Wulfgard
Over the Sea: Part 2
SIGN-UPS ARE CLOSED.
“Land ho!” called the voice of the lookout in the crow’s nest. From his position on the quarterdeck of The Golden Dragon, the mighty Southerner-style exploration ship, the handsome and leanly muscular Captain could now see an island in the distance. They were approaching it fast.
“All hands on deck,” he called nonchalantly, leaning forward on the wheel and maintaining his current heading, following in the wake of another Southerner ship – but the crew of this ship matched its design.
The ship of Sir Nathaniel Aquilonis, famous Imperial explorer, did not. Men and women from far and wide occupied his vessel. As the cool wind blew over him, Nathan ran a hand through his short, dark brown hair, closing his eyes for a moment.
“Something wrong, Nate?” asked a voice beside him that bore a thick upper-class Imperial accent… which only served to add to her allure.
Aquilonis turned his light green eyes to regard the lovely lady Elektra, her deep black hair blowing in the breeze. For a brief moment he just looked at her as she stood there with her hands on her hips, wearing her skimpy outfit. It almost made Nate feel like his long, dark overcoat with gold embroideries was overly showy, despite his lack of any sleeves.
“Nothing specific,” he replied with a shrug. “I’m just still a little tired from the poison.”
“You’re just convincing yourself of that – I’m sure you’re fine.” She paused. “Let’s find an inn when we reach port.”
Nathaniel gave a brief laugh. “Now’s not a very good time.”
Elektra raised her eyebrows at him, managing an amused smile of her own as she said in a seemingly dismissive tone, “Nate, it might help if you got off the sea a little while.”
Aquilonis sheepishly turned away from her to gaze out across the deck. “Right, sure.”
By now the adventurers were finally waking from their various attempts at naps. After their long journey, they had welcomed some rest on a ship that they knew was safe… except, perhaps, for those still feeling uneasy about their new captain.
Some adventurers who now served on Aquilonis’s crew had been forced to choose allegiances before… and they had chosen another captain.
But Captain Roland, the tall and proud Imperial explorer who had yet to make any name for himself, had been arrested. Sir William, a Paladin of the Empire, was personally guarding the door to the quarters in which he had locked up Roland. While everyone had only heard him accuse Roland of treason, most everyone knew it was better to not contest the will of a Paladin… even so far out at sea.
Roland himself, however, was still scheming from within the room. He could hear the movement of the adventurers in the hall outside as they rushed to the upper deck for some reason or another, while he had to simply wait in the dismal bunk with shackles on his wrists. He rolled his eyes, leaning up against the wooden wall and losing himself in thought.
Fintan the Sea Dwarf was standing near the large ballista mounted upon the Dragon’s forecastle deck, as if he expected an attack at any moment. Flint, former first mate of Roland’s now-destroyed ship known as The Salty Seal, stepped up alongside the Dragon’s first mate.
“You look ready for a fight, mate,” he remarked, looking at the dwarf with his only good eye – over his right one, he wore a black eye-patch. His voice was thick with a lower-class Imperial accent.
Fintan looked up at the scraggly Imperial with golden-brown hair. “I can’t say the same ‘bout you.”
Flint arched a brow at him, but said nothing. Fintan nodded toward the golden amulet Flint wore around his neck – his only unusual feature, for otherwise his attire consisted of tattered clothing that was now a dirty brown, despite what color it may have been before.
“Poseidon?” he asked.
Fingering his trident amulet for a moment, Flint nodded. “Aye. An’ yer a priest o’ Njord, I heard.” He paused, looking at the dwarf’s unkempt hair and long, matching beard… both of which were grey with a distinct greenish hue. “So’re you really a Sea Dwarf, mate?”
“Uh-huh. Must be real fascinatin’ fer you an’ Roland, havin’ never really explored much anywhere, eh?”
Flint swallowed his words and remained silent, deterred by Fintan’s constant sour tone.
But the chatting and bantering of the Dragon’s crew was hardly what the adventurers on board were concentrating on, for they were at last arriving at the port.
It was a small place – certainly smaller than some of them were expecting – and it seemed to have been established in a tentative manner. Even from the deck of the Dragon, the adventurers could see that the settlement had many guards patrolling this way and that… mercenaries like Ghalib, no doubt, judging from their appearance and attitude. Already they could see some variety in the appearances of the mercenaries that marked them as hailing from many different Southern lands and walks of life.
The buildings now visible were short and small, with nary a three-story inn in sight. All were of Southerner design, mostly Deshret, as the two Southerners already aboard the Dragon pointed out.
Soon enough they had arrived at the docks, and a gangplank was promptly lowered. Aquilonis was the first to step off the ship, followed by Elektra, and all the rest of the crew. They were soon joined by Ghalib, who offered to resupply their ship – Aquilonis accepted the offer despite his receiving a disapproving huff from his stalwart Sea Dwarf companion, who then said he would stay behind for the time being and keep an eye on the Southerners going to and fro from the Dragon.
Those already in the port were most likely awed by the arrival of such a magnificent vessel. Bearing its namesake golden dragon on its largest triangular sail, Aquilonis’s ship was quite an exotic sight, for it mixed Southerner and Imperial styles. An intricate carving of the Imperial goddess of victory spreading her feathered wings graced the ship’s sharply pointed bow, and a mighty ballista was attached to its front – or ‘forecastle’ – deck.
On its side was painted the name The Golden Dragon… and many recognized it as the ship of the famous explorer and mapmaker Sir Nathaniel Aquilonis, an Imperial.
But perhaps even stranger was the company that disembarked from the vessel. Led by Aquilonis and Elektra was such a varied group of adventurers that many paused in the streets to watch them pass. There was a dwarf, an elf, many young and strong men and women from various lands and backgrounds… and there was also a hobbling old man trailing behind them.
The streets of the Southerner settlement were not the most populated, what with the town being so small – but then again, the last things the adventurers had to compare them to were Artorius and Illikon, both of which were far larger than this place… particularly the latter.
However, this did nothing to harm the well-known competitive nature of Southerner merchants, even if there were so few others about to buy their wares.
Among the brightly-colored clothes, the tools, the foodstuffs, and the trinkets being hawked by merchants at their little wooden stands, Aquilonis and the adventurers noticed some strange beings lurking about, watching them with their dark eyes.
They were men of the same nature as any others present, yet they were unlike any men the adventurers had ever seen. Their skin was of a copper, reddish hue and their hair was very straight and raven black. Though they saw both men and women of these strange people, not one of the men had even a hint of facial hair. All of them wore tattered clothing, usually just enough to keep them decent, and some also wore chains. The looks in their eyes as they gazed upon the newcomers ranged from curiosity, contempt, fear, or any combination thereof.
It was easy enough to figure out who and what these strangers were upon seeing the shackles worn by a number of them at one merchant’s stand – and by the words he called out to the adventurers as they passed.
“Hello there!” the Southerner said to them even as they walked, a broad smile spreading across his darkly-featured face as he spoke in somewhat fractured Imperial. “Need men on your ship? Many men for sale! Hard work – washing the deck, and these men do not complain! Very quiet, very obedient! I sell them for cheap – better prices than the mainland!”
The adventurers could see Aquilonis and Elektra speaking to each other in tones so low that it was nigh upon impossible to eavesdrop, particularly when caught up in the noise that was the streets of the settlement.
Soon the group began to break off, branching off to wander about wherever they pleased. Some adventurers who had lost much of their gear sought out smiths, while others simply searched for a tavern and a soothing drink.
Ghalib had arranged for Aquilonis to meet with the settlement’s proclaimed leader and his assistants. Elektra accompanied him, as did a few adventurers who had chosen to do so.
The events of the morning had a surprising outcome. While Aquilonis, Elektra, a number of adventurers went to the local inn and others wandered about, exciting news spread like wildfire in the settlement…
It was said that Aquilonis and his men planned to sail to the nearby islands, which were dark, mysterious, and barely explored. The adventurers heard that these strange, copper-skinned men dwelt there – and that they were savages of the very worst sort.
Seti, the aforementioned ‘pharaoh’ of the settlement, had ordered for word to be spread of a new job opportunity – the opportunity to work on Aquilonis’s ship. Whether this was Aquilonis’s order or Seti’s was either lost in translation somewhere or never specified… but either way, this was a chance for many in the town to see if the Imperial explorer lived up to his name.
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For the time being, please do not use this topic for any sort of discussion or asking questions. Please only post your sign-up. I don’t want this topic to get messy so early. For now, please use this topic for discussion. Keep reading for specific details regarding sign-ups, questions, etc.
TO RETURNING PLAYERS: Please re-post your character from the Part 1 sign-up topic (the original one) in this topic to sign up for this one. There are two reasons for this: I want to have a new sign-up topic that is more organized and coherent than the last one (an easy way to reference stats and other character elements for both myself and others), and I want to make sure that you’re interested in participating in Part 2 of the RP.
Also, please edit your character’s equipment/bio/whatever you like to fit with the events of the first RP if any changes occurred to your character. For instance, if you lost a good deal of your equipment, it’d be nice if you could mention that in your new sign-up – and you can also feel free to mention the new equipment that you bought in port, seeing as how I’d like to keep an accurate list of everyone’s character, stats, and equipment. Bear in mind that the things sold in this port would be of some kind of Southerner design (and nothing magical).
Also, details on the meeting with the Southerner leader (Seti), what he said, etc. will be given at the beginning of the RP itself.
Oh, and if you’re wondering if this RP will actually involve more C&C\choices & consequences than the last one, then yes, this RP is much more dynamic; I promise you it’ll be better than the previous one, which felt very bland to me. Part 1 was mostly an introduction (albeit a far too long one). Part 2 will involve generally a lot more freedom and opportunities to heavily influence the storyline, of which Part 1 only had a few moments.
TO PLAYERS WHO CONTACTED ME ABOUT SIGNING UP BEFORE NOW: If you sent me a PM with some request or somesuch, please re-send me the PM. After my internet connection died, my inbox became a huge mess, and frankly it’d be easier if you just re-sent me your PMs discussing your characters now that you can read this topic and see the new settlement and all of the new restrictions in place.
More notes:
This takes place before The Legend of the Five (the main Wulfgard novels I am writing) or Into the North (the working title for Scorp’s comics).
It is not required for your character to know anything about sailing, rigging, navigating, etc. If you happen to know it, that’s fine, but not everyone has to sign up as sailors and\or former sailors or anything like that – however, it would make plenty of sense if some players did, seeing as how this is a small settlement that was created only recently.
Be sure to read every bit of information in every section before deciding who\what you want to sign up as. There are certain restrictions in place (and certain rules to trying to dodge those restrictions if you want to try), and these restrictions are different from the ones in Part 1 of this RP.
All characters will have to be from the Southerner settlement. As such, your background must reflect how you came to be here. You might be a mercenary hired by the merchants as muscle, you might be an explorer, you might be a merchant yourself – it really doesn’t matter, as long as you have a good reason for being in this far-off settlement, particularly if you aren’t a Southerner.
I just want to forewarn you that your character might die. However, if you’re smart, you RP and plan well, and you post reasonably often, it is possible to keep your character alive.
Character Creation
The Statistics of your character(s) may be different from what you are used to, so don’t just assume you know them all; please look over them.
Also, I will be doing dice rolls in this game, so your character’s stats WILL actually have an effect on the game.
RACES
Human – The most common sapient beings, men dominate all but the harshest regions of the mortal realm. Although one in every thousands of humans (generally called ‘men’) may be born with magical affinity, they are viewed as inhuman and strange. Most humans are non-magical and quite proud of it. In general humans are tenacious and often seek adventure, though most all human societies fear such things as magic and monsters. Most are quick to learn new skills and adapt to new situations.
There is no limit to how many players may sign up as Humans in this RP, but restrictions apply to certain Human sub-races. See the sub-races section for details.
Dwarf – Dwarves are usually about half as tall as the average human and tend to be broad-shouldered and stocky, giving even the females a masculine appearance. Nearly all dwarf males have beards, and traditional dwarven societies judge an individual by the length, thickness, and neatness of his beard. Most humans view dwarves as short-tempered, stuffy, and stubborn, and these are common dwarf personality traits, but so are loyalty, honesty, and steadfast (even hard-headed) determination. Some humans, upon first encountering the dwarves, might also make the mistake of assuming that dwarves are “fat” because of their short and broad physique. If they make the mistake of mentioning this aloud, they will most likely learn the hard way that most dwarves are almost entirely made of muscle. Of all the magical races, the dwarves probably have the most dealings with humans, since they engage openly in trade.
There may only be two Dwarf players (this number is negotiable if necessary) of any available sub-race.
All Dwarves get +2 Endurance and -2 Charisma (since you’ll be with a bunch of humans, generally).
Elf – The more attractive and exotic magical humanoid race of the Western regions, elves are generally looked upon by humans as strangely beautiful, but aloof, uncaring, and potentially dangerous due to their magical nature. Elves are typically somewhat slimmer than humans, with angular features and pointed ears that vary in length from race to race. Unlike dwarves, whose females look rather masculine, the opposite is true of elves: their males look rather feminine, especially since they traditionally have long hair and lack the ability to even grow facial hair. Elves tend to avoid contact with humans even more than dwarves, since they seldom engage in trade. Most are born with some degree of magical aptitude and live to extreme ages with little or no visible physical change, although they CAN be killed, and are generally physically weaker than other races. Their long lives give them great wisdom, especially in the elder elf races, and their lithe build gives them great physical dexterity to make up for their lack of hardiness and strength.
There may only be one Elf player (this number is negotiable if necessary) of any available sub-race.
All Elves get +2 Agility and +2 Charisma, but -2 Endurance and -2 Strength.
NOTE: There is much more info (and artwork) about all Elves and Dwarves in general available on the Wulfgard site under the Characters & Creatures section.
SUB-RACES
HUMAN
Westerner – More commonly known as Imperials, Westerners are a diverse race of humans native to the Western region of the world, which is now known as the Empire. They have light skin and a wide variety of hair and eye colors.
Since this is a Southerner settlement, I want only a few Imperials. There are more Imperials available than Northerners, however, since Imperials and Southerners are closer and are more likely to mingle.
Northerner – Called ‘barbarians’ by most Imperials, Northerners are native to Northrim, the Northwestern region of the world. Like Imperials, all Northerners are light-skinned, and have a variety of hair and eye colors, though most tend to be lighter in complexion. Northerners are generally taller than Imperials.
There would be only very few, very adventurous Northerners in a Southerner settlement, so I want only a few, if any, of these.
Mixed heritage – As always, races will mingle, and as always, some will shun them as outsiders. Half-Southerner, half-Imperials are sometimes seen in the southern reaches of the Empire and Kemhet, due to their current peaceful relationship and trade routes. Half-Imperials with heritage from other Southern regions such as Deshret or Persinshar are less common, however, and even rarer are Southerners with relations to men of the North.
Since Northerners travel far and wide, a half-Southerner, half-Northerner isn’t totally out of the question, but I’d prefer if there was only, perhaps, one of these. Half-Imperials are much more likely to be seen, but as I said, this settlement is mostly pure Southerners.
Southerner – Men from the Southwest vary from culture to culture. However, height-wise, they are generally a bit shorter than Imperials.
Kemhet Southerners have darker skin than Imperials – to Imperials, it might seem like a very deep tan. Their eyes and hair are always dark, and their hair is generally very straight.
(FYI: Kemhet is equivalent to Egypt.)
Deshret Southerners have darker skin than Imperials; it is about the same tone as Kemhetians. Their hair and eyes are also always dark like the men of Kemhet, although men of Deshret often have curly hair. Also, their features are generally not as similar to Imperials’ as Kemhetians.
(FYI: Deshret is equivalent to Arabia.)
Since this is a Southerner port, it will consist mostly of Southerners.
Since the section about Southerner cultures is not yet completed and available on the site, any questions should be directed in the Wulfgard Q&A Topic or sent to me via PM. Please do not post the questions in this topic, as I don’t want it to dissolve into a messy discussion topic… not yet, anyway.
Men bearing the Gift (in other words, humans with innate magical abilities), are not available at this time.
DWARF
Mountain Dwarf – The most common type of dwarf, mountain dwarves are so named because their clan-halls usually rest at the foot of a mountain. They are the most human-like of the dwarves in nature and trade with them the most frequently, and thus can be found somewhat commonly in human towns, although they rarely actually live there. Many humans view them as greedy, however, because of their tendency to hoard great wealth in their mountain halls.
Mountain Dwarves’ hair is usually lightly colored: red, blond, or brown, and their eyes are usually lightly colored, either blue, green, grey, or light golden-brown.
Deep Dwarf – More reclusive and mysterious than the mountain dwarves are the deep dwarves, who dwell far underground, near the very roots of the earth. Although they are usually shorter, uglier, and even less friendly than mountain dwarves, they are not shunned or hated like dark elves. Humans find them more repulsive, especially their often heavily-bearded women, but mountain dwarves trade with them quite frequently. In many cases, while mountain dwarves are the ones to craft beautiful suits of armor and weapons from these metals, the actual Deepsilver, Deepgold, and Void Iron ores they use are originally mined by the deep dwarves.
Deep Dwarves’ hair is typically darker than their above-ground cousins’, ranging from dark brown to black. Grey hair is more common among deep dwarves, and some seem to be born with hair of that color, though white is still only found among the clan elders. Their eyes are paler than mountain dwarves. They range between the same colors, but at a lighter shade and less bright hue. Their eyes are usually sensitive to sunlight from time spent far underground, and most will shade or cover their faces in some fashion when on the surface during the day.
Hill Dwarf – Commonly considered the “least dwarf-like” of all dwarves, hill dwarves are a relatively peaceful people who live in small grottoes dug into the dirt of grassy knolls, rather than deep tunnels under stone. Although one might expect them to be more commonly seen than mountain dwarves as a result, the opposite is actually true, and hill dwarves are experts at remaining hidden. Also, their preference of farming over craftsmanship leaves them with less to trade with humans, although they do sometimes trade food for tools and weapons with the mountain dwarves. Humans still see them as greedy for hoarding their plentiful stocks of grain.
Hill Dwarves’ hair is usually earth-toned, ranging from light “dirty blond” to dark brown. As with mountain dwarves, grey or white hair is only found in the very oldest, although hill dwarves have shorter lifespans on average. Their eyes are usually darker than mountain dwarves, ranging from deep blue and green to brown.
Sea Dwarf – One of the rarer types of dwarf, sea dwarves dwell in rocky coastline caverns and are at home where sea-mist and the smell of salt-water fills the air. They worship Njord, the Nordic god of the sea, and are rumored to build great armored ships that can submerge beneath the waves, disguising them as giant, monstrous sea turtles. They are a little taller than most dwarves in general, and tend to be more nimble and dexterous.
Sea Dwarves’ hair is similar to mountain dwarves, but usually in a lighter, more greyish shade. Many individuals have grey hair from birth, sometimes with a greenish or bluish tint. Their eyes are sea colors: blue, green, and grey.
ELF
Light Elf/High Elf – The “purest” of the elven races, high elves were some of the first beings created by the Vanir, and possess far longer lifespans than any other mortal creature. In fact, none has ever been known to die of mere old age, some living for thousands upon thousands of years, adding to their great wisdom with each passing century. Reclusive and aloof, they seem to consider other beings beneath them… which, perhaps, they are.
Light Elves’ hair color is typically golden, though it ranges toward red or brown in some individuals. Their eyes are nearly always bright blue or green.
Wood Elf – Perhaps the wildest and least “civilized” of the elves, wood elves enjoy frolicking and merriment to the stern stoicism of their high elf and night elf cousins. Dwelling in the treetops in well-disguised homes, they form small tribes and frequently move from place to place, seldom building thriving settlements or large towns. They have significantly longer and more pointed ears than high elves and generally more acute senses. They are perhaps the most nimble of all elves, climbing from tree to tree and using their bows with great skill, but lack the strength and endurance of other elves.
Wood Elves’ hair color is typically brown, in shades ranging from light "dirty blond" to dark and almost black (and very rarely a dark green, possibly from some relation to dryads). Their eyes range from a bright green to hazel to brown, though always of a light shade.
Night Elf – Dwelling in the deeper, darker areas of the forest, the night elves are the nocturnal cousins of the high elves, preferring the shadows and moonlight to sunshine. They have significantly longer and more pointed ears than high elves, due to their reliance on senses other than sight during the night (despite their acute night-vision), but otherwise appear mostly similar.
Nigh Elves’ have very dark hair that ranges from deep brown to black, sometimes with very dark purple or blue hues to be found. Their eyes are pale colors ranging from blue to green, and sometimes lavender.
SPECIAL RACES
I am allowing a few people to sign up as special races if they want to, but there will be a limited number. If you sign up as these you must read about them on the Wulfgard site (under Characters & Creatures), because I’m not going to have a list. If there is anything inaccurate about the creature(s) in your description\bio\etc., I will not allow you to play as that creature.
Please PM me with your request about a special subrace, or even a special race, as we will have to discuss what you want to be (and depending on what it is, the Stat bonuses\penalties and abilities you might get).
But be warned: being any of these unique/‘locked’ subraces has both advantages and disadvantages, some of which are potentially very dangerous.
Attributes (Stats)
You have 72 points to assign to your physical attribute statistics. DO NOT add on your Racial bonuses or subtract your Racial penalties, if you have any. I will do that myself.
Remember that NO STAT CAN GO ABOVE 18 OR BELOW 1.
Now, here are the explanations for what each stat does:
Strength – Strength determines how hard a character can hit, how much a character can carry, and how well they can lift heavy objects. Strong characters can more easily break objects (and people) and can more easily intimidate others.
Endurance – Endurance determines a character’s hardiness. In addition to determining their general physical toughness\survivability, it also determines resilience to the elements and fatigue. Characters with high Endurance can survive attacks/falls/torture that would kill weaker characters.
Perception – Perception determines a character’s ability to sense things in the world around him: it affects a character’s senses, such as sight, hearing, and taste, among other things. It influences how observant they are, how well they can detect another character’s reaction to them, detect a lie, and also detect physical things like traps and hidden enemies or objects.
Agility – Agility determines attack speed, accuracy with ranged weapons, reflexes, and to a small extent movement speed. It generally influences a character’s ability to move well in the world around them.
Charisma – Charisma determines a character’s social skills, such as their ability to persuade, charm, or bluff. To a mild extent, it influences the character’s physical attractiveness. It also determines a character’s ability to lead and affects store prices and NPC reactions. A character with high charisma is more likely to convince a NPC to do something they want and\or tell them something that they want to know. A character with high Charisma may learn things from NPCs that they might not otherwise give away.
Intelligence – Intelligence is a character’s ability to reason and figure solutions to problematic situations. Intelligence determines a character’s ability to use certain types of magic spells and complex devices. It also determines a character’s ability to comprehend things such as foreign languages, determines whether or not they are literate (and if so to what extent), and is useful for a tactical character.
In order for your character to be literate, you must have an Intelligence of at least 10 (then your literacy will be determined by your background). If you have an Intelligence of 14 or over, you’ll be literate no matter what your background.
In order for your character to speak in an intelligent and fully comprehensible fashion (in other words, “May I speak with you?” instead of “Me want talk to your head!”), your Intelligence must be at least 7.
Luck – Luck determines many random elements, such as how often critical hits are scored, how well a character can win at gambling, what quality of random items a character might find in a common container, and many other random outcomes to events. In some cases, it will determine less random elements. Luck is not extremely important, but it can be quite helpful if\when your other rolls fail.
Sign-up Sheet (Explanation)
The full sheet is at the bottom of the explanation for each piece. Please do not use the sheet with the explanations for the categories on it. Some of the categories will be skipped since they’re easy enough to know the nature of. For your hair and eye colors, go by your race’s standards.
Race (I WILL accept some races that are not on the list. Just send me a PM request about it.)
Appearance (do NOT explain your armor appearance here; this is your physical appearance. Body and face both. Are you muscular, or are you a walking pile of muscle? Perhaps you are neither – are you fat, or skinny? This is also your facial features. Does your hooked nose give you a typically evil look, or your Imperial nose look regal? What is your typical facial expression? You can also say overall details. Is your face ugly or attractive? What does your beard look like, if you have one? Etc. And yes, pictures are fine, just link to them.)
Height (How tall is your character? Be sure to be reasonable, especially within the limits of your race. A 7-foot-tall Imperial is just preposterous.)
Clothing/Armor (what does your character usually wear? Try to keep this realistic. No armor made of pure Void Iron with Deep Silver highlights – try to keep your armor reasonably mundane)
Weapons (what weapons does your character carry? Try to keep these realistic. No weapons made of pure Deep Silver and\or bearing runes of fire – try to keep things reasonably mundane)
Accessories (food\jerky, flint, etc. This is just personal items and personal accessories like jewelry or something that you keep on your person. What you carry will effect your character through various means, such as if you carry too much, you will be slowed down. Also, NO magical equipment)
Personality (your character’s personality. Feel free to keep it very simple, since we’ll all see what you’re like in the RP anyway)
Bio (your character’s background. Be sure to include important details such as their social standing, how they came to the port and why they’re here, etc.)
Sign-up Sheet
Use this sign-up sheet when creating your character. Be sure to copy and paste FROM the codebox, but DO NOT copy and paste your sign up into another codebox. I’m doing this for your convenience, since I already have everything in bold and italics; it also makes it easier for me to read.
[b]Name:[/b] [b]Gender:[/b] [b]Race:[/b] [b]Sub-Race:[/b] [b]Attributes[/b] [i]Strength:[/i] [i]Perception:[/i] [i]Endurance:[/i] [i]Agility:[/i] [i]Charisma:[/i] [i]Intelligence:[/i] [i]Luck:[/i] [b]Height:[/b] [b]Eye Color:[/b] [b]Hair Color:[/b] [b]Appearance:[/b] [b]Clothing/Armor:[/b] [b]Weapons:[/b] [b]Accessories:[/b] [b]Personality:[/b] [b]Bio:[/b]