App for Greatest Little Show
Sunday, 28 January 2024 18:38OOC Information
Name: Stareyes
Contact:
beccastareyes/
beccastareyes
IC Information
Character name: Ilphyl
Character canon: Dungeons and Dragons/Forgotten Realms
Wiki Link: I can link the setting wiki if you want?
Game Information
OU/OC/AU/CRAU: OC. Ilphyl is a D&D character I made for the Forgotten Realms setting. Given the upcoming stop, I can have Ilphyl just show up. (Especially if they ended up in another timeline/time of Neverwinter for unknown reasons and just want a job and to avoid the uncanny valley effect of 'this looks familiar, but no one I know lives here'.)
Job: Ilphyl probably would just ask to be an animal caretaker/trainer/vet, without performing. (Also, a druid can pretty easily understudy the animals, especially in worlds that don't have shapeshifters). Also able to handle human first aid.
Powers and Skills: Ilphyl's mundane skills include a lot of knowledge of the natural world, including the ability to work with animals and general survival skill. They are also a decent herbalist. They also trained at climbing, swimming and general acrobatics.
Ilphyl is a dark elf druid. Let's unpack what that means.
Ilphyl can see in total darkness (though they need some light to discern color). Direct sunlight is enough to permanently dazzle them, and they will avoid it or use optical aid. (I also play that they have a skin reaction to sunlight that is close enough to a pale-skinned person's ability to sunburn that it can be thought of as such. They are used to dealing with it, so it mostly means using some kind of protection on sunny days if they are outside for long periods, and getting odd looks because physically, they shouldn't burn as easily as they do.)
They also have keener hearing than most humans, are resistant to certain mind-altering forms of magic (charm and sleep), and can get by with four hours of a deeply meditative state instead of sleep. (I tend to play that elves can sleep, but don't bother unless they need extra rest to recover from illness/injury, or aren't in a state where they can focus enough to enter trance.)
As a druid, Ilphyl has access to magic that is plant/animal/nature themed, as well as a few tricks that they learned growing up. Druids can swap out spells by communing with nature for an hour every day, so what they can do can change -- I can submit a full spell list. Ilphyl has up to 5th level spells, which is around when D&D magic can get seriously impressive. Certain spells can also be cast as rituals, which take longer (at least 10 minutes) but don't require preparing them daily.
Ilphyl also has a druid's knack for shapeshifting, wild shape. In fact, this is their focus (Circle of the Moon Druid). Ilphyl can take the form of almost any (non-magical) animal they have seen, which includes various giant animals/insects. They can't talk or cast spells like that -- it's not rules as written, but I've played that Ilphyl as a parrot or corvid can at least mimic single words to answer questions, but nothing that couldn't be said by working out 'squawk once for yes, twice for no'. There are a few megafauna species Ilphyl couldn't manage.
Ilphyl can stay in wild shape for 4 hours, and can do so twice without a rest. They can also burn magical energy (normally used for spell casting) for self-healing. Anything they are carrying if they shapeshift is either pulled into a pocket dimension, worn, or dropped -- so, for instance, they can keep the clothing they are wearing on while turning into a bear, and then when turning back, emerge fully dressed.
Not sure if this falls under powers or inventory, but Ilphyl also has a magical tattoo on their left arm that allows their skin to act as armor. This can be used while they are in wild shape, or 'stored' with their clothing. (Whether Ilphyl chooses to do so comes down to 'am I pretending to be a normal animal, or am I obviously a druid in wild shape'?)
Housing: Random with other PCs. Ilphyl would appreciate blackout curtains for their comfort. Also they need less actual rest than most people.
Questions:
1. What are three things your character fears?
- Lack of connection. Ilphyl can be fine choosing solitude, but they want connection with people. They often worry that their own trauma isolates them from others, as well as the feeling that, as they age, connecting with non-elves will get more difficult. They also sometimes feel like they lost their homeland by abandoning a society that was (quite frankly) toxic. Ilphyl still loves the Underdark, but they don't know if they can stand the memory associations with their childhood.
- Confinement, especially mentally. A lot of Ilphyl's childhood trauma involved trying to fit into a culturally-mandated box, failing, and deciding that while they could start chopping bits of their self off to make it work, they would rather die and get it over with. Mental coercion is a pretty big fear. (Even something like lycanthropy, which adds in the detail of twisting something Ilphyl loves by adding a cursed mind state.)
- Lolth and the Church of Lolth. Look, Ilphyl has largely dealt with the aftereffects of religiously-motivated child abuse by ignoring it and going to an area where they rarely have to interact with that set of religious beliefs.
2. What are three things your character loves?
- The natural world. All of it. Even the gross bits. Maybe especially the gross bits.
- Novelty. Seeing new things, meeting new people and learning about new places and cultures.
- Movement. Ilphyl is a very physical, kinetic person. They are the sort who will climb all over your furniture, jump off things for no reason other than for the experience, or decide they want to go swimming and just strip down and do so. Now give this person magic that lets them enhance their movement AND shapeshifting.
3. What are three principles your character believes in, whether or not they are true to these principles?
- What TV tropes calls Anti-Nihilism or Optimistic Nihilist. Which is, that in a universe where the cosmic Good versus Evil battle largely seems to treat mortals as pawns, Ilphyl chooses to be kind not to rack up points for Team Good, but because in a world where demons and devils and so on exist, why should mortals make things worse for everyone? This is also why Ilphyl thinks dividing the world into Good People/Races/Groups and Bad People/Races/Groups is dubious, even as they acknowledge some deeply harmful people and societies exist.
- Freedom. While Ilphyl is slightly dubious about the Good Versus Evil part of the alignment grid, they embrace Chaos as a philosophical stance -- that is, society should work to ensure as few people have non-consensual power over other people as possible. Ilphyl is young enough that this is a pretty broad statement, and they won't sweat the details as anyone putting Ilphyl in charge of something big enough that they can't know everyone else involved is making a bad decision.
- Beauty in the Unexpected. Ilphyl is the sort of druid who will happily pick up a banana slug and show it off. They tend to bond with fellow outcasts first.
4. What are some themes you'd like to work through with your character? There is no number limit for this one, write as much or as little as you'd like.
Exploration of social issues from someone who is looking for how different people do things.
Connection, especially shaking an internalized belief that there are Normal People who had healthy upbringings whose family problems can be solved with reconciliation, and there are people like Ilphyl who will Never Ever have families. Getting things like 'found family' or just the idea that Ilphyl can build something family-like would be nice, as well as shaking up that other people have traumatic pasts that also aren't easily solved.
A lot of things that would trigger Ilphyl are things they rarely encounter. One thing that came up in another DWRP that was interesting (and that I didn't get to explore) is that Ilphyl fears that they've lost the ability to do druid things in the Underdark, because they had to go to the surface to escape their own situation. While I don't expect settings to cover a specific place and time, getting reminders of their birthplace and culture in odd places would be interesting.
And just a general 'look at all the animals/plants/new foods/new people'.
Inventory: Ilphyl has a set of clothing, a knife and a walking stick. They carry a druidic focus that is a carved piece of zurkhwood stipe on a leather thong, that also includes a raw moonstone strung on it. They have a number of herbalist supplies, as well as camping gear and a pair of enchanted goggles that compensate for their sun-blindness.
Name: Stareyes
Contact:
IC Information
Character name: Ilphyl
Character canon: Dungeons and Dragons/Forgotten Realms
Wiki Link: I can link the setting wiki if you want?
Game Information
OU/OC/AU/CRAU: OC. Ilphyl is a D&D character I made for the Forgotten Realms setting. Given the upcoming stop, I can have Ilphyl just show up. (Especially if they ended up in another timeline/time of Neverwinter for unknown reasons and just want a job and to avoid the uncanny valley effect of 'this looks familiar, but no one I know lives here'.)
Job: Ilphyl probably would just ask to be an animal caretaker/trainer/vet, without performing. (Also, a druid can pretty easily understudy the animals, especially in worlds that don't have shapeshifters). Also able to handle human first aid.
Powers and Skills: Ilphyl's mundane skills include a lot of knowledge of the natural world, including the ability to work with animals and general survival skill. They are also a decent herbalist. They also trained at climbing, swimming and general acrobatics.
Ilphyl is a dark elf druid. Let's unpack what that means.
Ilphyl can see in total darkness (though they need some light to discern color). Direct sunlight is enough to permanently dazzle them, and they will avoid it or use optical aid. (I also play that they have a skin reaction to sunlight that is close enough to a pale-skinned person's ability to sunburn that it can be thought of as such. They are used to dealing with it, so it mostly means using some kind of protection on sunny days if they are outside for long periods, and getting odd looks because physically, they shouldn't burn as easily as they do.)
They also have keener hearing than most humans, are resistant to certain mind-altering forms of magic (charm and sleep), and can get by with four hours of a deeply meditative state instead of sleep. (I tend to play that elves can sleep, but don't bother unless they need extra rest to recover from illness/injury, or aren't in a state where they can focus enough to enter trance.)
As a druid, Ilphyl has access to magic that is plant/animal/nature themed, as well as a few tricks that they learned growing up. Druids can swap out spells by communing with nature for an hour every day, so what they can do can change -- I can submit a full spell list. Ilphyl has up to 5th level spells, which is around when D&D magic can get seriously impressive. Certain spells can also be cast as rituals, which take longer (at least 10 minutes) but don't require preparing them daily.
Ilphyl also has a druid's knack for shapeshifting, wild shape. In fact, this is their focus (Circle of the Moon Druid). Ilphyl can take the form of almost any (non-magical) animal they have seen, which includes various giant animals/insects. They can't talk or cast spells like that -- it's not rules as written, but I've played that Ilphyl as a parrot or corvid can at least mimic single words to answer questions, but nothing that couldn't be said by working out 'squawk once for yes, twice for no'. There are a few megafauna species Ilphyl couldn't manage.
Ilphyl can stay in wild shape for 4 hours, and can do so twice without a rest. They can also burn magical energy (normally used for spell casting) for self-healing. Anything they are carrying if they shapeshift is either pulled into a pocket dimension, worn, or dropped -- so, for instance, they can keep the clothing they are wearing on while turning into a bear, and then when turning back, emerge fully dressed.
Not sure if this falls under powers or inventory, but Ilphyl also has a magical tattoo on their left arm that allows their skin to act as armor. This can be used while they are in wild shape, or 'stored' with their clothing. (Whether Ilphyl chooses to do so comes down to 'am I pretending to be a normal animal, or am I obviously a druid in wild shape'?)
Housing: Random with other PCs. Ilphyl would appreciate blackout curtains for their comfort. Also they need less actual rest than most people.
Questions:
1. What are three things your character fears?
- Lack of connection. Ilphyl can be fine choosing solitude, but they want connection with people. They often worry that their own trauma isolates them from others, as well as the feeling that, as they age, connecting with non-elves will get more difficult. They also sometimes feel like they lost their homeland by abandoning a society that was (quite frankly) toxic. Ilphyl still loves the Underdark, but they don't know if they can stand the memory associations with their childhood.
- Confinement, especially mentally. A lot of Ilphyl's childhood trauma involved trying to fit into a culturally-mandated box, failing, and deciding that while they could start chopping bits of their self off to make it work, they would rather die and get it over with. Mental coercion is a pretty big fear. (Even something like lycanthropy, which adds in the detail of twisting something Ilphyl loves by adding a cursed mind state.)
- Lolth and the Church of Lolth. Look, Ilphyl has largely dealt with the aftereffects of religiously-motivated child abuse by ignoring it and going to an area where they rarely have to interact with that set of religious beliefs.
2. What are three things your character loves?
- The natural world. All of it. Even the gross bits. Maybe especially the gross bits.
- Novelty. Seeing new things, meeting new people and learning about new places and cultures.
- Movement. Ilphyl is a very physical, kinetic person. They are the sort who will climb all over your furniture, jump off things for no reason other than for the experience, or decide they want to go swimming and just strip down and do so. Now give this person magic that lets them enhance their movement AND shapeshifting.
3. What are three principles your character believes in, whether or not they are true to these principles?
- What TV tropes calls Anti-Nihilism or Optimistic Nihilist. Which is, that in a universe where the cosmic Good versus Evil battle largely seems to treat mortals as pawns, Ilphyl chooses to be kind not to rack up points for Team Good, but because in a world where demons and devils and so on exist, why should mortals make things worse for everyone? This is also why Ilphyl thinks dividing the world into Good People/Races/Groups and Bad People/Races/Groups is dubious, even as they acknowledge some deeply harmful people and societies exist.
- Freedom. While Ilphyl is slightly dubious about the Good Versus Evil part of the alignment grid, they embrace Chaos as a philosophical stance -- that is, society should work to ensure as few people have non-consensual power over other people as possible. Ilphyl is young enough that this is a pretty broad statement, and they won't sweat the details as anyone putting Ilphyl in charge of something big enough that they can't know everyone else involved is making a bad decision.
- Beauty in the Unexpected. Ilphyl is the sort of druid who will happily pick up a banana slug and show it off. They tend to bond with fellow outcasts first.
4. What are some themes you'd like to work through with your character? There is no number limit for this one, write as much or as little as you'd like.
Exploration of social issues from someone who is looking for how different people do things.
Connection, especially shaking an internalized belief that there are Normal People who had healthy upbringings whose family problems can be solved with reconciliation, and there are people like Ilphyl who will Never Ever have families. Getting things like 'found family' or just the idea that Ilphyl can build something family-like would be nice, as well as shaking up that other people have traumatic pasts that also aren't easily solved.
A lot of things that would trigger Ilphyl are things they rarely encounter. One thing that came up in another DWRP that was interesting (and that I didn't get to explore) is that Ilphyl fears that they've lost the ability to do druid things in the Underdark, because they had to go to the surface to escape their own situation. While I don't expect settings to cover a specific place and time, getting reminders of their birthplace and culture in odd places would be interesting.
And just a general 'look at all the animals/plants/new foods/new people'.
Inventory: Ilphyl has a set of clothing, a knife and a walking stick. They carry a druidic focus that is a carved piece of zurkhwood stipe on a leather thong, that also includes a raw moonstone strung on it. They have a number of herbalist supplies, as well as camping gear and a pair of enchanted goggles that compensate for their sun-blindness.