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The Whispering World - OOC / Interest Check - No Spots Left

Where all OOC threads for RPs that will take place within the Worlds of Magic will go.

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The Whispering World - OOC / Interest Check - No Spots Left

Post by ThreadWeaver » Sun Jun 02, 2019 8:01 am

The Whispering World

: What this is :

The Whispering World is a high fantasy RP, contained in a custom world setting. In tone, the setting is meant to harken back to many things: The Black Cauldron, Wizard of Oz, Narnia, Wonderland, etc, with a smidge of anime tossed in to season. Although the desire is to be lighthearted from the outset, there is a potential for somber moments; though fanciful, this world is just as unforgiving as ours and anyone suitably reckless may find themselves subject to grave misfortune.

Players will find themselves on the isolated continent of Pelageo, a vaguely fish-shaped land (if you squint at the map hard enough), embraced by choppy seas and a reef of brambles. There you will start in the human capital of Axle, free to choose from the available races and professions / skills of your choosing. Will you be a swordsman? A cutthroat? An explorer or carpenter? Lazy? Or a Whisperer, adept of the magical world? That choice is yours!

First though! Ground Rules:

: Who I want :

I want people who like to have fun, who can handle the spectrum of sweet and sour moments. I want people who can also post frequently without putting too much stress on themselves – I’m not saying you have to match my pace when I’m excited, but I would like a post every few days, minimum one per week unless your real life goes nuts on you.

I want this RP to have a minimum of 4-5 people, ideally. I think I can handle six or seven, and I’m absolutely SURE that anything higher than seven people will overtax me. IF that changes further down the line, or if someone leaves the RP for whatever reason, I will re-open the OOC to new characters.

: What is not allowed :

Any kind of rudeness regarding how other people have made their character is NOT allowed. I am going to have a zero tolerance policy on this. Also forbidden is any kind of overt racism, sexism, etc. To put it as the poets did: Be Excellent to Each Other.

: How you can reach me :

You can PM me through this site, or you can find me on Discord! I’m ThreadWeaver#2885 !

Okay, I’m glad we got that settled. Now, here’s a more detailed prompt about where you’ll start:

: Where you’ll begin :

You will begin at the Human capital of Axle, a city set into the side of a mountain in the ‘eye’ of Pelageo. At the start of game you are waiting to enter the city, queued up in groups as customs goes through your belongings to clear you for entry into the city. It’s, remarkably for Pelageo, a dull afternoon. The sun eases overhead, baking you just a bit too warm. Flies buzz idly about horses and wagons, and there’s the moderate hum of people attempting to do trade in the line and get their affairs in order before their turn with the guard. But this idle moment won’t last for long…

Now, here’s a question; You’re waiting in line. But who are you? Let’s figure that out!

When crafting your character – and before we get to unique details – please keep in mind that this is meant to be a low power setting; the gods of this land are real and do NOT take kindly to competition. So regardless of how you start, remember to leave yourself plenty of room to grow. Someday, you may be able to hurl lightning at your desire or carve a swath through a legion. Just, ideally, not on the first day.

Here is the basic character sheet you will be using, with explanations of each point:

: Character Sheet :
Name: What should we call you? Refer to the Race Spoiler for name suggestions.
Age: You can be anywhere from 12 up. I advise being on the adult side of things, but children operate well in these sorts of settings under pressure. It wasn’t an old man who pulled the sword from the stone, that’s for sure.
Race: Please look to the Race spoiler below. Choose wisely!
Appearance: How do you look, and what do you wear? This is affected by race.
Personality: How can we expect you to act, and how are you feeling?
Affinities: The magical affinities you were born with. Refer to the Affinities and Race sections for more!
Styles or Profession: For Whisperers, these are the styles you use to negotiate with the world. For Martials, this is your fighting style. For Professionals, this is your profession. Refer to the relevant spoiler below for more.
Proficiencies: You can be proficient with a weapon, object, or steed of your choice. It doesn’t have to be a sword. You can be good at writing or painting or pottery and be just as valid as anyone else. Professionals get to start with two!
Biography: What have you been doing with your time?
What follows, contained in spoilers, is basic information that will brace you for choices on what race to play and what they’re capable of.

: The Races :

Aquacians
- Cosmetics: As their name implies, these are broadly aquatic folk. They tend to have gills somewhere on their body, cool skin patched with scales, and wide, double-lidded eyes. Your skin can be any color a fish can be, but you tend to have mostly humanoid facial features and hair. You tend to be of the same size and shape as the average human, with similar outliers in frame. Your skeleton has a bit more cartilage and a bit less bone though, and your human friends get confused when you talk about your swim bladder.

- Cultural: Your families are close-knit and tribal, with sharp divisions among those Aquacians that grew up near ponds/lakes, rivers, and the ocean. The eldest family pairing, regardless of gender, heads the tribe, although new leaders can be decided either by vote or show of ability in times of crisis. Your history follows an oral tradition, and you’ve likely memorized many stories of your people - such as how they followed the great sea serpent Stirigris to Pelageo long ago, where she and her children became its rivers and lakes. You still worship this spirit to this day, as the embodiment of Water.

- Names: Aquacian names are broad and flowing, like the seas you dream of. You find nicknames to be an acceptable handicap for the other races to use, but on average you prefer people to know your full name. Some of the more pompous - they would say proud - Aquacians go so far as to list the names of their lineage as far back as they can recall. An introduction may go:
“I am Poroniti, third of her name, daughter of Poromundus, son of Porofini, daughter of Sarsutanil and Marulani, who once headed the tribe of the Northern Delta.”

- Affinity: Your parents will have an affinity to water, and you may choose this as one of your affinities if you so desire.

Passive Trait: Water Breathing
You are terribly difficult to drown. In fact, you don't. You're also a great swimmer!

Activated Trait: Mer-form
You take on the mer-form of your ancestors, conferring a dramatic improvement in your swimming abilities for a short time. Can be used one hour per day before exhausting you.
Charlanders
- Cosmetics: Charlanders have gray, ashen skin. Your hair and fingernails are black. Your eyes have a red iris, with flecks of black in the surrounding whites due to tar deposits in the food you grew up eating. You tend to have a more diminutive frame than the average human, with the tallest recorded Charlander topping out at just under 6 feet. You are otherwise human looking in your features, having the usual number of fingers and toes if you’ve been careful growing up.

- Cultural: Charlanders are separated from the rest of the continent by a broad mountain range, and prefer to keep to themselves, rarely interacting with the other races except the Deserters with whom they share a border. Villages are spread out, often encompassing wide plots of land, and dot the Charlands. Your society is matriarchal, with the eldest woman in each family dictating over daily business and a council of women making decisions for the village. You have a mostly oral history, with families only writing down the most important myths and details on the paper that can survive the Charlands. Your people worship Thousand Eyes, the ancient dragon that settled and became the network of volcanoes along the northern edge of the Charlands. He is viewed as the embodiment of Fire in your worship.

- Names: Charlander names have long vowel sounds and use coarse consonants, and NO silent letters; resources are sparse in the Charlands, and not even letters go to waste there. Examples of names are Sache (SAH-chee), Morku, Dilfin, Doreke (Dor-eh-kee), and Psik (Pih-seek). Your family name follows the role of your family in the village. So Sache Broommaker, for example.

- Affinity: Your parents will have an affinity to fire, and you may choose this as one of your affinities if you so desire.

Passive Trait: Fire kinship
Fire and ash are old bedfellows. Flames, as you'd encounter in a bonfire or forge, are uncomfortably warm instead of burning. You can't swim through lava or anything like that, though. You are also naturally very warm to the touch, and you can't be choked by smoke.

Activated Trait: Red Eyes
The fire becomes you, and everything else. Looking into your eyes, fire is all people can think of. When something else tries to whisper, you can use this trait to interfere with their casting. For that cast, all of their affinities are treated as fire instead. This can be done once per day.
Deadmen
- Cosmetics: You are dead, and have been that way for a while. You can speak if you still have a mouth, and still bear features of whatever race you were in life. Unless they’ve fallen off. Exactly how you look is up to you, but expect at least a bit of decay, gooey bits, and people being less than polite about your odor. Many Deadmen take to stuffing themselves with good-smelling herbs or flowers to combat the last of these issues.

- Cultural: You are dead, and remember very little of what you were in life. The other races are uneasy around you, and so you are used to being shunned or living in a colony with other Deadmen, and possibly the odd leper. Some Deadmen choose to worship the entities they worshiped in life. Some choose to worship Myrwuul, the many-formed king of the Dead and embodiment of Rot.

- Names: When you come back from the dead, it’s common to remember nothing from your previous life. As a means of finding some sort of anchor point, a Deadman will often use the name of a nearby plant as their new name. Typically flowers on the grave are used for women, and men use the wood of the coffin they were buried in. There are those who go against this tradition, however, or may use more exotic plant names.

- Affinity: You are dead, and may choose rot as one of your affinities if you so desire.

Passive Trait: Immortal
As you are dead, it's incredibly hard to permanently kill you. You can still be dispatched in other ways. Have you tried being a severed head? You have a lot of time to think.

Activated Trait: Fall Silent
You remind the world just how dead you are. No Whispering can occur near you during this time (about ten minutes). You can do this once per day.
Deserters
- Cosmetics: You have naturally tanned, slightly yellowed skin. Areas of your body have swirling designs that are rough in texture, like sandpaper. The specific swirling designs differ from person to person. Tufts, almost like feathers, protrude from the very tips of your ears and your people may have a broad nose. Your pupils can constrict to very small pinpricks, and your eye color tends to be vivid greens and golds. Otherwise your features are relatively human. You tend to have curly, very coarse hair that always seems windswept. Your hair has earthy tones. You tend to be taller than the average human, frequently of sinuous builds with long limbs.

- Cultural: You are mostly nomadic folk, preferring to call no single place your home and explore every nook and cranny Pelageo has to offer. The Deserters have a single capital city, Al’Grasili, which is situated amid a desert oasis and is home to one of the greatest libraries on the continent, resplendent with gardens and storehouses where your people chronicle and deposit what they find on their adventures. Your society is a loose confederacy of caravans which reconvene every solstice in Al’Grasili for the Grand Bazaar. You will have grown up following the instructions of the caravan leader, who presided over your traveling family. You have a written history, through which your people tell of the great falcon Grasili, who sleeps beneath the desert and pours winds across the continent with each breath of its slumber and is the embodiment of Wind.

- Names: Deserter names are soft, and often monosyllabic; you’re going to be leaving the next day, so there’s no real point in a name people remember. Ezme, Rol, Fis, Pram, Oum, and Dirsa are all examples of Deserter names. Your family name will be longer, and is often the name of your caravan.

- Affinity: Your parents will have an affinity to wind, and you may choose this as one of your affinities if you so desire.

Passive Trait: Lightweight
You can leap further and higher – about a story or so – you're easily lifted, and you have trouble sinking. It always seems like the wind is curling your hair or billowing your cloak, too.

Activated Trait: Walk with the Wind
You go into a meditative state, and toss your awareness to the wind. You can cover about 1000 feet this way and can travel rapidly, although your body stays where it is. You can talk to people near your awareness, but they might hear it only as a whisper. You can see in this form, and travel through cracks. You can do this once per day.
Hedonians
- Cosmetics: You are considered one of the first races, and are descended from beasts. You can have a variety of appearances and frames, manifesting traditionally as beasts akin to minotaurs, harpies, satyrs, fauns, centaurs, or something stranger. You may have fur or feathers of appropriate colors, horns, hooves, claws or paws. However, do not forget that there will be humanoid traits to you. Detail these traits at your discretion.

- Cultural: It’s a common assumption by the other races that the Hedonians, being so bestial in nature, would follow a tribal pack system. While this may be true of small splinter groups, which establish a powerful alpha to lead the pack or herd, the broader society of Hedonians have established a monarchy under the eccentric Duke Fern. The small splinter tribes do not care much for history and do not keep it beyond knowing the location of hunting and grazing grounds. However, Duke Fern has established a written language for your kingdom, and a large city of Hedonia that serves as the capital of the country. You worship White Heart, the giant deer of the forest which shattered its own antlers to sew life into the continent of Pelageo and is the embodiment of Light.

- Names: Hedonian naming convention focuses on descriptors. Your name is meant to say something about who you are or how you look, describing a feature unique to you. A harpy may be named Feathertoes, and a Faun may be named Springleg. Names tend not to be longer than three or four words strung together. You have no family name, but may describe yourself as part of a pack or of Hedonia.

- Affinity: Your parents will have an affinity to light, and you may choose this as one of your affinities if you so desire.

Passive Trait: Beastkin
You can talk to beasts to some degree, using your negotiating styles to get them to do what you want within reason.

Activated Trait: Tend the Grove
You carry the light of the first life within you, close as you are to the first beasts. You can grow a fruit-bearing plant, cause fertile greens to sprout in an area around you, or even treat the wounded. Treating wounds or disease comes at a dire cost to you - you cannot whisper for the rest of the day, even if the effort fails. You can do this once per day.
Humans
- Cosmetics: There’s nothing physical for humans that differs from humans as we know them. You come in a variety of sizes, colors, and genders.

- Culture: You view the human city of Axle as your capital. It is the seat of the religious theocracy that serves as your government, from which all decisions are deliberated and made by various monks, overseen by the magnanimous Abbot Delemere. You have a written and oral tradition, worshipping the Stars, Sun, and Moon themselves. Your communities are close knit, farming villages clustered around keeps and castles and cities. You call the entire central plain and valley areas of Pelageo your home. Humans have tense relationships with the Deserters, Hedonians, and Charlanders.

- Names: Brad, Connor, Terrence, Lydia, Susan, Deborah... They are as plain or as fanciful as you care to make them.

- Affinities: Humans have no native affinity. Instead, all of your affinities are drawn from the environment you grew up in.

Passive Trait: You're a Human.
You're pretty decent at everything, and because of that you pick up new skills easily. Learning a new affinity or proficiency takes 2/3's the regular time, rounded down.

Activated Trait: You're a Human!
You're a human, some kind of maniac bundle of happenstance and potential. For one casting, you can act as though you have an extra of one of your affinities, up to your choosing. This can be done once per day.
Mountainfolk
- Cosmetics: You are made of stone and minerals. You can surprisingly be of a broad variety of sizes, anywhere from four to nine feet tall. You have stone skin and crystal organs. Your features are literally chiseled, typically wide and thick. Your hair is etched onto your head, or can be strands of fine wires. Your clothes, if you have any, tend to resemble those of the people you've spent time with: Mountainfolk begin to fine tune, adopting outfits and becoming more defined as they interact with other races.

- Culture: Your society dwells deep in the earth and within mountains. You have long memories, and pass your time preserving the history of the continent. You reside in vast subterranean caverns, where the people of your race keep a pictographic, muralistic account of past events along the walls on massive tablets. Your society is a hive mind, protecting the Geodes that spawn more Mountainfolk from the remains of the deceased and answering to their cryptic call. You worship the mighty beetle Made-The-Mountains, which used its massive horn to shape the earth before laying the geode eggs that would foster your race. You view it as the embodiment of Earth.

- Names: Mountainfolk see little point in names, adopting them for the sake of the other races. These names tend to be descriptive of something you personally have accomplished in your history. Examples would be Broke-Ten-Swords, Painted-the-Sky, and Ate-A-Wheel. Think about your character's history, and what kind of noteworthy event in their past they would be named for.

- Affinity: Your parent had an affinity for earth, and so you may choose this as one of your affinities if you so desire.

Passive Trait: Sturdy Build
You are stronger than most, easily able to lift hundreds of pounds. You aren't nearly as flexible though, so you tend to move more slowly. Your stony skin and crystal organs also mean you can't be diseased or poisoned. You aren't invincible though.

Activated Trait: Awaken Statue
Most worked objects cannot be whispered normally, not in the way their base elements can be. Statues can barely remember a time before they were a bust of a dead person. You remind them. Once per day you can awaken a statue to act in a way you choose for an hour.
Well! That sure was quite a bit. I recommend taking a break because next I shall be explaining how the magic works to you.

First, let’s talk about affinities:

: Affinities :
In this world, every object and aspect can be conversed with. Everything, from the dust at your feet to the stars in the sky, can be open to suggestion. Depending on how well-liked you are by the world around you, you can manipulate it to act on your behalf. This is spellcasting. Because casting a spell can sometimes be a private affair, and also because the elements themselves may give their answers sparsely or silently, this act is usually conducted in a whisper. Thus, it is called Whispering.

It is easier to negotiate with elements you have an affinity for. Which elements you have an affinity for can depend on what race you were born to, and what sort of environment feels like your home. For each of the environments that exist in the world of Pelageo, there is a list of affinities that readily bond to their occupants. The list follows:

- Desert: Sand, Glass, Wind, Thorn, Light
- Mountain: Cloud, Earth, Wind, Crystal, Ice
- Charlands: Fire, Ash, Smoke, Oil, Rot
- Sea: Water, Mist, Wind, Shell, Sand
- Plains: Wind, Bone, Light, Crystal, Rain
- Jungle: Mist, Plant, Beast, Rot, Shadow
- Swamp: Water, Plant, Rot, Earth, Bone
- City: Fire, Earth, Glass, Light, Copper

At the start of the game, you will have 3 affinities. You can have any combination, drawing from your racial affinity and the environment that feels like your home. You can also have multiple affinities – you don’t have to have a unique set of three! There are merits and drawbacks to having all your affinities be the same, or having them all be different. We will cover those later in the Whispering sub-section.

As you go on through the game, meeting certain conditions, you will acquire either new affinities or strengthen the bonds you already have. This will occur for all characters.

The affinities you have also say a lot about you. For a spellcaster, called a whisperer, these affinities will decide the spells you’re most comfortable and capable with. For martial fighters, these affinities describe your fighting style, how you move and how you strike. Think long and hard about which affinities you want, and the kind of character you want to become, and how you’ll have the most fun!
You probably still have some questions about whispering and affinities; that’s okay, I wanted to make sure I didn’t frontload you with too much! Keep reading, then come to me directly if you have any questions. There’s a lot you don’t need to know right now, but I’ll have answers if you need them!

Let’s move on to the three types of classes you can have. We’ll start with the combat classes: Whisperers and Martials.

: Whisperers :
As a whisperer, you are an adept of the magical world. You can spin every aspect of the world into shapes and forms you desire. The only limit is your imagination and the magnitude of the task versus your available affinities.

A lot of the time, the only opposition you will face is the pliability of your chosen element. However, there are occasions where there may be someone whispering in direct opposition to you. This is a contest, and is decided by what affinities you have and what negotiating styles you have at your disposal.

First, let’s discover your styles. Pick one style from the list below:

- Appeal - Appeal to the nature of something, convincing it that what you want it to do is in line with what it is.
- Charm - Use smooth words to get something to like you and do what you want.
- Intimidate - Use threats to make something malleable, and get it to do what you want.
- Barter - Offer an exchange of services, a promise or materials to get something to do what you want even if what you want is against its nature.
- Force - Simply take what you want and force it to happen. Has repercussions.

After you’ve picked a style, roll a d4 or other 25% percentile mechanism to find out what your second assigned style will be. You can feel free to use these styles as guides to what your character’s personality might be, or use them with a personality that’s totally unrelated.

Now that we’ve found your styles, let’s talk about how contests are settled.

The rule in a contest is “The person with the most affinities wins”. So a person with three fire affinities would always beat a person with only two fire affinities, because fire likes them more.

HOWEVER, there are ways to trick the world into thinking you have more affinities than you actually have! This is where your negotiating style comes in.

The different negotiating styles operate under these rules:

- Charm beats Intimidate which beats Appeal which beats Barter which beats Charm.

- Force beats all of them, but has dire repercussions on your character.

- A person using a style automatically acts as having the advantage against a person who is not.

Let’s go back to our fire example. Let’s say ‘A’ has 3 fire affinities, while ‘B’ has 2. Normally ‘A’ would win. But ‘A’ is using an Intimidate style, and ‘B’ is using a Charm style. Because ‘B’ is using an advantageous style, they get a bonus against ‘A’ and their affinities for the chosen spell are counted as doubled. So after the math, ‘A’ still has 3 affinities and ‘B’ is counted as having 4. Through artful use of the negotiation system, ‘B’ has won the contest and gains ownership over the element for that spell.

I should add: Even if you don't have affinities with an element, you can still attempt to interfere with someone else's casting using your style. An advantageous style in this case counts as having "2" of that affinity, rather than the usual doubling. It's pretty risky though, so be careful!

This is the only mechanical interaction for whispering. It is used to decide who would win in a contest between two whisperers using the same element. The rest of the time, victory comes down to element choice and creative implementation.

Now, there are some elements that are naturally more receptive to certain negotiation styles when there’s not a contest going on. But which elements those are, and what style to use, is something you might have to discover for yourself…

When you’re casting a spell, unless it’s something you’re incredibly familiar with, remember it will take time and there’s a chance for failure. So think twice about being wide out in the open if you think something could be a danger to you.

That’s all the basics for whisperers! Now get out there, and shout at some fire!
Let’s say whispering isn’t what you want to go for. Let’s say you prefer your fighting to be more… proximity based. For those of you who like making physical adjustments to the people around you, we have the Martials:

: Martials :

Swords, daggers, pole arms, bows and arrows, slings, spears, hammers, boomerangs, brooms, or your own two hands. These are tools of the trade for the Martials. Where the rest of the populace is focused on manipulating the world around them, you thrust your attention inward and seek mastery over yourself, an enlightenment through refinement and self-improvement to the point that you, yourself, become a force to be reckoned with.

First, pick a single type of weapon to be proficient with. Remember that different swords have different styles of use, so picking “swords” will not make you proficient with both scimitars and claymores. As a rule, be specific with melee weapons. Once you’ve picked, good job! You’re halfway to being a martial! Now you just need a school.

As a martial, you follow the path of a School of combat that is decided based on the affinities you start with. The affinities you have at your disposal will dictate the style of combat you pursue.

Fire: If Fire is among your affinities, you spread from foe to foe, exercising a style of combat that is all-consuming and aggressive, relentless until nothing’s left standing.

Earth: If Earth is among your affinities, you wade into combat like a siege weapon, taking blows and dealing back better than you get. You style is all about overwhelming, powerful attacks.

Wind: If Wind is among your affinities, you exercise a high-mobility, bob-and-weave style marked by dazzling footwork, slipping past an opponent’s guard for a sure hit.

Water: If Water is among your affinities, you follow the path of least resistance. Your style is subdued, waiting and flowing with your opponent until you can use their attacks against them and come crashing down on them.

Rot: If Rot is among your affinities, you exercise a style that seeks to dismantle your foes piece by piece, picking apart their defenses and leaving them breathless at your feet, constantly poking and prodding until the inevitable happens.

Light: If Light is among your affinities, you exercise a highly protective style that seeks to make a beacon of you, a grandiose and flashy way of fighting that raises the morale of those allied with you.

These represent the basic affinities, and the basic schools that draw from them. Your style might be more nuanced though based on your other affinities, perhaps belonging to one of the hybrid or sub-schools. As you grow you may even eventually develop a style of your own, for which you are its sole master. Work with me one-on-one to figure out what style you will start with!

Martial fighting may not have the scale of whispering, but it requires less time to execute. With the right plan and enough quick thinking, you can subdue a whisperer before they’ve even gotten their first spell off.

Combat between two or more martial fighters will be handled mostly through text, as is customary, and is mostly narratively driven with rewards for creativity, choreography, and fight planning. No mechanics are necessary for this category of character.

It should be pointed out that you CAN still whisper, as anyone in the world can. However, you will never beat a dedicated whisperer in a contest due to the difference in experience between you.

That should about wrap it up for martials! Remember: Sometimes the easiest solution to a problem involves a minor case of serious brain damage.
If you’ve been doing all the reading, then that means you’ve done a LOT so far. I recommend taking another break to rest your eyes. When you’re ready we’ll talk about the last bit of character creation information: the Professionals, a noncombat class.

: Professionals :
Not every problem can be solved by fighting – not even close. That village suffering from famine? What are you going to do, feed them arrows? What about that refugee family that needs a home? You never learned to whisper a structure into existence; you never took time to study engineering, and the elements definitely don’t know how bricks work. And, hey! Maybe that troll isn’t belligerent; maybe he’s just got a massive cavity, and needs a physician to soothe his pain.

For these problems, you need a Professional.

As a professional, you get to pick an occupation at the start of the game. This occupation should be something that would fit into a medieval-era fantasy land, but otherwise can be whatever you please. You could be an academic – a librarian, an astronomer, an alchemist – a craftsman – a blacksmith, a cobbler, a carpenter – or whatever else strikes your fancy – an illegal doctor, a horse surgeon, a cat burglar. As that last bit might have clued you in, your profession doesn’t need to be entirely legal, either. Do try not to be a murderer though, you’ll have an awful time keeping friends.

Your profession decides a lot about you. Namely, it decides how you whisper. Yes, you can still whisper as a professional! You can even swing a stick or a blackjack with sufficient force to defend yourself, if you have the mind to. You just won’t beat a whisperer or a martial in a straight-up fight.

Now, as for your whispering – the way you learned to whisper was in service to your craft, so try to view all of your tricks through that lens. A garment-maker might have learned how to whisper clothes out of ash, making garments that always keep you warm. A smith might have learned how to use fire to keep their forge always hot. A miner or a fisherman might have learned how to whisper information from an element, finding nodes of ore or schools of fish. Try to keep these examples in mind when you whisper as a professional.

The core of your class though is your occupation, and how it lets you seek unconventional solutions to problems. So try to pick one that really seems fun to you, which you think you can be creative with!
And, well, that should be everything! If you’ve gotten through all of this, Super! If you got through the parts that interested you, that’s also pretty great!! I’m proud of you! It was a lot. Whenever you think you’re ready, put up your CS. I’ll get back to you pretty quickly with whether or not you’re accepted, and any constructive criticism if you’re almost accepted!

Good luck, and have fun!
Last edited by ThreadWeaver on Wed Jun 05, 2019 11:22 pm, edited 2 times in total.

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Re: The Whispering World - OOC / Interest Check - Open!

Post by Pad_Mayhart » Sun Jun 02, 2019 8:02 am

Interest
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Re: The Whispering World - OOC / Interest Check - Open!

Post by wadjet » Sun Jun 02, 2019 8:02 am

interested yo
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Re: The Whispering World - OOC / Interest Check - Open!

Post by GamerScribe » Sun Jun 02, 2019 8:05 am

I'm interested. Keep a spot for me, please.
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Re: The Whispering World - OOC / Interest Check - Open!

Post by ThreadWeaver » Sun Jun 02, 2019 8:07 am

Roger that! Three spots reserved!

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Re: The Whispering World - OOC / Interest Check - Open!

Post by ThreadWeaver » Sun Jun 02, 2019 8:14 am

Update - Through Discord PM's / otherwise, 5 spots for CS's have been reserved. I'll allow a maximum of 2 more reservations, otherwise I might be overloaded by players.

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Re: The Whispering World - OOC / Interest Check - Open!

Post by khfan429 » Sun Jun 02, 2019 2:21 pm

I'm interested if there's still an opening.
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Re: The Whispering World - OOC / Interest Check - Open!

Post by ThreadWeaver » Sun Jun 02, 2019 8:58 pm

I will reserve a spot for you. That leaves one left before I call it.

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Re: The Whispering World - OOC / Interest Check - Open!

Post by Śaraṯkṣati » Mon Jun 03, 2019 1:24 pm

Registering tentative interest over here.

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Re: The Whispering World - OOC / Interest Check - Open!

Post by ThreadWeaver » Mon Jun 03, 2019 9:47 pm

And that's all the spots! Now I await character sheets.

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Re: The Whispering World - OOC / Interest Check - Open!

Post by ThreadWeaver » Tue Jun 04, 2019 10:36 am

I do want to say to everyone as you're making stuff: I've got a LOT of history and culture stuff assembled that I did not share in the main post because it would've been info overload. However, you should feel free to reach out to me either through the forum or on discord if you have any questions while you do the backstory for your character. I've got everything from myths to history to imports / exports / cuisine / curses if you have questions.

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by ThreadWeaver » Wed Jun 05, 2019 11:27 pm

I made... less of an edit, more an 'oops I forgot to add this' to the Whisperer section. Basic patch note so you don't have to hunt for it:

In a case where a Whisperer enters a contest where they have no affinities for the element, having an advantageous style counts as having 2 affinities for that element as opposed to the usual doubling.

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by ThreadWeaver » Sun Jun 09, 2019 8:47 am

I keep ending up bringing this up for people, so I figured I might as well place this in the main OOC.

Here's the first thing: The Formation War.

All of your characters are aware of the myth of the Formation War, back when the continent first came to be and the lines of each country were being drawn. Battle was waged daily, and many lives were lost. Each race's story insists they were on the defensive in the war, except the mountainfolk who maintain neutrality. When all seemed most dire, the Shadow Lord of Shadeheil rose to power, threatening the continent at large with his legions. At the same time, a hero arose - the Starblessed. The Starblessed acted as a beacon, uniting the warring races against their common foe and traveling to Shadeheil to strike down the Shadow Lord. In the climactic battle both Shadow Lord and Starblessed were swallowed up, perishing together. After this battle the deadmen began to emerge as a race.

Many years passed of peace. Tensions rose among the races again. When things once more began to reach a fever pitch monsters poured forth from Shadeheil, and the Shadowlord once again came to power. It is said that a new Starblessed emerged at the same time, and once more both fought and perished. Seeing a pattern, the raises have maintained an uneasy peace. Conflicts have flared and faltered between races, but there has been no continent-wide conflict in recent history.

You all know this myth. There are stories of might and power and artifacts and techniques created and lost from this Formation era. The difference tends to be in how your own race is portrayed.

Here's the second thing: The Last Five Years.

IF your character has been in the human land for an appreciable amount of time, then you may have learned that about five years prior to the start of the RP a Starblessed was announced to have been found in the human city of Axle. At about this time there was an uptick in monstrous activity and strange phenomena. According to the reports the Starblessed was taken by a crack team of human champions to Shadeheil, where they fought the Shadow Lord and vanished in a burst of light along with their foe.

If your character has only recently come to the human lands, this is likely something you'll have to learn. Please play your character accordingly.

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by GamerScribe » Tue Jun 11, 2019 12:06 am

Name: Romonak Eelmonger
Age: 23
Race: Charlander
Appearance: Romonak is, by the standards of Humans, a short man; though he is roughly average among his own kind. With a fit form born of spear-fishing the tar-pits and dragging his weapon through the thick sludge despite its resistance and a face settled into a semi-permanent smile he has a certain charm to him. His hair is black and cut at shoulder length, running wild about the set of his features lest he tie it up or wear a headband. His skin, eyes and the like follow the general tendencies of the Charlanders, as do the cut of his clothes as he tends towards loose, flowing and light garments which are comfortable in the Charlands and don't take much to make. Somewhat in opposition to this he has taken to wearing bright colors after leaving the Charlands as the materials for such are more available.
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Personality: Romonak is a man in the midst of being enchanted with the world around him. Seemingly ever-excited and bearing a big grin he wanders the world in wonder and seems genuinely hyped up about each new and different thing that couldn't be found in his home. The peak of this excitement hits when he gets to try new foods, which he does with an impossible zeal, and alternatively he seems only to become upset when his traveling companion or their cooking are insulted at which point he becomes quiet and sullen.
Affinities: Smoke. Fire. Rot.
Styles or Profession: Way of Smoke, Fire and Rot.

A strong forward style that doesn't relent. Blending true strikes with feints meant to cause breaks in the enemy guard. In these breaks he'd stab at eyes, joints, and other vulnerable spots in order to bring a creature or an opponent down, uniformly piercing their composure and then their bodies. If his preferred middle range is broken and he is turned to close quarters he would use the haft of the spear to drive aside blows, trying to disarm or trip up the opponent and then choke them out, or capture a limb and flip them with the spear's pole so their vitals were open for a skewering.

Learned primarily while hunting, having to close quickly with faster animals and deliver quick blows to sensitive areas to prevent dangerous counterattacks. Reinforced by light training from a more talented family member who helped even out his rough patches. His methodology is bringing things down fast and giving them everything he's got.
Proficiencies: Romonak's Scragwood Spear
Biography:
Romonak was born in the village of Stolta's Hold and spent his early days learning to walk, play tug of war and fish beside and within the view of the tar pits settled against the border. He would delight in hearing old stories from his mother, and find some of his happiest moments at the village meets where he would get to play with new children and do his best to make an impression. His father, unfortunately, had passed only a month before he entered the world and he never had a chance to meet him. Nevertheless, rather than allow this to leave a bad mark upon his life he grew to see it as an opportunity to put his all into everything he did and try to do enough around the house to account for that which would be required of himself and his father alike. An energetic and active child he would grow to be fit, quick and hard-working. Subconsciously something nagged at him, though. Something he would never voice. Something he could never seem to place.

Specifically he would come to work for his grandmother Eziino who had taught him how to spear-fish when he was a boy and brought him up to aid in this task on her oil-eel farm. The fishing was good and he good at it, and to this end he enjoyed his job and the sense of purpose it provided. He enjoyed helping his family and seeing his shrewd grandmother's smile when he brought in a big haul. Even so; the efforts he put into his work showed in his physicality and while he himself never questioned his lot in life some of those around him did. His uncle Kovar for instance pleaded with their matriarch that he chould be allowed to offer Romonak tutelage in using the spear not just as a tool, but as a weapon.

Had Romonak simply done his job this may have been overlooked, but the lad could never settle for simply doing his job. He always had to do enough work for two... This was grand some days, when the eels were biting and the sky was soft, but when the eels were to be left to their own devices to repopulate and when it stormed or scalded... then too he felt a need to be active. For this purpose permission was granted and the boy's excess energy sated with sparring and training in the forms and functions of spear-fighting. While mastery takes a lifetime he quickly became proficient in the wielding of his weapon and on the occasion beast came near the village he would always take efforts to be among the first to intercept it; taking pride in the hunt. He would also be the first to rise to any given challenge and because of this formed strong bonds and stronger rivalries with his neighbors as he could be set to fighting easily and always smiled throughout.

He was a man who worked hard, played hard and was mostly content with his lot in life. If he had one complaint it would be that mealtime ever seemed a drag to him. And then came the human...

They came to the border seeking oil. They had heard of the oil-eels of the Charlanders and thought perhaps their natural oils could be used in cooking. They were rightly underwhelmed upon trying the fermented dish which was among the best the Charlanders had to offer, but appreciated the hard-won hospitality and treated Eziino and her family to some food from the human lands. One bite was all it took. One bite and Romonak's world shifted as though the rug had been pulled out from beneath him. The nagging in his subconscious finally had context.

This was what life in the Charlands was missing. This was what his life was missing. Flavor. Zest. Spice. The food in the Charlands was bland at its best and more often just plain bad. Separated from the outside world the Charlanders rarely bothered with food from outside for it would be a hassle to obtain... but then the food that the human had prepared for them hadn't been delicious to begin with either. It had been bland, dull and unworthy. But through cooking it had become something more.

And so Romonak pleaded with the human that he be allowed to venture with them, to hunt for their stock and to learn the art of cooking from them. And then he pleaded with his grandmother that he be allowed to leave his post. To take time from his work and to venture beyond the border with the human that he may seek out this world-altering skill. Not forever, but for long enough he could teach himself. For long enough he could seek to study ways in which even Charlander food could be made wondrous. He had, for all his life, worked twice as hard as any other around him and this paired with his simple open-hearted earnestness swayed things in his favor. He would have his time. He may go, but he must swear to be safe and to return to them regardless of if he succeeded in his search. He relented and packed what little he had.

Together he and the human who had showed him the world anew ventured out from the border and after six months of flitting from point to point, village to village to city and back and last but not least from meal to meal they have made their way to the human capitol.
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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by ThreadWeaver » Tue Jun 11, 2019 3:48 am

GamerScribe, after review your CS is accepted. Welcome to the Whispering World!

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by Georgeanna » Tue Jun 11, 2019 4:25 am

Name: Tanaka (Tuh-nah-kuh) Shaman
Age: 22
Race: Charlander
Appearance:
Tanaka is a small woman, even by Charlander standards. Standing at a modest 4’5”, her gray ashen skin seems to swirl with darker pigments down her arms and legs. Her eyes, the typical black-flecked red of her race, are framed by a proud brow bone and high cheekbones. Her hair, a black tangle of curls, is chopped roughly at jaw length. It is obviously asymmetrical and done by unskilled hands. Typically, she wears a form fitting black tunic top with loose fitting grey trousers that cinch at the ankles. Her shoes are typically a pair of worn boots in a rusty red color.

Personality:
Being small has always been a struggle for Tanaka. She had to raise her voice louder, gesture bigger, and be…more just to be noticed. This has made a marked impression on her personality. To say that she is audacious would be an understatement. Tanaka feels the most comfortable trying to remedy uncomfortable social situations, possibly satisfying an unconscious need to prove herself. She’s loud and outgoing, unworried sometimes by social convention. With this though, comes the need to be the center of attention. She often becomes moody or quiet when she is overlooked. At the end of the day though, she is a people pleaser and will do just about anything to be in everyone’s good graces.

Affinities: Fire / Fire / Smoke
Styles or Profession: Whisperer--Intimidate/ Barter
Proficiencies: Scimitar

Biography:
In the town Dragon’s Stamp, not too far from the border and neighboring Stolta’s Hold, Tanaka was born to a shaman and her husband. Growing up as a child in a religious household is difficult, especially when you aren’t entirely convinced of your family’s doctrine. This was the sort of experience that Tanaka had.

From the time she began to toddle around, her role in her village had been assigned; she would take up her mother’s mantle soon enough. She would serve Thousand Eyes dutifully, and pass on the title to her daughter when she was inevitably to have one. Yet, Tanaka was far more predisposed to the less…sacred things in life. She loved the feeling of a scimitar in her grip, the swish it made when she whirled it around, and the way a sword knew no god—only its function. All the same, her mother, Otik (oh-teak), was an imposing woman and certainly not one Tanaka wanted to disappoint. So she swallowed her complaints, and began training to be the next shaman at the age of 15.

Training to be a religious leader is already arduous, but even more so when you hardly care. Tanaka did her best to act as if she was interested in the small omens and signs that came to her and her mother, tried to be patient at council meetings, but she would have been far happier outside. She liked to do things, rather than interpret others actions. Her father, a whisperer, had begun sharing the secrets of his trade at the almost aggressive insistence of his daughter. She needed this, she asserted, and as her father she expected him to help. Wrapped around his daughter’s little finger, Maku (Mah-koo), couldn’t say no. A known charmer, he tried to teach her to coax the world to do her bidding, to no effect. It was only when she got so angry that she threatened nature that it moved under her will. Not typically an angry person, Tanaka found (and still finds) this to be a struggle.

At 22 she had finally had enough. The time was coming that she would be expected to do the bidding of their god on her own, and Tanaka fled. At her relatively young age, she had become quite adept at whispering, and twirling a sword, and hoped to strike out on her own, far away from the mandated constraints of her mother’s world. The strain of disappointing her community nearly tore her apart, but she kept running anyways. They would forget about her with time. They would find someone else. Without people surrounding her though, she has grown quiet, lethargic, and lonely—wistful and nearly disappointed that she had abandoned the only people that had ever taken care of her. But not regretful. She knew that if she had stayed she would have been crushed by the demands of the trade.
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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by ThreadWeaver » Tue Jun 11, 2019 4:30 am

Georgeanna, all appears good! Your CS is accepted.

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by Śaraṯkṣati » Tue Jun 11, 2019 9:25 am

Time to liven things up a little.
Name: Like most of the not-so-restful dead, she remembers nothing of her life, and that includes her name. So, in true Dead(wo)man fashion, she chose to assume the name of the first plant that caught her attention when she managed to crawl out of her grave—which happened to be a coppice of violets.
Age: Dead.
Race: Dead.
Appearance: Dead.

Not quite so dead as some of her more worse-for-wear kin—her lower jaw hasn’t rotted off, and her limbs have managed to stay exactly where they ought to be— but there’s no mistaking Violet for the living. Her skin is grey and pulled taut over her bones and what little remains of her tissue and muscles, her eyes are sunken and white as milk, and—should you be so unfortunate as to catch a glimpse of her unclothed—her torso is pockmarked with scars in places where maggots once dined on her flesh. Her hair is short and black and, like pretty much everybody's hair, dead.

Though she knows one good look at her face is all anybody needs to work out just what she is, Violet does make a cursory effort to disguise her nature (and her smell) when on the road and in town. She wears wide-brimmed hats pulled low over her face and gloves to conceal the deathly grey pallor of her hands, so that from a distance—perhaps even up close in passing—one might take her for nothing more than a human with a penchant for accessories. As for her odor, she does her best to bury it beneath a cocktail of fragrances and perfumes—better that passersby turn their noses up at the overwhelming aromas of her perfumes than retch in disgust when they catch a whiff of rotting flesh.

Personality: Dead.

And if not dead, well, certainly nobody is going to accuse Violet of being lively. She’s soft-spoken and stoic, preferring to observe, to listen and learn; when she does speak, it’s in a quiet and unexpectedly melodious drawl. Despite her reserved demeanor, there is a kind of certainty of purpose to her, a confidence, that confers her a far more substantial presence than you’d expect from an emaciated corpse.

As for the purpose that lends her that poise, it’s twofold, but if you want to boil it down to a single word, it’s curiosity. Violet wants to know. For one, she wants to know what makes the people of Pelageo so wonderfully diverse—their songs, their stories, their dances and verses. She wants to know what makes them happy, what makes them sad—where their greatest joys and deepest sorrows come from. She wants to know the world and all the lovely sights and sounds it has to offer. She wants to know why some of the dearly departed aren’t so keen to stay in their caskets. And second-- perhaps above all-- she wants to know who she was in life—if she ever was alive, or if the individual called Violet was created anew in the vessel of a woman who is truly, irretrievably gone.

Affinities: Rot, Wind, Wind
Styles or Profession: Performer.
Proficiencies: Her lute and an ersatz medical kit she began assembling after an encounter on the road that left her particularly shaken.
Death didn’t leave much to Violet, but she’s learned to make use of the one gift it did leave her: a beautiful singing voice utterly untouched by decay and desiccation. It’s proven quite a benediction in her travels, since people are much less likely to drive you out of town for looking like a nightmare when you sing like a dream. And so, everywhere she goes, she sings—oftentimes she’ll offer her talents as a singer to innkeepers in exchange for shelter for the night, although they usually do their best to make sure she’s heard and not seen. Other times, she’ll accept as remuneration a new song to add to her ever-expanding arsenal of tunes from around Pelageo.

Whatever she sings, she is capable of imbuing her voice with a hint of a Whisper—mostly to put listeners at ease, to make them feel at home, since she’s usually singing to an inn full of weary travellers in foreign lands. She Whispers when she dances as well, lending her movements a kind of grace that seems incredible even for a living being, much less a corpse.

Violet travels with a rusty longsword and a dagger at her side, but these are—for the most part—just for show. She’s always been better at insinuating a talent for fighting than she is at actually fighting, which she relies on to avoid… well, fighting. It’s kind of hard to kill a corpse in the first place: between that and her self-possessed, unruffled composure, the average town ruffian might be forgiven for assuming she’s a much tougher fight than she really is. When she finds herself confronted with a foe who isn’t so easily impressed, she isn’t above resorting to trickery or sleight of hand to get away.
Biography: Violet’s first memories are of pitch black and the sensation of larvae burrowing into her flesh. She remembers clawing her way through layer after layer of dirt, driven by a desperate instinct to live, unaware that she was already dead. She remembers emerging from the darkness of the grave, through the surface and out into blinding light—and she remembers her first glimpse of the world as it came into focus, remembers idle birdsong and the burble of a stream beside her, remembers little thickets of violets nestled along the bank of the stream. She remembers being alone.

She remembers realizing with a kind of numb certainty that she wasn’t alive and probably hadn’t been for quite a while. She remembers sitting on the dirt beside her grave and digging the maggots from her stomach and chest, faintly disgusted and unwilling to look at them squirming in her spindly grey fingers. She remembers waiting there at her graveside in hopes that somebody—perhaps friend or family to whoever she had once been—would come to visit her grave and bring her answers—though she doesn’t remember how long she waited before she realized nobody was coming.

She remembers the temptation to crawl back into her grave, and she remembers how reluctant she was to leave it when she decided she couldn’t do that without knowing who she was and why she had come back. She remembers wandering for days in search of a town that may have once been her home, swatting away hungry flies and doing her best to stay out of the withering heat of the summer sun.

She remembers the motley assortment of traders, wanderers, and wayfarers she encountered on the road, and she remembers the silent contempt with which they passed her by whenever she asked if they could point her to the nearest town. She remembers—as if it were inscribed in her memory with a chisel—the face of the one traveler who deigned to stop and tell her that there were no settlements in these parts, that the nearest towns were across the border in the lands of the Aquacians. She remembers the hesitation, the twinge of reluctance on the woman’s face, before she reached out a hand and invited Violet to take a seat beside her on her horse-drawn cart.

It’s been years since she’s seen that woman, but Violet hasn’t forgotten what she owes her. She shared with Violet her love of the open road, taught the Deadwoman her first song—an old ballad from the trader’s own hometown—and bought her proper traveling clothes to exchange for the rotting, worm-ridden rags she had been laid to rest in. And when, somewhere along the road, they parted ways, she asked the Deadwoman her name—and Violet remembered the little purple flowers she’d been buried beside.

She’s been Violet—and a wanderer—ever since.

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by ThreadWeaver » Tue Jun 11, 2019 1:03 pm

Seems good! You’re approved!

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Re: The Whispering World - OOC / Interest Check - No Spots Left

Post by wadjet » Wed Jun 12, 2019 10:28 am

Name: Rose

Age: late 20s? Maybe older? She wasn't dead long before reanimating though, as obvious by the limited rot. Has only been a Deadman a short amount of time - less than 5 years for sure.

Race: Deadman

Appearance: Never takes off the single gauntlet, on account of a rotten hand, and her right eye is gone. Always, always smells strongly of herbs - completely covers any odor of death. Tends to wear practical clothing, in darker and earthier tones. Slightly shorter in stature than the average.
Her basic look

Personality: Clipped and professional in speech, she does her best to be helpful even while remaining distant. Probably more for the comfort of others, her being dead and all. She does become a bit more animated* when discussing the ins and outs of medicine, particularly things she's found out on her own versus read in a book.

Affinities: Bone, Earth, Rot

Styles or Profession: Illegal Doctor

Proficiencies: Herbalism tools, playing cards

Biography: She claims to not remember her previous life as a human, save for some basic medical knowledge. So why not use that? Her methods of treatment usually produce excellent results, even if they're unconventional. Her lack of license or formal training doesn't really help when it comes to convincing others to listen to her, unfortunately. Still she keeps going around, trying to help.

She does bare a slight resemblance to a wanted criminal from a couple of years ago, but even if she was that person, she's not now. Still, she's rather annoyed about the times she gets stopped because of it.



*pun not intended
Last edited by wadjet on Wed Jun 12, 2019 11:46 am, edited 1 time in total.
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