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[Other FULL] Of Mice & Magic [T]

Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
3,447
Posts
9
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  • Seen Nov 23, 2023



Some say it's hidden on the last grain of sand that falls through the hourglass. Some say it's hidden eternally in the folds between today and yesterday. Others say it's not even hidden at all, just scattered throughout the never-ending, endlessly stretching everywhere, and we're just not good enough at seeing it yet. What matters, however, is not that where it is hidden, it is that we found it. Welcome yourself as you slip through the bars of garden gate, and enter

Chiriweat's Castle

The Castle!

Admire the magical castle of Chiriweat, as it towers over you, and stretches out so far it's hard to believe it ever ends. The gardens are filled with an uncountable variety of trees, flowers and animals. The faint sound of hooves as horses gallop in the distance stands in stark contrast to the tapping sounds of spiders scurrying over the floors. Looking up, the blue sky is decorated with the graceful moon hanging amidst, as what seem to be bright stars flurry and scutter throughout the sky, dressing every stone and every plant in bright light. It is here that countless of wonders come from. Most importantly is what's hidden in the inner sanctum of the castle: The Key of Ages.

The Key of Ages​

Many an adventurer has coveted the Key of Ages, to break the lock on the Door of Tomorrow, and unlock its many secrets. The castle's peculiar properties have stopped every adventures, no matter if they were a thief, a knight or a dreamer, so far, making it's legend even grander. Even now, a very odd group of adventures stand before the castle gates, ready to take on Chiriweat's Castle.

You​
A grasp that used to be strong, has since weakened. Time is losing it's grip on the realm of mice. Days get taken from some, and given to others. Sometimes everyone loses an hour, and sometimes lonesome mice might have to redo their latest one. No corner of the realm goes unaffected, and the great mice-minds have been trying to solve their world's chronal disorder for ages now. Six brave little mice have banded together, set on solving the clock's issues and making time tick again with the help of the Key of Ages. Each with their own particular skills, and own story, they have come to save their homes. Hidden between the long blades of grass, obscured by the shadow of an overly ripe pumpkin, stand a wizard, a knight, a ranger, a druid, a rogue, and a healer.

The Realm Of Mice​

Nobody is quite sure how big it is, as over every mountain range you travel, there's rumours about what lies over the peaks of the next one. The Realm of Mice is unknowingly big, always a yonder to explore. The size has given it some unique features, allowing for endless habits and rituals to pop up. Some towns are brick and mortar, with fine tile roofing, where the knights wield swords, and the rangers wield bows. Walk far enough though, and undoubtedly you'll encounter a town where the knights wield needles, and live in lost bowler hats. Where those come from, nobody knows. The realm of mice knows no humans, only strangely enough their marks on the world. Other animals do exist, in all varieties. Some are just like regular animals, just to scale with the mice. Farmers can have sheep, hunted by wolves that dwell through the forests. However, sometimes big animals show up. Legends of a crow big enough to carry off entire houses still linger as bedside stories. And it's not just animals, the city of Rosebury for example, has a giant rose in it's center, called the Heart's Flower.


Gameplay​
In this RP, six players will be the brave mice willing to explore Chiriweat's Castle, in search of the Key of Ages. How this is done is very much up to the players. Exploring can be done as a constant party, individually, or in any other possible combination, really. The lay-out of the castle will become clear through exploration, and given in GM-posts, with a list of the dangers each room can pose. The stakes come from the players themselves. If a room has a mice trap hiding some delicious cheddar, it's up to the player exploring if they want to interact with that trap. The castle is to human scale, as are all elements present, so a small broom closet suddenly becomes quite the room to explore.

The total party composition is set already, as mentioned above: a wizard, a knight, a ranger, a druid, a rogue, and a healer. What these names incorporate is entirely up to the players themselves, though. In some villages, knights might not be armorclad heroes, but rather club-swinging barbarians dressed in fur. The druid might not be a sorcerer calling to animals for help, instead commanding vines and weeds to overgrow and attack. Keep in mind certain limits do exist, with scale being an important one. The mice are still only a few inches tall, so a mouse druid transforming into a multiple feet tall polar bear should be a no go. Bearing the same logic, they shouldn't ride horses. Not even a shetland.


Sign-Up Sheet

Name:
Age (Mice from the Realm of Mice age like people):
Class: Wizard/Knight/Ranger/Druid/Rogue/Healer
Gender:
Personality:
Appearance:
History:
Abilities:
Roleplay Sample:



Rules

  • GM word is law
  • All RPT rules apply
  • Do not god mod and do not bunny without permission – if you don't know what these terms mean refer to RPT rules.
  • Be respectful in the OOC at all times
  • This roleplay is rated T, meaning certain mature themes are toned down. There's no excessive violence or gore and no sexual content.
  • Try to get a post in at least every two weeks.
  • Because of the limited amount of spots (6), SUs will be judged on how well they'll fit the setting and creativity, allowing one from each class.


 
Last edited:

Winter

[color=#bae5fc][font="Georgia"]KAMISATO ART: SOUME
8,321
Posts
9
Years
This reminds me of my favourite childhood fantasy, Redwall. IDK which class I'd want to play as but I definitely hope to get in. :3
 
37,467
Posts
16
Years
  • Age 34
  • Seen Apr 19, 2024
I'd like to be a wizard or healer! Will work on a char.
 

PastelPhoenix

How did this even happen?
453
Posts
8
Years
  • Age 29
  • Seen Nov 20, 2022
Name: Artean Bellepetal

Age: 23

Class: Ranger

Gender: Male

Personality:
If there was one word to describe Artean, most would point out his inquisitiveness. Most of his interest lies in the natural world, and how it all interacts with each other. This curiosity has a bad habit of overtaking common sense and fear as he rattles off information about a rare, but otherwise mundane flower, or excited speaks about just spotting a giant bird large enough to fly off with someone in the presence of someone he is guiding. He's chosen to live at the edges of society not as a way to avoid human interaction, but to be closer to the wild. He has a cheery demeanor that tends to sit well with most people, although he does tend to overtake conversations with his interests, no matter how they initially started.

He tries to be helpful, but a life of semi isolation lack of interest in things unrelated to the wilderness or nature means he tends to lack the knowledge for anything above dumb labor. Although he may be lacking in more traditional knowledge, he takes extreme pride in his knowledge of the natural world as well as survival skills. His helpfulness shines in this regard, being the mouse most turn to for gathering of a specific plant, tracking down a predator hunting livestock, or finding mice that may have gotten lost in the forest. This work has earned him his share of thanks, but he tends to brush them off as just being someone who knows the woods.

However, underneath his upbeat personality lies his real insecurities. He's a wanderer deep down, and although his life of moving town to town has stopped, something deep down wants him to pick up and move to the next forest or valley he hasn't yet seen. He tends to live life by following his instincts, but outside of the wilderness he finds himself doubting them more and more as they turn out to be wrong. His lack of knowledge outside of the forest is a sore spot for him also, often feeling ashamed he couldn't do more to help whenever someone needs it.

Appearance:
A little smaller than other Mice his age, Artean has frizzy black fur with a reddish brown underbelly and a similarly colored ring around his right eye. Several small scars are located on his body from accidents in his youth, most notably a kink in his tail. His ears are long and rounded, well suited for noticing small sounds that are out of place.

He dresses light most of the time, a small hooded cloak, satchel, and pocketed belt being all he needs for an average excursion. Lately he has begun wearing a padded cloth vest, including stone inserts at vulnerable areas, for armor at the request of his village upon hearing him volunteer to explore Chiriweat.

His companion bee, Billas, also wears a little blue neckerchief.

History:
Artean was born to two farmers as a fourth son, and spent much of his childhood exploring the nearby woods when he didn't have chores. His early explorations were often more dangerous than they needed to be, largely due to a lack of experience, treading well past where his brothers would even dare to go. More than once he had a run in with an animal that was less friendly than he thought, and gotten injured due to it. His worst injury was related to trying to explore a small cave, and accidentally collapsing a wall on himself. The rocks had trapped his tail, and later he would find outright broke it, and it was hours before he was found. His parents had hoped that the experience would quell some of his curiosity, but the first thing Artean wanted to do once he was allowed to travel again was explore the area behind that wall.

At the age of 16 he left home, his eldest brother set to inherit the farm and most of his other siblings leaving for their own lives. Tired of his hometown, he began to wander town to town, village to village, spending a few months there exploring the local wilderness before leaving for a new location. Finally, at the age of 21 he discovered a village that was the then edge of civilization. Not wanting to risk traveling into wilderness without the safety of other Mice to return to, he eventually settled at the edge of the village and started working odd jobs, exploring the far woods in his free time. Eventually, the villagers caught onto his knowledge of the woods outside of the village after he managed to track down a lost child much faster than anyone anticipated, and soon he found himself taking request to gather hard to find plants and becoming the resident wildlife expert.

It was a few months back, in the very woods he had explored for the past two years, that he found a rather large bumble bee. The creature was almost the size of his entire abdomen and had a wickedly sharp stinger, but appeared to be injured by something. Feeling sad for the poor (and rare) animal, Artean ended up hauling the Bee home and nursing it back to health. Over time the bee's wounds healed, and it seemed to bond with Artean. When it came time to release the bee back into the wild, it wouldn't leave Artean's side, and against some of the village's fears (who later accepted the strange circumstances) he ended up keeping the bee, now named Billas. Billas proved quite clever for an animal, and Artean was able to teach it several useful tricks for his exploration.

Eventually the grip on time became worse and worse for Artean and the village. Many more people were becoming lost in the woods, losing hours or days. Artean himself would emerge from a few hours running an errand only to discover he has been missing for days or find out that the hours spent only accounted for a few minutes. Villagers had to repeat task over and over, finding hours or days of work meant nothing now. When the call for brave mice to try and find the Key of Ages once more, Artean signed up at once. Many expressed worry about him leaving, having come to rely on his presence in the village, while others called him a hero.

But, perhaps selfishly, Artean had another reason to sign up for the expedition. Chiriweat was a new wilderness few had ever seen, and Artean wanted to be one of them.

Abilities:
Artean is a skilled survivalist with strong instincts when it comes to the wilderness. He is skilled at tracking animals, and well versed in knowledge of several natural remedies and treatments. He has a strong sense of balance, good acrobatic and athletic abilities, and is light on his feet.

Although he is not a fighter by heart, he has taught himself in using his hiking stick and sling as a method of self-defense. He also carries a survival knife for general use that can also be used as a weapon, although he prefers the comfort of the sling's range. He is surprisingly accurate with the sling, and has successfully hunted many predators that stalked the village with it. His hiking stick is no slouch either, being a solid piece of wood with a fair amount of length to it.

Most unique to him, however, is his companion bee Billas. Billas is was taught several survival tricks by Artean for use in the woods, and easily transferrable to Chiriweat's Castle. Billas can act as a forward scout, flying ahead and answering simple questions about the area with certain gestures. Billas was also taught to retrieve small items, and can carry items that a bee can realistically be expected to carry. Perhaps most importantly, Billas has a non-barbed stinger like most other bumble bees. This allows him to sting foes without the fear of his stinger getting caught, and breakage is much lower compared to his barbed brethren.

Roleplay Sample:

http://www.pokecommunity.com/showpost.php?p=9406313&postcount=32

http://www.pokecommunity.com/showpost.php?p=9370800&postcount=12
 
37,467
Posts
16
Years
  • Age 34
  • Seen Apr 19, 2024
I just started writing up a sheet for a healer, but if you decide that you want to be a healer then I'm perfectly fine with changing it to something else. You did choose it first, after all.
If you have a good concept for a healer, I can play a wizard instead (:
 

Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
3,447
Posts
9
Years
  • Seen Nov 23, 2023
So far I haven't seen anyone talking about a knight, so I'll be making a knight. If people want to make a knight and have a good concept, message me, I don't wanna take up spots by merit of being gm.
 

Winter

[color=#bae5fc][font="Georgia"]KAMISATO ART: SOUME
8,321
Posts
9
Years
Name: Yvanna of Whisker Woods

Age (Mice from the Realm of Mice age like people): 21

Class: Druid

Gender: F

Personality: Having lived in the Whisker Woods, Yvanna interacts better with plants than other rodents and she prefers the former's company. She harbours a strong distrust towards anyone she does not know, and will behave aggressively on encounter, like a beast trying to scare away a foreigner, sizing up to see if it's predator or prey. Yvanna loves to get in touch with her wild side, although she herself does not like tapping into the primal energies druids are known for, she is not above using brute force when subterfuge and meticulous machinations fail. Her sadistic side blossoms like a black lotus when people fall victim to her traps, and power easily gets to her head and give her a 'high'. After all, in the jungle, it's the survival of the fittest. The strong will rise, the weak will fall.

Like all druids, she has an instinctive aversion to anything that threatens nature, such as fire. The sight of steel, especially axes, can and will incite a violent reaction from her. She doesn't like anyone who tries to defy or modify nature, believing that people should let nature run its course. Yvanna relies on her instincts and prefers not to over-think and waste time forming judgments. While druids believe that life is sacred, Yvanna finds herself indifferent to the value of a life, for the cycle of life cannot exist without death and that all mortals eventually return to the earth to give opportunity to new life to bud and sprout. While she respects souls that cling onto life like creeper vines seeking sunlight, the natural order decrees that the weak must fall so that others can rise. You can call it ruthless but Yvanna sees it as merciful.

Appearance: Yvanna is a natural beauty. Or would be, had she adhered to the normal life of a mouse, instead of following the druid's path. Her appearance is both enchanting yet frightening, surrounded by a veil of otherworldly beauty that is unnerving. At first glance she may seem like a nymph or a spirit of the forests, with plants spilling out all over her body. Clothes? She has no need for them, for she feels at her most comfortable in her natural state, uninhibited and not shackled by synthetic constructs. Thin vines and fern fronds curling around the back of her head grant her the illusion of hair with intricate patterns of leaves, moss and bracken woven around her regions that require modesty. Her tail is a concoction of green and brown, like a tree snake whose glistening scales seem to shift between colours under light.

History: Yvanna hails from a clan residing deep in the Whisker Woods. Since young she heard the forest calling out to her, the forest that protected her kin and nurtured them since they were but naked babies, the forest that gave life but also able to take it away without second thought. Her early powers manifested through tendrils and flowers growing mysteriously in her room, coupled with the fact that she had a keen inquisitiveness for botany. She hardly interacted with the other clansmen, and could hardly say to have close ties with her family who did not know how to treat someone magically gifted as her. It was just a normal day, nothing special to fix the date in her memory, when Yvanna just uprooted herself from her clan and left, to be assimilated by the forest. On her own, she grew, nurtured by nature and in turn she nurtured nature, tending to her garden of carnivorous plants and protecting the woods from harm. Travelers who've strayed far from the road and wandered too close for comfort have often been rudely vine-handled and thrown back on the path they meant to take (much to their relief, despite the traumatic experience).

However, when Time began to act up, Yvanna felt it deeply for nature was bound by time. Parts of the forest seemed to enter a period of frozen time, whereas some plants and trees either grew too fast and withered away, or grew at an abnormally slow rate. There were days Yvanna went to sleep only to feel the sunlight falling on her face an hour later. Flowers that only bloomed in the night shriveled up when night time shortened and daybreak came. She could hear the forest deteriorating in health, to a degree where she could almost hear nothing, as if the forest was in a deep slumber of stasis, retreating away as a defense mechanism. It was with huge reluctance and a lot of willpower to muster her courage to uproot herself, once more, from her home, to get to the root of the problem.

Abilities: Sylvantongue ? that is her druid gift of being able to communicate with the forest that surrounds her. She is also able to connect herself to the thoughts of the trees and plants around her, and uses this to detect any intruders or people who intend to upset the tranquility of the forest. She is adept at summoning vines and a rare species of carnivorous plants (her little pets as she affectionately terms) that she has mutated and augmented to be heat-seeking and somewhat sentient enough to only target heat sources that can move (it would do no good for them to be lured towards a still fire thinking it's meat). Apart from an immunity to toxins, Yvanna is able to release plant-based pheromones that have mind-controlling effects.

Roleplay Sample: See Venice, As the Dust Settles, Everybody is a Pokemon, or any other RP I've been in.

 
37,467
Posts
16
Years
  • Age 34
  • Seen Apr 19, 2024
WIP


Name: Cronald Ripipip

Age: 26

Class: Wizard

Gender: Male

Personality: He seems cheerful, but he ponders a lot of things about this world. Being overly strong with magic, he tends to want to make things complicated and a bit of a challenge on purpose. Not often has he met with a challenge that required him to pick up a magic wand and properly trick his way out of things with his powers. Although his life has been intensively shrouded in the arcane arts, it is actually the magic of people meeting people that fascinates Cron the most. He enjoys learning about a person and figure out what makes them smile, what makes them tick. What makes them fight and what makes them run. Most people Cron has met have disappointed him.

Appearance: Grey like a cloud heavy from rain, Cron wanders through the world. His feet are clad in sandals most of the time, as he considers walking on one's two bare paws barbaric. His lower body wears poofy beige trousers, tight at the ankles but wide at the thighs, ending strictly wrapped around his firm waist with a long, teal colored silk belt. On the many coils of the teal ribbon, the mage has hung pouches containing various handy small stuff. A purple vest covers his torso, ornated with shiny brass buttons along the front. His wide shoulders are hidden by a long, dark blue coat - that too with brass buttons along the front. The sleeves are almost always rolled up to Cron's elbows, and the collar of the coat is not folded down.

Cronald's weapon of choice is his staff. Inredibly bored of the powerful accessibility of a normal wizard's staff, he decided long ago to stop using that nonsense. His staff is an ordinary wooden staff. There are a few golden rings marking the middle of it, right where he usually puts his paws if he needs to swing it around; just because he wanted a normal staff instead of some magic mumbo jumbo doesn't mean that he has to go completely out of style. Spells? Oh, he points with his fingers and hopes for the best.

History: Magic comes really easy to Cronald Ripipip. As a child, the son of a village smith and flower lady, he was feared by most villagers for the plethora of strange things that happened around him. One day, a knight passed by the village and encountered the boy. He convinced the parents to let him take Cronald with him to his lord, where skilled and wise wizards could make the most of Cron's talents. Of course, Cron was a terrible student. He did many amazing things with magic, from moving things around with his mind or creating objects from raw magic energy and teleporting himself away when his old wizard teachers became too overbearing. Nothing they tried to teach him really fascinated him though. He wasn't interested in learning about the old wars and how magic had made things worse or better, nor was he interested in learning to meditate to better channel the energy flowing within him. He felt like he was constantly going to burst with magic energy anyways.

Eventually, even though the mages were far from ready to graduate him and call him a proper wizard, Cron decided to leave the castle where he had spent his teens, and returned to his parents. But the village was tiny, so very tiny. He tried to use his magic to make life more interesting for the villagers, and in the beginning they were amazed by him and cheered on him like a god. After a while though, they started to become ungrateful and take his spells and services for granted. Cronald grew disgusted with it and one day simply left. Life was just too easy when you were a magical prodigy. People didn't appreciate you for what you could do in the end, they would only like to control you and use you for their own schemes.

Well. How about we drop all control? Cron left his magic staff in his childhood home, for the villagers to fear or play with as they liked, and instead accepted a fine wooden staff crafted by his own father. It was nice to hold when wandering, and was sturdy enough to whack a few bandits over the head with if they tried to wrong him. But he couldn't channel magic through it. Now, he only had his raw power and wild mind to focus his abilities with. That had never gone well in the past. Not much control at all, he had now. Which suited him perfectly. Finally an interesting life to lead!

In the few years since, he hasn't used his magic more than needed. He became a wanderer, taking up quests and odd jobs here and there. Sometimes, the magic he used to try to solve them only made things worse. And by worse, I of course mean more interesting, in his own eyes. He has started to wonder though, if there is a possibility that he could work hard to hone his ability to focus magic even without a special accessory like a wand...

Abilities:
TELEPORTATION - but since he doesn't have a magic staff, he sometimes ends up in the wrong place.

TELEKINESIS - but since he doesn't use a magic wand to point at the things he moves around, he can sometimes take control of other objects than the intended, or move them in ways he didn't mean to.

CHARMING /giving objects life or controlling people - but since he doesn't cast the spell through a magic wand, the objects and people he charms can sometimes end up doing other things than what they were supposed to.

CRAFTING - but since he doesn't call upon the magic energies with a magic staff as the lantern, he sometimes ends up creating slightly different things than what he imagined.​

Roleplay Sample: http://www.pokecommunity.com/showpost.php?p=9380346&postcount=6
 
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Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
3,447
Posts
9
Years
  • Seen Nov 23, 2023
I'd like to play the Knight, if that's okay.

Yeah, go ahead!

After some deliberation, I've decided to take an outsider role as GM. My posts will be a variety of NPCs' perspective, and add plot and lore to the expedition.
 
37,467
Posts
16
Years
  • Age 34
  • Seen Apr 19, 2024
Ugh, I dread writing Personality bits of SUs ahhaha. I guess I'll think of it as "Weaknesses and Strengths" and lump it together.

Any plans on when this RP should start, Ben?
 
1,660
Posts
13
Years
mouseknight.jpg

Sir Ben of Junkheap



Name: Sir Ben Junkheap

Age: 27

Class: Knight

Gender: Male

Personality: Sir Ben grew up with the legends of old knights, who had a strong code of honor and chivalry. Despite living in a harsh neighborhood, where life depended on savagery and tenacity, Ben wanted to be an honorable, beloved warrior. He wants glory and respect, and isn't interested in money or any physical reward, except for food, which he will always accept. Despite his noble facade, he loves the thrill of combat and adventure, showing savagery and glee in the face of danger. He jumps in to any conflict with little to no thought, to help those in need and increase his reputation.

Appearance: Larger than many mice, Sir Ben is often thought to be at least half rat. His fur is scruffy and brown, unlike the soft fur of most mice. He's not exactly handsome, either, with large teeth, a long tail, and a chubby body, which causes others to compare him to a rat even more. He wears a metal helmet and breastplate, fashioned from an antique armor set found in human ruins. It is sized perfectly for mice, meaning it was probably a model armor set. The armor also included a sword and shield, which he complements with a large wooden club and a small dagger.

History: Born in an old human junkyard, Ben grew up scavenging for scraps of both food and human relics. Among the junk he found old books and statues depicting medieval knights, where he learned of their heroic deeds and the respect they commanded. He aspired to elevate himself beyond his humble origins and make a name for himself, after years of mockery for his home, appearance, and perceived heritage.

Abilities: Due to his large size and labor intensive upbringing, Sir Ben is amazingly strong for a rodent. He is a big eater, but can live off of almost anything, and has built up an immunity to most diseases, poisons, and even illnesses. He never gets sick, can work for hours without tiring, and can survive untold levels of punishment. In addition to his great strength and endurance, he has trained to make his tail prehensile, allowing him to use it like another arm.

Roleplay Sample: http://www.pokecommunity.com/showpost.php?p=9437780&postcount=5
 
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Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
3,447
Posts
9
Years
  • Seen Nov 23, 2023
Ugh, I dread writing Personality bits of SUs ahhaha. I guess I'll think of it as "Weaknesses and Strengths" and lump it together.

Any plans on when this RP should start, Ben?

I feel your pain.

I'd like to have 6 character's selected by coming Friday, so I can put up an IC on Saturday.
 

Afterglow Ampharos

Ampharos are the ultimate kid's bed. They have a b
672
Posts
7
Years
Ooh, this reminds me of a cross between Mouse Guard and PMD Explorers of Time.

She has a set of armor, crafted herself out of the chitin of larger insects.
[...]
Once it was she pulled it free, the bark coming off with her paw as though it had been apart of her all along. She looked at the bark glove covering her paw, moving her digits as freely as if they weren't covered.
I found these bits quite clever!

His companion bee, Billas, also wears a little blue neckerchief.
Adorable!! I love the idea of a companion bumblebee to a mouse.


I'm going to conceptualize a mouse of my own, probably a healer. I'll get back to you before long!
 

Afterglow Ampharos

Ampharos are the ultimate kid's bed. They have a b
672
Posts
7
Years


aum3pnN.png

-- Profile --
Name: Eleanor Bennett
Aliases: Ellie, Nell, Nora
Status: Tired, but persistent
Class: Healer / Watercrafter
Age: Elderly

Music:
Waterfall
Questant's Lament
Escape Goat 2 playlist
Even In Death
Seclusion
-- Appearance --
Clearly aging. Her fur's a gentle grey. Her paws are a bit wrinkled, but they still work nimbly.

She's happy to dress simply in a blue cloak, and nothing else but the belt/bandolier strapped around her body to carry her many bottles and water skins. She's also in the habit of using a long wooden staff. Perhaps she needs it as a cane or walking stick? Perhaps it's handy for other uses?

-- History --
As a child, Eleanor lived a cozy life, daughter to an innkeeper father and a skilled nurse of a mother. One daughter of many, in fact. It takes many little paws working together to run an inn, especially one in the stronghold city of Burl. Burl, of course, remains a refuge for any mouse, buttressing the ravages of winter cold and fearsome predators alike.

Apologies for the departure from the young Eleanor, but I promise you it proves necessary.

Burl depends on collection and defense to keep its inhabitants safe. Holing up inside the city (most of which lies underneath the earth among the roots of a great tree), is how they stay safe, and comfortable. Food is collected in excess during spring, summer, and fall, so they have enough to stay inside during winter. In the winter, Eleanor's father could count on his guests taking a very extended stay indeed at his inn -- no one wanted to step outside of Burl until the spring thaw.

But as safe as it was inside Burl, it was also, in its own way, a trap. Anyone who fell ill was quick to pass the disease to others in the cooped-up environment, and this went doubly so for the guests of the inn and the family who maintained it.

Fortunately, Eleanor's mother was an amazing doctor, somehow able to juggle the maladies of the inn's guests as well as her one family and friends. During the worst of times, the inn felt more like a sick bay than a hotel, with but one doctor on hand. Well, one doctor plus her assistant.

Young Eleanor loved playing nurse to her mother. The way her mother was able to heal so many people back to health was amazing to Eleanor. When her mother was so busy she was run off her paws, Eleanor would assist her and learn through osmosis. During downtime when not so many mice were ill, her mother would teach Eleanor in a more calm, controlled environment.

Eleanor knew what she wanted to be.

One winter, when Eleanor was on the cusp of becoming a teenager, illness descended on the stronghold city of Burl like never before. Eleanor's sisters fell ill, one after the other, followed by her father, as well as a majority of Burl's inhabitants. Eleanor's mother worked herself ragged, tending to perhaps three dozen patients at one time. With certain patients, she would refuse to let young Eleanor help, afraid that her child would catch the disease's spread as well. Eleanor was insistent, using her own mother's words: "As long as breath still flows through me, I will keep it flowing through those around me."

And so the two worked together, tirelessly. But Burl's reserves soon ran dry, and winter storms raged on outside. There was no medicine they could give their patients, no herbal remedies, no painkillers to dull their suffering.

Illness took the lives of 40% of Burl's inhabitants in the span of a single season. Eleanor's father and mother among its victims, along with many siblings. Eleanor's sister Viena was her only family left. The disaster had swept its healer along with it. Once spring allowed them to set paw outside again, there was little Burl could do but bury and mourn its dead.

Eleanor, in her grief, lashed out, using a mixture of logic and pained outrage to justify her next action: She protested at the memorial service, in front of what was to be a mass grave. Standing in front of what remained of her city's population, she told them that their loved ones must not die in vain. She demanded they not bury their dead. The city's reserves are empty, and with such a hit to their numbers, ALL of them would need to gather food and medicine, leaving many more mice open to the dangers of predators awakened by the spring thaw. They were all hungry, both mice and beast. Eleanor repeated: they must not let their loved ones die in vain.

The crowd began to catch her meaning: use the dead to keep the predators fed, and to keep them alive. Some began to shout at Eleanor, calling her barbaric, offended that she would be so disrespectful to their dead, using them as mere meat for the beasts. But ultimately, Burl's leaders (what remained of them) found this to be the most logical option if they wanted to keep the remaining half of their population alive. Predators with full bellies do not hunt. They would be free to restock the city with little danger, which was not to be underestimated, since most of their most experienced gatherers had passed on.

But Eleanor was not done, again seeking to turn her grief toward constructive measures. Measures that would prevent such tragedy from occurring again. The problem was that medicine is a finite resource, especially during the winter. The ingredients necessary were inflexible: you couldn't make do with what you had, like you could during times of famine with very little in the pantry. They were hard to scrounge up, some only found on the coast.

Eleanor looked into other options. And that's when she found Earl, the boyfriend of one of her late sisters. Earl's grandfather had passed away during the winter to the same malady, and left behind many interesting tomes, scrolls, and assorted notes, which were passed to Earl as heir. Earl didn't know what to make of them, but Eleanor pored over them religiously. They spoke of magic that could be summoned from the natural elements, magic that had the capability to heal, to protect. Magic that called forth the very essence of life from the element of nature it embodied. Water.

"As long as breath still flows through me, I will keep it flowing through those around me."

Studying with a frightening intensity, Eleanor alternated between locking herself away in a room with these writings, and spending stretches of time practicing outdoors at the pond. Earl, Viena, and her aunt became worried that she was becoming lost to some ancient magic -- and in a way, she was -- but she promised it would be for the good of everyone.

This ancient, magical method of healing proved not just useful for Burl, but entirely renewable. From then on, medicinal supplies were all but unneeded. What's more, this method of healing proved quite useful while traveling from city to city on trade, or while gathering supplies, or while the guard was on a mission. Carrying medicines while on foot was not only limiting, but rather delicate, and easily lost in battle, fleeing danger, or simple travel accidents. Water, however, was always carried on journeys anyway, and could be found more easily -- pooled in lakes, or falling from the sky.

Eleanor's new skill made her a prime candidate for healing out in the field or at home. She was proud, and happy to help the injured and ill with this simultaneously bizarre and natural magic.

As time went on, and the horrible winter passed into the city's history, Eleanor looked back on the event and couldn't help but feel something was strange about it. It felt as if those winter months went on for far longer than they normally do, leading to the whole city running out of medical supplies. But what could possibly cause a series of months to stretch out past their norm?

Eleanor never really got her answer, but in the many years to come, she continued to study more and more about the magic of water and how to harness it in new ways. It became her profession. She became old, and with her experiences healing many mice, came wisdom.

-- Personality --
When she opts to remain quiet, the oldfur can give off a mysterious air.

When she does speak, it's clear that years of experience and work have blessed her with wisdom and ethics. She is no-nonsense, and commands respect. She speaks with forethought, only raising her voice when the situation demands. She can even come across as a caring old lady, concerning herself with everyone's well-being.

Occasionally, a smile will play across her oft-pensive face. In fact, it's not unheard of for the old mouse to prod others with teasing that only an old lady can get away with.

Eleanor tends to give a light swat to mice who treat her like she can't get around on her own because of her age, telling them she's not feeble just yet. But sometimes she has to admit that she's much more easily tired than the younger mice she travels with. She requires more rest.

-- Abilities --
This old mouse is well-studied in the art of "watercraft." It involves drawing magic power from the liquid, and can also involve shaping the substance itself.

Eleanor is only able to perform as much magic as she is carrying water, unless there is a source of water nearby. Her supply would be limited because: they are traveling, water is heavy, and some of it is needed for drinking.

More precisely, Eleanor carries five glass bottles, as well as five waterskins -- a far less fragile container than the glass. Each one, full of water, is fitted neatly into her belt, strapped about her waist. If the water from one of them is insufficient, she would combine two or three. She refills them whenever possible.

Heal - Physically, healing draws on the restorative properties of water in organisms that are primarily composed of it. This can be executed in different ways, but always involves applying the water directly to the patient's body. e.g. Pouring, soaking a bandage, massaging.

Poison - On the flip side, one can use the very same water in the opposite way, tainting it, so that its magic instead poisons who it touches.

Barrier / Bending - Through the ability to manipulate, bend, and shapeshift this magic water, Eleanor can create barriers, like a flat plane of water and/or ice. She could also make surfaces too slippery to tread.

-- Roleplay Sample --
"I was told I would be briefed once on the trail, Madam Eleanor. What is it we're looking for?"

The old greyfur chuckles transiently, looking ahead as she continues down the path. "I don't know if I'm qualified to 'brief' anyone, Josephine." She looks over her shoulder to the younger mouse following just behind her side. "You are not with the guard at the moment, is there need for such terms?" Eleanor looks ahead again, keeping her eyes less on the path and more on the area around them, as if scanning for anything amiss. "A tradesmouse from Thistledown was due to arrive in Burl a full two days ago. He never reached us."

"So... a body hunt?" Josephine asks, beginning to cast her eyes from side to side in search now that she's learned this.

"Let's not be so pessimistic. After all, Burt has sent their healer, have they not? I am no mortician."

"...My apologies, Madam."

The two ladies trek and search in silence for a time, traveling the route which the tradesmouse would have taken if he were to approach the stronghold city of Burt. The silence only broken up by the crushing of fallen leaves, yellow and crisp, beneath the staff/walking stick of the oldfur.

A raven's caw further pierces the silence. "Do you see anything, Josephine?"

"No... What do we know of this tradesmouse? Fur colour, clothing?"

"I was hoping you might act as lookout for beasts, actually, while I do the searching for our wayward merchant." Eleanor notes, glancing toward the younger again.

"Oh -- of course. Two sets of eyes for two different tasks." Josephine switches her focus to the sky and the surrounding woods, though she's barely begun when Eleanor stops, holding her staff out in front of Josephine to stop her as well.

"The ravine." Sure enough, at the bottom of the nearby ravine, a toppled cart lies, its contents spilled over the ground, a mouse's body half-buried among the goods.

"That must be him!" Josephine exclaims from the edge of the ravine, joined by the old mouse at her side. "Shall I go to his aid?"

"I'm sure you could get down there, perhaps even back up again, but you'd never be able to carry him up with you... The sides are too steep and muddy." Eleanor says, examining the scene as if it were a puzzle. Her snout rises gently, until her eyes hit the opposite side of the ravine. "Do you think you could vault to the other side with a running start, Josephine?"

She checks the distance. "I could, but the other side looks just as slick."

"No matter. You brought a length of twine, yes?"

Josephine retrieves it silently, holding the coiled length out. Eleanor takes one end, crossing to the nearest bush. "Carry your end across as you jump. I'll fasten this side." Eleanor directs, already tying it around the sturdiest of the bush's lowest limbs.

After the more nimble mouse has leapt the gap, she's directed to hold her end of the twine steady and strong, which she does readily. But to her horror, she sees the elderly mouse on the other end abandon her staff and begin to shimmy across the horizontal length of thread. "Eleanor! What are-- you can't!"

"Hush, child! Keep that twine steady! I need it taut, do you want me to join the crumpled cart?" Eleanor barks back. Josephine clams up and holds still, though watching a mouse at Eleanor's age pull a stunt like this goes against all her better judgement.

Slowly and steadily shimmying along, Eleanor reaches a point on the thread about three-quarters across, past the point where she'd be above the victim below. "Now, I want you to slowly let the twine slack. Lower me to him." Josephine does as she says, paw over paw, lowering the strand, letting it bow under Eleanor's weight. The old mouse sags, the extra length pulling her down toward the center and the bottom of the ravine, until she's with the fallen gentleman. She checks for breathing, which she luckily finds, then holds the limp mouse's paw with one of her own, and holds onto the thread with her remaining three limbs. "Now, pull it taut again, Josephine."

Pulling the twine back up to a horizontal line proves twice as difficult, lifting the weight of both Eleanor and the unconscious mouse. Josephine can manage, but it's slow going, peppered with grunts from her side of the ravine. The entire time, she watches her partner and worries that she'll lose her grip on either the twine or the mouse. Once the length is taut again, Eleanor's tasked with the hardest part: shimmying her way back the way she came with only three limbs free, and an anchor of weight hanging from her other paw. The journey is short but arduous. Her arm feels as if it might slip from its socket as the weight seems to grow heavier with time. Finally, she makes it back to solid ground, to the pathway, with the male mouse safe.

Josephine jumps the gap again, joining Eleanor. "How is he?"

"He's broken an arm... possibly a rib. They'll mend." Eleanor answers, already knelt over the collapsed mouse and putting his arm in a splint. Before Eleanor slips the splinted arm into a sling, Josephine notices her remove a vial of water from the strap around her hip, then pour an amount of water onto the splint's material. Just before it disappears into the sling, Josephine could swear she saw the wettened splint give off a dull glow, or glint... A trick of the light?

"See if you can salvage any of the cart's goods, would you?" Eleanor requests, interrupting Josephine's spying. "Burl can't afford to lose any supplies, not with winter already in the air."

---------
P.S.
A song Eleanor sings, during times of duress:

Wolf, hawk, fox, and snake
Can't stand in my way
My body is weak and it may break
But it shan't be today

Wolf, hawk, fox, and snake
Seek to see me slain
My body is weak and it may break
But it shan't be in vain



 
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Ice1

[img]http://www.serebii.net/pokedex-xy/icon/712.pn
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  • Seen Nov 23, 2023

So, that list of abilities is quite extensive. I know you mentioned the GM picking the ones that go, but I'd rather have a player themselves makes such a choice.
On another note, dice aren't a thing in this RP. While certain elements are like tabletop RPGs, we don't use an actual system.
 

Afterglow Ampharos

Ampharos are the ultimate kid's bed. They have a b
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So, that list of abilities is quite extensive. I know you mentioned the GM picking the ones that go, but I'd rather have a player themselves makes such a choice.
On another note, dice aren't a thing in this RP. While certain elements are like tabletop RPGs, we don't use an actual system.

Extensive in a good or a bad way? Are there any you would say break your idea of the game?

Oh, any opinion about the Rune Master concept itself? I'd like that kinda feedback. An age that seems suitable for that kinda character n' backstory, too.

I know. No dice. I was just using one in Hidden Power because it was supposed to be a random element. Needed a RNG of some kind for that.
 
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