The Tale of Banners Whitelist Application:
Section 1/4 - Out of Character Information
Minecraft Username(s):
Full UUID for your MineCraft account(s) (Found here):
What is your age? (We need to know this as our server has an age restriction)
Have you read the server rules?
Do you agree with the server rules?
How did you hear about Tale of Banners?
Do you have any previous roleplay experience? (Please give examples, no experience is acceptable)
Additional Information: (If any)
Section 2/4 - Terms & Definitions
Please answer these definitions using your own words, the definitions may be researched however not plagiarized (copy-pasted).
What do you define as roleplaying?
Describe the term ‘powergaming’ in your own words:
Describe the term ‘metagaming’ in your own words:
What is a "Mary-Sue" character?
What does the abbreviation ‘OOC’ mean & when should this be used?
Section 3/4 - Character Creation
Provide us with an in-game screenshot of your character’s skin.
Name:
Age:
Culture:
Can your character read and write?:
Story & Biography (please go into detail, we recommend two paragraphs but expect at least one. Please outline character history, personality traits and the things that make your character unique. Have fun with this section!)
Juniper Efrit was born in the year 981 A.T. to an expansive family of Drahl farmers. For as long as the neighbors can remember, the Efrit family has been poor as the dirt in which they live. They build sturdy semi-subterranean dugouts out of slate with strong, highly insulated sod roofing in order to keep the fierce winds and heavy snow from reaching them. Each cottage is equipped with dozens of cozy furs and a blazing fireplace in the back wall. The Efrits make a majority of their profit off of their cultivation of Woad, a yellow flower which, when properly utilized, can provide a beautiful blue dye. This dye is then sold to merchants who sell it to far off noblemen and ladies of Oserian courts. In addition to growing Woad and a variety of edible plant life, the Efrits keep watch over a large flock of precious sheep. Their clever and fleet-footed sheepdogs are said to be descendants of Northerner wolves, although that may just be a myth told by the most senile of the family’s elderly.
Juniper grew up surrounded by dozens of fellow cousins and siblings, although she often seemed to prefer the quiet company of animals. She would spend hours playing with Tari, a sheepdog who was given to her as a puppy by her uncle, or laying on her side by the sheep in their warm barn. In addition to her time spent with the animals of her family’s farm, Juniper would often travel southward to the nearby Abbey which has been acting as the regional Temple to Tsarra. Much like her home, this abbey is partially underground with only a fine facade of worn stone and a spindly chimney rising out of the sod. Inside, she was encouraged to try her first psychedelic substances and found a special place in the holy teachings of Tsarra. She felt inspired by Tsarra’s unwavering selflessness and humility, and decided to engage with her sacred texts as often as possible. She found a passion for reading and often pushed for the merchants to pick up books from Oseria written in the foreign Novian dialects.
Although few in her family were well versed in the usage of healing herbs, the most revered of the Drahl arts, Juniper learned from an intelligent young nun named Swami who assumed the role of an older sister and mentor in her life. From Swami, Juniper began to learn how to concoct a variety of simple medicinal salves and cordials from the weeds and wildflowers that grow abundantly in the mountain foothills where they live. She first would practice on the sheep who get injured by the sheepdogs or by roving packs of wolves, but one day she hoped to become masterful enough to help her family. One fateful night, a band of barbarian Grulk swept down from the mountainside and attacked the Efrit farm as well as several surrounding cottages and the nearby Abbey. Swami was killed in that raid and several of Juniper’s family died. Juniper had been incapable of saving those that she loved, and she blames her lack of medicinal knowledge for the deaths of around 2 dozen innocent Drahl civilians.
After that night, Juniper found it impossible to continue living as she had before the death of Swami. She no longer could stand the walk to the Abbey and she felt that everywhere she went she was haunted by the visages of her dead relatives. One night, while she slept by the bed wherein those who had been injured during the raid were resting, she had a dream that she has since analyzed as a message from Tsarra. In the dream, she witnesses a pack of wolves attack a lone sheep who cries out in pain with a human voice. The sheep is killed in an instant and the wolves disperse. A sheepdog approaches, and after a moment of hesitation, the sheep’s wounds close upon themselves and the ewe’s eyes open once again. The morning after, Juniper bode farewell to her mother and father and set off on a journey with naught but her sheepdog, Tari, and her crooked shepherding staff, determined to find a cure for death.
Juniper is a young and often times rash individual who often feels herself swept up in passion and intense emotion. She experiences strong empathy for those in pain and is no stranger to expressing her emotions in powerful tidal waves. Juniper’s actions in the presence of others are often polarized and erratic. Having grown up in a secluded and sparsely populated mountainous area, she often has difficulty communicating with strangers and often exhibits intense anxiety and social ineptitude. Her lack of social skills is certainly not helped by the fact that she rarely says anything at all and often prefers the company of Tari and her thoughts over the company of others. However, in certain situations, she is known to spout endless babble in the face of practical strangers, exposing her baggage and often times her secrets in front of all those around her. Juniper’s difficulty in social situations is something she wishes to improve about herself and hopefully months on the road will help her in this.
Juniper is also a very clever young woman who knows quite a bit about the fauna and flora native to her home. She is especially knowledgeable about the healing process, more specifically, the healing of temporary diseases like fevers and physical injuries such as cuts and bruises. She has little expertise on chronic illnesses and even more serious injuries. She also knows next to nothing about the art of combat nor strategy. She has never held a sword or spear in her life. Standing at 4’2’’ Juniper is a meek and frail figure without much to keep her standing or to support a heavy shield. In addition to her lack of combat knowledge, Juniper is deathly afraid of swimming and cannot bear to put her head under water under any circumstances. Calling her “cowardly” would be inaccurate as she can often be blinded by her own momentary passion and sense of justice, pushing her to make very stupid decisions which can often put her in dangerous positions.
Section 4/4 - Open-ended questions
Question 1
You stumble outside into the open air after some heavy drinking in an Oserian tavern. Just before you're about to pass an alleyway, a hooded man rushes out of it and runs for it - seemingly, he has both a blade and some jewelry on him. You take a quick peek in the alleyway to see a feminine figure collapsed on the ground, holding her hands over a bleeding wound in her torso. The thief is about to escape and the woman seems in critical condition. You...
Question 2
You are on your way to the Korsian city of Telth to sell some wares. Upon reaching the front gates you are stopped by the guard. They deny you entry for the time being as the traffic into the city is too high. You are effectively forced to wait in the refugee camp located between the two gates for the time being. The camp is filled with shopping stalls and refugees sleeping on the floor. How do you spend your time in the camp?
Question 5
You have wandered across a seemingly endless tundra for what have felt like days. A raging snowstorm makes you unable to see more than a few metres ahead. Being almost out of resources, you are delighted to find out that you have stumbled your way to a village. Upon closer inspection you find out it's a Northern village, and the residents are not very friendly towards strangers. What do you do in this dire situation?
Section 1/4 - Out of Character Information
Minecraft Username(s):
- Vermillionpanda
Full UUID for your MineCraft account(s) (Found here):
- 60c7b7eb-77ac-4933-9bf7-9da76027a324
What is your age? (We need to know this as our server has an age restriction)
- 16
Have you read the server rules?
- I have read the server rules.
Do you agree with the server rules?
- I do agree with the server rules.
How did you hear about Tale of Banners?
- I heard about Tale of Banners through a player on a different Minecraft Server.
Do you have any previous roleplay experience? (Please give examples, no experience is acceptable)
- I have roleplayed utilizing Minecraft with the Wynncraft Server and I often roleplay as the Dungeon Master in several DnD campaigns.
Additional Information: (If any)
- I am a huge fan of the fantasy genre as well as J. R. R. Tolkien’s Middle Earth which I have invested an enormous amount of my time into. I am no stranger to reading long passages of heavy lore and I often enjoy writing lore myself!
Section 2/4 - Terms & Definitions
Please answer these definitions using your own words, the definitions may be researched however not plagiarized (copy-pasted).
What do you define as roleplaying?
- Roleplaying is a form of interaction between people either in real life or through the internet wherein all parties assume unique personas which they remain faithful to in order to create a complete narrative in improvisation format.
Describe the term ‘powergaming’ in your own words:
- Also known as “min-maxing” this is an often times frowned upon form of roleplaying which disregards the intentions, flaws, and desires of the character and instead focuses solely on attaining more strength, wealth, or other forms of in-game success.
Describe the term ‘metagaming’ in your own words:
- Metagaming is another form of damaging roleplay which utilizes the information provided to the player which would not be known by the character to gain an in-gain advantage over an enemy or puzzle. An example would include reading the information about a specific enemy to learn what its weaknesses are when that information would be inaccessible to the character.
What is a "Mary-Sue" character?
- Also known as a “Gary-Stu,” this is a character without any significant or meaningful flaws who is able to conquer any challenges set before them without effort. Often times these characters are accompanied by dramatic backstories and are held in esteem by an entire population.
What does the abbreviation ‘OOC’ mean & when should this be used?
- “OOC” means “Out of Character” and should only be used when you need to relay personal information that does not constitute metagaming.
Section 3/4 - Character Creation
Provide us with an in-game screenshot of your character’s skin.
- (see attached file) She is a very short Drahl woman with pale skin and long, curly black hair. She wears a woolen dress and a woolen shawl. The dress is dyed using woad, her family’s signature crop.
Name:
- Juniper Efrit
Age:
- 20
Culture:
- Drahl of the Principality of Krelkar
Can your character read and write?:
- She grew up within walking distance of a Temple to Tsarra wherein she was not only encouraged to partake in the taking of “herbs” but also in reading the ancient tomes. As such, she can read and write Tehn fluently. In the past, the merchants who take her family’s crops to Oseria have returned with letters and books from their travels allowing her to gain an acceptable knowledge of the Novian language.
Story & Biography (please go into detail, we recommend two paragraphs but expect at least one. Please outline character history, personality traits and the things that make your character unique. Have fun with this section!)
Juniper Efrit was born in the year 981 A.T. to an expansive family of Drahl farmers. For as long as the neighbors can remember, the Efrit family has been poor as the dirt in which they live. They build sturdy semi-subterranean dugouts out of slate with strong, highly insulated sod roofing in order to keep the fierce winds and heavy snow from reaching them. Each cottage is equipped with dozens of cozy furs and a blazing fireplace in the back wall. The Efrits make a majority of their profit off of their cultivation of Woad, a yellow flower which, when properly utilized, can provide a beautiful blue dye. This dye is then sold to merchants who sell it to far off noblemen and ladies of Oserian courts. In addition to growing Woad and a variety of edible plant life, the Efrits keep watch over a large flock of precious sheep. Their clever and fleet-footed sheepdogs are said to be descendants of Northerner wolves, although that may just be a myth told by the most senile of the family’s elderly.
Juniper grew up surrounded by dozens of fellow cousins and siblings, although she often seemed to prefer the quiet company of animals. She would spend hours playing with Tari, a sheepdog who was given to her as a puppy by her uncle, or laying on her side by the sheep in their warm barn. In addition to her time spent with the animals of her family’s farm, Juniper would often travel southward to the nearby Abbey which has been acting as the regional Temple to Tsarra. Much like her home, this abbey is partially underground with only a fine facade of worn stone and a spindly chimney rising out of the sod. Inside, she was encouraged to try her first psychedelic substances and found a special place in the holy teachings of Tsarra. She felt inspired by Tsarra’s unwavering selflessness and humility, and decided to engage with her sacred texts as often as possible. She found a passion for reading and often pushed for the merchants to pick up books from Oseria written in the foreign Novian dialects.
Although few in her family were well versed in the usage of healing herbs, the most revered of the Drahl arts, Juniper learned from an intelligent young nun named Swami who assumed the role of an older sister and mentor in her life. From Swami, Juniper began to learn how to concoct a variety of simple medicinal salves and cordials from the weeds and wildflowers that grow abundantly in the mountain foothills where they live. She first would practice on the sheep who get injured by the sheepdogs or by roving packs of wolves, but one day she hoped to become masterful enough to help her family. One fateful night, a band of barbarian Grulk swept down from the mountainside and attacked the Efrit farm as well as several surrounding cottages and the nearby Abbey. Swami was killed in that raid and several of Juniper’s family died. Juniper had been incapable of saving those that she loved, and she blames her lack of medicinal knowledge for the deaths of around 2 dozen innocent Drahl civilians.
After that night, Juniper found it impossible to continue living as she had before the death of Swami. She no longer could stand the walk to the Abbey and she felt that everywhere she went she was haunted by the visages of her dead relatives. One night, while she slept by the bed wherein those who had been injured during the raid were resting, she had a dream that she has since analyzed as a message from Tsarra. In the dream, she witnesses a pack of wolves attack a lone sheep who cries out in pain with a human voice. The sheep is killed in an instant and the wolves disperse. A sheepdog approaches, and after a moment of hesitation, the sheep’s wounds close upon themselves and the ewe’s eyes open once again. The morning after, Juniper bode farewell to her mother and father and set off on a journey with naught but her sheepdog, Tari, and her crooked shepherding staff, determined to find a cure for death.
Juniper is a young and often times rash individual who often feels herself swept up in passion and intense emotion. She experiences strong empathy for those in pain and is no stranger to expressing her emotions in powerful tidal waves. Juniper’s actions in the presence of others are often polarized and erratic. Having grown up in a secluded and sparsely populated mountainous area, she often has difficulty communicating with strangers and often exhibits intense anxiety and social ineptitude. Her lack of social skills is certainly not helped by the fact that she rarely says anything at all and often prefers the company of Tari and her thoughts over the company of others. However, in certain situations, she is known to spout endless babble in the face of practical strangers, exposing her baggage and often times her secrets in front of all those around her. Juniper’s difficulty in social situations is something she wishes to improve about herself and hopefully months on the road will help her in this.
Juniper is also a very clever young woman who knows quite a bit about the fauna and flora native to her home. She is especially knowledgeable about the healing process, more specifically, the healing of temporary diseases like fevers and physical injuries such as cuts and bruises. She has little expertise on chronic illnesses and even more serious injuries. She also knows next to nothing about the art of combat nor strategy. She has never held a sword or spear in her life. Standing at 4’2’’ Juniper is a meek and frail figure without much to keep her standing or to support a heavy shield. In addition to her lack of combat knowledge, Juniper is deathly afraid of swimming and cannot bear to put her head under water under any circumstances. Calling her “cowardly” would be inaccurate as she can often be blinded by her own momentary passion and sense of justice, pushing her to make very stupid decisions which can often put her in dangerous positions.
Section 4/4 - Open-ended questions
Question 1
You stumble outside into the open air after some heavy drinking in an Oserian tavern. Just before you're about to pass an alleyway, a hooded man rushes out of it and runs for it - seemingly, he has both a blade and some jewelry on him. You take a quick peek in the alleyway to see a feminine figure collapsed on the ground, holding her hands over a bleeding wound in her torso. The thief is about to escape and the woman seems in critical condition. You...
- I am immediately swarmed by a sense of pure rage towards the man who I have already labeled a thief, although I feel that I cannot do anything to stop him on his run from justice at this point. Instead, I kneel down to help the woman who has been stabbed. At all times I try to keep a small but useful pouch with about a half dozen useful herbs and homemade salves. Reaching into my pouch, I grab goldenrod to prevent inflammation of the wound and yarrow to help the wound heal. In order to stop the bleeding, I grab a length of cloth from whatever source is near me, and if none are present, someone’s clothes. As the adrenaline of the situation wears off, I would begin to become more and more aware of the weight of the situation and I might try to actually communicate with the victim of the crime, a concept that would not have occurred to me beforehand.
Question 2
You are on your way to the Korsian city of Telth to sell some wares. Upon reaching the front gates you are stopped by the guard. They deny you entry for the time being as the traffic into the city is too high. You are effectively forced to wait in the refugee camp located between the two gates for the time being. The camp is filled with shopping stalls and refugees sleeping on the floor. How do you spend your time in the camp?
- As I wait in the crowded refugee camp, I find myself overwhelmed by the sights, sounds, and smells of this intense new environment. For at least a minute, I find myself forced into a corner where all I can do is sit and try to manage control of my senses. The sheer number of people around me causes a slight internal panic, and I instinctively grab Tari and hold her close. After a while of sitting quietly, the world begins to stop spinning and I feel that I can manage the simple act of walking through the market to see if I can find any materials that might prove helpful. I wander my way around the many dozens of stalls, peering into each one at the exotic wares without speaking to any of the shopkeepers. If I see any stalls exhibiting herbs and spices, especially those that I do not know, I will try to as the shopkeep about their uses and their price as I wait for entrance into the city.
Question 5
You have wandered across a seemingly endless tundra for what have felt like days. A raging snowstorm makes you unable to see more than a few metres ahead. Being almost out of resources, you are delighted to find out that you have stumbled your way to a village. Upon closer inspection you find out it's a Northern village, and the residents are not very friendly towards strangers. What do you do in this dire situation?
- I immediately feel the urge to prevent drawing attention to myself, but I understand that my complete lack of resources has ruled this out as an option. I bundle my furs around myself and I try to cover my long black hair in order to seem more like a northerner. As I am pushed to my most extreme limits, I enter one of the longhouses and stop at the door. While still trying to keep my Drahl identity a secret, I empty my pockets, making a spectacle of dropping any coin I still have onto the floor and I put my hands up to demonstrate that I hold no weapon and that I pose no threat. Because I know some Novian, I try to communicate with the Northerners that I am merely a hungry traveller hoping to spend the night away from the cold and the threat of wild animals and Grulk raids. If the northerners accept this, and allow me brief stay I will thank them profusely. If they refuse me, I will run and pray to Tsarra that neither the hunger nor northmen can catch me.