InsanEleven
King Allyn the Autistic
Before you begin to make your character, I would like to explain a few rules and a bit of context.
1 - This is a detailed Roleplay. This means that I expect high quality, both in your character sheet, and in the way you play your character.
2 - Myths of Mirthland is a very dark RP at its core, and I won't go easy on your character. But this is what makes it so much fun, you will make mistakes, you will face challenges, but these will drive the story.
3 - In line with these rules, this is not a roleplay focused on slaying monsters and being epic. Your characters are all at the beginning of their paths towards greatness; they are unique, but not necessarily powerful. And even if they are, there is much more that power cannot defeat. This is as much a game of wits and politics as it is a game of strength and power.
These rules are really the big ones I'd like you to keep in mind, but other than that you are free to choose your own character's background and path. All I ask is that you keep their names and origins in line with the setting. Beran the Beserker, from the Fellbog but not Sparkle the Unicorn, from Cakeberry.
As for the paths, I've hinted at them before in the main thread. There are more or less four lines through which your character can 'harden' themselves against the dark forces:
1 - Faith.
To protect your soul from darkness through the spirit isn't simply a blessing from a god or mumbling holy words. It's true devotion that lights the heart and makes it a beacon for others to follow. Willpower and perseverance are very much the themes of a faith based character. But how you fill this in through your character is yours to say. Whether you gain protection from worshipping vile ancient ones, or even just believe in the good of man, that's up for you to choose.
2 - Body.
In rare occasions, constitution and discipline lead to a body that can shrug off corruption. Again, the way in which your character has achieved this is up to you. Perhaps extreme martial arts like a monk, the fit condition of a hunter, or just sheer brute strength that wants to destroy evil. As long as the physical is right, the mind will follow.
3 - Arcane.
Fire against fire, magic against magic. It's possible to burn away darkness simply by igniting the fires of evocation in the mind. You don't need to have studied tomes to gain this protection. Some people just have a feeling for magic, and weave it into their every action. Spellcrafting, song and music, or even wandering the wilds. Passion and talent are often in lack in this world, but not in those that follow the arcane paths.
4 - Science.
You cannot be tricked into corruption, when you are too smart to fall for it. Intelligence and craftiness can make grand weapons against evil. Both figuratively and literally. Think of artificers with their arcane infused objects. Deft gunslingers that forged their own weaponry. Or even the medics, armed with bandages, potions and if they so must poisons.
Of course, these paths aren't rigid, and they often overlap a bit. As long as you can explain why your character's skills/talents keeps them from being corrupted, they should be good. At least until they break...
Your character is invited by the Lord of Hallowhold to combat the evil that has spread forth from his city. What he likes to know before you present in his halls are:
Appearance: no anime-type images or high fantasy. A real image or detailed art is preferred, but if those are in short supply, you can also give a well written description of how your character looks.
Personality: what drives your character, their vices and their virtues. Try to explain as much as you can why your character would be here, and why they would join in the fight against evil.
Path: what can your character do? How are they to help combat evil? This doesn't need to only be actual fighting, persuading and knowledge can also go here.
Backstory: what made your character? What events drove them to Hallowhold? How did they become the person they are today? If your character has secret backgrounds, tell the background the other characters will see instead, and discuss with me what secrets they have so we can fit them in the world.
And lastly: you are always free to ask for questions and help with fitting your character in the world, so don't be afraid to ask for it.
[.imageFloat=left][.HEIGHTRESTRICT=500]'insert image 1 here'[/.HEIGHTRESTRICT][/.imagefloat]
APPEARANCE
PERSONALITY
Positive traits:
1 - This is a detailed Roleplay. This means that I expect high quality, both in your character sheet, and in the way you play your character.
2 - Myths of Mirthland is a very dark RP at its core, and I won't go easy on your character. But this is what makes it so much fun, you will make mistakes, you will face challenges, but these will drive the story.
3 - In line with these rules, this is not a roleplay focused on slaying monsters and being epic. Your characters are all at the beginning of their paths towards greatness; they are unique, but not necessarily powerful. And even if they are, there is much more that power cannot defeat. This is as much a game of wits and politics as it is a game of strength and power.
These rules are really the big ones I'd like you to keep in mind, but other than that you are free to choose your own character's background and path. All I ask is that you keep their names and origins in line with the setting. Beran the Beserker, from the Fellbog but not Sparkle the Unicorn, from Cakeberry.
As for the paths, I've hinted at them before in the main thread. There are more or less four lines through which your character can 'harden' themselves against the dark forces:
1 - Faith.
To protect your soul from darkness through the spirit isn't simply a blessing from a god or mumbling holy words. It's true devotion that lights the heart and makes it a beacon for others to follow. Willpower and perseverance are very much the themes of a faith based character. But how you fill this in through your character is yours to say. Whether you gain protection from worshipping vile ancient ones, or even just believe in the good of man, that's up for you to choose.
2 - Body.
In rare occasions, constitution and discipline lead to a body that can shrug off corruption. Again, the way in which your character has achieved this is up to you. Perhaps extreme martial arts like a monk, the fit condition of a hunter, or just sheer brute strength that wants to destroy evil. As long as the physical is right, the mind will follow.
3 - Arcane.
Fire against fire, magic against magic. It's possible to burn away darkness simply by igniting the fires of evocation in the mind. You don't need to have studied tomes to gain this protection. Some people just have a feeling for magic, and weave it into their every action. Spellcrafting, song and music, or even wandering the wilds. Passion and talent are often in lack in this world, but not in those that follow the arcane paths.
4 - Science.
You cannot be tricked into corruption, when you are too smart to fall for it. Intelligence and craftiness can make grand weapons against evil. Both figuratively and literally. Think of artificers with their arcane infused objects. Deft gunslingers that forged their own weaponry. Or even the medics, armed with bandages, potions and if they so must poisons.
Of course, these paths aren't rigid, and they often overlap a bit. As long as you can explain why your character's skills/talents keeps them from being corrupted, they should be good. At least until they break...
Your character is invited by the Lord of Hallowhold to combat the evil that has spread forth from his city. What he likes to know before you present in his halls are:
Appearance: no anime-type images or high fantasy. A real image or detailed art is preferred, but if those are in short supply, you can also give a well written description of how your character looks.
Personality: what drives your character, their vices and their virtues. Try to explain as much as you can why your character would be here, and why they would join in the fight against evil.
Path: what can your character do? How are they to help combat evil? This doesn't need to only be actual fighting, persuading and knowledge can also go here.
Backstory: what made your character? What events drove them to Hallowhold? How did they become the person they are today? If your character has secret backgrounds, tell the background the other characters will see instead, and discuss with me what secrets they have so we can fit them in the world.
And lastly: you are always free to ask for questions and help with fitting your character in the world, so don't be afraid to ask for it.
[.FONT=Georgia]'Name in character colour, size 7'[./FONT]
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[.HEIGHTRESTRICT=500]'insert image 2 here'[./HEIGHTRESTRICT]
APPEARANCE
Age:
Birthday:
Weight:
Height:
Eye colour:
Other:
PERSONALITY
Positive traits:
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Negative traits:
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Full description:
X
PATH
X
ORIGIN
X
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