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romera-rp · 4 years
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The following roles have been reopened, please unfollow:
MAIZE
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romera-rp · 4 years
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3508 years ago, titans ruled Romera. No one knows for certain what wiped them out and allowed the era of small beings to begin, but in the years after their demise, Romera thrived in chaos. No law existed yet, no order, and no control or restrictions on magic. Spellcasters rose to power and used dangerous magic to maintain that power. Magical warlords rose and fell, power-hungry wizards experimented in the forests and fields with terrible results, and sorcerers with little ability to control their wild magic left scars across Romera. The very soil and rock beneath their feet became imbued and steeped with powerful, unstable magic.
The scars, while not easily visible to the naked eye, have lingered for thousands of years. The plants and animals that grow in the scar territory are sometimes… changed. A squirrel may have sapphires growing from its fur, a bird might be singing in Sylvan, flowers that ought to be blue may grow red, or a river might flow backwards for a period of time. People have attempted to map the scars, to avoid building civilization atop the risky fault lines of magic, but they shift and morph. The strange effects are rare and difficult to spot. For the most part, these scars are dormant. Until they aren’t.
IN CHARACTER DETAILS
This event will take place between May 24th to June 7th and your event threads may take place at any point during those in-game days. 
TIMELINE
BEFORE DAWN (May 24th) In the wee hours of the morning, before the sun had risen to chase away the morning dew, Romera quaked. Just south of Myrefall, a magical scar erupted. The whole of the city and the surrounding area was struck by an unexpected earthquake. The poorly maintained streets of Myrefall cracked open as the subterranean sewer tunnels and Bashaba tombs collapsed. Undead began to flood the affected streets.
MIDDAY (May 24th) It at first appeared as though the earthquake was the only symptom of the eruption. Researchers were already flocking to the area to study what had happened, desperate to learn about the scars. As the sun rose, however, it became clear that the scar had changed the surrounding earth. The eruption left behind a literal scar in the earth: a hundred foot deep chasm. Sprouting from this chasm were unbreakable roots that clawed into the surrounding ground. Strange flowers that oozed viscous liquid, shot out barbed spikes, or smelled like entrails sprouted from the roots. The grass around it turned all shades of the rainbow and the surrounding trees wilted and re-grew a dozen times in a day. Animals near the chasm exhibited strange behaviour. Deer walked on two legs, squirrels threw insults at the observing researchers, and birds dove into the chasm without warning. These changes weren’t isolated and they began to spread out from the chasm. Very rapidly the strange magic was spreading and infecting.
THE MORNING AFTER (May 25th) Everyone who remained in the affected area overnight wake up changed. Every individual’s race has changed without warning, without reason, and with no patterns. A family of elves will wake up as an orc, a goblin, and a gnome while a dwarf might awaken as a dragonborn. The shift is painless and abrupt. Clothes and other worn items don’t change shape or size with the transformation. (More information for this portion of the event are below in the OOC section.)
By the next morning it’s clear that the strange and infectious magic has spread into the city. The undead that still flood the street are covered in beautiful blooms or toxic mushrooms. Some have begun to sing. Strange occurrences and changes are evident throughout the city and continue to happen with spontaneous magic surges. There’s no rhyme or reason to the surges and they range from minor irritants, such as someone suddenly going color blind or all glass windows turning opaque, to mildly catastrophic, like a building collapsing under the sudden weight of millions of thorny roots or all metal becoming red-hot in an instant. Someone began to float quite suddenly and did, unfortunately, float away before anyone could catch him. Someone else keeps coughing up diamonds.
THE AFTERSHOCKS (May 26th to June 5th) Myrefall appears to be cursed. The magic surges continue constantly, day and night. Havoc reigns and chaos conquers as strange happenings continue to… happen.
The Temple of Doom and Despair has been entirely enveloped in sweet-smelling flowers and vines. The once imposing building is now quite inviting and nice and the clergy aren’t sure what to do about it. Stray cats and dogs, many of which are also strangely affected by the magic, have begun to flock to the once glum and frightening place.
The Catacombs are still unstable and are now infested with more than just the undead. Terrible, horrifically morphed animals have made their way into the dark, potentially from the original chasm that now marks the eruption site. Birds with the call of weeping children swoop overhead, rats crossed with bears in the worst way lumber in the shadows, and squirrels now have venomous fangs and some raccoons now possess minor fire magic. Many big game hunters and researchers have set out bounties for the acquisition of these strange animals, dead or alive.
Unfortunately, the Whitewood Psychiatric Institution has suffered greatly. Specifically, part of it exploded for an unknown reason and many of the patients have escaped. The guards have put out warnings regarding these escaped patients. The doctors of the institution are now advertising room availabilities in the institution.
The children residing in Mercy’s Home, Myrefall’s orphanage, have taken advantage of their new races and easily disguised identities and have fled the clutches of Matron Keyzana. The matron in question has been frozen in place within the orphanage’s primary building, fully conscious, but paralyzed. She’s currently only capable of moving her steely eyes.
Despite the sudden and severe upset, The Velvet Curtain remains open and offering despite some employees having found themselves in new and unfamiliar bodies.
Dongorzal, owner and operator of Myrefall’s favorite burlesque bar, The Inferno, has decided that the chaos needs one thing: a never ending celebration. From dawn till dusk, and then also from dusk till dawn, the bar remains open and booming. Magic surges are met with resounding cheers from the party goers and the revelry doesn’t stop even for catastrophe. Drinks are half-off for anyone who has changed races and are free for anyone with further afflictions like sparkling skin or sneezing bubbles because it amuses Dong.
Grimfell Alley, where the desperate and the terrible go to shop, has become flooded with phony chaos cures. Merchants offer anti-eruption potions, wild magic resistant armor, and special glasses that claim to be able to show the wearer the locations of spots that are vulnerable to further magic surges. Unfortunately the alley was one of the streets that was most damaged in the initial earthquake and is persistently flooded with the undead. This makes shopping rather difficult. Anyone who enters the alley and then leaves no longer has a shadow.
Among the more affected buildings is The Silent Conclave. The nice, normally neat building has been entirely infested with bubbles of all colors and sizes. They flood out of the doors and windows and into the street. When popped, the bubbles scream, sing, yodel, or otherwise make very human-like noises at incredible volume.
Gang wars have gotten out of control in the Lictomp Yard. With new-found abilities in many of the members, the violence has only escalated. Several of the mansion and mills that line the river have been completely decimated in the conflicts. The river, normally well-contained, has spontaneously flooded several times, wrecking foundations and sweeping gang members and homeless away. A herd of magically rabid strays have also taken to lurking in the unused buildings and attacking anyone that remains outside after dark.
RETURN TO NORMAL (June 6th to June 7th) The magic surges have decreased in frequency and the strange effects have slowly receded back to the chasm. Spontaneously grown plants have withered and disintegrated, animals have reverted back to their usual shapes and abilities for the most part, and any acquired abilities or afflictions have ceased. At dawn on June 7th everyone whose races were changed by the eruption have reverted back to their original race with no lingering side-effects. The city is working semi-diligently to repair the damage done to public buildings and the tombs. The city is calling for volunteers to help remove the remaining undead and offering monetary reward for their eradication.
OOC DETAILS 
In real-time this event will be taking place from May 24th to June 21st, at which point event threads should be wrapping up.
The worldbuilding post for Myrefall can be found here. 
In your threads, you may use and experience any of the magic surges and effects listed above, but we also encourage you to use your own magical surge and wild magic ideas. Lists of wild magic surges are available on the internet for inspiration. If you’re unsure if your idea is appropriate or too overpowered, ask an admin and they’ll help you decide. The goal of this event is to have fun, so be destructive and be creative.
OOC DETAILS FOR RACE SHIFT
We have two different race tables available for the race-shift portion of this event. One includes the more common and more playable races and the other includes all allowed races. We’ve done this so that no one, unless they want to tempt fate with the second table, ends up as a Kenku with limited speech ability or a race which has water dependency that might be less enjoyable to play. The safer chart may be found here, while the riskier one is here.
You may roll again for the race shift, but if you roll a second time you have to use your second roll. Any roll that gives you your character’s starting race doesn’t count, unless you would like to choose a different subrace, and you may roll again. You don’t have to roll twice on the same table. If you want you can tempt fate on the full table and then roll again on the “safe” table.
For races with multiple subraces, such as a Dragonborn where you might be a green or a bronze, you choose which subrace your character becomes.
If you want to, you may create a second character sheet with your character’s temporary race, but this isn’t required and you may continue using your normal sheet and normal stats for this event.
If your character has a secondary race, i.e. is a revenant or a lycanthrope, that secondary race remains. By extension, there is no option to roll for these “races” that are conditional. Revenant, vampire, and lycanthrope are not options. Likewise races that were created, like the warforged and simic hybrid, aren’t options.
Remember, you aren’t required to participate in this portion of the event if you don’t want to.
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romera-rp · 4 years
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WORLDBUILDING POST 014: LOCATION; MYREFALL
Myrefall is the political city of Hegaehend, all the businessmen, officeholders and otherwise important nobles will be found here. It’s just a shame that they’re all corrupt. The city is unfortunately familiar with people bribing, threatening and even killing their way to the top. Assassins and thugs tend to get their fair share of important clients here who are willing to pay top coin to see their opponents gone. Such actions between high society have caused fear and unrest for the civilians and the church of Beshaba, Goddess of Misfortune, has thrived as a result. The clergy preach that if the people do not appease Lady Doom she will bring misfortune to all, and with the beginning of the war, the number of followers is only growing. Warsi, a young clergy member who the King has chosen to trust, has been placed as the council member in control of Myrefall in the hopes she will stop the corruption.
COUNCIL MEMBER: Warsi DOMINANT RELIGION: Beshaba, Goddess of Misfortune OTHER RELIGIONS: Ilmater, Mask, The Traveler, Talona, Cyric, The Shadow
PLACES:
THE TEMPLE OF DOOM AND DESPAIR - The church is a towering, hulking black structure with sharp spires that pierce the sky. The clergy of Beshaba have allowed the building to decay and crumble in places to add to its intimidating nature. When the wind blows, the walls creak and shriek, in certain light the grime on the windows resemble faces that leer at passersby, and some of the fang-like spires that rise up from the vaulted roof seem to move as the building shifts. It’s a despotic, undead thing of a building that haunts the city skyline. No matter the weather, the grounds are perpetually blanketed in thick, miasmic fog.
CATACOMBS - Attached to The Temple of Doom and Despair are the tombs. Its labyrinthine tunnels span half of the city and wind and twist for miles and miles. No accurate maps exist of them. When the clergy and the loyal followers of Beshaba die, they’re turned into undead and are set loose to roam in the dark tombs forever. No one, not even the clergy, knows precisely how many undead reside in the tunnels. The only official entrance to the tombs is beside the Temple, but because the tombs receive no maintenance, tunnels are prone to collapsing. It isn’t uncommon for holes into the tombs to open up in the streets, or the tombs to merge with maintenance or sewer tunnels, and for the undead to escape.
WHITEWOOD PSYCHIATRIC INSTITUTION - This austere, brutal-looking hospital rivals the Temple in its intimidation. It’s surrounded on all sides by tall stone walls with metal spikes and locked iron gates. Masked guards patrol the fence and the curtains are always drawn on the windows. Some people claim to hear screams emanate from the building, but in truth, no sound ever escapes. No care or compassion can be found within the institute’s walls, but torment and cruelty abound. It’s an unspoken, but well-known fact that a lot of the businessmen and politicians in Myrefall somehow send their rivals to the Institution to get rid of them. No one who enters returns better than they were—that is if they ever come out at all.
MERCY’S HOME - Myrefall’s orphanage is run by priestesses of Beshaba. Matron Keyzana, a strict and cold elf, has run the orphanage for as long as anyone can remember. She’s “raised” thousands of children throughout the centuries. Rumours have begun to spread that Keyzana must be immortal, otherwise she would have died already. No one knows her true age and anyone who attempts to learn more about her, or investigate the orphanage and its cruel practices, are swiftly stopped. Everyone is frightened of the orphanage and terrified of Keyzana. Even the powerful men of Myrefall know not to trifle with her. Parents with particularly unruly children in need of correcting have been known to send their children to her for discipline. As a result, a common Myrefall tradition is for parents to tell their children that if they misbehave, they’ll be sent to Matron Keyzana.
THE VELVET CURTAIN - An establishment as old as the city itself, The Velvet Curtain is a family business that has been passed down through generations of gnomes, culminating in the current owner; Jelxi Slipwhistle, a woman of respectable regard in the city of Myrefall. Known for paying her employees well and using her connections within the city to benefit her business practices, not many would question her authority within her designated territory. Marketed as a place of reprieve from the political machinations that rule the city, The Velvet Curtain promises customers discretion, entertainment, and engaging companionship in a safe manner that otherwise could not be found within the city.
THE INFERNO - While campy grandeur and fun aren’t common in Myrefall, both can be found in The Inferno, the city’s favourite burlesque bar. The establishment is run by the effervescent tiefling drag queen Dongorzal and his cheeky, megalomaniacal, kleptomaniac imp familiar Zozo. Every night the bar hosts a different live performance: live bands, drag performances, burlesque shows, comedy skits, operatic renditions of things that should not be operatic—everything but improv theatre, which Dongorzal has banned. All are welcome, except improv performers, and all are encouraged to drink to their heart’s content and to enjoy the nightly shows.
GRIMFELL ALLEY - Amongst Myrefall’s many darkened, shady streets resides Grimfell Alley, a veritable candy shop of poisons, alchemical elixirs and tinctures, malicious tinkering, dark magic, and cruel favours. Nearly every building in the alley is some sort of shop with a shady seller and shadier merchandise. The sections of the alley where the buildings have been deemed too unstable to use are packed with temporary merchant stalls, all overflowing in poisons, venoms, weapons, or tomes of ancient, deplorable magic. Accidents and casualties occur often when a powerful magical item is misused or an unstable alchemical concoction explodes. Due to all the magical accidents and the general lack of maintenance on the street and buildings, the Alley is a common location for the undead of the tombs to escape into.
THE SILENT CONCLAVE - In the centre of the city is a well-kept, unassumingly nice meeting hall. It’s used by the many businessmen and politicians of the city as a neutral meeting place to discuss pacts, rivalries, business dealings, and the like. Violence is banned within its walls and that rule is enforced by all. While there is an expectation of privacy, spies are still often hired to gain intel for third parties. Very few common citizens see the inside of The Silent Conclave.
LICTOMP YARD - The Yard is a large swath of abandoned industrial factory buildings. Cotton mills used to line the rivers that ran down from the Drumgamau Mountains through Myrefall and the humid air made it perfect for cotton refinement. Businessmen attempted to capitalize on the optimal conditions but failed to earn a large enough profit in the industry. They eventually abandoned the district. Now the hulking, empty mills, some still with semi-functional machinery in them, along with the large foreman houses, have been taken back by the masses of Myrefall. The city’s homeless population have established shanty towns and communities within the large mills and the local gangs have taken up residence in the foreman’s unused mansions. Life isn’t peaceful in the Yard and it’s frequently the victim of territorial disputes and gang wars as various groups attempt to wrest more control. Those that find themselves living in one of the homeless communities are often forced to join one gang or another in order to survive.
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romera-rp · 4 years
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The following accounts have 48 hours to post or message the main or their roles will be reopened:
@plaguebcrn
@grimmestdall
@loreadore
@kodazeloth
@merritidings
The following accounts are currently on hiatus:
@fists–of–flame @jakoby-axbxrn @rxnnxlhylxne (semi-hiatus)
@idril-rosevale @pyrope-almandine 
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romera-rp · 4 years
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Happy one-year anniversary to the citizens of Romera!
Lottie, Eavan and I will never be able to express how grateful we are for the continued loyalty and commitment of our wonderful players who have helped in making this RP the loving, creative family that it is today. When I first created this RP a year ago I honestly had no expectations that my nerdy little DnD campaign would be able to interest people even for a couple of months let alone allow me to bring together should an amazing set of people who would only produce such marvellous characters and storylines.
Over the next week in celebration of Romera turning one, we will be releasing some exciting new content, including a worldbuilding post for Myrefall, a new event, and a newly revised system for the shop which will hopefully reward our extraordinary players with new and exciting items in an easier format. Upon the opening of the new shop, everyone who has been part of this special day will also receive an exclusive gift.
This is a wonderful time for any new players to potentially join our ranks as we push Romera forward into a thrilling new year of fantasy, drama, and action.
Thank you all so much for your continued love and support,
Amy, Lottie and Eavan x
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romera-rp · 4 years
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VANTABLACK
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romera-rp · 4 years
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Welcome to Romera, Maddie! Your original character has been accepted under the label VANTABLACK. However, most people know them as Roksana “Sana” Sirsk, and say they look like Medalion Rahimi. Please follow the steps on the new player checklist before sending in your account, and check the events tag to see whats currently going on!
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romera-rp · 4 years
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LABEL: Vantablack. NAME: Roksana “Sana” Sirsk. AGE: 27 years old. RACE: Human. CLASS: Pact of the Hexblade Warlock. RELIGION: None. ALIGNMENT: True Neutral. GENDER: Female. FACECLAIM: Medalion Rahimi. STATUS: Vantablack is an original character.
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Roksana is the daughter of two paladins, champions of Dol Dorn and Dol Arrah, both destined to die for their gods. She grew up on stories of their self-written prophecies and lessons of duty and honour. However, she didn’t know that duty was the most important thing to them until she was fifteen when her father died leading a crusade. Her sister was less than a year old, and her mother seemed more motivated by the death than heartbroken. She began to work harder than ever, chasing her own honourable death, and Roksana stayed home with her sister. Ten years later, her mother finally reached her destiny, and Roksana was left with an eleven-year-old and enough coin to last them a month. She immediately got to work, taking to the bounty board in her hometown of Runswick and finding that the small jobs weren’t enough to support her and her sister. So she scraped together some courage and took a job all the way across the country. She had to embellish her skills and accomplishments to get the job, but it seemed easy enough: venture into a coastal cave and return anything she found there. Roksana still doesn’t know if her client had meant for her to retrieve Darthranok - an ancient and rather talkative sword - or if they knew that she would be bound to it, and she doesn’t intend to find out. Roksana never returned to her client to finish the job, opting instead to embrace the powers Darthranok gave her and find higher-paying jobs elsewhere. Given that she’s now an accomplished mercenary with an income steady enough to provide her sister with a good life, she can’t help but think she made the right choice.
Witty, resolute, self-assured, stubborn, indifferent, greedy. 
[ CHECK OUT THE FULL ROLEPLAY ]
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romera-rp · 4 years
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NADESHIKO
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romera-rp · 4 years
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Welcome to Romera, Ray! Your original character has been accepted under the label NADESHIKO. However, most people know them as Alva Vinheim, and say they look like Moon Ga-Young. Please follow the steps on the new player checklist before sending in your account, and check the events tag to see whats currently going on!
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romera-rp · 4 years
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LABEL: Nadeshiko. NAME: Alva Vinheim. AGE: 58 years old. 24 years old RACE: Fallen Aasimar. CLASS: Path of the Zealot Barbarian. RELIGION: None, but has ties to Talona. ALIGNMENT: Chaotic Neutral. GENDER: Female. FACECLAIM: Moon Ga-Young. STATUS: Nadeshiko is an original character.
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Despite her wallowing circumstances, Alva’s beginnings were far from the humble life that she lives now. The fifth child in her family line, she was born into the lap of relative luxury to a noble family that owned a fair amount of land slightly outside of Myrefall. The Vinheim family had once been revered as     powerful fighters, barbarians who had their hands grazed by those of the Gods, waging a strong hand in war many generations ago, but had been diluted down to social climbers and political savants, none the savoury kind. Her childhood was not much to be spoken about, with conveniences never too far away, Alva couldn’t think of anything that she struggled with.
The frivolities of noble life somewhat escaped her – the growing girl still enjoyed the lifestyle she had grown with but milled in with common folk with relative ease and joy. Being the fifth born child in the family, lest an accident take her siblings, she wasn’t going to be bearing the responsibilities of her house on her shoulders so she found her little pleasures in running around with the children that her family would otherwise find unsavoury while they doted on her older siblings. Though not showered with attention, with the cooing of her siblings, Alva grew from a naïve cheerful child to a naïve, cheerful adult – her natural career prospect seemed to be continuing through on her normal life.
She was always one to enjoy the simple things, paying no mind to warnings not to mingle with ‘common folk’ from her parents, and didn’t mind spending time in the city taverns. On one night, perhaps after being too mouthy, or flashing too much gold, when leaving a tavern Alva was jumped     by some other patrons being knocked out before she could even fully process what was going on. When she woke up some time later, she was already half-way to Eowsoa. The plan of the others was simple – a ransom. It was plain enough to see that her family had enough gold to spare, so it was to be an easy operation for them, though not the most experienced, at the time Alva was near defenceless and entirely untrained. The kidnappers waited for some time after sending their requests to her family, but it fell on deaf ears, and no response ever came. After two months of keeping Alva under watch, they decided to abandon the affair, and Alva had her throat slit, being left in a shallow grave outside a small plantation in Eowsoa.
She never expected her eyes to open again, but they did, and with a dull ache, sensation returned to her body. Her head was pounding as she regained any concept of her surroundings, what looked to be ritual materials scattered around her battered body and a shoddy survival pack tossed near her - the things around her long abandoned and the forest unkempt. She recalled very little of the afterlife, being drawn to the present felt like nothing short of waking from a deep trance. Her memories were vague at best, but she remembered the inklings of a deal, and a second chance - Alva’s childhood home never showed any trinkets of faith, but in her path between life and death she noticed one similarity, the hand of the God her family had generations ago worshipped in their pursuit of a grand power - Talona.
Thirty-Five years. She nearly had a heart attack when she heard how long had passed when she took her last breath, but it steeled her determination to return to her family, with foggy memories of everything - the people in her memories seemed faceless, and her memory of location were hazy at best. With no resources though, finding her footing was harder than she could imagine. Alva managed to find her way to a small town, receiving sympathetic training and assistance from the warriors there in exchange for menial work while she steeled herself in worship of the god that had allowed her to return to the land of the living, however unsavoury that she was. Her path to where she is now has not been an easy one, tiring and working herself in and out to become a warrior that would seem so out of place in the family she’s yearning to go back to, but no matter what she’s determined to find the warm embrace of them again.
Idealistic, Cheerful, Sociable, Naïve, Meddlesome, Dependent
[ CHECK OUT THE FULL ROLEPLAY ]
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romera-rp · 4 years
Note
do you have any rules / restrictions on who can be used as face claims? thank you in advance!
Hi! Thank you for your interest! We have a few rules:
As we are an 18+ only roleplay, all faceclaims must be 18 years of age or older. No deceased faceclaims are allowed and no one with a criminal history. 
If you’re interested in applying for one of the bios and want to request a faceclaim change we ask that any POC remain POC and that trans and non-binary characters remain the same as well. 
All our roleplay rules can also be found on the main page navigation, but don’t hesitate to reach out with further questions! 
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romera-rp · 4 years
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SCHAUSS
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romera-rp · 4 years
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PEARL
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romera-rp · 4 years
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Welcome to Romera, Eavan! Your original character has been accepted under the label PEARL. However, most people know them as Orphea Ourobora, and say they look like Samara Weaving. Please follow the steps on the new player checklist before sending in your account, and check the events tag to see whats currently going on!
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romera-rp · 4 years
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LABEL: Pearl. NAME: Orphea Ourobora. AGE: 178 years old. RACE: Pallid Elf. CLASS: College of Lore Bard. RELIGION: Celestian. ALIGNMENT: Chaotic Neutral. GENDER: Female. FACECLAIM: Samara Weaving. STATUS: Pearl is an original character.
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Orphea grew up in the forgotten, isolated Pallid Grove hidden away in the depths of Anari. Petrified trees, shadows, and sickly animals populated the sunken valley. Food was perpetually scarce, the nights almost always cold, and with the growing clan of elves it was becoming increasingly difficult to subsist. The elders of their clan decided that it was time to send out some of their strong, young elves to learn about the world around them. They knew nothing beyond the Grove, but it was time to tempt the danger. Orphea and the other chosen elves were sent out to gather information and return within the year.
Orphea, newly considered an adult in the clan, had never seen such magnificent color before. The trees and birds and brooks she found dazzled her. When she discovered a human village, she realized how different people could be too. She never knew how unsettling the brightness of other beings’ eyes could be or how unsettled the citizens would be of her. She asked them dozens of questions all about the continent, about the world, and when the kindness of the village ran out she left once more, traveling further south. She went from village to village with insatiable curiosity. Orphea knew she should have returned to the Grove to share the news of the color and kindness she had found, but the world called to her. She’d seen so little of it and maybe her elders wouldn’t permit her to leave the relative safety of the Grove again if they deemed the world too risky. So, when Orphea reached the Anari coastline, she joined a ship crew and sailed off.
The ship, The Parting Roar, welcomed her into their motley smuggler’s crew. Captain Wrinch didn’t spare Orphea a glance at first. Slowly, though, she earned the captain’s esteem with her songs and diligence. They took her from coast to coast, adventure to adventure, and she couldn’t imagine ever wanting to be anywhere else but on the open ocean or in the bustling and bright cities that lined Romera. She learned to play the lyre from one her crewmates and began to write about their ventures. She wrote epic ballads, silly jigs, and rousing anthems. She wrote down their stories in journal upon journal and became the ship’s official record keeper and tale-teller. Gone was the shade and the bone-like trees. Gone was the oppressive silence of the Grove and gone was the uselessness of her whimsy. Decades passed and she never looked back. Her life didn’t belong to the Grove anymore and she vowed to never return.
When an unexpected storm trashed The Parting Roar against the rocky shore near Arx, destroying it beyond repair, the distraught Captain Wrinch abruptly sent the surviving crew away. Betrayed and set adrift, Orphea fled deeper into Haegehend to find whatever adventure the land had to offer her. With her days as a pirate behind her for now, she kept the memories of her crew alive by publishing the many, many stories she wrote and trying to think of a more fitting ending for them.
Capricious, Adventurous, Imaginative, Compulsive, Hedonistic, Resourceful. 
[ CHECK OUT THE FULL ROLEPLAY ]
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romera-rp · 4 years
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Welcome to Romera, Sam! Your original character has been accepted under the label SCHAUSS. However, most people know them as Aisling “Ash” Gwavas, and say they look like Mia Wasikowska, or is it Timothée Chalamet? Maybe Lily Collins?. Please follow the steps on the new player checklist before sending in your account, and check the events tag to see whats currently going on!
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