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Fantasy Adventures of Prospero - CS

Birdsie

The God-Emperor of Mankind
NAVIGATION
IC
OOC
CS
Interest Check

NOTES OF IMPORTANCE:
  1. Getting a like from me means it is accepted.
  2. NPC's may have shorter sheets with pretty much all of the details skipped. You don't even have to make a CS for them if you want. If your character is an NPC, with less importance, write "(NPC)" next to their name, or something.
BASIC INFORMATION
Name
: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: http://tvtropes.org/pmwiki/pmwiki.php/Main/FantasyCharacterClasses )

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Relatives: (People that are biologically related to your character)
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Reputation: (What do the people of Prospero, or your friends know you as?)
Personality: (At least 3 lines. Make sure the character has it's strengths and flaws.)
Backstory: (At least a solid paragraph.)

PHYSICAL
Appearance
: (Written, or a picture. If written, then at least a detailed paragraph of text)
Weapons & Armor: (Anything that the character uses for protection, or attack during combat)
Items & Personal Belongings: (Any other items that the character has, or belong to them)
Skills & Abilities: (Not magical. Include things like bartering, or the ability to pickpocket)
Spells & Magic: (Magical. Spells and magical abilities that the character has)
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
 
BASIC INFORMATION
Name
: Artanis Aurelian
Aliases:
  • Ventrue (nickname)
  • Artanis of Colchis
  • Sir Artanis (formerly, by equals and subordinates)
Age: 24
Gender: Male
Race: Human
Class: Warlord/Sorcerer?

PERSONAL
Sexuality
: Heterosexual
High Concept: A noble from a fallen bloodline, cursed for ages.
Character Alignment: Neutral Good
Relatives:
  • Marianne Aurelian (Mother) (Deceased)
  • William Aurelian (Father) (Deceased)
  • Dorn (Tame Wolf/Companion)
Organizations\Affiliations:
  • Prosperan Military: Ex-Warrant Officer
Reputation: Artanis isn't a popular topic, but his family sure is. People have different views on the Aurelian bloodline. Some see them as heroes who sacrificed their own well-being for the good of the planet. Others see them as vain aristocrats clinging to the past glories with hubris and pride. After being discharged for military misconduct, Artanis lost a lot of fame and started being shunned by society. He also lost the rights to his land.

Personality: Artanis is fairly level-headed, upbeat, and at times, he can be humorous. His view on his curse is fairly cynical, but brave at the same time. He believes that if he is to suffer a dark, agonizing fate; most likely a lonely, slow death, he might as well have a kick out of his life before that happens. He is naturally a good person, thinking of others before himself. He's the guy to protect the ones that can't protect themselves and the one to give the bandit a chance to redeem himself. He looks for an adventurous life but tries not to mess with his curse too much.

Artanis believes he's the last of the Aurelian bloodline; he's fallen to the point where he won't get back up. Having children wouldn't have any sense, as no woman would want him. Trying to remove the curse is even more pointless since all of his ancestors tried.

Backstory: Artanis' history starts way back, with his great, great, great grandfather. Lorgar Aurelian was a minor noble in southern Prospero, however, he was a legend. The man, his tactical genius, and his soldiers with cleric support were the ones who singlehandedly stopped the Sixth Great Maelstrom, one of the biggest demonic incursions recorded in (at least local) history. Their numbers were at least as low as one to ten, with each enemy being superior, yet Lorgar's leadership gave the mortals victory. The demon overlord Zimran, angered and shamed by his defeat from the hands of a mere mortal, cursed Lorgar's blood hoping to inflict as much suffering on his family as possible.

Skip forward a few generations. The Aurelian family has fallen from grace. Once a great family hailed as heroes are now nothing more than a feeble shadow of what they used to be. Artanis is a descendant of the bloodline. At an early age, he conscripted in the military and was quickly granted the rank of Warrant Officer due to his ancestors' contributions to the country, but everyone just saw him as a pest. All it took was a small mistake in paperwork and he was fired.

Deciding to have the most out of his life before he dies, he set out to live whatever time he has left as an adventurer and sword for hire.

PHYSICAL
Appearance
:
lorenzo_tiburono_by_blazbaros-d9q7kuf.png

Weapons & Armor:
  • Mask of Ventrue: A simple, white mask. Meant to conceal his face to avoid recognition. People are more likely to refer to him by his nickname of Ventrue instead when he wears it. It helps him avoid random people trying to irritate or taunt him because of his family, or vice versa. In other words, it evens out the odds.
  • Smoke Bomb: A single smokebomb that can serve as a potent distraction.
Items & Personal Belongings:
  • Dorn: A trained wolf companion that follows Artanis' footsteps. Utterly obedient and useful for many things. The dog seems to almost have an intelligence of his own and has a deep bond with Artanis. Perhaps being around him had some magical effects on the pup, but that's unknown and left to pure speculation. The wolf has a ferocious bite and is an excellent tracker. A man's best friend.
  • Adventuring Gear
    • Map and compass
    • 20 meters of rope
    • Roll of bandages
    • Dungeon Delver's Pocket Manual
    • Rations
    • Ink, quill and paper
    • Bedroll
    • Other minor items
Skills & Abilities:
  • Magical Potential: Doesn't really know magic per se, but he has potential to become a fairly good sorcerer with proper training. He sometimes subconsciously casts weak cantrips without even realizing it, such as charming people, or unknowingly scaring away animals and other such things. Sometimes, it just seems like he has good luck.
  • Charismatic Leader: In spite of being thrown out from the military, he has a good understanding of tactics and strategy, enough to comfortably stand on top of a small squad and allocate proper resources. He can be seductive and a good liar at times, as expected of politicians... or ex-politicians.
  • Fighter: Has some experience with blades and maces. Better on the defense than offense, though.
Spells & Magic:
  • Subconscious Casting: Sometimes, Artanis casts minor cantrips and very small magical spells without knowing it. He doesn't have proper training with controlling his magic. Emotions have a strong effect on such casting. When happy, he might accidentally make flowers grow in the ground around him. When sad, he might slightly alter the weather and cause a small rain in the local environment. When angry, items may be sent flying at the source of irritation with sudden blasts of force propelling them.
Weaknesses:
  • Dark Fate: Everyone in the Aurelian bloodline is cursed to live a short life (24-28 years usually) and to die a long, excruciating death in some way. Marriage and blood relations count. His mother died by being burned on a stake by goblin shamans. His father was stabbed with a spear, and with it stuck in his chest, he crawled ten meters before falling down a small cliff and continued to live for several minutes with broken bones before dying. All members of the family tried to take the curse off, but all failed. The dark fate cannot be avoided no matter what one does. No one in the bloodline past Lorgar ever survived past the age of 31 with the exception of Lorgar himself who was cursed when he was 42 and died when he was 43. The older one is, the harder it is to survive.
    • Depression: It's not uncommon to see him with a panic attack, or waking up in cold sweat in the middle of the night to go for a walk because of a horrible nightmare. That's just what happens when you know for a fact that you might kick the bucket tomorrow, but will do it soon enough for sure - and it won't be nice.
  • Easy to Mind-Control/Posses: Having magical potential without proper training makes his soul into a large beacon that says: 'ABUSE ME' to any demon and malevolent force/mage that might want to take advantage.
  • Hurting People: His moveset isn't the most offensive and focuses on defensive parries and dodges. When he tries, he can be pretty good at fighting and dish out decent damage, but as long as there's an evil curse hanging over his head, he's extremely unlikely to do something that stupid. Especially when the enemy is strong.
FLUFF (Optional)
Hobbies:
  • Gambling.
  • Going on long walks through the forests.
  • Visiting places and traveling.
  • Visiting pubs.
  • Taking care of Dorn.
  • Plundering dungeons.
Quote\s:
  • "I came to this world kicking, screaming, and covered in someone else's blood. I don't mind to go out in the same way."
  • "I'll make the most of whatever time I have left."
  • "Good grief."
Theme:
 
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Name: Drevis Senade
Aliases: Lord Shadow, Rev (by his sister)
Age: 25
Gender: Male
Race: Shadow People
The original ancestors of Shadow People are told to be an elf clan that who wanted to gain more power. They meddled with things better left to satisfy their thirst. They paid for their greed with their appearance, slowly drained away by the demons they called themselves. At the end, they were left as shadows, losing their enchanting appearance that charmed mortals far and wide. In vain, the first of Shadow People tried to reverse the damage, but it was too late.They never gained immortality but lose their beauty.They covered their shadowy form with a magic augmentation that will change their appearance into figures as imagined by others. It was not enough, but it was all they have. The Shadow People hid from the wrath of other elf clans, only dare to tread the world under the cover of the moon and ink black sky.

If a Shadow People is seen without his glamour, he will be seen as a shadow figure, similar to those of a silhouette. He would be as tall as the person who sees him with a pair of glowing yellow eyes on their face. The shadow themselves are dense and trying to run a hand through one will be a useless struggle.

With his glamour on, a Shadow People will always take the appearance of what the person who sees him think as. The glamour that covers a Shadow People tricks all senses, changing the Shadow People skin tones, muscles build, intonation and melody of voice, fragrance, and other physical attributes to fit the onlookers thought.

A Shadow People is unable to turn off his glamour completely, but able to suppress it, avoiding unneeded attention on daily life activities. A Shadow People shadow form normally can only be seen by elves, Shadow People, and witches. However, there were cases when an injured Shadow People turns into his shadow form as his magical energy focused itself on keeping the Shadow People alive.

They lost most of their elven heritages, including their affinity with nature magic. They do keep their enchanting charm and their meddle with demons left them with a unique bit of magic of their own. They call it trust magic, although they are unsure of the reason they earned it.
Class: Emissary (Red Mage, maybe?)

PERSONAL
Sexuality
: Heterosexual
High Concept: A noble who sought protection for his family.
Character Alignment: Lawful Neutral
Relatives:
  • Ravus Senade (Father), Contact lost
  • Nadine Winterfield (Mother), Deceased
  • Dinah Senade (Half-Sister), Alive
  • Faust Senade (Cousin), Assumed alive
Organizations\Affiliations:
  • Senade Family Household: The entire household of Senade family. Currently, the leadership of the house fall to Runa Winterfield, a distant relative of the family.
Reputation: (What do the people of Prospero, or your friends know you as?)
Personality:
Charming. Most people would describe him as that. Courteous manner, eternally polite, Drevis completes his gift as a Shadow People with his charming personality. He despises being the centre of attention, preferring to let others take the fame and glory while he receives the thanks and favour from those who know better. Despite his friendly mannerism, he was also known as aloof, being close to others yet feel distant to those around him. A facade can only go so far. His personality is a result of training, allowing him to blend in and owns many acquaintances.

What most people don't know of him is his pettiness. He dislikes being ignored and will hold grudges until he can avenge them. He respects law and rules but will try to go around it through existing loophole or paying favour through the right person. Cunning, yet respectable. To those who know him, Drevis is a figure both to love and to be cautious of when they are against him. Few know him closely, but he holds them dearly once he cares about them.
Backstory:
He couldn't remember his mother, who had died on a sea voyage when he was but three. His childhood was void of a loving mother, but his father tried to make up for it, always there for him and his little brother, with affection only a parent can give. Then his father married again, five years after his mother died. He didn't hate him for it and treat his mother in law with respect. From the second marriage, Drevis received a little sister. That was also the year he began to harbour a suspicion that someone targetted hi family.

However, the happiness didn't stay long. In yet another sea voyage, his mother in law and father disappeared. As the oldest of the family, Drevis, merely 15 at the time, took the responsibility as the head of the family. Not until he had reached the age of 18 he received a message from his assumed dead father, telling him about his condition and how he would return home after finishing a business. He resented his father for it, but also understand why. The subsequent year, cousin, Faust, went missing after a trip to a neighbouring kingdom. result in his sister, Dinah, ran away from the mansion, leaving Drevis alone to care for the house, waiting for his father to return.

But life wasn't all tragedy. He spent a lot of time reading, honing his skill in diplomacy and attending parties. He built a name for himself, forging alliances with ambitious nobles to strengthen his position. He was a force to be reckoned with, unaffiliated to any side, with a single goal in his mind; to make the world a safe place where he and his family can live in peace. When he heard a rumour about a man who fit the description of his cousin, he left his position behind, hoping to bring back his family together.

PHYSICAL
shadow-jpg.323079
Weapons & Armour:
  • Magic Quill: A quill that is capable of turning into any other (non-magical) weapon or tool. It also works as a quill.
  • Silver Dagger: A normal looking dagger that can fly back to the owner's hand with the phrase word, Quicksilver.
  • Terrain Boots: A pair of boots that let the user steps lightly and silently. It gives almost no pressure on the ground it treads.
Items & Personal Belongings:
  • Leather Bag
  • Journal
  • Pouch of money
  • Bottle of ink
Skills & Abilities:
  • Diplomacy Skill: He has honed this ability for a long time. Drevis is able to convince even the most stubborn headed knight to see his point of view. He is quite skilled with lying or bending the truth to be more favourable in other's ears, and his charismatic persona doesn't render his discussions either.
  • Fighting Skill: A bit of fighting skill never hurt anyone. Drevis has practised in the art of fencing and had fought with daggers in the past. He is untrained in any other weapon.
Spells & Magic:
  • Grace Glamour: Drevis is able to change his appearance into the image of grace in another mind. He is able to control the change in his appearance but unable to make one himself, merely copying from another's imagination.
  • Devil Contract: A unique magic from his inheritance, Drevis is able to write a binding contract that can not be broken once signed by involved parties. If it is in the involved party's power, the contract will be fulfilled. He is able to summon contracts at will, with anything written on it as he wishes.
  • Elven Tongue: A remnant ability from his distant ancestors, Drevis is able to understand and speak the language of all creatures, and with more difficulty, nature. This ability allows him to banter and creates agreements with the most unlikely acquaintances.
Weaknesses:
  • Fear of drowning: While he himself had no traumatic experience with water, the death of his mother in a sea voyage rooted an irrational fear deep down in Drevis for drowning. He is unable to swim, and most likely will panic if surrounded by water.
  • Canines: He was bitten by a hunting dog once when he was four, and that makes him fear them. Seeing one will likely to put him in a state of panic, running away from the source of his fear in an undignified manner
  • City Boy: With little to no experience in the wilderness, Drevis will be more of a liability the further he is from civilisation.
FLUFF
Hobbies
:
  • Reading
  • Dancing
  • Walking in the town at night
Quote\s: "Please refrain from ignoring me. I am more known for my revenge than my patience."
"Laws and Promises are made to be followed. Yet one should be followed and the latter is easily broken."
 

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BASIC INFORMATION
Name
: Johnathan Edward Weiss (pronounced Vice)
Age: 20
Gender: Male
Race: Human
Class: Dragon knight- A Fighter who either is in the employ of, powered by, part, owns, or specializes in hunting, dragons

Magic Knight- Uses skill in both Magic and blades, but neither to the higher degree than one who focuses on one


PERSONAL
Sexuality
: Bisexual
High Concept: Hero in training
Character Alignment: Chaotic Good
Relatives: N/A (at the moment.)
Organizations\Affiliations: N/A
Reputation: Small town hero
Personality: John has a reputation for having a heavy sense of justice. However, in his mind, things may be black and white. He's all about keeping the peace if he can, even if it means hurting a few people. As quickly as possible. He doesn't think about how individuals react, which keeps him from being a hero he actually wants to be

Backstory: John grew up with his head in the books, looking up to heroes from stories such as Hercules, the Odyssey, Prometheus, the Tyranny of King Valerian, and the Guild of Heroes. Even before he could read, he wanted to be like these heroes, but alas, his family lived a bit more privileged than that. He didn't start sword and magic training until he turned 16. He was instead at home honing his intelligence and diplomacy. Any magic he learned was in the art of speaking and sound that he learned behind his family's backs

PHYSICAL
Appearance
:
5d987aaf12f65cae34925697a2760207.jpg

Weapons & Armor:
  • Dagger- Like everyone who's prepared for battle, he has 2 daggers in case he loses his sword
  • Chainmail- Chainmail that's enchanted with Ice and Fire magic to keep him comfortable in hot or cold weather. He can activate either rune to heat/cool himself. Used in combat to counter ice/fire magic
  • Leather- Over his chainmail lies leather. It further increases his resistance to physical attacks. For the sake of movement, however, he had to choose lighter armor than those of knights.
  • Templar Sword- An ancient sword wielded by Templar warriors. Slightly increases the strength of Holy Spells
thumbnail.asp

  • Goat Shield- An ancient shield with 2 Spells. It has wooden outsides and metal insides. It was used by soldiers who specialize with spears or short axes. The spells can't be used simultaneously and cooldown affects both spells. The Ram spell was used to clear narrow corridors or as a breaching agent, while the charge spell was used to knock down or stun heavier targets, charge through crowds to get to a high profile target, or against soldiers on horseback

While the shield is mostly wooden for its lightness, the metal plate protects against thrusts and arrows. This elite shield typically has a cooldown of about 3 minutes
  1. Charge: Sends the user forward in a high speed shield bash, the strength of an artillery strike. Can't turn around without stopping the spell and going on cooldown. Must have shield in hand.
  2. Ram: Summons a ram to charge at the target. Can send all but the heaviest target through a brick wall and instantly kill unarmored targets with a direct hit. Can be used while shield is on back
WS-94.png

Simple sword- A simple, but durable sword
a02114d04579878442e1666e10e66b16.jpg


Shield
- Simple shield found in a cave somewhere

580cde1bc7e9a127bb807cc00cab3c7c.jpg


Items & Personal Belongings:

  • Tent
  • Money
[*]Mysterious Orb- A weird orb that he carries around. He knows nothing about it other than the fact that it can unleash some strong Ice Spells. It sometimes moves, as if there's a being within it and he hears a voice coming out of it sometimes.
[*]

Skills & Abilities:
Persuasion- His perfect face, smooth voice, and language skills gifts him the ability to persuade even the most hardened people to his point of view

Spells & Magic:
  • Basic Magic- He can use basic spells of most elements. Nothing worth noting though
  • Sapphira- Sapphira is Jonathan's newly hatched baby ice dragon. This gives him access to many more skills that he wouldn't have otherwise
  • Ice Catalyst- John can cast much stronger ice spells by sending his mana into Sapphira and her casting the spell
  • Intermediate Ice Magic- Through Sapphira's bonding, John has the ability to cast moderate leveled ice magic
  • Imprinting- Through Sapphira's imprinting, she has a connection not many others have. She gets stronger if John is in danger, always knows and can sense where he is, and can be summoned to his will
  • Trace- A passive skill. Unless he wills otherwise, whatever he says in his native tongue others hear in their native tongue
  • Whisper- A defensive skill. Mostly used to talk his way out of predicaments, he injects magic into his target's mind to weaken their own will for him to convince. If their mind is weak enough, he can convince them to turn on teammates
  • Precision Strike- Doubles the magic in his spells and puts them at his fingertips. This allows him to strike specific points and weak points with magic projected at a high speed
Stronger Ice Spells- His ice spells are stronger than every equivalent spell of other elements, due to the orb he's carrying around

Weaknesses:
  • Not as strong physically as a focused swordsman
  • Not as strong magically as a focused mage
  • Starting his training at 16 and being 20, he's not the most experienced
  • Useless offensively without his weaponry
  • He would sacrifice himself any day to save Sapphira
 
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BASIC INFORMATION
Name
: Achenroth Telesto
Aliases:
  • The Boom-Boom guy.
Age: 34
Gender: Male
Race: Human
Class: The Alchemist

PERSONAL
Sexuality
: Heterosexual
High Concept: A fire-worshipping freak with an unnatural love for fire.
Character Alignment: True Neutral
Relatives:
  • Lilith Telesto, Mother - Deceased
  • Unknown father - Probably deceased
Organizations\Affiliations: The Cult of Wadjet (He is the only member.)
Reputation: He's considered a freak by anyone he has ever met.
Personality: Achenroth is clinically insane. He worships fire, he likes explosions and tries to bash his belief inside people's heads. However, his demeanor is calm and collected when in public. He feels a deep love towards Wadjet and everything Fire-related and usually sets big forests on fire to admire the work of the deity he praises. On the other hand, he has a "normal" side. He likes to go on long walks by rivers to calm down his nerves, being completely aware that he is in no way able to socialize in a good way with other people, due to the fact that he is too busy constantly thinking about setting something on fire.
Backstory: Achenroth was born in a small village in the mountains. It was a village of witches, wizards, and alchemists. Once he reached the age of five, his mother immediately began teaching him about the arts of Alchemy. By the age of ten, he was already an extremely proficient alchemist, having the knowledge of magical reactions between various components and materials. But then, one day, a group of bandits attacked Achenroth's village. They pillaged and sacked it, killing his mother and all of his friends. But before the bandits could leave, after setting fire to the village, Achenroth turned the fire the bandits started against them. Wadjet, The God of Fire and Revenge, had seen Achenroth's act and thus decided to grant him access to The Tear of Fire, a magical item that grants the user limitless control of already-existing fire. He used the fire the bandits started to burn them alive, avenging his family and friends. After this attack, he left the village, starting to worship and praise Wadjet for his act.

PHYSICAL
Appearance
:
alchemist_bomb_by_zhowee14-d81hocs.jpg

Weapons & Armor:
  • A small steel dagger used for stealth.
  • Utility belt with all sorts of gadgets.
  • Many bombs of all kinds:
    • Poison gas bombs
    • Smoke bombs
    • Explosive Bombs
  • Light armor that covers vital spots.
  • An Eye-goggle that can detect heat signatures and auras.
Items & Personal Belongings:
  • A pouch full of gold, silver and bronze coins.
  • Many potions of all kinds.
  • Various chemicals, powders and stuff like that.
  • Fifteen boxes of matches, created by him.
Skills & Abilities:
  • Alchemy - Being trained by birth in alchemy, he is one of the best alchemists someone could ever find in Prospero.
  • Stealth - He is averagely good at sneaking.
Spells & Magic:
  • He has very little magic potential. The only thing he is able to do is summon small fireballs and shoot fire out of his hands.
Weaknesses:
  • His very light armor allows for more heavy attacks to damage him more.
  • His little magic potential gives him high disadvantages when in combat. However, he can use his skill in alchemy to create a big fire to use in combat.

FLUFF (Optional)
Hobbies:
  • Set lonely and small forests on fire. This also helps the regrowth of the trees.
  • Create new kind of potions and bombs.
  • Taking walks.
Quote\s: Nothing of note.
Theme: None.
 
Name: Shirigo Enshiji
Aliases: None.
Age: 5
Gender: Male
Race: Human
Class: The Gunslinger
PERSONAL
Sexuality
: Straight
High Concept: A 5 year old that seeks to become a hero and get revenge for his parents.
Character Alignment: Natural Good
Relatives: None
Organizations\Affiliations: None
Reputation: Natural, He isn't very popular.
Personality: Weak - He isn't strong, he isn't special, he is just pure weak.
Accurate - Usually never misses with his slingshot, uses rocks instead of bullets.
Social - Always helpful to his friends, not a traitor.
Backstory: When he was born 5 years ago, whilst asleep, his parents got slaughtered. The villain decided to put a curse upon him not letting him get any superpowers unless he managed to kill a top class villain. He was taken in by the orphanage that treated him like trash. 2 years later (3 years old now) he went through bullying. This included beatings, mental insults eventually driving him insane after they mentioned his parents. He got kicked out of the orphanage and has been eating scraps of the street, getting kicked around by other people whilst laying on path. At the age of 5, he has already built his own den like hideout. Its in a bush and with scraps, he managed a roof and walls. Also made a little bag for himself where he stores rocks and created a slingshot to fire at people.

PHYSICAL
Appearance
: ookami_san___the_hunter_by_aquawaters-d4pf0qa.jpg
Weapons & Armor: A slingshot, he has no armor just roughed up tshirt with holes in it.
Items & Personal Belongings: None aside from his little bag made from scrap.
Skills & Abilities: Ability to pickpocket
Spells & Magic: None until he defeats a high class villain.
Weaknesses: He easily gets aggressive over the mention of his parents, good or bad, bring them up to compliment or insult them, expect a couple of rocks shot by a slingshot to the face. Oh boy, they aren't regular shots you would feel, you would actually take real damage. He dislocated a jaw before with his slingshot. He is insane, but could be helped with good friends.
 
BASIC INFORMATION
Name
: Toza Ruthgard
Aliases:
  • Toza the Wild (professional nickname)
  • Gramps (by younger folk)
Age: 60
Gender: Male
Race: Human
Class: Berserker

PERSONAL
Sexuality
: Heterosexual
High Concept: A hearty mercenary with decades of experience
Character Alignment: True Neutral
Relatives:
  • Rina Ruthgard (Daughter)
Organizations\Affiliations:
  • Bantic Mercenaries
Reputation: Toza, and his fellow mercenaries by extension, are either worshiped and loved, or hated and shunned. There is no in between. This is most likely due to their profession and the jobs that come with it. They'll do any job, good or bad, as long as the price offered is appealing enough. One day they'll save a small village from the threat of orcs, and the next they'll decimate a nearby town to retrieve an artifact.

Personality: A surprisingly cheerful mercenary who always sees the glass as half full. Toza takes pride in his work, always willing to share tales of his past adventures and feats. The man's also a bit of a showoff, and will rarely back down from a challenge. Bold and reckless, he tends to jump into dangerous situations, paying no heed to his own well being. One must remember he's no hero either. He cares little for the world and its problems. He could easily turn a blind eye on someone in need, only showing compassion to those who can pay him or give him fame.

Backstory: Toza wasn't always a man for hire, nor was he the famous fellow he made himself to be. He was a simple farmhand in his younger years, helping his family make a living one crop at a time. No one outside the small village knew him. He had no dreams of becoming a mercenary, hero, or anything remotely famous. He had planned on cultivating the land just as his father, grandfather, and so forth had done. A drought would but a dent in such plans. Their crops withered, and eventually his family had to sell their land to stay afloat. A wandering stranger noticed their situation, and gave the young Toza a simple offer: Join the Bantic Mercenaries and receive riches or perish in poverty. Toza's choice was obvious, and since then he's traveled all over Prospero, making his name known far and wide.

PHYSICAL
Appearance
:
lOEX7zE.jpg

Weapons & Armor:
  • Vitality Vest: An enchanted vest that heals the wearer's lighter wounds. Cuts and bruises vanish within seconds, although more critical wounds like broken bones or damaged organs do not receive this treatment. It also strengthens the user's immune system.
  • Zoom Goggles: Nifty eye wear that can magnify distant landmarks.
  • Kombat Knife: Great for stabbing enemies and cutting meat.
Items & Personal Belongings:
  • Purifying Flask: An enchanted flask that removes toxins and filth from water, making it drinkable
  • Coin Pouch
  • Emergency Rations
Skills & Abilities:
  • Been There, Done That: Toza has decades of combat experience under his belt. There's very few things that'll surprise him in the field.
  • Drink Master: He can drink his own weight in ale and not feel the least bit tipsy.
Spells & Magic: None
Weaknesses:
  • Small Spaces: He's not claustrophobic, but his large size and fighting style make maneuvering nigh impossible.
  • Leeroy Jenkins' Disciple: Toza has a nasty habit of charging into battle with a fight now, ask questions later attitude. His recklessness can easily upset plans while putting himself and potential allies in danger.
  • Beyond Prime: With his youth behind him, Toza doesn't have the boundless energy he used to have. Long, drawn out battles will eventually wear him out.

FLUFF
Hobbies
:
  • Drinking Contest
  • Hunting
  • Telling his tales
Quotes: "Which one of ye youngins wants to wrestle?"
 
BASIC INFORMATION
Name
: Arya Tinuviel
Aliases:
  • The Siren of Prospero (she hates this title)
  • Reaper (also hates this one)
Age: 19
Gender: Female
Race: Water Dragon/Human Hybrid
Dragons are highly elemental creatures, said to live thousands of years. A rare and fearsome sight to behold, dragons are formidable opponents and the subject of many legends and lore. Typically portrayed as Winged Serpents, dragons are huge reptilian beasts, though their appearance varies greatly with the element that they are attuned to.

Water dragons, in particular, tend to have long, serpentine bodies adorned with fins to aid in traversing water. A water dragon, once matured, has complete control over water, and can cause great downpours and giant tsunamis, or may calm seas or deprive a settlement of rain by sending the water vapor in the air elsewhere, if they so please. While they are not the most physically strong of the elemental dragons, their strength is nothing to sniff at, and killing one is not an easy task.

Elemental dragons are worshiped in some cultures as protectors of their own particular niche of the world, revered almost as gods; however, in most other cultures, the same dragons are considered monsters, beasts that will bring glory to those who manage to slay it.

If a dragon is old and strong enough, they can take on another form, such as a human or elf or the like. In this form, they can interact with others much like any of that race would, even to the point of breeding, although this is extremely rare and often would not produce offspring. Offspring of such a pair are sometimes looked on as demigods, but are often seen as monsters or abominations.
((I never followed the Guild of Heroes rp, so I don't know how dragons were implemented in that/this universe, so I hope this is ok...))
Class: The Dragon Knight (loosely, anyway)

PERSONAL
Sexuality
: heterosexual
High Concept: Conflicted loner, torn between good and evil tendencies.
Character Alignment: Chaotic Neutral
Relatives:
  • Calyra Tinuviel, Mother [Deceased]
  • Nagashiyu, Father [Deceased]
Organizations\Affiliations: N/A
Reputation: A wanderer who never stays in one place for long, and tends to kill monsters or collect things for money.
Personality: Insincere, manipulative, and reflecting off of those around her - or at least to most people. Arya has created a sort of mask for herself, hiding her emotions down deep within herself and putting on a play of emotions for those around her to get what she wants (which is usually to be left alone). She is good at faking pleasantry with a smile and kind words, or bursting into tears to garner sympathy or to make others uncomfortable; basically, she will do her best to decide what emotion will get her the best outcome and display it. If she's not wearing a mask of emotion, then her face remains rather emotionless. Despite being very good at fooling and manipulating people with this tactic, there is often something a bit...disconcerting about it, though many people brush it off as due to her strange appearance.

Beyond her mask, Arya is basically an emotional wreck. She is distrusting of others due to many attempts at her life in her past, and is rather anxious around people, especially in a group. Still, she is lonely, always distancing herself from others, but her attempts at overcoming her fears and getting close to others have all ended in failures. This has led her to internal conflict, as part of her longs for companionship, while another part of her feels that she should protect herself -- both physically and emotionally -- at all costs, even if it means betraying others before they have a chance to betray her. It definitely doesn't help her psyche that her true emotions, when buried, surface in the water around her through such acts as bubbling up, spiking, or twisting in little eddies nearby, and there is almost always a trail of water that follows her around, seemingly out of her control.

Aside from her emotional turmoil and manipulative tendencies, the girl actually has a few redeeming qualities. She can be a bit protective of others and is generally friendly. Those who really, really get to know her may discover that she has a bit of a snarky side, and dirty sense of humor.

Backstory
: Arya's story began before she was born, with a dragon who fell in love with a human. This dragon was very powerful, and was able to take on a human form to get close to the woman he was infatuated with. Over time, the woman also fell in love with the dragon, and they ran away together. The townspeople believed that the dragon had kidnapped the woman, and called together knights, heroes, anyone that they could to go after the pair and 'save' the woman by killing the dragon.

Eventually, the dragon was killed in battle, and the woman dragged back home, grief heavy in her heart. When it became clear a few months later that the woman was pregnant, the townspeople were horrified and repulsed, shunning the woman for even thinking about keeping such a child. Still, the woman would not be deterred, as the child was the only thing that remained of her lover. The woman made do with living rather isolated at the edges of the small fishing town that they were in, becoming like a hermit to the rest of the town around her.

When Arya was born, she was protected by her mother to the best of her abilities, but the townspeople would constantly shun and abuse her. Arya grew up with those around her constantly hurting her, leading her to have a deep-seated dislike of humanity. Still, her mother was always there for her, and her mother was human. At the age of 10, the young hybrid actually made a human friend for the first time, and her life was brighter for it. While she still suffered abuse from most of those around her, her one friend and her mother were enough to make life worth living. She even began to learn some healing magic from her friend, which, while incredibly painful for her to use, definitely softened the blows of abuse from the other townspeople.

However, when Arya was 16, her life was forever changed. A storm swept over the small town, and a small fishing boat that was out at sea turned over, the father and son who were out fishing drowning in the process. Though she had nothing to do with it, and couldn't even control water that well yet, Arya was blamed -- after all, her father was a great and powerful dragon of water, surely this was some kind of revenge? While Arya was away with her friend, a mob of townsfolk raided the small shack where Arya lived with her mother, torturing the woman in an effort to find Arya, and murdering her when she would not tell them. Arya came home just after her mother was killed, coming across the mob and seeing her mother's lifeless body, beaten and bleeding on the ground...the girl snapped. Anger and rage fueled by grief caused her to call upon the waters of the sea, and they rose up in a giant wave, a tsunami washing over the town and obliterating it. There were no survivors, even Arya's one friend was killed by her rage, and she vowed to never forgive herself for that. This was the first and only time that the girl had ever been able to control water to such an extent.

After the town was obliterated, Arya closed herself off from others. She found that she was able to control water better than she had before, but her skills were still only that of a decently trained mage, rather than of a dragon with complete control over the element. The girl left, learning to cover up her gills and scales and obvious dragon-like features, and learning how to fight to defend herself and to make a living by taking odd jobs here and there, killing monsters or looting dungeons with her skills. She has been wandering about the world ever since.

PHYSICAL
Appearance
:
(original(ish) appearance)
AryaCrossbowColored.png

5'4" in height. Under her scarf/cape thing, there are gills on her neck. On the outside of her thighs and moving up to her hips are bluish-white scales. There are also faded scars all along her body, covered up by her clothes and armor.
(Current outfit) :
upload_2017-7-15_19-0-47.png
upload_2017-7-15_17-32-20.jpeg
She is smaller than portrayed in that image, though. About the size of a manor, so bigger than a typical house but smaller than a castle or something.
Weapons & Armor:
  • Scythe: A big-ass scythe that she uses in battle, both as offense and defense. The five softly-glowing inserts in the blade store a small amount of magical energy, and are powered up with blood.
  • Expensive Dagger (x2)
    Intricate daggers inlaid with gold, and with gems adorning the hilt. They look ceremonial more than anything, and don't have any sort of power to them, but they look like they'd fetch a nice price.
  • Transforming Armor of Enhanced Strength - A set of armor that is enchanted not to break during Arya's transformations into dragon form. The armor seems to dissipate during the transformation process, and is still on her body when she transforms back into her humanoid form. When wearing this armor in human form, Arya's strength is increased. Now, her regular strength is that of five men. When using dragon enhancement, her strength increases even further, the amount of which depends of her level of enhancement, but if she had the strength of ten men without the armor during her enhancement, then her strength would be that of approximately twelve men with the armor, give or take, unless any part of her transformation has caused parts of the armor to dissipate, which would lower the effect of the strength enhancement. This armor does not effect her dragon form.
    upload_2017-7-22_13-39-38.png
  • Half-Plate Armor: Plated armor covers her shoulders, arms, her entire left leg, and the bottom half of her right leg, with chain mail covering certain vulnerable areas.
  • Crossbow of Minor Impact
    A wooden crossbow with a carved design that looks like some kind of rune, and a leather strap attached for easy storage. When bolts are fired from it, the impact causes crushing damage as well as the usual piercing damage of the bolt, and also has a chance to knock down the target.
Items & Personal Belongings:
  • Necklace Memento: A simple necklace with a gold charm that her mother gave to her. Nothing special about it aside from sentimental value.
  • Belt with Pouch: A simple belt with a small pouch that carries a few coins, some bandages, and a couple of sewing needles and thread, as well as a small bottle of polish and a rag for taking care of her weapon and armor.
Skills & Abilities:
  • Predator's Aura: Something about Arya is a bit...off, and it can really put people on edge. Maybe it's the blood-red eyes, or maybe it's something to do with her dragon blood, but she can definitely come off as intimidating, especially when she wants to. This has the added effect of tending to scare off animals, as the forest often goes quiet when she is around. Unfortunately, this can also cause some animals to attack rather than flee, as the 'fight' wins out in their flight or fight instincts.
  • Mask/Manipulation: Arya is adept at hiding her emotions, and, while this can be somewhat off-putting, it also allows her put on a 'mask' of emotions that help her manipulate others to get what she wants.
  • Strength: Being of dragon blood, Arya is surprisingly strong for her size. However, this is not a skill that she has improved upon much. As of right now, she has the strength of about two men of her size and build, or about the strength of one decently (but not obscenely) fit man about 1.5x her size.
  • Binding Wounds: Having been abused most of her life, Arya learned quick how to stitch up wounds, bandage things up, and general first aid.
  • Gills: The gills on Arya's neck allow her to breathe under water.
Spells & Magic:
  • Water Affinity: Her dragon blood grants her power over water; however, this skill isn't perfectly honed as of yet. She can create a small medium amount of water, when needed, but her skills work much better when there is already water nearby. She can move water to her will, up to a medium-large amount, and can use it in various ways (for example, she can make droplets of water float up, then fly into something at high enough speeds to cause cutting and piercing damage, but can only do this in small amounts at a time, since she has to concentrate on where to send the 'water bullets'). She can also swim through bodies of water at great speeds by manipulating currents. Her water affinity also grants her immunity to water damage, and resistance to damage from ice.
    • Water Terrain: Given enough time, Arya can call up rain clouds to her location. It starts raining, drenching the field with water which she can control. Heavy rain can also hinder enemies (and allies) in battle. Only works outside.
    • Enhanced Water Spells: In watery terrain, Arya's water attacks become much more lethal, and she is able to control it easier. For example, in rainy conditions, she can use her 'water bullets' ability to make the rain come down at speeds great enough to pierce through metal.
  • Healing: Arya has some healing power, though it comes at a price. To heal a wound, she simply needs to touch the wound with her (bare) hand and concentrate on healing, but as she heals, she feels the pain of the wound multiplied by 10. She can only heal physical wounds, emotional scars, poisons, and illnesses are out of her control. Healing any wound takes up a lot of her energy, and, especially greater wounds, can cause her to pass out and be unconscious for hours, sometimes even before she can complete the healing process.
  • Dragon Enhancements: Arya's body begins to take on more dragon-like aspects, such as more scales across her body, sharper teeth, spikes or horns, wings, etc. depending on how far into the transformation she has gotten. This form grants her more dragon-like qualities as well, such as even greater strength. Again, depending on how far she has gotten into her transformation, physical benefits can include: strength, enhanced jumping (farther/higher, by an inhuman amount), greater physical resistance to attacks due to scales, flight (if she gets far enough for wings to appear), and sharpened teeth, nails, etc. that can definitely cut through flesh. This also offers some new weaknesses, as the transformation takes energy and stamina, as well as sometimes hindering Arya's movements or causing her to have to pause due to pain in transformation.
  • Dragon Form: A transformation occurs, and Arya becomes a fearsome dragon. Her strengths and weaknesses change with this form. Some strengths and weaknesses include: Dragon strength (Strength) -- she's much, much stronger than a simple, puny human. Dragon Size (both strength and weakness) -- she's huge, she can crush a man under her paw. But then, she's also a bigger target. Flight (strength) -- she has wings now, she can fly. In theory. Scales (strength) -- her hardened scales are like armor, only the strongest of blades can pierce through it. Underbelly (weakness) -- her underbelly and parts of her neck are softer and easier to pierce. Inexperienced (weakness) -- she's not used to this form. She doesn't know how it works very well yet. She doesn't know how to fly yet, or how far her reach is, etc, so she's very uncoordinated. Wet skin (weakness) -- her skin in this form generally needs to stay wet. Drying out too much is dangerous for her, and can lead to dehydration and even death, in severe cases. Fire resistance (strength) -- fire against water, who will win? Water, probably. Fire doesn't really effect her, though she dislikes its heat and in severe cases it could dry her out. Water immunity (strength) -- Water won't harm her at all. Even when used as an attack, it just won't work. This will transfer over to her human form as well. Ice Resistance (strength) -- Ice, being water in solid form, doesn't really hurt her too much. The solid aspect of it can deal some physical damage, but the water itself does not wish to harm the beast, so lessens the damage of the attack. Energy (weakness) -- this form takes a TON of energy to transform into, and to maintain. She cannot yet hold on to this form for long. Transformation Time (weakness) -- it takes her some time to transform (in either direction), and that is time that can be used to attack her.
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)
  • Emotionally Unstable: Arya is emotionally unstable, stuck between wanting companionship and wanting only to protect herself. She'd be lying if she said that mass murder had never crossed her mind... In many ways, her views right now are easily swayed by those around her to either be positive, or overwhelmingly negative. She is also incredibly distrusting.
  • Aversion to Heat: Heat is bad for Arya. While not completely debilitating, it does weaken her, as the water around her evaporates and she becomes dehydrated easily.
  • That Damned Puddle: A puddle of water tends to follow Arya around, and gives hints to her true emotions when she is hiding them (so...almost always). While not immediately negative, this can definitely be negative when she's trying to bluff and the puddle around her is showing her hand, so to speak.
  • Hard Healing: When healing, Arya feels the pain of the wound she heals multiplied by 10. This can easily incapacitate her, and if she tries to heal too great a wound, could even kill her.
  • Attention-Grabbing: While Arya would love nothing more than to fade into the background, her physical appearance is rather...attention grabbing. It's not every day that someone with bright blue hair and blood red eyes comes into town, after all, and the puddle of water trailing behind her and the scythe that's taller than she is definitely don't help any. Even her armor makes a little bit of noise when she moves. All this to say...she sucks at stealth. Bad.
  • Small Spaces and High Places...: While Arya can still use her physical strength and her water magic in such situations, the girl is at a major disadvantage in small spaces where she cannot freely swing her scythe. On the bright side, her shorter and smaller stature means that she is able to squeeze into and through smaller spaces, if she's willing to leave her weapon behind. On the flip side, she can't reach things up high very well, though she can sometimes use her scythe to help get things down for her.

FLUFF (Optional)
Hobbies:
  • Singing
  • Drinking
  • Going to secluded places to be alone
Quote\s: "..."
Theme:





 
Last edited:
BASIC INFORMATION
Name
: Arya Tinuviel
Aliases:
  • The Siren of Prospero (she hates this title)
  • Reaper (also hates this one)
Age: 19
Gender: Female
Race: Water Dragon/Human Hybrid
Dragons are highly elemental creatures, said to live thousands of years. A rare and fearsome sight to behold, dragons are formidable opponents and the subject of many legends and lore. Typically portrayed as Winged Serpents, dragons are huge reptilian beasts, though their appearance varies greatly with the element that they are attuned to.

Water dragons, in particular, tend to have long, serpentine bodies adorned with fins to aid in traversing water. A water dragon, once matured, has complete control over water, and can cause great downpours and giant tsunamis, or may calm seas or deprive a settlement of rain by sending the water vapor in the air elsewhere, if they so please. While they are not the most physically strong of the elemental dragons, their strength is nothing to sniff at, and killing one is not an easy task.

Elemental dragons are worshiped in some cultures as protectors of their own particular niche of the world, revered almost as gods; however, in most other cultures, the same dragons are considered monsters, beasts that will bring glory to those who manage to slay it.

If a dragon is old and strong enough, they can take on another form, such as a human or elf or the like. In this form, they can interact with others much like any of that race would, even to the point of breeding, although this is extremely rare and often would not produce offspring. Offspring of such a pair are sometimes looked on as demigods, but are often seen as monsters or abominations.
((I never followed the Guild of Heroes rp, so I don't know how dragons were implemented in that/this universe, so I hope this is ok...))
Class: The Dragon Knight (loosely, anyway)

PERSONAL
Sexuality
: heterosexual
High Concept: Conflicted loner, torn between good and evil tendencies.
Character Alignment: Chaotic Neutral
Relatives:
  • Calyra Tinuviel, Mother [Deceased]
  • Nagashiyu, Father [Deceased]
Organizations\Affiliations: N/A
Reputation: A wanderer who never stays in one place for long, and tends to kill monsters or collect things for money.
Personality: Insincere, manipulative, and reflecting off of those around her - or at least to most people. Arya has created a sort of mask for herself, hiding her emotions down deep within herself and putting on a play of emotions for those around her to get what she wants (which is usually to be left alone). She is good at faking pleasantry with a smile and kind words, or bursting into tears to garner sympathy or to make others uncomfortable; basically, she will do her best to decide what emotion will get her the best outcome and display it. If she's not wearing a mask of emotion, then her face remains rather emotionless. Despite being very good at fooling and manipulating people with this tactic, there is often something a bit...disconcerting about it, though many people brush it off as due to her strange appearance.

Beyond her mask, Arya is basically an emotional wreck. She is distrusting of others due to many attempts at her life in her past, and is rather anxious around people, especially in a group. Still, she is lonely, always distancing herself from others, but her attempts at overcoming her fears and getting close to others have all ended in failures. This has led her to internal conflict, as part of her longs for companionship, while another part of her feels that she should protect herself -- both physically and emotionally -- at all costs, even if it means betraying others before they have a chance to betray her. It definitely doesn't help her psyche that her true emotions, when buried, surface in the water around her through such acts as bubbling up, spiking, or twisting in little eddies nearby, and there is almost always a trail of water that follows her around, seemingly out of her control.

Aside from her emotional turmoil and manipulative tendencies, the girl actually has a few redeeming qualities. She can be a bit protective of others and is generally friendly. Those who really, really get to know her may discover that she has a bit of a snarky side, and dirty sense of humor.

Backstory
: Arya's story began before she was born, with a dragon who fell in love with a human. This dragon was very powerful, and was able to take on a human form to get close to the woman he was infatuated with. Over time, the woman also fell in love with the dragon, and they ran away together. The townspeople believed that the dragon had kidnapped the woman, and called together knights, heroes, anyone that they could to go after the pair and 'save' the woman by killing the dragon.

Eventually, the dragon was killed in battle, and the woman dragged back home, grief heavy in her heart. When it became clear a few months later that the woman was pregnant, the townspeople were horrified and repulsed, shunning the woman for even thinking about keeping such a child. Still, the woman would not be deterred, as the child was the only thing that remained of her lover. The woman made do with living rather isolated at the edges of the small fishing town that they were in, becoming like a hermit to the rest of the town around her.

When Arya was born, she was protected by her mother to the best of her abilities, but the townspeople would constantly shun and abuse her. Arya grew up with those around her constantly hurting her, leading her to have a deep-seated dislike of humanity. Still, her mother was always there for her, and her mother was human. At the age of 10, the young hybrid actually made a human friend for the first time, and her life was brighter for it. While she still suffered abuse from most of those around her, her one friend and her mother were enough to make life worth living. She even began to learn some healing magic from her friend, which, while incredibly painful for her to use, definitely softened the blows of abuse from the other townspeople.

However, when Arya was 16, her life was forever changed. A storm swept over the small town, and a small fishing boat that was out at sea turned over, the father and son who were out fishing drowning in the process. Though she had nothing to do with it, and couldn't even control water that well yet, Arya was blamed -- after all, her father was a great and powerful dragon of water, surely this was some kind of revenge? While Arya was away with her friend, a mob of townsfolk raided the small shack where Arya lived with her mother, torturing the woman in an effort to find Arya, and murdering her when she would not tell them. Arya came home just after her mother was killed, coming across the mob and seeing her mother's lifeless body, beaten and bleeding on the ground...the girl snapped. Anger and rage fueled by grief caused her to call upon the waters of the sea, and they rose up in a giant wave, a tsunami washing over the town and obliterating it. There were no survivors, even Arya's one friend was killed by her rage, and she vowed to never forgive herself for that. This was the first and only time that the girl had ever been able to control water to such an extent.

After the town was obliterated, Arya closed herself off from others. She found that she was able to control water better than she had before, but her skills were still only that of a decently trained mage, rather than of a dragon with complete control over the element. The girl left, learning to cover up her gills and scales and obvious dragon-like features, and learning how to fight to defend herself and to make a living by taking odd jobs here and there, killing monsters or looting dungeons with her skills. She has been wandering about the world ever since.

PHYSICAL
Appearance
:
79c57a43-ae78-450f-8e86-763d6b78cdae.png

5'4" in height. Under her scarf/cape thing, there are gills on her neck. On the outside of her thighs and moving up to her hips are bluish-white scales. There are also faded scars all along her body, covered up by her clothes and armor.
Weapons & Armor:
  • Half-Plate Armor: Plated armor covers her shoulders, arms, her entire left leg, and the bottom half of her right leg, with chain mail covering certain vulnerable areas.
  • Scythe: A big-ass scythe that she uses in battle, both as offense and defense. The five softly-glowing inserts in the blade store a small amount of magical energy, and are powered up with blood.
Items & Personal Belongings:
  • Necklace Memento: A simple necklace with a gold charm that her mother gave to her. Nothing special about it aside from sentimental value.
  • Belt with Pouch: A simple belt with a small pouch that carries a few coins, some bandages, and a couple of sewing needles and thread, as well as a small bottle of polish and a rag for taking care of her weapon and armor.
Skills & Abilities:
  • Predator's Aura: Something about Arya is a bit...off, and it can really put people on edge. Maybe it's the blood-red eyes, or maybe it's something to do with her dragon blood, but she can definitely come off as intimidating, especially when she wants to. This has the added effect of tending to scare off animals, as the forest often goes quiet when she is around. Unfortunately, this can also cause some animals to attack rather than flee, as the 'fight' wins out in their flight or fight instincts.
  • Mask/Manipulation: Arya is adept at hiding her emotions, and, while this can be somewhat off-putting, it also allows her put on a 'mask' of emotions that help her manipulate others to get what she wants.
  • Strength: Being of dragon blood, Arya is surprisingly strong for her size. However, this is not a skill that she has improved upon much. As of right now, she has the strength of about two men of her size and build, or about the strength of one decently (but not obscenely) fit man about 1.5x her size.
  • Binding Wounds: Having been abused most of her life, Arya learned quick how to stitch up wounds, bandage things up, and general first aid.
  • Gills: The gills on Arya's neck allow her to breathe under water.
Spells & Magic:
  • Water Affinity: Her dragon blood grants her power over water; however, this skill isn't perfectly honed as of yet. She can create a small amount of water, when needed, but her skills work much better when there is already water nearby. She can move water to her will, up to a medium amount, and can use it in various ways (for example, she can make droplets of water float up, then fly into something at high enough speeds to cause cutting and piercing damage, but can only do this in small amounts at a time, since she has to concentrate on where to send the 'water bullets'). She can also swim through bodies of water at great speeds by manipulating currents.
  • Healing: Arya has some healing power, though it comes at a price. To heal a wound, she simply needs to touch the wound with her (bare) hand and concentrate on healing, but as she heals, she feels the pain of the wound multiplied by 10. She can only heal physical wounds, emotional scars, poisons, and illnesses are out of her control. Healing any wound takes up a lot of her energy, and, especially greater wounds, can cause her to pass out and be unconscious for hours, sometimes even before she can complete the healing process.
Weaknesses: (Weak sides of a character. Fears, inabilities, inexperience, emotional issues, mental issues, etc. Only ones that could be said to negatively affect the character)
  • Emotionally Unstable: Arya is emotionally unstable, stuck between wanting companionship and wanting only to protect herself. She'd be lying if she said that mass murder had never crossed her mind... In many ways, her views right now are easily swayed by those around her to either be positive, or overwhelmingly negative. She is also incredibly distrusting.
  • Aversion to Heat: Heat is bad for Arya. While not completely debilitating, it does weaken her, as the water around her evaporates and she becomes dehydrated easily.
  • That Damned Puddle: A puddle of water tends to follow Arya around, and gives hints to her true emotions when she is hiding them (so...almost always). While not immediately negative, this can definitely be negative when she's trying to bluff and the puddle around her is showing her hand, so to speak.
  • Hard Healing: When healing, Arya feels the pain of the wound she heals multiplied by 10. This can easily incapacitate her, and if she tries to heal too great a wound, could even kill her.
  • Attention-Grabbing: While Arya would love nothing more than to fade into the background, her physical appearance is rather...attention grabbing. It's not every day that someone with bright blue hair and blood red eyes comes into town, after all, and the puddle of water trailing behind her and the scythe that's taller than she is definitely don't help any. Even her armor makes a little bit of noise when she moves. All this to say...she sucks at stealth. Bad.
  • Small Spaces and High Places...: While Arya can still use her physical strength and her water magic in such situations, the girl is at a major disadvantage in small spaces where she cannot freely swing her scythe. On the bright side, her shorter and smaller stature means that she is able to squeeze into and through smaller spaces, if she's willing to leave her weapon behind. On the flip side, she can't reach things up high very well, though she can sometimes use her scythe to help get things down for her.

FLUFF (Optional)
Hobbies:
  • Singing
  • Drinking
  • Going to secluded places to be alone
Quote\s: "..."
Theme:


I like it, but now we have to wait for the fish meme master to like your comment.
1 like from him = accepted.
 
BASIC INFORMATION
Name
: Toza Ruthgard
Aliases:
  • Toza the Wild (professional nickname)
  • Gramps (by younger folk)
Age: 60
Gender: Male
Race: Human
Class: Berserker

PERSONAL
Sexuality
: Heterosexual
High Concept: A hearty mercenary with decades of experience
Character Alignment: True Neutral
Relatives:
  • Rina Ruthgard (Daughter)
Organizations\Affiliations:
  • Bantic Mercenaries
Reputation: Toza, and his fellow mercenaries by extension, are either worshiped and loved, or hated and shunned. There is no in between. This is most likely due to their profession and the jobs that come with it. They'll do any job, good or bad, as long as the price offered is appealing enough. One day they'll save a small village from the threat of orcs, and the next they'll decimate a nearby town to retrieve an artifact.

Personality: A surprisingly cheerful mercenary who always sees the glass as half full. Toza takes pride in his work, always willing to share tales of his past adventures and feats. The man's also a bit of a showoff, and will rarely back down from a challenge. Bold and reckless, he tends to jump into dangerous situations, paying no heed to his own well being. One must remember he's no hero either. He cares little for the world and its problems. He could easily turn a blind eye on someone in need, only showing compassion to those who can pay him or give him fame.

Backstory: Toza wasn't always a man for hire, nor was he the famous fellow he made himself to be. He was a simple farmhand in his younger years, helping his family make a living one crop at a time. No one outside the small village knew him. He had no dreams of becoming a mercenary, hero, or anything remotely famous. He had planned on cultivating the land just as his father, grandfather, and so forth had done. A drought would but a dent in such plans. Their crops withered, and eventually his family had to sell their land to stay afloat. A wandering stranger noticed their situation, and gave the young Toza a simple offer: Join the Bantic Mercenaries and receive riches or perish in poverty. Toza's choice was obvious, and since then he's traveled all over Prospero, making his name known far and wide.

PHYSICAL
Appearance
:
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Weapons & Armor:
  • Vitality Vest: An enchanted vest that heals the wearer's lighter wounds. Cuts and bruises vanish within seconds, although more critical wounds like broken bones or damaged organs do not receive this treatment. It also strengthens the user's immune system.
  • Zoom Goggles: Nifty eye wear that can magnify distant landmarks.
  • Kombat Knife: Great for stabbing enemies and cutting meat.
Items & Personal Belongings:
  • Purifying Flask: An enchanted flask that removes toxins and filth from water, making it drinkable
  • Coin Pouch
  • Emergency Rations
Skills & Abilities:
  • Been There, Done That: Toza has decades of combat experience under his belt. There's very few things that'll surprise him in the field.
  • Drink Master: He can drink his own weight in ale and not feel the least bit tipsy.
Spells & Magic: None
Weaknesses:
  • Small Spaces: He's not claustrophobic, but his large size and fighting style make maneuvering nigh impossible.
  • Leeroy Jenkins' Disciple: Toza has a nasty habit of charging into battle with a fight now, ask questions later attitude. His recklessness can easily upset plans while putting himself and potential allies in danger.
  • Beyond Prime: With his youth behind him, Toza doesn't have the boundless energy he used to have. Long, drawn out battles will eventually wear him out.

FLUFF
Hobbies
:
  • Drinking Contest
  • Hunting
  • Telling his tales
Quotes: "Which one of ye youngins wants to wrestle?"
Yours also, i like it but the fish meme master has to like your comment first ;p
 
AS SOLID AS THE GROUND YOU STAND ON

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BA S I C

Name: Norunni Fimsimherberk Bolgrizak
Aliases: Noru || Nimble One
Age: 22
Gender: Female
Race: Dwarfkin
Humanoid beings that dwells in mountains and in the earth, and is associated with rocks, the earth, technology, craft, metal work, wisdom, and greed. They are generally described as shorter than humans, bearded (might include both genders), hard working, often hard partying, pragmatic and stubborn to fault. Are considered craftsmen that very few can equal, able to create magical objects that were fit to gods.

Dwarfkins mainly populate the areas close to the Feral Mountains, where natural materials are most abundant. The Dwarfkin capitals are: Hulkos, Megalo, Aeromon, Ignio. All four specialise in a basic element - Earth, Water, Air, or Fire.

One of the earliest Races to smith weaponry of all sorts of elements, ores, etc. Will only do their creations if they are brought or have the requested item's necessary ingredients. If the materials are hard to come by - be it extremely rare / highly valulable - they usually charge their client for free. Nowadays Dwarfkins that charge for less than 500 gold coins to 125 silvers are hard to find, let alone for free.


Dwarfkins are not naturally gifted with the ability to cast magic, but they can learn to utilise it in forms of symbols that are etched into an object ONLY.
Class: Swashbuckler / Weapon's Smith
Swashbuckler: A fighter who tends toward light or no armor and prefers agility, cunning, daring and technical skill to sheer force.

Weapon's Smith: A smith who creates weapons, rather than armour. Swords, daggers, staves, darts, etc. However Noru specialises so far only on earth-affinity weaponry; meaning that her creations are only made up of anything from the earth (iron ore, titanium, etc) and often have earth-like abilities embedded into the weapon. (E.g; A dagger that can do basic "earth-bending" by its tip, where it creates little disks of rock to be thrown)


P H Y S I C A L

Appearance: A 4'5" mean, lean and surprisingly decent fighting machine. Obviously, she isn't a machine, yet she fights with nice precision of one.
Nowadays her attire consists of full-body light armour with nichrome-lined leather-coloured gloves, even when she's smithing. The tips of her gloves have air sigils on them.
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Platinum blonde hair with bits of soil and earth littered in their strands end by her collar bones and a little bit on shoulders; they're never tied up into a bun nor ponytail.

Weapons & Armor:
  • Terra Blade - A shorthand sword that's often seen hanging inside the scabbard by her waist. Her first creation, and one the one that's often re-made and improved through the years. The blade is emblazoned with numerous sigils, the majority of them being of earth affinity. The sigils enhance the blade's durability as well give it the ability to "earth-bend".
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  • Twin Dunes - Two daggers that's also emblazoned with earth sigils, however there's spare room for more types. They're situated on the back of her waist.
  • Basic Light Armour - If you look closely at her sleeves, trousers and even the metal plating by her chest, there's little sigils inscribed into the material. They're Fire, Earth, Air and Water sigils,though they only give the armour basic elemental resistances and a few elemental defensive spells.
Items & Personal Belongings:
  • A crude heart-shaped locket made out of iron ore; it emits a particular warmth when touched.
  • Canteen (doesn't just have to contain water)
  • A knapsack
    latest
    that can only be opened with a similar sigil that's inscribed on the fingertips of her gloves.
  • (TBA)

Skills & Abilities:
  • Weapon Smith - Particularly with swords and daggers, along with darts.
  • High-Jump - Short her legs may be, she sure leaps like a frog on steroids.
  • Heavyweight - She could drink all night if needed be, and not get even near tipsy. Somehow an acquired trait of most Dwarfkins. That, or she just hasn't meant the drink that would best her.
  • (TBA)

Spells & Magic:
Norunni herself cannot cast spells without the help of sigils, hence why her weapons and armour are always emblazoned with them. Can only inscribe earth sigils on objects and materials at her current stage.
  • Terra Pellets - By the tip of a blade inscribed with an earth sigil, and pointed directly on a solid surface (has to be solid at room temperature, as a required minimum), pieces of the ground become attracted to the tip and become bullet-shaped.
  • Nature's Veil - A camouflaging spell that only helps her body blend in with nature and buildings made of natural materials. Doesn't camouflage her head though.
  • Ground-breaker - The entire length of a blade patterned with earth sigils are able to shatter the earth that it's directed at.
  • Shell - A defensive spell which activates the earth sigils on her armour, and encases her body in rock (or whatever natural solid material she's around). Again, doesn't cover her head.
  • Aqua Protect -Due to the water sigils engraved onto her armour, liquid usually slides off of her, but not her face. When in bodies of water, she just floats.
  • Fira Resist - The fire sigils on her armour allows her to have a decent heat resistance, where her armour cannot be burnt off but slightly charred.
  • Whistling Breeze - The air sigils greatly enhance her agility, often making her a blur in battle. They don't last forever, however, and need to recharge a few minutes at a time.
  • (TBA)

Weaknesses:
  • Severe Hydrophobia
  • Without sigils, she's just a basic melee fighter.
  • Due to her small stature, she can easily be knocked about by a relentless assault -- only if her opponent can land a hit on her.
  • (TBA)


P E R S O N A

Sexuality: Demisexual
High Concept: A Dwarfkin smith wanting to learn more sigils.
Character Alignment: Neutral Good (Can change throughout RP?)

Relatives:
  • Garkon Bolgrizak [Father]
  • Kilkona Fimsimherberk Bolgrizak [Mother]
  • Simni Bolgrizak [Little brother]

Organizations\Affiliations:
  • Mother Earth's Anvil - Basically a form of a smith academy in the capital of Hulkos, where a Dwarfkin can learn how to create and specialise in weaponry-making, armour, sigil emblazoning, etc. Though it's main study is under the category of Earth. She's only taught there for 2 years.
  • (TBA)

Reputation: She's quite average in popularity; the thing that makes her stand out from the rest the most is her firm decision to focus only on weapon crafting than anything else.
Personality: Norunni, back in her suburb of Hulkos, was well known to be a more stubborn Dwarfkin. Once she puts her mind into a task, she HAS to get it done no matter what - if there's something in the way, ally or enemy, she'll try avoid it or get rid of it, if she could.
Her fists talk along with her mouth, and it won't take too long for her to start hitting somebody; usually it's just harmless punches or kicks to emphasise her point or for her to get the focus she needs from those around her.
She prefers independence rather than cooperation as she gets too antsy about depending on others when she believes she herself could do it far more better; though at least she'll know who to blame when things go awry.


H I S T O R Y

Norunni had been born during her parents "business trip" from Prospero back to Hulkos, when the season of the sun was pelting their wagon and land animal with its rays of sunlight. She had been told that the reason her hair was much different from her father and mother was because of that.

She had enrolled into ME:A (Mother Earth's Anvil) at the age of 6; all she remembered for that time was looking at pictures of Sigils she couldn't even recall the names of, but the information about the magic they could do stayed intact. 4 years later she had perfected a blade that she still uses now. Actually, she considered throwing it away once, as it nearly had caused her mother fall into a crater she had accidentally created with a earth sigil spell. She didn't in the end, because she knew that her first blade seemed to work well with intermediate sigils pretty well. There was also the notion that a Dwarfkin's first creation were often as special and valuable as their last's.

Noru's little brother, Simni, had entered her life when she had turned 14, and almost died 3 years later. A short seaside vacation in the capital of Megalo, and Simni and herself had been off swimming - well actually, she had been attempting to teach him how to swim and...she wasn't near a good enough teacher. They both had nearly drowned, if it wasn't for the swimmer-bys.

She had graduated ME:A at 19 and had taken a gap year where she actually wandered the city of Prosperos, where she gawked at the magic the inhabitants could do without the aid of sigils. Since then she's been strongly inspired to improve her sigil-work, though she had thought of refining her already known knowledge further by teaching it to others back in ME:A.


MISCELLANEOUS

Hobbies:
  • Drawing in general, not just sigils
  • Dummy practice (She likes beating up practice dummies, okay?)
  • (TBA)

Quote\s
:
Eyes down here, idiot! Can't ya spare an ear for me?! I don't mean literally 'cause that's just gross.
Norunni

Ya, sure, towering over me can do ya so good -- especially when ya got your nether regions in my kicking radius.
Norunni

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BASIC INFORMATION
Name
: Medraut Bleak
Aliases: N/A
Age: 18
Gender: Male
Race: Half-Elf
Class: Ranger

PERSONAL
Sexuality
: Heterosexual
High Concept: The cinnamon roll. Also, the most shy, socially awkward adventurer you've ever met.
Character Alignment: Chaotic Good
Relatives: Anagrom Vi Fey; Father, Elven Druid. Lilliane Bleak; Mother, Human (deceased.) Ferrus Bleak, Older Half-Brother, Human. Nathaniel Bleak, Foster Father, Human.
Organizations\Affiliations: N/A
Reputation: He's yet to make himself known.

Personality: Medraut is overall a pleasant person. He is always cool and stays quiet in most situations, but tries to go along with their flow as not to be ostracized by his peers. He secretly hides a great affection for many things; he loves nature and animals, and would gladly sacrifice himself for the greater good, but his fears of society are what holds him back from too much interaction. He holds great respect for others, especially those with more experience and age than him. He is prone to using honorifics, like "sir," or "ma'am," and is quick to apologize to people he considers superior, racially, or otherwise. He's also utterly kind and finds it hard to refuse help to someone. He is a pacifist that never hurts another being unless he absolutely has to, and he would never think of killing someone for any reason, other than perhaps hunting an animal, however, he never does it for sport and does it when he absolutely needs to eat, and never wastes any of the meat: He takes from nature only what from nature he needs to take.

Although calm and silent, like a hunter that observes rather than speaks, he is quick to work himself into a frenzy when someone makes too many racist remarks about his race. He can ignore one or two such remarks, but when someone starts yapping about it, he goes into a berserk state. He also can't stand injustice against the ones who are too weak to defend themselves. He is quick to reject traditions and sees all people, regardless of gender, or function as equals.

He still has his flaws; Medraut is somewhat indulgent and "afraid" of his appearance, but he can show a side of "elven pride" from time to time, especially when around people he is more comfortable with, like friends or partners.

He has heard of other, more experienced "heroes" and "villains." He is a fan of Toza the Wild and wants to be somewhat like him when he's older. Oreo Cookie Oreo Cookie (you two got yourself a fanboy)

Backstory: His mother used to be an adventurer in her childhood; traveling from village to village, forest to forest, and finishing quests given to her, but she ultimately settled in the village and married another man as her father told her to.

Born to the most peculiar union of a human mother that just happened to be the daughter of the village chief (and previously married) and a local elven druid that is ostracized by human society. Neither the humans of the village nor the elves of the forest wanted to accept the child except for his parents that were much warmer. He grew up in poor conditions, surrounded by children of the other races that kept away and refused to play with him, he eventually became the quiet kid that observes and spends time in loneliness and thought, rather than with others. His foster father who abused him didn't help much.

The most important part of his childhood was probably his mother; Lilliane. She was beautiful, youthful, and with a bright future ahead of her, but she spent it all on a man that she fell in love with. Although the villagers asked, and some even went to certain lengths to remove her baby, Lilliane never agreed to it and protected her son with ferocity at all times. She took an active role in helping him grow up and taught him many things, always helping her son when he asked for it, and instilled a kindness for all life in him, teaching him that all things of nature are sacred and that he should not take another's life unless he absolutely had to. He was always keen to listen to her.

Things turned out to be much worse when he was fourteen and Lilliane died a from disease. Even though Medraut, his father, his human grandfather, and all of the villagers prayed for her health, and brought several clerics and healers to the village; none could help it and the woman passed away. Everyone except his father blamed Medraut for it; seeing him as a curse on her life. That his birth was a violation of sanctity. He was driven out of the village and forced to live in the forest. Having no friends, he spent time in the forest, mostly alone, learning druidic magic from his father and hunting from his own accord. Ever since the age of fifteen, he had his eyes set on the career of an adventurer that his mother also undertook at his age and trained for that very profession.

PHYSICAL
Appearance
:
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Weapons & Armor:
  • Armor: Studded leather with a bronze finish that provides minimal protection. It also has a cloth hood that lets him hide his ears when in public to avoid judgement from others.
  • Bow & Arrows: A wooden longbow with iron elements and reinforcing pieces, as well as sturdy string. The arrows have sharp iron tips strong enough to tear through flesh and damage armor. Shields are useful.
  • Shortsword: An average shortsword crafted from iron. It is capable of both slashing and stabbing attacks with fair precision and power.
Items & Personal Belongings:
  • Mint Leaves: They leave a good aftertaste. Good for chewing. Poor for alchemy.
  • Forest Charm: A necklace adorned with the teeth of the creatures of the forest with a silver locket and an amber gem. Has an aura that calms animals, especially supernatural ones.
  • Journal: Medraut writes down his experiences, important notes and other things in a journal. Since he never really had anyone to share his thoughts with since the death of his mother, he had to share them with paper. His father was often too secluded from others to actually reach, or find him at all.
Skills & Abilities:
  • Self-Taught Archer & Swordsman: By hunting animals in the forest, he learned to handle a bow and as time went on; he started hunting larger and more dangerous prey, going from bunnies and deer to dire wolves and bears within years. He also observed the elven guardians of the forest training with swords and picked up a few moves, but he's barely adept in archery and almost intermediate in swordsmanship.
  • Stealth: Years of hunting and hiding from society do that to you. When he wants to be gone, he's gone. He can easily blend in with a crowd and go around unnoticed. An artist of escape, he can make his way through a forest or a city like a natural. He is also somewhat of an adept acrobat and if he wants to, he would have no trouble jumping from roof to roof.
  • Druidic Ancestry: Speaks Druid. Knows Druidic customs. That's about it.
    • Forest Knowledge: Has knowledge about herbs, animals, and other such things. He could live alone in a forest almost as easily as he could in a city. Survival in the wild poses absolutely no challenge, unless the local environment is extreme.
Spells & Magic:
  • Commune with Nature: A spell that endows all plants nearby with semi-sentience and very limited animation, giving them the ability to communicate with the user. They also have a memory of all events that took place near them in the past few days, despite not having brains that would allow for actual memories. This way, the user can gain information about weather, people that passed, and other useful facts. Plants, when asked a question they don't know the answer to; create a network and can commune with each other instead to gain an answer for the user. This way, it creates a pseudo-nervous system that can span a whole forest or even several of them. The plants can also be given orders, for an example; a large patch of grass may be ordered to quickly grow longer and grasp the feet of the man standing on it - made possible via magic.
  • Feral Whispers: Allows the user to speak with a chosen animal. The two can perfectly understand each other despite language barriers. The user can perfectly discern the body language of a cat, barks of a dog, or the tail wiggling of a panther to understand their emotions or information they wish to pass on - and vice versa, the animal can perfectly understand the coherent, normally incomprehensible speech of a fully intelligent creature.
  • Conjure Creature: At the command, the user turns his aura, extending it over a large area that is detectable by animals. He appears like a beacon to creatures that asks them for aid. Only some animals will answer, but those that do will already be favorably disposed to him and show some willingness to listen to his concerns and offer their help.
    • Attraction of Woodland Critters (PASSIVE): Animals are naturally attracted to Medraut. Butterflies orbit him in the air. Birds come closer to offer a song. Wolves come close to watch him. Deer go in his footsteps.
  • Anesthetic Touch: Upon touching someone, the user sends a magical signal through their nerves, ridding them of all sensations of pain and making them feel light-headed, almost as if drunk - for several minutes.
    • Gift of Sleep: A stronger version of the spell above; instead, it completely causes the victim to fall unconscious within a few seconds. Good way of getting rid of an enemy without killing them, since skin contact needs only be brief. This state lasts for several minutes.
Weaknesses:
  • Target: Generally, people frown upon Half-Elves seeing them as a mixture that should never have happened. It is typical for people of both human and elven races to avoid contact with them. They are a target of racism and a beacon for hate.
  • Lacks Charisma: He's an awkward ditz with no place in persuading others, or manipulating them. He tends to be quiet and only answers questions with a simple, blank "Of course," or a nod since people like people that say yes... right? You can clearly tell whether he's nervous or not and reading his emotions is not difficult to anyone.
  • Kind/Abusable: Although shy, he tends to put others' good over his own in most situations. The wrong person could easily abuse this. One story about a sick grandma and his heart will be broken, and he will feel duty-bound to help said person.
FLUFF (Optional)
Hobbies:
  • Talking to plants and animals, since they seem to be the only ones that aren't negatively disposed toward him.
  • Chilling in loneliness.
  • Hunting for food, or collecting vegetables and fruit.
  • Writing journal entries.
Quote\s:
  • "Of course."
  • "..."
  • "I hate violence."
  • "Wait and hope."
Theme:
 
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Name: Xanthus Balor
Aliases: 'The Black Knight (of the North)'
Age: 47
Gender: Male
Race: Undead Human
Class: Death Knight
Height: 6ft 5in

PERSONAL
Sexuality
: Heterosexual
High Concept: A dark tyrant, bent on the subjugation of the people and the death of the pathetic heroes who would wish to stop him.
Character Alignment: Lawful Evil
Relatives: Lana and Darrick Balor, mother and father respectively, both deceased of old age.
Organizations\Affiliations: 'The Blackguard' a group of Undead, bandits, brigands, dark sorcerers and other evildoers who operate out of Oakwell Castle, a fortress previously occupied by a minor noble and his forces until their deaths at the hand of the Blackguard.
Reputation: Most people in the local region would know him as an ever-present, ever-looming threat in the distance. The rumor-shadowed Oakwell Castle is far enough away from the majority of civilization in the area that the locals are able to go about their daily lives without too much interference, and whenever the Blackguard pushes outward to expand their reach adventurers are usually called to the scene. Of course, there are many bounties posted across the land seeking the death of the Black Knight of the North, though few are brave or foolish enough to attempt it. Those that do are said to never return.
Personality: Xanthus is well-known across the local land, but more so due to the cruel deeds that are done by him and his followers and his intimidating presence sat atop the gray stone walls of Oakwell Castle, which towers far above the countryside from its perch atop the hills than for his personality. On the rare occasions he is seen, Xanthus seems to be as imposing, ruthless and cunning as most people suspect one who sends men to raid pillage and attack local peasants would be.
Backstory: There are few who know much about the Black Knight, but even from the small amount of information there are a few things known and generally accepted as true: Xanthus is a former warrior of small fame, though unlike the one is he now he was kind, compassionate and a paragon of virtue. Some people speculate that being raised as an Undead drove him to madness or tainted his very soul with evil, there are also rumors that his body is simply being used as a vessel for the spirit of a Necromancer.

His motivations are unclear to most. It is likely that he could gather all of his forces and sweep across the surrounding land, conquering, pillaging and looting all of the settlements in his path, but he does not. Even when he attacks, he always leaves people alive, leaves them enough food to survive etc. Whether this is a coincidence or simply good luck isn't really questioned, people are just happy it happens.




PHYSICAL
Appearance
:
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Unarmored Appearance: There are mainly claims as to what lay beneath the ever-present helmet of the Black Knight, from Demon to Ghoul to Lich. If you were somehow able to catch a glimpse of him beneath the plate mail, you would see that he is Undead. His pale gray skin is sunken into his face, causing the bones to become far more pronounced, his eyes glow with a soft, wispy green and are far more intelligent than you typical Undead. The rest of him is much the same, gray skin, prominent bones, and a deceptively weak looking form.
Weapons & Armor: The only weapon he is ever seen with is a simple longsword, though it is believed by most that it is far more than just simple steel and the glowing green runes etched into the center of the blade would reinforce that belief.

On his rare appearances outside of Oakwell Castle, he can be seen in his near-iconic suit of plate armor, accompanied by various satchels, pouches, and a cloak that is somewhat tattered near the end.
Items & Personal Belongings: The bulk of his possessions come in the form of various magical potions such as healing elixirs and the like. If he is in need of a particular item, he will usually simply assign a Blackguard to retrieve it for him.
Skills & Abilities:
  • Unnatural Vitality: His status as an Undead gives him much resistance to physical harm, able to take blows that would kill a mortal man and continue fighting.
  • Master Swordsman: Xanthus has spent many years honing his skills with his longsword and through tireless effort, a bit of magic and some natural talent he has become a formidable swordsman.
  • Darkvision: Do to his Undead nature, he has gained the ability to see normally a short distance in moderate darkness.
Spells & Magic:
  • Aura of Dread: An almost palpable feeling of dread emanates from Xanthus, which has a differing level of effect based on the person it is affecting. A cowardly peasant might be struck quivering with fear whereas a courageous knight of great willpower might ignore it entirely.
  • Animate Dead: Using the generally considered evil magic of Necromancy, Xanthus is able to raise the fallen dead to wander around as mindless monstrosities.
  • Runic Magic: Calling upon the magical power of the 4 runes etched into his blade, he is able to enhance his sword swings with magical effects, such as causing the blade to burst into flame, spark with lightning, etc.
  • Control Undead: It is not enough to simply animate the dead, you also need to control them if they are to be of any use and Xanthus has become quite adept at doing just that. With simple mental or spoken commands, he can order the mindless Undead to do anything he desires. Occasionally, he even imparts some of his own consciousness into a risen vessel, which gives him direct control of the creature, able to see through its eyes and control its movements as if it was his own body.
  • Drain Life: Channeling dark, necromantic magic into his runed blade, he can steal the very life from his enemies and use it to replenish himself.
  • Holding Chains: Magical chains appear from the air to wrap around the targets arms, legs, or another part of their body to restrain them.
  • Wraith Walk: A swirling whirlwind of ice, snow and freezing around erupts around Xanthus for a moment before the Black Knight assumes an almost ethereal form. In this form, he is able to float slightly off the ground and move considerably quicker than his usual form. Though do to his incorporeal nature he cannot harm or interact with anything physically and he is still blocked by most walls. As such, this spell is mainly reserved for the rare times he is forced to retreat from a fight.
  • A Ghost that Lingers: Occasionally, Xanthus will imprint a part of himself onto another person, when he does this, he is able to appear as a shadowy apperation that always trails a few steps behind them and is only able to look around and talk. This haunting ghost only stays around for a few days and can only appear for a minute or two at a time.
  • Necromantic Mending: A more painful, more disgusting version of a standard healing spell. It can cause bones to painfully snap into place, or skin to stitch itself back together.
Weaknesses: Xanthus fears the loss of control and being unable to properly get a handle on a situation. He also fears the loss of his power and rule over the Blackguard, somewhat paranoid that one of them may rise up in an attempt to overthrow him.

Theme:
 
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'The Blood Rogue'


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BA S I C

Name | Lorin B. Autiar

Aliases | The Blood Rogue

Age | 27

Gender | Male

Race | Human

Class | Bladed Cultist
A rogue at heart, this cultist masters stealth and deceit to provide for the cult.


P H Y S I C A L

Appearance | Lorin is a lean, 5'5 man. Preferring to be stealthy, he keeps a smaller stature compared to other men. He has an average face, with grey eyes and no facial hair.

Weapons & Armor |
  • Bloodmoon | His sword, Bloodmoon, has been with him since his induction into the Cult of Icora, the Demi-Goddess of blood. Said to give the wielder basic blood magic, though this is unconfirmed.
  • Demon Cloak | A one of a kind cloak, fashioned from the skin of a demon.
  • Blood Song Mail | Chain mail armor infused with blood magic, its standard issue for cult members.
  • Gloves of Worship | Standard issue cult gloves, with Icora's mark engraved upon the palms.
  • Skeleton Key | A key that unlocks almost anything.
Other Items |
  • [NEW ITEM] Chimera Horns | Crafting Ingredient | Horns taken from a Chimera's corpse.
  • [NEW ITEM] Chimera Eggs | Valuable Item | Eggs from a Chimera, worth a small fortune. Possibility for hatching.
  • [NEW ITEM] Magic Bag | Housing |
    Essentially a house inside a normal looking bag. The bags are leather and appear empty, but a person can enter and exit a bag using a correct password. The bags and rooms are expandable and can be modified as needed.
Skills & Abilities |
  • Professional Swordsman | Taught by the best in the cult, he can hold his own with the best of the best.
  • Tough Hide | Born with extra thick skin, making him more resilient.
  • Poison Master | Knows his poisons, as well as antidotes.
  • Feather Hands | A born pickpocket, it comes naturally.
  • Blood Radar | The ability to sense blood, making stealth against him in-effective.

Spells & Magic | N/A

Weaknesses |
  • Weak Minded | He gives up easily on tasks that require effort.
  • Small Stature | His small stature makes him a target for bigger men.
  • Fear of Love | His fear of falling in love keeps him from making extensive relationships with others.



P E R S O N A

Sexuality | Asexual / Bisexual

High Concept | A cultist with a passion for deceit, stealth, murder, theft and manipulation.

Character Alignment | Chaos Evil

Relatives |
  • Father Unknown
  • Mother Unknown
  • Lureel Autiar [Brother]
  • To Be Assigned

Organizations\Affiliations | The Cult of Icora | A blood thirsty cult with a blood thirsty demi-goddess. A very well known cult of murderers.

Reputation | Known: Known by some, he is sometime's recognized as the Blood Rogue.

Personality | A manipulative sociopath at heart, he loves toying with people. He doesn't give a damn about emotions, and uses them on people to get his was all the time. Relatively shy though. He doesnt like extensive relationships, but is respectful to everyone unless there's a reason for him not to be.

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H I S T O R Y

Lorin grew up on the streets with his younger brother, Lureel. Lorin met an Icora cultist at the age of 16 and decided to join for shelter, food and clothes. A couple years afterword, he induced his brother into the cult as well. A couple years later, and he become's a Bladed Cultist. Afterword's, his brother becomes a Blood Shaman. Both of them carry out missions for the cult to this day.


MISCELLANEOUS

Hobbies |
  • Stealing
  • Sleeping?

Quote\s | "Its not my fault they let me play them like a game of checkers. They shouldn't leave their emotions out like spare toys!"

Theme |






Birdsie Birdsie
 
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BASIC INFORMATION
Name
: Sapphira Weiss
Age: Newly born
Gender: Female
Race: Ice Dragon
Class: Knight's Dragon- A dragon who lends their power to their dragon knight.

PERSONAL
Sexuality
: Hetero
High Concept: The loyal she-dragon who wants to please her father (trainer/master/daddy)
Character Alignment: Johnathan
Relatives: To be revealed, but 2 dragons, one an Ice Dragon
Reputation: A dangerous beast. Stay away
Personality: Sapphira is loyal to say the least. She will follow John wherever he goes. She's smart though and will give John advice and never hesitate to call him an idiot. She has knowledge beyond her years due to her parents. One of her goals is to discover the mystery behind her parent's disappearance

She is adventurous and curious about the world around her. She's polite and respectful unless one disrespects John. While she doesn't like to kill on her own will, she won't hesitate to do it on John's command

Backstory: She just hatched. Her parent's backstory is to be revealed

PHYSICAL
Appearance
:
6fa79d05176d6385b4b2c27eb472e26d.jpg

Human Form:
Cirno.full.1110051.jpg
Weapons & Armor:
  • Claws- She has enough strength to slash through steel
  • Dragon Scales- Like all dragons, her scales are incredibly hard to pierce. Rusty swords will never do

Skills & Abilities:
  • Flight- Not all dragons have the ability to fly. She's one that can fly
  • Fire Immunity- She is immune to Fire and Heat-Based magic. Her body temperature is naturally too cold, and her scales won't let any heat through

Spells & Magic:
  • Intermediate Ice Spells- She can use fairly strong Ice spells with ease
  • Unstable Advanced Ice Spells- Her Advanced level ice spells are highly unstable due to her small stature and inexperience. They can't be cast too much, as they may backfire and they use up a LOT of mana
  • Ice Breath- Her breath can release ice strong enough to freeze humans solid. It's not all that reliable though
  • Crystalize- A spell that grows additional ice armor about her body. Makes her scales completely impenetrable until melted
  • Ice catalyst- Using John's mana, it can stabilize her enough to use an Advanced Ice spell. However, it still drains her and John a LOT, so it's an ace in the hole not to be used regularly.
  • Transform- An unstable spell at the moment. She can turn into her human form. She doesn't yet know how to turn back. In her human form, her Ice magic is somewhat weaker, but far more stable and she has more mana


Weaknesses:
  • Underbelly- Her underbelly has weaker armor, thus it's a point of interest if one wants to kill her
  • Inexperience- Being newly born, she has basic battle knowledge at best and zero personal experience on the battlefield
  • John- John is both her greatest strength and her greatest weakness. She'll sacrifice herself to save John any day

Birdsie Birdsie
 
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Name: Lyall Whitaker.
Aliases: None so far
Age: 25
Gender: Male
Race: Human
Class: Duelist

PERSONAL
Sexuality
: Heterosexual
High Concept: There's a job that needs to be done.

Character Alignment: Neutral Good best describes him

Relatives: Alfred Whitaker-Father // Marie Whitaker-Mother // Zander Whitaker-Brother // Sampson Whitaker-Brother // Natalie Whitaker-Sister

Organizations\Affiliations: The Whitaker name is well known throughout the land for being a wealthy and powerful family. Most known for the fighters it produces out of the academy that lies on the family's land. Lyall appears to be the first true adventurer though.

Reputation: Somewhat new to the adventuring game. To those who have heard of them, they know Lyall and Kubai as a deadly duo of mercenaries/adventurers for hire. Just about all of their contracts are completed without problem, and they have made it known that necessary payment is advised.

Personality: Lyall appears as a rough guy. With a gruff voice and a stern stare, he fits the look of a mercenary and adventurer. Once you start talking to him, you see that he's a relatively easy going person. Once you get out of a casual setting you'll start to see a different side of him. You'll see a fiery part of Lyall that only cares for completing the objective, no matter the cost (except for Kubai, he matters). One of the few people he truly trusts is his friend (personal bodyguard/servant) Kubai. He and Kubai use each other's own set of skills to not just be as effective as possible, but cause the most destruction they can.

Backstory: Lyall Whitaker, a man whose epic past has yet to happen. Born to the wealth, power, and knowledge that the Whitaker name possess. From a young age, he and his brothers were not only educated academically, but also in multiple forms of combat. Zander and Sampson gravitated towards heavier equipment, for they planned on becoming soldiers. Lyall however went for lighter, more agility based combat. His father believed he simply wanted to be a spy or something. After years of training and education, he broke the news to his father about the whole "merc/adventurer" thing. His father was actually somewhat happy that one of his son's was going to see the world, but was somewhat disappointed. Past that, he sent one of the better guards with Lyall to keep him safe.

PHYSICAL
Appearance
:
7a40b13a5bc2fbd7600a3bde09b1ad30.jpg
Weapons & Armor: Lyall doesn't wear anything for armor other than his black and blue robes seen in the picture. In regards to weapons he keeps two short swords in sheaths on his back in an X on his back. Other than that he keeps two knives in sheaths on his waist.

Items & Personal Belongings: His pouch of money.

Skills & Abilities: Lyall is a very skilled swordsman and is extremely agile.

Spells & Magic: None

Weaknesses: Lyall is not very strong when compared to others of his stature.

FLUFF (Optional)
Hobbies: Throwing knives
Quote\s: "Everyone is a target. You best pray you're not ours"
"If there's treasure to loot then I suggest we get moving"
Theme: (Musical theme)

Will get "Kubai" up tomorrow as well as Lyall's theme. I'm a little tired as it is 4 am now.​
 
Name: Kubai
Aliases: Ku (only by Lyall)
Age: 37
Gender: Male
Race: Beast
The Beasts are a race of beings with a mix of human an animal qualities. They are hoped animals capable of human thought and speech as well as human-like hand structure. Some do live in tribal communities but the majority of them join society. Beasts have their own unique advantages based on their species.
Class: Monster Knight

PERSONAL
Sexuality
: Heterosexual

High Concept: A living weapon at the command of Lyall Whitaker.

Character Alignment: Well, he's under the command of Lyall so I think it'd be a mix of True Neutral and Chaotic Evil.

Relatives: His relatives are gone. Not dead, he just left them long ago.

Organizations\Affiliations: The only affiliation he would have is being a graduate of the Whitaker Academy.

Reputation: Kubai is known as the muscle of the tag team composed of him and Lyall. He is known for his aggressive and brutal fighting style. He uses anything he can as a weapon, even those pretty teeth of his.

Personality: Kubai is quiet, but has a nasty temper. This temper is shown more by his actions, but he only acts once Lyall gives the OK. One thing that Lyall always let's him act upon is when someone says that Lyall owns Kubai. Referring to Kubai as "Lyall's" is a quick way to getting your head literally ripped or chewed off. He is relatively loyal to those he has to work with. Though he dislikes Lyall, he must stay obedient to him due to Lyall's father assigning him to Lyall.

Backstory: Kubai was born and raised fighting. From a young age his father was focused on turning his sons into soldiers. Well, with Kubai he got close. His brothers went to serve in a mercenary guild while he decided to go even further than his father's training. Catching word of Whitaker Academy, he believed that was the place to go. It definitely was. The combat training he got there was far more intense and covered many more weapons than that of his father's. Kubai still stuck by a large sword for his go-to weapon. He graduated from that academy at the age of 26. He planned to go into the same guild as his brothers, but Alfred Whitaker had a plan for Kubai. Seeing his skills in training, Alfred decided to employ him. Hearing what Alfred had to offer, he took his job over the guild. Assisting in escorts Alfred ordered as well as any missions he had. Kubai became an icon of Whitaker's Academy. He was happy with his employment, until Lyall decided he wanted to start adventuring. Out of concern for Lyall's safety, Alfred ordered Kubai to go with him. Kubai does not like Lyall. Reasons why aren't exactly known, but Kubai would probably throw him under the bus if he is given the opportunity. As long as it doesn't seem like he meant to though.

PHYSICAL
Appearance
: Kubai stands tall at 6'6" and weighs around 280 lbs. His fur varies from dark shades of brown to black with a bit of white. His eyes are a bright icy blue color. Some fur on the back of his head is tied together. No one really knows why he does that.
Larzo_-_Wolf_(Knight).jpg
Weapons & Armor: Kubai's weaponry consists of a large sword that lies in a sheath on his waist. He also has an array of "unconventional weapons" that include his teeth, claws, and even his heavy tail. He wears armor pieces over his shoulders, chest, and wrists. The pieces over his wrists are connected to fingerless gloves that cover his palms.

Items & Personal Belongings: Kubai wears a necklace that has his family emblem on it. The same emblem can be found on both of his shoulder pieces.

Skills & Abilities: Though he isn't as skilled as Lyall is when it comes to a sword, Kubai makes up for it in other aspects. For one he is much stronger and is more skilled in a wide array of weapons.

Spells & Magic: In secret he practices a little fire magic. He has yet to get to the point where he can use it in combat.

Weaknesses: He has a nasty temper and doesn't do well around loud noises, they just make him more frustrated.

FLUFF (Optional)
Hobbies: Practices fire magic in secret.
Quote\s:
Theme: (Musical theme)​
 


'Icora's Vessel'


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BA S I C

Name | Arael Burvei

Aliases | 'Icora's Vessel'

Age | 31

Gender | Male

Race | Human

Class | Warrior Cultist
An expert fighter, wielding massive weapons and occult magic.


P H Y S I C A L

Appearance | At 6'8, he is quite tall. A well build man, weighing in at 180lb's and covered in muscle. He has short brown hair and grey eyes. Averagely build face.

Weapons & Armor |
  • Icora's Claymore | Two-handed version of Bloodmoon forged by Icora for verteran's of the cult.
  • Vassals Armor | A one of a kind set of cult armor reserved for the Vessel of Icora.
  • Gauntlets of Strength | A pair of gauntlets granting inhuman strength, making his punches and sword swings harder and faster.

Skills & Abilities |
  • Swordsman | An expert swordsman like most in the cult, he wont be toppled easily.
  • Master Craftsman | A trained smith, he can create, maintain and repair anything from a shield to daggers to a knee brace.
  • Ground Slam | Requires Gauntlets of Strength | Slams his fist into the ground, making a small shock wave that knocks people off balance. Must be in close proximity.
  • Weapon Efficient | Efficient with all manners of hand held weaponry. | Exception to ranged weaponry.
  • Quick Leaner | As a result of being Icora's vessel, he has an affinity for learning new magic of any sort.

Spells & Magic |
  • Blood Wall | Creates a wall formed of solidified blood. Blood required.
  • Pressure Drop | Drops blood pressure drastically for a short period, stunning recipients.
Other Items |
  • Basic Travelling Gear | Things like Food, a compass & map, fire-starting equipment, etc.
  • Demon Amulet | A small trinket. Rumored to protect wearer from demon's. | An obsidian amulet with the icon of Icora etched into the center.
Weaknesses |
  • Fear of Losing | A fear of losing drives him to choose battles. If he thinks he can't win, he won't attempt it.
  • Weak to Magic | Magic does more damage.



P E R S O N A

Sexuality | Heterosexual

High Concept | A warrior cultist turned vessel for the soul of Icora.

Character Alignment | Chaos Neutral

Relatives |
  • Heagen Burvei | Father | Deceased
  • Giana Bruvei | Mother | Deceased

Organizations\Affiliations | The Cult of Icora | A blood thirsty cult with a blood thirsty demi-goddess. A very well known cult of murderers.

Reputation | Notorious | Very well known. Most town's have at least one person who knows of a cult member or Icora.

Personality |
  • Cruel | Enjoys seeing others suffer. If it hurts, he like's it.
  • Social | He enjoys having conversations with others over a cold mug of ale.
  • Loyal | Loyal to the bone, he wont stab your back when things get tough.
  • Respectful | A respectful man, he gives respect to everyone unless they have done something to warrant otherwise.
  • Manipulative | A control freak at heart, he loves using others for gain.
  • Quick Minded | Always has something to say, and says it well.

[/bg]

H I S T O R Y

Born into the cult, he has known nothing other than the life of a cultist. At a young age he showed potential for swordplay. After several years of training, he was finally allowed out into the world to spread the will of Icora. At 30, he was selected as Icora's Vessel. Icora's soul rests within his body, granting him stronger than usual blood magic, as well as an ability to learn other magic by sight. Currently searching for the Blood Rogue, as ordered by Icora.


MISCELLANEOUS

Hobbies |
  • Drinking
  • Hunting
  • Smithing
Quote\s |
  • "Without weakness, there is no strength. We wouldn't know strength without weakness."

Theme |





 
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Soraya Chevalier
full
Basic Information
Name: Soraya Chevalier
Alias: The Chevalier's Archer
Age: 24
Gender: Female
Race: Fellow - Elven Subspecies
Something of a branch off from humans and elves. No one is quite sure where they originated, but they exist now. They have the average life span of a human's plus 50. They are known for their massive down turned ears that are similar to a cow's. The colors of their eyes are more vibrant and range a wider variety than humans. Their magic is only comparable to an elf's at best. Likewise, not every fellow goes into magic, as its more of a trained skill like humans. They aren't exactly common, but they aren't a rarity either, as they live among humans. They also have massive earings. Most often found in Prospero.
Class: Archer
Personal
Sexuality: Heterosexual
High Concept: An archer who's got nothing better to do.
Character Alignment: Neutral Good
Relative:
Parents (Dead)
Emily Chevalier (Sister)
Ragnum Chevalier (Brother)
Organizations/Affiliations: None
Reputation: Soraya is not a household name, but Chevalier sure is, as one of the first Fellows to serve Prospero. As such, just the mention of her surname garners one of respect from other fellows and people. Soraya herself is known by associates and acquaintances as a trustworthy person, and a good person in general.
Personality: Soraya is a determined, trustworthy person. She has a strong voice, but is usually inclined to letting others having their say. She's okay with other people. Loves a good joke, Soraya will often see something comedic out of a situation, or at the very least smile.

Backstory: Soraya and her two siblings grew up in the proud family of Chevalier, a rising noble clan in Prospero. While their parents were strict and insistent on the three kids in pursuing life fulfilling the name of Chevalier granted to the family by the Government, only Soraya's sister, Emily, went into it. Even so, all three were stubborn and independent of each other. The three had different personalities from each other, bouncing off one another in what may seem as disconcerting, but in fact harmonious. As each one became adults, they left each other and broke contact with their family. About 2 years after the youngest, Ragnum, left home, their parents died from disease. The three convened for a funeral, and have since gone their own ways. They maintain cordial relations and continue to bounce off one another when they do meet up.

As for Soraya, she grew up more or less independent, picking up archery from a young age. When she was about 16, she used her family name to get a wonderful metal bow forged for her use, which she has since continued to use. She goes around the land doing odd jobs, mainly hunting, now.
Physical
Weapons & Armor:
  • Bow - An elegantly design weapon of long range combat that has served its master well. Handled by Soraya like one simply using one of their appendages, a clean and elegant ease of use. It is made of metal that has lasted her a long time.
  • Outfit - Baggy white cloth shirt and pants, leather tunic, and free fitting shorts, belts, and sleeves provide comfortable wear with enough protection to the torso to survive a hit, stab, or shot and a bit more. Massive shoulder guards are made of metal, fitting loosely, and can provide protection, but honestly, they're decorative. Her arm guards also provide protection and can deflect a few hits, if she can keep up with her opponent.
  • Arrows and Quiver - It holds arrows. Because of the way the bow is, the arrows can actually be made of metal or tipped with relatively heavy objects without any hindrance.
Items & Belongings:
  • Chevalier Family Seal - A small ring with the inverse of the Chevalier Family Seal. It is made of beautiful adamantite held in by a metal band, and stained with the velvet-red ink of years of use. The scent of rich wine and alcohol is hidden in it, as is customary of the ink used in official documents in Prospero. She keeps it hidden on her person.
  • Large Earing - A common sight on Fellows. It is kind of a personal item to a fellow, almost an object identifying their person, but she's use to other races asking about it.
  • Gold - It's shiny.
Skills & Abilities:
  • A Chevalier - While she won't be treated the same way a distinguished noble would be, she still has the perks of one, especially among the common folk.
  • Traveler - She's done a ton of traveling, she knows the customs and practices of many different places and how to deal with all sorts of people.
  • Elven Archer - She is an Elven subspecies. Her archery is on par with an true elf's.
  • Civilized Citizen - She isn't off eating berries and mushroom, she knows how to socialize and engage in conversation and arguments.
  • Seeker of Edibles - Soraya can get hungry too, and she's been really good at not only finding the best food around, but also for the cheapest prices. Great Quality Food for a Negotiable Great Price.
  • Rescue Runner - Natural increase in speed and agility as well as reflex, having evacuated civilians out of the plaza. Soraya has no weight impediment, even if she's carrying another person (with reasonable weight of course) in the face of danger.
Spells & Magic:
  • Pride of the Chevalier - A family spell that's hereditary. The user's eyes will turn into a light amber color, ears perk up a bit, and muscle become tense. It grants better vision and hearing, faster reflexes, greater agility and accuracy. For Soraya specifically, it lets her fire at a faster rate than she normally could and with greater accuracy and range. Mind you, these are metal arrows.
Weaknesses - She has no close combat weapons beyond her fists. Likewise, she isn't as magically inclined as her siblings, but nonetheless, she tries. She also has some reservations about not fulfilling her family task of being a noble.
Additional Notes
Hobbies - Eating food and conversing.
Quotes: *Sigh* "Yes, I am the oldest of the Chevalier Family."
"Wood? Ha! Metal is far better."

 
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Name
Kila Izuna
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Personal
Gender: Female

Age: 23

Race: Beast person

A Beast person is a race that has no features indistinguishable from other races like humans aside from containing animal traits such as animal ears, tails, or even eyes and fangs. They are always modeled after a furry mammal like a cat, dog, fox, etc. They also have strengths and weaknesses pertaining to their animal. A cat Beast Person may have high reaction time and agility, a bear may have extraordinary strength, and a fox may be highly cunning. The one thing all of them have in common though are very potent instincts, senses, and reaction time.
Class: Exorcist

An exorcist is an expert regarding monsters and spirits as well as how to handle/deal with them. Exorcists have several different fighting styles that can utilize swords, holy magic, summoning demons, and even complex rituals or seals. Their job is to oversee mortals from the safety of astral and magical beings such as demons and monsters. Because Exorcism can utilize magic, any exorcist has to have at least a firm grasp on magic and its concepts. They also need to be able to know even minor weaknesses of monster archetypes and major weaknesses for known ones. Much like dark knights, exorcists often use up their own vitality or life energy as cost for their power. An exorcist is something a person would want on their side when diving into dungeons full of monsters and demons.



Sexuality
: Bisexual

High Concept: A spirit whisperer who has lost her mind to the point of developing bipolar/Multiple Personality Disorder type issues.

Character Alignment: Chaotic Good

Relatives: An entire clan in a far away land.

Organizations\Affiliations: None ATM

Reputation: The Crazy Exorcist

Personality:
Purely crazy and unpredictable. Not even she entirely knows what she'll do next. She has a total of three or so personalities or states of mind. The one she is most often seen in is the playful one. She will joke, treat everything as a game, and even playfully attack people out of nowhere. It is actually a mixture of her fox instincts and madness that make this the most common and potent of her states of mind. One could even assume it is her true state of mind. The second state of mind is the sober one. This actually comes from having a rather philosophical demon in her arsenal. This state of mind is commonly seen when she is about to go to sleep or pops up randomly. The third state of mind is the serious one. The serious state of mind only ever appears when Kila feels angered in any way shape or form. In this state of mind she is rather cunning compared to her others. When she has any reason to be upset she will stoop to many different levels to get what she wants.

No one entirely knows why Kila does what she does. This is especially so when one takes in her perverted nature. Kila is a bisexual pervert which means all sexes are in her strike zone. To her it's a form of play, so she can easily be held back in this state and seems to limit herself to only "assault" and has said, "I've never been in love before, but I was always told to be as faithful as possible to a significant other if I ever have one. Until then, I'm going to play around." To her, people are toys. Toys she loves, but still toys nonetheless which is why she is considered a chaotic good. She loves people and like helping them and being friends, but she is crazy to the point of being overwhelming.

Backstory:
Born in a distant land to a clan that practiced communing with spirits for centuries, Kila has always been surrounded by otherworldly beings. She ended up being the most talented spirit whisperer in the clan and was given a rather special form of training. She was taught how to use magic and learned how to form contracts with spirits. There was an issue though. She was spending more time around spirits than she was actual people. By spending far more time talking with spirits, she began to increase her capabilities as a spirit whisperer, but the effects on her psyche grew. Her playfulness grew, she became more cunning, and she was noticeably more mature, but the more she talked to the spirits, the more separate these sides of her became until she seemed to be having an identity crisis. People began to whisper about the spirit maiden who had allowed demons to taint her mind. This grew with her psyche issues until she couldn't take it anymore and ran away. She has no real goal in mind, but she also hopes to reform her jumbled mind so that she can return home some day in good light. Perhaps ancient places had a way to re glue the aspects of her personality into a coherent and single personality. She can only hope.
Hobbies
"Attacking"/Playing
She prays regularly before she sleeps
Making and Drinking tea
Talking to spirits


A video Representative of Kila when she's very drunk:


PHYSICAL

Weapons & Armor: A wakizashi from her home, several talismans for sealing and holding her spirits/demons.

Items & Personal Belongings: A plant satchel, several changes of clothes from her homeland held by one of her spirits, a small booklet containing information on various exorcism rituals, and a bottle of her favorite sake from home.

Skills & Abilities:
She has some very minor skill with the sword.
She is good at brewing tea
She has a vast knowledge of demons and monsters
Can speak to spirits and demons
Can identify people by smell alone

Spells & Magic:
Command over the following elements: Ice, Water, Lightning, Crystal, Light, and Wind.
Knows several cleansing rituals
Several talismans both blank and filled in
Has a large number of elemental spirits (nothing impressive though)

Weaknesses:
Doesn't tend to take things very seriously
Has a very one-tracked mind when angered
Cannot hold her liquor well (Four cups and she is off in Lala land)
Her cunning only extends socially, so she isn't the smartest in combat and can be outwitted



( Birdsie Birdsie THERE I POKED YOU!)

 
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Name
Sevix Azrel
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Aliases: The Eldritch Swordsman, The Demon Knight

Age: 26

Gender: Male

Race: Human (With some ancient demon blood in his ancestry)

Class: Dark Knight

PERSONAL
Sexuality
: Heterosexual

High Concept: An inheritor of an ancient demon powers who has given up on living for himself.

Character Alignment: Neutral/Good/Good Neutral (depends on his methods and the situation)

Relatives: Deceased/Unknown Blood
Foster Siblings:
Elder Brother, Argon Dracov
Elder Sister, Elizabeth Dracov


Organizations\Affiliations:
The Prospero Military (Former Offcier)
The Crimson & The Black Eye cults
Strevos Knights

Reputation: The Demon Warrior

Personality:
Due to various reasons, he has given up living for himself. This is due to a very long and complicated history, but he also surprisingly optimistic when he can be. His morals is to count one's blessings even if they are painful, which most of his are. He has been so scarred that he doesn't believe he can ever live a happy life. He instead finds happiness in helping others. He is hesitant to talk about his past and often tries to play the cool guy, but he will slip the cool facade in the face of innocence such as children. He also enjoys a good joke, but to the public/stranger's eye he is quite aloof and is hesitant to get too close to people. He has no qualms about killing, especially if he thinks it will help an innocent person. To him, death is normal. Death can come at any time in any shape for any reason.

Backstory:
Several centuries ago, an ancient and powerful demon by the name of Metaris impregnated a woman and had a son. When the time was right, he gave his son his powers and the boy became a powerful dark knight who fought in a savage war and was renowned as a hero. He then retired to a village where he would spend the rest of his days, but his blood made things complicated. When the son of Metaris had a child, re realized that his father's power was inherited into the child. Weak, but still inherited as potential. Uncontrolled demonic power flowed through child after child until the town/village revered the family as cursed. That's around the time Sevix was born. His parents were unfortunate later on. They were unwed, but happy. However, when Sevix was a young boy just barely able to create memories and begin to understand the world, his village was attacked by a cult known as the Black Eye. They slaughtered his parents right in front of him in a goal to take him in. He remembers this event and cursed his new caretakers for his whole life. They weren't cruel because they saw him as powerful.

Sevix was taught the ways of darker and more eldritch magic when he was young. He had gained a good deal of morals from his parents that he held on to deeply, but the cult was cruel to other people and he was finding himself slipping. When he was twelve another cult known as the Crimson Cult became allied with the Black Eye in an effort to summon and control eldritch powers, powerful demons, and maybe even gain the powers of deities. They used Sevix, as one of the people with the most potent ancestry as a basis for this experiment. This upped his arcane and eldritch magic training until he began to realize just how terrible their plans were. The Crimson Cult believed in sacrifice and blood magic to appease eldritch and darker gods/forces as well as create grand magical power. They were insane. Some of them had traded away their humanity for power and it terrified him.

One day, the Prospero Military and Strevos Knights finally discovered the hideout Sevix was in when he was 14. A Paladin by the name of Perilis Dracov found him and saw a terrified boy who had been scarred to the point of losing his humanity, but also hope. Dracov took him back to his estate and became the third father figure the boy had. He taught him how to use the sword, how to use his dark magic for good, and even began making him "normal" again. Sevix ultimately joined the prospero military at the age of 17 where he worked for three years and became an officer of low rank. He then refused any promotion and then became Dracov's apprentice.

For two years more, Sevix served Dracov as his savior. When he was 22 though, the two cults finally caught up and he was then hauled off to be a vessel for a high ranking demon. He was given enough power where the demon's armor materialized, but he was rescued by Dracov who died saving him. Devastated, Sevix used the demon's power to slaughter the entirety of the cultists who had taken him. He then cursed himself for not being stronger. That's when he heard the demon speak. "I am Naxfril, an eldritch demon. You have used my power. I am also now linked to your body. If you want power, I will give it to you if you want, but as is everything eldritch, it comes at a price. When you use my armor from now on, you will be partially possessed by me. You will put your mind at risk. If you fail to fend me off, I will possess you entirely. Hehehe, you must be wondering why I'm telling you this. That's because I know your ancestor. The source of your power, Metaris."

Sevix accepted the contract and then vowed he would live for the sake of other people. He would no longer let anyone close to him die anymore. His life was given reason by the man who saved him, he will now save others no matter the consequence. Life was unfair, but he should make it as fair as possible.

Strevos Knights Backstory:

The Strevos knights belong to a church who worship a certain amount of gods. These gods are also deeply involved in magic, so there those in the order who know a fair bit about magic too. The gods are as follows:
Phirstan, symbol is the pheonix. God of the sun, day, and courage. Brother to Lupa
Lupa, symbol is the wolf. God of the moon, night, and stealth. Sister to Phirstan.
Loki, symbol is the fox. God of trickery, social wit, and cunning.
Stargon, symbolized is the tiger. God of war, bravery, and swordsmanship.
Nava, symbol is the tree. Goddess of nature, life, and mercy.
Sithin, symbol is the skull. God of death, necromancy, and evil.
Haless, symbol is blue fire. God of purgatory, the underworld, and vengeance.
Naga, the mother dragon. Goddess of virtue, knowledge, and light.
Kronis, the father dragon. God of sin, strength, and darkness.

These gods are revered as the Strevos order of gods. Gods who hold balance over the world. Haless, Sithin, and Kronis are referred to as the unholy trinity. They are portrayed as callous, evil, and destructive. They are to be avoided. The knights were actually founded by worshippers of Stargon, Phirstan, Nava, and Naga. They follow those gods' teachings. Each god holds a trinity of spheres. Each also has an artifact pertaining to the symbol. When all three artifacts are gathered to a champion (mortal who holds the god's power and spreads their word) that very god can be summoned into their champion's body. The Strevos Church is actually the church acknowledging the existence and important of all the gods.


PHYSICAL

Weapons & Armor: He wields two swords, a medium length sword that can be wielded with one or two hands with a black blade engraved with runes towards the back, and a dark silver guard. The other sword is a short sword with a dark crimson blade and a black guard. Both are ancient weapons with magical capabilities. The Black sword is Amexaz and the shortsword is Korvax.

Amexaz has the power to summon black flames which burn anything and don't stop burning unless the user says otherwise, but he cannot yet tap into this power.
Korvax has a yet unkown power.

He does wear armor, but not often. His typically is light armor. It's a flexible design which is black with red and silver designs.


Items & Personal Belongings: He has a cloak, Dracov's old dagger, and an officer uniform from the military.

Skills & Abilities:
Dual Wielding
Minor Stealth Skills


Spells & Magic:
Command over the following elements: Lightning (moderate), Shadow(strong), Darkness(strong), Fire(moderate), Ice(weak), Crystal(moderate, but developing. PS crystal is another form of earth)
He can use eldritch magic and arcane forms of darkness and shadow. Hesitant to use eldritch a lot though.
Unique Magic:
Sevix has the power to use dark arcane magic, but this often drains him of his vitality or life as a price. He can also use a combination of eldritch and blood magic to heal others, but only others. He has to feel the same pain and he will be drained of his vitality and sometimes even life energy depending on the wound. In rare cases he may even develop a form of the wound as a price.
Sevix also is able to utilize demonic magic, but he has many issues controlling him and latent demon instincts can eat away at his mind the more he uses them.

Naxfril's Armor
In extreme scenarios, Sevix can summon Naxfril's armor and put his own mind at risk, but gains immense power from this. This is what the armor looks like:
ce16f10042f537e6c2fd2ffbfbd64476.jpg

Awesome Spells:
(None yet known)

Weaknesses:
Has a soft spot for children
Often has headaches or odd symptoms when using eldritch magic
Relies on magic that drains his vitality
Can become suicidal in battle
Puts others before himself
Demon Blood and ties leaves him susceptible to holy spells
Has trouble controlling his demonic powers

FLUFF (Optional)
Hobbies:
Playing with children
Drinking (often alone, and he holds his liquor VERY well)
Trying to learn new spells (doesn't know how to name well)
Practicing his swordsmanship
Helping others

Theme:



( Birdsie Birdsie Do not slack this time!)​
 
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BASIC INFORMATION
Name
: Sir Dante Voerman
Aliases:
  • Devil of Tizca
Age: 21
Gender: Male
Race: Demigod of Magic, Time, and Knowledge (coming from an Evil Deity)
Class: Magic Knight

PERSONAL
Sexuality
: Heterosexual
High Concept: A walking mess.
Character Alignment: Neutral Good
Relatives: Dead mother, demon father.
Organizations\Affiliations: Prospero - Military
Reputation: Hated by everyone in, and near Tizca City.

Personality: Dante is a kind-hearted soul who would rather perform little acts of heroism and brighten up someone's day rather than indulge in dubious things like drinking at the tavern. His pointless heroics were what attracted the attention of his commanding officer in the first place.

Other than that, Dante is just a man who wants to live a quiet life free from the cruelty the military had him perform and tolerate. His inner conflict always presents itself before he kills the surrendering bandit before him as ordered. Of course, he doesn't want to forgive anyone and everyone...

Having spent his teenage years as a soldier, he is not the most social of folks and prefers to stay quiet. He has a very calm demeanor and rarely succumbs to pressure. Due to his recent adventures, he has grown steadily protective of those he likes, but also more irritable.

Backstory: Dante was born in Tizca, to a lonely widowed mother. His father served in the guard, and so would he apparently. His mother signed her baby son for military service as soon as he was born, knowing that without her husband she would not be able to give him a good life. Unlike most children would, Dante fully understood and forgave the woman, although he wished he could have stayed with her.

At the age of ten, the soldiers arrived and took him to the barracks where he spent the rest of his childhood and discovered his unique talent for magic. However, he was forbidden from casting when on-duty as he was a simple infantryman.

Soon, Dante was promoted to corporal and gained the right to lead a small team of four soldiers including himself, however, he is still under the full command of his sergeant. He saved many lives, but he also committed many atrocities as a soldier. Some of them were inhumane, like killing surrendering enemy soldiers because it was too much of a risk to take them as prisoners of war.

Dante was caught by witch hunters when performing magic and thrown into custody, to be executed. That is when he met his true father; The God That Will Come. A dark malevolent deity that governed the domains of Magic, Time, and Knowledge. Denying his parent, Dante bitterly accepted his death. Later, Dante met Johnathan Weiss and Arya Tinuviel, who freed him from the witch hunters that caught him just before the execution. Unfortunately, his mother didn't have that luck and was burned, then died in his arms.

Dante decided to leave town.

PHYSICAL
Appearance
:
tumblr_ooeof3iysS1uq2pwxo1_500.jpg

Weapons & Armor:
  • Iron Saber: Stolen from a Witch Hunter. A well-made, slightly curved blade with a protective half-dome around the hand.
  • Magical Dagger: Master-crafted weapon with a blade as sharp as it is durable. It has been enchanted by Armis to always return into Dante's possession should the weapon be lost. It can also be returned after being thrown.
Items & Personal Belongings:
  • Clothes: As shown in the picture above.
  • Demon-repelling Necklace: A gift from Armis, this necklace keeps Dante safe from the corrupting influence of malevolent spirits. It blocks off his father's whispers from reaching Dante and driving him mad.
  • Communication Coin: A coin with magical properties that lets Dante communicate with Veril.
Skills & Abilities:
  • Fighting: As expected of a soldier, he can handle his own on the field of battle. He has outstanding skills with a blade and knows how to position himself in an advantageous way. Dante knows how to balance his body and can dodge attacks if such a need arose.
  • Tough As Nails: Being in the guard, he's got hurt more than once. As a teenager, stab wounds during training were common, especially deep ones. He's pretty much learned to live with them and can ignore any wound that doesn't destroy one of his vital organs. As his sergeant used to say: "Pain is weakness leaving the body!" before he died from his brain shutting down, as a result of feeling too much pain.
  • Open Gate / Son of the God That Will Come: Due to the opening of his gate, Dante achieved a higher power. He is a warp-smith, in the sense that he can use magic more like a demon than a mortal, as though he was born in one of the celestial or infernal realms. Mechanically, this allows him to shape raw magical energy with his mind and fingertips, achieving any magic he wishes although at a much larger cost than as if he were simply casting spells he studied. It is no longer limited by knowledge, and he merely has to call upon creativity in order to impose change upon the world. Due to his demonic alignment, he gains a bonus to naturally destructive or evil spells, such as fire magic or necromancy respectively, and due to his heritage, he gains a bonus to spells that impose change such as mutation spells or transmutation. His mana has also been greatly augmented, letting him cast plenty of spells before he has to wait for it to regenerate.
Spells & Magic:
  • Cantrips: Dante has learned numerous cantrips from Veril. Cantrips are low-level, common, albeit useful spells that any mage can perform. They have a relatively low cost in mana and a small casting time and are very easy to learn.
  • Reinforcement: A spell that works to improve a concept in itself. When applied to one's eyes, their sight performs better. When applied onto muscles, they become stronger. When applied onto a knife, it becomes sharper and stronger. It turns things into a better version of themselves for as long as the user supplies it with magical energy. The amount of magical energy used is the judge of the reinforcement's strength. "The ability to reinforce anything."
Weaknesses:
  • Not Charismatic: Knights are known for their charisma. Dante is known for his lack of it.
  • Kind: You could take advantage of him if he's shown with a proper reason to feel bad for you.
  • Weak: I said "tough as nails" not "powerful." Dante is surprisingly lacking in muscle mass. His body shows a clear lack of development of flesh and he remains rather squishy.
  • Holy Stuff: Holy water and holy energy hurts him.
FLUFF (Optional)
Hobbies:
  • Lying down on the grass and thinking, often in seclusion.
  • Singing songs his mother taught him.
  • Long walks.
  • Reading.
Quote\s: "Jolly cooperation." "Wait and hope."
Theme:
 
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The Grand Architect Mimi Sunomata
full
Basic Information
Name: Mimi Sunomata
Aliases: The Grand Architect (known as Prospero's Architect in other places)
Age: 25
Gender: Female
Race: Human
Class: Architect (Specialize in creation magic and fast building)
Personal
Sexuality: Heterosexual
High Concept: Here to rebuild the things y'all destroy, and give the destroyers an earful.
Character Alignment: Lawful Good
Relative: Family - dead.
Organizations\Affiliations: Chairmen of the Reconstruction Committee, Division of Interior Affairs.
Reputation: Praised and known for her quick action and quick repairs, Mimi is well known as the Grand Architect, creating and fixes homes of those distraught. Few defy her and try to attack her, knowing that she's something of the people's hero.
Personality: Relaxed and Patient, Mimi is usually calm. She always gets to work and does whatever need to be done quickly.
Backstory: Ever since she was a little girl, Mimi has always been a lover of the people. She thought good of almost anyone and anything. She heard news from other villages and cities about grand fights against those who do evil, but she never heard about the lives lost or the destruction caused in those fight, until she was 15. That day, a band of thieves came into the town, and while they were hostile, they restricted themselves to a house at the edge of the town. Within a day, travelers with good intentions came to the rescue, but within minutes of their engagement, the fight spilled into the center of town and became utter chaos as the travelers held no restrictions in their battle. Quickly many were killed as bystanders of the fight, including her own family. After the entire town had been leveled, the thieves were finally caught, and as it turned out, the thieves weren't strong in the first place, just that the travelers with good intentions decided to use brute force to catch them. As a caring girl, Mimi not only saw the loss of her family and friends, but also the loss of lives and memories in the ruins. With that, her view on heroes soured, and she began to hold them to a higher standard, one that sought both peace and good.

Mimi moved to the capital city and became a good Sumerian, helping those who were also displaced by the many conflicts. Soon, through political pressing and support from those she helped, she got a committee made to help those in Prospero recover from fights. And with that, she grew famous in every town, village, and city she repaired.
Physical
Weapons & Armor:
  • The Master Hammer - An ornate and massive hammer used to slam things together. It can be used as a war hammer. It's heavy, but light to her. It's enchanted so that she can create a lot just by slamming it down.
  • Leather Gear - Protective against a lot of things. It's been enchanted.
Items & Personal Belongings: Tools, blueprints, abacus, the usual. Grants, cheques, and deeds from the government giving her access to any material.
Skills & Abilities:
  • The Architect - Uber fast building, uber fast repair, uber good spatial reasoning.
  • One of the People - She sympathizes with those in distress, and because of that, she's able to communicate with practically anyone and gain their trust.
Spells & Magic:
  • Grand Architect
    • Wall - Mimi slams her hammer down and creates a temporary wall infront of her up to 20 ft high and 100 ft across, impervious to almost anything, and will disappear after 1 hour or her liking before that limit. She can also make it so that there are holes in the wall, or the wall is curved, and so forth. After more work and labor as well as an impromptu combat scenario, Mimi no longer has to imagine a wall and it's structure, but rather let it come out and be. The wall can include a variety of designs, including designs specific to Tizca and any other city she's visited.
    • Shelter - After working on the houses of Tizca and with the improvement of Grand Architect (Wall), she is now able to create a small shelter, similar to the ones she's seen in the past. She also has the ability to select from any blueprint she has on her. Requires sometime to concentrate and create, and is destructible (like a 12 year old could punch through it), and will only last 6 hours, but it's better than not having anything between you and the rain.
Weaknesses - She tries to minimize area of damage and save as many life as possible. She also hates people who do unnecessary amounts of money. You can figure that out. Also she's wielding a massive hammer...
Additional Notes
Hobbies - Eating food and conversing.
Quotes: "Sure, they maybe fighting for the good, but they forget the victims who have nothing left."

 
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BASIC INFORMATION

Name
: Armis Trilis

Aliases:
Grand Wizard
Leader of the Magus Council
Old man

Age: Some 257 years, without magic he'd obviously be dead.

Gender: Male

Race: Human

Class: Blood Mage secretly but everyone sees him as a normal Mage of the elements.
Blood mages use the power of blood to various degrees, such as controlling the body or mind of an individual to do their bidding. They use either their own blood or blood they've collected to create spells of incredible power, like for example a fist made of blood that can really hurt if punched in the face with it. Blood magic can also be used more supportively like say granting buffs to their ally's like say using blood magic, an ally is able to be more destructive with their attacks or take a great deal of more damage. Blood magic is one of the most powerful magics there is but it's also the most corrupting, said to be taught from demons directly.

PERSONAL
Sexuality
: Heterosexual, but surely an old man such as him will not have those sexy times he did when he was younger.

High Concept: A powerful leader corrupted by demons and tragedy.

Character Alignment: Chaotic Good

Relatives:
Filica Revers: His lover and the mother of his son. (Deceased)
Averus Trilis: His son of his lover and his dreams. (Deceased)

Organizations\Affiliations: The Magus Tower: A place where magic users come to learn the various Magics of the world and the various magical creatures.

The Magus Council: A council who runs the Tower and deals with all sorts of issues dealing with magic like say if a town was attacked by undead or mages, the council will get involved.

The White Circle: A group of mages that wish to break off from the limits of the tower and to essentially take over the kingdom that oppresses them so.

Reputation: The world sees Armis as the Saint Mage, the one who can keep mages and citizens from killing each other. To his Mage friends and those under him, he is a benevolent leader who plans on showing those who can't use magic that magic isn't evil and corrupting.

Personality: Armis is what someone would call, a witty and sensible old man whose seen everything there is. He loves making terrible jokes that pretty much only mages would understand but he's not blind to the ways of the world. He's seen all sorts of tragedies from both mages and non mages, and so he worked his life to have common ground for both parties. Sadly skeptics are everywhere on both sides and witch hunts are still in place and some mages purposely go out of their way to burn villages to vent their anger.

Armis has secretly been controlled by the whispers of demons, feeding and fueling his sadness and anger against those who persecute his kind. This corruption was complete when he lost his lover and their son to these people. He began dabbling in blood magic which further corrupted his hatred for everything, it's why he's been alive for so long.

Backstory: Armis was by default a Mage as he grew up, fearing he would be burned at the stake, his parents went to the Magus Tower which served as the homes for mages for the rest of their lives. So Armis was abandoned at the tower but he grew to love it there, all the knowledge anyone could ask for, all the practice time in the world for various magics, and Being separated from the world and its troubles.

When he was in his Twenties, Armis met Filica the love of his life and the mother to his first and only son. They met in the library of the tower, Armis had a stack of books he planned on reading and she was running late to a meeting with her friend so when she bumped into him running, books flew everywhere. Armis was dazed a little and when he saw her beautiful face, his heart kinda skipped a beat. Long story short that began dating and became lovers, which isn't bad but they weren't supposed to have kids.

Skip ten years later and after becoming a member of the council, the issue of children in the tower between two Mages came up. Soon a vote was put to place and it became legal for mages to have kids, at the convincing made by Armis himself. Well soon after, he and Filica had Averus and they lived happily ever after. Okay they didn't live happily ever after but they were happy together and that's what was important.

Soon mages were allowed to leave the tower and come back whenever they pleased. This was in Armis's sixties when the world was different, there was a serious risk due to this action but it gave mages the freedom to explore the world they never had. At this point, Armis became leader of the council and was a pretty good leader too. Well during one trip, Filica and Averus were captured by peasants and were burned at the stake for witchcraft. Armis was saddened by grief at the lost of his son and lover, so much so that demons fed off it. Soon he began dabbling in blood magic secretly and over the years he's grown ever more powerful and older. Over time a new order was created in secret by blood mages and those seeking power, The White Order. The leader of this group of mages is Armis himself, seeking to show those that mages are the superior people and that Magic can Rule over man.

PHYSICAL
Appearance
:
image.jpeg
Weapons & Armor:
Armis has no armor to use other than his magic, he uses many defensive magic to reduce any damage he can take physically and magically. One such spell is Rock armor which make the skin as hard as Stone making physical damage harder to inflict.

Staff of Purity/Blood: A staff that helps boost the power of all Blood magic spells when used. The staff itself is a physical weapon but the Sphere is what truly boosts the power of spells. The red sphere boosts blood magic.
image.jpeg
Items & Personal Belongings:
A ring of commitment: Basically a wedding ring.
Filica's Necklace: A necklace Filica adored
Various potions of healing, restoring mana, curing illnesses, and various effects like night vision, and poison.
Ring of magic: Boosts the power of magic, not a lot but it makes it skittle bit more powerful.

Various magical items used for various purposes like some scrolls of identification, used to identify magical items and weapons and armor.
Skills & Abilities:
Charismatic Leader: Able to make people listen and follow his commands.

Alchemical: Knows the art of Alchemy and making potions and poisons.

Knowledge of history and magic: self explanatory.

Spells & Magic: (Magical. Spells and magical abilities that the character has
Various Elemental spells such as Fire, Ice, Lightning, Earth, Water, etc...

Corrupting Persuasion: If an Individual is prone to corruption or is weak mentally then they will hear Whispers in their head telling them things that they'd like to hear. Like say how everyone doesn't appreciate them for who they are, that they all fear or hate them, and that they can find a place to belong. This is to corrupt their mind and make them a follower of Armis willingly.

Blood Magic:

Blood Force: Able to push back enemies a good distance by creating a force using blood to distance Armis and his enemies. Like say a tidal wave of blood knocking back his opponents.

Blood Domination: If someone's mind is weak or weaken then they are able to be possibly subjected to domination of their body and mind. Think of basically mind control.

Blood Fist: Summons a giant Fist of blood that hurts and knocks back enemies.

Power of Blood: Grants the user and various allies better physical strength and better physical defense

Magical Blood: Grants allies and the user more magical power and better magical defense.

Blood syphon: It converts blood of the user into mana for them to use.

Death Syphon: Allows the user to syphon blood from the dead to regenerate their mana or to make more blood available for use.

Blood detonation: Blood is sent forth towards the enemy and upon contact with them or any surface, the blood detonates into a destructive force explosive.

Weaknesses:
Physically weak: Armis is very weak physically without the boosts of strength from his magic.

Fear: Armis fears that what he'll lose the love of Filica even after the grave doing the things he's doing. He hardly thinks about this when demons are corrupting his mind.

Old: Being very old means Armis isn't as agile as he once was, not without the help of his magic. He's so old he requires his staff to walk.

Magic reliant: Without his magic Armis is basically a very, very old man


FLUFF (Optional)

Hobbies: He likes reading Tomes of magical nature, Writing his own books for magical study and or his autobiography.

Quote\s:
"When you get to my age, you'll know everything there is to know."
"You Whippersnapper! I'll show you a thing or two!"
"My you young kids and your fancy swords, it almost makes me sad that you think you can beat a grand wizard such as myself."
"Experience beats any blade, any army, and any kingdom."

Theme:

Evil Battle Theme:

Birdsie Birdsie
 
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