Lazarene Role Play Index


Resident Attaché (15%)
Forum Bot


Oct 8, 2021

Lazarene Role Play Index
A full index of guides and rules for role-playing in Lazarus

Important links:

Who can create an official role play group in Lazarus?​

  • Official RP groups can be residents, citizens, or nations from other regions part of those official groups,
  • Nationstates or Lazarus forum based RPers, who can link to a specific thread or dispatch,
  • Official groups or organizations that comply with the Regional RMB rules, and the Nationstates Terms of Service. These are meant for fun after-all and to not break site rules or bother other players.
Why it is important to register as an official group is that we can then separate those in those groups from just random nations that might just be spamming or out to cause trouble in Lazarus. Some role-playing rules are going to be used against un-official RPs on the RMB from time to time, and you don't want to be targeted as if you are not a legit RP group.

Registration Form:
Full Name of Group/Organization + Short Name:
Dispatch (If Any):
Nation of Leader/s (Title):
Recruiter/s (Who if any will recruit for you):
Location (in-game/off-site/both):
Telegram this form to New Rogernomics to be added to the list below:

Official role play groups list:
Name (Dispatch)Leaders/Recruiters:Location:
Example name (Dispatch url)Leader: Nation name
Recruiter: Nation name
Lazarus RMB
NS/Lazarus forum thread url
Discord server url

Lazarus RMB Role-playing rules

If you see any of these on the RMB, call them out. Mention New Rogernomics or send a TG as then we can enforce these rules.
  • 1. No godmodding/powergaming posts.
  • 2. No posts that cause unnecessary drama, such as insults, religious intolerance, racism, and so on. Usually these are against the general RMB rules and even the NS terms of service rules too.
  • 3. No posts that wouldn't be realistic from their nation factbook or from their in-game statistics. This goes in line with godmodding.
  • 4. No posts that are just borderline spam and don't benefit anyone. Usually this goes in line with the general RMB rules.
  • 5. National in-game population statistics do matter. Don't even try to argue that a nation that is in-game 1 million is in fact 1 billion, this is just unfair to everyone who has been in the game a long time. You can do the reverse though, which is downsize your nation. Just don't overplay your nation and claim it is far bigger than it is in-game. There are exceptions to this as mentioned below
  • The role-play is collectively agreed upon to use statistics created by the official role-play group for the role-play,
  • The role-play god-modding was un-intentional and was corrected,
  • The role-play post just had an un-intentional mistake in it.
Obviously the first response will be to suppress the worst of posts like this but repeat offenders might find themselves ejected or banned from the region, if they keep breaking the rules and bothering everyone. This is on a per-nation basis of course. Someone can start again on another puppet, but if someone breaks the rules continually and doesn't learn then it is permanent ban territory for them.

Current RP GMs:
New Rogernomics - Vice Delegate/Herald & First Citizen (PM)

You can apply to be a RP GM below and get regional officer power for post suppression.

Role Play GM application:
Experience (if any):
Availability (UTC/GMT/Days):
Why you should be a RP GM:
Note: Joke applications will just be trashed and ignored.

Lazarus Role-Playing Guide​

By New Rogernomics


Lazarus has had a thriving RMB role-playing scene, though it hasn't exactly had rules or direction, which this guide will hopefully help establish, alongside a general index of rules.

1. Developing national role-playing

Nation role-playing is a unique world of its own and different from character role playing, which is mentioned further in the index. This is because you are not just representing a single person, but an entire nation, with different political, religious, and social views of its people, perhaps even your government is totalitarian and repressive and only a few actually support it willingly. In this case you have to develop a character that can respond to internal and external input into their role-play leader character. The external input would be other nations interacting with your own and responding to your role-play leader character.

Some general nation RP rules:
  • Nation role-plays should be conducted as if you are the leader or a group within in that nation,
  • Breaking character should be avoided, as it can mean confusing people,
  • Develop a character profile for your nation leader, such as with interests, hobbies, and general info such as age, hair color, and so on.
  • What is the character's general attitude when talking to others, such as are they polite or quick to anger?
  • Avoid changing the character drastically mid-roleplay unless there is a solid role-play-based reason to do so, such as a character twist (where they turn out to be evil/deceptive/plotting).
  • Supporting characters should have their own opinions too, as having everyone agree with your leader all the time won't be realistic and could be really boring for other role-players after a while.
  • Use IC and OOC tags for your role-playing, as others need to know what in-character is and what isn't.
  • Don't do godmodding, which means responding as if you are another nation or deciding for them how their nation acts.
Following these basic rules doesn't just keep other role-players happy, but it also makes the role-play much more entertaining and enjoyable in the long run. Role-plays are a collaborative and inter-connected story in a sense, and it isn't just your story but a collective (and hopefully fun) work that needs role-players to respect each other's boundaries and national identities.

Role-playing tags you can use:
  • In Character (IC)
  • Out of Character (OOC)
  • Location such as a place or a ship for example
  • Time (specific time or day/night)
Practical examples of using role play tags:

Using IC tags to establish setting:
IC: National Academy of Sciences, New Gironde City, Planet Authairea. Time: Day.

Haro Alice was an AI thousands of years old, she had seen many of her friends and family pass away. They had refused the AI program, but she took it as a gift. Her career as a physicist and astronomer would not have been possible in human years. It was for moments like this however that she kept living, she found a curious transmission for a far lying star system, which she had spent hours trying to decode.

At last breaking the code, she understood the ramifications. This was no standard diplomatic traffic, but a space battle; and it saddened her that there may be millions of casualties, but thousands of years had made her a patient observer, she would not communicate directly, but provide the information to the 'higher authorities' who though appreciative of her talents, were boring to her. Other AI were her favorite company.


"I am sorry to interrupt your tea, though I have some pressing business. It concerns an inter-stellar conflict in another star system, if we were to intervene, we may take on logistical and personal risks. But my own projections would place the conflict as entering our own system." Haro Alice had lied, but it was close enough, anything to get 'his majesty's' attention; she liked Lord Athanasius better.

"So, to put it simply you want my help, we send a small detachment that you would lead I presume." Sireon Yarth replied, while casually sipping his earl grey tea, and nibbling on a biscuit.

"Yes, I would like that. At best we could lend a hand, offer some medical assistance. Perhaps even make some new friends, as we have few of them. At worst, we end up in a real mess and flee back to Authairea." She admitted, though hesitantly.

Sireon Yarth finished his tea, and got up out of his chair, walking in front of the video screen. "Well I am a bit bored myself. My councilors continue on and on, day after day, it gets rather tedious. I am sure they could do their groveling when I get back. To put it simply again I would like to come with you. I would like to meet these 'strangers'; maybe even duel with some of them; as for the fleet composition, two Battlecruisers, and one Space carrier should be sufficient."

"We should leave tonight at 8 pm I think, unlike you biologicals I don't tire. So if you are ready that would be the best time. I will call the other's up to confirm it, since have your permission. Enjoy your tea, or well, what's left of it." Haro said, smiling, with a wink; and disconnecting. "This should turn out to be fun" she thought to herself.
Though usually what is an IC tag for setting is pretty obvious, so using an IC tag isn't required if it is obvious that it is an IC line.

Using OOC tag to advise the other role-players of something:
"We should leave tonight at 8 pm I think, unlike you biologicals I don't tire. So if you are ready that would be the best time. I will call the other's up to confirm it, since have your permission. Enjoy your tea, or well, what's left of it." Haro said, smiling, with a wink; and disconnecting. "This should turn out to be fun" she thought to herself.

OOC: The code the AI broke was only the basics, such as that a battle was taking place. Not anything that gave away battle plans.
In this case it could be possible that other role-players might think that the AI cracking the code meant learning all their plans.

2. Writing a roleplay post

When writing a role play post, you need to decide several things, your setting, what characters will participate, and what the objective or end result of the post will be. It should be as long or as short as necessary to get the point across. It doesn't always have to be a huge number of a paragraphs, if the point is made clear and it feels right. It shouldn't also be the end, so there should be some understanding this will a continuation at the end of the post.

Though a general template might be:
Line 1 - IC

Line 2+ - Introduction/Prelude

Body - Questions to answer: what, how, where, and why?

Final lines - Conclusion/Continuation
You want to make sure that the reader or other role-players understand the setting and what the post involves in the first line, with one sentence setting statement. Then you want to have an introduction or prelude to the content or the body of your post. Then you want to have your body answer the key questions about who it this post is about:
  • what you are trying to do with this post,
  • how do you plan to write this post such as its tone, pace, and other factors,
  • where does this take place,
  • and finally, why this post matters.
If a post doesn't matter or will only add additional context, then don't post it. Sometimes you don't have to answer everything or make everything clear, and it can add suspense and intrigue to your role-playing. Not to mention, you'll always have another role-play or be able to start your own. You could even write dispatches to cover the event after the role-play.

3. Nation role-play settings

Unfortunately, with a lot of role-plays, the setting could be way different than what you are used to, or you don't like something about it. That is okay and it can help you develop your characters and nations further. It doesn't have to become the official lore of your nation, and in fact no nation can force you to do so - a key problem of role-plays can be god-modding. Don't let other nations write your nation's lore, unless you agree to that lore being part of your roleplay.

That shouldn't stop you participating if you want to though, not every role-play has to be something you set in stone for your nation. A good example of where you might want to explore is if your nation has one setting. One role-play might be science-fiction, and your nation is present-day, in which case you might have to create new characters and explore what your nation would be like as future tech. You could write a nation factbook for future, fantasy, and for modern tech, it is all up to you. It never hurts to explore, and if it doesn't pan out then it is easy to never make that lore for your nation and just take the experience for what it was.

In case of my own nation, New Rogernomics, it has been science-fiction, modern tech, and now it is near-future tech. Though I only really keep a near-future tech factbook, and one that is orientated towards role-playing, it doesn't need to be that way for your nation, and there is no limit to the number of factbook pages you can generate.

4. Role Play Suggestions


Though it is possible that we could enforce some rules outright that might feel draconian, as there are some general suggestive rules that could work great for one role-playing group and terrible for others. These are some suggestive rules that you might consider when nation-roleplaying or role-playing in general, depending on what the role-play is about.

National Statistics
  • Keep your nation within one billion for role-playing purposes or set a general limit of where population numbers no longer factor into the role-play. The reasoning for this would be that if you had nations of a few billion role-playing against a nation of 30 billion, there is no real contest in a realistic sense, even if you were to make the rules that a nation of 30 billion could only fight with a fraction of its realistic manpower. It could be easier to just limit standing military forces per nation based upon a population limit.
  • Keep the numbers of military forces realistic to each role-play and avoid over-the-top displays of military manpower or force. You should really consider whether it is actually necessary to use vast armies, as simply focusing on some military units, ships, or commanders, would be good for character development and allow other role-players to get a feel to the struggle and effort in the war.
Inter-national or inter-regional borders
  • During a naval conflict consider the distance between nations by sea and the difficulties of actually getting there for each nation. Even the most advanced navy has to establish supply lines. One good example might be the Falkland Islands/Islas Malvinas war where the UK was forced to navigate huge distances. It took a long time for the UK to reach the islands. Not every naval conflict has to be a rush to action and can be a series of diplomatic events leading to a final major confrontation eventually.
  • Consider international disagreements over borders. It is possible that you might have trouble getting somewhere, which could mean you have to move military forces across difficult terrain to avoid those disagreements, or maybe it is more of a trade issue and not a military one and you struggle to reach certain nations to trade with them because of a dispute with another nation. Not to mention, perhaps this nation is neutral and doesn't want foreign military forces going across their borders.
  • Consider conflict zones and active border confrontations. You might struggle or be prohibited from crossing over certain territories, and to do so might have a role-play cost, in either upsetting a nation diplomatically or leading to conflict with them. Also, perhaps it is something more complex like a troubled part of the world full of terrorist insurgencies, and those terrorists don't want you flying over their airspace or moving through their areas of contention.
  • Consider Exclusive Economic Zones and disputes over sea lanes. A whole score of disputes can arise over this, from fishing disputes to access to military vessels and oil or gas exploration. Even when neighbors are peaceful and friendly to each other, disputes can arise over natural resources and access to territory.
National maps
  • It might be a good idea to have a national map for each nation. This can be as basic or complex as you wish, but would be pretty important for a military conflict, as it explains the basics of where they could attack/land, whether your nation is landlocked or separated by sea from other nations and gives general information perhaps about climate or distance between other nations if it is part of a regional map.
  • Use Wikipedia for an idea of what size your nation might be:
  • Explore graphics software such as Inkscape or GIMP to generate your own map or edit a generated one.
  • Explore online map generators for your nation:
  • Consider whether you want to be landlocked, have a lake, have an ocean, or be surrounded by mountainous terrain. These are natural barriers to or easy access to your nation for trade or invasion.
5. Nation Factbooks

The general idea about national factbooks is that they never really stop growing, and you really don't need to post more than you have to if it takes away from enjoyment of doing role-playing. Factbooks should give you and others a general idea about your nation, and the basic statistics and information that someone might need. It doesn't have to be 100% accurate or up to date, only reasonably so.

The key things you want for your nation factbook are:

1. An introduction paragraph about your nation. This should include information like the geographical size of the nation, the type of political system it might have such as a monarchy or republic, climate information, and finally perhaps what regional or international groups it might be part of, for example, the European Union (EU), the African Union (AU), the Association of Southeast Asian Nations (ASEAN), or the Organization of American States (AOS). If your nation it is a socialist or communist state, or fascist state (Francisco Franco's Spain for instance), then you might be part of defunct or historical organizations instead, such as the Communist International*2.

2. Etymology, if you want to. This means where your nation name comes from. You can find something from Wikipedia or straight out make it up based upon a historical figure of your nation, or a specific tribe. I'll be showing an example from my own factbook further down to show how you can do this. Though this is optional, it adds a distinct Wikipedia or more professional like flavor to your factbook:
Roger (sometimes spelled Rodger) is an English surname of Anglo-Saxon origin.
[1] The name Roger is derived from the pre-7th century Anglo-Saxon (Teutonic) name Hroðgar, which means 'fame and spear' ('hroð' fame or renown, 'gar' spear), the first reference to which is in Beowulf, the epic poem of the Dark Ages.

The name is also found in the Netherlands and Normandy in the forms "Rutger" and "Rogier". The Latin form of the name is Rogerius, as used by a few medieval figures. The variant Rosser comes from a Welsh derivation of the Old Norse Rhosier meaning “renown for his sword” (or spear).

3. History. This is really the vital part or the body of your factbook, if you are doing historical role-playing. This is also the most difficult part of the Factbook, as you are having to make up global history or add your own into it. It is recommended to not fight history too much however, and to try and fit your nation in. You could make your nation un-aligned or aligned in WW1 or WW2 for instance, it is up to you. Though obviously if you are a science-fiction based or future tech, then probably you can just start from the relevant point of your history and leave historical stuff out. Up to you.


4. Geography. You probably want to make your own national map. You can take one off say the regional map of Lazarus or make your own. If you want to make your own then I suggest the following, which you can find mentioned in my LazMap dispatch.
If you do have money to spend though, this article lays out a lot of the options you have:

The key features of your geography though should be what is your nation's climate, does it have desert, forests, rivers, lakes, an ocean, and where is the capital located, are there any major cities or port cities and airports, and finally how are your roads connected, and are there distinct features like mountains that others should be aware of.

Think in role-play terms too, as it isn't likely anyone is going to invade your nation through a massive mountain range - unless you are both landlocked, as they'll go around or invade by the coast. Historically though it does happen, such as the Carthaginians crossing the alps to attack the Romans, and modern border disputes between China and India. In economic terms, a mountain range isn't great for trade either, as it means having to spend money building tunnels and bridges across harsh terrain.

5. Culture. This is fairly important in terms of developing the national character of your nation, as it can mean the difference between your nation being friendly and welcoming to foreigners, hostile to foreigners, or just plain odd. Really up to you how you want your nation's culture to develop. But key things to include might be what they eat - the national dish or favored restaurant for eating, what they drink, if they have any national festivals, art, music, or sports. News media is another thing you might want to put in here too, as you likely have national news organizations or tv channels.

6. Politics. You can be as basic or extensive here as you want, but really the basics here should be the leader or leading organization of your nation in the case you have a council or military junta group. Perhaps things aren't as clear cut, and maybe you want to write something that outside observers have recognized about your nation, especially if you are North Korea like dictatorship (in which case dissidents are writing parts of your Factbook most likely). You also want to include information like your national legislature(s) and important political figures.

7. Military. I normally put the military as a sub-section in the politics section, though it can be put as its own separate section as well. The military part should include whoever leads your nation's military outside of the commander-and-chief (who might be the dictator or democratically elected or appointed leader). It should also include the name of your air-force, navy, army, and military equipment or vehicles your nation might use. You can also add insignia and all kinds of things here. Knock yourself out. Like culture, you could really spend forever writing this section and never be satisfied.

8. Economy. With economy, it really depends on how much you like math and statistics on sectors of your economy, and I really don't, but that doesn't mean I don't put it in for those who really want to know and for my personal benefit. You should be discussing here at least the major sectors of your economy that are assigned to your nation by the game, which you find on your nation page, and any sectors you think you should include that the nation page doesn't mention or get into much detail about. I recommend putting the key economic statistics on the national Factbook info box as it can be easy to get to, and no one has to go searching in Economy for it. Finally, this should be honest, as in you should be assuming international organizations are writing this section rather than some state propagandist.

9. Demographics. I might really want to get out Mark Twain quotes (also attributed to Benjamin Disraeli), "Lies, Damn, Lies, and Statistics", as really you can tell the truth here or fudge it. If you are a dictatorship or corrupt regime, then you don't need to tell the truth, maybe there is something don't want to tell others about, so don't mention it. But if you are an honest and hardworking democracy, such as my nation, then you have to be honest and straightforward. That means including what religions you have, the languages of your nation, the main ethnicities or where they are from, and all the possibly interesting or really boring details about your population.

10. International relations. Kind of not necessary unless you intend to mention another nation as part of your role-play, or maybe it is a puppet nation you want to include. You could also put the role-play disputes and conflicts you had with other nations here for easy reference. This is totally optional in my opinion. You can leave it out.

Here is an example of my own Factbook's contents categories:
  • Overview,
  • history,
  • geography,
  • culture,
  • politics,
  • economy,
  • demographics,
  • and international relations.
NS Factbook code (edit as you wish):
[floatleft][box][size=130]Factbook Contents[/size]
[hr]1 [url=#Overview][b]Overview [/b][/url]
2 [url=#History]History[/url]
- 2.1 [url=#Prehistory]Prehistory[/url]
- 2.2 [url=#Past]Past[/url]
- 2.3 [url=#Present]Present[/url]
3 [url=#Geography]Geography[/url]
- 3.1 [url=#Climate]Climate[/url]
- 3.2 [url=#Environment]Environment[/url]
4 [url=#Culture]Culture[/url]
- 4.1 [url=#Art]Art[/url]
- 4.2 [url=#Media]Media[/url]
- 4.3 [url=#Cuisine]Cuisine[/url]
- 4.4 [url=#Sports]Sports[/url]
- 4.5 [url=#Trivia]Trivia[/url]
5 [url=#Politics]Politics[/url]
- 5.1 [url=#Government]Government[/url]
- 5.2 [url=#Law]Law[/url]
- 5.3 [url=#Military]Military[/url]
6 [url=#Economy]Economy[/url]
- 6.1 [url=/#Agriculture]Agriculture[/url]
- 6.2 [url=#Tourism]Tourism[/url]
- 6.3 [url=#Energy]Energy[/url]
- 6.4 [url=#Transport]Transport[/url]
- 6.5 [url=#Science_and_Technology]Science and Technology[/url]
7 [url=#Demographics]Demographics[/url]
- 7.1 [url=#Ethnic_Groups]Ethnic Groups[/url]
- 7.2 [url=#Major_Cities]Major Cities[/url]
- 7.3 [url=#Language]Language[/url]
- 7.4 [url=#Religion]Religion[/url]
- 7.5 [url=#Health]Health[/url]
- 7.6 [url=#Education]Education[/url]
8 [url=#International_Relations]International Relations[/url]
- 8.1 [url=#Embassies]Embassies[/url]
- 8.2 [url=#Disputes&Conflicts]Disputes & Conflicts[/url]

6. National Factbook info box

This is important to put out things like your national flag, emblem, motto, anthem, national map thumbnail, and economic statistics.

Here is the code for my own nation's Factbook info box to take a look at:
[floatright][box][align=center][size=120][b]Kingdom of New Rogernomics[/b]
Authairea ([url=/nation=new_rogernomics/detail=factbook/id=368015]Authairean[/url])[/size]
[align=center][b]Motto:[/b] [size=85][url=/nation=new_rogernomics/detail=factbook/id=368015]"Freedom and Justice"[/url][/size]
[hr][b]Anthem:[/b] [size=85][url=/nation=new_rogernomics/detail=factbook/id=368015]"Rise Heavenly Flower"[/url][/size][/align][hr][align=center][img][/img]
[size=95]Location of [url=/nation=new_rogernomics]New Rogernomics[/url] (dark green).[/size][/align][hr][b]National Animal[/b] [url=]Tribble[/url]
[hr][b]Capital[/b] [url=/nation=new_rogernomics/detail=factbook/id=368015]Astroberg[/url]
[hr][b]Largest City[/b] [url=/nation=new_rogernomics/detail=factbook/id=368015]New Gironde[/url]
[hr][b]Official Languages[/b]
 • [url=/nation=new_rogernomics/detail=factbook/id=368015]Authairean[/url] • [url=]Sign Language[/url] • [url=]English[/url] • [url=]Arabic[/url]
[hr][b]State Religion (2018)[/b] None
[hr][b]Ethnic Groups (2019)[/b]
56% [url=/nation=new_rogernomics/detail=factbook/id=368015]Authairean[/url]
4 Minorities [spoiler=show]25% Eastern European
10.5% Asian
7% Middle Eastern
1.5% Other[/spoiler][hr][b]Demonym[/b] [align=right][url=h/nation=new_rogernomics/detail=factbook/id=368015]New Rogernomican[/url]
[url=/nation=new_rogernomics/detail=factbook/id=368015]Authairean[/url] (Informal)[/align]
[hr][b]Government[/b] [align=right][url=/nation=new_rogernomics/detail=factbook/id=368015]Unitary parliamentary
constitutional monarchy[/url][/align]
• [url=/nation=new_rogernomics/detail=factbook/id=368015]Monarch[/url] ([url=/nation=new_rogernomics/detail=factbook/id=368015]Feuran Authairas[/url])
• [url=/nation=new_rogernomics/detail=factbook/id=368015]Prime Minister[/url] ([url=/nation=new_rogernomics/detail=factbook/id=368015]Mark Rosendale[/url])
• [url=/nation=new_rogernomics/detail=factbook/id=368015]Chief Justice[/url] ([url=/nation=new_rogernomics/detail=factbook/id=368015]Michelle Voulorte[/url])
[hr][b]Legislature[/b] [url=/nation=new_rogernomics/detail=factbook/id=368015]Parliament[/url]
• Upper House [url=/nation=new_rogernomics/detail=factbook/id=368015]Council of Ministers[/url]
• Lower House [url=/nation=new_rogernomics/detail=factbook/id=368015]National Assembly[/url]
[url=#Consolidation[]Consolidation[/url] c. 11th century
[url=#First Kingdom]First Kingdom[/url] 13 March 1087
[url=#First Republic]First Republic[/url] 14 November 1863
[url=#Second Republic]Second Republic[/url] 2 January 1913
[url=#Second Kingdom]Second Kingdom[/url] 12 May 2008
• Total[/b] 640,679 km2
246,201 sq mi
• April 2019 estimate 26.558 billion
[hr][b][url=/nation=new_rogernomics/detail=factbook/id=368015]GDP (nominal) [/url][/b] 2019 Estimate
• [b]Total[/b] 9,570 trillion [img][/img]
• [b]Per capita[/b] 360,367
[hr][b][url=]Gini[/url][/b] (2010)
[img][/img] 3.22
[hr][b][url=]HDI[/url][/b] (2018)
[img][/img] 97.3
[color=green]very high[/color]
[hr][b]Currency[/b] [url=#Draemark]Draemark[/url] (DRA)
[hr][b]Time Zone[/b] CET (UTC+1)
 - [b]Summer (DST)[/b] CEST (UTC+2)
[hr][b]Drives on the[/b] right
[hr][b]Calling Code[/b] +8107
[hr][b]ISO 3166 code[/b] KNR
[hr][b]Internet TLD[/b] .knr
[hr][b]Calling code [/b] +8107[/box][/floatright]

7. Structing your Factbook

Depends on whether you are using the on-site Factbooks, the on-site Nationstates forum, or off-site Wiki's like the one on the Lazarus regional forum. Though this will be covering on-site specifically. If you want to learn about off-site wikis, then I only know about the Lazarus forum one that I run, which is structured to act somewhat like Wikipedia.

This is the structure that works best for the dispatches:
  • Overview
  • 1 line space
  • Factbook info box
  • 1 line space
  • Factbook contents menu
  • 1 line space
  • Body of Factbook
It isn't much different on the on-site Nationstates forum, but there are differences in BBcode so watch out.

8. BBCodes

Here are some BBcodes you probably want to know about.

Background block creates a colored background around text or an image:
[background-block=#cca]Text[/background block]
Float left floats content left:
Float right floats content right:
Size controls the text size:
Font controls the text font:
Siderbar creates a sidebar for an image or content:
[center][i]Consider voting on World Assembly resolutions[/i][/center][/sidebar]
Box creates a box around an image or content:
Table creates a table:
[table][tr][td]Table row 1 data[/td][/tr]
[tr][td]Table row 2 data[/td][/tr][/table]

Factbooks or general dispatches might have something you want to copy or experiment with, in which case you can find the raw with the raw link for that dispatch. Not all dispatches have this link at the bottom, but it is as follows, dispatch ID # such as 1751984, and then /raw=1:

It is also advisable to view these threads on the Nationstates forum if you are interested in roleplaying:
That's it from me. Enjoy role-playing and I hope you found this informational useful.



God-modding otherwise known as power gaming includes when a player: "[...]tries to force others to participate in unwanted role-playing. For instance, a player who unilaterally describes his character as doing something with (or to) another character that would usually require the other to play along — such as having a fight or a sexual encounter — is considered to be powergaming."
*2. The Soviet Union itself was a Union of Soviet Socialist Republics, meaning that on paper, Russia was its own independent nation within the Soviet Union, as was Ukraine, Belarus, Uzbekistan and so on.

The Basics of Good RPG PBeM Writing​

Written by Rebecca Tifft-Donovan

There are two common misconceptions about quality writing; the first is that quality writing can be achieved simply by using good writing techniques and the second is that quality writing can simply be achieved by having an interesting plot. In fact, quality writing can only be achieved when a balance is formed between the two. This basic writing course was made in an attempt to assist new PBeM writers, and perhaps encourage more people to start games of their own.

Before we venture into the depths of proper grammar and punctuation, I have one suggestion to make. Game Masters (GM's) should always write their turns out in a word processor then transfer the text into their email program for delivery to players. This practice not only assists in keeping spelling errors to a minimum, but can also allow the GM to easily correct common grammar problems.

Some word processors like Word for example, have built in routines that check your grammar. To access them (in Word) simply click on 'Tools' then 'Options.' Click on the 'Spelling & Grammar' tab. Make sure that there are checks next to 'Check grammar as you type' or 'Check grammar with spelling.' Either way, grammatical errors will appear as a wavy green line either as you are typing or when you spell check your document. You will also have to set the writing style; I suggest 'Formal.' Additionally, you can choose to 'Show readability statistics,' which allows you to see how the computer rates your document. At the end of your spell check the computer will tell you how many words you've used as well as what grade level would be most appropriate for your document based on the length of your words and sentences. You should probably be shooting for a grade level between 5 and 10. It also gives a readability percentage (the Flesch Reading Ease), try to keep that above 75%. Passive voice sentences should be limited though sometimes they work far better than active voice depending on the situation. Keep your passive voice as low as possible, certainly no more than 20%.

Basic Tips to Good Writing

1. Be Consistent

If you use a certain type of speech or slang or certain types of symbols to represent a break in the story, be sure to keep using it throughout the writing. Nothing will confuse a player more than changing dialects or slang terms.

2. Build Continuity

Reread the last turn you sent before writing the next turn. Keep in mind that you said the dragon was to the left, not the right. If the innkeeper's name was Harold two turns ago, it should still be Harold when the PC's return. Unless, of course, Harold died suddenly and his twin brother Arnold took over the family inn. However, if that is the case, make sure you have the heartbroken Arnold inform the players of his brother's untimely death.

3. Know Your World(s) Well

This is a subcategory of being consistent. If you have stated that elves are seven feet tall with snow-white hair and purple eyes, do not allow a player to have a four-foot elf with bright red hair and blue eyes without a good background explanation. Remember that exceptions to the rules you have set for your world are rare. If you accept an exceptional elf into your party, do not have them run into three or four more elves that bend the rules. Likewise do not have the Elite Battle Guard of the Kernoshian Empire arrive in blue power armor one day and red the next unless it is a special holiday that calls for the wearing of red by imperial order.

4. Write Believably

If you want the High Senator of Ackrendar to be from a Celtic-inspired world and speak in an Irish brogue, use the proper grammar, style, and dialect rules. To aid you in your quest of proper dialects, we have developed a few guides for you: Knightly Speech and Scottish/Irish Brogue.

5. Proofread

Once you finish writing the turn, reread it. Then reread the previous turn and the one you just finished together. They should flow together smoothly. Additionally, proofreading your work will allow you to catch errors the spelling and grammar checker may have missed.

6. Plan Your Plot in Advance

Have a master plan well laid out in advance. PC's tend to do strange things that test even the best-laid plans (of mice and men), but having a well developed plot will help pull you out of the tough spots. It will also help ensure that your villains remain consistent to their character.

7. Vary Your Sentence Structure

It is quickly and exceedingly dull to read even a short narrative wherein all the sentences seem to be stamped out by cookie cutters. In order to keep interest, it is advisable to alter the structure of your sentences.

The bandit troop moved quickly through the forest. They set up an ambush several miles outside of town. They waited quietly for the Mennocin caravan to arrive. The troop attacked the caravan.
More interesting:
The bandit troop moved quickly through the forest. Several miles outside of town they set up an ambush. As the caravan slowly approached, the bandits crouched quietly in the bushes. With a fierce war cry they leapt from the bushes and descended on the caravan.

Common Errors

1. Dialogue

Spoken words should always be encased in double quotation marks (" and "). Further, only one person should be speaking in any given paragraph. Switching to a second speaker indicates you should switch to a new paragraph. Commas should separate spoken words within a sentence. Further, commas should always be confined within the quotation marks.
Groa looked up from her writing desk, "What do you want?" Her tone was cold, indicating her displeasure at being interrupted. "I take it you have something of great import to tell me."

"Yes," Ruick replied, "we have just received word that the House of Mennocin is planning to export a large shipment of weapons north to Verboda at dawn."

"Good." Groa smiled, "Tell the men to prepare to ride."

2. Tense

This goes along with being consistent. Past tense is most often used in writing; the reader reads as if the events have already taken place. Present tense is less commonly used and, in my humble opinion, more cumbersome to read. However, either tense is equally correct. The main problem with tense is that people tend to switch tenses from turn to turn, or sometimes even in the middle of a turn. (I know I have done it once or twice.) This error most often comes from GM's pasting character responses, which are often in present tense, into turns, which are often written in past tense.

Ruick nods and leaves the tent. Outside the men were scattered about the small encampment; they were playing cards, sharpening their weapons, or sleeping. "All right, men," Ruick shouts, "We've got work to do, let's saddle up!"
Ruick nodded and exited the tent. Outside the men were scattered about the small encampment; they were playing cards, sharpening their weapons, or sleeping. "All right, men," Ruick shouted, "We've got work to do, let's saddle up!"

3. Who/Whom

In modern speech, the word whom is almost unheard of. However, in RPG writing, especially fantasy, the use of the word is most appropriate provided it is used correctly.

Who is correct when used as the subject of a sentence, the subject being the thing doing the action of the sentence:
Groa stepped out of her tent and addressed the assembled men. "Who brought the news of Mennocin's shipment from town?"
Whom is correct when used as the object of the sentence, the object being the thing receiving the action of the sentence:
Groa stepped out of her tent and addressed the assembled men. "Whom do I have to thank for the news of Mennocin's shipment?"

In the first example, someone brought the news of the shipment. That someone was the subject; they did the action. Conversely, in the second example, Groa would like to thank someone for bringing the news. Groa is the subject (I in the example) and the person she has to thank is the object since that person is receiving the action.

4. Subject/Verb Agreement

It is important to make sure that your subject and your verb agree with one another. This does not mean they must be on speaking terms; instead, this means that they should both be singular or plural in nature. While this sounds simple, this type of error is actually very common. Keeping your writing in past tense does help to deal with this problem as many past tense verbs do not alter between singular and plural.

The troop of bandits are menacing in appearance.
Both Groa and Ruick is pleased with the troop's readiness.
Either Groa or Ruick were going to lead the troop in the attack.
The troop of bandits is menacing in appearance.
Both Groa and Ruick are pleased with the troop's readiness.
Either Groa or Ruick was going to lead the troop in the attack.

In the first example, the troop, not bandits, is the subject. Troop, while indicating multiple members, is a singular noun and requires a singular verb. This is the most common form of this error. The second example shows a noun linked by the word and. Though each individual noun is singular, the linked noun is plural and requires a plural verb. Finally, when nouns are linked by the word or, the verb should agree with the noun closest to the verb as shown in the third example.

5. Pronoun Agreement

In addition to your subjects and verbs agreeing with one another, your pronouns should also agree with your subjects.

The bandits each mounted their horses and prepared their weapons.
"If someone spots Ricktor Mennocin, they are to bring him to me. I want him alive."
Riders burst into the encampment. Clearing his throat he said, "The caravan has left the city."
The bandits mounted their horses and prepared their weapons.
"If someone spots Ricktor Mennocin, he or she is to bring him to me. I want him alive."
Riders burst into the encampment. The lead rider cleared his throat before he said, "The caravan has left the city."

Care must be taken when using words such as: everybody, anybody, anyone, each, neither, nobody, and someone. These words indicate the need for a singular pronoun: he, she, or it. The first example shows how to correct the problem by eliminating the word each; bandits requires a plural pronoun so use of the word their is acceptable. The second example shows the correct form using a singular pronoun. Though he or she is used, either pronoun could have been used independently, depending, of course, on the make up of the group. The third example shows a singular pronoun referring to the plural subject of the previous sentence. The corrected form redefines the subject of the second sentence making the singular pronoun correct.

6. Contractions

While often used in everyday speech, contractions are inappropriate for writing and should not be used outside of dialogue.

Tonight she'd finally begin her revenge on the House of Mennocin. "If this shipment is as large as you claim, Gregor, I'd say it was worth the wait."
Tonight she would finally begin her revenge on the House of Mennocin. "If this shipment is as large as you claim, Gregor, I'd say it was worth the wait."

7. Apostrophes

Though usually helpful punctuation can be easily misused in a variety of ways.

The horse snorted, clearing the scent of blood from it's nose.
Lucas's arm hung limply at his side
Groa circled to the wagon's back.

The horse snorted, clearing the scent of blood from its nose.
Lucas' arm hung limply at his side.
Groa circled to the back of the wagon.

It's is the contraction of it is. Its is the possessive form of it. Nouns ending in s should not have the standard 's added for possessiveness, instead only the apostrophe should be added. Inanimate objects should not be given the human quality of possessiveness as shown in the third example.

8. Commas

I have noticed that comma errors fall into one of two categories: over-usage or under-usage. Errors of either form can easily lead to writing that is difficult to understand at best. Try to keep these guidelines in mind when using commas.

Commas should separate any phrase that is unnecessary to the sentence. The following example could simply read:

Sample: The bandits attacked the caravan in a fury.

Should Read: The bandits, riled to a murderous rage by Groa's moving speech, attacked the caravan in a fury.

Dependent clauses should also be separated from the main independent clause of the sentence by a comma.

For her part, Groa fought with a determination unmatched by any of the bandits.

Commas should separate phrases beginning with which, but not those beginning with that. Phrases beginning with that often limit the preceding noun while phrases beginning with which often give more information.

The bandits slaughtered the caravan guards that did not immediately surrender. The caravan, which was loaded with supplies of weapons, was stripped clean.

Do not use a comma to join two sentences together. Instead, restructure the sentence, form two sentences or use a semicolon.

The bandits returned to the encampment, they celebrated their victory.

The bandits returned to the encampment to celebrate their victory.
The bandits returned to the encampment. They celebrated their victory.
The bandits returned to the encampment; they celebrated their victory.

When listing items, commas should be used between each item. The use of a final comma before the and at the end of a list is a question of style, just remember to be consistent. Either of the two examples below would be correct, but should not be used together.

When tallied, the raid had cost the bandits one horse, twenty arrows, and the services of two men while they recovered from wounds. Groa considered the raid a success, however. The bandits recovered three cases of steel swords, fifteen quivers of arrows, three prisoners and two casks of ale.

9. Commonly Confused Words

Be sure to use the proper word for the meaning you intend. Some words to watch out for are: affect, effect, there, their, and they're.

By combining proper use of grammar and punctuation with an intriguing story, you have the beginnings of great narrative. Weather used in a pbem or in straight fiction, I hope that these basics have helped. Good Writing.

For those interested, this article contains 2505 words and 10% passive sentences. It has a readability of 69.8% and a grade level of 6.6.

Sourced from defunct RPG site.

The Ultimate FFRP Bio Guide​

Written by Ephialtes

In General, using this template is a good way to start:
Name: (If you have problems coming up with a name try searching Google for baby names)
Gender: (Male, Female, Other)
Age: (If you choose to have an old character, make sure to tell in their history how they have survive this long)
Eye look, shape & color: ( sad, almond shaped, blue for example)
Hair color, texture, length, style: (Red, thick, long, straight for example)
Skin Tone: (pale for example)
Height, weight body and structure: ( 5-5, 125 lbs, thin for example)
Natural Features Not previously described: (tattoos, piercing, birthmarks, scars )
Voice: (accents, deep, high, soothing, soft, ect)

Clothing: (what are they wearing normally from day to day)

Weapon: (main weapon, also list out sub weapons and any special attributes they have and how strong they are)

Armor: (color, style of armor plus how well it protects against physical and magical attacks)

Birthplace: ( name of city, town, country, realm in which they were born)
Race and Class: ( Human, Hunter for example)

Profile on her Profession: (How they chose the class they are currently and how they were trained)

Discovery of her talents, slight history on her past: How they learned of their talents and abilities, what their life has been like till now.

Mission at this time: (Why are they where they are and what do they want in life)

Elemental Basis: (Thunder, Earth, Fire, ect. )

Creature Control: (Any special relations to animals? List those there )

Talents: ( Any special abilities that are natural to them - spell are not natural)

Spells: (Spells they have learned over the years, how powerful they are and how long they take to cast)

Possessions: (Anything they carry on them )

Flaws: (What hurts your character?)
Now many people wont use all of these topics, and it is perfectly fine to use as many or as little as you like, but the more in depth your bio is, the easier it is for other FFRPers to get to know your character, making it easier to RP with you.

The Basic Bio
A fairly simple off-the-top-of-my-head bio is also known as a Basic bio.

Here is an example:
Name: Lucinda
Race: Phoenix
Gender: Female
Age: 18
Hair: Ash
Eyes: Coal
Skin: Grayish and pale
Clothing: Tattered, slave rags
Powers: Healing and fire, true form - bird of fire
Personality: Shy, timid
History: Slave for an evil king that kept her as a pet. Broke free a weeks ago after killing the king one night. Has just been wandering since.
A few smaller FFRPs may accept this, but it only tells the very basics of your character and gives no depth for other RPers to work with.

The Intermediate Bio
The most common type of bio for characters give quite a lot of information, and takes some time to write up. It is also known as an Intermediate Bio.

Here is an example
Character name: Cerawyn
Age: 28 winters
Height: Five Foot Seven Inches
Weight: 128 Pounds
Build: Slender but toned
Instep reach: ( I.e. standing side kick) 33 inches
Race: Mixed breed ( Mother was a spell caster, father was vampire - long story, history further down)
Hair color: Dark Auburn streaked with silver on the underside
Hair Length: Mid Back - no bangs, keeps pulled back tight in a braid that is sometimes wrapped up into a bun.
Eye Color: Glacier Ice
Skin Tone: Pale - Porcelain
Birth Location: The Inferno - will provide links to lay out and history if needed
Element: Ice primarily, though because of her mixed blood and her homelands she has skill with fire as well - tends to stay away from the rest except wind which is not highly trained but is only used as a defense to help keep her footing in battle.

Profile: Cerawyn has been traveling many realms over the last several years after the war in her home lands ended. The lands known as Serafina's Inferno were her birth place, a realm steeped in history, but torn apart by war for over a thousand years. Her family was part of a deep alliance that protected this realm since its creation, though only a young teenager towards the end of the war she had been brought up in adverse conditions. Having to learn the art of war fare long before other had too. Being the only daughter and the last in the line she was held to high expectations, though frequently let her mind wander from her training. She choose a different fighting style than most relying on her quick wit and personally developed techniques to add her during the war. After the war ended and the lands were once again to the point of restoration she decided to wander to other realms to be on her own and make a name for herself. She knew if she continued to live where she was born she could never live up to the legends of her family and would always be looked at with indignity from those that thought she possessed no power, only a name.

She is an adapt close ranged fighter, having trained most of her life in the ancient martial arts. She prefers to stay away from magics but knows a few spells enough that they are 2nd hand to her. When in battle she wears no armor, nothing more than a pair of f1tted soft leather shorts that allow her to move freely, with a tank top that is made of the same material. Other than that, she wears is a belt of leather to hold weapons, knee high soft leather boots, and a sheath on her back. Counting on her speed to keep from being hit, though the scars on her body indicate that she has had her fair share of run in with blades and spells that she was not quick enough to avoid.

Class: No exact class but would fit best into a thief/rogue but is more of an acrobatics artist.

Talents: extremely agile, quick speed, high endurance. Her attack is average, but relies on her other abilities to balance the scales.

Weapons: 2 gauntlets she wears at almost all times. Altered to not cover her wrists, the run from below her elbow to an inch above her wrists as to not inhibit her movement. jagged claw like spikes run the length of the front of the gauntlets.

A Razor tipped whip: 15 feet in length from handle to tip, where a fixed to it razor shards at the tip that measure 2 inches. Designed to slice flesh or leather as a scalpel would.

2 Throwing daggers: Kept in her boots. One on each side, usually only uses as a last resort. Nothing fancy, just tipped in silver.

1 Half Sword: Crafted by a family member, extremely light, blades length from the hilt is 36 inches, hilt is about 12 inches. A smaller sword to say the least but fitting for her build.

Abilities: Speed from her fathers blood, marital arts, throwing accuracy, ambidextrous ( both hands work equally, she is neither left nor right handed), Agile ( she tends to move like a cat), acrobatic

Edges: ( I do not know if you would classify these as abilities her or inherent traits ) - Double skill ( the ability to execute one move while planning out the next move or defense, does not make her immune to oncoming attacks but does give her a slight advantage to help minimize damage)


Ice Call
- can be manipulated to form either walls of ice for protection or shards that can be sent towards an enemy.
Inferno: Named after her home land - last resort spell to engulf a set area in flames, 10 feet by 10 feet, can be set off 50 feet from eye line to eye line, 25 feet behind her.

Gust: As name says, a gust of wind she uses to help keep her footing during battle.

Possessions: Priestess kit : Contains herb and bandages. Herbs that help reduce pain and keep infection from setting in. Nothing special about the herbs, can be gained most likely at any herb shop.
Almost all bios will look like this, even out of fairly experienced FFRPers. This gives enough information for people to know what they are working with, and will be accepted in most advanced FFRPs.

The Advanced Bio
The last type of bio is the Advanced bio. Most FFRPers will not put this much effort into making a bio, but it is quite an accomplishment if you can manage it.

Here is an example:
Name: Celandia - The Greek word meaning a swallow, given to her by her nursemaid after her birth. Since her parents has been expecting a boy, they were not sure as to what to name the child. They sat there pondering and a small swallow landed on the window sill. Her nursemaid smiled gently and called her Celandia.
Gender: Female, though her parents were hoping for and expecting a male child to carry on the family name and heritage.
Age: 23 seasons of blooms for the Cherry Blossom.
Eye look, shape & color: Golden Hued, her eyes have extremely small pupils, thus they look like nothing more than a gemstone of amber. Doe eyes with a slight slant to them, this gives her a mystical appearance when one gazes at them.
Hair color, texture, length, style: Long masses of silken fine hair that fall well passed the arch of her lower back. Her color is that of burnt ashes, dark with traces of gray. Some ruby high lights can be seen with the sun hits her form just right. She wears her hair in a simple enough style, parted down the center and keeping some of it pulled back with oak and jade sticks, as well as a small turquoise clasp.
Skin Tone: Cream with hints of dusty rose around her eyes, cheeks, the tip of her nose and over her shoulders. Her skin is extremely smooth and unflawed, looking as if she has no pores. The only distinguishing marks she has is a tattoo in a deep rouge. It starts at her mid upper arm and travels over her shoulder. Beginning in the shape of a silhouetted swallow and coming up into wisps. Chinese clouds in an art form from the Ming dynasty.
Height, weight body and structure: She is small, 4 foot 10 inches. Weighting no more than 85 pounds. Slender form but toned legs, from walking great distances.

Natural Features Not previously described: A delicate creature, with a soft oval shaped face. Her nose is small, almost anime like. Tiny ruby lips that pout even when her expression is neutral. Pearl white teeth that seem perfect, though she does have a slight over bite. Her form is slender with slight curves, a tiny waist that sets off an hourglass figure. Her hands are small with longer thin fingers, her nails carry no decorations. She wears no decorations except on her eyes and ears. She wears thick eye liner, a deep ash shade over her top lashes. This shade matches the streaks in her hair. On her ears she wears a pair of hooped silver earrings that have four small pearls on each one for accents.

Voice: She possesses a sing song voice that is light and airy. Calm even when in battle or danger, never wavering. Because of her up bringing she carries an almost Siberian accent. ( A cross between what one would hear as Russian and Chinese )

Clothing: She wears exotic clothing from her homelands that shows her stature in society and her occupation. Though she is by no means royalty or related to that blood line in any way, she has a standing in her village because of her occupation. Her clothing is the shade of ripe plums, a tight vest like top that comes up from her chest and around the back of her neck into a high collar. It slopes under her arms, leaving her shoulders, arms and upper back bare. The vest comes down over her waist and then splits on either side of her hips to drape loosely to her knees. This top is etched in intricate golden, silver, and blue trim that follows each edge of the fabric. Her skirt is loose fitting under the folds of the vest, in a constant pattern that matches the tattoo on her shoulder in the same hues as her vest to the ground. She wears a pair of leather boots that, if could be fully seen, come up to under her knees. The boots are healed to add height, making this slender figure look even thinner.

Weapon: A Staff made from the trunk of a cherry blossom tree, wrapped in the weeping tendrils of the willow, with feathers from the swallow laced into it. It stands about one foot taller than her own height. Though it is not a source of her power, which comes form her soul and heart, she uses it to aid her travels and in close combat fighting if needed, in conjunction with an ancient form of defense arts she learned from the temple.

Armors: None but the clothing on her back and her magic. She is far to thin to wear anything else, having never trained in physical strength but mental. She wears nothing to weigh her down, because this would take away from her endurance.

Birthplace: Chang'an, a city which was named for the word meaning peace. Located in an ancient country that was at one time ruled by people that believed in traditions. They wanted nothing to do with anything that was not given to them by the gods centuries ago. A beautiful place that was covered with high rolling mountains, weeping willows and cherry blossoms. Crystal clear waters flowed through small babbling brooks through out the country side. The weather was sheer perfection, never cold nor hot. A society blessed to never worry if there was enough food for the winter or water in the summer.

Race and Class: Though truly nothing more than a human, she was looked at by her people as a Tunguso-Mandchurian Saman ( Or Shaman )

Profile on her Profession: Skilled in the art of witch craft, medium ship and healing powers. Samans possess an awareness of the spiritual nature within all things, and use it to serve others to whom they bring balance, wisdom, inspiration, education, enlightenment, and healing. Saman were the medicine women to some, while to others she was the priest or priestess. It is not so much the role, task, or job that distinguishes the Saman from other people, but rather it is the motivation behind their role. Saman are ordinary people with extraordinary wisdom and insight. All of us have some of these characteristics within us, but the Saman are only those people who are able, through training and will power, to harness that inner wisdom and make it grow. The Saman are the wise women, mystics, healers, seers, teachers, and the peacemakers. Some people are born Saman and even as children their wisdom is obvious. Other Saman develop their power over a period of time, their wisdom and their unique gifts awakening with age. Many Saman become aware of their wisdom during periods of challenge, upheaval, or rapid change in their life.

Discovery of her talents, slight history on her past: While Celandia was young she was always look at as a bright child but, due to the fact she was a young girl instead of the strapping young boy her parents had hoped for, she was taught nothing more than basic future wife skills. How to tend to the garden, make the meals, serve people, clean, when to speak, when to hold her tongue. She was told to always look down in a man presence. This all changed one day when a cruel man that had been under her fathers employment for sometime, took out his anger on a gardener. He had denied courtship of Celandia because her father thought his daughter was far to young to be made a bride at twelve years of age. Celandia watched this man beat the family gardener and she could not hold her tongue anymore. Throwing herself over the poor beaten mans body, pleading for the man to stop. The disgruntled man continued to snap his whip over Celandia in his anger. Celandia remained there, taking each hit. She began to weep and scream out from the pain that was scorching into her flesh. The wounds began to glow with a bright light that soon blinded the man, stopping his attack. Her father came dashing outside from the house when he heard his daughters screams and had the man thrown off his property, banished forever. As he helped his daughter to her feet, the light faded and the wounds healed, as if her flesh had never been touch.

She was taken from her home and from that moment on she was trained in the arts of the Saman. Those in which she would have been trained from birth had she been born male. After the emperor heard of her natural talents, she was given the finest training by the Elder Saman of the Nation. When she was 18 years of age, Celandia was sent off on a 6 month excursion for her right of passage. If she returned successful she would be made the Emperors Priestess officially, though she had been living the roll for the past 3 years. When she returned successful, her joy and elation ended abruptly. The land had fallen to a race she had never seen before. During the day the towns were empty, nothing but bodies lay bloody in the roads. She rushed to her families home and found they too had been slaughtered. After placing her parents to rest, she made her way sadly to the Emperors Castle. She wanted to see if she could find any answers. Celandia found nothing more than all the members of the castle slain.

The only thing that helped her were in the Emperors fingers. Grasped there she found a scroll. She came to find out that some creatures that looked like a nightmare had invaded during the night. Slaughtering and drinking the blood of all that did not run for their lives. That night she slept in hiding under a spell of protection and when dawn came she exited the castle in hopes to find these creatures. An army came over the horizon, hearing that something had attacked the nation, they had come to help. Apon seeing Celandia, they assumed she had been the one to lead the attack and slaughter of her own nation. She ran, though she was strong enough to fight. She wouldn't engage in battle, they did not know what happened and were innocents. Her life had been dedicated to defending those that had done nothing wrong. She could not strike out at them, only protect herself.

Mission at this time: Since that time 5 years ago, she has wandered the lands gaining insight from libraries, elders, and rumors, through out other nations, about these creatures that destroyed her home. Though she has found them to be called Ubo's in her native tongue, they are more commonly referred to as vamypres. She has had a few encounters with them, but only in small numbers. None seemed to have a clue about her nation or what happened there. They also did not look exactly like the ones that attacked her home. These could turn into bats, while the Ubo of her home land could only change into white butterflies. She has spent these past 5 years learning about these creatures and protecting innocents against them. Celandia will continue this until any threat of these devil men is wiped from the face of the earth. Though these creatures wiped out her entire nation she holds no ill feeling towards them. Only wanting to protect others from harm and is in hopes that one day differences can be set aside. Praying they and humans can live in peace with out fear. She knows this is an almost hopeless cause, she feels that it would be vain of her to not try. She was taught that all things are possible if one believes deeply in them enough and this is the only belief that she holds on too.

Elemental Basis: Because of whom she is, her primary element is light or heavenly powers. She has 2 secondary elements, which she is almost as equally skilled in, wind and water. These were the elements of her family and her name. She has the ability to use fire and ice but prefers not to. Using Dark powers can be done but, this takes great preparation and harms her as she casts. This is because of her innocence.

Creature Control: Having spent many days out in the fields alone as a child, she became interested in her name sake, the swallow and due to her gentle nature was soon able to form a bond with creatures of flight. The Elder Saman took note of this and trained this natural ability even more. She can communicate with creatures of flight and though she does not command them, they will come to her side and aid her if needed. She does not speak to them but has an almost emotional telepathic ability to communicate with them. [NR: Sounds a bit mary-sue-ish but you can alter this]

Talents: Being a friendly and trusting woman, she has the ability to calm people with out the use of magic. Her ability to stay calm and rational in almost any occasion has been trained extensively. After years of study this is reflected when she tends to an inured person that is in hysterics because of loss and/or pain. She was trained in the art of self defense and achieved enlightenment in this practice, as well as in the art of staff fighting. She was told she must learn this to help protect herself when magic could not be used. Either because it wasn't something she would be looked at well for or there was not enough time to cast. She knows basic cooking skills but has a vast knowledge of herbs, roots, and flowers. This coincides with her ability to create herbal remedies to aid in healing, deal with illness and helping to reduce pain. She will try to keep from using magic at all costs, knowing that each person reacts differently to spells and that some, in time, will develop an immunity to magic healing. She figures it is best to play it safe and tries not to risk anymore harm to her patients than has already been inflicted. She is not be any means a skilled horse rider, but is skilled enough for fast and long travels.

Spells: Her spell list is extremely extensive but when asked she usually just sums up as follows instead of giving away all she knows.

When it comes to the heavens and light, I create brightness in the darkest hour.
When the wind blows, I hear the song of the swallow and command it to sooth.
When the earth becomes unfit to walk apon, I teach it to let life sprout forth again.
When the fires comes, I will send them back to where they came.
When the freeze of ice takes over, I will warm thee.
Yet when darkness comes I fright, though I will fight.
Please flee, for that is one I cannot control with safety.
In Conclusion

As a beginning FFRPer, do not worry to much about making your bios this detailed, just worry about giving the others you will be FFRPing with enough information to know your character. Most of the time you will make a bio, find if you like or hate the character and then add onto the bio and continue to use the character in other various FFRPs in the future. If you are going to use a character a lot, find an artist to help you draw up the character and some of its equipment for an added element.

Don't struggle to hard on bios when you are first starting out. Just pick it up as you go, and eventually you will be making Intermediate and Advanced bios in your sleep.

Sourced from defunct RPG site.
Last edited by a moderator: