Post by Stormwall on Feb 25, 2014 0:19:52 GMT -5
Note: You do not need your profile to be approved before you can begin writing. Simply post your profile and start RP'ing. Pay attention to our rules. Though one account per character is recommended, it is not required. Though naming your account after your character is recommended, it is not required.
Image Source: Link to the artist of the image you use for your character, if possible. Provide credit where credit is due.
Name: Try to choose a name that fits your species and culture.
Species/Race: Dryad, centaur, faun, Talking Beast, human, etc.
Height: In feet and inches, please.
Age: Old, young, middle-aged, child (not recommended), etc. Different species age at different rates, so numbers may or may not be useful.
Build: Stout, slim, burly, wiry, etc.
Strengths: For example, a badger might be excellent at blacksmithing and skilled at fighting without letting rage take over. A mouse might be absolutely fearless. A centaur might have a perfect memory or knowledge of old and forgotten lore. A dryad is capable of merging with a tree to hide.
Weaknesses: For example, a centaur might be very loud and overly aggressive; both can get you killed in the Age of the Witch. A faun might have lost fingers to a wolf of the secret police. A dwarf might have crippling claustrophobia.
Allegiance: Loyal Narnian? Servant of the Witch? Both? Neither? Or do you answer to the rulers of foreign lands?
Home: Lantern Waste? The Great River? Ettinsmoor? Beruna? Or is your character a homeless wanderer?
Special Skills: Every Narnian has a skill of some kind, and that skill is usually rare. For example, a faun might be one of the few who remember how to wake sleeping River Gods with pan-pipes, or a dwarf might be one of the few who can make and use a good steel blade. In the Age of the Witch, however, skills like tracking, hiding, burrowing, climbing, and building shelter can be just as vital for survival as anything supernatural or combat-related.
Weapons of Choice: Some Narnians are pacifists, see no point in resisting the Witch, or have no access to weapons. However, others have both access to weapons and skill in their use. For example, a badger might favor his claws or a heavy club. A Calormene merchant-explorer might hide a curved sword beneath her robes. A centaur might be trained in the use of lances, swords, or bows.
History: Be as concise or as long-winded as you like; it's your character.
Image
Image Source: Link to the artist of the image you use for your character, if possible. Provide credit where credit is due.
Name: Try to choose a name that fits your species and culture.
Species/Race: Dryad, centaur, faun, Talking Beast, human, etc.
Height: In feet and inches, please.
Age: Old, young, middle-aged, child (not recommended), etc. Different species age at different rates, so numbers may or may not be useful.
Build: Stout, slim, burly, wiry, etc.
Strengths: For example, a badger might be excellent at blacksmithing and skilled at fighting without letting rage take over. A mouse might be absolutely fearless. A centaur might have a perfect memory or knowledge of old and forgotten lore. A dryad is capable of merging with a tree to hide.
Weaknesses: For example, a centaur might be very loud and overly aggressive; both can get you killed in the Age of the Witch. A faun might have lost fingers to a wolf of the secret police. A dwarf might have crippling claustrophobia.
Allegiance: Loyal Narnian? Servant of the Witch? Both? Neither? Or do you answer to the rulers of foreign lands?
Home: Lantern Waste? The Great River? Ettinsmoor? Beruna? Or is your character a homeless wanderer?
Special Skills: Every Narnian has a skill of some kind, and that skill is usually rare. For example, a faun might be one of the few who remember how to wake sleeping River Gods with pan-pipes, or a dwarf might be one of the few who can make and use a good steel blade. In the Age of the Witch, however, skills like tracking, hiding, burrowing, climbing, and building shelter can be just as vital for survival as anything supernatural or combat-related.
Weapons of Choice: Some Narnians are pacifists, see no point in resisting the Witch, or have no access to weapons. However, others have both access to weapons and skill in their use. For example, a badger might favor his claws or a heavy club. A Calormene merchant-explorer might hide a curved sword beneath her robes. A centaur might be trained in the use of lances, swords, or bows.
History: Be as concise or as long-winded as you like; it's your character.