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Apple Sea
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The question is, who are you?
What is your name? What do you look like?
Are you a Knight-In-Training? Wielding your father's shield and an old broken sword you've fixed up and improved with your amateur weaponsmithing skill, you're rather strong, and hard to put down; not because you're particularly hardy or tough, but more because you possess the kind of will, drive and stubbornness that frightens brick walls between you and your goal. You're not experienced in actual battle, but you've been practicing since you were a little kid for adventuring, and you're excited to finally prove to yourself, and to everyone else, that you can be a real adventurer. You have a backpack full of various adventure gear, from chalk to rope to a grappling hook, and your mother's lucky pendant to guide your way.
Are you an Apprentice? You're a mage under apprenticeship, being taught by your (creepy as fuck) Uncle Bertrand. Seriously, you think he might be into you or something. It's fucking weird. But, as possibly pedophilic as he is, he's a decently powerful mage, and he's taught you how to manipulate the six elements: the Classicals of Fire, Water, Earth and Air, alongside the Energetic elements of Order (also thought of as Life, Growth, and Purity) and Chaos (also thought of as Death, Deconstruction, and Defilement.) Spellcrafting is a complex art, and you cast by taking bits of each raw element, thinking of the result you wish to create by using these elements, and then thinking through how those elements react to create the spell. For example, you could cast a spell of Ice by using Water and Order, as Ice is merely Water with tightly packed, Ordered molecules. Alternatively if you just wanted to blow something into dust you could throw a pile of Fire at something with a Fireball spell. In short, as your Uncle always told you, Magic is less about rules and formula, and more about intent, so long as you can adequately explain to yourself why what you intend to happen will happen. As a mere Apprentice, you can only carry a fairly limited amount of elemental energy within yourself, and can replenish it with rest or concentrated focus on a single element. You can also carry an amount of one "Combined" element within you: fragile mixes of basic elements. You have Light right now, a combination of Fire and Order, but can try making new ones with whatever you already know whenever you have time to work and focus on doing so. You carry with you a big stick you found in the woods once, and decorated to look like some kind of staff. You don't actually need it to cast, but it helps you focus, and looks pretty cool. And if push comes to shove you could hit someone with it or something. Luckily you've never been in a situation which might need that. You're actually kinda unsure about this whole "Princess rescuing" thing, and probably wouldn't be doing it if your Uncle hadn't signed you up for it. He says you'll grow up and become a real man or something. Whatever, creep.
Or are you a Thief? You grew up on the streets of The Empire's capital, an orphan and homeless. You're very good at not getting caught, whether that means never being seen or running very fast once you have been seen. Usually the latter. You survived by stealing food and doing small jobs for local criminals, and have honed reflexes and all the skills you might need to survive on your own: you can make some basic helpful concoctions if you have access to the right stuff, you're good with your knife and a decent shot with a crossbow. Less so with a normal bow, but you can manage. You also have a smooth silver tongue, or so you like to think, and know your way around tricky conversation. You wear a thick leather hood and coat, which conceals your short knife, and a small hand-crossbow. You have five bolts, but know how to make more if you have some good wood to work with. You're used to making do with little, and making a lot of what you have. You jumped at the chance to rescue the Princess, not out of any sense of loyalty to The Empire or anything, but just because it pays decently. And you might be able to filch something off the princess before you return her to her folks.
Regardless of who you are, your goal is simple: Find and rescue the princess, before the Red Moon rises in thirty days. Good luck!
Modifications to the histories of these characters I've come up with are, of course, changeable. Feel free to add and remove traits as you see fit. And if you ever have any kind of question about mechanics, the world, or anything like that, feel free to ask. I'll answer, no matter how seemingly irrelevant the question is.
Oh and criticism and advice is very welcome but I assumed that was a given.
I'll try not to throw in any more of these authors notes because they seem very disruptive.
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