Tarot [High Fantasy, Light GM-Led/Sandbox] Recruitment Thread (Seeking Royalty!)

Started by TheBlackThrone, January 27, 2025, 12:19:00 PM

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Yukina

(Do not post this if you have chosen to play an Arcana card. If arcana player, delete this header.)


Name: Verity Cerball
Age: 27
Race: Sword
Gender: Femme
Sexuality: Lesbian
Height: 5'7'
Weight: 120 lbs.
Hair Color: Red
Eye Color: Brown
General Description: Verity is commonly always seen in her set of black pants and white shirt with her leather vest. Not to mention her rather shiny welding goggles (bringing to question just when exactly she lifted the material for it along with the other trinkets) near her cute, pointy ears. She wears a set of black gloves for extra protection (and to cover the scars she blames Odilla for). There's certainly always a burn here and there you find across her skin. Her topwear hides her well-toned arms and abs. Occasionally, there are rare times clients come late enough to find her in her blue leisure wear or just a longer white shirt.

Personality: Verity is a girl mostly aims to enjoy life where she can at her little cottage in the woods. After all, when she isn't doing a bit of "thrifting" in town, she prefers to stick her warm and inviting forge with a scone in her free hand. She's already pissed off a lot of townsfolk, so she keeps her shopping of various levels of morality light. She tries to keep a bright face to look forward with wit and humor, but everything from behind seems to be weighing her back.

Likes: Trust (A rarity), Good Food (She hasn't had a good pie in ages!), Parkour, The wind in her hair, The outdoors, Blacksmithing 
Dislikes: Brutal Honesty, Blood, Confinement

Occupation: Blacksmith. Let's say blacksmith.
Card: Three of Swords
Weapon of Choice: Her personal favorite hammer. She lovingly calls it "Berthild".
Secondary Weapon: Her chisel. She calls it "Odilla" a little less lovingly.
Armor Type: Primarily her leather smithing gear and welding goggles. Great against possible burns, but more on the higher end of light armor in terms of getting hit.

Powers

Upright
1. Way Out - Support - Verity has the ability to create temporary holes last a minute at most in barriers she touches (walls, shields, doors, barricades, magical forcefields, etc.) up to 1 meter in diameter.
2. Liberation - Support - Verity seems to be unhindered by terrain such as mud, ice, and snow. Ropes and bindings also seem to get loose or sunder after about a minute on her.
3. Heartbreak - Offensive - When Verity attacks an object, it seems to have a sundering effect on contact based on how much the owner cherishes it.

Reverse
1. Insult - Defensive (Definitely not Support) - Verity can create a psychic field of a 10 foot radius. Everyone inside it can hear the worst thoughts others think about them from others in the field. Verity herself very much included.
2. Fraud - Support - Verity can greatly increase the quality and value of an item over the course of a couple minutes. However, it's doomed it to break rather quickly (a weapon will break in a few swings for example) unless she's draining the quality from some other item she is firmly grasping. She personally hates using this on metal constructions as it's the equivalent to making rushed, shoddy art in field she actually prides the virtue of quality in.
3. Painful Experience - Offensive - Verity can enhance her physical abilities based on the amount she is physically wounded. The "tit for tat" nature of this power makes it a huge risk if she wants to gain much from it though.

Background: Verity came from a seemingly stable and strong family in the village. They claimed to embrace a virtuous might despite their moves to take what was needed, even naming their daughter after something as noble as truth. It was that irony brought forth what was real when she was just a teen when her Insult power accidentally by just a single closing of the door that caught her off guard when her father returned home to the family forge from one of his "noble pillages". It was revealed quite quickly that those "virtuous escapades" were to an entirely different family in the Land of Cups. Combining that with her mother's general loud and clear stresses without censor and the family was over by the end of the week.

Running out off on her own from seeing the worst sides of her parents' worst aspects in an instant, she eventually was inspired by the mention of the cups to make her way out there. A few more power-based incidents and having to get "thrifty" to survive made her very much a wilderness person in a few years. She's maybe starting to feel rather lonely though with only customers being the people that just kind of tolerate her.

Mostly, she just wants to hopefully maintain her current lifestyle and maybe edge into something like a bigger house or more customers. However, there's always that nagging inkling to maybe have someone she doesn't want to use her guile to speed along the conversation with and get out the door. However, knowing just how disturbingly honest people can get around her has left some rather deep wounds and her head's just always waiting for things to explode while that hope yanks at her. She might just be willing to lend help outside of her job if someone gives her a good enough mote.


Shjade

Quote from: Fiadh on January 29, 2025, 08:07:34 AMAs a small example drawing on Kes' excellent CS and the Swords kingdom - it seems that Kes' complexion is unique to her. Though, her eyes really stood out to me in conjuction with the Black Mountain in the centre of the Swords' kingdom. What if a racial trait of Swords suit bearers is having dark hair from ashen to brown-black, and molten or gemstone hues eyes? Gold, orange, pink. That sort of thing.

Similarly, the prolific fertility of the Cups kingdom and their gentle nature lends me to believe they are physioilogically sylph/fae/elven. Considered more delicate of build than other races due to generations of a pacifism (Swords would surely laugh); more sinewing and athletic for traversing their vast forests. Of course, I won't consider these traits to be absolutes - I can also see someone from the Cups realm looking like they bench pressed every oak tree they came across, though still possessing of a kind, passive demeanour.
Collaboration is a wonderful thing, and really what the best group games are all about! That said, I might pick at some of these things a bit before adding to them.

First, while I don't want to give away the card, I will say the choice to go with a character with eyes like that (aside from really wanting to use that art because it's been sitting in my character archive for years) is influenced by an aspect of her arcana, rather than the Swords. Swords are aligned with the element of Air, while I'd say her eyes (and obviously one of her abilities) are more influenced by Fire, which is the domain of the Wands. This doesn't mean the Swords can't have similar characteristics, but I wasn't trying to set a precedent for them with her, so to speak.

Second, the fun complication of bringing our own expectations into a different world! Does prolific fertility and peace inherently suggest a society is elven, or do we think such a society should be elven because that's what we've collectively decided elves are like?

I think TheBlackThrone's concept is a fascinating way to structure a game, practically designing a roguelike experience for the Arcana in having semi-random "builds" to design their character around upon being assigned their card while most of the population is thematically bundled under their symbol's various ranks. There's so much open space to make something different in it that I hesitate to suggest it should be populated by the same Tolkienesque fantasy tropes that fill so many existing settings. Particularly when you have free reign to populate them with just about anything at this point, and not even uniformly—they can all have varied and mixed peoples within their borders.

The Cups have lush forests, true, but looking at that map there's even more open space for farmland and construction. How do they cover all that territory to transport supplies around the world? Well, what sort of peoples might have natural advantages in that vein? Centaur and creatures like them come to mind, people blessed with better-than-bipedal bodies for covering ground more quickly while carrying larger loads, even alongside caravans. I don't see a lot of rivers on the map, but I can't imagine the nation most aligned with water lacks waterways to use for this purpose as well, opening the door to all sorts of amphibious options that might specialize in that. Probably some powerhouses that do a great deal to aid in tilling the fields and so on. There's a wealth of space for synergistic peoples working together.

I'm sure the Wands help in some fashion—their territory is even more harsh than the Swords' in all that snow, but they're not barbaric enough to simply take it. They do have power to spare, though, and plenty of creative ideas to go around. Some means of teleportation, perhaps, a combustion of some resources to deliver the majority farther afield? Doubtless their affinity for fire also factors into how they can thrive up there in the cold.

Likewise the Pentacles probably have unique peoples and talents suited to the deep spaces—not everyone, but enough to stand out from the others—from heavy clawed earthmovers to slithering, skittering sprinters that can slip over and through sand faster than some people can run on firm ground. Reptilian influences make sense, but so do smaller bodies or longer, slimmer ones, anything that can throw off heat before it melts in the southern sun or thrive baking in it. We already know they have amazing glasswork and jewelry, what sort of careful claws and beaks and teeth might aid in that craft, protected by brethren with hefty shells or toughened hide to ward off would-be thieves (of which there are many around here).

And then there are the Swords. ... Fuck Swords all my homies hate Swords >:|
Okay okay, jokes aside, Swords might have more overlap with Cups than they'd like to admit. They both excel at seafaring, for instance: the Cups having an affinity for the water itself, the Swords for manipulating the wind that maneuvers their smaller, swifter cutters and clippers to harry the Cups' larger transport ships. They likely have more means of flight than the others (rivaled mainly by the Wands' mystical innovations), both with sorcerous abilities of levitation and flight and more natural feathered/winged folk, but given their proclivity toward pillaging I wouldn't be surprised if they have a fair amount of "imported" folks from the other nations in their ranks. Probably dreadful to try to fight them at long-range.
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

Fiadh

I completely agree! It's a lot to take a bite out of right now so I will probably add to these comments later. Though this about perfectly sums it up:

Quote from: Shjade on January 29, 2025, 10:03:31 AMSecond, the fun complication of bringing our own expectations into a different world! Does prolific fertility and peace inherently suggest a society is elven, or do we think such a society should be elven because that's what we've collectively decided elves are like?

----

The Cups have lush forests, true, but looking at that map there's even more open space for farmland and construction. How do they cover all that territory to transport supplies around the world? Well, what sort of peoples might have natural advantages in that vein? Centaur and creatures like them come to mind, people blessed with better-than-bipedal bodies for covering ground more quickly while carrying larger loads, even alongside caravans. I don't see a lot of rivers on the map, but I can't imagine the nation most aligned with water lacks waterways to use for this purpose as well, opening the door to all sorts of amphibious options that might specialize in that. Probably some powerhouses that do a great deal to aid in tilling the fields and so on. There's a wealth of space for synergistic peoples working together.

The only reason I was leaning into phsyiological traits is because there was a perceived hangup about using Race to denote the character's suit, because that implies differences in physical traits. It wasn't my intention to dive into old tropes like elves, dwarves, and things of that nature simply because this is a high fantasy story where that could be a possibility. Only that if it's a Race and not a Nationality, and Major Arcana cards are bound to the soul of a character from any of these places and can be reincarnated, it'll be easier to blend in culturally until someone has to show their card. That was my thinking behind it, anyway. It's not to say that characters from the entire world can't share or mix and match physical characteristics.

To speak on the Cups for now, I love what you're going for. After I made my little post I also had a thought about a Cups-inspired race, perhaps native to that area or simply an evolutionary umbrella, that drew on the characteristics of being in tune with emotion and nature. Characters with animal traits from varying degrees, be it horns or antlers, to a wolfish grin and tail - to something entirely not bipedal like a centaur. Also, you raise a great point about the water sources in that location. Wands may be the realm of technological advancement but Cups could utilize a famed aqueduct system - either borrowed from Wands, or something invented inherently in their kingdom.

And a quick note to Wands, represented by the element of fire in a cold climate does raise the question of how they live in such a place. Their technology might blend beautifully with natural magic to harness geothermal energy (limited fantasy steam power?). It also strikes me as lovely to envision them having a sort of perpetual fire in whatever amounts to their King or Queen's keep/great hall/palace. But the fire could be magical, too, rather than natural, since the land is quite cold and harsh all around.

Shjade

Ooo, I hadn't even thought about aqueducts. I guess we're still in an ambiguous space about what level of technology is available in the various regions, too. xD
Theme: Make Me Feel - Janelle Monáe
◕/◕'s
Conversation is more useful than conversion.

Fiadh

Right? An aqueduct system would be cool! And/or the people of Cups may have tamed a native amphibious creature that helps them gather water in some handwavium manner I can't think of just yet, haha.

Again, I didn't intend to pigeonhole any particular region into following X fantasy race trope or having Y characteristics if that should limit the variety and mystery this world has to offer. Simply spitballing and looking to collaborate. :)

Edit: Speaking of technology, I'm also curious about the level of magic in Tarot. Is it enough that there could be arcane portals connecting a few major cities? Do the kingdoms share their advancements (er, Wands I guess, would lend to Cups and maybe Pentacles, but Swords might well be the black sheep of the continent for reaping rather than sowing) or is there some level of xenophobia going on?

TheBlackThrone

@Shjade  @Yukina  Both of your CSes are approved. Welcome! I'll get an OOC up in a few days.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Yukina



Wolfling72

#32
I am gonna post Sin here so people can give them a look since they were approved. I look forward to writing with you all.




Name: Sinclaire "Sin" Marée
Age: 27
Race: Cup
Gender: Non-binary - They/Them
Sexuality: Demisexual/Polyfidelitous
Height: 5'1"
Weight: 118 lbs
Hair Color: darkest brown to black
Eye Color: Honey brown
General Description: Sinclaire is delicate in both feature and shape. Small and slender, they tend to cover up as much of themselves as possible, baring only their hands and face when in company. Faint scarring mars the left side of their face, meandering like a river from eyebrow to jawline. Both ears and right eyebrow are pierced, usually containing small silver hoops. Though Sin does have various tattoos, all of them are in places not seen by polite company including a mermaid on their left rib cage and a tribal design dragon on their upper back.

Personality: Sin is retiring when not performing, and only apt to interject themselves into a situation if they feel they must. This does not mean they are shy, only reticent when facing unknown people or circumstances. A wanderer by nature, Sin does not build deep or lasting relationships often and those they do manage to keep, they treasure. They can sink into depressive episodes, but like any squall, these thoughts and feelings disappear as suddenly as they've sprung up, especially if something new catches their attention. One could easily be forgiven for considering them flighty but the fact is they just don't like to remain in one place for too long.
Likes: The Deep Woods | Rain Storms | The Scent of Cocoa | Music | Discovery of Unseen Places | Animals | Reading 
Dislikes: Conversations with No Point | Raised Voices | Being Confined | Sword People | Farming

Occupation: Luthier (someone who handcrafts or repairs stringed instruments) | Bard
Card: Eight of Cups
Weapon of Choice: Their mother's longbow
Secondary Weapon: Twin daggers
Armor Type: Sin wears their mother's second set of  leather armor refitted to their smaller frame.

Powers

Upright
1. Choose - This is a defensive, innate power triggered by confinement or aggression though it is NOT reliable and works perhaps 50% of the time. As such, this power allows Sin to teleport to any place within their line of sight, far enough away to escape said confinement or fight.
2. Boost - a small supporting spell triggered by lute playing which temporarily encourages feelings of inner strength and courage. (Sin has found this useful in helping others during battle.)
3. Inspire - a small supporting spell triggered by targeted lute playing (usually when Sin focuses on just ONE patron during a performance) which can persuade that listener to make minor changes to their life's circumstances.

Reverse
1. Stagnate - When Choose is not triggered, this innate, defensive power will be. This power can limit negative actions against Sinclaire as others lose motivation to act, becoming stuck in their intentions or disregarding Sin completely. This power lasts about two minutes and could allow Sin the chance to escape. Like Choose, there is no trigger beyond fear of confinement or aggression.
2. Rising Fear - This supporting spell can encourage the flight or fight instinct in any hostile listener. The trigger is any battle song performed by Sin while they are focused on fearsome imagery. (Sin likes this one as it usually results in enemies fighting each other for a full minute!)
3. Stuck - A defensive spell triggered by finger gestures that allow Sin to choose ONE hostile target and remove their ability to walk or run by sticking their feet FIRMLY to the ground. The results can last for up to five minutes.

Background:  Sin was born on a sprawling farm located a day's ride from a small burg locally known as Pike's Place, home to a bustling market and close to the deforested lands of the eastern shore. Afflicted with curiosity, Sinclaire practically lived in the wild places surrounding the farm, coming into constant contact as they aged with various travelers who instilled in them a deep appreciation for adventure and learning.

Their life, while idyllic, was filled with routine, something they grew to despise. Had it not been for the incursion of Sword warriors, Sin's life probably would have continued in that same vein until they died BUT that was not to be the case. Instead, at the age of seventeen, during a regularly scheduled trip to sell produce at the market, both Sin and their parents were caught during a military exercise just outside Pike's Place. Their mother died to protect them, stabbed through by a large dark man with a laugh and a quip. Sin's father left them behind, gone so fast that they could not recall seeing him afterward.

Sinclaire was captured at that time and imprisoned, taken from the land they knew, and prodded toward the ruins of ancient woods left fallen and broken. They were sold to a camp on the Eastern shore and made to work under the less-than-gentle hands of a kitchen matron - cooking, serving, and cleaning up after the soldiers in the mess hall. It was during this time that Sin collected the facial scarring and burns that mar their right hip and lower back for reasons that they avoid thinking about.

Finally, at age 23, Sin escaped. They are not sure how it happened, only that their guards paid them no attention during shift change which allowed them to make it toward the camp edge before blinking away. Sin traveled by night for about a month before stumbling across an older musical troupe that allowed them to join the caravan. Those people, sweet and giving, taught Sin about using music to inspire, soothe, and heal while also providing lessons in craftmanship and repair of broken lutes, guitars, and lap harps.

Sinclaire attempted to return to their farm after two years of travel but could not bear to remain there. Instead, they sold the farm and surrounding lands to the musical troupe before setting off once more, into the wilds and further from the ever-encroaching Sword warriors. Recently, Sin has been yearning to find their father, not for vengeance, but to reconnect.
O/O's
Snippets
A/A's
Wolfi Recommends- changes weekly
Keep it vampirated and melanated.

Yukina

Quote from: Wolfling72 on January 29, 2025, 11:05:10 AMI am gonna post Sin here so people can give them a look since they were approved. I look forward to writing with you all.




Name: Sinclaire "Sin" Marée
Age: 27
Race: Cup
Gender: Non-binary - They/Them
Sexuality: Demisexual/Polyfidelitous
Height: 5'1"
Weight: 118 lbs
Hair Color: darkest brown to black
Eye Color: Honey brown
General Description: Sinclaire is delicate in both feature and shape. Small and slender, they tend to cover up as much of themselves as possible, baring only their hands and face when in company. Faint scarring mars the left side of their face, meandering like a river from eyebrow to jawline. Both ears and right eyebrow are pierced, usually containing small silver hoops. Though Sin does have various tattoos, all of them are in places not seen by polite company including a mermaid on their left rib cage and a tribal design dragon on their upper back.

Personality: Sin is retiring when not performing, and only apt to interject themselves into a situation if they feel they must. This does not mean they are shy, only reticent when facing unknown people or circumstances. A wanderer by nature, Sin does not build deep or lasting relationships often and those they do manage to keep, they treasure. They can sink into depressive episodes, but like any squall, these thoughts and feelings disappear as suddenly as they've sprung up, especially if something new catches their attention. One could easily be forgiven for considering them flighty but the fact is they just don't like to remain in one place for too long.
Likes: The Deep Woods | Rain Storms | The Scent of Cocoa | Music | Discovery of Unseen Places | Animals | Reading 
Dislikes: Conversations with No Point | Raised Voices | Being Confined | Sword People | Farming

Occupation: Luthier (someone who handcrafts or repairs stringed instruments) | Bard
Card: Eight of Cups
Weapon of Choice: Their mother's longbow
Secondary Weapon: Twin daggers
Armor Type: Sin wears their mother's second set of  leather armor refitted to their smaller frame.

Powers

Upright
1. Choose - This is a defensive, innate power triggered by confinement or aggression though it is NOT reliable and works perhaps 50% of the time. As such, this power allows Sin to teleport to any place within their line of sight, far enough away to escape said confinement or fight.
2. Boost - a small supporting spell triggered by lute playing which temporarily encourages feelings of inner strength and courage. (Sin has found this useful in helping others during battle.)
3. Inspire - a small supporting spell triggered by targeted lute playing (usually when Sin focuses on just ONE patron during a performance) which can persuade that listener to make minor changes to their life's circumstances.

Reverse
1. Stagnate - When Choose is not triggered, this innate, defensive power will be. This power can limit negative actions against Sinclaire as others lose motivation to act, becoming stuck in their intentions or disregarding Sin completely. This power lasts about two minutes and could allow Sin the chance to escape. Like Choose, there is no trigger beyond fear of confinement or aggression.
2. Rising Fear - This supporting spell can encourage the flight or fight instinct in any hostile listener. The trigger is any battle song performed by Sin while they are focused on fearsome imagery. (Sin likes this one as it usually results in enemies fighting each other for a full minute!)
3. Stuck - A defensive spell triggered by finger gestures that allow Sin to choose ONE hostile target and remove their ability to walk or run by sticking their feet FIRMLY to the ground. The results can last for up to five minutes.

Background:  Sin was born on a sprawling farm located a day's ride from a small burg locally known as Pike's Place, home to a bustling market and close to the deforested lands of the eastern shore. Afflicted with curiosity, Sinclaire practically lived in the wild places surrounding the farm, coming into constant contact as they aged with various travelers who instilled in them a deep appreciation for adventure and learning.

Their life, while idyllic, was filled with routine, something they grew to despise. Had it not been for the incursion of Sword warriors, Sin's life probably would have continued in that same vein until they died BUT that was not to be the case. Instead, at the age of seventeen, during a regularly scheduled trip to sell produce at the market, both Sin and their parents were caught during a military exercise just outside Pike's Place. Their mother died to protect them, stabbed through by a large dark man with a laugh and a quip. Sin's father left them behind, gone so fast that they could not recall seeing him afterward.

Sinclaire was captured at that time and imprisoned, taken from the land they knew, and prodded toward the ruins of ancient woods left fallen and broken. They were sold to a camp on the Eastern shore and made to work under the less-than-gentle hands of a kitchen matron - cooking, serving, and cleaning up after the soldiers in the mess hall. It was during this time that Sin collected the facial scarring and burns that mar their right hip and lower back for reasons that they avoid thinking about.

Finally, at age 23, Sin escaped. They are not sure how it happened, only that their guards paid them no attention during shift change which allowed them to make it toward the camp edge before blinking away. Sin traveled by night for about a month before stumbling across an older musical troupe that allowed them to join the caravan. Those people, sweet and giving, taught Sin about using music to inspire, soothe, and heal while also providing lessons in craftmanship and repair of broken lutes, guitars, and lap harps.

Sinclaire attempted to return to their farm after two years of travel but could not bear to remain there. Instead, they sold the farm and surrounding lands to the musical troupe before setting off once more, into the wilds and further from the ever-encroaching Sword warriors. Recently, Sin has been yearning to find their father, not for vengeance, but to reconnect.

Oooo. I love them! I can definitely some wonderful points of lovely conflict and connection with Sin and Verity. :) Definitely friends (Until Verity has to show her card) in whimsy if Sin's music can lure Verity away from her land enough. (Side note: I love those tats! :) ) Both their conflicts regarding connection will be a delicious mix :)


Wolfling72

Quote from: Yukina on January 29, 2025, 11:20:06 AMOooo. I love them! I can definitely some wonderful points of lovely conflict and connection with Sin and Verity. :) Definitely friends (Until Verity has to show her card) in whimsy if Sin's music can lure Verity away from her land enough. (Side note: I love those tats! :) ) Both their conflicts regarding connection will be a delicious mix :)
I think they will either end up good friends or Sin will despair of the blacksmith and run as fast as possible in the opposite direction. The problem will be (for Sin) if they find out their friend is a sword after they become friends because well then, how can they resolve that? hysterical laughter
O/O's
Snippets
A/A's
Wolfi Recommends- changes weekly
Keep it vampirated and melanated.

Yukina

Quote from: Wolfling72 on January 29, 2025, 11:26:05 AMI think they will either end up good friends or Sin will despair of the blacksmith and run as fast as possible in the opposite direction. The problem will be (for Sin) if they find out their friend is a sword after they become friends because well then, how can they resolve that? hysterical laughter
Yes! Exactly! :) Delicious conflict. Especially if Verity's Insult power goes off.


xPeachyPuff

I've been looking over and over this thread cause you know I love your games, Throne. While I have 0 understanding of tarot cards or whatnot, I adore high fantasy settings and would love to give a Major Arcana a shot, if you'd be happy to send me a card so I can attempt to cook something up  🥰

Yukina

Quote from: xPeachyPuff on January 29, 2025, 01:01:15 PMI've been looking over and over this thread cause you know I love your games, Throne. While I have 0 understanding of tarot cards or whatnot, I adore high fantasy settings and would love to give a Major Arcana a shot, if you'd be happy to send me a card so I can attempt to cook something up  🥰
So this is basically the infographic I ended up using if you need help. :)

https://imgur.com/a/JByXN0L


xPeachyPuff

Quote from: Yukina on January 29, 2025, 01:28:34 PMSo this is basically the infographic I ended up using if you need help. :)

https://imgur.com/a/JByXN0L

That's super helpful, thank you! <3

Yukina



Fiadh

Name: Eir Rhuna
Age: 32
Race: Wands
Gender: Female, fluid (will answer to she or they)
Sexuality: Demisexual but likely ace
Height: 5'7"
Weight: 141lb
Hair Color: Blonde
Eye Color: Hazel green
General Description: Eir has a slightly soft physique wrapped in amorphous robes that hint at a natural femininity, which is juxtaposed by her strong cheekbones and lean muscled body. She is pale but not sickly so. More like she is glowing from within from the pinkish hue on her face. In her long, dark blonde hair she weaves small encasements of gold to protect the ends and mid lengths of her plaits, which can sometimes be difficult to see due to the hue of the metal blending with her hair like the two are fused.

Eir often wears a small brass knotwork diadem and a heavy feather mantle over her tablet woven brocade. At her side, she always carries a carved drinking horn of spring water.


Personality: Judicious | Considerate | Patient | Artistic | Prudent | Dual natured | Assured
Likes: Going barefoot everywhere, alchemy, statecraft, vegetarian meals, art and artisans, all of the natural world's beauty (even the endless northern cold), divination
Dislikes: Boistrous people, greed, cruelty, indecisiveness, being caught off guard

Occupation: Former court seer
Card: You may guess, and you may be wrong.
Weapon of Choice: None
Secondary Weapon: None
Armor Type: Loose tablet woven cloth dress, with a heavier brocade tabard and girdle over top.

Powers

Upright
1. [Harmonic Aura] - (Support) - A calmness radiates about her. Eir speaks softly whilst acting as consular in diplomatic scenarios, or to claim an animal as friend. She often has a white banded raven in her company.
2. [Great Transmuter] - (Support) - As a seer, Eir is a prolific alchemist who dabbles in the union of opposites. She can manipulate properties of the natural world such as reducing a sword to its base metals, and can even change her female presentation to guise herself in a male form. Other alchemical talents involve perusing a glimpse of the future in still water to aid preparedness, as well as mastery of the local flora to create rejuvenating potions.
3. [Steady Footing] - (Defense) - She may provide a sense of bolstering confidence or physical surety in a situation.

Reverse
1. [Withering] - (Offense) - Eir's dominion over balance is such that she can turn this tide at will; causing people to become sick, crops to fail, and other dark portents borne of overindulgence and disrespect toward natural order.
2. [Sow Discord] - (Defense) - Being at odds with oneself is a tremendous unravelling. Eir has the ability to bring out these small shadows of doubt to turn enemies upon each other but only ever in the pursuit of defense.
3. [Hold in Stasis] - (Support) - May freeze people or objects in a limbo state. For allies, this has the benefit of starting a healing process during which they cannot move.

Background: Eir's life thus far can be considered generally unremarkable. She was born the seventh generation of seers who trained in the court of Wands, where her kin were known for their calculating minds. Although her mother often teased such a soft heart surely was better suited to the peaceful, abundant land of Cups. In her youth, Eir showed great aptitude for advancements her people sought to grasp over decades of learning, which she managed to attune in a significantly shorter time under her mother's tutelage. The augur behind such magical inclination was remarked as being due to seven generations of women sorcerers behind her. All of their teachings and discoveries were accessible in the grand library of the court, as well.

The shrewd Queen* of Wands was already nearing her older age when Eir ascended to a small council made up of advisors and confidants. Together, they shared the common task of gathering and preserving knowledge, assisting in diplomatic matters, and fostering inventive ideas. Sometimes, that keen thirst for knowledge overlooked the needs of the lesser, but it did not escape Eir's attention. While many in the council liked to contemplate at the roaring eternal flame in the Queen's hall or squirrel themselves in their towers, Eir instead found much solace out in the wilds and among the quiet, cold shires of the Wands. She assisted Wand artisans, waxed philosophical with the clerics, and lent the knowledge of her family herbarium to apothecaries.

Eir strayed from the usual path when she expressed interest in leaving her homeland. A tug had been knotting in her chest for years now. Despite the initially odd nature of the request, Eir's mother was easily able to resume her post alongside the Queen. Thus, Eir's desire to assist those beyond the realm of Wands was deemed beneficent and wise by their Queen... of course, she would not let Eir go before making a compact to gather as many worldly secrets as possible on her journey.





*Naturally, if anyone wishes to take the Queen of Wands role, the Queen in Eir's backstory will step down or I can rework that detail in her history to suit your character.

TheBlackThrone

I quickly made an OOC for the approved writers.

https://elliquiy.com/forums/index.php?topic=362671.0

I'll link it to the front page. I knew you all wanted to chat and I anticipate us potentially getting way more interest.

I am allowing multiple characters if you would like any, but please do not stretch yourselves thin. It could kill your muse.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Sirian Eve

I am loving these. I have at least four directions I want to go in for my character. I'm still debating!



CURRENT STATUS: Unavailable

Wolfling72

Quote from: TheBlackThrone on January 29, 2025, 02:26:09 PMI quickly made an OOC for the approved writers.

https://elliquiy.com/forums/index.php?topic=362671.0

I'll link it to the front page. I knew you all wanted to chat and I anticipate us potentially getting way more interest.

I am allowing multiple characters if you would like any, but please do not stretch yourselves thin. It could kill your muse.
Forces self to NOT contemplate  the secondary pentacle thief--
O/O's
Snippets
A/A's
Wolfi Recommends- changes weekly
Keep it vampirated and melanated.

Fiadh


xPeachyPuff

I'm unfortunately having issues with muse, so I'm going to bow out for now and keep an eye out here in case anything else inspires me. So sorry, but best of luck with the game! There are some wonderful writers here c:

TheBlackThrone


This is primarily a GM/Plot-moving Character
Name: Deominos Leonhart
Age: 33
Race: Sword
Gender: Male
Sexuality: Heterosexual
Height: 6'4"
Weight: 245 lbs
Hair Color: Dark-brown
Eye Color: Gold

General Description: Deo radiates an authoritative presence. There is something about him that signals he is someone of importance before anyone would ask his name or for his card. Deo is tall, large, and intimidating, not only due to his size. Many have said his face, while handsome, is also unsettling. As the King of Swords, his hands are soaked in blood, having spilled many cups in his conquest to spread his dominion beyond his island. Death may seem like nothing to such an intimidating man. Deo is always surrounded by his soldiers, whether he wants to be or not. He is the king, after all.

Personality: Deo is always determined to get what he wants, and as king, he believes he decides what is best for the Sword Kingdom. He is in no hurry to claim all of Tarot. He knows Swords are superior, so he expands slowly, constantly monitoring any consequences it may bring, if any. As much as Deo likes to fight, he usually listens to his advisers and remains out of direct combat. However, those who have seen Deo in battle cannot deny his ferocity. Because few outside the Sword lands have ever seen Deo fight, they believe the stories about his might to be exaggerations. He is nothing but a king who hides behind his legions, and they do everything for him. Deo enjoys being underestimated. One of his powers is concealing his aura.

Deo is passionate, and that passion radiates around him in a presence both seen and felt. If he were dressed as a commoner in a village, anyone could feel his commanding presence, confidence, and fearlessness. His love can be felt deeply by his queen (or would-be queen if she survives her ascent). When Deo wants something, he obtains it. He is certain nothing can stop him. His emotions, however, can become too passionate, making him violent even with those he cares about. This blind rage is what leads him to seek counseling from his advisors weekly. He will hear them, but he may not always listen. Counseling is better than nothing.

While Deo is king, he intends to conquer the world, and no one will stop him.

Likes: Good food, hot tea, sweet and strong wines, his queen, people who underestimate him, combat, successful conquests, and getting what he wants.

Dislikes: Failure, anyone who opposes him, cowards, weaklings, and being controlled.

Occupation: King of the Swords
Card:
Weapon of Choice: AnimaliceReference – Deo is a master of the spear, which he feels is a superior weapon in combat. No other weapon is greater. Animalice is his long arm, and he uses it as an extension of himself capable of attacking all surrounding enemies in close and ranged combat. It is his favorite weapon, and it was the same weapon he used to murder the last King of Swords.
Secondary Weapon: Feuer und EisReference – Small, twin, magic daggers gifted to him upon his ascension to the thrown. Feuer bears the properties of fire, allowing him to use its power for utility purposes or to torture enemies. Eis is used similarly for its chilling and freezing properties. If Eis is held against a hand or finger long enough, its ice will spread, freezing the appendage solid. Both daggers can be pressed together to generate an obscuring steam for deception, concealment, or escape.
Armor Type: Deo wears imperial heavy armor, customized with several engravings and embellishments that identify him as royalty. The armor is gold in appearance, but the metal used in its craft is not so heavy to hinder the swift movements needed to wield a spear. Deo is a big dude, so the armor may be burdensome to anyone who weighs less or is shorter than him.

Powers

Upright

1. Hidden Potential – Deo is capable of masking his power, leading anyone who could detect magic to believe he was an ordinary man. However, to an analytical and astute thinker, for someone who has supposedly scaled the Black Mountain and claimed the title of King of Swords, this should be unusual. Either the story is untrue, or he’s hiding something.

2. Unleashed Potential – Deo’s determination empowers him to face any challenge head-on. He empowers himself to overcome anyone or anything.

3. Berserker – When Deo lets his emotions control his life, he can become a danger to allies and foes. Blinded by rage, Deo is more powerful than ever but focused only on one thing and nothing else. Without magical intervention, Deo is difficult and nearly impossible to stop.

Reverse

1. Composure – Sometimes, Deo will use his own powers to take a mental reset. Using composure, Deo will take a knee and rest in order to calm himself before he loses himself to rage. Unlike a healing spell, composure heals Deo mentally and spiritually bringing him back to reality before he harms himself or others.

2. Shadow Self – Deo’s dark side manifests as an actual entity. Its appearance is pitch-black, and it behaves exactly like the king, but it lacks empathy in its actions. The shadow lashes out at his enemies without mercy and does what Deo may not have been capable of doing. The shadow can be defeated like any warrior, but to be capable of defeating Deo’s shadow self may mean one is capable of defeating the king. Or, perhaps, the king’s empathy is not a weakness.

3. Recovery – Unlike Composure, Deo will rest, and while in this resting state, his injuries and status afflictions will begin to heal. He is vulnerable in this state, and so he typically chooses to rest when there are others around to protect him or grant him the time he needs to restore himself. This ability was what allowed Deo to survive the Black Mountain and to go long hours in the early phases of the Cup Wars.

Background: Once upon a time, a young man wielding only a spear braved the Black Mountain and made it to the summit. The King of Swords at the time, King Gadeon mac Siuirtan (Irish Gaelic for pronunciation) laughed and scoffed at the boy. Impossible. Someone must have helped him. Instead of face the boy in combat, he had his men capture and imprison him on the mountain to be devoured by beasts. Before the night was over, the boy emerged unscathed, and the king ordered him imprisoned once again. Like the previous day, the boy reemerged. The king attempted to order him imprisoned, but his guards refused. Stunned by the boy’s power and persistence, in order to honor the Sword customs, the guards forced the king to duel the boy. The boy defeated Gadeon, and the Queen of Swords begged for her and her children’s lives to be spared. The boy chose to spare the queen’s life, but she had to leave the mountain. The queen left the mountain with her children never to be seen or heard from again. To this day, no one is certain if she or her children survived the descent.

The boy ruled into adulthood, slaying every King of Swords who would reach the top of the mountain and pushed the Swords’ domain into the cup lands against the diplomacy of the cup lords. The new king was not greedy or hasty in his expansion, and while he stopped his advance on the eastern coast, many were convinced he was not finished. In fact, he might be resting.

Plot Ideas for Player Character Creation/History

1. Queen of Swords - a potential spouse who can be a major arcana or the minor arcana Queen of Swords. There is a potential of a passionate love story between the two. If interested, please send me a PM.

2. Cup Wars - Someone might have faced him in the Cup Wars or suffered a consequence of his conquest.

3. Manifest Destiny - Regardless if your character agrees or disagrees, Deo plans to take over the world. This may affect character goals and motivations.
The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Wolfling72

@TheBlackThrone good Lord--you just went all out and created a handsome monster... *blinks*
O/O's
Snippets
A/A's
Wolfi Recommends- changes weekly
Keep it vampirated and melanated.

TheBlackThrone

The gates are open
Current Time Zone: GMT +2
Delays: None.
Current solo request: None.
Current group request: Tarot

Fiadh

Quote from: TheBlackThrone on February 01, 2025, 11:37:22 AM

This is primarily a GM/Plot-moving Character
Name: Deominos Leonhart
Age: 33
Race: Sword
Gender: Male
Sexuality: Heterosexual
Height: 6'4"
Weight: 245 lbs
Hair Color: Dark-brown
Eye Color: Gold

General Description: Deo radiates an authoritative presence. There is something about him that signals he is someone of importance before anyone would ask his name or for his card. Deo is tall, large, and intimidating, not only due to his size. Many have said his face, while handsome, is also unsettling. As the King of Swords, his hands are soaked in blood, having spilled many cups in his conquest to spread his dominion beyond his island. Death may seem like nothing to such an intimidating man. Deo is always surrounded by his soldiers, whether he wants to be or not. He is the king, after all.

Personality: Deo is always determined to get what he wants, and as king, he believes he decides what is best for the Sword Kingdom. He is in no hurry to claim all of Tarot. He knows Swords are superior, so he expands slowly, constantly monitoring any consequences it may bring, if any. As much as Deo likes to fight, he usually listens to his advisers and remains out of direct combat. However, those who have seen Deo in battle cannot deny his ferocity. Because few outside the Sword lands have ever seen Deo fight, they believe the stories about his might to be exaggerations. He is nothing but a king who hides behind his legions, and they do everything for him. Deo enjoys being underestimated. One of his powers is concealing his aura.

Deo is passionate, and that passion radiates around him in a presence both seen and felt. If he were dressed as a commoner in a village, anyone could feel his commanding presence, confidence, and fearlessness. His love can be felt deeply by his queen (or would-be queen if she survives her ascent). When Deo wants something, he obtains it. He is certain nothing can stop him. His emotions, however, can become too passionate, making him violent even with those he cares about. This blind rage is what leads him to seek counseling from his advisors weekly. He will hear them, but he may not always listen. Counseling is better than nothing.

While Deo is king, he intends to conquer the world, and no one will stop him.

Likes: Good food, hot tea, sweet and strong wines, his queen, people who underestimate him, combat, successful conquests, and getting what he wants.

Dislikes: Failure, anyone who opposes him, cowards, weaklings, and being controlled.

Occupation: King of the Swords
Card:
Weapon of Choice: AnimaliceReference – Deo is a master of the spear, which he feels is a superior weapon in combat. No other weapon is greater. Animalice is his long arm, and he uses it as an extension of himself capable of attacking all surrounding enemies in close and ranged combat. It is his favorite weapon, and it was the same weapon he used to murder the last King of Swords.
Secondary Weapon: Feuer und EisReference – Small, twin, magic daggers gifted to him upon his ascension to the thrown. Feuer bears the properties of fire, allowing him to use its power for utility purposes or to torture enemies. Eis is used similarly for its chilling and freezing properties. If Eis is held against a hand or finger long enough, its ice will spread, freezing the appendage solid. Both daggers can be pressed together to generate an obscuring steam for deception, concealment, or escape.
Armor Type: Deo wears imperial heavy armor, customized with several engravings and embellishments that identify him as royalty. The armor is gold in appearance, but the metal used in its craft is not so heavy to hinder the swift movements needed to wield a spear. Deo is a big dude, so the armor may be burdensome to anyone who weighs less or is shorter than him.

Powers

Upright

1. Hidden Potential – Deo is capable of masking his power, leading anyone who could detect magic to believe he was an ordinary man. However, to an analytical and astute thinker, for someone who has supposedly scaled the Black Mountain and claimed the title of King of Swords, this should be unusual. Either the story is untrue, or he’s hiding something.

2. Unleashed Potential – Deo’s determination empowers him to face any challenge head-on. He empowers himself to overcome anyone or anything.

3. Berserker – When Deo lets his emotions control his life, he can become a danger to allies and foes. Blinded by rage, Deo is more powerful than ever but focused only on one thing and nothing else. Without magical intervention, Deo is difficult and nearly impossible to stop.

Reverse

1. Composure – Sometimes, Deo will use his own powers to take a mental reset. Using composure, Deo will take a knee and rest in order to calm himself before he loses himself to rage. Unlike a healing spell, composure heals Deo mentally and spiritually bringing him back to reality before he harms himself or others.

2. Shadow Self – Deo’s dark side manifests as an actual entity. Its appearance is pitch-black, and it behaves exactly like the king, but it lacks empathy in its actions. The shadow lashes out at his enemies without mercy and does what Deo may not have been capable of doing. The shadow can be defeated like any warrior, but to be capable of defeating Deo’s shadow self may mean one is capable of defeating the king. Or, perhaps, the king’s empathy is not a weakness.

3. Recovery – Unlike Composure, Deo will rest, and while in this resting state, his injuries and status afflictions will begin to heal. He is vulnerable in this state, and so he typically chooses to rest when there are others around to protect him or grant him the time he needs to restore himself. This ability was what allowed Deo to survive the Black Mountain and to go long hours in the early phases of the Cup Wars.

Background: Once upon a time, a young man wielding only a spear braved the Black Mountain and made it to the summit. The King of Swords at the time, King Gadeon mac Siuirtan (Irish Gaelic for pronunciation) laughed and scoffed at the boy. Impossible. Someone must have helped him. Instead of face the boy in combat, he had his men capture and imprison him on the mountain to be devoured by beasts. Before the night was over, the boy emerged unscathed, and the king ordered him imprisoned once again. Like the previous day, the boy reemerged. The king attempted to order him imprisoned, but his guards refused. Stunned by the boy’s power and persistence, in order to honor the Sword customs, the guards forced the king to duel the boy. The boy defeated Gadeon, and the Queen of Swords begged for her and her children’s lives to be spared. The boy chose to spare the queen’s life, but she had to leave the mountain. The queen left the mountain with her children never to be seen or heard from again. To this day, no one is certain if she or her children survived the descent.

The boy ruled into adulthood, slaying every King of Swords who would reach the top of the mountain and pushed the Swords’ domain into the cup lands against the diplomacy of the cup lords. The new king was not greedy or hasty in his expansion, and while he stopped his advance on the eastern coast, many were convinced he was not finished. In fact, he might be resting.

Plot Ideas for Player Character Creation/History

1. Queen of Swords - a potential spouse who can be a major arcana or the minor arcana Queen of Swords. There is a potential of a passionate love story between the two. If interested, please send me a PM.

2. Cup Wars - Someone might have faced him in the Cup Wars or suffered a consequence of his conquest.

3. Manifest Destiny - Regardless if your character agrees or disagrees, Deo plans to take over the world. This may affect character goals and motivations.

Simply gorgeous.  >:)