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Fantasy The Game Keeper's Island RP thread

Disco

Groovy Dude

CHARACTER SIGN UPS!




I'm not going to go crazy and demand a perfect character from you; however, I would very much appreciate a well written character than can develop over the course of the plot. Well written being balanced, believable, and able to get said development. I'd like to state that we will be following an honor rule with combat RP and fairness. I the one thing I will be a stickler about is this honor rule and said rule applies to skills. Your character cannot be some OP super mage or a warrior that can slay 1000 undead on his own. This is boring and it sucks. I'll provide an example of what I'm looking for:

Dude Bro The Great is exploring a cave on his own for a bit. He searches for food and other supplies. Dude Bro The Great is attacked by a skeleton. Luckily, Dude Bro is competent in his skill of mace wielding. He takes a swing at the skeleton and is able to crush the skull of the spooky skeleton. This was fine because Dude Bro The Great is established in his character sheet to be a decent swing with a mace and he could handle and unarmed skeleton. Alternatively...


Dude Bro The Great is exploring a cave blah blah blah. He is attacked by three skeletons who boast armor and swords. Dude Bro The Great realistically can run out of the cave and find his friends or maybe use a tool that the Game Keeper gifted the party to aid him. Instead Dude Bro The Great attacks the three skeletons. Reasonably, he is out numbered and out armed. The skeletons would win this fight and thus lies the end of Dude Bro The Great. This all sound fair? Good.


Character Sheet:


Anything with * is mandatory


Name*: What's your name? If your character follows an alias for whatever reason that's fine. I have to know both though. The Game Keeper knows all.


Age*: To judge your skills mostly. An 18 year old isn't going to be as skilled or experienced as a 35 year old in said skill.


Race*: Races Available: Human, Elf, Half-Elf, Dwarf, Hafling, Varl... I know its limited but please read the races thing in my overview page.


Skills*: This includes things like swordsmanship, archery, farming, hunting, music and whatever. Remember, skills = Knowledge + Experience.

"An 18 year old isn't going to be as skilled or experienced as a 35 year old in said skill."
Knowledge*: Reading, writing, mathematics and science... studies you'd find in University.


Appearance: At least provide a brief description. Provide any details you want or a picture. I prefer drawing over photographs but I won't demand anything


Personality: Not required but a nice touch. Remember to develop the character!


Backstory: Not required but a nice touch. Remember to develop the character!
 
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<p><a href="<fileStore.core_Attachment>/monthly_2016_01/tinybear3.jpg.48e84373e483ec581e4a4dda00e3359d.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="97169" src="<fileStore.core_Attachment>/monthly_2016_01/tinybear3.jpg.48e84373e483ec581e4a4dda00e3359d.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p> Brynja Hjördísdóttir<p><a href="<fileStore.core_Attachment>/monthly_2016_01/tinybear4.jpg.dbe4ef0990d6bb423f42d0f46634d11a.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="97170" src="<fileStore.core_Attachment>/monthly_2016_01/tinybear4.jpg.dbe4ef0990d6bb423f42d0f46634d11a.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>



<p><a href="<fileStore.core_Attachment>/monthly_2016_01/NORNTHING.jpg.70ad6c7e47b4dd392944e54ed404cee3.jpg" class="ipsAttachLink ipsAttachLink_image"><img data-fileid="97168" src="<fileStore.core_Attachment>/monthly_2016_01/NORNTHING.jpg.70ad6c7e47b4dd392944e54ed404cee3.jpg" class="ipsImage ipsImage_thumbnailed" alt=""></a></p>


Name: Brynja Hjördísdóttir


Nickname: 'The Bear-slayer'


Age: 36


Race: Varl


Clan: Björninn Ættin


Skills: Swordsmanship, Archery, Hunting.


Knowledge: Herbalism, Wilderness survival, Ethology, Reads & writes at a primary school level.


Appearance: Brynja stands tall at 9'6" and has long hair that is rustic-copper in color. Her right eye is an amber brown, and her left is a milky white, having been blinded in her earlier years. She sports a deep scar from the top left corner of her forward diagonally down to the tip of her lips. She is covered in the tribal tattoos of her clan.


Varls: Varls are a strong race of creatures who would pass for human were it not for the horns on their head and their sheer size. They live in nomadic clans usually consisting of about 10 to 20 families. If a clan becomes too large they segregate into two separate clans signified by color (e.g. Red Crow vs Yellow Crow.)


Since they are nomads they dwell in large yurt-like tents which, although well-built to withstand nature, are completely portable. Their main source of income is the meat and pelts from Bison that they herd, the large temperamental creatures needing a firm (and large) hand to domesticate.


Not as intelligent as the smaller races, the varl do not waste time with proper study, choosing instead to hone their skills as warriors and hunters. Because of this they can barely read and write, learning only what they need to know to trade in the cities. They have a vast knowledge of the animals and plants that grow in the north, traveling to the southern forests only in the winters.


A varl is taught to hold their clan above all at a young age, "Clan before family," being a very important phrase. They live with their true family only until age 10, when they are sent alone to another clan to spend the rest of their lives. This is to insure both peace among the clans and to eliminate the possibility of inbreeding, which was a large issue thousands of years ago. The result of past inbreeding caused the race today to be larger and stronger, but less intelligent. They take their clan's honor very seriously, and will fight anyone who insults it.


Fighting between clans is sometimes inevitable, but they generally keep their distances from one another. Even when in war with each other, they will put differences aside if a common enemy is shared.


Backstory: Brynja was born to the Dádýr Ættin, or the Deer Clan. She had a normal Varl childhood, which consists of learning how to hunt, differentiate plant and animals species, and fight. At age 10, on her way to her new clan, she spied a group of traveling merchants. Noticing a caravan of colorful silks she attempted to sneak up on the group and pilfer a bolt or two but was caught. The guards immediately attacked her, and low in skill she was forced to flee after being slashed in the face, ruining her left eye.


When Brynja arrived at her future clan hours later she spun a tale of being attacked by a bear, a story which no one believed but which earned her the sarcastic nickname of bear-slayer. Her injury took some time to heal, and she had to re-learn sword fighting, adapting to new techniques, her head always slightly turned to make up for her lack of vision. Thankfully she was right-eye dominant, so it had no affect on her archery.


At age 15 she was officially accepted into the clan, receiving her clan tattoos and given a position as a Clan Herbalist.


Personality: Brynja is known to be rash and prone to telling outlandish lies and tales whilst inebriated, something her Clan has decided to find amusing. She enjoys the finer things in life, attempting to steal a treasure or two every time she enters a city. Her yearning for riches causes her to take to gambling regularly, quite often betting items not hers to give, much to her Clan's dismay.




@Disco let me know if there is anything I need to change!​






 

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Character Sheet:


Name*: Zakri Wolf-Rival


Age*: 250 years, appearing roughly 35 years.


Race*: Elf


Skills*: Wilderness survival (hunting and tracking, basic herbalism for medicine, food and poisons, stealth), reading and writing, pick-pocketing and lock picking, coercion through speech (silver tongued, he is a conman) and hand-to-hand and weapons-based-combat.


Knowledge*: Basics of history and culture of most all peoples' which he uses to get “on the level” of a potential buyer or someone who has something Zakri wants, how to “read” a person which he uses for the same thing (clothes, boots, jewelries and accessories, scars on hands/face, etc).


Appearance: A red haired man standing at roughly 5' and 7” tall. Average height and medium, but lithe build of lean muscle. His legs and arms are long, his chest is high and his shoulders are broad, suggesting he would be intimidating to the few who are shorter than him. His hair is a deep red, and falls to his shoulders, with a few small locks hanging about his boring brown eyes, though most all of it stays tucked behind his knife pointed ears. His complexion, though not perfect due to smile lines and a brow furrowed from concentrating, is a healthy white color from working in the sun. His hands are soft on the outside but rough on the inside from his times of living in the wilderness.


He wears a high quality, lightweight leather breastplate with steel studs and reinforcing bands about it. His waist is adorned with a knee length skirt of leather and steel straps and his legs have knee high leather boots form fitted to his muscular calf, designed for all day wear as well as running. Draped over his shoulders is a pelt from a wolf of gray and black fur, head and ears tailored to make a hood. His hands wear a pair of leather gloves with the fingertips snipped off, and on his right forearm, a stripe of leather to protect the soft skin from the string of his bow. It is rare to actually see, though a trained fighter may take note, but there are always at least two blades on his person, besides the one single edged fighting knife on his back above his right shoulder.


Personality: A smooth talking gentleman and would-be noble to most; a snide charlatan to the rest. He runs a booth and sells various items including some weapons, tools for hunters and other tradesmen, as well as knick-knacks and which he buys from one town and sells at the next. He is a chaotic sort who will judge a character silently, figure their intentions, and even if he decides that his client is buying a weapon for wrongdoing, he won't stop them. Not for interest in someone being harmed but because he is extremely detached and cares all but exclusively about money.


Backstory: He grew up in a large traveling camp of elven gypsies, as one might call “one who gyps people”. They had no “home,” and anyone who asked would get an earful about how the whole of the trees and forests are their home, and how other peoples' were simply ruining the home of the elves, and so on. Most people find his kind the “scum of the earth,” and don't say much more to them aside from “knife ears,” or “away with you, charlatan!” He grew up with many friends, his parents, and his wide array of “uncles” and “cousins,” though he knew nothing of blood relations to any of them. His traveling camp trained him in all of the elven skills of survival, herbs, and fighting, as well as his ability to empathize with travelers in order to make them comfortable so he might rob them at the right moment. If there were any title for him, it would be “gypsy of gypsies,” because his knack for smooth talking and sleight of hand has made him a mogul rather than one who lives off of the earth. In fact he has not had to return to old ways of petty thievery in quite some time as he has since become a purveyor of such variety of goods, he simply buys from one town and sells to the next in a horse drawn carriage.


He left behind his camp when after successfully stealing a few high-priced items from a few high-nosed noblemen, he sold these items to the highest bidder and bought a carriage with which to begin his traveling business. With his camp he left behind a daughter, who he attempts to not think about, but still sends couriers to deliver her money when he knows he's near the old camp. Flowing blond hair may make him stop and feel a tinge of guilt, and the giggle of a child will make his heart skip a beat. He cares deeply for her and it angers him at times, because his first love was money, and he attempts to convince himself that he has no intentions of forsaking that first love.


He chooses to wear the armor the defenders of his old camp would wear simply to keep the intimidating appearance about him. Because he was trained as a hunter and tracker, he is always on the look out for thieves and thugs looking for his own gold. He is aware that he is known to some as a conman and so he attempts to be ever vigilant. At times, it can slip into slight paranoia, but he is good at keeping his cool.
 
Name: Kithana Shortankard


Nickname: Kit


Age: 29


Race: Halfling


Skills: Healing and divine spells magic, Lie-detecting, mace and shield combat


Knowledge: Can speak, read, and write fluently in Dwarven, basics of the languages of the Elves and Varls, higher level arithmetic


Appearance: Standing at 4 feet even, Kit is a fairly average sized halfling. She is said to be more attractive and visually appealing then most halflings out there. Her complexion is pale and her face has delicate features. She has chestnut-brown hair which she ties back into a low and somewhat messy side bun. Subtle little freckles spread scatter and sprinkle across her cheeks right under her bright olive green eyes. A crooked scar comes down the right side of her lip. She wears a set of heavy red and silver armor, which she wears to make up for her lackluster defense. Her shield, adorning her divine emblem and a silver mace are kept at her back. She wears her divine symbol around her neck. The symbol is a golden star with intricate runes and symbols engraved into it.


Personality: Kit is one of the most selfless and compassionate people you will ever meet. She is what one might describe in our world as a "cinnamon roll". She will always go out of her way for the sake of someone else. She is also extremely honest, due to serving under a deity of truth. Because of this, she is also very resentful towards those who purposefully lie, whom she can pick out fairly easily. She also has one of the greatest senses of humor.


Backstory: Born to a stoic dwarven father and a gentle human mother, Kit, like many others of the mixed races, was tormented as a child. Her mother passed when she was very young, leaving her working father to support himself and a raise a daughter on his own. The weight of the responsibility and loss that fell on her father nearly broke him, and he had no choice but to give Kit to her mother's brother, a devout follower and cleric to the god Verum. Verum was a god of truth, and a deity only worshiped by few.


Kit was soon raised to under her human uncle as a new follower of Verum. As a child, Kit seemed to have an affinity to heal. Whether it was animals, people, or even flowers. She felt she had a purpose in making things whole that had once been broken. She studied and learned the ways to heal through divine magic. Her life was quiet and simple, until the day she had grown and decided she would return to her old village where she had lived with her father. She found her that her father had remarried to another dwarven woman and bore more children. Kit was furious at her father for purposefully giving her up to remarry. But that same day, the village was invaded by marauders. Kit was killed in battle trying to save her father, but was revived by Verum with the help of her uncle. Her father didn't make it. This nearly broke Kit herself, feeling like it was her fault for being so powerless. Now with her holy symbol in one hand, and morning star in the other, Kit decided to travel the world to become stronger, serve Verum, and keep living; for the sake of her father.






 
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Nathanael Dawnward


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Name: Nathanael (Nath) Dawnward


Age: 28


Race: Human


Skills: Basic swordsmanship, basic strategy and tactics, magic, eloquence, resistance to alcohol


Knowledge: Reading, writing, history, some military knowledge, folklore and poetry, food and drinks


Appearance: Nath is a slim man, roughly 5 feet and 6 inches tall. Some women would describe him as quiet good looking with his clean shaved face and the amber coloured eyes. However the two years of alcohol abuse left its mark on his body and he looks older then he is. His black curly hair is usually loosely tied together and reaches down to his neck. He will usually wear simple clothing that is fit for traveling. Mostly a white shirt and black trousers and a blue coat.


Personality: On first sight Nath displays a carefree or even impassive attitude. But deep down he tends to overthink a lot. He will be sarcastic and sometimes cynical. Being born and raised in a city, Nath feels comfortable around large masses of people but not so much in the wilderness. Although he does not require much luxury, sleeping many nights outside of his bed will leave its mark on his mood. When in trouble, he will try to talk rather than fight his way out of it. However, he can and will act if needed.


Backstory:


Born as the son of a wealthy nobleman, Nathanael grew up as Ettan Whiteshore in the safety of a city and within the walls of his family home. At the age of sixteen he was sent away to complete military training and become a high ranked officer. He – just like his sister – where supposed to do everything to raise the prestige of the family. His father was an ambitious man, Nath, unfortunately, was not. Instead of studying he spent his nights in the local pubs. His main ambitions concerned drinking, women and, mostly to impress the latter, poetry. He soon discovered that he had some talent for magic and by reading the occasional book he was even able to perform some very basic forms of it. It was barley enough to astonish the average pub visitor and thus it was enough for Nath.


His father, however, was not happy about the life his only son was leading and forced him return home. Upon discovering Nathanael's magical potential, his father sent him to the academy of magic. Unsuited for military he should become a powerful sorcerer.



But much to Nath's and his father's displeasure he was not the magical genius he hoped to be. Although studying seriously this time, he would remain mediocre at the field of magic. However, Nath discovered a certain affinity for illusion spells. So, instead of casting fireballs he would just cast an image of it, making it much greater than the ones of his co-students. While looking impressive it was not enough to deceive his teachers.



His life changed one night when his younger sister was assaulted and violated. Their father, concerned only with the dishonour such an act could bring to the family name, decided not to encourage any form of investigation and instead, kept it hidden. Shortly after his sister committed suicide.



Not knowing what to do, Nath turned to his old source of amusement and happiness: Drinking. He spent the next two years of his life either being drunk or sleeping.



Until one day Nath finally realized that he was destroying himself bit by bit. He had to stop. Leading a life without the sweet poison, however, proved more difficult than expected. He would have avoid every pub and every glass of wine for the temptation was always there, whispering false promises of happiness in his ears.



Realising that this was not enough yet, he decided to leave his city, family and his very name behind. He was a disappointment for his father but so was his father for him. He would not be chained by the name of nobility. From this day on, he called himself Nathanael Dawnward. A name he chose himself for a life he would choose himself.
 
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