On the Road to Elspar [Book 1] (Dryad Mercenary Schoolgirl Quest)
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The year is 1329. The Huntress' War has entered its tenth year, inflaming competing nationalisms and pitting the Confederacy of Caldrein against one of the continent's superpowers, the Tenereian Union. Desperately outnumbered, the Confederacy has relied on the prowess of its famed Caldran mercenaries, with highly-trained and experienced warbands returning from foreign conflicts to the defense of their homeland, and it is on their backs that Caldrein has successfully mounted a valiant defense for a decade. But they are losing, and day by day, with all the grace of a sledgehammer, the vast Tenereian armies take one more bit of Caldran territory, one footstep at a time.

Sixteen-year-old Neianne from the village of Caelon has submitted herself to Faulkren Academy, one of the centuries-old institutions established to train the next generation of Caldrein's elite soldiers of fortune, to learn the ways of wars for three years before embarking upon the defense of her country. Her dryad family once hailed from reclusive woodland communes isolated from Caldrein's complicated mainstream society, and her upbringing leaves the shy village girl unprepared to suddenly train alongside other apprentices from backgrounds as low as the dirty slums of Caldrein's cities and as high as the halls of aristocratic power.

Yet the war is eroding the norms and traditions that the Caldran people have long considered part of their national mythos, and the tensions within the Confederacy that have long simmered under the surface - race, class, community, identity - are slowly but surely dividing its people, and Neianne must grow and discover who she really is, even as the war that she is steadfastly training for comes to its inexorable end...
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1.1 In Medias Res

Kei

absolute disaster of a person
QM's Note: This is a fun zone. I'm writing this for fun, so that people can read this for fun. Please remember this as you participate in this quest and make it fun for everyone. Thank you~

QM's Edit (2019/1/24): The pacing for Arc One is a bit slow, and starting from Arc Two, I am trying to improve on pacing. I understand if my quest feels like it's slow to warm up to you, but if you're giving my quest a chance, I would like to humbly request that you get to "1.10 The Wyvern" - the point where the quest starts picking up its legs and getting more serious about its tone - before making a decision as to whether or not you really like this quest. Giving me a chance is all I can ask as a writer. Thank you.

QM's Edit (2019/3/13): Due to a number of reasons, what was meant to be the three-storyarc prologue for this quest is now its independent prequel, covering the protagonist's three years at Faulkren Academy. The events that happen afterwards will go into a sequel quest after the conclusion of this one. As such, the title of this quest has been changed from On the Elsparian Road to On the Road to Elspar. OOC content will not be edited to reflect this change.



The graduation ceremony for the class of 1332 at Faulkren Academy is blessed with a characteristically beautiful day for this time of year. Save for the few idyllic clouds that drift lazily across, the sun shines unimpeded from where it rests upon azure skies, lighting up the emerald plains surrounding the town of Faulkren. It is upon these plains - far on the outskirts of the town proper - that the Academy sits, a picturesque fortress of whitestone erected by the early Caldran mercenaries centuries ago, a haven that you have called home for three years.

The quasi-formal surroundings that engulfs the Great Hall obscures the hidden gaiety passing through the throng of young graduates seated in neat rows, facing the podium at the fore of the large chamber under the watchful eyes of their instructors. Decorum, discipline, and three years of training are what keeps a lid on the almost unbearable amount of excitement and anticipation amongst the graduating class, and virtually no one believes that this is no cause for celebration. Regal banners and tapestries hang from high ceilings against whitestone walls on this occasion, some featuring the stylized icon of a bird of prey. The occupants are dressed in their best, and the tables to the side hold rich foods that promise an equally delightful banquet...

...Well, as soon as the headmistress finishes her speech.

Certainly, there is reason to be proud. Caldran mercenaries have a long and rich tradition going back to the dawn of the Confederacy, warbands of deadly warriors striking on behest of the highest bidder. By the time the Confederacy was formed, Caldran mercenaries were so ubiquitous to the country that the masters of the land quietly and unofficially gave these soldiers of fortune institutional support. And now you - and the dozens of others seated with you today, friends and rivals and enemies you've made over the last three years, all on the cusp of adulthood - count yourselves among their number, a proud symbol of Caldrein's skill and tenacity in battle.

Of course, amidst all the ceremony, it is easy to forget that the pressures of war has strained the economy of the Confederacy of Caldrein to the breaking point, that the northwestern borders of the Confederacy shrink ever so little with each passing week, and that successive graduating classes of Caldran mercenaries - despite enjoying a recruiting spree greater than any other seen in its history - seem ultimately powerless to stop Caldrein's slow, valiant, but inevitable defeat.

The headmistress seems to have reached the climax of her speech when the double doors of the Great Hall are abruptly pushed open. With the instincts of trained fighters, the occupants of the room turn as one to glare at the hapless young woman who has materialized in the opening of this chamber, one of the junior staff members of the Academy. Despite being obviously aware of the many frowning faces turned on her, the young woman - stunned and breathless - takes advantage of the silence that has settled upon the hall by making a single pronouncement that shakes the Great Hall and, indeed, all of Caldrein.

"A peace treaty has been signed at Arnheim! The war is over!"

The year is 1332. The signing of the Treaty of Arnheim, accomplished in secret and without warning, formally ends hostilities between the Confederacy of Caldrein and the Tenereian Union, drawing the twelve-year-long Huntress' War to a close. An equal peace on paper, Caldrein's sovereignty and independence is ensured, but all of Tenereia's wartime gains - the region of Elspar, constituting almost a quarter of the Confederacy - now belongs in the hands of the Union.

And in your little corner of the country, amidst the cacophony of disbelieving exclamations and stunned discussions amongst the young and the old in the Great Hall of Faulkren Academy, you cannot help but blankly wonder - after training for three years for a war that no longer is - what, if anything, lies in store for your future.



This is a story about an adventure like any other.

This is a story about war and peace, pride and prejudice, life and death, when the will of the people turned a page in their turbulent history, when the great virtues and sinister vices of believers and beliefs were laid bare for all to see.

This is a story about friends and rivals, allies and enemies, sisters and lovers, when the world dared the living to challenge and stand up for their convictions, when bonds forged by flame and wine burned brilliantly into the night.

This is a story about wonder and awe, fire and steel, laughter and tears, where every corner along city streets and every pebble that paves the roads tell the timeless stories of those who came before and those who shall come after.

This is a story about a girl who dared to go and see the world.



Directed by
Bad Decisions

Screenplay by
Depression

Produced by
A Stupidly Fickle Muse

Co-Produced by
Questionable Life Choices

Based on
Anime and Wikipedia

Edited by
Alcoholism

Starring
The Readers

Co-Starring
Kinkiness

And Guest Starring
No Idea What I'm Doing

Kei Presents
On the Road to Elspar




Arc One
Faulkren Academy

Three Years Ago

The year is 1329. The Huntress' War - starting as a dispute over hunting grounds on the border that soon inflamed nationalist sentiments and spiraled into an armed conflict between the Confederacy of Caldrein and the Tenereian Union - has entered its tenth year, with no end in sight. Priding itself on neutrality and independence, Caldrein finds herself standing alone amongst the countries of the continent of Iuryis, fighting against a neighbor many times its size. To the northeast, the Imperial Ornthalian Republics offers token support, but with each passing year, actual military assistance from Tenereia's timeless rival seems less and less likely.

The people of Iuryis expected the Confederacy to suffer total defeat within a few short months due to the disparity of power. For what can tiny Caldrein do against Tenereia, one of the two great powers of Iuryis? Yet Caldran bravery and skill at arms have defied these expectations time and time again. Caldran mercenaries, who for centuries have been exported abroad to fight foreign wars for profit, returned home with hard-won experience and mastery, waging war for their homeland. Having long been a major - if unofficial - component of foreign policy for the Confederacy, they have enjoyed unofficial support, institutionalizing into organized businesses. Academies were founded to train new generations of soldiers of fortune with the quiet blessings of the Caldran countesses. And with the Caldran mercenaries continuing to produce miraculous victories from the jaws of defeat, patriotism in the Confederacy grows, and more and more youths submit themselves to these academies, fueling the largest recruiting spree that the Caldran mercenaries have ever seen.

But wars are rarely won by skill at arms, and are instead mostly determined by numbers and logistics. With replenishable ranks and abundant supplies, Tenereia has fought the war - one of several in a wide campaign for geostrategic power in Central Iuryis - at its leisure, slowly grinding down Caldrein with all the grace but surety of a sledgehammer. Already Tenereia controls more than half of Caldrein's northwestern region of Elspar, and successive attempts to dislodge the Union from their entrenched positions have failed, even as the enemy front grows step by step with every passing day.

The seemingly hopeless situation hasn't stopped you from enrolling yourself into an academy, though. "Accounting mistakes" have seen a great increase in unofficial funding for mercenary academies in Caldrein, as well as a threefold increase in apprentice capacity from prewar levels. And Faulkren Academy is no exception.

Located on the outskirts of the town of Faulkren, the fortress cuts a strong impression against the picturesque scenery typical of the region of Apaloft, buildings of whitestone gleaming against azure skies and emerald plains, a contrast to the red rooftops of the town just shy of three kilometers away. Constructed three centuries ago by the first Caldran mercenaries that formed the warband of Faulkren, the fortress hosted a reasonably successful operation for a hundred years, but the tides of war and fortune turned against them, and the complex was abandoned for a hundred years more. It was only a century ago that a new warband of mercenaries flew the banner of Faulkren atop this fortress once again, reviving its traditions and refurbishing their new home with funds that "fell by the wayside". It is not as old as the more famous mercenary academies such as Llyneyth or Alvimere, but Faulkren still has strong history and tradition.

You thus find yourself fortunate that Faulkren Academy accepted you for mercenary training. In spite of the greatly expanded capacity for apprentices, the national war fervor has driven up no shortage of volunteers. As you finish the last leg of your journey, having traveled all the way to Faulkren with the Academy now well within sight, you watch as a sporadic few walkers, riders, and wagons move inexorably towards the fortress across different roads, bringing young apprentices-to-be from all over the region, if not the Confederacy. Over the next few days, those accepted to the Academy will trickle in for the three years of training to ensue, hoping to defend their homeland, make history...and earn a hefty paycheck.

You cross through the main gate of the Academy's walls, entering the courtyard surrounded by a complex taking up ten acres of Faulkren land, observing the activity around you. With a fortress of this size, you imagine that you shall be training here with dozens of other recruits - perhaps even a hundred - and some of them have already arrived, reporting in with the fortress staff and moving their bags to their dormitories. The apprentices arriving are of all four races, representing a variety of socioeconomic classes. A girl in a plain, slightly dirty dress walks into the courtyard by herself, finding a bench upon which to finally sit down and rub her sore, dirty feet; another arrives on the back of a passing merchant's wagon, slinging a bag over her shoulder as she stares at the Academy walls in awe; the arrival of a carriage announces the presence of a highborn, who soon sets booted feet upon the ground with cautious anticipation.

Most of the adults here are academy staff, but there are a few others who move and stand about, watching this procession unfold with detached interest, and even if the weapons they carry didn't give them away, there's just something about their confident, graceful composure - the very way they carry themselves - that convinces you that these are the Caldran mercenaries of Faulkren, quite possibly your instructors and trainers, quite possibly your future superiors...and someone whom you'll eventually be.

A desk in the middle of the courtyard is manned by a small team of well-dressed clerks ready to sort out the trickle of apprentices arriving at the Academy. Your approach does not go unnoticed, and the pretty lady seated with a stack of papers smiles professionally at you as you make eye contact. "Welcome to the Academy, young miss," she greets, even as her fingers reach for the papers, a collection of names for those accepted at Faulkren Academy this year. Your application is doubtlessly also in this stack, as well as details of the arrangements for your three-year stay. "Your name, if you would?"

Name
[x] Write-In

Race
[x] Human
Humans are a diverse and adaptable race that have spread across the continent of Iuryis on the merit of grit and toughness, often represented as artisans, laborers, and soldiers. It was humanity that first built great cities and turned to industry after living for centuries under the shadow of the elves, only to be beat at their own game as the generations passed, thus carrying the reputation of being a restive race with misplaced tenuousness. On average, humans have much greater endurance than any of the other races, and will outlast almost all other living beings in terms of how long they can continue physical activity. They can thus march further without rest, and can run almost anything down given enough time and a means of tracking. In combat, humans have rather balanced traits compared to the other races, and are thus found in almost every sort of combat role.​
[x] Elf
Lithe and beautiful, elves are a long-lived race often characterized by their sharp, elongated ears, and have historically been extensively represented amongst the social, political, and economic elite of Iuryis. As such, they are regarded by other races as powerful, intelligent, and sophisticated, but also as arrogant and callous. Resentment towards elves as an advantaged demographic has ofttimes fueled racial unrest across Iuryis. Elves are the only race on the continent that can in any way perceive the existence of the fae, otherworldly beings existing on a plane of existence that governs the mechanics of the universe. The ability to barely communicate with the fae boosts magecraft or allows for inexplicably sharp instincts, although not reliably. In combat, elves rely on grace and magecraft, and are thus often found as archers, fencers, and mages.​
[x] Aseri
Aseri are a humanoid race characterized by sharp fox ears and a bushy tail. Historically nomadic, aseri have traditionally been represented as huntresses and traders, even though large swathes of the aseri population have long since settled down into permanent settlements. Although considered resourceful and relatively industrious, aseri are often characterized by other races as shrewd and cunning, and thus prone to dishonesty. Compared to the other races of Iuryis, aseri have sharp senses that allow them to detect and track sights, sounds, and scents in the environment, easily allowing them to find their quarry or listen in on conversations. They are also naturally fast in sprints, even if they cannot maintain it for overlong. In combat, aseri rely on speed and skill, and are thus often found as fencers, archers, and assassins.​
[x] Dryad
Dryads are a humanoid race with a partial biological makeup that's rather plant-like in nature. Historically having secluded themselves to the woodlands of Iuryis with the elves, dryads have only recently begun to integrate with the rest of Iuryian society as a whole. Without a complicated history with most of Iuryis' races, they do not have significant racial baggage and are cautiously respected, although sometimes regarded as undeveloped simpletons. With their semi-plant-like physique, dryads are capable of exerting great bursts of energy, whether it be strength or magecraft. They also heal from wounds much faster than other races, camouflage themselves well in woodlands, and can rely on just water and sunlight for emergency nourishment. In combat, dryads rely on strength and magecraft, and are thus often found as swordswomen, lancers, and mages.​
All races can access all combat archetypes, but are represented in certain archetypes much more than others.

Persona
[x] Shy - Uncertain and adorably adorable.
[x] Taciturn - Withdrawn and seemingly unshakeable.
[x] Aloof - Detached and enticingly mysterious.
[x] Cocky - Confident and unafraid to show it.
[x] Joker - Impetuous and the life of the party.
[x] Write-In

Socioeconomic Class
[x] Peasant
Peasants are at the lowest rung of Iuryis' socioeconomic ladder, ranging from farmers with small patches of farmland to untrained farmhands whom some consider slaves in all but name. Accustomed to hard labor in lands on the outskirts of population hubs, peasants are tough and relatively accustomed to adverse environmental conditions. They are also more accustomed to handling and treating fauna, from domesticated beasts of burden to dangerous monsters of the wild. However, coming from the poor countryside means a lack of familiarity with towns and cities, and an increased likeliness to flub mainstream social etiquette as a "yokel".​
[x] Laborer
Laborers make up the untrained or base-level workforce in most of Iuryis' towns and cities, where their lowly status is barely supplemented by relative access to municipal infrastructure. From the tougher parts of civilization, laborers are streetwise and know how to navigate through towns, cities, and the people who reside within. Similarly, they're fundamentally more accustomed to crowds of people, and thus know well how to read them, how to deal with them, and how to stay out of trouble. However, aside from being at the bottom of the social totem pole, laborers are also instinctively associated with urban crime and thusly disdained.​
[x] Freeholder
Freeholders provide most of the skilled labor throughout Iuryis, representing demographics such as blacksmiths, tailors, jewelers, and small business owners. They are broadly well-regarded across the entire socioeconomic spectrum as respectable lowborns who have nevertheless achieved success through the sweat of their brow. Aside from such, they are not considered particularly privileged or downtrodden compared to the rest of Iuryis' socioeconomic spectrum, and have no further systemic benefits or drawbacks associated with their class.​
[x] Merchant
Merchants manage mercantile endeavors that allow wealth to flow through Iuryis' markets, managing anything from guilds to trade fleets to banks at significant financial gain. They have a good mind for numbers and business, and typically perform well when it comes to striking deals, managing finances, and exploiting mercantile opportunities. Due to the wide-spanning scope of their trade, merchants are also typically well-traveled, and typically fit in relatively well in strange lands and stranger cultures. Unfortunately, although relatively privileged, merchants are sometimes regarded as greedy swindlers and not necessarily immediately trusted.​
[x] Minor Noble
Minor nobles may not have the power to dictate regional or confederate policy, but they are still a privileged class with enviable social power and relative financial security. The education afforded to you means that you're broadly learned in various fields to sound at least somewhat knowledgeable in many different matters. Habits and etiquette that denote you as highborn are also liable to gain begrudged courtesy from your peers and reflexive deference from those of a lower station. However, this also means that during unfavorable circumstances, you stand out as a bartering chip for the powerful, and an outlet for envy and frustration for the downtrodden.​
As you will most of the narrative being a mercenary some ways from home, socioeconomic class acts as profile indicator and a personal quality, and does not offer significant institutional support associated with that station. Choosing to be the daughter of a minor noble far from promises the institutional advantages that come with that socioeconomic class.



Yes, I just started a quest with in medias res. ^_^;

To set expectations here, On the Road to Elspar is a traditional fantasy quest. It will primarily be narrative-based; any systems I use - assuming I use any systems at all - will be very light, and will mostly be used to accommodate the narrative instead of the other way around. Despite initial appearances, the actual meat of the quest will take place after the Huntress' War ends in 1332, which is the opening scene that took place prior to the flashback to three years ago; most of the quest will feature the protagonist as a trained and competent mercenary. The prologue you're being dropped into right now in 1329 will be fairly lengthy, but it's mostly a mix between a character creation process, an introduction to the world and the broader metaplot, and the establishing of various characters that may or may play larger roles in the quest proper. The plan, ultimately, is to have the character grow into a sufficiently competent mercenary that will be ready to have her own adventures by the time we get to the year 1332. ^_^;

While I'm not going full Japanese, I will certainly be taking many cues from anime (I mean, the aseri are obviously kitsunemimi), and it will be relatively less somber than some of my other works while still retaining the capacity to depict dark narratives. I'm hoping to be a bit more casual about this quest compared to my previous works, but that doesn't mean I also can't do some serious things with it. Not sure if that's helpful, but there we go. ^_^;

Also, because I made the mistake the last two times and really don't want to go for three: Through the character generation process - which will include this update and several others in the future - votes will be tallied by set and not by individual categories. This is pretty much the only way I can ensure that the voting process doesn't get too confusing, so. x_x
 
Links
Links
Patreon Page

SpaceBattles Thread
Royal Road Story
TV Tropes Page
Kei on Twitter
Informational
Informational
Codex Iuryis
Arc One: Faulkren Academy
Arc One: Faulkren Academy
1.1 In Medias Res
1.2 The Great Hall
1.3 The First Acquaintances
1.4 The Prodigy, the Roommate, and the First Weeks
1.5 Squad Four
1.6 The Roldharen Field Exercise
1.7 Improvised Hunting
1.8 A Walk in the Woods
1.9 Worse Than Bears
1.10 The Wyvern
1.11 Midwinter's Feast
1.12 Festivities (Part 1) (Part 2) (Part 3)
1.13 The Attack on Faulkren (Part 1) (Part 2)
1.14 Life and Death
1.15 It Gets Easier
1.16 The Aftermath at Faulkren
1.17 A Bathtime Decompression
1.18 A Eulogy for Lost Apprentices => 1.18X1 Interlude 1: Of Course It's a Political Problem => 1.18X2 Interlude 2: Remember the Dead
1.19 At the End of the Academic Year (Part 1) (Part 2) (Part 3)
1.20 Summer Vacation (Part 1) (Part 2) (Part 3) (Part 4) (Part 5) (Part 6) (Part 7) (Part 8) (Part 9) => 1.20X1 Interlude 4: Responsibility and Privilege
Arc Two: The Huntress' War
Arc Two: The Huntress' War
2.1 Return to Faulkren
2.2 The New Academic Year => 2.2X1 Interlude 4: Responsibility and Privilege
2.3 The Year's Troubled Start => 2.3X1 Interlude 5: Relitigation
2.4 The Assignment
2.5 The Knight
2.6 In Search for Bandits
2.7 The Sheriff of Apaloft => 2.7X1 Interlude 6: Circumstances Have Changed
2.8 To Llyneyth (Part 1) (Part 2)
2.9 Llyneyth Academy (Part 1) (Part 2) (Part 3)
2.10 Before the Tournament
2.11 The Inter-Academy Tournament (Part 1) (Part 2) (Part 3) (Part 4) (Part 5) => 2.11X1 Interlude 7: The Choice of Solitude
2.12 The Second Round (Part 1) (Part 2)
2.13 Swords and Flowers (Part 1) (Part 2)
2.14 A Prelude to Urban Combat
2.15 The Final Six (Part 1) (Part 2)
2.16 The Fall of Halissen (Part 1) (Part 2) (Part 3)
2.17 The Exodus (Part 1) (Part 2)
2.18 Persecution of the Masses (Part 1) (Part 2)
2.19 A Season of Snow (Part 1) (Part 2) (Part 3) (Part 4) => 2.19X1 Interlude 8: Black and Blue
2.20 Letters and Faiths (Part 1)
Interludes
Interludes
1.18X1 Interlude 1: Of Course It's a Political Problem
1.18X2 Interlude 2: Remember the Dead
1.20X1 Interlude 3: Some Other Summer Vacations
2.2X1 Interlude 4: Responsibility and Privilege
2.3X1 Interlude 5: Relitigation
2.7X1 Interlude 6: Circumstances Have Changed
2.11X1 Interlude 7: The Choice of Solitude
2.19X1 Interlude 8: Black and Blue
Fourth Wall Classroom
Fourth Wall Classroom
Lesson 1: The Geoeconomics of the Confederacy of Caldrein
Omake
Omake
Omake 1: Shoes (Canon)
Guest Story 1: Lessons Learned by @Gazetteer (Canon)
Guest Story 2: Guest Story 2: The True Story of What Happened Somewhere in the Middle of Update 2.16.2 by @VagueZ (Non-Canon)
Omake 2: Some Intrinsic Flaw (Canon)
Artwork
Artwork
Neianne by Soojin P. (Commissioned by @Lazy Minx)
Neianne by @Sinkquattro (Commissioned by @Lazy Minx)
Neianne by Soojin P. (Commissioned by @Lazy Minx)
Neianne by @Elpis
Neiabrea by @Elpis
Neianne by DreamSyndd
Neianne (Concept) by DreamSyndd
Neianne (Concept) by DreamSyndd
Neianne by Agata Panasiuk
Sieglinde Corrina Ravenhill by Soojin P. (Commissioned by @Lazy Minx)
Elizabeth Irivich Zabanya by Soojin P. (Commissioned by @Lazy Minx)
Elizabeth Irivich Zabanya by @Erebeal
Elizabeth Irivich Zabanya by @Erebeal
Neianne and Elizabeth Irivich Zabanya by Soojin P. (Commissioned by @Lazy Minx
Sieglinde Corrina Ravenhill and Elizabeth Irivich Zabanya by DreamSyndd)
Neianne and Florence by @Renu (Commissioned by @VagueZ)
Florence by @Elpis
Neianne by @Guitar
 
[x] Vera Alkaev
[x] Aseri
[x] Aloof - Detached and enticingly mysterious.
[x] Freeholder
 
I don't know what else I want...but definitely Dryad.

[x] Dryad
[x] Shy
- Uncertain and adorably adorable.
[x] Peasant

Need to come up with a plan...

Here, the idea is that we're pretty strong and very shy. We're the strong, poor version of the Dryad, and maybe regarded as a simpleton because we don't show off any intelligence we have all the time by being a braggart. So, like...yeah.
 
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[x] Neianne
[x] Dryad
[x] Shy
- Uncertain and adorably adorable.
[x] Freeholder

I have a dream.

To be a moemoe wrecking ball of steel and plate, rolling from crisis to crisis as things continue bouncing off of us and wondering how the hell we keep doing this.
 
[x] Neha Samara
[x] Aseri
[x] Joker
- Impetuous and the life of the party.
[x] Merchant

Neha - loving
Samara - benefit, gain
 
I'll try to leave the vote open for another eleven hours or so. I mean, sure, I get impatient sometimes, but trying to get myself to write on a schedule is difficult, so you probably still have time to discuss. And for others to vote. ^_^;
 
[x] Philia Bluebell
I like it.

[x] Aseri
Elf is tempting, but the fluff calls.

[x] Cocky - Confident and unafraid to show it.
Cocky is great for characters who actually are, and for characters who are putting on a facade. All routes are good here.

[x] Minor Noble
How are we fluffy nobility? I dunno, but there's sure to be some interesting plot hooks behind it!
 
[x] Neianne
[x] Dryad
[x] Shy
- Uncertain and adorably adorable.
[x] Freeholder

The one thing I want is for this character to be a Dryad, everything else is secondary for me.
Seriously, go around impaling people with flutes while saying 'baka' almost without pause, I don't care, as long as we go around doing it as a plant.
Well, also because I feel elves are a bit tired as a race (Immortal I-Can't-Believe-They're-Not humans with a connection to nature/the mystical, that's never changed*), humans, eh, I live as one every day, and aseri, weeeell I've never really liked that kinda type of race, biased? Maybe, s'just a kinda kneejerk reaction, I mean, it seems too fan-servicey (Not what this quest will be going for, yeah, yeah, like I said, biased), not much of an argument, I know, and I'm not going to complain that much if it wins, but at least the Kajhitt were entirely cat-like, not just ears and a tail, meanwhile, dryads are something which I haven't seen as much of (The Elder Scrolls instantly pops to mind, though) and their own racial attributes are interesting enough that I would pick them even if I wasn't much of a fan of beings constructed of stuff other than flesh and blood, even if it is pretty close to it.
*Weird thing is, I like dwarves even though they're just as if not more tired than elves, maybe it's the fact that I like dynamic things, so a race which is both immortal and not prone to any kind of change (granted, this type isn't immortal, but still) loses my interest quickly.
 
The one thing I want is for this character to be a Dryad, everything else is secondary for me.
Seriously, go around impaling people with flutes while saying 'baka' almost without pause, I don't care, as long as we go around doing it as a plant.
Well, also because I feel elves are a bit tired as a race (Immortal I-Can't-Believe-They're-Not humans with a connection to nature/the mystical, that's never changed*), humans, eh, I live as one every day, and aseri, weeeell I've never really liked that kinda type of race, biased? Maybe, s'just a kinda kneejerk reaction, I mean, it seems too fan-servicey (Not what this quest will be going for, yeah, yeah, like I said, biased), not much of an argument, I know, and I'm not going to complain that much if it wins, but at least the Kajhitt were entirely cat-like, not just ears and a tail, meanwhile, dryads are something which I haven't seen as much of (The Elder Scrolls instantly pops to mind, though) and their own racial attributes are interesting enough that I would pick them even if I wasn't much of a fan of beings constructed of stuff other than flesh and blood, even if it is pretty close to it.
*Weird thing is, I like dwarves even though they're just as if not more tired than elves, maybe it's the fact that I like dynamic things, so a race which is both immortal and not prone to any kind of change (granted, this type isn't immortal, but still) loses my interest quickly.

Please don't take this as me discouraging you from this vote - I'm going into this vote with no prejudices or preferences, and your vote is absolutely fine and I'm happy to take it if it wins - but I just want to clarify a few things so you're going into this vote with both eyes open. ^_^;

Elves are not immortal in this setting. They're long-lived compared to humans, but not by several orders of magnitude. Furthermore, they're...not exactly closely intertwined with nature. They used to be, until humans started forming the building blocks of industry, and the elven leadership co-opted those efforts when they saw the writing on the wall. At this point, elves are as urban as humans are, and their abandoning of their old woodland traditions makes their relationship with dryads...complicated. Especially now that a sizable dryad population is also giving into this "mass civilization" thing. ^_^;

This said, intersectionality is a thing. Yes, elves are disproportionately represented in the upper echelons of society, but that's relative to the other races. The majority of elves are still lowborn, commoners that have a lot of the same concerns and troubles as human, aseri, and dryad commoners, whether they be freeholders, laborers, or peasants, who basically had no input in regards to decisions made by their racial leadership in the days where races more segregated. Please keep that in mind. ^_^;

Also, a reminder that dryads are not...all plant. It's more like, Greek mythologies depicted them as spirits that looked almost entirely like humans (much like nymphs, their aquatic counterparts), whereas modern RPG rulebooks have a tendency to make them very plant-like; I'm hoping to strike a balance between them. ^_^;
 
Please don't take this as me discouraging you from this vote - I'm going into this vote with no prejudices or preferences, and your vote is absolutely fine and I'm happy to take it if it wins - but I just want to clarify a few things so you're going into this vote with both eyes open. ^_^;

Elves are not immortal in this setting. They're long-lived compared to humans, but not by several orders of magnitude. Furthermore, they're...not exactly closely intertwined with nature. They used to be, until humans started forming the building blocks of industry, and the elven leadership co-opted those efforts when they saw the writing on the wall. At this point, elves are as urban as humans are, and their abandoning of their old woodland traditions makes their relationship with dryads...complicated. Especially now that a sizable dryad population is also giving into this "mass civilization" thing. ^_^;

This said, intersectionality is a thing. Yes, elves are disproportionately represented in the upper echelons of society, but that's relative to the other races. The majority of elves are still lowborn, commoners that have a lot of the same concerns and troubles as human, aseri, and dryad commoners, whether they be freeholders, laborers, or peasants, who basically had no input in regards to decisions made by their racial leadership in the days where races more segregated. Please keep that in mind. ^_^;

Also, a reminder that dryads are not...all plant. It's more like, Greek mythologies depicted them as spirits that looked almost entirely like humans (much like nymphs, their aquatic counterparts), whereas modern RPG rulebooks have a tendency to make them very plant-like; I'm hoping to strike a balance between them. ^_^;
Mmm, interesting.
Thanks for the info, probably not gonna change my vote, but that really helps clear up a few things.
 
At this point I should probably just choose from what's already there.

[x] Neha Samara
[x] Aseri
[x] Joker
- Impetuous and the life of the party.
[x] Merchant

Honestly Joker, Dryad, Laborer is what I want but the persona is what I care most about. I just don't feel like being moe. Although if moe was our persona and joker was our real personality or vice versa that could be entertaining.
 
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