Post by Del on Feb 17, 2011 9:16:22 GMT -8
THE KINGDOM OF THE WHITE COAST
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INHABITANTS AND CREATURES ::
Humes ||
The human race which has ruled since the beginning of the White Coast. They have many specialized abilities, and no two humans are exactly the same. Diversity is their greatest strength, yet normal humans have no magical abilities.
Witches ||
Witches are creatures of power. In truth, they are human, yet the general population views them as monsters. As such, Witches live separate from society in the depth of the wilderness. Witches are neither good nor evil; they live only to further their craft, to deepen their power. When given a choice, a Witch cannot help but choose her magic. Or rather, it is near impossible, for nothing comes as natural to her as her magic. Even with this constant pull, Witches have a much deeper understanding of the planet; unlike the rest of humanity, they live as a part of nature and as such have gained dominion over it. Their attraction to power has by no means corrupted them. In fact, it is their power which has expanded their wisdom, making their consciousness more sensitive to the conditions of nature and other living creatures.
Dragons ||
Dragons are monsters from an era long forgotten. Some say Dragons were the original kings of the earth. Not much is known about these legendary creatures, as most of them have been hunted to the point of extinction. They do manage, however, to appear every century or so, scouring the countryside and destroying crops, cattle, and village alike.
CITIES AND FORTRESSES ::
Cautherine ||
The grand capital of the White Coast, named after the sword saint Cautherine from White Coastian history, which is known for the beauty and extravagance of its architecture and people. White is the best description one can give for Cautherine, as its castle and numerous cathedrals all use the same, white stone, Myrrd. Here, the Cautherinian Order was founded, the training academy for female knights, as well Knights of the White Coast.
Valmere ||
Valmere is the second largest city in White Coast, overseen by the Arl of Valmere. The city and people are known for their fortitude as well as their master blacksmiths. Because of this, warriors from all over the White Coast come seeking weapons and armor made by the great and famous blacksmiths of Valmere. Located on the outskirts of the city is the famous and foreboding Ducelle Estate.
Mallowfort ||
Once known as the stronghold Fort Mallow, Mallowfort has expanded into a city over the years. In the past, a large regiment of the King's army was stationed in Mallowfort, yet the military presence has diminished greatly since the building of the Ostgate fifty years prior. While it cannot be considered a town, Mallowfort is not big enough to be a called a city. The most noteworthy feature about Mallowfort is the military checkpoint all travelers must go through. This is here to prevent the smuggling of illegal substances and individuals into the White Coast.
Buttermoor ||
Buttermoor is the agricultural provider for a large portion of the White Coast along with Sageham. Buttermoor is a small and quiet town, yet the products that come from here travel all over the kingdom. Buttermoor is especially famous for its fine butter and dairy products of which it was named after. The life in this town is simple, yet anyone who has ever traveled to Buttermoor can confidently say they prefer the 'Buttermoor life' to the city life any day.
Sageham ||
Another small yet important town, Sageham provides the kingdom’s agriculture along with Buttermoor. Sageham itself is small, yet the farmland surrounding it expands for miles. A little over half of the vegetables, fruit, and other grown goods come from Sageham, though very few people ever travel here themselves. In addition to its agricultural prowess, Sageham is also known for breeding horses. Merchants and knights have been known to pay large sums of money just to import a horse from Sageham.
The Ostgate ||
Fifty years ago, the Ostgate replaced Fort Mallow as the military stronghold boarding the neighboring kingdom to the south. Built in Valder's Pass (the largest pass leading directly to the White Coast from other kingdoms) in the Neigefer Mountains. It is a prime location for defense and offense, though the extreme weather conditions of the mountains can make life difficult for the soldiers living here.
LANDMARKS ::
Faywood ||
The Faywood is a phenomenon which cannot be explained by many. It appears to be a simple forest, but the ever-changing walkways and trails tell a different story. It is said that all sorts of creatures live in the Faywood, thus giving birth to its wicked nature. Faeries, imps, nymphs, dryads, and witches are believed to walk the dark paths of this forest. If one manages, they may find a lake hidden among the trees called the Fayloch. Its waters are said to be clear and cool, and anyone who takes a drink from it shall be cured of their ailments. However, people are warned not to take water from the lake without permission from its Lady. The forest and the lake within are located in the eastern area of the White Coast, near Sageham.
The Witch-haven ||
After the rise and fall of Miranda the Foul, the Worcwood located in the northwest corner of the White Coast became impossible to enter. Nothing barricades the entrance, yet those who try to enter cannot; upon stepping into the threshold of the woods, people soon find themselves re-emerging. It is believed that a great deal of the witches in those days fled to the Worcwood, combining their magic in order to bar normal humans from entering. After some time, the common name for the Worcwood eventually evolved into the Witch-haven. It is not known if any witches reside in the forests to the north, but their presence is accepted as an unseen truth.
The Neigefer ||
The mountainous, snowy region located to the south of the White Coast. In the old tongue of the White Coast, Neigefer means “The Iron Snow,” and a name has never been more appropriate. The harsh climate of this mountain range is unforgiving and merciless, and those who attempt to travel its peaks without a skilled guide are doomed. An array of nasty creatures has plagued this domain for centuries, all of which mean certain death for the unlucky individual who crosses them. However, life in the mountains is possible as there are a few settlements located in the safer areas. Faustine, one of the five guardians of legend is said to have lived a solitary life in the mountains after her time as a knight.
The Ice-marshes ||
Located deep within the Neigefer, the Ice-marshes are a land of death, poison, and ice. Here, five hundred years ago, Neigedraken, the dragon of venom and snow, was slain by Sir Cyprien Ducelle. Just before its death, Neigedraken cursed the land, covering it in ice and filling it with his poisonous blood. Few have traveled to the Ice-marshes and lived; the creatures there, having drank from the cursed pools, were transformed into ferocious beasts. Only the most skilled and confident hunters come here of freewill, and only the unluckiest of travelers will stumble upon it.
The White Coast ||
This is the northwestern coast of the kingdom and the landmark for which it was named. The White Coast is, quite literally, white; the sands here are a pale and almost transparent color. When bathed in the sun, the coast transforms into a bed of diamonds; at night, the silver light of the moon is reflected back toward the heavens. Day or night, it is truly a breath-taking sight.
THE CREATOR AND THE FAITH ::
The Creator ||
The Supreme Being who created the world and everything in it. The teachings tell that after the initial creation of the world, the Creator fell into a deep sleep, having used up a great portion of his power. Thus, he cannot physically or consciously affect the world he created; however, the readings do say that humans are able to become one with the Creator and dream alongside him during slumber. By viewing the dreams of his creations, the Creator is then able to send champions and heroes to his people in their time of need.
The Septheon ||
The last creations made by the Creator before his slumber. The Septheon are the division and personification of his powers.
The paternal and maternal being, Pamé ||
A genderless god, representing opposites: male and female, light and dark, yin and yang. Pamé watches over the balance of all things, and is considered to be the god of parents, marriage, family, and sex.
Aegis, God of protection and shelter ||
The protector god who shields the Creator’s children from harm. Aegis is depicted as a man bearing the impenetrable shield Aegiselle and typically wields a hammer or halberd. Aegis is elementally associated with air.
Saudé, Goddess of wisdom and tolerance ||
The knowledgeable benefactor, Saudé strives to save the Creator’s children from ignorance, bestowing them with thoughts, books, and intelligence. Saudé is depicted as a woman holding a book or staff. Occasionally she is depicted alongside a snake, as snakes are thought to be her familiars. Saudé is associated with water.
Neigeln, Goddess of weather and ways ||
The eternal guide, Neigeln protects the Creator’s children from becoming lost, both physically and spiritually. When a person dies, Neigeln guides them from this world to the next, bringing them to dream eternally with the Creator. Neigeln is depicted as woman and usually holds a compass or lantern. It is believed that the Neigefer are her domain, created to protect the White Coast from invaders. Neigeln is associated with lightning and ice.
Caïn, God of war and weapons ||
Caïn bestows strength and power to the Creator’s children, giving them weaponry, combat, and honor. Caïn is depicted as a man bearing a large sword, and usually appears naked; coincidentally, he is also associated with sex and sexual desire, and is elementally associated with Fire.
Valfleur, God of courage and stamina ||
From Valfleur, the Creator’s children receive courage, physical stamina, and a steadfast spirit. Valfleur works to fortify each person to make them healthy in body and strong in sprit. He is depicted as a nude youth, generally with long hair, and covered in vines and flowers. Valfleur is elementally associated with Earth.
Hekélène, Goddess of magic and stories ||
While Hekélène provides the Creator’s children with dreams, imagination, and truth, she also shrouds them in misfortune, lies, and mystery. She is the mother of witches, whom she created as her daughters. Depictions of Hekélène are rare, though it is usually of a woman; the appearance often varies, but she is always garbed in purple. Hekélène has no elemental association.
RELIGIOUS CONTROVERSIES ::
Hekélène is the only member of the Septheon to demonstrate both negative and positive traits, and her official purpose within in the Septheon is difficult to distinguish. Many people believe Hekélène’s role is to test them with lies and misfortune to see if they are worthy of the blessings of the Creator and Septheon. Further still, Hekélène is the mother of witches, creatures despised by many in the White Coast, and this knowledge has created concrete factions within the Faith itself. In addition to battling lies and misfortune, some people believe that witches are simply another thing to be purged from society; this faction argues that humans are the perfect creations, and because witches are different they are therefore wrong. The fact that witches were created by Hekélène is usually written off by stating that it is part of the test, set to confuse the Creator’s children. On the opposite end, others view the witches as being positively different with the true test being to accept their differences. As is the trend with religion, there are a many different opinions concerning Hekélène and her role concerning humans and witches.
CULTURE ::
Marriage ||
The bonding ceremony is the White Coast equivalent to marriage. Bonding is usually the result of love or duty, and focuses on the tying of bonds. The bonding ceremony itself is standard: friends and family gather and witness the ceremony; soil from the land of both families is put into a jar to represent the joining of the two houses. The couple then pricks a finger and each one squeezes a drop of their blood into the jar as well, signifying the couple becoming one in body and blood. The two then exchange their bond vows. After this ceremony is over, the newly bonded couple goes on a pilgrimage to the White Coast. Once arrived, the two empty their jar into the ocean and wash it in the sea to signify new beginnings. Finally, the couple then gathers sand together and fills the jar to the brim, re-covering it with the lid. In this final step, the white, glittering sand represents the purity of their new relationship as a bonded couple. Although bonding typically occurs between a man and a woman for the purpose of love or joining households in order to produce more wealth and offspring, the ceremony has no actual limit to gender. In truth, there is no true ‘marriage’ in the White Coast. The bonding ceremony is simply a promise or pact between two people: it can be used as a sign of friendship or love, the promise to pay back a debt or take care of a dying parent’s child. Uniting households is simply the majority case, and there are same gendered couples bonded in love (though it is far less common). All bondings are taken down by a registrar.
Sex and Sexuality ||
Sex in the White Coast is viewed as sacred and a gift from the Creator. While it is not restricted by marriage, it is believed that both young men and women should wait until they have come of age. Frequent sex with many different partners tends to be looked down upon and viewed as wasteful or greedy; sex with blood relatives and animals is also taboo. Being bonded to another person does not necessarily mean that both will only exclusively have sex with each other; that is something stipulated in the bonding vows. It is quite common and normal for men and women to have two or three other lovers throughout their marriage. As far as sexuality is concerned, sex between two men or two women is actually quite common, and nothing dictated in the laws, culture, or the Faith gives any reason to think otherwise. Each person has their own degree of attraction to males and females, and most tend to gravitate towards one or the other. Most people in the White Coast will have had lovers of both genders in their lifetime. While sexual union between opposites brings forth offspring, the people of the White Coast also view same gender sex as natural; in their minds, sex is sex, and each gender has something to offer which the other cannot.
Coming of Age ||
In the White Coast, a girl comes of age at sixteen, while a boy comes of age at eighteen. In their culture, these ages represent the transition into adulthood. At this point, boys and girls are able to own property, bond, and have sex (though it is found that most boys end up having sex around the age of sixteen as well). While the ages are universal, the traditions are more or less area specific.
Property and Inheritance ||
In the White Coast, property is more frequently inherited by females, whereas money generally goes to males. The tradition is for a man to go out and seek his fortune, and for a woman to have a place to live. In cases of families with two or more children of the same gender, the money generally goes to the eldest, while the property is divided between the younger siblings. However, more often than not children will decide to continue the family business, keeping both money and property together until some or all of the siblings have bonded with other families.
Education ||
Education in the White Coast generally depends on social caste (in other words, the amount that can be afforded). Typically, most people can read and write, as there are teachers for that specific purpose nearly everywhere one may go. The places of higher education are generally located in or near the bigger cities, and thus room and board can also come into play if someone sends their child far away for school. There are both affordable and expensive universities in the White Coast, though quality generally rises with price. Thus, it is the nobles and other rich folk with the highest educations, and most peasants feel no need to go past what they require for their trade.
Holidays and Festivals ||
There are two, week long festivals respectively during the summer and winter solstices as well as a feast day for each member of the Septheon. The first week of the New Year is another week long festival devoted to the Creator.
Modern Times ||
Religion and the views on which it affects depend on the times. Currently, a fair majority (about 85%) has at least some type of belief in the Faith of the Creator, and more than half of those people (about 60%) are fairly devout in their beliefs. The remaining, atheist population (about 15% of the total population) obviously holds no belief in the Faith of the Creator. Naturally, the religious majority tends to scorn the atheistic minority, but this is not considered a major social issue. On the matter of witches, 25% hate witches, 45% strongly dislike and are made uncomfortable by them, another 25% are at least uncomfortable in there presence, and a small 5% have no problem or discomfort with witches at all. In gender equality, men and women are essentially viewed as equals as most of the major changes to gender equality occurred 200 years prior.
OTHER PHENOMENA ::
The Witch-wind ||
Every few years or so, a chilling wind will blow from the Witch-haven. It comes at night without warning, sometimes fiercely, sometimes softly, but each time it comes young men in the nearby villages wake up in a trance and head to the forest. There, the young men disappear into the trees for several days, eventually returning with no recollection of what happened. This subject is a sensitive one, as many people find themselves unable to feel secure around a young man who has been called for fear they have been hexed or cursed.
The Rule of Seven ||
If a woman gives birth to septuplets girls, then it is inevitable that she will die. Additionally, those seven girls will all be witches. The combination of these two factors has made seven a very unlucky number. There are few actual records of this phenomenon, and it is speculated that the babies are usually killed when this does occur. However, there is one famous myth involving a man and his seven witch daughters.
NOTABLE PEOPLE ::
King Gaston Beracion VI ||
The current reigning monarch of the White Coast. His rule began twelve years prior and has been considered smooth thus far. The most notable aspect about his rule has been his strict regulation of Witchcraft, all but making it illegal.
Arl Fulbert Brécielle of Valmere ||
Fulbert has been Arl for thirty years – longer than the king has been at power. Originally, Fulbert was expected to be selected as the next king, yet when Gaston ended up being chosen and coronated a natural rift occurred. His displeasure, however, did not end there. In the following years, King Gaston Beracion continued to place more and more restrictions upon witches; this enraged the Arl, for his wife, Élaine, was a publicly known witch. Slowly but surely, tension has been mounting between the two since Gaston’s coronation.
ORDERS AND ARMIES ::
The Knights of the White Coast ||
The Knights have been a part of the White Coast’s history since its origins as a country eight hundred years ago. Originally, the Knights were exclusive to the nobility, yet it was eventually opened to any White Coast born male. However, it should be noted that, unlike the nobility who have been trained in the knightly ways since birth, peasant born men have exceedingly more difficulty in reaching Knighthood; because of this, there has always been a slight division between the two factions. Even still, boys of all castes dream of becoming a knight, though few will ever make it that far.
The Cautherinian Order ||
Established during the rule of Cautherine two hundred years ago, this order is the female equivalent to the Knights of the White Coast. Women come from all over the kingdom to the city of Cautherine to train in the academy in the art of swordplay and the noble virtues in honor of Cautherine. Although the kingdom had difficulty accepting them at first, they eventually rose to be considered as noble and prestigious as their male partners. However, because their history is much shorter than the Knights, the Cautherinian Order has far less foundation.
The Templars ||
Warriors related to the Faith of the Creator. They are not considered part of any military force and mainly serve as public servants who guard and protect the people. When villages and/or travelers feel the need for extra protection, a request is sent to the church; if help is available, a Templar or two will soon arrive. This costs no money, though most people are willing and able to make a donation to the church for the Templar’s services (they were created for the lower, poorer social classes, as the nobility tend to have guards of their own). They have no official headquarters; however, since they are fundamentally a church organization, they are usually stationed at temples devoted to the Faith. Despite being a free service, Templars are very well trained in the art of combat: swords, shields, halberds, and hammers are their primary areas of study. The Templars have existed since the birth of the Faith, giving them great prestige throughout the land. They are modeled after and devoted to Aegis, god of shelter and protection, and it is recorded that the hero Absolon was among their ranks. Both men and women may become Templars, though originally the organization only allowed men to enter. This changed around the time when Cautherine came into power.
The King’s Army ||
The army directly under the King, not including the Knights of the White Coast and the Cautherinian Order. These soldiers are well respected as fighters and have a middle caste of their own. This has provided an easy way for peasants and the poor to climb the social latter, if only slightly. Although women are allowed to join the army, very few have ever been among its ranks; most women desiring battle and honor will aim for the Cautherinian Order before joining the army.
The Army of Valmere ||
Though not as large as the King’s army, Valmere also has a sizeable army of its own. Pledged to aid the King in times of need via treaty, the two armies could be considered one and the same if they weren’t so vastly different. In the tradition of Valmere, however, women are not allowed to join, though are sometimes able to aid in other ways.
The Militia ||
Made up of poorly trained farmers and villagers, the militia is a very loose protection system for the White Coast. Essentially, every area has its own village watch to protect against bandits, intra-community theft, and wild animals. If needed the militia can be called to join the ranks of the army, but they are considered regular citizens more than anything else.
HISTORICAL FIGURES ::
Cautherine the Just ||
Cautherine is a famous figure from White Coast history who lived roughly 200 years ago. Originally the daughter of a common farming family, Cautherine rebelled against the current monarchy when her sister was burned at the stake for being a witch. Her father, a retired knight of the White Coast, taught Cautherine swordplay and horsemanship from a young age despite many who believed it to be 'improper' for a young lady. Cautherine built an army of followers; the majority of them came from the small towns and villages located in the countryside of the White Coast, and she trained them for battle along with her father. They invaded the old capitol and took the kingdom by force. Cautherine declared herself the new king and began to revolutionize the kingdom. Single-handedly, Cautherine unified the land, resolving much civil and political unrest which plagued the White Coast under the previous king's rule. She abolished the law making it illegal to be a witch, and afforded many rights and protections to them. Also, due to her inspiring strength in battle and character, many young women began to practice sword play in her honor. Thus, the Cautherinian Order was founded, and women were allowed to become and train as knights from that point on.
Foul Miranda ||
Living approximately 100 years ago, Miranda was a witch of phenomenal and terrifying power whose name still breathes fear into the hearts of many. Through the strength of her magic, Miranda enslaved the kingdom in her mad quest for power; and through their fear of her, all the good which Cautherine had done for witches was undone. Her reign, although short (lasting approximately two years) has been burned into the minds of every White Coastian since birth. After Miranda was defeated by the five legendary warriors, much of the fear and hatred of witches returned to the kingdom. Thus, witches were once again banished to the wilds and forced to keep their lives separately from the rest of society. Although there are two distinct factions on the matter of witches, witchcraft still remains legal in the White Coast out of respect for the memory of Cautherine and her sister.
King Vintrén III ||
King Vintrén, most commonly called by the nickname Vin, is less famous for his reign as king in comparison to his other endeavors. Living approximately 125 years ago, King Vintrén was known for being an inventor; he is to thank for most of the White Coast’s current luxuries. His first and most famous act as King was the revolutionary work he spearheaded in the sewage and waste systems of the White Coast. Throughout the years of his reign, a complex sewer system was slowly constructed in Cautherine and Valmere (them having the biggest populations), being eventually built in other smaller cities and villages. This redirected waste and sewage away from rivers and lakes (which the people used for drinking water, bathing, and cooking) and moved it down the coast into a distillery where it was dried and burned or used as manure. Among his work in developing Sewers, King Vintrén also made progress in several other sanitary areas (being a rumored germaphobe and obsessive cleaner); removal of wastes from the streets and other public places, the practice of bathing multiple times a week, regular cleaning of house and public areas, and better ways to store and preserve food. Most records describe Vintrén as spacey and bumbling though well-loved by the people. Oddly enough, the common word for toilet, The Vin, evolved from the old word for excrement, Vintré, and the beginning of his name. In modern times, calling someone a ‘Vin’ or ‘Vintréty’ is like calling someone a shit head or dumb ass. (Vin is harsher, having more of the shit head connotation, while Vintréty is closer to dumb ass, idiot, or fool and is often used among family members or circles of friends)
Sir Cyprien Ducelle ||
Living approximately five hundred years ago, Cyprien was a knight who managed to slay not only one, but two dragons in his lifetime (he did, however, have help). In his first endeavor, Cyprien lead a battalion of knights against Sherézad the hoarder. He fought valiantly and fiercely, delivering the final blow at the battles close. Due to his superior leadership, there were only a small number of casualties, and he was soon raised to fame in the White Coast. Some years later, Cyprien heeded the call of the people once more. In the south, Neigedraken plagued the mountains ranges and surrounding villages. Cyprien set off alongside his brother, Sir Edmond Ducelle, and rode to the mountains. There, in the heart of the Neigefer, they battled for three days; unfortunately, Sir Edmond met his end protecting his brother from a fatal blow. In the past, the brothers astounding fortitude and stamina were attributed to the divine blessings of the creator. However, during the rule of Cautherine, a diary of Sir Cyprien’s detailing the event was discovered. In fact, it was not the Creator but a powerful witch who had aided them during the battle. Not much is known about her, however, and Cyprien simply refers to her as Vierbeau, the old White Coastian word for raven. After his battle with Neigedraken, the death of his brother, and the birth of the Ice-marshes, Cyprien returned to his family’s estate outside Valmere and retired. It was soon discovered that Neigedraken had not only cursed the land, but also Cyprien himself: his blood, along with the blood of his kin, had turned to poison. Eventually, as recorded in another journal, Vierbeau appeared before Cyprien once again. It seemed that this curse would plague the Ducelle bloodline until they died out; however, she could work her magic to alter the curse for a price. Whatever the bargain had been, Cyprien accepted and Vierbeau changed the curse to where it would only last ten generations; upon the emergence of an eleventh the curse would simply disappear. After this, the Ducelle estate descended into silence. Very rarely, one can see a member of the Ducelle house walking the streets of Valmere, cloaked and veiled in all black. This represents the house’s continuous state of mourning as well as a warning to others to not approach for fear the poison might spread.
The Five Legendary Guardians ||
The Five Legendary Guardians, the Virtues, the Templars. Arguably five of the most prominent heroes in White Coast history, these five brave souls were brought together by a vision from the gods and rose up to release the kingdom from the tyranny of Miranda the Foul. Very little is actually known about them, the majority of the knowledge being passed down in stories, poems, and songs. Information of their lives before their fame is scarce, and information detailing the rest of their lives is almost non-existent.
Blessed Absolon ||
Absolon was a Templar said to be gifted with the powers of Aegis, God of protection and shelter.
The Hunter Théodore ||
Théodore was a noble hunter from the village of Sageham, said to have seen through the eyes of the Saudé, Goddess of wisdom and tolerance.
Faustine of the Neigefer ||
Faustine was an ex-Knight said to have been blessed with the senses of Neigeln, Goddess of weather and ways.
Mighty Baptiste ||
Baptiste was born a simple farmer said to have received strength from Caïn, God of war and weapons.
Arl Edgard of Valmere ||
Arl in his age and ex-knight, Edgard of Valmere is said to have gained his fortitude and bravery from Valfleur, God of vitality and stamina.
NOTES, PROFILE SKELETON, AND MAP ::
The plot focuses around a small and elite group of warriors that have been assembled to slay a Dragon which has been discovered in caverns to the southwest. Unfortunately, the powers of a witch are needed in order to defeat a Dragon; it has been so long since one appeared that humans have lost most knowledge on how to defeat them.
Although this plot is intended to be short, there is room for a 'sequel' if everyone ends up enjoying the world I've created here. The time in which the next segment takes place will depend on you all as well. Also, because there is little time to really develop your characters, you'll want to do a good job of writing out their history as well as giving them distinct personalities.
Now, there are some rules to making a character; you cannot play as a witch character and you cannot be in the percentage of people who have no problem with witches. You must at least be uncomfortable around them... because I said so. Also, most characters should have a strong belief in the Creator. There should be at least one character that hates witches (I.E. the douchebag character), but I think that character is already accounted for and we really only need one character like that. Really, we need fairly close-minded characters or characters that are easily influenced and afraid of the unknown.
I hope you all find this easy though intriguing to RP. I've made a detailed world in order for you to make your characters extra detailed. For example, are you a noble-born or peasant-born? A Knight of the White Coast or member of the Cautherinian Order? Are your beliefs in the Creator devout and/or obsessive? Or are you an atheist? Is there a particular god or gods you feel connected to? Are you sided with King Gaston or Arl Fulbert? Which city do you come from? Have you previously bonded with someone or are you engaged to be bonded? Are you an army soldier who was stationed at the Ostgate? Or a member of the Templars? Is there a particular hero from white coast history that you aspire to be like? Is there a trade you are particularly skilled in?
You get the picture! The world is in your hands (to a certain extent). Just make sure to send me all profiles first so I can determine if what you've come up with is actually plausible. For example, if you want to be a member of the Ducelle household that might be something I have to say no to. There are a few specific things about the Ducelle household that I'm not ready to reveal that you would have to know in order to play one... we'll see though lol.
Also, take your time in making your character. I'm a little busy right now, so although I'm posting the info now, It might be a week or two before we actually begin anything!
Name:
Age:
Gender:
Appearance:
Personality:
Order: (Templar, Cautherinian Order, Army, etc.)
Birthplace:
History:
Fame: (anything your character has done that is noteworthy. Since this group is the best of the best, it's plausible that some members could be fairly well-known. However, you could have been selected for being an obscure yet skilled fighter. Maybe you are not famous across the kingdom, but within your order. Or maybe you saved a village from bandits and you have become famous in that area. It's all up to you.)
Religious Beliefs: (Most characters should be somewhat religious)
Weapon(s): (More than one is okay, though there should be a main weapon)
Fighting Style: (Particulars of how your character fights)
Other: (if there's anything else you want to mention that does not apply to the other sections)
Age:
Gender:
Appearance:
Personality:
Order: (Templar, Cautherinian Order, Army, etc.)
Birthplace:
History:
Fame: (anything your character has done that is noteworthy. Since this group is the best of the best, it's plausible that some members could be fairly well-known. However, you could have been selected for being an obscure yet skilled fighter. Maybe you are not famous across the kingdom, but within your order. Or maybe you saved a village from bandits and you have become famous in that area. It's all up to you.)
Religious Beliefs: (Most characters should be somewhat religious)
Weapon(s): (More than one is okay, though there should be a main weapon)
Fighting Style: (Particulars of how your character fights)
Other: (if there's anything else you want to mention that does not apply to the other sections)