======Sample Characters====== =====Example 1===== ====What is your character's name?==== Princess Marisol of Coreinodel ====What are your character's pronouns?==== she/her ====What is your character's fate? How do they know this?==== Marisol learned her fate as a young girl when it was woven into great tapestry by one of Coreinodel’s Royal Weavers. A small figure who looked like her was falling, pushed by a gigantic hand from the tower of an ornate castle. What exactly this portends has been speculated on by many, but Marisol fears that one thing remains true in all interpretations—somehow, somewhere, her fate is to fall. ====If your character has a manifestation, what does it look like?==== Marisol’s limbs are like a doll’s, her joints hinging as though carved from wood. ====Does your character believe their fate has already occurred?==== Marisol has fallen before in various ways—tripped in the castle hallway, stumbled whilst dancing, fallen out of favour with false friends—but none of those falls made her feel the way the tapestry made her feel. She’s sure it hasn’t happened yet. ====How does your character feel about their fate? What, if anything, are they doing about it?==== She avoids heights, avoids towers, avoids agitating anyone important. The constant voice of dread whispers in her mind: You will yet fall. ====Your character has an invitation to the Palace to elect a new Fate. How did they acquire it?==== Marisol’s invitation arrived with the rest of the day’s missives. She opened it whilst breakfasting with the rest of Coreinodel’s Royal Family. El Rey couldn’t believe it wouldn’t be addressed to him, but there it was—Marisol’s name, clearly written in crimson ink. ====Why has your character accepted their invitation to the Palace?==== Marisol is here in the capacity of a member of Coreinodel’s Royal Family, observing the election and negotiating with other nations and organisations. However, she can’t stop herself from thinking about it—if she were to run for Fate and win, would her new role grant her power enough to avoid her fate? To change it, even? ====Public Bio==== That Marisol is a princess is all too evident. Her dress is a dusty violet, matching the flowers on her silver tiara. Her posture is perfect. Her smile is diplomatically temperate. The long silk gloves she wears extend almost the span of her arms, but she’s quite happy to give handshakes, always pleased to make both introductions and pleasant conversation. ====Private Bio==== Ever since the unveiling of her tapestry when she was a child, Marisol has keenly felt a distance from the rest of her family. It’s been a long time since a member of the Royal Family had such an unquestionably disastrous fate. Her early childhood was lonely. She spent most of it in a single, ground floor castle room with windows that were too high up the walls to see out of. Everyone came to her: family, tutors, doctors. When it was decided that she must eventually be allowed out, she was only allowed to do so under constant watch of multiple trusted ladies in waiting, and was never allowed to climb the stairs to any floors above ground level. Although the rules of her childhood no longer apply so strictly, they are now habits that she does not break unless faced with no other option. She understands why such a childhood was necessary. Her tapestry was clear—danger lies in heights and tall towers. Her fate is a constant source of dread in her life, but she’s trying her best to live with the restrictions that it poses. Indeed, she’s as well educated and well-mannered as any princess might hope to be, and she’s always willing to undertake whatever duties her family asks of her. ====Which of the Gameplay Quirks are you taking?==== * **Standing (+1):** As a member of the Royal Family of Coreinodel, Marisol will be well-known by (and probably have a fair amount of social influence with) people from Coreinodel. * **Relationship (+1):** Although her relationship with //El Rey// is perhaps more distant than she'd like, Marisol knows she can rely on his support in an official capacity if she needs it. * **Favour (-1):** On her way to the Palace, Marisol's carriage suffered damage from the brambles that kept appearing on every path. Thankfully, a carpenter from Zeivahr happened to be passing and helped to get things in working order again. Always polite, Marisol offered a favour in kind once she was no longer travelling—though now she's unsure what kind of request she might receive by post. * **Thin-skinned (-1):** Marisol has been meticulously sheltered from all possible physical damage for her entire life. * **Clumsy (-1):** She doesn’t know whether it’s because of her fate, or just her own nervousness, but Marisol has always had unsteady steps and shaking hands at the most inopportune of moments. ====Which of the Playstyle Quirks are you taking?==== * National Identity * Hit Me Harder * Make Me Cry * Make it Gory =====Example 2===== ====What is your character's name?==== Dávid Dusza ====What are your character's pronouns?==== he/him ====What is your character's fate? How do they know this?==== Because he was born in Egyország, Dávid does not know his fate, and has made no effort to find it out. He thinks it might be something to do with carpentry, because of his manifestation. //[OC: I’m keeping this vague, have fun with it!]// ====If your character has a manifestation, what does it look like?==== His footsteps leave sawdust wherever he walks. ====Does your character believe their fate has already occurred?==== He has absolutely no idea one way or another. ====How does your character feel about their fate? What, if anything, are they doing about it?==== Having grown up in Egyország, there was very little importance placed on fates. As a result, Dávid doesn’t have much of an interest in his own fate or the fates of others. ====Your character has an invitation to the Palace to elect a new Fate. How did they acquire it?==== Dávid was refurbishing a wardrobe at his workshop in Zeivahr when one day, he opened it to find an invitation sitting at the bottom of it, addressed to him. ====Why has your character accepted their invitation to the Palace?==== Dávid has little interest in fates, or, indeed, Fate, but he can’t say he isn’t curious about why he’d be invited to this election. Perhaps he’s wanted as an impartial party, or (more likely) perhaps someone at the Palace has heard about the legendary quality of the doors he carves, and wants to inquire. Either way, he has the money and time to go along and see what this is all about---and an undeniable curiosity about the sort of carpentry one might discover in a centuries-old building of Fate. ====Public Bio==== Dávid is an older man who doesn’t stand out in any particular way, save constantly carrying a backpack full of carpentry tools. He’s extremely easygoing, and will always be willing to talk to you about his work. He wears a pair of brown lederhosen, a feathered cap, and on the ground where he’s been treading, you might notice a sprinkling of sawdust. ====Private Bio==== Dávid grew up in an orphanage in Egyország, but he left in his early adulthood, passionate about carpentry and put off by the nation’s fixation on function over form when it comes to craftsmanship. He travelled around for some time, at one point reluctantly working as a ship’s carpenter on a whaling boat, during which time he was unfortunately swallowed by a whale---luckily, he soon agitated it enough for it to spit him out. He found himself on the shore of Vyrhen, staying for a while in a small fishing village, where he soon heard tell of the Artisan’s Guild in Zeivahr. Excited to find a place where he might be able to thrive, he made the hard journey east across the mountains. When he arrived in Zeivahr, his skills in carpentry earned him an apprenticeship with a Guild artisan named Selina. With her guidance and friendship in the years that followed, he was able to join the Guild and start a workshop of his own, where he specialises in making intricately carved doors for wealthy patrons. To say Dávid //loves// doors is an understatement---he lives them. He is also a little more inclined to lie than most. Concealing his origination from Egyország became a mundane habit, and he prefers to keep his personal life private, hoping a misdirection or two might steer the topic back towards carpentry. ====Which of the Gameplay Quirks are you taking?===== * **Standing (+1):** Members of the Artisans’ Guild are inclined to be friendly towards Dávid as a fellow member. * **Armoured (+1):** Years of carpentry have made Dávid fairly strong (and hardened his skin against splinters). * **Favour (+1):** On his way to the Palace, Dávid met a princess whose carriage was broken. He soon fixed the problem, and she promised him a favour in return once she returned home. * **Disobedient Pet (-1):** After the incident with the whale, Dávid has a preference towards small animals. Still, he isn’t quite sure why he ended up keeping Tilli, his over-excitable Chihuahua, after she took refuge in his workshop one night. Whatever the reason, they’re family now—even if they don’t always get along. * **Unobservant (-1):** Dávid has an eye for detail when it comes to carpentry, but his work is his singular focus—he’s utterly oblivious to everything else. ====Which of the Playstyle Quirks are you taking?==== * More Agency * Make Me Cry * Romance Me