nobilitease: (Default)
2023-08-08 01:48 pm

TEST

In the wake of destruction wrought by the strange beast of the forest, Claude and Marianne - both people far more well-acquainted with the ramifications of damaged farm grounds and unprepared civilians than they would like to be - have taken it upon themselves to try to prepare in advance for the next attack, whatever that may be. After discussion with the leads of Aldrip, they’ve come up with a list of what most needs to be done – and they can’t do it alone. With the community of the Chosen at their heels, new and old, for reasons of altruism and for reasons of simple exploration, they have set forth with the following tasks: an excursion through the eerie Pessiria Forest to get to Rumpitur to exchange goods and services for aid from the dubiously friendly naga-like people who live there, restoring life to the destroyed forest and farmlands so that nature can once again thrive, and to properly stock up safehouses with preserved goods, shelter, and weaponry.

What’s in it for you, you ask? Well, when the next attack comes, you don’t want to be the one going hungry.

EXCURSION THROUGH THE PESSIRIA FOREST



Rumpitur is a full day’s trek away, and not a straightforward one; in order to get to their destination, the Chosen must first hike their way through Pessiria forest. They meet with their packs and wagons at the entrance of the forest, a thick, lush wall of foliage greeting them along a winding, unsteady path. If you’re prone to listening to rumours, you may hear some of the locals buzzing about uncertainly: “no business being on that land, none at all”, “Did you hear? That’s where that Froste boy disappeared – when you go in, you never come back out”, “Going in there? They’ll be cursed!”.

No such dangers will greet the Chosen, but the more paranoid among them will be confronted with the grim reality of an entire day’s travel spent on edge, jumping at every flutter of wings from overhead and snapped twigs from the fauna skittering through the brush. During this trek, there will be ample time for the Chosen to stop and rest a while, replenish their flasks and perhaps share a story or two, but be careful; in forests this dense, it’s easy for someone to get lost. Wouldn’t it be a shame if someone was left behind?

To add insult to injury, once they arrive in Rumpitur, they’ll realize that there’s nowhere for them to stay, and the scaled denizens of the place will firmly - though not unkindly - refuse to let them into their homes. That means that to get anything done, the Chosen will need to make camp right outside, a great opportunity to swap stories around the fire, try to rustle up some dinner, go stargazing, or just complain about the effects of the hard ground on your poor old backs. Happy bonding!

DIPLOMACY OF RUMPITUR

Once diplomatic meetings have come and gone, the representatives of Aldrip and Rumpitur have come to an agreement: Rumpitur will provide its aid, but only at a cost. They have their own interests to protect, after all. But they’re flexible on how such a debt is repaid and ask only that the Chosen provide whatever they are able to – and you wouldn’t want to give Aldrip a bad reputation, would you?

Here, the Chosen can truly shine as they’re asked to give what they can. For some, this means sheer manual labour as they haul water from the wells, transport crops and goods from one place to another, or provide much-needed assistance to the smithies and shopkeepers of the land. For others, this means providing gifts, whether that’s their own handiwork of artisanal goods, of art, of culinary delights, of weapons and toys and trinkets that only the Chosen know of. Other civilians may yet yearn for entertainment; a fussy crowd they may be, but with the same people coming in day in and day out, they’re hungry for new music, new acrobatics, new shows.

Be creative in what your characters can provide – and have them ask for help too! This is a true group effort in showing Rumpitur the Chosen’s goodwill, and showing themselves as a steadfast community that can be trusted.


RESTORING RAZED LANDS

Back home in Aldrip, the Chosen are faced with the farmland and lush forests that were decimated in the wake of the attack. Now that the bulk of rebuilding has been completed for the townspeople, it’s time to turn their attention to the abundance of the earth’s gifts that were ingloriously sapped. Here, the Chosen have been asked to replenish destroyed crops by irrigating and milling the land, planting new crops, and tending to the displaced animals that require assistance – though strangely enough, there seems to be some new flora and fauna that’s popping up. Are those plants glowing? Wait, is that a giant bird? It almost looks as though if you caught it, you could ride it… and the villagers of Aldrip seem just as familiar with them as you are, commenting that new life seems to be drifting into Aldrip’s territory on a regular basis.

Have your characters mill about on the farmland together, nurse wounded animals back to health, plant seeds, and help rebuild farms. Nothing says bonding like a good old-fashioned group activity.

Just watch out – those summer storms can be absolutely dreadful, and on more than one occasion, you may find yourselves taking cover in one of the abandoned old farmhouses to wait it out. Get out of those wet clothes, get underneath those (admittedly musty smelling) blankets and use the stove inside to put on some tea. Get nice and cozy – you might be here for a while!

STOREHOUSE SCRAMBLE

Last on the Chosen’s to-do list is to build up their stores so that if an attack of this scale happens again, they’ll be ready for it. The Chosen are to come together as a group to help dig out safehouses and cellars for citizens to hide in during the next attack, and to help bolster their stores. Now that some of their ranks have brought home goods from Rumpitur, it’s time to figure out what to do with it all.

Chosen may assist in hunting and gathering resources, working together to dry and pickle vegetables, dig out safehouses (careful – there are vermin and minor cave-ins aplenty!), and to solicit local smithies to shore up their stores of weaponry – just in case.

That said, weapons aren’t much good without the ability to use them. The Chosen are welcome to test out the wares in a nearby clearing set up specifically for training, especially if they’re from worlds where they weren’t stuck with swords and bow and arrows. There are scarecrows and targets set-up to practice on, but there’s really no replacing one-on-one combat – take a shot at it, and you may even gain a small audience! And are they placing bets…? Well, you’d better do your best, or else more than your pride might wind up bruised.
nobilitease: (Default)
2023-04-12 10:16 pm
Entry tags:

expiation app

Player: Fey
Contact: PM or on plurk @ wisdombitch
Age: 30
Current Characters: N/A

Character Name: Claude von Riegan
Character Canon: If applicable.
Canon Point: In the midst of the 5 year timeskip -- post academy-phase, pre war-phase.
Age: ~21

Crime: Deception.

Background: Wiki Link.

Personality: At his heart, Claude is a character who holds his cards incredibly close to his chest, an outsider and an enigma who rarely reveals his true self to anyone due to the precariousness of the nature of his birth. He hides his cunning, deep ambitions, and true strife behind an affable grin and a carefree exterior, though his mask isn't pure artifice. He is, at his heart, someone who recognizes the value of joy in the moment; he loves to dance, to feast, to joke and carouse, believing that it's best to lead by example to celebrate the here and now. While this is primarily how his peers see the entirety of his personality, it's a very small part of who he is.

Due to his own experiences with racism as a biracial prince and potential inheritor to the throne, everything he does is to achieve his dream of breaking down prejudice between the two nations he calls home. This powers his cunning and pragmatism, willing to lie, manipulate, and scheme his way to success. The single-mindedness of his efforts often have him losing sight of individual perspectives and the importance of empathy for those around him, so eager to see his goal that he'll pry deeply into others' business (such as pushing his way to demand a dead man's diary from his child) or maintain ignorance of the plights of those caught in the mix (such as his ignorance of the lot of the poor in Almyra). While he does try his best to amend this once he realizes it, being kind-hearted and well-meaning deep down, it's something he has to actively remind himself of and work towards. He has a tendency to see others as chess pieces on the board because he sees himself as one too; he considers his own life just as equally as an abstraction, his own life a vehicle to be used to achieve a grander goal.

Much of this lack of empathy comes from his distrustful nature, unwilling to let anyone see the real him, afraid that he'll be loathed and made ineffective if the truth of his heritage were to get out. He'll be friendly with others and pry into the dark corners of their lives, but will refuse to share the same in return. He sees himself as a perennial outsider. Despite this, emotional bonds with others are incredibly important to him (to the point that he makes some frankly embarrassingly passionate speeches about how opening one's heart to friendship will conquer all), and he fights a constant push and pull with himself between his desire to connect with others and his fear of rejection should he do so. This is one of his primary flaws, as his inability to connect with others and trust them puts him in precarious positions that could be otherwise easily avoided.

All that aside, Claude's dreams and behaviours clearly display someone who is tender-hearted at his core, kind and caring, with a genuine desire to do good and for others to live a life free from turmoil. He often describes himself as being conniving or selfish, but every questionable action is done a bid to free the world from oppression, and he feels great tenderness towards allies and foes alike. He wishes over and over that he didn't feel pressed to fight in a war, and goes as far as to express remorse for having to kill Edelgard, though he had spent the entirety of the game fighting against her forces. There's a sense of idealistic naivete to him to the very end, one that serves him well for facing his life with a staunch sense of hope for the future.

Abilities:
Crest of Riegan: Occasionally (in-game, a 30% chance, in RP, whenever it's narratively appealing), Claude's crest will heal minor wounds when he himself hurts another.
Barbarossa: Claude is extremely skilled with the bow and arrow and in wyvern riding.
Agility: Due to his crest, Claude is adept at dodging foes.
General weaponry: Claude has also received basic combat training in the sword, spear, axe, hand-to-hand, and magic, though the only secondary weapon he's adept with is the sword.
Magic: Claude is able to use extremely basic magic: offensive gusts of wind, and a simple healing spell that will be able to heal minor wounds, or to keep someone on the verge of death just stable enough to buy time for a real healer.
Master Tactician: Claude is a master of tactics and politicking, renown for his ingenuity and leadership skills.

Inventory: Failnaught, his legendary bow and arrow, a few healing potions, and the clothes on his back.

Samples: ONE, TWO, THREE

Questions: N/A