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Closed High Fantasy Mayhem?

ShadowFaerie

Professional Hot Mess
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THE GENERAL JIST

Okay so this is an old arse plot I actually almost successfully ran for several months on another site. Tried again on DR and it wasn't well received upon execution.

It was originally really fun and I would like to try it again.

After watching SAO I got an idea to create a scenario where a major fantasy based RP game was being shut down, but the world the programming created became real to the abandoned player characters and npcs once ther plug was pulled. Like the coding actually created a real (to them at least) plane of exsistance and every npc, PC, monsters are waking up at once with a strange case of amnesia. They remember the back stories created for them like it was their actual memories, but not that they were created as pawns in a game.

Quests still oddly present themselves to the characters in weird ways. For example a strange cloaked woman keeps popping up asking for help as if trying to move them through the game's storyline. Some of the npcs are not fully sentient yet and repeat the same lines and actions over and over, but slowly become self aware. If they "level up" animations start happening that freak the heck out of our characters.

WHAT'S GONNA WORK?!
TEAMWORK!

Also although I've created a bunch of lore and locations the actual story plot and quests and even how we want to play this out would be a group effort. All of members are welcomed to throw ideas into the pot. The only GMing I'll do is the cloaked woman popping up from time to time to point our characters back onto the story quests. Because they now have free will, the characters can flip her the bird and merrily skip away if they want to.

This time around I'm going to keep it to one group of 5 people. Before I had two groups. One for heros and one of villians. If interest is high of this I may consider adding the villians back in, but before it was too much for me to wrangle with two storylines within one. O.o


THAT IS ALL PEASANTS!
So if I get some interest I'll add the more fantastical version with illustrations and lore in a post below.

I figured I'd throw out some feelers, before giving myself carpal tunnel and scaring people away with the overload of back information.

^.^

Oh! And! Thank you for reading my rambling request.
 
IM IN!
What's the character sheet?
 
I will post the template with more in depth information. The classes and races pretty much normal fantasy D&D types.

Happy to see someone interested so soon. ^.^
 
Bwahahaha!
That's two! I just wanna see if I can hook one more victim ..er... willing participant.
 
Count me in please!
 
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Amtophia Online was once a popular MMO fantasy game created by the Kencor company. The system was unique for the time because you could completely customize not only your character's race, sex, and appearance, but you could also select classes that were out of the norm for most RPG. Most players would choose the normal fighter or mage classes but those who were in need of a "mule" character either to carry items or earn gold for them, could choose the slave or merchant classes. This was a nice way for the software company to save on NPC creation. These mule characters had their own A.I. and would interact in the game even when not played.

Over time newer and better games would be created causing more and more of the players to cancel their accounts. When an accounts was cancelled the characters that were created would remain in the world of the game, their own A.I. would kick in. These characters would continue in their own virtual lives completely oblivious that they were in a game. For them this was the real world. Other than the initial feeling of amnesia when their creator logged off for the last time, they continued on with what was their normal life. They formed groups and guilds and went on quests for gold and glory. Overtime the A.I. would even write a back story for these orphan characters. They would have memories of growing up in one of the areas of this medieval styled world, filled with mysterious creatures and clans of murderous bandits. Almost all of them when not on a quest could be found in one of the cities' taverns and inns.

Now that subscriptions were at an all time low, KENCOR came to the realization that the game was not worth keeping active. On October 21, 2014 the software giant pulled the plug to the server.

The game was shut down and all their hard work lost or so they thought. One thing that these game designers had not realized they weren't just creating a game, but an alternate universe. These characters were no longer just NPCs controlled by sophisticate A.I.! They were real living beings trapped in this Dungeons and Dragon like universe.


Currently

The world as a whole is still in a state of amnesia and are now terrified by real rain pouring down from the skies and run seeking cover in their meager homes. The game has only been unplugged for less than 24 hours at this point and the program that was keeping the weather so pleasurable is no longer working. All they can think is they have somehow angered one of their many gods.


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Physical Area: The Realm of Merrowvale covers an area of 1500 square miles. Of this, 42% is arable land, and 57% is wilderness.
Population: The Realm of Merrowvale has a total population of 50 thousand people.
Settlements: The largest City has a population of 5600 people, the second largest 450. There are approximately eight other towns of note in the kingdom. The remaining population lives in numerous small villages, isolated dwellings, farm etc.
Castles: The Realm of Merrowvale has 1 active castle and that can be found in the capitol Cabea.

Merrowvale was once a prosperous nation, but after the new King took control 10 years ago it has gone from bad to worse. There have been an increase in violence and criminal bands all over and all he seems to care about is collecting his taxes and throwing elaborate balls for other aristocrats. The majority of the population is Human, though other races are found in most of the villages.
Recently there has been talk amongst the people about finding a way to revolt against the nobles and put someone more trustworthy in command.


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Physical Area: The Empire of Castynaia covers an area of 25 thousand square miles. Of this, 16% arable land, and 83% wilderness.
Population: The Empire of Castynaia has a total population of 360 thousand people.
Settlements: The largest city, the capital Orgate has a population of 9000 people, The majority of the remaining population live in Ogre Strongholds or Dwarven cities hidden below the ground.
Castles: The Empire of Castynaia has 7 active castles and 2 ruined. The active castles can be found in the capital city, the rest lay with Dwarven civilation concealed deep within mountains. The other 2 ruined one can be found far to the nearly frozen over north.

The Empire of Castynaia has the reputation for being one of the most rough places to live in all of Amtophia. The climate is cold and cruel. The smartest and most inventive residents the Dwarves, who have build there city far underground. They get the most protection from the weather and have their own political ways separate from the royal family in the cities above. They do come up to trade their wares and inventions. The most populous above dwelling race in the Ogres, whom keep mostly to their selves and only bother in an political affairs when their Chief of the stronghold is summoned by the King.
Despite being populated with some of the toughest walks of life, Castynaia is a generally peaceful nation. The biggest problem they face are the Dragonics and Bandits that have been bringing their slaving rings to their lands mostly to have working the numerous mines.

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Physical Area: The Majestic Dominion of Albia covers an area of 24 thousand square miles. Of this, 50% is arable land, and 49% is wilderness.
Population: The Majestic Dominion of Albia has a total population of 50,000 people.
Settlements: The largest city has a population of 18 thousand people, this would be the Capital Dinius. The races vary vastly in Albia and there are many towns, villages, tribal camp and sub-dwellers.
Castles: The Majestic Dominion of Albia has 4 active castles, 2 are in the capital alone. The others reside in the next two largest settlements Caleah and Gareskali. There are approximate 3 others that are ruins from centuries past most buried in the desert to the north of the country.

Albia is the melting pot of the Amtophia world. The rulers are just, but still turn a blind eye to the hunting of elves in their lands, feeling that they make better servants than any other race. The fact that major power in the noble classes is held by Mages who meddle in darker arts doesn't hurt either. The population as a whole is well looked after though. They pride them selves on being well educated and many of the colleges for aspiring mages for found in the capital.
The landscape of Albia is also vastly different from the other countries as well. It ranges from Mountains rich for mining, to beautiful tranquil forest, to warm deserts.

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Physical Area: The Great Realm of Crystalden covers an area of 19 thousand square miles. Of this, 16% is arable land, and 83% is wilderness.
Population: The Great Realm of Crystalden has a total population of 14 thousand people.
Settlements: The largest population is 8003 people in the capital Alora. There are few other towns, but numerous elven settlements with the Sacred Woods that cover the country.
Castles: The Great Realm of Crystalden has 1 active castle in Alora alone.

The main population in Crystalden is the elves, though fauns do call the Sacred woods here their home as well. The citizens once welcomed visitors in to study the druidic arts and white magic from them, but now have little trust for outsiders because of slavers favoring their people. The noble class are centuries old and maintain peace within their kingdom. This does not mean that they are a weak race in any means and will jump to battle should their lands be threatened.

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Ye Ole Character Sheet!

Code:
[center][b]CHARACTER NAME[/b]

[img]IMAGE [/img][/center]

[b]Name:[/b]

[b]Nickname:[/b] (Optional)

[b]Theme Music:[/b] (Again optional)

[b]Age:[/b]

[b]Gender:[/b]

[b]Orientation:[/b]

[b]Race:[/b]
(Elf, Human, half elf, Neko, dwarf, orc, or something along those lines.)

[B] Homeland:[/b]

[b]Class:[/b]

[b]Sub-Class:[/b] (optional)

[b]Alignment:[/b] (Confused as to your alignment? I'll make a post on that.)

[b]Level[/b]
(Everyone starts at 10, unless approved by me first.)

[b]Height:[/b]

[b]Weight:[/b]

[b]Abilities:[/b]
(please choose 3 skills for battle. Please no extremely powerful stuff yet. Can be picking lock, melee knowledge, basic spells.)

[b]Weakness:[/b]
(Please choose 3 things that your character is weak to. E.I. Fire, physical attacks, ect.)

[b]Personal Items and Weapons:[/b]
(weapons, personal mementos, just no enchanted anything at this point.)

[b]Appearance:[/b]

[b]Oddities:[/b] (Optional, but any weird behaviors or anything that physically stands out?)
~~~~This part is mostly optional~~~
[b]Personality:[/b]

[b]Bio (Backstory)[/b]

[b]Likes:[/b]

[b]Dislikes:[/b]

[b]Fears:[/b]

[b]Other:[/b]
[This is optional but if you have any other little tidbits you might want to add.)

Hi guys!!! Fae here!
I want to make this a high fantasy story line, but I also want to keep it entertaining. The best example I can give to the game world itself would be think of a Fable like world or Skyrim meets Final Fantasy XIV.
 
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Thank you Wikipedia! This is the best descriptions for those who don't necessarily play D&D.
Alignment (Dungeons & Dragons) - Wikipedia

Lawful Good

A Lawful Good character typically acts with compassion, and always with honor and a sense of duty. A Lawful Good nation would consist of a well-organized government that works for the benefit of its citizens. Lawful Good characters include righteous knights, paladins, and most dwarves. Lawful Good creatures include the noble golden dragons.

Lawful Good characters, especially paladins, may sometimes find themselves faced with the dilemma of whether to obey law or good when the two conflict — for example, upholding a sworn oath when it would lead innocents to come to harm — or conflicts between two orders, such as between their religious law and the law of the local ruler.

Examples: Batman, Dick Tracy and Indiana Jones are cited as examples of Lawful Good characters.

Neutral Good
"Neutral Good" redirects here. For the term in economics, see Neutral good.

A Neutral Good character is guided by his conscience and typically acts altruistically, without regard for or against Lawful precepts such as rules or tradition. A Neutral Good character has no problems with co-operating with lawful officials, but does not feel beholden to them. In the event that doing the right thing requires the bending or breaking of rules, they do not suffer the same inner conflict that a Lawful Good character would.

Examples of Neutral Good characters include Zorro and Spider-Man.

Chaotic Good

A Chaotic Good character favors change for a greater good, disdains bureaucratic organizations that get in the way of social improvement, and places a high value on personal freedom, not only for oneself, but for others as well. They always intend to do the right thing, but their methods are generally disorganized and often out of sync with the rest of society. They may create conflict in a team if they feel they are being pushed around, and often view extensive organization and planning as pointless, preferring to improvise.

Examples: Robin Hood, Starbuck from Battlestar Galactica, and Malcolm Reynolds from Firefly are examples of Chaotic Good individuals.

Lawful Neutral

A Lawful Neutral character typically believes strongly in Lawful concepts such as honor, order, rules and tradition, and often follows a personal code. A Lawful Neutral society would typically enforce strict laws to maintain social order, and place a high value on traditions and historical precedent. Examples of Lawful Neutral characters might include a soldier who always follows orders, a judge or enforcer that adheres mercilessly to the word of the law, and a disciplined monk.

Characters of this alignment are neutral with regard to good and evil. This does not mean that Lawful Neutral characters are amoral or immoral, or do not have a moral compass, but simply that their moral considerations come a distant second to what their code, tradition, or law dictates. They typically have a strong ethical code, but it is primarily guided by their system of belief, not by a commitment to good or evil.

Examples: James Bond, Odysseus, and Sanjuro from Yojimbo

Neutral

A Neutral character represents Neutral on both axes, and tends not to feel strongly towards any alignment. A farmer whose primary overriding concern is to feed his family is of this alignment. Most animals, lacking the capacity for moral judgment, are of this alignment since they are guided by instinct rather than conscious decision. Many roguish characters who play all sides to suit themselves are also of this alignment (such as a weapon merchant with no qualms selling his wares to both sides of a war for a profit).

Some Neutral characters, rather than feeling undecided, are committed to a balance between the alignments. They may see good, evil, law and chaos as simply prejudices and dangerous extremes. Mordenkainen is one such character who takes this concept to the extreme, dedicating himself to a detached philosophy of neutrality to ensure that no one alignment or power takes control of the Flanaess.

Druids frequently follow this True Neutral dedication to balance, and under Advanced Dungeons & Dragons rules were required to be this alignment. In an example given in the 2nd Edition Player's Handbook, a typical druid might fight against a band of marauding gnolls, only to switch sides to save the gnolls' clan from being totally exterminated.

Examples: Lara Croft, Lucy Westenra from Dracula and Han Solo in his early Star Wars appearance are neutral.

Chaotic Neutral

A Chaotic Neutral character is an individualist who follows his or her own heart, and generally shirks rules and traditions. Although they promote the ideals of freedom, it is their own freedom that comes first. Good and Evil come second to their need to be free. Chaotic Neutral characters are free-spirited and do not enjoy the unnecessary suffering of others, but if they join a team, it is because that team's goals happen to coincide with their own at the moment. They invariably resent taking orders and can be very selfish in their pursuit of personal goals. A Chaotic Neutral character does not have to be an aimless wanderer; they may have a specific goal in mind, but their methods of achieving that goal are often disorganized, unorthodox, or entirely unpredictable.

A subset of Chaotic Neutral is: "strongly Chaotic Neutral"; describing a character who behaves chaotically to the point of appearing insane. Characters of this type may regularly change their appearance and attitudes for the sake of change and intentionally disrupt organizations for the sole reason of disrupting a lawful institution. Characters of this type include the Xaositects from the Planescape setting, and Hennet from the third edition Player's Handbook. In Advanced Dungeons & Dragons, Chaotic Neutral was mistakenly assumed to refer to this subset.

Examples: Captain Jack Sparrow, Al Swearengen from the TV series Deadwood, and Snake Plissken from Escape from New York are Chaotic Neutral characters.

Lawful Evil

A Lawful Evil character sees a well-ordered system as being easier to exploit, and shows a combination of desirable and undesirable traits; while they usually obey their superiors and keep their word, they care nothing for the rights and freedoms of other individuals and are not averse to twisting the rules to work in their favor. Examples of this alignment include tyrants, devils, undiscriminating mercenary types who have a strict code of conduct, and loyal soldiers who enjoy the act of killing.

Like Lawful Good Paladins, Lawful Evil characters may sometimes find themselves faced with the dilemma of whether to obey law or evil when the two conflict. However, their issues with Law versus Evil are more concerned with "Will I get caught?" versus "How does this benefit me?".

Examples: Boba Fett of Star Wars, and X-Men's Magneto.

Neutral Evil

A Neutral Evil character is typically selfish and has no qualms about turning on their allies-of-the-moment, and usually makes allies primarily to further their own goals. They have no compunctions about harming others to get what they want, but neither will they go out of their way to cause carnage or mayhem when they see no direct benefit to it. They abide by laws for only as long as it is convenient for them. A villain of this alignment can be more dangerous than either Lawful or Chaotic Evil characters, since he or she is neither bound by any sort of honor or tradition nor disorganized and pointlessly violent.

Another valid interpretation of Neutral Evil holds up evil as an ideal, doing evil for evil's sake and trying to spread its influence.

Examples are an assassin who has little regard for formal laws but does not needlessly kill, a henchman who plots behind his or her superior's back, or a mercenary who switches sides if made a better offer. An example of the second type of Neutral Evil would be a masked killer who strikes only for the sake of causing fear and distrust in the community.

Examples: X-Men's Mystique, and Sawyer of the early seasons of Lost.

Chaotic Evil

A Chaotic Evil character tends to have no respect for rules, other people's lives, or anything but their own desires, which are typically selfish and cruel. They set a high value on personal freedom, but do not have any regard for the lives or freedom of other people. They do not work well in groups, as they resent being given orders, and usually behave themselves only out of fear of punishment.

It is not compulsory for a Chaotic Evil character to be constantly performing sadistic acts just for the sake of being evil, or constantly disobeying orders just for the sake of causing chaos. They do however enjoy the suffering of others, and view honor and self-discipline as weaknesses. Serial killers and monsters of limited intelligence are typically Chaotic Evil.

Examples: Carl Denham from King Kong and Riddick from Pitch Black.
 
Thalia Weyr

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Name:
Thalia Weyr

Nickname:
Hellion

Age:
44

Gender:
Female

Height:
6'0"

Weight:
133lbs

Orientation:
Homosexual

Race:
Human/Elven

Homeland:
Merrowvale

Class:
Ranger

Sub-Class:
Warrior

Alignment:
Chaotic Good

LV:
10

HP:
150/150

MP:
100/100

EXP:
0/1000

Abilities:
~ Lockpicking
~ Hiding
~ Freerunning


Weakness:
~ Dark Magic
~ Weak to illness
~ Broken bones (Racial flaw)
~ Redheads

~ An amulet consisting of a bone charm hanging from a chain, marking her as the daughter of a chieftain.
~ A longbow from her days in the Royal Guard.
~ A dagger she took off the body of a wild elf.
~ Pouch of loose arrowheads.
~ Lockpicking kit.
~ Soldier's canteen.
~ Leather boots.
~ Peasantweave hood.

Appearance:
Her elven blood keeps her otherwise human appearance young, despite what would normally be her middle-age. Her skin is warm and pleasing to the eye, unlike the paler tones of civilized and wild elves. Thalia's eyes are a bright green, but seem darker through her aura of worldliness, and look duller still under the shadow of her hood. Also regularly hidden is her long, flowing black hair, behind the points of her ears poke out of. Under the rest of her outfit is a soldier's body, toned for combat efficiency and heavily scared after years of punishing training.

Oddities:
Twitchy Ears

Personality:
Thalia is a modest, but determined woman. More than most, she understands the hierarchy of people within a population and what it takes to climb it. She feels a duty to those below her invisible status, as well as respect to those above who earned it.

Backstory:
Thalia was one of the first characters not created by one of Amtophia Online's developers, only to be promptly abandoned several days later by a player who realized they'd rather download World of Warcraft. Being controlled by the A.I. for so long, she'd become something of a key NPC in Merrowvale, representing a small faction within the capital known as the Vale's Militia.

When she was taken over and became an in-game character, Thalia was assigned a denser backstory than the one put together by her original player. Canonically, she was born to the only surviving member of a trading group while en route back to Merrowvale, after being ambushed by a tribe of wild elves. A young human woman, kept as a broodmare by the tribe's chieftain for his personal gratification. Months later, she was carted back into town by wild horses, already in the third trimester of her pregnancy. The impure nature of the child's conceiving brought upon her a veil of shame that would follow her the rest of her life, that by extension, would follow her daughter as well.

Being a half-breed in a place such as Merrowvale wasn't as much of a disadvantage as it would've been in other lands. While there was an unspoken prejudice over a girl with elven blood not living a life of servitude, only the most stuck-up, purist nobles would outwardly say anything. Thalia received more than her fair share of nasty looks, but no amount of disapproval would deter her from her dream of being a grand adventurer.

Her hopes of fame and fortune directed her towards a mercenary company operating on the borderlands of Merrowvale, well out of the comfortable reach of the increasingly more incompetent royal family. Upon being conscripted within the ranks of the company, she and a small outfit of trainees were tasked with entering no-man's-land and chasing down a debtor who a merchant had ordered a bounty on, as some kind of initiation. However, quickly after venturing out of Merrowvale, she and her fellow trainees uncovered a plot by a tribe of wild elves to raid some of the weaker villages on the edge of the realm. Just barely returning before the siege was underway, the tribe began to invade, pillaging and burning down homes as if they had a personal vendetta against the concept of civilization. Thalia, seeing her chance at the life of a true hero, confronted the chieftain. The savage who abused her mother. A fact that she wasn't aware of, until he fell to his knees and surrendered, not wanting to fight the very symbol of what he believed impossible, a half-elf fighting for the lives of humans.

After the elves retreated back into the woods, her father included, Thalia was commended for her bravery and asked to join Merrowvale's Royal Guard with the rank of Lieutenant. She accepted, and proudly served for the next several years, until the effect of the weakening government began to rear it's head. Amidst the ever-burgeoning civil unrest, she resigned from the Royal Guard and pledged her services to the citizens of Merrowvale planning their rebellion.


Likes:
~ The colors blue and green
~ Fine jewelry (secretly)
~ Cats
~ Clothes she can fight in


Dislikes:
~ Flirting
~ Being talked down to
~ "Knife-Ear"
~ Arrogant displays of wealth


Fears:
~ Drowning
~ Helplessness
~ Magic
 
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Ayla Zalia
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Name: Ayla Zalia

Age: 20

Gender: Female

Orientation: Bisexual

Race: Wood Elf

Homeland: Wilds of Crystalden

Class: Mage

Sub-Class: Healer

Alignment: Neutral Good

Level: 10

Height: 5'5

Weight: 120

Abilities: Animal Handling, Navigation, Survival

Weakness: Dark magic, Social Ques, Manipulation

Personal Items and Weapons: Father's wooden staff, small blade

Appearance: A small girl upon first glance, though her life had not been filled with a happy home, and the harsh habitat of the forest left her toned and muscled, her elongated ears keen, evergreen orbs sharp. Her auburn hair is kept in a braid for convenience, an accident involving her knife leaving layers to be placed in a side tail as well, and still bits fall about her delicate features.

Oddities: Several small scars from growing up in the woods. Also an intricate pattern of scars wind around entire form. The scars are punctured and quiver, as if the skin was cut with a jagged knife, yet they wind in an elegant pattern. One would think they had been etched into her skin deliberately. The scars are faintly discolored, and are hardly noticeable.

Personality: Unabashed and curious, she is unable to recognize most social ques or body language and is easily manipulated and lied to.

Bio: After her creator abandoned the game with her avatar in the Crystalden Forest, amnesia lead her to believe she had grown in those woods entirely on her own with a tragic background to explain her lack of family or companions.
 
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Please let me know if I missed anything. I don't know how to do the 'spoiler' thing either, sorry >.<'
 
There's a little symbol over the text box, it kinda looks like a Word document with an "I" at the bottom of the page. The drop-down menu gives the option to make a spoiler tab. It's even easier if you highlight what you want in the spoiler, then make the spoiler.
 
Magolor
Mags
23
Male
None
Neko
Halclandra
Mage /engineer
?
10
5'3" 110lb
Skills: Teleportation(for dodging then counter hiting) healing,
Attack boost,(i didnt know what to put for the last one)
Weaknesses: physical attacks,water, swords (dont ask)
Crown that boost his power but only for five attacks then leaves him tired afterword
Oddities: Teleports away if you ask about the crown
Personality: shy, introvert, has trust issues, clumsy when attention is focused on him
Bio: his home in a village was next to a volcano that erupted destroying it and killing his parents when he was 13. Now has a shop named "Repair and Remake"
Likes: Cats machines, vintage stuff blackberries
Dislikes: swords, anything red Fears: swords
 
Cardista Willenor
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Nickname: Card
Age: 22
Gender: Female
Orientation: Pansexual
Race: Neko
Homeland: Albia
Class: Rogue
Sub-Class: Bard
Alignment: Chaotic Good
Level Level 10
Height: 4' 10''
Weight: 102 lb
Appearance: At first sight the small stature woman seems sweet and naive, but after one look into her heterochromia (one blue and one green) eyes and one almost can tell Card is up to no good. Her facial features are very impish with slight freckles over her cheeks which is all framed by long bangs of her crimson hair. She normally has it pulled back in a loose ponytail or braid. Her cat like ears and fluffed tail was the same color as her hair. Her tan body is fairly lean, but has some subtle feminine curve.

Oddities:
Besides her two toned eyes, she has a small scar over the bridge of her nose. Her skin though similar of more humanoid races has two dark stripe like coloration over her cheeks and forehead much like a tabby cat.

Abilities:

  • Stealth, Backstab
  • Slide of Hand
  • Small weapon proficiency (Daggers)
Weaknesses
  • Limited spell songs because it's a secondary class and since she is not 100% proficient in common tongue.
  • Easily distracted, racial flaw.
  • Vulnerable to physical attacks due to size size.
Personal Items and Weapons:
  • Canvas Backpack(overflowing with "treasures"/Performer Pack
  • Water Skin
  • Lockpick
  • Buttons, wooden
  • Flute
  • 2 Daggers
  • Belt pouch
  • 30 Gold Pieces
  • Small bedroll
  • Rope
  • Flint and steel
  • Throwing blades neatly tucked in her boots. (2)
  • Light leather armor
Personality: Like most Nekos she comes off extremely friendly. This can be taken as flirty. Most time her rather quirky personality is quite authentic, but once in a while it might be to get close enough to snatch your coin purse without you ever realizing it's missing. She's very carefree and inquisitive. She tends to find even most mundane things to be quite entertaining.

Bio:
Like most of the continent, Cardista is suffering from the strange amnesia that seems to be plaguing so many. She does know that she is a thief because all those skills seem to just come naturally to her. Being a Neko makes her extremely good at being stealthy and the lock pick in her sack was the dead give away. The odd thing is that when she had awaken this day she found herself out in the woods just north of Brainde, Merrowvale alone, which is odd for a Neko. They are creatures that are prone to latching on to people like a lost puppy dog or at least travel with several others of their kind.

Baffled, she started walking towards Brainde in a slow strutting manner down the abandoned dirt road. She found a momentary sense of calm in her confusion while taking in all the sights of nature she could. Then a strange drop of water hit her right on the nose. Startled she looked about only to have more rain fall from the sky hitting her like little stinging bees all over. With ears flattened upon her head, she began to dart towards the port town to seek coverage.

Likes:

Company
Treasure
Nature

Dislikes:

Rain
Getting filthy
Getting caught "borrowing" things

Fears:

Drowning
Being alone
Darkness
 
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I'm going to start the introduction post as soon as my wildlings go to bed tonight. Do we want to keep this more serious and straight arrow, jovial and not too serious, and/or would you guys like to throw some more adult themes into the mix. I just want to get a feel for everyone's preference and know where the heck I'm putting the actual rp.
Lol
 
Bit of both? Keep things straight-forward, but give our characters some reality checks along the way. Coming across the occasional gruesome massacre, slavers, maybe they get kidnapped.
 
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