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In Game Name (IGN): DaydreamingGirl

How did you find us?: Searched up medieval minecraft roleplay servers, and spent about 20 minutes looking for a decent one. Lo and behold, I find this magical place!

About You: I'm a bit of a young introvert who likes to escape reality through stories and roleplay, and who has a particular fondness for the medieval/ fantasy genres. I also have a (probably) unhealthy addiction to tea.

 

CHARACTER INFORMATION

Name: Elizabeth Rowandell

Age: 20

Gender: Female

 

Appearance:

Common and plain in her clothes, often donning a simple blue dress with a darker corset, a white undershirt, an apron, and simple leather boots with a slight heel. Her skin is rather tan from large amounts of sunlight. Elizabeth's wavy hair is a cross between blonde and brown in colour, gaining lighter tones during the Summer. She has a slightly rounded face that is often dominated by a warm and welcoming grin, an average nose and kind blue eyes. Her figure is slim, but she is slightly smaller than the average woman (a fact she tries to hide by wearing boots with a slight heel). She bears a small scar on her forehead, which she hides with her long fringe that nearly covers her right eye. Elizabeth also bears the tattoo which symbolises her years of training in the medicinal practices of her druid tribe on her left shoulder, a tradition amongst her people.

 

Personality:

Elizabeth has (mistakenly) been called naive due to her generally accepting and kind nature. When around people with whom she is comfortable, she is filled with a contagious cheerfulness and, upon occasion, has been known to make a rather witty comment. In truth, this hides the despair and frustration she battles inwardly, emotions brought on by her inability to save her home and people.

She dislikes taking sides in conflict, instead gently attempting to suggest the opposing sides calm down. When all else fails, she is known to have a rather nasty temper, her voice taking on a chilling steely calm. Elizabeth does not devoutly practice any particular creed, but considers herself a follower of the Middle Realm Orthodox religion. She has the inability to abandon an injured person if she has the ability to heal them, a fact that has causes her trouble at times. She is fascinated by the stars, and spends hours at a time reading the tales of the Lucins and the Celestial Realm from her mother's book. Elizabeth tends to be a pacifist, and avoids confrontation if possible. If asked what she valued above all else, she would say the ability to make a person smile, and the small everyday acts of kindness we all overlook. That, and some useful medicinal herbs.

Backstory:

Elizabeth Rowandell was born to the druid healers Amity and Matthew of the Riverfell Druid Tribe in 29 AV in one of the many forests of the mainland, when the civil war was raging, and the Dusk Gate sparked. The fact that Elizabeth was born at around the time of the spark caused unease amongst some of the druid elders, they took this as a bad omen about the small babe. This unease soon passed, as the tiny Elizabeth displayed no supernatural or malevolent tendencies in her early years. Instead, she had a fascination with the herbal remedies her mother would brew, and would often watch and try to assist her father when he, as one of the tribe healers, tended to the wounds of travelling parties of soldiers returning from the front lines. Elizabeth spent the first four years of her life being exposed daily to the horrors war could inflict upon a brave man, and would cry for the soldiers her parents tended. It was during this period that her dislike of conflict was instilled in the girl, who rejoiced when the war ended.

Elizabeth spent the next four years of her life in bliss, expressing a strong desire to follow the family tradition of healing, and spending days playing and exploring, and nights tucked up in bed with her mother whispering stories of the stars, the Lucins, and the Celestial realm.

Upon reaching her eighth birthday, Elizabeth marched unabashedly into the Senior tribe healer's tent, and demanded to be trained in the art of medicine. The man laughed good naturedly, and despite her parent's mortification (her mother later revealing that she in fact found it incredibly amusing, but for the love of the divine do not tell your father), the druid agreed, amused by Elizabeth's passion for her family trade. Thus began her apprenticeship to the Senior healer, Helios.

Nothing truly notable happened for the next 12 years of Elizabeth's life, although the Dusk Gate opened when she was six, it had no real effect on daily life in the tribe. Almost every day her routine was the same: Wake up with the sun and prepare for the day. Help make breakfast for the tribe. Go out into the forest to check hunting traps with a few others, and then go off by herself to restock herbal supplies. Return to camp. Brew remedies (under supervision from Helios). Tend to any patients. Partake in daily tribal ritual of warding off evil. Cook lunch, and continue working whilst eating. Memorise and organise medicines and procedures. Visit Parents. Return to tent for an hour of reading. Attend Dinner. Listen to the elders recount tales of heritage. Return once again to tent. Sneak out to stargaze. Go to bed. Despite the rather repetitive cycle of her life, Elizabeth was content.

On her 20th birthday, a strange sickness swept through the camp. Amongst the sick were her mother, her father, and her mentor. It was horrific. Boils and sores raged across the victims skin, who would more often than not go mad in a feverous state, then experience uncontrollable spasms of pain for days, before finding relief in death. All those who were still healthy in the first few days of the outbreak fled. All except Elizabeth. She worked day and night, nearly going insane in her desperation to find a cure, risking injury from the mad lashings out from her patients, one of whom managed to wound her forehead, creating the scar that she hides under her hair. But it was not to be. Her father was the last of the victims to die. A man of strong wills, he had resisted the madness that came with the fever, and on his death bed, pleaded his weeping daughter to take the tribe's Oath of Healing. The Oath, in simple terms, was a promise that the healer would never turn away from those they could help, to never be cruel, and to provide a light for those lost in the darkness. Elizabeth took the oath, and clutched her father's hand as he died, the same thing she had done with all of her patients. She shed no further tears as she buried her family, and the next day, left the place she once called home in order to continue her parents’ legacies as a healer, alone.

For the next few weeks, she travelled the road, doing odd spots of healing in exchange for food or a bed. At some point, she found herself in a port town, and made the life-changing decision to board a ship and travel to the town of Nightveil in the Forbidden Lands. She sought freedom and a new life in which she could carry her parent's wishes with pride, something she hoped she would find as she entered Nightveil.

Capabilities:

Medicine: Advanced


Having trained for 12 years under the tribe's senior healer, and before that grown up trying to help her parents as they worked, Elizabeth is very skilled in her medicine. Her main field of expertise in this case is using herbal remedies, but she is not without training and skill in other methods. As of such, she seeks work in a local apothecary. She intends to keep teaching herself if she cannot find a tutor, and hopes to one day surpass her previous mentor.

Herbalism: Competent

Elizabeth prides herself on her wide knowledge of different herbs and their uses, although may find herself baffled by the new and unfamiliar herbs in the Forbidden land. She knows that she still has a long way to go before she knows everything she wants to. For now, she is able to make competent brews and poultices, identify poisonous and safe herbs, and how to use most of them.

Survival: Apprentice

Having lived in a forest for nearly her whole life, Elizabeth had to be taught how to survive in the unlikely event of an emergency (or the more likely event of getting lost). She knows the basics of shelter building, what foods and animals to avoid, how to start a fire, and cook a palatable meal. However, it is unlikely that she would be able to keep this up for a long period of time on her, due to the fact that when she was taught with a group.

Tailoring: Novice

Stitching up wounds allowed Elizabeth to know the very basics of tailoring, and although she may not be able to create or professionally fix a garment, she can stitch up a wound or a tear in someones clothes if necessary.

Items: Elizabeth carries most of her possessions in a brew bag, essentially a sack with a long drawstring that hangs on the shoulder. The bag contains Mainland herbs, for healing, and if necessary, for trade. she also has a spare change of clothes, bandages, and some food. Before she left the druid encampment, she took the small amount of currency her community kept for trade, and she earned a small amount on the road, so she has enough to last her a few days, but she will need to find a job soon, as she spent half of it to board a ship. She also carries a talisman her father carved, a book of stories from her mother, and her teacher's book of remedies. Elizabeth also carries a small dagger that she uses for chopping herbs, but is careful enough to keep it sharp enough to harm someone if it ever truly comes to that.


Additional Comments: So the code doesn't actually want to work on my computer for some reason, so I'm not sure if this is the right colour to show up on the screen.... I will not be around for the next few days after this due to a family trip, so feel free to deal with other things before reviewing this. Aaand now I'm worried I sound bitter, do I sound bitter? I'm not I swear >~<. I hope this meets the guidelines, and I look forward to (hopefully) roleplaying Smiling .
Well, I don't know who you are, where you came from, where you've gone... but I have good news! You're good to go!

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