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Fantasy Adventurers

Vampunk

sʇɐq ןooɔ ǝɥʇ ɥʇıʍ ƃuıƃuɐɥ


Name:
Moniker:
Age:
Gender:
Race:
Sexuality:
Guild Membership:
Occupation in said Guild:



Appearance:
Height:
Weight:
Build:
Attire:
Unusual Marks:



Equipment:
Skills:
Strengths:
Weaknesses:



Virtues:
Vices:
Personality:



History:
Current Goals:

 
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Name:
Asuka Yoshida

Moniker:
None

Age:
16

Gender:
Female

Race:
Human

Sexuality:
Straight

Guild Membership:
Merchant's Union

Occupation in said Guild:
Treasure Hunter
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Height:
5'4"

Weight:
112

Build:
Ectomorph

Attire:
In picture

Unusual Marks:
None

Equipment:
Kendama

Skills:
Stealth
lock picking
Speed
Agility

Strengths:
Loyalty
Standing up for what she believes in
Cunning

Weaknesses:
Greed
Bossy
Vain

Virtues:
Diligent
Brave
Loyal

Vices:
Cocky
Greedy

Personality:
Asuka is greedy and will do almost anything for money and treasure, accepting any challenge that comes along. Her love of money stems from her childhood, where she lived a poor life. She would never sell out a comrade, no matter what the sum. Though she can be greedy she also loves adventure which is the main reason why she does this. Asuka tends to order people around whenever she is on a quest well at least she tires to though she tends to forget she's not the one in charge, she does it anyway. Asuka stands up for her friends and what she believes to be right. She can be devilish and cunning at times. Asuka is deeply affected by her parents death when she was young. It's part of the reason why she holds money up to such importance. If her family only had enough money she could paid for the medicine she needed for her parents. She remembers how hard it was growing up and how people treated her just because she was poor. Asuka is also compassionate girl who is fast to show sympathy when hearing sad things about other people. Even so Asuka has never been seen to cry before. Asuka is also capable of great forgiveness. This compassion often makes her good at comforting her friends. Due to her deep compassion and empathy, Asuka is willing to help people in dire needs even when there is absolutely no benefits in doing so. Asuka can be very vain and full of herself at times. Though she's not suppose to she will drink sometimes and has an extremely high tolerance of alcohol.

History:
Asuka grew up in a village unfortunately though she and her family were very poor. Her mother and father died from a sickness when she was 6. They didn't have and money for medicine and a doctor so there wasn't much her or her grandfather could do for them. This affected Asuka a lot causing her now greedy trait. Her grandfather ended up raising her and things never really got better. But Asuka did gain a interest in reading which her grandfather taught her how. Asuka would get her hands on some books and would read adventure stories. She loved reading them and wished she could do the same. Everyday seemed exciting. While growing up Asuka really didn't have friends. Most of the time she was getting bullied or teased for being poor. The girls would talk about her while the boys would mess with her. But one day she finally did make one friend. She had taken apple from a cart cause she was hungry but a few of the bullies noticed her take it and decided to mess with her. They chased her into the ally way and took the apple from her and tossed around while she jump trying to get it. They were also calling her names and talking bad about her. But then suddenly an older boy came by and scared them all away and giving her the apple back. It was probably the first time anyone really ever helped her like that so she was a little surprised. She soon started to gat attached to him and whenever she'd see him she would follow him around asking questions all the time. Soon enough he started teaching her how to fight and defend herself. She saw started to see him as a friend but one day her disappeared and she never saw him again.

When she got a little older she started hear about this merchants guild. After looking more into it she decided that she would join. Anytime she does jobs now she takes some of earnings to her grandfather who now is living poor anymore. She loves her new life now but from time o time she can't help but think of her friend she met back then and wonders where he is now.

Current Goals:
She doesn't really have and goals she is working towards at the moment.​
 
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Craftsman of the Dawning Sun

SOLIS ORIENS

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  • tumblr_nrjzttxIvy1r60zuio1_500.gif

    Name: Solis Oriens
    Moniker: Dawn Sunbreak his so called name, Craftsman of the Dawning Sun

    Age: 18
    Gender: Male
    Race: Human
    Sexuality: Heterosexual

    Guild Membership: Everheart
    Occupation in said Guild: A Guild Smith
 
Kaden Beste

Age: 23 Gender: Male Race: Human Sexuality: Hetero
Height: 6' Weight: 190 Build: Mesoectomorph
Unusual Marks: Druidic Tattoo on the back left shoulder
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Strengths: Dexterous, Natural Magic, Great Vision
Weaknesses: No Formal Schooling, Not Strong in Melee Combat, Spendthrift
Virtues: Patient, Courageous, & Witty
Vices: Overindulgence in the Comforts of Civilization
________________________________________________________________________________________________________________
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Monster Hunter & Guide





  • Recurve Bow, Long Knife, Pack /w Bedroll, Mess Kit, Rations, Rope, Tinder Box, Torch, & Waterskin

 
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WIP

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Name: Gharol Oghash
Moniker: Tusk-Smirk
Age: 22
Gender: Female
Race: Orc
Sexuality: Bisexual
Guild Membership: Everheart
Occupation in said Guild: Herald Division



Appearance: The first thing one might notice about Gharol's appearance is that...well, she's an Orc! Her skin's of a rich green hue, vibrant with youth unlike the darker colours of her race's elders. A set of curved tusks protrude from the corners of her mouth, giving her an unusually toothy grin.
Gharol's eyes are of a golden colour and her brown hair is kept long except for the shaved patches lining the sides of her head.
Apart from her orcish features, Gharon does not really have a brutish appearance, her facial structure still very much that of a young woman, albeit of an intensely green color and accented by jagged teeth.
What one might say about the Orc is that she does look a bit boyish, given her mannerisms and her bare-minimum policy on hygiene.

Height: 6"1
Weight: 168 lbs
Build: Rather athletic
Attire: Gharol is often seen wearing loose white tunics and typical adventurer's breeches, rounding everything up with a pair of knee-high riding boots made out of tough hide. Her coat of similar design, adorned with a grayish-white pelt, is usually seen draped over her shoulders or not worn at all.

Unusual Marks: Not very unusual for Orcs, Gharol's body is covered in several scars in varying states of healing. Some almost faded while some might be as fresh as a few days. There's a story behind each one of 'em.



Equipment:
Gharol's preferred choice of weapon is the one she inherited from her father; A large double-sided battle-ax with her tribe's totem edged into its metal.
If she's not carrying the large hunk of warmongering with her she's seen using a simple broadsword as her sidearm.
If things get down and dirty she throws mean punches.

As far as armour goes, Gharol seems to prefer a mix of hardened leather, metal plating and fur.
As a Herald of the guild she's always carrying the Order's seal

Skills:
Gharol, before joining the Everheart, grew up among her kin, shaping her to know how to survive in the wilderness with simply her wits alone. Training under her father and the tribe's shaman, the young Orc was taught the way of their ancestors that allows her to channel her passion into combat prowess. Calling unto the spirits of old she's able to go toe to toe with opponents that might be almost twice the size of her, though this doing so might result in more than just a few scars.

Strengths:
She is inherently more resilient to physical attacks due to her orcish heritage which allows her to fight even when suffering otherwise incapacitating wounds.
Her skill with an axe is dwarfed only by her silver tongue as Gharol did not get to be one of Everheart's many heralds for just her battle prowess alone.
Weaknesses:
Ignorant of most kinds of magic.
She's also seemingly incapable of approaching a situation with all the subtlety needed.



Virtues:
Honesty and Honor; Gharol is one to be honest about her own thoughts, feelings and aims, no matter if her bluntness might cause her quite some trouble
Open-minded and friendly: The Orc is not one to judge people and embraces other with open arms, seeing potential friends everywhere
Steadfast and Brave; Going hand in hand with her strong sense of camaraderie, Gharol stands up for what she believes in
Vices:
Somewhat of a bull-headed individual
She can hold quite a grudge
Somewhat ill-tempered
Lazy at times
Might not always do it the smartest, but the easiest way

Personality:
Gharol puts the HEART in Everheart, an adventurer who values kinship above all else. She can be brash and blunt but behind that thick green skin resides a part of her that cherishes chummy fireside bard tales and friendly banter.
A somewhat naive but genuine outlook on what their work is all about, Gharol does not seem to care much for kingdoms, vows and a grim view of the world but rather one of excitement, of stories to tell to one's friends and family and a golden opportunity to see more of the world.
As a member of the Everheart's Herald Division, her job requires her to spread the word of her Guild and to recruit more to their cause, which the charismatic Orc achieves, sometimes requiring nothing more than a pint of good ale and a nice evening at a Tavern's warm hearthfire.



History:
Gharol grew up with her Tribe, making their home in the hazardous woods and jagged mountainsides to the north. As so many of her kin, Gharol had to share everything with her countless siblings, where their parent's attention was earned, not given.
As a child she always preferred venturing deeper into the wilds, to reach the highest peaks where she was able to see the faintest glimmer of human cities shimmering in the distance.
Always looking towards the Horizon, Gharol would soon find herself brought back to earth when her mother, the clan chief's shaman, started tutoring her in the ways of her people so she may one day take up the mantle of the tribe's leader.

Like every child before her, the time came where she had to prove herself, competing with all her siblings for the right to rule.
This would come with the all being tasked in achieving greatness, to make the world know their names.

And what easier way to do so than to join one of the many renowned guilds of the human realms?
Taking up her father's axe and her mother's blessing, Gharol would venture out into the world of men, to find her place among them and making a name for herself!
Current Goals:
Growing stronger, seeing more of what the world has to offer, finally find out what Master Brennan puts into his special ale, earning glory

 
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Here she is, my linked character with Love of Cyanide Love of Cyanide . Say hi!

Name: Nixialla Faeheart, which is her real name. Very few know it.
Moniker: Silver Snow, which is what she claims to be her real name, AKA the Knight of the Silver Snow.
Age: 20
Gender: Female
Race: Human
Sexuality: Heterosexual
Guild Membership: Everheart
Occupation in said Guild: Is a knight, though not the most experienced one there by far.

Appearance:
the_female_knight_and_her_comrade__by_someone1fy-d9pct9q.jpg

Is said to have a very pretty face, and her skin is quite pale.
Height: 5'1"
Weight: 119 pounds
Build: More muscular than most average women, but is still fairly skinny.
Attire: The suit of armor you see above on duty, but off duty she tends to wear a simple blue dress.
Unusual Marks: A silver diamond is tattooed to the back of her neck, the mark of the Faeheart family. She keeps it covered with her hair to avoid being found

Equipment: Besides a suit of sturdy plate armor, she has a two handed sword that she wields. Can be wielded with one hand, but isn't as fast or powerful that way. Has a couple of small throwing axes on the back of her armor.
She also has a small but meaningful memento given to her by Solis on her 20th birthday. A golden ring with a circular red Deepland Jewel in it's center. Deepland Jewels have a property that when tapped, they appear to be burning with the color of the gem.
Skills: Has a good four years of training with a sword on her belt, so she can block blows and dodge blows pretty well, as well as throw a good one in return. She is great with throwing weapons as well, and hand to eye coordination is something she has a lot of natural talent for.
Her ice magic is something she only more recently started training, so as it stands she is fairly inexperienced with it. However, right now she is capable of creating constructs out of ice, each one way heavier than normal ice is. These constructs are rather hard to make precisely though, and as a general rule the bigger it is the more difficult it is to proportion and shape properly. Most of what she uses it for is to create large ice balls the size of a baseball to use as throwing weapons and to freeze an opponent to a wall (or herself) as a desperate measure.
Strengths: The aforementioned hand to eye coordination, as well as a decent ability to predict an opponents next move.
Weaknesses: Generally inexperienced, which should change with time. Also isn't too strong and can be overpowered by most opponents.

Virtues: Dependable and loyal, and is kind and patient with a good heart. She is a great listener, and keeps a level head.
Vices: Isn't too good with confrontations, has trouble trusting the abilities of others, is a bit prideful, tendency to hide rather than face problems head on. Lies as a first impulse. Solis could also be described as a weakness of hers, because what he does gets to her head like nothing else can.
Personality: At first glance, you see little more than what appears to be a nice young woman. After all, she doesn't talk much, so most don't see more of her than that. Those she's comfortable around, however, know her a little better than that. You know she's silent because she's afraid of upsetting people, and is hard to press into speaking her mind. You find out that, however much pride she has, she feels insecure and worries about not being good enough for others. And you know that, however awkward she is, she still has a deep seeded competitive streak inside of her, and always loves and takes a new challenge with a level head and calculative style.

History: Normal little girls did not play with swords. And yet, here young Nix was, swordfighting a random stranger. It was a struggle, dipping from side to side, trying not to get bowled over by a kid she knew could do exactly that. She grunted as she felt the force of his blow smack into her sword, nearly pushing her off balance. It was a difficult battle she fought.
And she loved it.
She almost felt sad when the game was over, when she finally found an angle to strike that he couldn't defend from. She let out a grin and gave him a curtsy. How many times had she done this with him today? She opened her mouth to let out a final note, but a different voice was heard over her's. The raging voice of her father. You could always have so much fun, it seemed, that you forgot that you had snuck out. In a panic, she dropped the sword and ran towards his voice, not wanting to enrage him any more.
Her name was Nixialla Faeheart, daughter of the baron Ferrix Faeheart. Those who lived there knew his name well, as Ferrix was well known as a dangerous tyrant and military supplier. Many boys left that town in battle uniforms to die in his wars. And for that, Nix hated him with all the hate in her heart.
Days to months. Months to years. And those years were filled with stories. Stories of knights facing off against dragons, of princesses being saved from the hands of the cruelest wizards, of armies being chased off with might and wit.
Stories that she wished to live.
Her assigned body guard was a kinder man named Bay'er. Where this foreigner came from, boys and girls alike were taught to fight. So he was willing to turn a blind eye to the young Nix swordfighting with a familiar young boy named Solis. At first? Her goal was simple and self centered, learn to fight and have a little fun in the process. But every time he managed to land a blow, she found herself liking him a bit more, and telling him a little more about herself. She couldn't help but get attached, and soon he became her greatest friend. There wasn't anything in the world she wasn't willing to tell him. Maybe if she was more experienced with her own emotions, she would have realized she'd fallen in love.
If she didn't realize then, she certainly realized when she had reached the age of eighteen, and fell victim of the custom that was sending a young lady such as her off to marry some other noble. When Bay'er saw her tears and fear, he knew exactly what he needed to do. He helped her escape with a decent amount of gold in the night.
She entered the blacksmith's shop with a cloak on to hide her identity. As much as she knew she cared about Solis, she knew she couldn't force him to go with her, and she didn't want to put that choice on him. So she simply came to say goodbye and to buy a sword so she could start out her adventuring career.
She hadn't expected him to offer to go with her with so little hesitation. Maybe if she knew him as well as she thought she did, she would have known why he was so willing to.
If she hadn't then, she certainly realized when he confessed his love for her after two years of living on the road with him. And how could she say no? While she was a new woman, Silver Snow did still have one thing in common with Nixialla. They both loved Solis more than they knew.
Current Goals: At first, all she wanted was to be a hero like they spoke of in legends. Then she wanted to get to know her knew friend. Now? She isn't sure herself what she wants, other than to stay by her partner's side till the end. Although, their stolen funds are getting a bit low... now might be a good time to get a job.
 
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Name:
Eito Raynor
Moniker:
Ray what he goes by,
Monkey was what he was called in his last group
Age:
20
Gender:
Male
Race:
human
Sexuality:
Bisexual
Guild Membership:
Merchants Union
Occupation in said Guild:
let’s say treasure hunter. Worked as an assassin previously


F774E19B-9360-412B-82E2-33DF7BF3F424.jpeg

Appearance:
Height:
5’11
Weight:
140
Build:
he is built thin and lanky, lean muscle and doesnt bulk easily
Attire:
in picture, sometimes a black protective long sleeve under layer. Have an affinity for overly bright colors
Unusual Marks:
body is littered with pale scars from old battles and a tattoo on either arm of his old organization.



Equipment:
two Kodachi, an electricity magical device he found (stole) on a mission in the form of a bracelet, and a large collection of daggers and throwing knives
Skills:
Ray works best as a tactician and from a distance with throwing knives and his magical device which allows him to summon electricity in small amounts at the expense of his energy. He has limited close combat skills but does not fight with brute force, rather uses his speed and agility to try to keep some distance between him and his opponents. He has great accuracy and a extensive knowledge of human anatomy to make up for his lack of strength and small windows of opportunity in a battle.
Strengths:
stealth, agility, accuracy, speed in a battle. His happy go lucky personality which makes him seem almost oblivious can also be a strength in keeping a cool head and relaxing after a tense mission.
Weaknesses:
Strength, endurance, stamina, and close combat situations are his weaknesses. Ray is mischievous, and almost childlike at times. He rarely takes things seriously until he absolutely needs to and tends to run his mouth when it isn’t so appropriate. He can be a little untrustworthy and a little untrusting but as long as nobody reads into him too deeply or is confrontational towards him, he will work well.



Virtues:
he is smart, cares deeply for others even if he doesn’t express it, and always makes an effort to keep the energy in a room lively and happy
Vices:
he is a bit untrustworthy and a bit untrusting. His past has a lot of baggage and sometimes is gets in the way of a task at hand. Other times his personality gets in the way.
Personality:
Ray is an energetic social butterfly who is rarely seen without a smile, even in grim situations. He tries his best to keep everyone happy and healthy, knowing a team cannot function as a unit when distracted. This contrasts deeply with his role as an assassin earlier in life. He is eager to make friends and allies even outside his own guild, possibly for future support. He has a tendency to latch onto one or two people, though. In a serious fight, despite the smiley facade he keeps, Ray gets noticeably cold and precise in his actions.



History:
Ray was born as Eito in a small fishing village on an island far away. Because he came from a poor family that was a part of the same group of fisherman and traders as most of the island, he had no family name. Eito worked along with his family from the time he could walk to when he turned 6, and a more wealthy group bought them out of their land and businesses. The families were forced to move west in search of new homes and money.
Eito took up theft and pickpocketing when he was unable to sell anything his family caught. It worked well and Eito became more daring with his thefts as time wore on and his group became more desperate for supplies. One day, after Eito stole from a group of criminals, he was found out and followed home. Almost everyone was wiped out but Eito survived, saved by a man named Boris Raynor who was hired to take out one of the men who followed Eito.
Having nothing left, Eito was brought home with Boris and introduced to his own group of hired assassins and bounty hunters. Eito was a miserable kid whose reason for staying was to get strong and kill off the rest of the men who took his family, as well as get revenge on those who pushed him out of his home. While Boris did teach him all he knew, the man was gentle and kind to Eito, always smiling and joking around even on missions. He adopted the nickname Monkey for how he fights and moves, which was used during missions as an alias. Boris was Boar which really wasn’t that much of a leap. Boris did his best to be a father figure, and most of the organization came to do so as well, knowing that Eito would have to let go of his grudge before his first kill.
When Eito started doing solo missions, he was sloppy and brutal at first, killing in fits of rage and aggression. Then after years of training he became less attached to his victims and learned to kill swiftly without anger or remorse. He became more accepting of Boris and his strange new family. Then, on one mission, Boris did not return. He was caught and killed by his targets guards.
Eito damanded to be on the recovery mission or at least finish the job but out of concern, his request was denied and all information on the target was withheld. Eito tried to stay with the organization for a little longer, but it became too painful. He left and took on the name of Raynor, Ray for short, in honor of Boris and came upon a guild who took in people like him. He took this opportunity to try to be the man Boris would have wanted him to be, looking after others and letting go.
Current Goals:
Ray is currently aimless and without a specific ambition, but wants to heal his past wounds and let go of his anger. He also wishes to do for others what his mentor did for him.​
 
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WIP [Mostly Proofreading and minor editing]
Name:
Lilicia Aurei Morcena
Moniker: Relentless
Age: 23
Gender: Female
Race: Human
Sexuality: Heterosexual
Guild Membership: Everheart
Occupation in said Guild: Frontline Specialist

Appearance:
During most of her contact with other guild members or with anyone for that matter, she is usually dressed in her combat attires, which covers most of her features. However, when she does decide to wear something more suitable for daily tasks, she can be described as easy-on-the-eyes with a charming face and body. While she generally wears a smile upon her face with warm eyes, there is a certain coldness within them, being derived from her years serving at the frontlines.
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(For the image, ignore the elf-like areas and cut the hair down a third)

Height: 5’9”
Weight: 136 lbs
Build: Ectomorph
Attire:
Nighthawk_Heavy_Armor_Set_%28Lann_1%29.png
The armor worn by Lilicia is a mixture of sturdy leather and metal plates forged by a trusted blacksmith for a hefty price. It is one of her joys in the world, spending the last three years gathering the suitable material needed in making it. While it may appear that her chest area is only protected by tough leather, there is a small steel plate wedged in the middle.
Unusual Marks: None aside for the faint scars along her body that indicates her wounds from past battles

Equipment: A well-made poleaxe, a shield, a short sword, and a knife for tool-related uses. For travelling purposes, carries a backpack well-stocked for a journey.
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Skills: Polearm expertise, magic-enhanced close quarter combat, and on-field medical treatment.
Strengths: Agile, has great endurance, and quick-witted in terms of combat.
Weaknesses: Lilicia has trained herself to be a close-ranged combat specialist and thus has a strong weakness against any ranged enemy. She is also trained for strong offensive power and thus has low constitution compared to a knight or a warrior built for brawling.

Virtues: Believes in honor-bound agreements, unyielding courage, and loyal to her companions.
Vices: Enjoys oversleeping, a spender in useless trinkets, a greedy person, and has a long-lasting grudge against anyone that did her wrong.

Personality:
Lilicia is a woman that believes in contracts and will agree to uphold them as long as the other party is following the same idea. She detests abandoning her companions if they proved themselves to her and will often be the last one to retreat. She has a fondness for any kind of jokes or puns, even if they are terrible or dark. Lilicia also tends to avoid any kind of conflict and will attempt to diffuse a situation, though she will hold her ground if necessary.

History:
Lilicia was born to a well-off family focused on the ways of magic and thus had the liberty to explore herself and her interests. During her childhood, she found herself enjoying the tales of adventures and fighting enemies in close quarters. It wasn’t long when she was 12 that she managed to convince her parents to hire a tutor to train her in the ways of close-quarter combat, even if they wished for her to pursue magic.

As she began training at a young age, she found herself struggling in terms of physical performance. Her previous years as a young girl focusing on education showed that her body lacked the needed muscles to endure what her tutor was dishing out, however, she stood her ground against such facts. As the years passed by, Lilicia began to improve tremendously, finding a natural talent in wielding polearms. It wasn’t long when she was 15 that she began to pace herself with her tutor and at times, win. It was during her first victory against her tutor that she was bestowed her first weapon to call her own, a simple spear that she still keeps to this day.

During her times following the teachings of her tutor, her parents were still adamant in that their beloved daughter learnt the ways of magic. Lilicia’s younger sister and older brothers had proved themselves to be talent in the ways of magic and as such, they believed Lilicia could reach great heights in magic as well. At first, Lilicia struggled against her parents, often arguing with them until, under her tutor’s advice, she decided to compromise with them. It was around 15 years of age that Lilicia was given a second tutor that focused on magic in close-range combat, the only kind of magic that interested her. Her skill in learning magic soon exposed themselves as she quickly picked up the concepts of the magic she was being taught. It was from there on that Lilicia began to incorporate magic into her training, utilizing them to strengthen herself against obstacles, something that pleased her parents.

It was a year after she graduated from her studies with her various tutors, at the age of 19, that she decided it was time to leave her family. Informing her family of her decision, she left her home with a sizable allowance and traveled to join Everheart. And during her beginning years as part of the guild, it was ripe with hardships, failures, and conflicts. Yet, despite her first year being terrible, she hardened herself for her second and future years, which proved fruitful as she honed her skills in combat and began earning a positive reputation. It wasn't before long that she was eventually given a common nickname, Relentless, symbol for her quick and well-placed strikes against her enemies.

Current Goals: Continue to hone her own skills and to establish herself as one of the top members of Everheart. She had a third goal, which was to establish a well-known nickname for herself, which she got during her service in the guild.
 
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Name: Dirgham Faris
Moniker: The Barehanded Executioner
Age: 35
Gender: Male
Race: Human
Sexuality: Hetero
Guild Membership: The Everheart
Occupation in said Guild: Instructor

Height: 190cm
Weight: 93kg
Build: Lean and powerful

eve-ventrue-orange.jpg

Appearance: Tall and athletic, this man has no qualms showing off his impressive physique. Lean, intense muscles ripple with every calm swing of his arms; coiled strength ready to strike at a moment’s notice. He has a long, albeit neatly kept, thick black beard and wears his hair quite long, tied back neatly. He has many tattoos, forming an intricate whole across his chest and upper arms. On his back are a series of strange symbols tattooed vertically. He also wears a single white golden ring, otherwise unadorned.

Attire: Opting for loose, comfortable trousers tucked into well made boots allows the man a high degree of free movement. He covers his torso with a simple sleeveless cotton tunic which in turn is covered with a sleeveless leather jerkin. He wears a broad, double buckled belt and leather gloves, though those are also often hanging from the aforementioned belt. Finally, he has a leather coat which he wears when weather conditions require it.

Equipment: Backpack with various pieces of outdoor gear, a worn but ever so sharp knife, knuckledusters in sheath at small of back, single handed sword strapped across his back, though he rarely uses it.

Skills: survival expert, martial arts and weapons expert, instructor

Personality: Dirgham is a natural leader, comfortable in the role of orator and a confident expert in his respective fields. He is more than used to using his loud, deep voice to speak to large groups of people, easily reaching everyone’s ear with concise phrases. He can be strict, but is always very fair and more than willing to offer those who need it a second and even a third chance. Once you’ve managed to thoroughly disappoint him, however, he happily writes you off as a lost cause and just gives up.

Outside of the hours he spends as an instructor, he becomes very jovial person. Casting off the mask of strictness and opting instead for jokes, laughter and seemingly pointless chatter.

In his spare time, however, when he’s alone, he either spends his time training, studying or feeling rather despondent. The fact is, despite how he feels during the day, be it happy, proud or even in love, when alone, Dirgham suffers from a deep-seated sense of depression which he cannot shake. That is to say, he cannot be rid of it for long; it always comes back like a nagging pain that can only be numbed.

This division of personality based on where he is and what he’s doing gives off massively different impressions of Dirgham depending on who he’s with. These impressions in turn result in there not really being a consensus as to which version of Dirgham is really him.

Strengths:

  • Masked: Dirgham plays a confident and convincing part in many, many roles because of his ability to assume tendencies needed to fulfill that role.
  • Expertise: Dirgham is an expert martial artist and weapons master. Despite his relatively young age, he has proven again and again that his adaptability, eagerness to learn and, above all, perfect, have made him a qualified and certified instructor in these aspects.
  • Independently Connected: Having spent most of his adult life as a nomad, wandering from place to place, surviving off the land have left him not only a very capable survivalist, his charismatic personality has also gained him many, many acquaintances and even a few people he considers friends on whom he can call when the need should arise.

Weaknesses:

  • Masked: Though it may be a strength, the ease and comfort with which Dirgham discards an identity and assumes another have made it difficult for people to trust him fully.
  • Dark Thoughts: Dirgham is plagued by a sense of loss and loneliness. It makes him quite easy to manipulate or be manipulated, despite his loyal nature.

History: Dirgham was born into a well off family, his father a captain in the national army and his mother a local healer in the capitol city. His youth was uneventful; filled with tutoring and training in an effort to have the eldest of the family follow in his father’s footsteps. All went according to plan, with Dirgham’s initiation ceremony taking place after he had completed his training at the age of eighteen.

He was not, however, selected to be a part of the main bulk of the army but rather, his eloquence and charm paved the way towards the royal guard. There, he made a fatal mistake and fell madly in love with none other than one of the princesses, Marghera who reciprocated his affections, albeit with a darker purpose in mind.

Scant years later, the very princess with whom he had fallen in love, staged an elaborate coup, removing from play not only her parents, but also her siblings and key members in the leadership. Dirgham escaped, as did his parents and many others, only to spend the next years feebly fighting back while being hunted down without quarter given.

It was Dirgham’s father, Tarith, who led the final assault directly into the palace itself with the sole intention of taking the head of the self-proclaimed queen. There was no escape plan to finish this final mission, nor was one needed. A few of the incursion team survived the onslaught, amongst whom was Dirgham. Tarith, however, fell to a team of halberd wielding guards. The halberd that Dirgham pulled from his fallen father was used to lock himself in the tower alongside his best friend and brother. Together they put an end to the strife, but at massive cost.

As a result of their actions that day, the kingdom crumbled into itself, conflict resulting in many more deaths. In the end, Dirgham turned around and left his life behind, despite the fact that his mother yet lived, he could not face her again. Since then, he has spent all of his time wandering from town to town, where he would perform the role of fair executioner. A role reserved for skilled combatants, who fight condemned men in mortal combat, allowing the condemned one final, albeit small, chance at survival.

During his wanderings, he came to be known as The Barehanded Executioner, a moniker that leaves little to the imagination. He killed armed men with his bare hands, mostly to fulfill his death wish as penance for his deeds.

His renown only grew, however, and he soon found his services sought after and, from time to time, even requested by prisoners who believed themselves a match for his legend. He was recruited into Everheart to instruct their warriors in the ways of combat, but he still removes himself from the guild now and then to fulfill requests sent in for an executioner.

Current Goals:

  • Pass on his skill to his students in an effort to preserve their lives.
  • Train and learn what he can from wherever he can, however he can
 
Name: Rutyion
Moniker: That Summoner
Age: 29
Gender: Male
Race: Human
Sexuality: Asexual
Guild Membership: The Allseer's Eye - The Summoner's Abode
Occupation in Guild: Summon Researcher



Appearance - He has tired sunken eyes from countless nights of research. A hunched stature and walks with a slight limp. He wears an orange robe with what seems like magic circles woven in. He

Height - 6'6"

Weight - 250lb

Build - He is tall and chubby from lack of exercise.

Unusual Marks - On the back of his hands are snake-like heads that wrap around his arms and continue into his robe. The heads seem as though they are moving occasionally.

Personality - He doesn't socialize much unless it's about magic. Once he finishes research projects he will go on a spiel to anyone who will listen. Once something garners his attention he will ignore almost everything until satisfied.

Attire - He wears an orange robe with defense spells woven into the fabric to make it more durable and give him armor of sorts. The robe has a hood, several pockets located throughout the inside, potion bandolier, spell component pouch, and a belt to hold spell books. Finally, he has a staff holster located on the back of the robe.

Equipment - Spellbook, component pouch, potions, robe, and a notebook

Skills - Summoning, potion making, mana weaving

Strengths - Summoning, researching, Mana control

Weaknesses - social interaction, elemental spells, becoming easily distracted by new curiosities

Virtues - Believes that all magic should be understood and studied
Vices - Will try and understand and research any new magic even if it doesn't end well for him

History -
 

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