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Fantasy Black Rose Knights Character Sheets

OOC
Here
Lore
Here

EccentricFantasy

The mind is a fearsome thing, don't tread on it.
Here is the character sheet. You may add anything you like, but this is the basic. Feel free to use code if you like, but be mindful of our mobile users. BE CREATIVE! I want something that is super odd. You are allowed to make a normal knight or paladin if you wish, but make them odd in some way. Weird personality, crazy race. Anything different.

Name:
Appearance:

(Art preferred, description is also acceptable)
Age:
Race:

(Any is fine. Make one up if you want. Have fun with it)
Height:
Weight:
Gender:

Weapon (If Applicable):

(Can be something plain or really weird, remember that these guys are not restricted to knight stuff.)
Fighting Style:
(Tell how they fight, how they win. Be bold and crazy.)
Skills:
(What can they do outside combat)
Magic (If Applicable):
Personality:

(At least 1 paragraph)
Backstory:
(At least 3 paragraphs. If you want their story to be revealed through the story, just one paragraph.)

Strengths:
(3 or more)
Weaknesses:
(3 or more)

Other:
(Anything you may have wanted to add.)
Theme Song:
(Not Required, but I always like to hear it.)
 
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Name:
Cosmo Unitar
Appearance:
i

Age:
Unknown
Race:
Unknown
Height:
6'3"
Weight:
125 lbs.
Gender:
Male

Weapon:
None.
Fighting Style:
When he has to fight, Cosmo employs a wide area of effect type fighting style. He chooses to take. A large portion of people out of the fight at once. He will keep them trapped in the illusions, slowly extracting information out of them. Once that is done, he will dispatch them quickly and on mass. Effectively eliminating a large portion of opponents fairly quickly.
Skills:
He is an expert at interrogation, psychological warfare and espionage. Given his weak and frail body, not many expect him to be a spy. This has led him to be one of the greatest spies Queen Lividia had.
Magic:
Cosmo uses a unique magic called Celestial Smoke. It is a very interesting magic to use and witness. It is technically classified as an illusion based magic. However, it can cause physical damage and be interacted with physically. Cosmo often uses it as a ride, bed or weapon. Within the star filled pipe smoke he can create weapons or even ride on a cloud of it. Other people cannot touch it, but they can be injured by the weapons he uses.That being said, he has to drop any illusions he is making, leaving him open and vulnerable to attack.

Inside the smoke all of his opponents senses are at his will. Cosmo controls what they see, what they feel, what they smell and what they hear. He even controls the perception of time within the smoke. This makes him very effective against a large number of opponents, choosing to focus on crowd control rather than straight up attack. This smoke is mainly used as a weapon by turning the smoke into needle-like Spears and piercing the opponent's body.

Celestial Smoke has one trump card. In the case that no other option is left, Cosmo can force the smoke into another person's body and use his opponent's body as a puppet. He can only do this with 10 people at a time and he can not use any other abilities during this. On top of this, it is a game of will. If the targets will exceeds his own, they can break free of him.

This Magic is meant to give one person the ability to fight multiple people without doing anything. This is because this magic is taught to those who have a weak body compared to others. If someone is able to find him within the smoke, Cosmo will not be able to defend himself. This magic type is meant to keep his opponents at as great a distance as possible. It has no real melee range capability. All smoke created weapons are meant to be hurled at at least medium range. Another weakness of it is that wind magic users will be able to dispel his smoke easily.
Personality:
Cosmo is an extremely loyal person. Once you have his loyalty it is hard to get rid of. Once you break his loyalty you will never get it back. He will be there if you need him and always have your back. Growing up he was, and still is, a very caring individual. He will give up everything he owns just to make sure somebody can have one good day. He does not care where you come from, who you used to be or what you have done. In his eyes everybody deserves kindness. As a peacemaker, he doesn't want to fight and doesn't think it is necessary. He can always find a way to peacefully solve something, but do not take that as a weakness. If it comes down to it, he will fight for what he believes in.

Cosmo is a child at heart. He sees the innocence and the magic in everything. Complicated situations are something he prefers not to deal with. As far as he is concerned, everything can be solved with a simple solution.

Cosmo has been called too trusting. He takes people at face value and is not quick to judge someone. He is known forgiving on his help to people even if they do not deserve it because he sees only the goodness in others. This leads him to a lot of unfortunate things. On top of all this, Cosmo is a hopeless romantic. He does not live in the normal reality of love that most do. He likes the idea of loving someone so much you would sacrifice anything to keep them happy . However, this does not mean he is good with Romance. In fact you sometimes misconstrues a normal relationship with a romantic one. This gets him in trouble a lot. He is a very self-sacrificing. If people were to ask him to lay down his life for people he barely knows, he would. Some might see this as a good quality, but he will get hurt a lot. He has scars to prove it.
Backstory:
No one knows where he came from. He was found deep in the far eastern Sea, a few weeks travel from shore. No island in sight. There was no where for him to have come from. Garatuna naval trade ships found him, taking him back for slave trade.

The slavers were utterly disappointed. The boy they found was so weak. Chronically ill, physically weaker than most and generally unreliable for physical labor. They beat him nearly to death after every mess up. Leaving him bloody in the gutter. Life was hell. He did not know where he was or what he was supposed to do. Every time he moved, he got abused.

Eventually he found himself sold into the ownership of the first Royal mage under Queen Lividia. His title of slave was abolished. The old man gave him a brand new life. No more beatings or wondering if he would die. He was fed daily and treated nice.

The old man taught him how to read and write. He taught Cosmo how to live despite his weaker body. The mage even showed him the Celestial Smoke magic. The old man informed Queen Lividia about the boys exceptional skill with magic. Then, after that mage died, she took charge of him.

His studies continued, even as he was sent for espionage missions. The Queen acted much like his mother and even placed him in the commanding position of the Black Rose Knights. Under his rule, the already infamous order of Knights became even more efficient. They were a force unlike any other.

When the rebellion happened and the Black Rose Order was tricked, he was the first one attacked in the trap. They knew if he got his smoke going, they would lose. Managing to get his pipe from him just in time. Cosmo was devastated as he watched Queen Lividia beheaded.

Now that they are free and heading home, he will lead them and destroy those who took her. Every nobleman, paladin and soldier. Once that was done, then he could rest and live a peaceful life.

Strengths:
- Crowd control and wide area of effect battle.
- Expert in the art of strategy. Uses information to the best of his ability in every way possible in a given situation.
- He is calm and confident. He does not allows himself to panic or over think issues. Keeping his mind clear allows him to think clearly.
Weaknesses:
- He has a very weak body. Seems sickly most of the time. As such his stamina drains easily and he can be handled fast.
- Absolutely useless in close range combat.
- His smoke is his only means of power. Take away his pipe or any method of smoke creation from him, he is a sitting duck.

Other:
Despite not knowing exactly what he is or where he comes from, his relationship with the rest of the order is one of trust.

He is extremely skilled in the art of psychological torture, preferring to break the mind of opponents before killing them off. Sort of his own sick therapy.
Theme Song:
 
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Name: Stella Argent
Age: 29
Race: human
Height: 5'9
Weight: 154 lbs
Gender: female

Weapon: daggers
Fighting Style: Using her magic to engage and disengage, Stella aims to end fight as quick as possible. Her teleportation can be used for ambush, displace and disorient her target. She usually just drop something heavy above her target or teleport them off a cliff and let gravity do the work though.

Skills:
As a former criminal, Stella is more than capable of infiltration even without her magic. She's also great at assuming role to help her blend in with surrounding people. During her days as a thief she also worked as a bartender as a cover and thus she's able to hold conversation quite well and great at mixing her drinks... and poison.

Magic:
  • Teleportation: Stella can use a short range teleport to move quickly. She can only teleport up to 10 meters at once but she can use it in rapid succession to make a deadly combo. She can also use it to move object or person in contact with her. She must be able to see her destination so enclosed space or a bag on her head can disable this magic.
Personality:
A loyal but ambitious person. While she take her orders seriously, don't expect her to follow it to the letter. She does things her own way, as long as it end up giving the same result, right? So when giving her order it's better to give what the order is trying to accomplish rather than telling her what to do.

Out of business context, she's a chill and playful person. Oftenly tries to crack jokes to lighten the mood and be a positive beacon even during a stressful situation. She's also very proud of her party tricks. After the imprisonment though, her optimistic attitude seems to be twisted and now she finds amusement even when she's doing some morbid stuffs.

Backstory:
A street urchin with unclear origin. No one care about a dirty kid walking through the city carrying the corpse of her little brother on her back, right? It actually horrified the civilians so they kicked her out of the city. With no money to get a proper burial she just buried the corpse on a random spot outside the city.

Her damn greedy parents made her lost everything to some dubious criminal organization so she was forced to steal to survive. Fortunately she developed a magic suitable for this. Stealing made her feels bad but she soon normalize it, then after her reputation was heard by some shady individuals she was invited to join the assassin guild. Stella of course accepted it, more money for her. Right away her first mission was to infiltrate and steal something from a mansion owned by a noble with a weirdly assembled team.

She was able to easily secure the targeted object but the situation escalated quickly as her team intentionally killed one of the noble and left her alone. Only then she realized her true role in the team, the scapegoat. Despite her magic she was soon outnumbered and captured. Her life would end in an execution platform for killing a noble if not for the queen barged in and demanding a more thorough investigation on the case. It's just a simple act but it touched her heart, and while Stella was still put in jail since she indeed stole something, after she got released she steeled herself and pledge her loyalty to the queen. She expected to be rejected since she was a former criminal so she was surprised when the queen welcomed her to the rank of the knights.


Strengths:
  • Especially good at confusing or eliminating single target quickly.
  • Expert at acrobatic skills.
  • Adapt, improvise, overcome. Stella is used to rapidly changing situation and can do well in chaos.
Weaknesses:
  • Relies a lot on her vision.
  • A weak duelist. She lacks the technique and body to do a prolonged straightforward combat.
  • Her impulsive nature make her insight oftenly short-sighted.
Theme Song:
 
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View attachment 833545

Name: Stella Argent
Age: 25
Race: human
Height: 5'9
Weight: 160 lbs
Gender: female

Weapon: daggers
Fighting Style: Using her magic to engage and disengage, Stella aims to end fight as quick as possible. Her teleportation can be used for ambush, displace and disorient her target. She usually just drop something heavy above her target or teleport them off a cliff and let gravity do the work though.

Skills:
  • Stealth
  • Drink mixing
Magic:
  • Teleportation: Stella can use a short range teleport to move quickly. She can only teleport up to 10 meters at once but she can use it in rapid succession to make a deadly combo. She can also use it to move object or person in contact with her. She must be able to see her destination so enclosed space or a bag on her head can disable this magic.
Personality:
A loyal but ambitious person. While she take her orders seriously, don't expect her to follow it to the letter. She does things her own way, as long as it end up giving the same result, right? So when giving her order it's better to give what the order is trying to accomplish rather than telling her what to do.

Out of business context, she's a chill and playful person. Oftenly tries to crack jokes to lighten the mood and be a positive beacon even during a stressful situation. She's also very proud of her party tricks.

Backstory:
A street urchin with unclear origin. No one care about a dirty kid walking through the city carrying the corpse of her little brother on her back, right? It actually horrified the civilians so they kicked her out of the city. With no money to get a proper burial she just buried the corpse on a random spot outside the city.

Her damn greedy parents made her lost everything to some dubious criminal organization so she was forced to steal to survive. Fortunately she developed a magic suitable for this. Stealing made her feels bad but she soon normalize it, then after her reputation was heard by some shady individuals she was invited to join the assassin guild. Stella of course accepted it, more money for her. Right away her first mission was to infiltrate and steal something from a mansion owned by a noble with a weirdly assembled team.

She was able to easily secure the targeted object but the situation escalated quickly as her team intentionally killed one of the noble and left her alone. Only then she realized her true role in the team, the scapegoat. Despite her magic she was soon outnumbered and captured. Her life would end in an execution platform for killing a noble if not for the queen barged in and demanding a more thorough investigation on the case. It's just a simple act but it touched her heart, and while Stella was still put in jail since she indeed stole something, after she got released she steeled herself and pledge her loyalty to the queen. She expected to be rejected since she was a former criminal so she was surprised when the queen welcomed her to the rank of the knights.


Strengths:
  • Especially good at confusing or eliminating single target quickly.
  • Expert at acrobatic skills.
  • Adapt, improvise, overcome. Stella is used to rapidly changing situation and can do well in chaos.
Weaknesses:
  • Not good against mob of enemies.
  • A weak duelist. She lacks the technique and body to do a straightforward combat.
  • Her impulsive nature make her oftenly short-sighted.
Theme Song:

I love her Ace. By the way, can you PM me? You and I need to talk. Nothing bad, just some fun.
 
1. Nito Windith27a947aa4e1bd46dd3c9869330d316b6d027bcc3r1-2048-1537v2_hq.jpg
Age
Unknown
Race Homunculus / Wendigo
Height Hom: 6’4” / Wen: 8’0” (head to rump, potential for growth)
Weight Hom: 187 lbs. / Wen: 800 lbs.
Gender Male

2. Combat / Skills
Weapon
None

Fighting Style
Nito has no trained combat prowess, as he does not wish to make his monstrous side more capable. He will only engage in combat if the situation turns life-threateningly dire. In these situations, Nito is forced to relinquish control to his other form. Utilizing a combination of keen primal instincts, brutal force, and an overwhelming difference in weight and size to overpower the opposition.

Skills
Nito has incredibly sharp senses (namely smell and hearing), is an attentive listener that easily remembers fine details and an excellent cook. Despite the fact that cooked food upsets his stomach, he’ll still gladly cook a proper meal for those who can appreciate the taste.

Magic
In both forms, Nito is capable of rallying natural forces to do his bidding. Compelling trees to lift their roots and ensnare his prey. Persuading dormant rock to pierce up through the earth below the prey’s feet. Occasionally he may be capable of rallying animals to assist him, but only in his human form as this requires a gentle approach which his monstrous side is wholly incapable of. These feats require concentration and/or a clear view of the target. Nito cannot perform while distracted by hunger.

3. Personality
Nito is the physical embodiment of the phrase ‘calm before the storm’. A gentle, reserved soul that seeks a peaceful existence. Living a life of calm acceptance rather than the turmoil of undertaking and overcoming hardship for the sake of growth. He’s grown enough in his lifetime. More than he’d wanted to grow. Yet, he can only suppress his growth for so long. Sooner or later his gentle soul will have to give in to the ravenous hunger again.

While he is a very accepting person, Nito does answer to an innate ‘pack mentality’. Believing he should provide for those he deems closest to himself at all costs. All. Costs. Due to this, he will not hesitate in eliminating a threat despite his personal values rejecting the use of violence. Deeming it a necessary evil to keep the peace.

This ‘pack mentality’ becomes strongest when he’s forced to change forms. His morals and values shifting alongside his physical form. Gentle. Reserved. Peaceful. It’s all replaced by bloodlust and hunger. The stench of death and the corruption of life lingering in the air around his monstrous form. Sometimes it’s merely the hunger that gets to him, sometimes revenge or protecting the pack, but no matter the reason in the end there will be bloodshed. He has to satisfy the beast before it will be controlled again. It’s the only way.

4. Backstory
W.I.P.
 
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Name: Elyse Hugnan
Age: 24
Race: Gray One (Rare humans born with a connection to the spirit world
Height: 5'6"
Weight: 113 lbs (Before Magic)
Gender: Female

Weapon:

Unarmed.
Fighting Style:
Her style varies with whatever set of arms she has equipped, but most commonly employed is that of the brawler.
Skills:
Elyse can use her powers in all manner of practical ways, including flight capabilities, the use of specific limbs like tools, and simple brute strength.
Magic:
Runes carved around the ends of her dismembered arms allow her "phantom limbs" tangibility in the spirit world, as well as the ability to take on physical shape in the forms of beasts and monsters. In lieu of classical armaments, Elyse's arms can sprout as forms such as wings, lobster claws, the limbs of mantises, and more, for her use in and out of combat.

Elyse's natural connection to the spirit world also gives her the ability to percieve it and the mortal world at the same time, allowing her to gain a better understanding of similarly-inclined opponents
.
Personality:
Elyse is a notoriously foolhardy individual, at times considering herself more of a living weapon than a true knight. She operates best under the orders of another, as when she is not given a clear course of action, she is most susceptible to being influenced by the spirit of her chosen arms. She's just as impersonal beyond the line of duty, taking on the role of the stoic bodyguard for the rest of the Order when in public settings. With some persistent communication, however, she could be convinced to open up more.
Backstory:
Tasked with researching the possibility of weaponizing the connection Gray Ones have to the spirit world, the highest noble houses of the Barsooth Empire formed a temporary coalition of their young and capable to ensure that their royal scientists had the inventory to support long-term experimentation. Under no banner, the families sent their sons and daughters to the neighboring territories to unlawfully and deftly acquire as many of their kind as they could track down. As many as two dozen were taken in the span of seven months, one of which was Elyse Hugnan.

Daughter to a pair of farmers who had dared fight back when shadowy intruders arrived to collect their child, by the time she arrived to the empire, Elyse believed there was nothing more that could've been taken from her. Imprisoned amongst the other Grays, she patiently watched as their stocks of lab rats were diminished, until finally, it was her turn to approach the literal chopping block. It was then that she learned the empire's desired outcome. Moved again to the private laboratory of the chief scientist, she came face to face with her fellow prisoners again. They were mutilated, cut to pieces, forced to transform into something battle-ready and exploitable. Their previous efforts had been promising failures, but just as clearly, the craft had begun to be perfected. It was then, with Elyse strapped down to the table, that her arms were cleanly severed from her shoulder, leaving only the beginning of her bicep left. The shock spared her the rest of the process.

She later emerged from a shallow grave in no-man's-land, alongside many of the abominations that failed to survive their injuries. Elyse had been uncovered by a regiment of Garatuna's Paladins, and after succumbing again to her malnourishment, found herself clothed and washed within the walls of Queen Lividia's castle. A vested interest in the empire's operations turned into something of a mentorship, as Elyse came to terms with the successful binding of her physical body to the spiritual realm. And as with all members of the Order, her mentorship later turned into a family.

Strengths:
- Versatility in combat.
- Unassuming appearance, seems like less of a threat.
- Supernatural Awareness
Weaknesses:
- Spiritual interference preventing the use of her magic.
- Inability to form human arms.
- Magic-based attacks.
 
Orphelia Irongarden
BRK_04(resized).png


Age: a little over half a century, by her estimation

Race: unknown, but is rumored to be some form of demon

Height: 5’10” (if you disregard her horns)

Weight: 210 lbs (partially due to many foreign objects embedded in her body)

Gender: female

WeaponOrphelia is more fond of making weapons than wielding them but, when forced to set foot on the battlefield, she clads herself in heavy armor and grabs the largest shield she can find. Her armorer's hammer is probably the only "weapon" she has any special attachment to and it rarely leaves her side. Despite being a tool first and foremost, the hammer feels good in her hands, like an extension of her own soul.

But, to be honest, that is all just window-dressing to hide her own insecurities. Orphelia's body is her greatest weapon. She is incapable of learning magic through conventional studies, but her species gains power by subsuming magical items and creatures into themselves. This innate hunger can be satisfied by many foul means, such as cannibalizing the corpse of a mage, devouring a cryptid, or literally grafting a magical artifact into her flesh. She craves this on a primordial level. In pursuit of arcane knowledge and power, Orphelia has committed many acts others would not look kindly upon and has the scars and stitches to show for it.

Fighting StyleFor most of her life, she has lacked formal combat training. Orphelia possesses a feral side, but has gone to great lengths to suppress it. You will not likely see her resort to claws and fangs unless the situation gets really dire and, even then, she would rather die than become the monster she used to be. This hesitancy and lack of aggression is a staple of her fighting style, which can best be described as a war of attrition. She focuses on building up a strong defense through careful positioning and, when necessary, outright tanking hits to eventually set up a strong counterattack.

Slow, calm, methodical; she rarely advances, but has mastered the art of holding the line. Orphelia is the sort of person who will take a dozen hits to wear down her opponent, just to get in one powerful finisher when the enemy has nothing left. Since joining the Black Rose Order, many (failed) attempts have been made to properly train her. While she shows promising reflexes, as well as exceptional physicality, she lacks the "killer instinct" to be on par with most top-tier warriors. Still, she can take a hit and, when she finds the initiative to do so, strike back hard, but is clearly not someone whose heart is in the fight.

SkillsShe is the Black Rose Order's preferred armorer, engineer, and inventor. She has designed and crafted hundreds of pieces of armor and arms, as well as siege weaponry, ceremonial items, and even jewelry. Metallurgy and clockwork mechanisms are her specialty, but that was not always the case. Orphelia has a natural hunger for knowledge, bordering on obsession. This has resulted in her accumulating a lot of "book smarts" over the years, but minimal social skills, and (until recently) no ethics to speak of. In short, she was the type of person who would vivissect a baby to figure out why it is crying. This means she has the medical know-how to stitch up a wound or treat a burn or neutralize venom. But you would be better off not knowing how she acquired this knowledge. If not for Queen Lividia's intervention, Orphelia's life would probably have continued down a much darker path. Today, her interests lie in machinery, physics, and a little chemistry, not flesh and bone and the arcane arts.

MagicOrphelia's signature magic is known as pyrokineticism, a form of thermal-kinetic conversion spell. She primarily uses this when forging weapons, allowing strikes of her hammer to generate tremendous heat at the point of impact. Due to frequent usage, it is one of the only spells she is comfortable using in combat. To put it simply, she can turn physical force into heat, or vice versa. When defending against attacks, flames can be seen on the surface of her armor or shield each time she is struck, and enemies will note that their blows are significantly softer. When Orphelia strikes back, there is often a flash of fire or even an explosion at the point of impact. If she allows enough heat to build up, she can channel it into a devastating counter attack. Unfortunately, this spell has an extremely limited range; as such, she can't use it to fire explosive arrows, for example, but anyone in melee range is going to have a bad day. When confronting her, the most effective strategy is to lower her temperature using ice magic or something similar and keep it down. Alternatively, fast lightweight weapons and/or piercing attacks provide the least kinetic energy for her to convert into heat. Blunt weapons, on the other hand, are objectively the wrong choice when fighting her.

PersonalityDespite her appearance, (or, perhaps, because of it,) Orphelia is extremely soft-spoken, polite, and introverted. She is the type of person who is too shy to say "hello," for fear she might accidentally start a conversation, but will never fail to nod and smile when passing an acquaintance in the hall. "Excuse me," "pardon me," and "sorry," are three phrases she uses far too often, even when she has offended no one. She does open up a bit more when she becomes comfortable around someone, but still tends to disappear if crowds form. When three or more people gather, even if they are close friends of hers, she usually takes that as her queue to leave or make herself as unobtrusive as possible.

She is very intelligent and can often be found scribbling schematics, tinkering with a new device, or with her nose in a book. But don't expect to hear from her in a mission briefing unless directly asked to give her input and, even then, she will often go along with what everyone else has decided, even if the facts tell her otherwise. Queen Lividia wisely discovered she could get the best out of her by speaking with her one-on-one. Orphelia can be remarkably insightful and her true intellect shines through when she doesn't feel suffocated by crowds. She tends to get attached to people who engage her in this intimate manner and, despite her age, will sometimes develop platonic crushes. It is not uncommon for her to wistfully stare at someone she admires, only to quickly avert her gaze when discovered.

Backstory
Orphelia has no memory of her birth parents. She was raised by a human man, known only as Orpheus, who is clearly not her biological father. He was a mage and lived alone in a cave, detached from his kin. She suspects she was summoned or created by this man or that he had a violent encounter with her people, from which he emerged the victor. Either way, he treated her well and raised her as his own, despite having no reason to do so. She has always found this odd and could not understand why this human would take in a wild animal.

His kindness and generosity defied all logic. She perceived this as a threat and repeatedly tried to end his life, but Orpheus was always just strong enough to fend off her savagery. He never applied excessive force or lashed out in anger, but was always just a little bit better than her. It quickly became clear the man was holding back. This was the first lesson he taught her: one must be strong to be kind. Mercy is not for the faint of heart, frail of body, or the weak-willed.

She eventually stopped attacking him and began to learn. He became a mentor and father figure to her. Even though his attempts at teaching her magic amounted to nothing, she enjoyed being around him and soaking up any knowledge he was willing to share. His hermetic lifestyle meant they moved often, sometimes in pursuit of new knowledge or arcane secrets and sometimes simply for a change of scenery. She didn't care, as long as they were together. Their travels occasionally brought them close to other humans. Orphelia thought it odd he never allowed her to accompany him into town. And he forced her to wear a hooded cloak when other travelers came near. She knew she looked different from most people, but why would that be a problem?

One day, while he was out getting supplies, someone tapped on the door. Orpheus had told her hundreds of times, "Let no one in, do not answer the door, no matter what." And so, she ignored the knocking, even as it grew to a desperate pounding and, eventually, cries for help. With trembling hands, Orphelia answered the call and found three men on her doorstep. One was gravely wounded. By this time, she was not a child anymore. The two men stared in shock at what could best be described as a fully-grown demoness, a word she was not familiar with, but would come to learn later. Their eyes traced her body, from her amber eyes alight with fire, to the twisting horns atop her head, to her bare feet, tipped in stony claws.

To their surprise, this monster retreated inside, returned with gauze and healing herbs, and beckoned them to enter. The hut was dead silent as she treated the wounded man while his companion stared in awe-struck silence. When Orpheus returned, hours later, the wounded man was bandaged, stabilized, and asleep on his bunk while the other sat nearby, with one trembling hand on his sword, muttering prayers to his god as he watched the demon-woman prepare dinner. Orpheus furiously shooed the strangers from his home. Orphelia had never seen him so angry. He never said why, but said they needed to leave now.

By the following evening, the wagon was loaded, the hut was emptied, and they were on the road again, with no clear destination. Two nights later, they made camp on the roadside. Orphelia slept in the wagon, while her mentor slept under the stars. Late that night, she heard voices. There were men outside, at least five, by her estimation. Through their muffled conversations she learned they were monster hunters, chasing rumors of a demon in this region. Orpheus deflected their questions, but these were not the sort of men who ask questions they don't already know the answer to. To this day, she still remembers her father's final words that night:

"We are all god's children," he said.

"Aye, brother, He sends many abominations to test our faith," one of the hunters replied with sadness in his voice. She could hear the sounds of swords being drawn. "Your faith has been found wanting. It pains me to see one of our own stray so far from the path."

Orpheus struck first. She knew the feel of his magic all too well. Orphelia huddled in the wagon, too afraid to move, even as it began to burn. The flames were nothing to her. His cries of rage and pain, heard over the clashing of blades and the grunts of fighting men, eclipsed it all. When silence returned, she finally staggered out, expecting to see him standing there, victorious. Instead, she found five dead men on the ground, her father among them. One hunter stood triumphantly over his warm corpse, his sword still wet with Orpheus's blood. The hunter turned to her and smiled, spreading his hands as if inviting her into an embrace and taunting her with his enchanted blade. As she stared in horror, his sword ignited with holy fire.

"Come, demon, and be cleansed," he said. "Indig awaits you, child."

She came to him, as asked. She came for his throat, his heart, his lungs, his eyes. She tore him limb from limb in a flurry of claw and fang, unfazed by the searing wounds his blade inflicted on her. That night awakened her true nature. As she devoured the hunters' flesh, she could feel his power, his knowledge, even his corrupted "faith" fill her. She feasted until morning, even going so far as to shatter his blade and embed its fragments in her skin. She wanted it all. Not until dawn broke did she realize what she had done. Six corpses, reduced to a pulpy mess. She had defiled her own father.

Ashamed, Orphelia fled the scene, but she couldn't escape the hunger. One taste had been enough. Orpheus's wanderlust and scholarly obsessions mingled with her own instinctive urge to consume knowledge. She became a slave to it, a wandering sage, just like him. But, unlike him, she had no place in the world of men. The mere sight of her was often enough to spark hostilities, especially amongst Indig's followers. Most of the time, she managed to get away without bloodshed. Other times, violence was unavoidable. If she wanted to show mercy, she needed to get stronger.

For over a decade, Orphelia wandered the land in search of powerful beasts to devour and powerful artifacts to integrate into her body, fending off hunters and would-be heroes along the way. She made a lot of widows, ended a lot of legends. Many of these additions to her collection nearly killed her. Sometimes, she wished they had. After one particularly grievous encounter, she lay suffering in a cave as her body struggled to acclimate to yet another modification. She had grown reckless in those days, so addicted to new power that she never rested long enough to heal properly. Knowledge is what she really wanted but, somewhere she had lost her way and was now greedily snatching up power for power's sake.

That was the state she was in when a company of Garatuna's Armed Forces found her. They arrived en masse, thirty men deep, and surrounded the exit. She noticed chains and manacles. Did they plan to take her alive? Every instinct told her to fight. They were just lowly foot soldiers. She might be able to cut through them and escape, or at least go out in a blaze of glory. Even now, she isn't sure if she was just too tired to fight or if she had a moment of clarity. Either way, Orphelia surrendered. They bound her in chains and loaded her into a carriage. Before the doors shut, she spied a familiar face giving commands to the soldiers: the young man whose life she had saved so long ago. For the first time in years, Orphelia wept, overcome by shame.

She became violently ill in the weeks that followed. Orphelia was to be taken directly to Queen Lividia to be judged, but was cast into a cell instead, deemed unfit to face the queen in her current state. Years of overindulgence had made her an addict and detox was an ugly affair, which stretched on for months. The guards whispered of killing the demon, saying it would be the merciful thing to do. Huddled in the dark, she lost track of time until, one day, her cell door opened and Lividia entered, stepping through the filth. They spoke for hours and Orphelia told this total stranger all the terrible things she had done, in vivid detail, while the queen listened without judgement or hatred. The woman even offered water when Orphelia became too parched to speak.

The rest is history. Orphelia was recruited into the Black Rose Order, but did not see combat until many years later. Once she was well enough to move around on her own, she was given access to the royal library and workshops, under Lividia's careful watch. Further talks with the queen instilled in her a desire to create knowledge rather than selfishly consume and hoard it. Lividia frequently called upon her to research missions the Knights were about to undertake and draft briefs or compile reports of actions taken in the field. When not doing that, she could often be found reading or observing artisans and professionals as they went about their tasks. As time went on, it became clear Orphelia was drawn to the royal blacksmith's work, perhaps because he reminded her of Orpheus.

Her first battle as a Black Rose Knight was the siege of a castle. In a rare moment of passion, she actually argued with Lividia, but the queen would not take "no" for an answer. In a small act of rebellion, Orphelia crafted her own armor and shield for the occasion, but took no weapon. She was given a sword, but cast it aside the moment the battle began. By now, everyone was aware of the timid, horned lady wandering the capital's halls, but no one expected Lividia's soft-spoken pet to be quite so powerful. She routed the enemy forces, turning back all who faced her. Orphelia successfully defended their ranged forces until the wall fell. Records will show she was weeping when she removed her helm at the end of the grueling siege, not due to fear, but because she was saddened by what she had seen.

Her opinion of warfare has changed over time. She still abhors violence, but at least faces it head on now --with a weapon-- and does everything she can to defend those she loves. In a perfect world, she'd like to see everyone make it home in one piece, friend or foe. This belief has inspired her to build better weapons and armor, terrifyingly powerful war machines, in the hopes the enemy will lay down their arms. Her most recent creation is a suit of mechanized armor which has come to be known as the Dragonbreaker, because she used it to literally break a dragon's spine on its first outing. It is built like a puppet with its strings turned inward, and uses a complex system of pulleys and gears to magnify the user's physical strength, at the cost of speed and dexterity.

Thanks to this two ton behemoth of steel and clockworks, Orphelia was one of the last knights left standing the day Queen Lividia was betrayed. She was only brought down through the combined efforts of a small army of ice mages locking her joints and nullifying her heat-based defenses, allowing some brave soldiers to move in and wrestle her from the iron shell and subdue her, at great personal loss. She does not know the Dragonbreaker's fate, but hopes and prays it remains rusting in the palace courtyard, never to be used again. It was designed to move only when it detects her unique magical presence, but it is possible a very clever mage can find a way around this safety feature. In any case, eight years of captivity has given her plenty of time to dream up even better designs.


Strengths
  • Physically strong, heals faster than most, and can take a beating. High pain threshold.
  • Fire-resistant. Can't swim in lava, but can dance in a bonfire (but won't, 'cuz shy).
  • Her unique magic hits like a truck, even if it is limited to melee range.
  • Smart and calm under pressure. Even-tempered.
  • Emotionally stable. Good listener. Empathetic.

Weaknesses
  • Self-loathing, with masochistic tendencies. Tanking hits might be a form of penance.
  • Very obvious identity issues. Ashamed of her appearance. Don't look at me!
  • Moves at her own pace, never rushes. Not self-motivated or easily excited. Could be bad for morale.
  • Indecisive. Suffers "analysis paralysis" when facing difficult choices. Struggles to make split-second decisions.
  • Lacks aggression or subterfuge. Wears her heart on her sleeve. Couldn't hide water in an ocean.
  • Whimsical, easily distracted. A daydreamer, if you will. Not quite "ditzy," but close enough sometimes.

OtherShe is in near-constant pain. She is used to this, (or as used to it as one can be,) but occasionally becomes acutely aware of it, especially if she isn't doing anything to take her mind off the hurting. She doesn't sleep well and uses herbal remedies to ease her suffering. Most people don't know this and simply think she likes tea and moonlit walks.

Orphelia's surname, "Irongarden," was given to her by the royal blacksmith. She used to polish and oil every weapon in the armory, much more often than was necessary, treating each one with love and care. He jokingly remarked she should, "find another hobby, maybe start a garden or something," to which she replied this is her garden.

In quiet moments, if one listens closely, a rhythmic ticking can be heard coming from Orphelia's chest. No one has ever gotten close enough to notice this (and it is unlikely anyone ever will). It is merely one of the many artifacts she has embedded in her body. Its tempo closely matches her pulse.

Theme Songs
Prior to meeting Queen Lividia (Evil Theme)


After meeting Queen Lividia (Good Theme)
 
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Name: Avarice
Age: As old as mankind
Race: DEMON of the high Seven
Height:6'3
Weight:155
Gender: Male

Weapon : can conjure any weapons from hell
Fighting Style: since he's lived since the beginning of humanity has trained and mastered tons of fighting style from martial arts to weapon arts as well as some demonic magic
Skills: strategy, craftsmanship as well as cooking
Magic (If Applicable): demonic magic as well as blood magic
Personality: very overconfident in himself and is somewhat of a womanizer. He tries to take everything head on and he loves to see his enemies in pain. But is very loyal to the people close to them. To others he is like a snake and gets into people minds. He also loves money and very expensive things

Backstory: he was born from his father lucifer over a millenia ago as the demon Greed in the council of the high seven demons and was put to rule one of the seven circles of hell.

Strengths: strategy, battle, magic, and seeing peoples greatest desires

(3 or more)
Weaknesses: overconfident, holy magic, gorgeous women,
(3 or more)
 
Name: Serenity
Appearance:artworks-4f9zpyyyPLv1jXZS-ky81vA-original.jpg
(Art preferred, description is also acceptable)
Age: 20
Race: Nekomimi

(Any is fine. Make one up if you want. Have fun with it)
Height: 5'3
Weight: 125
Gender: female

Weapon (If Applicable): Ninja-set.jpg

(Can be something plain or really weird, remember that these guys are not restricted to knight stuff.)
Fighting Style: preferring to stalk her prey/ victims from the shadows under normal circumstances she follow her victimtell there was an opening and go for the most vital area
(Tell how they fight, how they win. Be bold and crazy.)
Skills: she has skills in making different poison and using healing herbs.
(What can they do outside combat)
Magic (If Applicable): she uses simple magic to increase natural abilities like the 5 senses, strength, endurance, and speed to almost super human levels but makes her fatigue after ending the enhancement
Personality:

Serenity can have a bit of dark sense humor. Can appear to be lazy when around her allies and friends. it a facade to those that don't know her. She prefers to work by herself . Can be the voice of reason of the group. Not allowing emotion to dictate her actions.
Backstory: she grew up In a clan of assassin. Learning to kill in the most effective ways. Poison, magic, weapons are all tools. Serenity and her clan weren't originally recognized as citizens. Serenity change that for herself by becoming a knight and develop purpose by serving the queen. She made enemies of her clan.

Strengths: can work solo if needed to be, an expert in making and curing different poisons and excellent tracker

(3 or more)
Weaknesses: she not much of a fighter in fights that requires her to fight more then one opponate. She prone to chronic exhaustion and pain if she uses her magic. She not much of a team player
(3 or more)

Other: like to use toro cards to waste time. She doesn't really believe in the fortune telling cards. She tends to sometimes make up details when use on others that ask.
(Anything you may have wanted to add.)
Theme Song:
 
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Work In Progress
Lizla
4d3d26c45da669bd1a6063636ddbe3e9.jpg

Age:
137, but who’s counting?

Appearance:
fdff22c1d72d82af7d61c995d8dc6b93.jpg
Lizla appears, in her human form, as a tiny waif of a girl with white hair and red eyes. She sports a set of black horns adorning her head, including three protrusions that resemble a crown. She does not waste time in pointing this out when introducing herself, declaring herself to be a princess of dragons. She also has a black tail trailing behind her. She has been in this form for the longest time, and most have gotten used to it. It’s theorised that she may have forgotten how to become a dragon again, but she vehemently denies this fact. When asked about her dragon form, she says that she is as big as three human castles, and her scales are as black as the blackest night, and once she deigns to show her true form, all humanity will bow down to her. In truth, her true form is probably not as big as she says. She does like to exaggerate, after all.

She is most seen in a white dress, and dons armor she claims to be made of her own scales.

Race:
Dragon

Height:
5'4”

Weight:
??? lbs

Gender:
Female

Weapon (If Applicable):
A long single-edged sword. While normal in the hands of taller humanoids, the sword is as tall as, if not taller than, she is. It is forged and tempered with the finest steel from her own hoard, and has remarkable durability and sharpness. Lizla herself seems very proud of it, claiming that without her steel, this magnificent weapon wouldn't have been forged.

Fighting Style:
Lizla favours wide sweeps, catching opponents that try to dodge around her, and forcing them to either back off or take to the air. Though her strategy is simple, this is a Catch-22 for the opponent. By backing away, they are giving her space to advance, and going above her leaves them vulnerable to attack and limits their mobility, unless they have something else up their sleeves. Despite the size of her sword, Lizla wields it with speed and skill, and rarely catches it on the ground or her surroundings. She has an intimate knowledge of the sword's length, and incorporates twirling about to reposition herself and/or the sword to catch her opponent.

Skills:
Honestly speaking, this dragonling is about as skilful at any life skills as an actual dragon is. She picks things up quick, thankfully, but her laziness and actual inexperience at any labour is astounding, and as such, she has very little knowledge on most things. She can fry an egg, at the very best, and knows enough control with her fire breathing to to roast meat with it.

Magic (If Applicable):
Fire-breathing: A natural ability of most of her kind. She can project a stream of flames from her mouth to torch anything in front of her in short order. The range of her breath is, notably, quite short, so it isn’t very reliable when dealing with problems at range.

Fireballing: She can elect to shoot a fireball out of her mouth instead. The range of her fireball is much further than her breath, but it doesn’t do as much consistent damage as a jet of flame can do. She equates this to spitting literal fire.

Personality:
Lizla presents herself with the air of a dainty, spoiled princess. Why she does this is anyone’s guess, because everyone can clearly see that she’s not even human, much less related to actual royalty. Perhaps she fancies herself the Queen’s favourite, and even past her demise, she still considers herself the Queen’s spoiled child, and is still in denial about her beloved Queen’s passing. She is haughty and a little stuck-up, and her personality tends to grate on other people when they're not used to being directly exposed to her usual behaviour. Certainly loud, and very surely disruptive, Lizla does not hesitate to command others at the drop of a hat, expecting them to do the dirty work for her. In a battle of verbal attrition, Lizla does not tend to lose.

Despite her child-like behaviour, Lizla has the knowledge that comes with age, and some of the wisdom that follows that knowledge as well. She has a completely different view to life as compared to the mayflies that she lives amongst, and she often offers some rather insightful views that others might not have thought of. Accompanying the Queen for a good part of the latter's life has also given her some...attachment to mortal life, and she does treasure the lives of those around her to a certain extent. She does not particularly enjoy it when others attempt to throw their lives away for foolish pursuits, and chides foolish behaviour as she sees fit. This sort of behaviour, ironically, is considered naive and childish amongst her own kin.

Backstory:


Strengths:

  • She is a dragon. As such, she is much tougher than most give her credit for. She’s also much stronger than her form might suggest.
  • Dragonscale causes most magic to simply bounce off her, like water off a duck's back. That having been said, she can still sustain physical damage, and be forced back, if the magic hits particularly hard enough. After all, if you take the flames out of a literal fireball, there's still the 'ball' part to contend with.

Weaknesses:
  • Despite being exceedingly tough, being stuck in a waif-like form does not grant her more strength than necessary to wield her sword. She’s not going to break walls with a single punch any time soon, and she’s pretty upset about that, lauding about how ‘as a real dragon, (she) could have done it easy’.
  • As a dragon, she is susceptible to what most term as 'hoardlust', an unfortunate condition that plagues all dragons. Simply put, 'hoardlust' is one that causes them to be fixated with precious items, causing erratic behaviour between being sporadically distracted from conversations, or an onset of severe kleptomania. 'Hoardlust' is particularly dangerous as even if the item was taken away from sight, or is, to the dragon's knowledge, irrevocably lost, the symptoms may persist until the dragon sates its desire for treasure. While Lizla is capable of controlling it, too much exposure to things that cause her 'hoardlust' to flare up will eventually get to her.
  • Extremely cocksure of herself. She doesn't bother listening to advice, because she is clearly the best here, and you can stick your ideas back into your mouth. Some may praise her for her swift decisiveness, but in some other circles, her 'decisiveness' can be termed as 'recklessness'. True to that word, she will charge forwards without bothering to take a second glance if she's sure that she will win.


Other:
Dragons have no need for family names. Calling her Lizla will do. If tradition must be upheld, her full name can possibly be Lizla of the Order of the Black Rose, or Lizla of the Court of Queen Lividia.

She controls it really well, but her 'hoardlust' flares up in the visual vicinity of soft toys as well.

Theme Song:
 
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PROFILE
Name: Yorzaraenn
Age: ?
Race: Half-Fae
Gender: Male

Height: 184cm / 6'0"
Weight: 89kg / 196 lbs
PERSONAL
Personality: Yorzaraenn is resentful of the world, especially to those that inhabit it. He views almost everything in a negative light, with the exception of the Black Rose Knights, rarely acknowledging the good that lie hidden beneath all the bad. He could easily be seen as a grumpy old man who has lost hope - in fact, that may very well be the simplest way to describe him.

Backstory: An anomaly at birth, Yorzaraenn is the product of the wish of two souls that fell tragically, belonging to a mortal and a fae. Unable to be in a union, with one restricted to stay in their realm while the other withered through the passage of time, the two cast out their very essence to give power to a wish - which would then manifest as Yorzaraenn's birth.

Neither man nor fae, but an aberration from both origins, Yorzaraenn never belonged in either one's world. The fae deemed him impure and mankind considered him to be a monster. With no place to call home, he roamed the lands aimlessly for days, which turned into weeks, then into months, and eventually years. It seemed like an eternity before Yorzaraenn could find a place that he could call his home.

Queen Lividia, whilst on a stroll, found him lying under the shade of a withering tree. After having a quick yet hearty chat, she took him in. Under her watch, he rose from the depths and became a prominent figure in the long-gone Kingdom of Garatuna. After swearing an oath to the people and the world, he became a knight of the Black Rose Order. With his gifts, he aided both the people and the land - he cured the wounded and the sick, he made harvests bountiful, and made the ecology prosper.

So when the people's betrayal came, he was taken by surprise. Those that he had once aided, those that he once ate meals with, those whom his trust was placed - to find out that they, too, were taken in by their desires and greed, was painful. He was one of the first to be defeated and chained, but that was not enough, he was also forced to witness the death of the queen. It was on that very day that he chose to break his oath, which cursed him in the process - taking away his gifts and leaving him deformed.

And now that he has broken free from his shackles, he aims to extract from the price of the people's betrayal.
ABILITIES
Fighting Style: Yorzaraenn has fights with brutality and efficiency. To most it would appear as if he employs a mysterious form of martial arts, but to him, it is merely moving his body to reduce exerting unnecessary effort when fighting. A versatile fighting style that allows him to deliver devastating blows, move swiftly, and maintain a steady guard all at once.

Skills: As one of the key factors that kept the once-mighty Kingdom of Garatuna running, he has a sizable amount of knowledge and experience in general fields, although such would have been outdated after being imprisoned for about eight years. Despite losing his connection to the land, he is still very familiar with matters that involve the natural world. Surprisingly, his survival instincts have not withered one bit, that even if he is left alone, he could survive for as long as his lifespan allows him.

Magic: Having lost his gifts, Yorzaraenn has chosen to employ a form of magic that has been long forgotten and considered taboo - with it, he can manipulate the very essence of life, regardless of its origin. Be it a human, an animal, or even a tiny plant, as long as it is considered living, he can drain the vital essence of a target, provided he has physical contact with it. The absorbed essence can then be converted into raw, volatile energy, which he can utilize to enhance himself - allowing him to reach greater heights of power than he normally could. If need be, he can use the absorbed essence to expel blasts of energy.

Strengths: As the product of an impossible union, his innate physique is comparable to that of a superhuman. His fae ancestry grants him a decent resistance to magic and removes the need to sleep, as well as reduces his need for sustenance. His human ancestry grants the ingenuity and adaptability of its kind.

Weaknesses: As a whole of two halves, anything that is effective to his fae side or his human side is twice as effective against him. Cursed, the graces of the world evade him - plant life quickly wither upon his touch, clear waters gradually become murky upon contact, wildlife fears and dislikes his presence, etc.
EXTRA
Other: Having a name that many find difficult to say, he had been given many monikers - the most common one is Yor, a shortened version of his name. For reasons he has yet to disclose, he only sleeps under the shade of a tree - not that he needs to sleep, anyway.

Theme Song:
 

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