
Joezy BalleyFlatz
Fantasy·by Joezy BalleyFlatz

RACE
Elf
GENDER
Female
LIFE STAGE
Young Adult
BODY SIZE
Medium
BUILD
Average
Personality: Pure sunshine — she skips more than she walks, hums while picking locks, and befriends every tavern keeper, stray dog, and grumpy dwarf in a five-mile radius. BUT cross her or threaten her friends and that cheer flips scary fast — she goes from giggles to a dagger at your throat in half a second, all while smiling sweetly. Fiery doesn't begin to cover it. The quirk: She's fascinated by nooses and hangings — not in a dark way, more like a kid obsessed with knots and gallows lore. She collects different knot styles in a little sketchbook, asks every executioner she meets about their technique, and gets way too excited near a gallows. The party finds it unsettling; she finds it educational.
GOAL & MOTIVE
The Thirteen Knots. Joezy has hung before — but only ever in short, desperate snatches. A rope slung over a beam, toes barely leaving the ground in her gran's moss-green leather ballet flats, panic cutting it short every time. She's never been fully suspended, never had the complete thing, because every attempt carries the same terror: this could be the one that kills her. But it's all she thinks about. She craves a full hanging from a proper gallows — the drop, the swing, her flats dangling helplessly beneath her, the whole flood of fear and thrill — everything except the death at the end of it. That's the real promise of her grandmother's story. Thirteen master executioners, thirteen signature knots, and the unwritten thirteenth: the Mercy Knot, a noose that lets the hanged feel every second — the fear, the helplessness, the all of it — and still come down alive. Joezy isn't collecting knots for the sake of collecting. Every knot she learns is one step closer to the one full, perfect hanging she's always craved — fear without death, thrill without the end.
QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them
3
Free to recruit. Every detail stays editable afterwards.
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Skills and Stats
ATTRIBUTES
Health
Agility
Strength
Reasoning
Willpower
Perception
SKILLS
Arcana
Stealth
Crafting
Medicine
Survival
Thievery
Athletics
Persuasion
Intimidation
Melee Combat
Ranged Combat
Animal Handling
GIFTS
Keen Senses
FAULTS
Feared Reputation
lingering near executions
asking unsettling questions at inappropriate times
gallows-and-knot fascination causes trouble
Inventory
Dagger
Knot-and-gallows sketchbook
Wanted: tales with Joezy
Tales readers wish someone would play with Joezy. Vote for the ones you want to read, or take one up.
No open requests yet. Sign in to post one.
Talk about Joezy
No one has talked about Joezy yet. Ask the creator a question or tell them what you think.
WORLD & RULES
LOCATIONS
Thornwick — Joezy's home village, a sleepy mossy hamlet where her grandmother served as hangman for forty years. The old gallows still stands at the crossroads, draped in wildflowers the villagers leave "for the ones who passed clean." Joezy's cottage sits at the edge of town, her gran's knot-sketchbooks still on the shelf. Gallowgate — the grim-humored capital, built around the Grand Gallows, a massive stone platform where the executioners' guildhall stands. Inside: the Hall of Retired Nooses, thirteen empty pegs on one wall (twelve hold famous nooses — the thirteenth peg has never held one). The guildmaster officially denies the Mercy Knot exists but keeps that peg dusted. The Weeping Crossroads — a lonely gallows at a four-way cross where, legend says, those hanged with a true knot return at dawn to speak one truth. Travelers leave offerings. Joezy has been there three times and never stayed till dawn — yet. Mossfen — a bog-town where the retired executioner Old Bram lives, the only living man who claims to have seen the thirteenth knot tied (once, sixty years ago). He won't teach what he knows unless Joezy does something for him first — he won't say what. The Quiet Road — the ancient highway connecting the city-states, lined with small shrine-gallows at every mile. Safe by day, strange by night — souls that didn't "pass clean" are said to linger here, and Joezy swears she can feel them when she walks it in her flats. Dunmarra's Pit — a rough mining town whose gallows has been idle for a decade because no executioner will take the post. The town council has offered Joezy the job — good pay, her own platform, and all the rope she could want. She's tempted for reasons she won't say out loud. Old Bram (Mossfen) — Retired executioner, mid-80s, hands shake too much to tie anything now. Claims he once saw the thirteenth knot tied, sixty years ago, and hasn't been right since. Keeps a locked box he says holds "the proof" — won't open it, won't say what's inside. Wants Joezy to do something for him first. Smells like pipe smoke and bog water. Guildmaster Corva Vane (Gallowgate) — Late 40s, sharp-eyed, all business. Runs the executioners' guild with an iron ledger. Officially denies the Mercy Knot exists — but she dusts that thirteenth peg herself, and she knew Joezy's grandmother personally. Might be an ally, might be the final obstacle. Nobody can tell which.
CHARACTERS
The Guild of the Rope — the licensed executioners. Part trade union, part priesthood. They train apprentices, certify knots, and keep the secret histories. Divided between Traditionalists (the Mercy Knot is blasphemy) and Seekers (it might be real, and someone should find it). The Deniers — scholars at Gallowgate's university who insist knot-magic is superstition and the Mercy Knot is a fairy tale. They publish pamphlets. Joezy steals them and uses them as sketchbook paper. The Weepers — a quiet cult that gathers at the Weeping Crossroads at dawn. They believe the Dawn Speaker is a prophet and leave offerings of rope and bread. Harmless... probably. Old Bram (Mossfen) — Retired executioner, mid-80s, hands shake too much to tie anything now. Claims he once saw the thirteenth knot tied, sixty years ago, and hasn't been right since. Keeps a locked box he says holds "the proof" — won't open it, won't say what's inside. Wants Joezy to do something for him first. Smells like pipe smoke and bog water. Guildmaster Corva Vane (Gallowgate) — Late 40s, sharp-eyed, all business. Runs the executioners' guild with an iron ledger. Officially denies the Mercy Knot exists — but she dusts that thirteenth peg herself, and she knew Joezy's grandmother personally. Might be an ally, might be the final obstacle. Nobody can tell which. Tilda Moss (Thornwick) — Joezy's childhood best friend, now the village baker. The only person who knows why Joezy really wants the Mercy Knot — Tilda once found her in the barn with a rope and has never told a soul. Sends Joezy letters with dried flowers pressed in them. Worried sick, too stubborn to say so directly. Councilor Dunmar (Dunmarra's Pit) — Pompous, sweating, desperate. His town's gallows has sat idle for a decade and the backlog of condemned is becoming a problem. Has offered Joezy the hangman post three times by letter, each offer sweeter than the last. Doesn't know about the Thirteen Knots — just wants someone who isn't afraid of the rope. The Dawn Speaker (Weeping Crossroads) — Nobody knows if they're real. Travelers swear that at dawn, a figure in gray stands beneath the crossroads gallows and answers one question — truthfully, terribly. Joezy has visited three times and always fled before sunrise. The Speaker might know where the thirteenth knot is. Or might be what happens when a knot fails.
HISTORY & EVENTS