the character's raw strength, such as how much they can press or lift in comparison to their body mass, what kind of damage they'd do to an average wall, or what kind of weaponry it allows them to wield and use very comfortably.]
Vitality: [Describe the character's physical and magical defense properties, and whether they are more susceptible to one or the other. Mention whether these defenses are natural or somehow augmented.]
Speed: [Describe the character's speed, mentioning how quickly they can run at their top speed after a build-up, how quickly they can sidestep and how fast their attacks can be.]
Stamina: [Describe the characters stamina, how long they can fight for, run, swim hard etc before they have to stop for a breath and rest. You can also mention their tolerance to hard work or physical pain here.]
Reflexes: [Describe the character's reflexes in terms of reaction speed, hand-eye coordination and self-awareness.]
Fighting Style: [Describe how your character fights (if they do). Give details about their methods, such as if they fight dirty or with honor, whether they are cautious, cowards or crazy daredevils. State their style, such as specific marial arts system or training and describe their essential tactics. This must be in accordance to their chosen profession.)
Weapons: [Tell us what the character carries and fights with. Describe their history, if they have any, and state any effects these weapons have on their magic or abilities, as well as inherent properties of the weapon, if any of the above apply. Make sure to give as detailed descriptions as you can. Images are allowed to help. Try not to make these weapons indestructible, since that makes them less important to the character. Describe each weapon separately.]
Mount: [If any. Describe it, both in terms of appearance, behavior and capabilities. Also state mount type preference.]
Abilities: [These abilities must be separate from magic! State any specific physical abilities the character has, whether inherent or learned, that have nothing to do with magic. Describe them separately, including the appearance, theoretical effects and duration. These abilities range from use of artifacts, to power-up chants or battle cries. If the character uses any form of energy for these, like Ki, The Force or the power of cotton candy, mention it here. Make sure to state how much each ability will cost in terms of such energy and what reprecussions their use have on the character. Be reasonable.]
Magic: [This is magic's very own section. If your character uses magic, state the type or element, (like fire, aether, chaos, light, necromantic, animantic etc...) of the magic and for each type describe the appearance and theoretical effects of each skill available to you. Be as detailed as you can manage and try to think outside the box. If your magic creates minions (undead, golems, constructs) or summons creatures (spirits, animals, fey) be sure to describe them and their functions.]
Other Skills: [This section is for skills that don't fit elsewhere, usually cognitive and learned abilities that have more to do with long-term training and brain-power than magical or genetic gifts. Transformations like lycanthropy may apply as well. Skills like cooking or painting go here. Describe the skills separately in terms of appearance and effects and if applicable, cost.]
History: [Ideally the biggest part of the bio, this is where you will describe your character's history up till they join the story. Summarize where they're from, who their family was, their life so far, highlighting important events that your character has been through or witnessed, major events they encountered in their travels, how they acquired their weapons and skills, why they have their title/nickname/alias if applicable, etc.
Starting Location: [Where in Boletaria is your character when the story begins?]
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