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{{SubpageNavigation|1 Link Name=Creating A Character Page|1 Link Target=Creating A Character Page}} | {{SubpageNavigation|1 Link Name=Creating A Character Page|1 Link Target=Creating A Character Page}} | ||
Before we start, we recommend reading through the ''' | Before we start, we recommend reading through the [[Axioms|'''<u>Axioms</u>''']] to get a general idea of what fits the setting. The [[Axioms|'''<u>Axioms</u>''']] are a set of worldbuilding rules to keep things consistent. From there, think of a general idea of what you want your character to be. No worries if it doesn’t instantly come to you, we can develop things as we go and change things if we change our minds later on. | ||
For reference, whenever "<u>Tavern Talk</u>" is mentioned in this page, it is referring to the "<u>#tavern-talk</u>" channel in the Castrella Discord server. | For reference, whenever "<u>Tavern Talk</u>" is mentioned in this page, it is referring to the "<u>#tavern-talk</u>" channel in the Castrella Discord server. | ||
=== <u>'''Step 1: Concept'''</u> === | === <u>'''Step 1: Concept'''</u> === | ||
Who is this character? What could their role in the world be? What race sounds interesting (more info below!) to you? Or a division? What would they sound like How could they interact with '''[[:Category:Characters|another character]]''' in the world? How about starting their name from a pun, or a funny visual? | Who is this character? What could their role in the world be? What race sounds interesting (more info below!) to you? Or a division? What would they sound like How could they interact with '''[[:Category:Characters|<u>another character</u>]]''' in the world? How about starting their name from a pun, or a funny visual? | ||
If you would like a hand bouncing around ideas, give the <u>Tavern Talk</u> channel a ping! Let's get ideas going! | If you would like a hand bouncing around ideas, give the <u>Tavern Talk</u> channel a ping! Let's get ideas going! | ||
=== <u>'''Step 2: Race'''</u> === | === <u>'''Step 2: Race'''</u> === | ||
The [[races|'''races''']] in ''' | The [[races|'''<u>races</u>''']] in [[Castrella|'''<u>Castrella</u>''']] are vast and numerous. | ||
Here is a list of the [[races|'''races''']] in this world so you can look through the general ideas surrounding them! There is a lot of variety in appearances, so don't feel stuck on having to present your character a specific way. | Here is a list of the [[races|'''<u>races</u>''']] in this world so you can look through the general ideas surrounding them! There is a lot of variety in appearances, so don't feel stuck on having to present your character a specific way. | ||
If you don’t see a race that fits your idea, feel free to throw ideas out in <u>Tavern Talk</u>! | If you don’t see a race that fits your idea, feel free to throw ideas out in <u>Tavern Talk</u>! | ||
=== <u>'''Step 3: Aether and Aspects'''</u> === | === <u>'''Step 3: Aether and Aspects'''</u> === | ||
Every creature | Every creature we encounter in [[Castrella|'''<u>Castrella</u>''']] (with minor exceptions) can use [[Arcane Energy|'''<u>Aether</u>''']]. When an individual can wield an element, it is called an '''[[Arcane Energy#Aspects|<u>Aspect</u>]]'''. They are able to use aspects due to the Aether Organ within all beings. | ||
All creatures and characters at birth have '''''one''''' aspect, then have the option to learn '''''one''''' other aspect as they go. Outside of this, one can '''''never''''' be attuned to 3 aspects at once, or they shall explode. They can, however, practice very basic spells of each type. | All creatures and characters at birth have '''''one''''' aspect, then have the option to learn '''''one''''' other aspect as they go. Outside of this, one can '''''never''''' be attuned to 3 aspects at once, or they shall explode. They can, however, practice very basic spells of each type. | ||
While every character must have ''one'' aspect, ''not all characters need to have two aspects''. When building characters with two aspects, take into account how they might utalise them. '''[https://docs.google.com/spreadsheets/d/14TWfdxih29MxNMlRXBdmd4FQ4FA8-kH0uaiGHPm7qa4/edit?gid=0#gid=0 This combo idea sheet]''' may help! | While every character must have ''one'' aspect, ''not all characters need to have two aspects''. When building characters with two aspects, take into account how they might utalise them. '''[https://docs.google.com/spreadsheets/d/14TWfdxih29MxNMlRXBdmd4FQ4FA8-kH0uaiGHPm7qa4/edit?gid=0#gid=0 <u>This combo idea sheet</u>]''' may help! | ||
In total, there are 9 main types of '''[[Arcane Energy#Aspects|Aspects]]''', though only 7 you can naturally be born with. (''Note, the three words after the aspect names are just suggestions for traits of someone who uses this aspect might have, feel free use or not''!) | In total, there are 9 main types of '''[[Arcane Energy#Aspects|<u>Aspects</u>]]''', though only 7 you can naturally be born with. (''Note, the three words after the aspect names are just suggestions for traits of someone who uses this aspect might have, feel free use or not''!) | ||
Here is a summary of the elements one can be born with: | Here is a summary of the elements one can be born with: | ||
* [[Arcane Energy|'''Fire''']] - Mental Fortitude, Justice, Passion. Takes a resolute and bustling soul to control Easiest element to handle. Restorative spells, enhances weapons when used offensively. | * [[Arcane Energy|'''<u>Fire</u>''']] - Mental Fortitude, Justice, Passion. Takes a resolute and bustling soul to control Easiest element to handle. Restorative spells, enhances weapons when used offensively. | ||
* [[Arcane Energy|'''Water''']] - Balance, Relentlessness, Deep Focus. Requires much concentration/meditation to handle. mid-difficulty to control. Focus on restorative spells with offensive spells more rare. | * [[Arcane Energy|'''<u>Water</u>''']] - Balance, Relentlessness, Deep Focus. Requires much concentration/meditation to handle. mid-difficulty to control. Focus on restorative spells with offensive spells more rare. | ||
* [[Arcane Energy|'''Wind''']] - Freedom, Dexterity, Carelessness. Incredibly flexible as an element, works well with other aspects. Focus on support enhances other elements. With a focus on support, rarely would be used offensively. | * [[Arcane Energy|'''<u>Wind</u>''']] - Freedom, Dexterity, Carelessness. Incredibly flexible as an element, works well with other aspects. Focus on support enhances other elements. With a focus on support, rarely would be used offensively. | ||
* [[Arcane Energy|'''Earth''']] - Sturdiness, Dedication, Guidance. Simple element to learn. Restorative powers harness energy from plants to salve wounds, while offensive powers manipulates the environment. | * [[Arcane Energy|'''<u>Earth</u>''']] - Sturdiness, Dedication, Guidance. Simple element to learn. Restorative powers harness energy from plants to salve wounds, while offensive powers manipulates the environment. | ||
* [[Arcane Energy|'''Ice''']] - Controlling, Stoicism, Unpredictability. Most difficult element to handle as it is highly volatile and inexperienced users can harm those around them. Restorative powers involve using ones hand's to mend wounds, and offensive usage being torrential assaults. | * [[Arcane Energy|'''<u>Ice</u>''']] - Controlling, Stoicism, Unpredictability. Most difficult element to handle as it is highly volatile and inexperienced users can harm those around them. Restorative powers involve using ones hand's to mend wounds, and offensive usage being torrential assaults. | ||
* [[Arcane Energy|'''Light''']] - Emptiness, Destruction, Beginnings. Incredibly rare. Powerful aether that destroys pre-existing objects and matter entirely. Incredibly difficult to learn, the guild offers courses to only highest level of spellweavers. | * [[Arcane Energy|'''<u>Light</u>''']] - Emptiness, Destruction, Beginnings. Incredibly rare. Powerful aether that destroys pre-existing objects and matter entirely. Incredibly difficult to learn, the guild offers courses to only highest level of spellweavers. | ||
* [[Arcane Energy|'''Dark''']] - Wholeness, Creation, Conclusions. Incredibly rare. Aspect that can be used to fill spaces with completely new matter. Incredibly difficult to learn, the guild offers courses to only highest level of spellweavers. It is currently the most difficult element to pick up. As of right now, there are no restorative spells associated with dark. | * [[Arcane Energy|'''<u>Dark</u>''']] - Wholeness, Creation, Conclusions. Incredibly rare. Aspect that can be used to fill spaces with completely new matter. Incredibly difficult to learn, the guild offers courses to only highest level of spellweavers. It is currently the most difficult element to pick up. As of right now, there are no restorative spells associated with dark. | ||
Once again, if you need help always feel free to reach out in <u>Tavern Talk</u>. | Once again, if you need help always feel free to reach out in <u>Tavern Talk</u>. | ||
=== <u>'''Step 4: Divisions'''</u> === | === <u>'''Step 4: Divisions'''</u> === | ||
This step only applies to people who are within [[Adventurers' Guild|'''The Adventurers' Guild''']]. There are different [[Adventurers' Guild#Major Divisions|'''divisions''']] that represent the many jobs of the Guild. For more on each one’s function, look here. To simplify this, ask yourself, what does my character like to do? How would they help the Guild? | This step only applies to people who are within [[Adventurers' Guild|'''<u>The Adventurers' Guild</u>''']]. There are different [[Adventurers' Guild#Major Divisions|'''<u>divisions</u>''']] that represent the many jobs of the Guild. For more on each one’s function, look here. To simplify this, ask yourself, what does my character like to do? How would they help the Guild? | ||
Here is a summary of the Major Divisions one can be in: | Here is a summary of the Major Divisions one can be in: | ||
* '''[[Wayfarers' Division]]''' - The largest division withing the Adventurers' Guild. Focusing on any and all types questing and adventuring, and collaborating with other divisions. | * '''[[Wayfarers' Division|<u>Wayfarers' Division</u>]]''' - The largest division withing the Adventurers' Guild. Focusing on any and all types questing and adventuring, and collaborating with other divisions. | ||
* '''[[Civil Affairs Division]]''' - Handles a large amount of the governmental legwork within Eversun, helping the general public and law-making. Also manages festivities and civil protection. | * '''[[Civil Affairs Division|<u>Civil Affairs Division</u>]]''' - Handles a large amount of the governmental legwork within Eversun, helping the general public and law-making. Also manages festivities and civil protection. | ||
* '''[[Trade Division]]''' - Focus on anything commerce, marketing and currency. Those in Trade work tireless to upkeep flow of trade in and outside of Eversun. This division also oversees mail services and monitoring trade routes from harbours. | * '''[[Trade Division|<u>Trade Division</u>]]''' - Focus on anything commerce, marketing and currency. Those in Trade work tireless to upkeep flow of trade in and outside of Eversun. This division also oversees mail services and monitoring trade routes from harbours. | ||
* | * [[Archivist Division|'''<u>Archivist Division</u>''']] - Tasked with documenting everything in Castrella. Accepting research from other divisions, manages their own printing stations, and records information into the Archivist Grand Library. | ||
* ''' | * [[Environmental Division|'''<u>Environmental Division</u>''']] - Researches farmland, all living entities, crop accessibility and forecasts for weather. Engages with other divisions to ensure natural life is of high priority and is protected. | ||
* ''' | * [[Arcane Sciences Division|'''<u>Arcane Sciences Division</u>''']] - Studies all subjects relayed to magic, aether and science. Focuses on anything to do with the basic elements, harmonic elements, chaotic elements, curses, pacts, aetheric vessels, aetheric combinations, elemental traces within the world, spellweaving, and so on. | ||
* ''' | * [[Education Division|'''<u>Education Division</u>''']] - A fairly small division, runs required courses for adventurers. A collective product of all major divisions, rookies are required to attend an amount of courses. Subjects include weaponry, magic, ecology, geography, cultural communications, rule of the Guild, stealth, etc. | ||
* ''' | * [[Creative Commons Division|'''<u>Creative Commons Division</u>''']] - Handles staffing for festivals, holiday cheer/decorating the city, maps infrastructure, and provides general entertainment/hobby services. These services include and are not limited to: theater troupes, Pictomancy shows, circuses. Oversees and manages community events. | ||
* ''' | * [[Outerworld Division|'''<u>Outerworld Division</u>''']] - One of the oldest divisions in the Adventurers' Guild, focuses on peacekeeping between Eversun City and all of Castrella's territories, although in modern times created a force to control the spread of chaotic elements. Works closely with other divisions. | ||
* ''' | * [[Contingency Division|'''<u>Contingency Division</u>''']] - A large division dedicated to emergency services. Ranging from medical paramedic on a job sites to assisting the Wayfarers' Division on quests. Handles other oddball requests that may be unable to fall into any other category. | ||
Not everyone is a fighter, but every member of the Guild must be licensed with a weapon. Some people just want to work behind a desk. | Not everyone is a fighter, but every member of the Guild must be licensed with a weapon. Some people just want to work behind a desk. | ||
If you can’t decide, we have a fun personality quiz '''[https://uquiz.com/quiz/Opau41/what-adventurers%E2%80%99-guild-division-should-you-apply-for right here]'''! | If you can’t decide, we have a fun personality quiz '''[https://uquiz.com/quiz/Opau41/what-adventurers%E2%80%99-guild-division-should-you-apply-for <u>right here</u>]'''! | ||
Not every character in Castrella is in the guild, so don't feel as though they have to be! | Not every character in Castrella is in the guild, so don't feel as though they have to be! | ||
=== <u>'''Step 5: Homeland and Backstory'''</u> === | === <u>'''Step 5: Homeland and Backstory'''</u> === | ||
'''[[Castrella#Countries|Here is a link to a rough outline of some locations in Castrella]]''', and outside of Eversun City (page is a WIP!) | '''[[Castrella#Countries|<u>Here is a link to a rough outline of some locations in Castrella</u>]]''', and outside of Eversun City (page is a WIP!) | ||
While we don't have the entire world fleshed out fully, we have some locations that may help in assisting with your character's homeland. Consider what type of culture you want your character to have. Think about what goals and aspirations led them to where they are! | While we don't have the entire world fleshed out fully, we have some locations that may help in assisting with your character's homeland. Consider what type of culture you want your character to have. Think about what goals and aspirations led them to where they are! |
Revision as of 20:12, 20 August 2025
Before we start, we recommend reading through the Axioms to get a general idea of what fits the setting. The Axioms are a set of worldbuilding rules to keep things consistent. From there, think of a general idea of what you want your character to be. No worries if it doesn’t instantly come to you, we can develop things as we go and change things if we change our minds later on.
For reference, whenever "Tavern Talk" is mentioned in this page, it is referring to the "#tavern-talk" channel in the Castrella Discord server.
Step 1: Concept
Who is this character? What could their role in the world be? What race sounds interesting (more info below!) to you? Or a division? What would they sound like How could they interact with another character in the world? How about starting their name from a pun, or a funny visual?
If you would like a hand bouncing around ideas, give the Tavern Talk channel a ping! Let's get ideas going!
Step 2: Race
The races in Castrella are vast and numerous.
Here is a list of the races in this world so you can look through the general ideas surrounding them! There is a lot of variety in appearances, so don't feel stuck on having to present your character a specific way.
If you don’t see a race that fits your idea, feel free to throw ideas out in Tavern Talk!
Step 3: Aether and Aspects
Every creature we encounter in Castrella (with minor exceptions) can use Aether. When an individual can wield an element, it is called an Aspect. They are able to use aspects due to the Aether Organ within all beings.
All creatures and characters at birth have one aspect, then have the option to learn one other aspect as they go. Outside of this, one can never be attuned to 3 aspects at once, or they shall explode. They can, however, practice very basic spells of each type.
While every character must have one aspect, not all characters need to have two aspects. When building characters with two aspects, take into account how they might utalise them. This combo idea sheet may help!
In total, there are 9 main types of Aspects, though only 7 you can naturally be born with. (Note, the three words after the aspect names are just suggestions for traits of someone who uses this aspect might have, feel free use or not!)
Here is a summary of the elements one can be born with:
- Fire - Mental Fortitude, Justice, Passion. Takes a resolute and bustling soul to control Easiest element to handle. Restorative spells, enhances weapons when used offensively.
- Water - Balance, Relentlessness, Deep Focus. Requires much concentration/meditation to handle. mid-difficulty to control. Focus on restorative spells with offensive spells more rare.
- Wind - Freedom, Dexterity, Carelessness. Incredibly flexible as an element, works well with other aspects. Focus on support enhances other elements. With a focus on support, rarely would be used offensively.
- Earth - Sturdiness, Dedication, Guidance. Simple element to learn. Restorative powers harness energy from plants to salve wounds, while offensive powers manipulates the environment.
- Ice - Controlling, Stoicism, Unpredictability. Most difficult element to handle as it is highly volatile and inexperienced users can harm those around them. Restorative powers involve using ones hand's to mend wounds, and offensive usage being torrential assaults.
- Light - Emptiness, Destruction, Beginnings. Incredibly rare. Powerful aether that destroys pre-existing objects and matter entirely. Incredibly difficult to learn, the guild offers courses to only highest level of spellweavers.
- Dark - Wholeness, Creation, Conclusions. Incredibly rare. Aspect that can be used to fill spaces with completely new matter. Incredibly difficult to learn, the guild offers courses to only highest level of spellweavers. It is currently the most difficult element to pick up. As of right now, there are no restorative spells associated with dark.
Once again, if you need help always feel free to reach out in Tavern Talk.
Step 4: Divisions
This step only applies to people who are within The Adventurers' Guild. There are different divisions that represent the many jobs of the Guild. For more on each one’s function, look here. To simplify this, ask yourself, what does my character like to do? How would they help the Guild?
Here is a summary of the Major Divisions one can be in:
- Wayfarers' Division - The largest division withing the Adventurers' Guild. Focusing on any and all types questing and adventuring, and collaborating with other divisions.
- Civil Affairs Division - Handles a large amount of the governmental legwork within Eversun, helping the general public and law-making. Also manages festivities and civil protection.
- Trade Division - Focus on anything commerce, marketing and currency. Those in Trade work tireless to upkeep flow of trade in and outside of Eversun. This division also oversees mail services and monitoring trade routes from harbours.
- Archivist Division - Tasked with documenting everything in Castrella. Accepting research from other divisions, manages their own printing stations, and records information into the Archivist Grand Library.
- Environmental Division - Researches farmland, all living entities, crop accessibility and forecasts for weather. Engages with other divisions to ensure natural life is of high priority and is protected.
- Arcane Sciences Division - Studies all subjects relayed to magic, aether and science. Focuses on anything to do with the basic elements, harmonic elements, chaotic elements, curses, pacts, aetheric vessels, aetheric combinations, elemental traces within the world, spellweaving, and so on.
- Education Division - A fairly small division, runs required courses for adventurers. A collective product of all major divisions, rookies are required to attend an amount of courses. Subjects include weaponry, magic, ecology, geography, cultural communications, rule of the Guild, stealth, etc.
- Creative Commons Division - Handles staffing for festivals, holiday cheer/decorating the city, maps infrastructure, and provides general entertainment/hobby services. These services include and are not limited to: theater troupes, Pictomancy shows, circuses. Oversees and manages community events.
- Outerworld Division - One of the oldest divisions in the Adventurers' Guild, focuses on peacekeeping between Eversun City and all of Castrella's territories, although in modern times created a force to control the spread of chaotic elements. Works closely with other divisions.
- Contingency Division - A large division dedicated to emergency services. Ranging from medical paramedic on a job sites to assisting the Wayfarers' Division on quests. Handles other oddball requests that may be unable to fall into any other category.
Not everyone is a fighter, but every member of the Guild must be licensed with a weapon. Some people just want to work behind a desk.
If you can’t decide, we have a fun personality quiz right here!
Not every character in Castrella is in the guild, so don't feel as though they have to be!
Step 5: Homeland and Backstory
Here is a link to a rough outline of some locations in Castrella, and outside of Eversun City (page is a WIP!)
While we don't have the entire world fleshed out fully, we have some locations that may help in assisting with your character's homeland. Consider what type of culture you want your character to have. Think about what goals and aspirations led them to where they are!
Step 6: Personality
This point may be a bit more open-ended, so instead, it could act as a sort of thought exercise.
Who is this person? How would they react to certain situations? Do they like certain kinds of weather? Hate some sorts of foods? What acts would they stand for, and find deplorable if they sae happening? Do they have contrasting and hard morals they follow? Or are they one to go with the flow?
At the end of the day, it's important to consider what would be fun for you to write and explore. Imperfections and blemishes are just as interesting as a character who is seen without any flaws. Any personality choices can develop to other aspects over time, so no need to stress on thinking things must always stay the same as how they were initially created.
Step 7: The Bells and Whistles
This section mostly pertains to filling in the gaps between other points. Such as, how this character would dress, does their occupation/standing in the Guild influence that, their outlook towards others, and so on. Generally speaking, how could their design reflect their personality or profession?
Would this character have any family? If so, does that influence them in their current life? Or, are they estranged? While one can get lost in creating a spider-web of a family tree, it can also help to think "if this character has a family member, did they have an impact on my character personally?" for example, an event changing the course of your character's life.
Finally, does this character have any fun facts or trivia about them. Something that would "break the ice", so to speak, in conversations. Or perhaps, something they cannot do, some bias they might have towards an activity, what the character might do in their spare time.
If you're stuck for ideas, no stress! This point is largely here to act as little prompts in filling the spaces maybe missing in your character. These things aren't intrinsic to the process, however they can be fun to consider! If you're stuck on what your character might have as extra points, again, feel free to chatter away in the Tavern Talk channel.
Step 8: The Template
Here is some formatting you can pop into the Edit Source Tab when editing to have a basic template for your character's page. Just make sure to remove the " and " at the start and end of the text, and replacing the "division" in Category: "Division" with the relevant Division Name you choose (example, changing it to Category:Wayfarers' Division) or omitting it if you haven't decided on one yet or if they aren't in one!
<blockquote>"..."</blockquote>
{{Person
| Name =
| Image = [[File:Name_Of_Picture.png|thumb]]
| Pronouns =
| Species =
| Height =
| Age =
| Birth Date =
| Division =
| Role =
| Zodiac =
| Aspect =
| Family =
}}
== Appearance ==
== Personality ==
== Biography ==
== Contributions ==
== Abilities==
== Relationships ==
== Trivia ==
== Gallery ==
[[Category:Characters]] [[Category: Division]]