WORK IN PROGRESS - Character Creation Guide | Tale of Banners Roleplaying Community Forum

WORK IN PROGRESS Character Creation Guide

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Tale Of Banners

Aug 30, 2015
Character Creation

Welcome to the Tale of Banners character creation guide! This guide will help newer players navigate around the character system and what the different stats represent. It will also touch on the character profiles and the whitelist applications briefly.

You will only be able to have one active character with an account at any time due to the limitations of the professions system. This is to prevent exploitation. At any time, a player can announce they will be creating a new, unaffiliated character to start from scratch.

Whitelist Application Info

If you haven't created a whitelist application yet, you will need to do so before advancing into character creation. Please go to this link to get started. Once you have been whitelisted you will be able to continue through the rest of the character information. You can set up most of this information without having been whitelisted, but to play your character, you must be approved.

Once you have been approved for a whitelist you will not need to create another application in the future. You will be free to create new characters as you see fit. However, rules on what is appropriate for characters still apply past this point. You shouldn't create a character from a separate land, or create a sci-fi character. Doing so is a strikable offense.

The following sections cover the items related to your whitelist application when creating your character.

Character Names
When you create your character, one of the most difficult things to come up with is an appropriate name. We will cover some brief naming conventions for each of the different cultures while showing how flexible they can be. A realistic name is important to immersion in a large world full of characters. These are recommendations, not necessities.

Oserian names are modeled after a traditional old English/Italian mix. If you want vanilla medieval-style names this is the best culture for you. The Germanic influences of the old Northern names can be felt on occasion, but the new Oserian influences come out. 'Th' is prominent, much the same as the Northerners, however, more vowels are used, and the language is generally softer due to the influences of old Rouen. For real-life influences, look to old England, medieval Italy, and medieval French names.

Drahl names are unique and have varied differences between their original subcultures. Many of these subcultures naming conventions in modern times have combined to form the modern Drahl names. Drahl names have zig-zag nature, going between prominent vowels to prominent consonants and back again. Names such as Vos Litus, Uka Batsma, and the like are examples. Although the Yaelk used to be Drahl, many have adopted Oserian names instead.

Korsian names have much variety. They can be Byzantine, Turkic, or some form of Levantine. The various regions also give some Korsians their names. Traditional Korsians linking to their Crosian ancestry will often ad more harsh 'kh' sounds in their names. V's are very common for old-style names as well, and as such, many Korsians named for their ancestors have V's very prominent in their naming schemes. H's are more common in modern names.

Northern names should be themed after old-style Norse and Germanic names. Avoid using names that reference traditional Norse gods, however, such as Loki or Thor. Many northern names instead reference the five and their professions, or after significant historical figures such as Kerlag or Ardyn. 'Y' is a very prominent letter, often used to emphasize greatness, and 'th' sounds are very common as well.

Character Aging
When you create your character, create them with the knowledge that they will be aging and will not be starting with all the skills one might start with an older character. This is not to say don't create an old man, but just know that you will need to spend years gaining wealth and experience in professions and combat to get the character to where you want.

We track character age in the character card. Every two weeks irl an in-game year passes. This means that in a full year your character will be about 26 years older. A normal character can last about two to three years irl, this is more than enough time to see your character grow and change, and gives enough chance for things to change in the long run. We will not force you to kill your character unless you are unreasonable with your character age.

Character Cultures
When you create your character, you will need to assign them to one of the major cultures. On your character card, you will have options from the four major cultures. Your character does not necessarily have to match a culture exactly, but it should be where the majority of their values flow from. Some characters may have experience in multiple cultures. In these cases, we recommend following the largest of the two influences.

Your skin, name, and general character information should match your culture in an ideal scenario. You have wiggle room of course, so don't be afraid to get creative! Have a Yaelk that's more Drahl than Oserian. Create a Northerner steeped in Oserian culture by his mother, or make an Oserian who grew up in a Drahl monastery!

Reading and Writing
Reading and writing might seem a simple yes upon initial character creation, but ask yourself why your character would know how to read and write? Literacy wasn't common even amongst the kings of medieval times! Have fun making a character who can learn to read and write through time and their relationships.

If you do decide to create a character capable of reading and writing, you should have a compelling reason in your character biography. Maybe he was tutored in mathematics and had to learn the symbols? Maybe she was a cloistered sister at a monastery in Oseria and has only recently decided to go on pilgrimage? Its up to you of course, but we encourage you to get creative.

One of the portions of the whitelist involves creating a character story and biography. While writing, attempt to keep the cultures on our lore here in mind. You are much more likely to be approved if you use references to lore listed in this section. We especially would like you to use more lore than just locations. Things such as factions, religions, animals, and plants can all be used in your bio. The more integrated your character is into the world of Esna the better.

When creating your character, know that you can have its origins be from more or less anywhere on our continent named Esna. Even villages not specified in our lore (it still has to fit in with the nearby culture, however). We discourage people from creating characters reaching Esna by sea, as the outside world is not explored.

If you plan to play a character with intrigue options, we recommend you create an additional application here and mention some lesser actions of intrigue in your backstory to flesh out the character. This is not necessary, but it might help you gain initial tiers. Intrigue will be mentioned more in a later section.

If you plan to play a noble we recommend contacting a noble family to join a preexisting house. If you wish, however, you may create a minor 'noble' character, however, they will not be considered noble unless you create a noble application here, meaning the character will not be able to own any land. Nobles and land will be mentioned more in a later section.

Character Skins
Your character skin should be appropriate to all other aspects of your character. Your biography, culture, and all other information you have provided should work with your skin. Feel free to be creative. We do not have an official skin maker, however, you may seek out people on the forums or on our discord to help you with this.

Your skin should be low fantasy, try to stay as traditional medieval as possible. Armor may be present on the skin, although it is recommended it be a second layer that can be removed. Skin armor will not be effective in RP combat unless you have the armor on your person at the time of the engagement. The same goes for weapons on skins.

Your skin should be appropriate to your culture.
Oserians tend to have pale to tawny skin, and brownish hair colors, with some blondes and black-haired. Their clothes could represent a number of traditional medieval European clothing. The Yaelkan Oserians are distinctively different from the other Oserians due to their Drahl history. They usually have slightly darker skin, and while many adopt Oserian styles, many don't use the Turkic styles of the Korsians.
Korsians can be anywhere from lightly tanned to heavily dark. Their hair tends to be brown or black. Their skins should represent the peoples of medieval Arabia, the Levant, Turkic peoples, and the Byzantines, depending on the skin. Oftentimes the wealthy display their opulence. The Shari peoples tend to be very dark in color, and only lighten if they remain in the north for some time. They also usually use the styles of the Korsians, but some decide to stay more tribal in their nature, and wear lighter, tribalistic gowns.
Northerners are usually pale, or near pale. Their hair colors are light and can be blonde, red, or light browns. Their skins should represent the Scandinavian medieval peoples' styles.
Drahl have different looks depending on the originating culture. Crookmire Drahl are pale, with dark brown and black hair and fair colored eyes. Their clothes are usually representative of a swamp tribal. Krelkans have brown hair, from light to dark, and usually are fair in skin tone and eye color. They wear greens and usually have a distinctive regal Russian style.

Items that are not appropriate for skins include steampunk, fantasy, sci-fi, or modern skins. Try to keep to a pure medieval skin as much as possible. Fantasy elements should not be included either. Steampunk elements must be kept to an absolute minimum. Try not to use glass goggles, cogs, watches, or anything of the sort. Fantasy elements of a skin are out of the question. Try not to use glowing eyes or glowing bits in general. Don't use fantasy races such as orcs or elves, and try not to use an obvious wizard skin. Sci-fi and modern skins are easy to pick out and will be dealt with strikes if used.

Skins should be immersive to the server, but that does not mean you have no options. Create your own skin or have fun finding a good one. We want to see different looking people with creative mindsets as much as possible.

Character Card
After you have been whitelisted, one of the first things you should do is use /character to set up your character card. The card will contain all the information needed for others to interact with your character, and for moderators to be able to see relevant rules. Several elements of the card stand out and will be expanded in this section.

Certain elements of your card can be edited, and others cannot be edited. These will be mentioned in their appropriate sections. If you wish to change other elements you will need to go through appropriate channels as mentioned in each section. Some sections have been referenced already and will mention those previous sections in this guide.

Name - This is your character's name. This will display when you chat with other players. See the whitelist character names section for ideas for names.
Age - This is your character's age. You will need to change it once every two weeks. You start aging from the day you are whitelisted. See character aging for more details.
Culture - This is your character's primary culture. You will only be able to choose one, so seek the most accurate for your character's appearance. See character skins and character cultures for more information.
Height - This is your character's height. Northerners tend to be taller, up to 7 feet tall. Crookmen tend to be shorter, down to 4 feet. The Grulk can be up to eight feet in height.
Literacy - This is whether or not you are literate. You will not be able to set this yourself. Contact a moderator or administrator to get it changed. You will need to prove you have rp reasons to be literate.
Profession - This is your chosen profession. You can only have one at a time. It will determine what role your character plays in the economy. You cannot change it yourself and must contact a moderator or administrator to have it changed.
Intrigue - This is your approved intrigue level given to you by a moderator or administrator after you applied for an application. Ask a mod or admin if you haven't had this field fixed.
Affiliation - This is a personal choice that allows you to say you are affiliated with one of the noble houses or player organizations. If you have no affiliations, you can just put in None.
Stats - This is your chosen stat. You will be able to choose between strength, dexterity, perception, intelligence, and charisma. Your chosen stat will give you a bonus in roleplay scenarios. You request a stat on character creation and cannot change afterward.
Description - This is where you get to put any other details about your character that you wish. Can be eye color, skin color, manner of walking, clothing, and anything else you wish.

Intrigue Application
Anyone can apply for an intrigue application. Just because you are only given tier one doesn't mean however that you must stop there. Act more using your intrigue, plot, and involve yourself and gather evidence of your RP and you can be given higher tiers of intrigue. You will not be granted above a tier 2 or 3 at the initial creation of your character. If you can RP well, you may be given higher upon additional applications.

Everyone will start at tier zero. You can easily apply for a tier 1 with little chance of rejection. The more RP evidence and backstory your character has, the better your chance at higher tiers of acceptance. We are looking for good role-players for villains that can provide obstacles without being just nuisances. See the full system for more information.

Your intrigue tier is unique to each character, but if you have applied for other characters in the past, it will help us make quick judgments as to whether or not you can roleplay a good villain. You must use this system to commit any RP villainous actions.

There are various player organizations on the server that may be worth looking into when you create your character. Perhaps a group of merchants has created a guild, or maybe some people have set a party to attack dungeons. Maybe some people have a weekly RP. If you wish, you can choose to join these groups. It will be up to the group in question of course, but it's worth looking into. See here for more information.

In addition to general groups, you may want to become a noble in a noble household. To join an existing house you will need to ask the head of the noble house whether or not you are permitted to join. Currently, there is a maximum of five people per noble household, however. If you are not happy with any of the noble households, you can apply for another house, although it may be rejected if several houses already exist. You can apply here if you want to try.

Character Profile
Lastly is your character profile. Get as creative as you want. You can look at other character profiles for inspiration. This is purely optional, but we highly recommend it as it helps you immerse yourselves with the other characters of Esna, and chronicle the events you have partaken in. You can create a custom profile here to fully immerse yourself and learn more about your other players.
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