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Toss Him a Coin (OOC/Open/Fantasy/Character/Witcher)

For all of your non-NationStates related roleplaying needs!
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Revlona
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Father Knows Best State

Toss Him a Coin (OOC/Open/Fantasy/Character/Witcher)

Postby Revlona » Thu Jan 02, 2020 5:20 pm

Evil is Evil. Lesser, greater, middling… Makes no difference. The degree is arbitary. The definition’s blurred. If I’m to choose between one evil and another… I’d rather not choose at all.



Image



Welcome one, welcome all to Toss Him a Coin, a witcher roleplaying experience based on the fall of Cintra and the events there after. You will take on the roll the role of a select band of Witchers and their companions who have set themselves up in the northern kingdoms in the year 1263. Using an abandoned castle as your base, you shall take contracts for pay in order to destroy monsters. But monsters are becoming rarer and rarer, and politics are becoming harder to stay out of as war rages. Nilfgaard is on the March, and Cintra is soon to fall. Will you toe the line and pick a side, or will you stay neutral as a witcher should.

PSA: While the focus is on Witcher’s in this RP, you may indeed play any other race/role other than sorcerers.

PSA 2: As witcher are extremely rare, they are a first come first serve basis with a cap of 3.
1/3


Rules:
1. OP and coop word is law.
2. Please keep arguments out of the IC, and please stay civil.
3. This is a character RP, please no overpowered characters as that makes it no fun for anyone else
4. Not sorcerers
5. Your character is not Geralt of Rivia, nor will they ever be, please make it semi realistic in terms of skills and feats

Several hundred years ago, a massive event occurred that bright humans to this continent. With the humans came the monsters, terrible beasts of both the psychical and spiritual world. Heavily armored convoys and massive city walls were needed for humans and the other races to stay safe from these beasts. From a need to purge and protect the world from these monsters, Witcher’s were created. Young boys taken from their parents are put through a grueling training program to ready them for the trial of grasses, a mutation that only three in ten boys survive. But those boys that do survive become Witcher’s, superhuman killing machines.


Most Witcher’s are not adept in the magical arts, so in order for them to have an edge over most creatures they should face. These signs allow the Witcher’s to use lesser magic in combating monsters and the intelligent races. From Aard, a forceful push that may stagger an opponent, to Axi, a sign that calms the mind of the target. These signs may come in useful in saving a witcher in a tough spot.


There is an unwritten code with Witcher’s, they only work for money, for they must eat as a human or dwarf must. It is said that the best hagglers in the world are Merchants and Witcher’s, for they always get their money’s worth. Another unwritten code when it comes to contracts is that a witcher will not kill a intelligent species merely to be rid of it. A dragon is a fine example of this, for no matter how bestial and terrifying it is, it is also a living? Breathing, intelligent animal.


Currently a Cold War rages between the Northern Kingdoms it Temeria, Cintra, and Redania, and the southern Empire of Nilfgard. Nilfgard has postered against Cintra and it’s queen, but currently Cintra stands alone against the threat as Temeria and Redania stand idle. It is said that should war start, Nilfgard takes no prisoners.


Cat: Ragtags and outcasts from other schools, often those with faulty mutations or those who failed to follow the code, therefor they have the reputation of being assassins

Wolf: Formerly maybe the largest of all schools, the school was attacked a good hundred years ago and heavily thinned. They used to have a reputation of cold but reliable, honorable professionals. Their style is focused on the longsword over all weapons and balances speed and strength.

Griffin: The most sociable school, trying to uphold moral standards and good relations with the common folk, they also have the greatest collection on magic.

Viper: The southern school, their headquarter was taken over by Nilfgard 10 (??) years ago, since then they are scattered. They had a great collection on knowledge about the Wild hunt. Shorter blades and two-sword fighting is taught more prominently (alongside the longsword style)

Bear: The most socially inept school, the Bears are more of a loner then other witchers. They focus on strength and resilience.

Manticore: A small school from the near east, located in Toussaint but possibly even with roots further east. They might use alchemy to an higher degree then other schools and are more likely to know how to handle falchions and great sabers in addition to the straight swords typically seen in the west.


For more information see the wiki:

https://witcher.fandom.com/wiki/Witcher_Wiki

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Character Name:
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Witcher School:
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Last edited by Revlona on Sun Jan 05, 2020 5:24 am, edited 6 times in total.
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Revlona
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Father Knows Best State

Postby Revlona » Fri Jan 03, 2020 11:01 am

Last edited by Revlona on Fri Jan 10, 2020 7:29 am, edited 1 time in total.
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Revlona
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Father Knows Best State

Postby Revlona » Fri Jan 03, 2020 11:04 am

The Events shall take place during the fall of Cintra and will focus on events that occur during and after that. There will be a main story line but players will be free to take contracts and do there own thing while the story progresses.
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Kaledoria
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Postby Kaledoria » Fri Jan 03, 2020 5:38 pm

Tagged for interest.

I copied some info from the Witcher Wiki, since I could not remember the schools:

The two greatest schools were that of the Cat and that of the Wolf, both formed during the end of the original "Order of Witchers". Besides them there are various other Schools, here are the official ones created either by Andrzej Sapkowski or CD Project Red:

Cat: Ragtags and outcasts from other schools, often those with faulty mutations or those who failed to follow the code, therefor they have the reputation of being assassins

Wolf: Formerly maybe the largest of all schools, the school was attacked a good hundred years ago and heavily thinned. They used to have a reputation of cold but reliable, honorable professionals. Their style is focused on the longsword over all weapons and balances speed and strength.

Griffin: The most sociable school, trying to uphold moral standards and good relations with the common folk, they also have the greatest collection on magic.

Viper: The southern school, their headquarter was taken over by Nilfgard 10 (??) years ago, since then they are scattered. They had a great collection on knowledge about the Wild hunt. Shorter blades and two-sword fighting is taught more prominently (alongside the longsword style)

Bear: The most socially inept school, the Bears are more of a loner then other witchers. They focus on strength and resilience.

Manticore: A small school from the near east, located in Toussaint but possibly even with roots further east. They might use alchemy to an higher degree then other schools and are more likely to know how to handle falchions and great sabers in addition to the straight swords typically seen in the west.

Crane: A school of the far east, known to hunt with guns and swords, unlikely to be found in the west.


More importantly, the link to the Wiki itself might be helpful for other people thinking about making a character, I guess:
https://witcher.fandom.com/wiki/Witcher_Wiki
Last edited by Kaledoria on Fri Jan 03, 2020 5:40 pm, edited 1 time in total.

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Revlona
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Father Knows Best State

Postby Revlona » Sat Jan 04, 2020 11:46 am

Kaledoria wrote:Tagged for interest.

I copied some info from the Witcher Wiki, since I could not remember the schools:

The two greatest schools were that of the Cat and that of the Wolf, both formed during the end of the original "Order of Witchers". Besides them there are various other Schools, here are the official ones created either by Andrzej Sapkowski or CD Project Red:

Cat: Ragtags and outcasts from other schools, often those with faulty mutations or those who failed to follow the code, therefor they have the reputation of being assassins

Wolf: Formerly maybe the largest of all schools, the school was attacked a good hundred years ago and heavily thinned. They used to have a reputation of cold but reliable, honorable professionals. Their style is focused on the longsword over all weapons and balances speed and strength.

Griffin: The most sociable school, trying to uphold moral standards and good relations with the common folk, they also have the greatest collection on magic.

Viper: The southern school, their headquarter was taken over by Nilfgard 10 (??) years ago, since then they are scattered. They had a great collection on knowledge about the Wild hunt. Shorter blades and two-sword fighting is taught more prominently (alongside the longsword style)

Bear: The most socially inept school, the Bears are more of a loner then other witchers. They focus on strength and resilience.

Manticore: A small school from the near east, located in Toussaint but possibly even with roots further east. They might use alchemy to an higher degree then other schools and are more likely to know how to handle falchions and great sabers in addition to the straight swords typically seen in the west.

Crane: A school of the far east, known to hunt with guns and swords, unlikely to be found in the west.


More importantly, the link to the Wiki itself might be helpful for other people thinking about making a character, I guess:
https://witcher.fandom.com/wiki/Witcher_Wiki


Ah thank you and welcome
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The Felan Federation
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Mother Knows Best State

Postby The Felan Federation » Sat Jan 04, 2020 3:36 pm

I shall also tag this place.

I am a big Witcher fan.

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Revlona
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Father Knows Best State

Postby Revlona » Sat Jan 04, 2020 4:12 pm

The Felan Federation wrote:I shall also tag this place.

I am a big Witcher fan.


Welcome welcome
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Revlona
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Postby Revlona » Sat Jan 04, 2020 5:36 pm

May not have made it clear, while this RP is based around Witcher’s, you don’t have to be one. You can be a bard, local commander, farmer, etc. The only thing I won’t be allowing is sorcerers for balancing sake.
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Cheye
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Postby Cheye » Sun Jan 05, 2020 5:07 pm

Tag - I'm working on a character, and thank you for opening up to non-witchers as well!

Do you have an idea where the abandoned castle is likely to be, I know you mentioned Cintra in the OP, I assume all players will start there? I'm just trying to settle on a nationality for my character and figured knowing where they'll be might be helpful?

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Revlona
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Postby Revlona » Sun Jan 05, 2020 5:34 pm

Cheye wrote:Tag - I'm working on a character, and thank you for opening up to non-witchers as well!

Do you have an idea where the abandoned castle is likely to be, I know you mentioned Cintra in the OP, I assume all players will start there? I'm just trying to settle on a nationality for my character and figured knowing where they'll be might be helpful?


Around the Temeria sodden border on the map
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The Felan Federation
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Postby The Felan Federation » Sun Jan 05, 2020 5:56 pm

Revlona wrote:
Cheye wrote:Tag - I'm working on a character, and thank you for opening up to non-witchers as well!

Do you have an idea where the abandoned castle is likely to be, I know you mentioned Cintra in the OP, I assume all players will start there? I'm just trying to settle on a nationality for my character and figured knowing where they'll be might be helpful?


Around the Temeria sodden border on the map


Are we allowed to make female Witchers?

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Revlona
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Postby Revlona » Sun Jan 05, 2020 5:59 pm

The Felan Federation wrote:
Revlona wrote:
Around the Temeria sodden border on the map


Are we allowed to make female Witchers?


According to my research and if I remember reading correctly, the trial of grasses had a 100% mortality rate on girls/women.
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The Felan Federation
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Postby The Felan Federation » Sun Jan 05, 2020 6:04 pm

Revlona wrote:
The Felan Federation wrote:
Are we allowed to make female Witchers?


According to my research and if I remember reading correctly, the trial of grasses had a 100% mortality rate on girls/women.


https://witcher.fandom.com/wiki/Dragonfly_(witcher)

My lore says otherwise.

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Revlona
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Postby Revlona » Sun Jan 05, 2020 9:30 pm

The Felan Federation wrote:
Revlona wrote:
According to my research and if I remember reading correctly, the trial of grasses had a 100% mortality rate on girls/women.


https://witcher.fandom.com/wiki/Dragonfly_(witcher)

My lore says otherwise.


All I got from that page is an error 404
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The Felan Federation
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Postby The Felan Federation » Sun Jan 05, 2020 9:40 pm

Revlona wrote:
The Felan Federation wrote:
https://witcher.fandom.com/wiki/Dragonfly_(witcher)

My lore says otherwise.


All I got from that page is an error 404


Wut?

Okay. Here.

https://witcher.fandom.com/wiki/Dragonfly_(witcher)

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Revlona
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Postby Revlona » Sun Jan 05, 2020 10:07 pm

The Felan Federation wrote:
Revlona wrote:
All I got from that page is an error 404


Wut?

Okay. Here.

https://witcher.fandom.com/wiki/Dragonfly_(witcher)


Oh them

Yeah they have the training but that’s it, the mutations kill women, I’m not being sexist or anything but that’s the general agreed upon consensus of the witcher community from what I’ve read as the author has never really come out and said anything. Plus I’m pretty sure the books say that the mutations kill women.
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The Felan Federation
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Postby The Felan Federation » Mon Jan 06, 2020 6:19 am

Revlona wrote:


Oh them

Yeah they have the training but that’s it, the mutations kill women, I’m not being sexist or anything but that’s the general agreed upon consensus of the witcher community from what I’ve read as the author has never really come out and said anything. Plus I’m pretty sure the books say that the mutations kill women.


Mkay. Guess I'll make a regular woman.

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Revlona
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Postby Revlona » Mon Jan 06, 2020 4:31 pm

The Felan Federation wrote:
Revlona wrote:
Oh them

Yeah they have the training but that’s it, the mutations kill women, I’m not being sexist or anything but that’s the general agreed upon consensus of the witcher community from what I’ve read as the author has never really come out and said anything. Plus I’m pretty sure the books say that the mutations kill women.


Mkay. Guess I'll make a regular woman.


Sounds good to me
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Brusia
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Postby Brusia » Thu Jan 09, 2020 6:11 pm

Saw the pic in his appearance awhile back and figured I'd run with it ;)

Nation Name: Brusia
Character Name: Benobi of Rogne
Approximate age: 75
Witcher School: School of the Griffin
Personality: Though frequently sarcastic, Benobi has a good heart and does try to help others whenever he can.
Bio: Benobi was born in the town of Rogne on the island of Ard Skellig some 75 years ago. His father was a warrior of Clan an Craite, and his mother was a noblewoman from Novigrad who was captured and taken for ransom by Benobi's father. While waiting for the ransom to arrive however, Benobi's father and mother fell in love, and when the ransom payment finally arrived they refused it and she stayed on isle instead. Sadly however, their romance was not to last, as Benobi's mother would die in childbirth. Benobi lived in Rogne for 6 years until his father decided it was time to take him out for his first time sailing. That first time out to sea would prove to be far more treacherous than his father intended however, as a storm hit and threw them far off course. The storm blew them near to the continent and they crashed into jagged rocks just off the coast, which sent Benobi flying out of the boat. His father dove in after him and managed to swim his son to shore, but died shortly after of exposure.

Benobi wasn't out of danger yet however, as shortly after waking up a group of drowners started to surface and began approaching him and his father's body. Benobi managed to ran and climb a rock where the drowners couldn't get him, but could only watch in horror as the monsters ate his father's remains. Hours passed up on that rock, and Benobi thought for certain he was going to die there too, until a witcher rode in seemingly out of nowhere and cut the drowners down one by one like they were nothing. Once the monsters were cleared out, he rescued Benobi from the rock, and after learning that Benobi was now an orphan, took him back to Kaer Seren to be trained as a witcher.

The rest of his childhood would be extremely difficult, but Benobi managed to survive his trials and proved to become a talented witcher. Like many in his school, Benobi spent a great deal of time studying magic and monsters in Kaer Seren's extensive library, and developed particular skill in Aard and Axii. After finishing his studies, he made his way out into the world and began taking contracts and helping save others from monsters whenever he could, and has been doing so ever since.
Appearance:
Image

Likes: Helping others, getting paid, reading, gwent
Dislikes: Drowners, swimming, sailing
Fears: Drowning
Last edited by Brusia on Thu Jan 09, 2020 6:51 pm, edited 1 time in total.

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Revlona
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Postby Revlona » Fri Jan 10, 2020 7:28 am

Brusia wrote:Saw the pic in his appearance awhile back and figured I'd run with it ;)

Nation Name: Brusia
Character Name: Benobi of Rogne
Approximate age: 75
Witcher School: School of the Griffin
Personality: Though frequently sarcastic, Benobi has a good heart and does try to help others whenever he can.
Bio: Benobi was born in the town of Rogne on the island of Ard Skellig some 75 years ago. His father was a warrior of Clan an Craite, and his mother was a noblewoman from Novigrad who was captured and taken for ransom by Benobi's father. While waiting for the ransom to arrive however, Benobi's father and mother fell in love, and when the ransom payment finally arrived they refused it and she stayed on isle instead. Sadly however, their romance was not to last, as Benobi's mother would die in childbirth. Benobi lived in Rogne for 6 years until his father decided it was time to take him out for his first time sailing. That first time out to sea would prove to be far more treacherous than his father intended however, as a storm hit and threw them far off course. The storm blew them near to the continent and they crashed into jagged rocks just off the coast, which sent Benobi flying out of the boat. His father dove in after him and managed to swim his son to shore, but died shortly after of exposure.

Benobi wasn't out of danger yet however, as shortly after waking up a group of drowners started to surface and began approaching him and his father's body. Benobi managed to ran and climb a rock where the drowners couldn't get him, but could only watch in horror as the monsters ate his father's remains. Hours passed up on that rock, and Benobi thought for certain he was going to die there too, until a witcher rode in seemingly out of nowhere and cut the drowners down one by one like they were nothing. Once the monsters were cleared out, he rescued Benobi from the rock, and after learning that Benobi was now an orphan, took him back to Kaer Seren to be trained as a witcher.

The rest of his childhood would be extremely difficult, but Benobi managed to survive his trials and proved to become a talented witcher. Like many in his school, Benobi spent a great deal of time studying magic and monsters in Kaer Seren's extensive library, and developed particular skill in Aard and Axii. After finishing his studies, he made his way out into the world and began taking contracts and helping save others from monsters whenever he could, and has been doing so ever since.
Appearance:
Likes: Helping others, getting paid, reading, gwent
Dislikes: Drowners, swimming, sailing
Fears: Drowning


"Hello there"

"General Benobi, you are a bold one"

Looks good, you are accepted, honestly I need to find a way of doing a Gwent mini game.
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Cheye
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Postby Cheye » Fri Jan 10, 2020 7:09 pm

Nation Name: Cheye
Character Name: Serissa of Sancerre
Approximate age: 26
Occupation (Not a witcher): Bard
Personality: Charismatic, adventurous, free-spirited but always slightly guarded

Bio: Born amidst the lush and fertile vineyards of Sancerre in Toussaint, Serissa’s upbringing was mixed with
Appearance:
Image
tranquility and trouble in equal measure. Her mother was an elven healer and apothecary who was regularly employed by the local nobility to tend to the peasantry of the vineyards, who were all involved in the region’s continent-famous wine trade. Growing up, Serissa did not know her human father, as in the case of many half-elves, but in her youth she came to suspect that he was a knight or guard in the service of the local Baron, as her mother insisted on having as little to do with the soldiery as possible, even going so far as to turn away injured soldiers who came to her door for healing on more than one occasion.

Between Serissa’s mother’s teachings and the beautiful valleys of Toussaint, Serissa had a love of nature and the outdoors instilled in her from an early age, and once she was old enough she would often accompany her mother on trips around the Duchy in which her mother would tend to the sick and injured in exchange for coin and beds for the night. Serissa’s favourite part of these trips were the stories and songs she heard from different people across the land and as a young teenager she traded some herbs for an old lute and took up music as a hobby. Privately aspiring to be a renowned singer, storyteller and all-around bard one day.

Eventually, Serissa’s somewhat idyllic childhood came to a violent end one night when an injured Knight Errant, his retainers and several guards burst into her home and demanded her mother tend to his injuries. Initially her mother stated her objections, making it clear that she would only help if the man’s need was truly dire as she did not trust the soldiers, but they took her protestations for treason and began smashing up the house and making threats. Serissa’s mother attempted to stop them but she was beaten bloody while her teenager daughter was held captive and forced to watch at sword-point. When the ordeal was over and Serissa’s mother had healed and bandaged the Knight’s wounds, the Knight himself put her to the sword and the group torched the home. Fortunately for Serissa, an argument ensued about whether the group should kill the girl or take her with them for ‘sport’ and she was able to wriggle free and escape into the vineyards, where she was able to escape and hide, losing her pursuers.

Serissa ran away, living in the wilderness as she felt she could not trust the towns and their local guards. Eventually she found a travelling theatre troupe who gave her clean clothes and shelter, and tried to help her come to terms with her tragedy through the performing arts. They were only partially successful however, as one morning, after they had heard a rumour about some retainers passing through a nearby village boasting of murdering an elf woman, she drew a blade and threatened and cajoled the performers into helping her take revenge on them.

This desire for revenge may have consumed her, but they arrived to find that a group of Knights Errant in service to the Duchess had already caught up with the disgraced Knight’s posse and had executed him and his men for their crimes, of which Serissa’s mother’s killing was only the last of many.

Serissa suddenly found herself freed of her burning desire for vengeance and with a new respect for the brutal and authoritative justice the knights had wielded. She decided to remain with the theatre troupe who accepted her apologies for threatening them into action, and for the next few years she joined them in wondering the breadth of Toussaint, honing her bardic talents before striking out on her own seeking adventure, songs and stories in neighbouring Nazair and Sodden.

Not much of a fighter, Serissa tends to rely on getting others to do most of the heavy lifting in dangerous situations for her. Whatever country she is in, she plies the masses with patriotic verses and keeps stirring tunes tucked up her sleeve, ready to deploy to convince the locals to come to her aid should she be menaced or harassed. Fortunately her half-elf lineage is not immediately obvious beyond her green eyes and petite figure, her ever-so-slightly pointed ears remain hidden beneath her flowing red hair and she rarely receives trouble for them on the road. In fact, her looks have occasionally helped her to persuade others to fight for her or accompany her temporarily on whatever adventure she is on, and she has not been above using flirtation to acquire some of the great songs and stories she seeks. She is also an avid Gwent player and has found almost as many leads and stories at the table as she has anywhere else

Naturally, in her youth her favourite stories were of monsters and the witchers who fought them, and so after striking out on her own, she sought out tales and chances to witness these things for herself. In Nazair, she accompanied a group of mercenaries on a hunt to kill a manticore and upon arriving in Sodden, witnessed a witcher track and bring down a cyclops. Not content with these stories alone, and having heard rumours of a group of witchers seeking to set up a base of operations around the Sodden-Temeria border, she has now set off to find them for more adventures and a chance to turn their deeds into songs and stories that she hopes will be told throughout the lands.

Likes: Adventure, the outdoors, stories & songs, displays of strength/heroism, justice and authority, Gwent
Dislikes: Mundane life, lawlessness, being bored, anti-elven sentiments
Fears: Imprisonment (that’s like mundane lawlessness so literally the worst for her), anti-elven violence being directed at her, the pain of going home to Sancerre

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Brusia
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Postby Brusia » Fri Jan 10, 2020 7:19 pm

Revlona wrote:"Hello there"

"General Benobi, you are a bold one"

Looks good, you are accepted, honestly I need to find a way of doing a Gwent mini game.

Lol, thanks :) And that'd be great! I always liked the Gwent minigame in Witcher 3

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Revlona
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Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Fri Jan 10, 2020 7:22 pm

Cheye wrote:Nation Name: Cheye
Character Name: Serissa of Sancerre
Approximate age: 26
Occupation (Not a witcher): Bard
Personality: Charismatic, adventurous, free-spirited but always slightly guarded

Bio: Born amidst the lush and fertile vineyards of Sancerre in Toussaint, Serissa’s upbringing was mixed with
Appearance:
(Image)
tranquility and trouble in equal measure. Her mother was an elven healer and apothecary who was regularly employed by the local nobility to tend to the peasantry of the vineyards, who were all involved in the region’s continent-famous wine trade. Growing up, Serissa did not know her human father, as in the case of many half-elves, but in her youth she came to suspect that he was a knight or guard in the service of the local Baron, as her mother insisted on having as little to do with the soldiery as possible, even going so far as to turn away injured soldiers who came to her door for healing on more than one occasion.

Between Serissa’s mother’s teachings and the beautiful valleys of Toussaint, Serissa had a love of nature and the outdoors instilled in her from an early age, and once she was old enough she would often accompany her mother on trips around the Duchy in which her mother would tend to the sick and injured in exchange for coin and beds for the night. Serissa’s favourite part of these trips were the stories and songs she heard from different people across the land and as a young teenager she traded some herbs for an old lute and took up music as a hobby. Privately aspiring to be a renowned singer, storyteller and all-around bard one day.

Eventually, Serissa’s somewhat idyllic childhood came to a violent end one night when an injured Knight Errant, his retainers and several guards burst into her home and demanded her mother tend to his injuries. Initially her mother stated her objections, making it clear that she would only help if the man’s need was truly dire as she did not trust the soldiers, but they took her protestations for treason and began smashing up the house and making threats. Serissa’s mother attempted to stop them but she was beaten bloody while her teenager daughter was held captive and forced to watch at sword-point. When the ordeal was over and Serissa’s mother had healed and bandaged the Knight’s wounds, the Knight himself put her to the sword and the group torched the home. Fortunately for Serissa, an argument ensued about whether the group should kill the girl or take her with them for ‘sport’ and she was able to wriggle free and escape into the vineyards, where she was able to escape and hide, losing her pursuers.

Serissa ran away, living in the wilderness as she felt she could not trust the towns and their local guards. Eventually she found a travelling theatre troupe who gave her clean clothes and shelter, and tried to help her come to terms with her tragedy through the performing arts. They were only partially successful however, as one morning, after they had heard a rumour about some retainers passing through a nearby village boasting of murdering an elf woman, she drew a blade and threatened and cajoled the performers into helping her take revenge on them.

This desire for revenge may have consumed her, but they arrived to find that a group of Knights Errant in service to the Duchess had already caught up with the disgraced Knight’s posse and had executed him and his men for their crimes, of which Serissa’s mother’s killing was only the last of many.

Serissa suddenly found herself freed of her burning desire for vengeance and with a new respect for the brutal and authoritative justice the knights had wielded. She decided to remain with the theatre troupe who accepted her apologies for threatening them into action, and for the next few years she joined them in wondering the breadth of Toussaint, honing her bardic talents before striking out on her own seeking adventure, songs and stories in neighbouring Nazair and Sodden.

Not much of a fighter, Serissa tends to rely on getting others to do most of the heavy lifting in dangerous situations for her. Whatever country she is in, she plies the masses with patriotic verses and keeps stirring tunes tucked up her sleeve, ready to deploy to convince the locals to come to her aid should she be menaced or harassed. Fortunately her half-elf lineage is not immediately obvious beyond her green eyes and petite figure, her ever-so-slightly pointed ears remain hidden beneath her flowing red hair and she rarely receives trouble for them on the road. In fact, her looks have occasionally helped her to persuade others to fight for her or accompany her temporarily on whatever adventure she is on, and she has not been above using flirtation to acquire some of the great songs and stories she seeks. She is also an avid Gwent player and has found almost as many leads and stories at the table as she has anywhere else

Naturally, in her youth her favourite stories were of monsters and the witchers who fought them, and so after striking out on her own, she sought out tales and chances to witness these things for herself. In Nazair, she accompanied a group of mercenaries on a hunt to kill a manticore and upon arriving in Sodden, witnessed a witcher track and bring down a cyclops. Not content with these stories alone, and having heard rumours of a group of witchers seeking to set up a base of operations around the Sodden-Temeria border, she has now set off to find them for more adventures and a chance to turn their deeds into songs and stories that she hopes will be told throughout the lands.

Likes: Adventure, the outdoors, stories & songs, displays of strength/heroism, justice and authority, Gwent
Dislikes: Mundane life, lawlessness, being bored, anti-elven sentiments
Fears: Imprisonment (that’s like mundane lawlessness so literally the worst for her), anti-elven violence being directed at her, the pain of going home to Sancerre


A very nice and detailed application, you are accepted.
Lover of doggos

User avatar
Revlona
Negotiator
 
Posts: 7112
Founded: Jan 23, 2017
Father Knows Best State

Postby Revlona » Fri Jan 10, 2020 7:23 pm

Brusia wrote:
Revlona wrote:"Hello there"

"General Benobi, you are a bold one"

Looks good, you are accepted, honestly I need to find a way of doing a Gwent mini game.

Lol, thanks :) And that'd be great! I always liked the Gwent minigame in Witcher 3


Yeah lol, always enjoyed hunting down every single merchant and forcing them to play Gwent with you.
Lover of doggos

User avatar
Cheye
Envoy
 
Posts: 302
Founded: Jun 21, 2014
Ex-Nation

Postby Cheye » Fri Jan 10, 2020 7:49 pm

Revlona wrote:A very nice and detailed application, you are accepted.


Thank you! Can't wait for things to get going! :)

Revlona wrote:
Brusia wrote:Lol, thanks :) And that'd be great! I always liked the Gwent minigame in Witcher 3


Yeah lol, always enjoyed hunting down every single merchant and forcing them to play Gwent with you.


GWENT :clap:

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