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Fantasy Aether: The Age of Light [CS]

Avari

Four Thousand Club
Aether: The Age of Light Character Sheets
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Welcome

Thank you for your interest in joining the Aether RP, you can post your character by using the framework provided. Before creating your character, please take a moment to familiarize yourself with the three available species of Aether by clicking the link below.

Aether: The Age of Light [LORE GUIDE]


If you haven't already, the Interest Check page has already had a lot of questions answered and contains a RP summary should you need it.

Aether: The Age of Light [INTEREST CHECK]

Aether: The Age of Light {LOCATION GUIDE]

At the time of posting, Inquisitors and Lumen Elves are not available as classes or origins due to their unique nature. As the RP progresses, opportunities may arise to use them - but for now they're off limits. Thank you for your patience.

Please also note that due to the scarcity of Mages in Aether, acceptance for this class will be strict. It will not be first come first serve, but simply accepting the best applications. Please keep a back up idea in mind if your first idea should fail to be accepted.

Lore is still being actively developed until the RP begins and will continue to evolve afterwards, please feel free to share your ideas in the OOC.

Your character will be liked when accepted.


Character Sheet
BASIC INFORMATION
Name
:
(The full name of the Character)
Age: (Human Life span is 70-80 Years, Elves is 110-120, Dwarves is 180-200)
Gender: (Male/Female/Other)
Race: (Human/Elf/Dwarf. Please bare in mind Humans make up 80% of the population and should be the most common.)

PERSONAL
Sexuality
:
(Self explanatory)
High Concept: (A single sentence summary of who your character is)
Organizations\Affiliations: (Member of the Church of Light for example.)
Personality: (Describe your characters attitude and general demeanor along with likes and dislikes. Detail good!)
Backstory: (Try to make 3-4 paragraphs if you can, but it varies character to character. Feel free to check the Aether Location guide and Lore page for pointers.)
Hometown: (Keep in mind you begin in the Aether Capital City of Alcamoth regardless)

PHYSICAL
Appearance
:
(A picture is preferable, but a good description is also fine. Aim for realistic, but anime is okay. Just not *too* anime.)
Items & Personal Belongings: (Weapons/Swords/Keepsakes/Money/Clothing)
Talents: (What is your character good at? What do they enjoy? What would be their strengths if they were being considered to join a party?)
Spells & Magic: (Mage Only. Mages can only practice one particular school of magic. For example, only fire. Or ice. Wind. Healing. Entropy. Telekinetic abilities etc)
Patron God: (Mage Only really, but if your character favors a particular member of the Trinity, put it here.)
Weaknesses: (Be realistic - what are your characters blind spots? What do they struggle with? Fear?)

Theme
: (Musical theme)
 
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BASIC INFORMATION
Name
: Grand Cleric Lucina
Age: 38
Gender: Female
Race: Human


PERSONAL
Sexuality:
Hetrosexual

High Concept:

Promoted to the position of Grand Cleric at the oddly young age of 34, Justinia leads the Alcamoth chapter of the Church of Light and resides at the Grand Cathedral in the center of the city. She is a wise and considerate individual who has been given the gift of foresight by the Goddess Avandra.

Organizations\Affiliations:
Church of Light | Cleric

Personality:

A kind and thoughtful individual, Lucina has become a well loved and respected leader within the Church of Light. Always available and infinitely patient, Lucina takes pleasure in watching others better themselves and is always happy to offer guidance, should one ask it. Despite her best intentions, Lucina's ability of foresight makes many uncomfortable - it is nearly impossible to lie to her, and one would be foolish for attempting it. She tends to daydream frequently, and is somewhat enigmatic.

Backstory:

Born a blind and sickly child, Lucina's parents were forced to put her up for adoption because they were unable to effectively care for her. Lucina was given to the Alcamoth Chapel, where it was hoped another would adopt her. Despite her calm temperament, it became apparent over the years that no-one was willing to care for a blind child, outside of the Church itself.

As she grew older, the Grand Cleric treated Lucina as her own and she was popular among both the Chapel's attendants and those that came to pray. Lucina developed a love for books and music, and had the Grand Cleric read to her whenever she had any free time. When the Grand Cleric was not available, Lucina would badger Paladins and Clerics to read to her instead.

As one of the few ways Lucina could come to understand the world was through books, she would spend almost everyday at the Great Library or listening to the stories of bards in Taverns and even a few brothels. But it was on her 23rd birthday that her ability of foresight revealed itself. Believed to be a blessing from Avandra herself, Lucina was able to see the world in a unique way - which she describes as Ink forming shape.

The ability of Foresight had been unheard of since the days of Meyneth herself, and the ability saw Lucina's through numerous promotions. She became Grand Cleric after the passing of the previous, who she had come to regard as her own mother. Since then, Lucina's power has been used to guide the people of Alcamoth.

Today, Lucina is a considerate voice of the Church Leadership and popular with her colleagues - though some more senior Paladins believe she's too soft to make difficult choices that her office will inevitably present her. She privately wonders why she was given her power, and what her purpose is.

Hometown:
Alcamoth

PHYSICAL
Appearance:

25c29096442557511cee6ba4038a75f9.jpg

Items & Personal Belongings:

  • Crown of Bone - An iconic symbol of office, and easily recognized - Lucina wears a crown of bone created from the ancient black Dragon Kolaghan. The Crown of Bone actually covers Lucina's eyes, and was created especially for her when she became Grand Cleric.
  • Lightgiver - A gift Lucina received from a Mage she had tutored before he left for lands unknown - It's unknown if the jeweled ring has any particularly interesting features outside of its ability to glow a gentle orange in the dark.
Talents:
  • Foresight - A unique ability that only Lucina possess, and given to her by the God Avandra - Foresight allows Lucina to see that what usually can't be seen. She has visions of events long since pass, as well as those that are yet to take place. She has no control over these visions however, and they tend to leave her disorientated.
  • Cleric - The role of Cleric is a versatile and far-reaching role within the Church and Lucina has picked up a wide range of skills during her time as an Acolyte. She has expert knowledge in medicine, history and knows a small amount of Elvish and Dwarvish.
  • Administrator - Lucina is a effective and resourceful leader who has controlled the largest Chapel in Aether for almost five years. She also handles bounties and personal requests frequently, and her position as Grand Cleric has given her influence over an entire Empire.
  • Scholar - With perhaps the greatest collection of books accessible to her at any time, Lucina is remarkably knowledgeable. This, combined with her God-given ability of Foresight has made Lucina an incredibly useful source of information, should she deem someone worth sharing it with.
Patron God: Avandra.

Weaknesses:

  • Physically frail - Lucina has had no combat training, nor has she ever expressed a desire to learn. Though her Foresight ability has made her cognizant of potential threats, she would be no match for anyone who would truly wish to kill her.
  • Blind - Though one wouldn't actually guess it by the confidence with which Lucina moves, she is in fact still blind as the day she was born. Her Foresight ability allows her to perceive the world in a different way to others, and she struggles to understand certain concepts - such as color.
Lucina's Theme



"Darkness reminds us of where the light can be."
 
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Name: Crow, or Captain Crow
Age: 20
Gender: Male
Race:
Human

PERSONAL
Sexuality
: Straight

High Concept:
Crow was originally a lone wandering sword for hire, but he has recently raised up his own small group of mercenaries and is now offering his services to those who require it. Though, they do have a small history of raiding a few farms and caravans here and there.

Organizations\Affiliations:
Leader of the Roaming Jackals.

Personality:
Crow is usually a cool headed individual and has been called a kind hearted man by many he has worked with in the past, but on the battlefield he is pictured as a bloodthirsty, cruel and cunning solider who leads his men into the thickest of battles. He shows no fear towards his foes, nor towards death. He enjoys the company of his men and will often spend his free time with them to ensure their wellbeing. Crow dislikes the company of nobles and only wishes to deal with them when it comes to business.

Backstory:
Crow was raised in the town of Westcliffe. His father was a simple guard and his mother had gone missing after a raiding party attacked from the White Sea. No one had seen her fate with their own eyes, but most expected the retreating raiders had taken her away along with a few stolen goods they had managed to swipe before retreating back to sea. The loss of his mother had broken his fathers heart and after a week had past he had disappeared with a small group of his most trusted men and a ship with plenty of supplies. Crow has never heard from either of his parents ever again.

With no guardians at the young age of seven Crow was taken in by Westcliffes orphanage. His caretakers and fellow children were not bad at all, but with no relatives left in his life Crow felt as if something was missing and decided to abandon his hometown to undergo a journey. He stole enough supplies to last him a trip towards Alcamoth, but he was caught by a group of bandits north of the capital and had been taken prisoner. Month after month he suffered from poor conditions, beatings and starvation as his captors used him as their own personal slave. One night, as he was barely holding onto his life the bandits were attacked by an unknown party and was rescued by the attackers.

He awoke inside a large tent to discover his wounds treated, covered in clean warm cloths and a steaming plate of fresh food to his side. After he had devoured his food through teary eyes his rescuers had entered and introduced themselves as the Dragoons, a well known mercenary party. Their leader, Fredrick, welcomed Crow with open arms and took him in within his party. Crow was at first hesitant of the party and had planned on leaving through the night, but as his time of escaped grew closer he began to see not a group of war hungry mercenary, but a family. He decided to stick around and slowly felt that his place belonged within the Dragoons. As the years went by he learned from every trait that belonged on the battlefield. Swordsman ship, archery, horsemen ship and the importance of tactical advantages.

As he reached the age of eighteen his group had become very well known and he himself rose up into the ranks as a beloved captain of the Dragoons. Sadly though their fame had caught the attention of a certain noble family. After a well earned victory the Dragoons were met with a messenger from an unknown noble who required their assistance. Fredrick, along with his captains did not enjoy the fact that they were hired by an unknown employer, but the reward for their success was to great to pass. They were instructed to travel to the Enderach Plains, locate a lost temple from before the War of Cinders and retrieve an artifact that greatly interested many rich folks. They were able to locate the temple, but found that a group of rogue elves had taken shelter within the temple. Diplomacy was used, but in the end only blood was shed between the two parties. The elves were a great opponent, but their numbers lacked compared to the Dragoons and were overtaken. Though they were victorious only half of their forces were left and Crow was instructed to accompany Fredrick into the temple to complete their job. They found a bit more resistance from the remaining elves and made quick work of them, but as the final defender was killed he roared with rage, "They lie you fools!!". No one paid any mind to his final words and were able to locate a golden chest with strange symbols carved into its surface. They carried the chest to the surface only to find the Dragoons who stayed on the surface slaughtered. Crow and Fredrick had no time to come to terms with what had happened as an unknown force came down upon them with no mercy. During the battle Crow was knocked unconscious and awoke to a living hell. The corpses of his comrades surrounded him, their blood staining his skin and armor. As he trudged through the sea of corpses he found Fredrick barely clinging to life with a spear plunged into his gut. With his final breath Fredrick gifted his sword to Crow and wished him luck through his journey. Through the tears that blurred his eyes he looked up towards the spear buried within his former leader and saw a yellow flag with the symbol belonging to a noble family. The DarkBlood family.

Two years have past now and Crow had wandered the land, offering his sword for low paying jobs, but after saving up enough funds he hired fifteen soldiers of all races and set out towards his home town, Westcliffe. Though after a small skirmish with poorly trained road bandits they were forced to change course towards Alcamoth to resupply.
Hometown: Westcliffe.

PHYSICAL
Appearance
:
latest

Under crows armor lies a well built figure trained for combat. His skinned is pale due to him rarely taking of his armor, he has dull blue eyes, brown hair and a small stubble on his chin. There are several old scars from his past hidden under his armor.

Items & Personal Belongings:
Fredrick's sword, a necklace that holds an arrow tip and a small cloth that has the symbol of his old group.

Talents:
Crow is an excellent swordsman, he's nearly a master at riding a horse, knows much about strategy and sieging and is able to encourage those he leads into the battle through any terror that stands before them.

Spells & Magic:
None.

Patron God:
Bahamut

Weaknesses:
Though he does well to hide it, on the battlefield he can sometimes become enraged and lose focus, causing him to make foolish choices that could hurt him and his men.

Theme
:


Advantages- Endurance +5 Intimidate +5 Diplomacy +5
 
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BASIC INFORMATION
Name
:
Aurora
Age: 26
Gender:
Female
Race: Elf

PERSONAL
Sexuality
:
Heterosexual

High Concept: Aurora is a devout follower of the Church to the point where she would do anything to ensure its laws are followed. Even as an elf Aurora doesn't understand her people's way of thinking and ultimately doesn't like to be associated with the old elven ways. It is well known Aurora greatly looks up to the Grand Cleric and wants to, someday, follow in her footsteps.

Organizations\Affiliations: Church of Light

Personality: Aurora seems to be an approachable girl at first. And she definitely can be so long as you are devoted to the church. Aurora is extremely level headed can be good at keeping people focused on the primary task at hand as well as keeping distractions to a minimum. People that know of her describe her as a strict instructor. But people that have known her for a while say she truly means well and is a kind soul that just wants the best for everyone. Aurora was under very strict rules when learning magic and just feels that it is the best way to teach others. But even with this known about her there is still a great many people that dislike the mage. She has seen to many people being punished for blasphemy and has never shown any sympathy for doing so. She feels she is doing the right thing. Aurora feels she looks towards the far off future and is doing what she does for the greater good.

Backstory: Since Aurora was a very young girl she always seemed quiet compared to other children. She was always the one to sit at the edge of the class of students and just observe them. But at the same time the girl seemed to show symptoms of brilliance when it came to the way people thought and acted. It came as a surprise to her family that she also seemed to possessed a small hint of magic potential. Before Aurora even reached her pre-teenage years she wanted to enter the Church to develop and learn this art to better serve it and her city of Alcamoth. While her mother was happy Aurora's father was completely against it. Unfortunately, the father's word was final with her family but Aurora knew a way to get what she wanted and felt justified in doing so to prove her loyalty to the church.

Her father was always open about how much he was against the church's teachings and how he preferred the Elven gods and believed the old elves were the superior race above all others. He had learned this from his parents and time and time again he would try to enforce this mindset on his daughter but she refused to be swayed.

One day her parents expressed great interest to go to Merluminal. They said they believed they wanted to find themselves and become closer with the other elves. But Aurora made it very clear she had no intentions of leaving with them. She had a fight with her parents one night and woke up the following day to find them both gone. They had taken their belongings and left without her.

It didn't take long for Aurora to know what to do next. She knew where her parents went and still had no intention of following. Instead she packed her own belongings and traveled to the Church. Her story, coupled, with her natural dormant talent led her to be taken in by the Church and it was from their she grew up with the people their and expressed great interest in their teachings.

Hometown: Alcamoth

PHYSICAL
Appearance
:
2qwdfn8.jpg

Items & Personal Belongings:

  • Earrings: Aurora was giving a pair of pearl drop earrings that have a faint glow by her mother before she disappeared.
  • Staff: A staff given to Aurora by her mother that's been passed down in hopes someone in her family would be able to wield it.
Although it looks fragile and made of glass it is quite durable. And when in possession of a mage and infused with magic it becomes unbreakable.
atpseo.jpg

Talents: She also can use her healing abilities effectively under the stress of combat.

Spells & Magic: Healing

Patron God: Avandra

Weaknesses: Aurora can be blunt as well as unforgiving. She will also put her beliefs in the Church above all else no matter how long or how well a friendship is. Her being raised in the Church also makes her quite gullible to jokes and metaphors. It makes her an easy target for all manner of lite pranks.

Advantages: Arcana +10, Heal +10, Religion +5

Theme
:
 
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BASIC INFORMATION
Name
:
Lynn Drewrith
Age: 23
Gender: Female
Race: Elf


PERSONAL
Sexuality
:
Heterosexual

High Concept
:
A shady elf trader intent on finding the ruins of the Deludge Wetlands and becoming rich.

Organizations\Affiliations: She used to be with the Enderarch Explorers

Personality
:
Lynn holds a grudge against elves and is generally seen as quite rude and indifferent to everybody she meets for the first time. However, around the rich, Lynn immediately becomes charming so they'll buy artefacts from her. She's bitter due to the rejection she feels. However, all Lynn wants are friends, so if she warms up to somebody, she's nice and caring. Lynn hates traitors (even if some people may regard her as one). Her favourite thing is discovering the undiscovered which is why exploring ruins brings her so much joy. However, while in Alcamoth, she's had to resort back to thievery (although, now, she only steals essential things). Many people are unnerved at how she is able to sneak up so quietly.

Backstory
:
As a child, Lynn never really felt as if she fit in with anybody at Arcanlux. No other elven children were friends with her. Instead, Lynn befriended the older elves who would always talk to her (because they saw her as an amusing child). However, all of them eventually left her when they would set off into the Merluminal Forest. Since she was young, Lynn didn't fully understand their reasons for leaving and so grew to hate this forest for taking her only friends away. And so, as a child, Lynn decided that she wanted to leave Arcanlux and live far away from the forest in a luxurious house that her future friends would never want to leave.

Having matured, at the age of eighteen, the bitter elf left Arcanlux. Her plan was to become rich and buy a lavish house that—in her eyes—would be better than living in the Merluminal Forest. The problem was that she had no significant talents to make money from. She had originally set off to Alcamoth (where she wanted to get a job)—taking a path through the Enderarch Plains—when, on her journey, she came across adventurers. When they set up their camp at night, Lynn robbed them blind. However, she was very disappointed when she realised that all these people had were old ruins and not money which was what she wanted. Carrying these ruins, the elf made a detour to the prosperous Vakaris to sell what she had stolen. The elf was shocked upon receiving a large sum of money (much more than she would've received if she had settled down and worked in Alcamoth) and realised that this trade of ruins and ancient artefacts would bring in the money that she wanted.

The elf made many more trips to the Enderarch ruins and stole from the adventurers who had worked hard to find these ruins. She had gotten better and better at stealing and, by the age of twenty, could sneak up quieter than a mouse and steal the clothes off a man's back. Though she was rich, Lynn saved up her money and didn't spend it on anything like clothes or fine food which has given her quite a ragged appearance. One night, in the Enderarch Plains, Lynn was almost caught by some experienced explorers. Using her shabby appearance to aid her, the elf lied and said she was a poor woman who only wanted some food. The kind party (comprised of two humans, an elf and a dwarf) welcomed her in, letting her stay with them and eat their fine food. This was when Lynn had finally made some friends. They let her come with them on their expeditions and from them, the elf learned everything about discovering ruins and adventuring. Together, the group had been very successful and earned a lot of money from trading away what they'd found in Vakaris.

Two years had passed and at the age of twenty-two, the other elf in the Enderarch Explorers decided to retire. His life so far had been exciting and dangerous but, now, he wanted to live in peace. When he announced to the rest of the group that he would try to enter the Merluminal Forest, they were sad but understanding. This man was a mentor to Lynn and so she decided to leave with him. Together, they travelled all the way back to Arcanlux and stood at the edge of the forest. The old elf went first and successfully went in. Lynn was excited to join him and explore this unknown, mysterious place but the trees seemed to form an impenetrable barrier whenever she tried to go in. The elf couldn't even step a single foot into the forest. She waited on the edge of the forest for days, trying to see if there was any way that she could go in. Her old comrade never even came back out (although, it's unfair of her to blame him since she doesn't know if there's something stopping him from exiting). Abandoned and outraged, she left, losing all will to re-enter the forest and planned to disrespect the elves in the best way she knew how—pawning off elven ruins as if they meant nothing. And so, the once-again bitter elf went off to the Deludge Wetlands in hopes of finding the ruins. She couldn't even last three days there until she had to leave. The Enderarch Plains were nothing compared to how hard it was inside the Wetlands. With a hurt pride, Lynn Drewrith returned to Vakaris, trying to find her old group of adventurers again. She looked everywhere, including inside the Enderarch Plains, but they were nowhere to be found. After asking around, Lynn heard rumours that they had left due to having half their riches stolen in the corrupt town. After more digging, she discovered that they had gone to Alcamoth. The elf left in pursuit of them. She wants to find her party and take them on the greatest expedition ever—to the Deludge Wetlands—and make more money than they ever had together.

Hometown: Arcanlux


PHYSICAL
Appearance
:

ShadowDancer.png
Items & Personal Belongings: A dagger she keeps for protection (and if a robbery goes wrong) and a tattered cloak that she's worn since the day she left Arcanlux. All her money is kept in a bank in the town of Vakaris (which she regards as her true home).

Talents:

  1. Thievery- Lynn is an excellent thief. She's learned this skill from before the days when she became a proper explorer and instead stole to make money.
  2. Stealth- Wandering around explorers' camps at night has required her to be very quiet-footed so she doesn't wake anyone up when stealing. She can sneak up on most people without them hearing her.
  3. Haggling- Whether it's to raise the price of her own items or get somebody to give her a discount on something she wants to buy, Lynn is amazing at talking prices.
Spells & Magic: Her "spark" is fire. Due to not undergoing training with the Church of Light, using magic leaves her extremely exhausted. Lynn only uses this ability when (if there are no other options) she wants to create a campfire; she gathers kindling together and sets them alight with a tiny spark of fire.

Weaknesses
:

  1. Disorganised fighting technique- All Lynn knows how to do is stab which, while sufficient against a normal, unarmed person, would never win her a battle against a trained individual.
  2. Fear of rejection- Lynn has experienced rejection throughout her life. As a child, she was ostracised from her peers. As an adult, the Merluminal Forest completely denied her entry into itself. The elf wants to feel a sense of belonging.
  3. Untrained in magic- Creating tiny sparks of fire leaves Lynn exhausted.
Advantages: Dungeoneeing+5 Thievery +5 Stealth +5


Theme
:

 
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BASIC INFORMATION
Name
: Lissa Veseere
Age
:
Appears to be in her early twenties
Gender: Female
Race: Human

PERSONAL
Sexuality
:

Doesn't seem fussy

High Concept
:

A mysterious and enigmatic bard, who always seems to pop up in the oddest of places.

Organizations\Affiliations
:
While Lissa has no official ties, she's done work for several dozen different groups and factions in her time.

Personality
:

Whatever the situation, Lissa never seems to show any signs of being upset or fearful. She's fun loving and playful, even in the most serious of situations and is something of a down right flirt at times. The Bard always seems to know more than she should, and tends to appear in the oddest of places - even those that really shouldn't be possible. Under the playful exterior lies an enigmatic and aloof individual, who's agenda remains unknown.

Backstory
:

No one seems to be sure where Lissa came from, or indeed - how long she's been around. Stories of a aloof bard travelling Aether have been spreading for years now, and many of her patrons simply believe she must have been blessed by Zanza to have such musical talent, an idea Lissa always seems to find amusing - though she never confirms or denies it. Her accent is similar to those who live in the East however, so it's assumed she might hail from Vakaris or Vinistead.

Hometown: Unknown. (Assumed to be somewhere from the East)

PHYSICAL

Appearance:
bshnsnn.jpg
Items & Personal Belongings:

  • Lissa's Violin - A precious item that Lissa is never seen without, it's said that the music she plays has odd effects on those that hear it. The Violin itself is unique in its design, and has several etchings scratched into its surface which do not seem to have any obvious meaning. Patrons of the Taverns she visits speak of feeling incredibly calm and mesmerized by her. Lissa music also seems to have other odd properties, but it varies song to song.
  • Persuasion - Lissa's blade is Dwarven crafted and of a quality rarely seen in modern Aether outside of Gularum. While it has no unique features, it is incredibly sharp and impossibly light. She named the blade herself, thinking it was rather amusing.
  • A perfectly normal dagger - A perfectly normal dagger that Lissa named "A perfectly normal dagger" She tends to use it more for food and everyday tasks rather than combat.
Talents:
  • The Mysterious Bard - Lissa's music seems to have properties that no one else has been able to recreate - even the most talented Mage. Each song that Lissa sings seems to have unique properties, from calming the enraged to emboldening the shy. The words she sings do not seem to be in any recognizable language, and seem to be of her own composition.
  • Well Traveled - Lissa says she's traveled all over Aether , even to places that really shouldn't be possible. Of course, she's probably lying - but it's worth hearing what she has to say regardless and she can prove a useful guide if the need arises.
  • Roguish Tendencies - Lissa has an odd habit of sneaking up on people, and has knowledge that would rival any dedicated Rogue. She can pick locks, knows poisons and is very capable (if slightly dirty) fighter.
  • Duelist - All bards travel frequently and are expected to learn how to defend themselves - Lissa is no different. She's competent with a blade, especially her own sword Persuasion. She favors speed and technique over raw strength.
Weaknesses
  • Gold - Lissa has made a fortune using her talent as a Bard, but it never seems enough. Lissa isn't above doing a dirty job for a bag full of gold. Oddly, no one seems to know what Lissa actually spends her money on - outside of the copious amounts of alcohol she drinks while working in Taverns.
Patron God: Lissa does not seem to have much interest in the Gods, but many believe she's been blessed by Zanza - patron spirit of creativity and music.

Lissa's Theme

 
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BASIC INFORMATION
Name
:
Belegor Ironhammer
Age: 76
Gender:
Male
Race: Dwarf


PERSONAL
Sexuality
:
Heterosexual

High Concept
:
Son of a veteran explorer and warrior, Belegor has spent his entire life on the road or in the wilderness searching for valuable relics and artifacts to bring back to Gularum. With the death of his father, and the destruction of his troop, Belegar has become determined to avenge his father and company, and carry on his legacy. Through exploration, artifacts and technology, Belegar hopes to bring back a fraction of prosperity to his dwindling race.

Organizations\Affiliations: Gularum, The Engineers Guild, Gularum's Seekers (Formerly)

Personality
:
Jovial, boisterous and forceful are all words people use to describe Belegor. Many in his old company enjoyed his presence, as he was able to lighten the men's spirits, but at the same time keep them disciplined and focused. As one of his oldest friends said, "He's the man you want beside you in the tavern, and the man you want leading you in battle." Perhaps what's most noticeable about the Dwarf is his determination. When his mind is set to a task, there is nothing he will let stand in his way. While admirable, this can lead to the usually friendly Dwarf to be ruthless and calculating.

Besides exploration, Belegor also holds a deep love of technology, believing it to be one of the keys to reclaiming Dwarven glory. Hence he has dedicated much of his free time to working on weaponry, and has successfully created two unique weapons.

Above all, Belegor is a man who deeply cherishes kinship and loyalty, and would gladly give his own life for any who he considers family.

Backstory:

Being raised in Gularum, Belegor had a relatively unpleasant, if not safe childhood. His mother passed giving birth to him, but he still had a caring father. It wasn't his mothers death that made his childhood difficult to deal with however, it was the state of his people. Even at a young age, Belegor couldn't help but notice the grim spirit of his people. A spirit of hopelessness and anger. At the age of five he had already been made aware that his race was dying out, any chances of reclaiming their prominence long since gone. Belegor was not keen on accepting this fate.

As he grew, the young Dwarf began to pester his father who had retired from being an explorer and mercenary after his son was born. He demanded that they return to exploration, not for riches, but to find artifacts to help their entire race. After nearly two years of constant prodding his old man caved, and began preparations to reassemble his old troop, and began teaching his son in earnest the ways of the warrior.

It was around this time that Belegor met and old friend and employee of his father, Alaric the Tinkerer, one of the more prominent engineers in Dwarven society. The elderly Dwarf took a liking to the determined child, inspired by the fire that burned within him, something so few of their people seemed to have anymore. Over time, Alaric passed on much of his wisdom to his protegee, and developed him into a skilled, if reckless engineer.

Finally on his 20th birthday their preparations were complete, and Gularum's Seekers began exploring the far reaches of Aether for ruins and precious resources. Belegor quickly fell in love with the work, wandering through the dangerous and hostile Enderarch Plains, plundering ruins long thought lost or forgotten, fighting off raiders and bandits. It was bloody, brutal work, and it was all Belegor could have ever asked for. During their explorations, Belegor's father Durin began to piece together pieces of information of an invaluable relic that could be of great benefit to the Dwarven race. He never told anyone exatly what it was, not even his own son, wanting to ensure it be kept secret and away from any other mercenary or exploration groups grasp.

After decades of searching, Durin was able to piece together the location of their prize. The Deluge Wetlands, a veritable Hell on Aether. Many in the Seeker's hesitated at this. They were hardened veterans to be sure, but the Wetlands was practically guaranteed to end the life of any foolish enough to enter. It was Belegor who reignited the spirits of his kin, reminding them that this relic could be invaluable to Gularum. No price was to great to pay for such an asset. With grim determination,the Gularum Seekers entered the Deluge Wetlands. It didn't take long for them to encounter the massive, horrific bugs of the area, claiming six lives on the first day. This set the tone for the entirety of the journey, as many were lost to horrific monsters or disease. Others simply went mad, running off in the middle of the night, their screams only barely heard in the distance. Just as the party was about to reach its breaking point, they found it, the Elven ruins of Beneth Tha'lan, a decently sized fortress that supposedly stretched deep into the ground. As they prepared to delve into the ruins a horn suddenly blared in the otherwise deathly quite winds, and the remnants of the Seeker's found themselves beset by heavily armed, if battered, mercenaries accompanied by a rival explorer company, Devon's Reclaimers who had been stalking the Dwarven group for sometime in order to reclaim this relic after finding similar leads. The fighting was brutal, with countless dying on both sides, but the Seekers had largely cleared the way for the Reclaimers, and it seemed that they would all meet their end in this hellish land. They weren't exactly wrong, but it wasn't the Reclaimers who ended them. A demonic roar was heard echoing through the ruins, and from it emerged a horrific creature, dwarfing over all. In moments it descended upon them, slaughtering Seeker and Reclaimer alike. Belegor and During fought side by side against the creature, trying desperately to stave it off. Until a crossbow bolt buried itself in Durin's back, the aged Dwarf collapsing to the ground. Belegor dragged his father away from the slaughter, though not burning a mental image of his fathers murderer, Lord Devon. In his last moments, Durin gifted his son his war hammer, and the maps that could guide him back to Beneth Tha'lan. In his last breath, he begged his son to flee, while the remaining Seekers held back the beast. With a heavy heart, Belegor fled, running through the Wetlands until he was delirious. Eventually he stumbled out of the Deluge.

Despite losing everything, Belegor was determined not to let this break him, and began the long journey Alcamoth. Here he could find work, companions, and the means to avenge his kin and fathers death.

Hometown: Gularum


PHYSICAL
Appearance
:

d95093ef6278160545f265afeb7eec1a.jpg


Items & Personal Belongings:
  • Grudge Bearer- The ancestral weapon of the Ironhammer family, passed down throughout the generations. Few things can stand before the force of this beast.
  • Thunderer - While rifles aren't an uncommon sight in the hands of Dwarves nowadays, this weapon has been designed to pack a deadly punch even at longer ranges.
    latest
  • Runic Amulet - An amulet of the Ironhammer clan, it holds a soft ember glow to it.
  • RP-JPFER-2T.jpg
  • Dwarf Fire - What self respecting Dwarf doesn't have some of this?

Talents:

  • Engineer - Having spent decades under the tutelage of Alaric, Belegor has become an experienced engineer. This gives him the capability to create some very useful gadgets, if given the time and resources.
  • Veteran Warrior - Leading a life of exploration is anything but safe, and Belegor has become a skilled fighter through training and experience. With hammer and rifle, he is not an opponent to take lightly.
  • Leader - After decades as second in command of the Seekers, Belegor has become a skilled leader, with the ability to inspire his men to great feats by leading through example. His ability to lead a force with his father into the Wetlands speak volumes on this.
  • Experienced Explorer - Spending the majority of your life on expeditions is no small feat. Decades of exploring has turned Belegor into a seasoned adventurer, having the skills to survive in hostile locations and traverse them.
  • Will of Iron - Despite the countless obstacles arrayed against him, Belegor hasn't been broken. His determination to save his people is unshakable.

Spells & Magic:
"Keep your magical sparks, I got my Boomstick."

Patron God: Grugnir, Ancient of War

Weaknesses
:

  • Mentally Scarred - Those who stay in the Wetlands for any period of time are rarely left unscarred. While Belegor escaped with his life, his mind still suffers. Inaudible whispers plague him incessantly, and apparitions of those he has lost often appear before him. Every day is a battle to keep his sanity intact.
  • Berserker - While generally disciplined, there are times when Belegor becomes so consumed by anger that he loses all self control, turning into a mindless killing machine, with no regard for his own safety, or those around him.
  • Difficulty making connections - Having lost so many that were dear to him, Belegor has difficulty allowing anyone close to him. He isn't sure he can handle further loss.
  • Stubborn - Once Belegor becomes set on something, it can be rather difficult to dissuade him from his path.
  • Vengeful - In most cases Belegor is a friendly and even kind man. Those who cross him are not forgotten however, and he will be keen to see any debt repaid in blood.

Theme
:


Advantages:
Diplomacy +5
Perception +5
Dungeoning +10
 
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BASIC INFORMATION:

Name: Arryn Blacksmith

Age: 25

Gender: Male

Race: Human

PERSONAL:

Sexuality: Heterosexual

High Concept: A blacksmith's apprentice who was born into poverty and saved from it at a young age by a Dwarven blacksmith named Hogan. He is a quiet and very large man whose blunt personality and gigantic size can intimidate some. He is known as a hard worker, an honest man, and a loyal friend by those who know him well, though he can be a bit absentminded.

Organizations/Affiliations: Hogan's Forge

Personality: Arryn is a stoical, reserved young man who works as an apprentice to the Dwarven blacksmith Hogan at his forge. He is blunt in demeanor and affect. He does not give a great deal away about what he is thinking or feeling through his facial features, making him hard to read for people who don't know him that well. All this, in addition to his large size, may make him seem intimidating on first impression, but he's actually a very honest, loyal, and caring person once you get to know him.

He's great at focusing on whatever task is in front of him. When working metal in the forge, for example, he can drown out just about anything that is happening around him, clear his mind of anything but the job at hand, and lose himself completely in the process. Doing so is almost a sort of relaxing sensation for him. He is known to those who frequent Hogan's Forge as a hard worker with commendable skill at his craft, if something of an incorrigible daydreamer.

He's a deceptively deep thinker. Because he does not speak often, and perhaps again because of his large size, others sometimes make the mistake of thinking him slow-witted; however, he thinks very carefully about pretty much everything. He enjoys musing on philosophical quandaries others might find irrelevant or obtuse. When making decisions or solving problems, he tends to take his time to make sure he finds the right answer rather than rushing forward with an idea that might be half-baked. This, unfortunately, has the paradoxical side-effect of leaving him a bit indecisive at times, unable to decide quickly between different, equally-appealing options.

He isn't especially interested in religion or the Church of Light. Part of his disinterest is purely pragmatic. Prayer doesn't put food on the table, he figures, his hammer and the metal he uses it on do. “Leave the gods to the clerics and I'll just stick to what I know,” he often thinks.

Another part of his lukewarm regard for the Church, however, is distrust. To Arryn, the Church of Light is as much a political institution made up of fallible people who have ambitions and make mistakes as it is a religious organization. He has serious doubts that everything they say and do is for the betterment of the people as opposed to just the betterment of the Church.

He is usually pretty closed-mouthed about his doubts, knowing this could be a problem in a society where people with unduly outspoken criticisms of the Church have been accused of blasphemy and burdened with harsh punishments in consequence.

Backstory: Arryn was born in the poorest slums of Alcamoth. He never knew his parents. He was in and out of various orphanages in the seedier parts of the city throughout his childhood. He was always a large child compared to the others; despite his docile personality, most children were intimidated by his size. By the age of eight, the orphanages stopped letting him stay with them in order to retain food and space for smaller children and he was all but homeless. He was forced to resort to stealing from others, digging through trash, and doing any number of unsavory things to survive.

One day, he attempted to steal money from a place in a richer, more industrial part of town called “Hogan's Forge,” thinking to buy himself a nice dinner for once. It was run by an old Dwarven blacksmith named Hogan, who was renowned throughout the city as one of the best smiths in Alcamoth, if not all of Aether. The dwarf walked into the shop at an inopportune moment and caught Arryn in the act. Upon seeing him, however, Hogan surprised the boy. Instead of calling for the paladins immediately, Hogan just stared at him. Then he asked Arryn how old he was. When he told the dwarf he was only nine, Hogan's face lit up.

Hogan was 140 years old and had been the best smith in Alcamoth for almost a century now; however, he was starting to ache in areas he never had before whenever he swung his hammer too hard for too long and his joints screamed in protest when he had to stand up for long periods. He hated it, but Hogan had to face facts: he was getting too old to keep running this forge by himself for much longer. He was desperate that his legacy as a blacksmith didn't die when he did, though. He needed someone to pass on his techniques to. Someone who could keep the forge burning hot when his own last embers began to fade. He needed an apprentice. He was pondering this very problem when he walked in on Arryn trying to steal his gold. The boy was only nine, but he was well over five feet tall already and he had limbs as thick as tree trunks. He had the perfect build for a blacksmith. It was as if Zanza himself had sent the kid to Hogan in answer to his silent prayer for a successor.

“What's your name, kid?” asked Hogan.

“Arryn.” replied the boy with suspicion.

“That's it? No last name?”

“I don't know. I didn't know my parents. I'm just Arryn.”

“Well, that won't do. A real man needs a last name. That's just how things are. From now on, you're Arryn Blacksmith, you got that, kid?”

Hogan Blacksmith was not a very creative dwarf.

“You stay here and learn to be a blacksmith. No more stealing, no more starving, and no more sleeping out in the cold. Or I can just call the paladins and have you hauled off for trying to steal from me. Which sounds better to you, kiddo?”

Arryn was suspicious of the aging dwarf and not exactly fond of the name, but the prospect of a real home with a warm bed at night and three square meals a day was too good to pass up, especially when the alternative was dealing with the law. He quickly agreed to Hogan's proposal.

His life from then on had him working from dawn to dusk with Hogan, learning how to swing a hammer, shape iron and steel into useful objects, and generally learning the ins and outs of running a forge. It was hard at first, but as his arms and chest grew thicker and his technique improved, he took to the work as a fish takes to water. When they were not working, Hogan treated him with as much love, care, and respect as any parent would their own child. He really seemed quite fond of the quiet, hard-working little boy. Arryn gradually came to admire Hogan as the strict but supportive father he never had. Even his new last name grew on him before long.

Now, about 16 years later, Arryn has grown proficient enough at running the forge that Hogan feels comfortable leaving the majority of its day-to-day functions in his hands. He still works orders from time to time, but most of the heavy lifting is left to his apprentice so he can enjoy retirement. Arryn is well-known to the customers who frequent Hogan's Forge.

Arryn is very cognizant of how lucky he was that Hogan was there to lift him from the poverty into which he was born. From time to time, he returns to the slums and orphanages of his youth with a bag of bread to feed the children whose place he had been in only a few short years ago.


Hometown:
Alcamoth


PHYSICAL:


Appearance:

1804539-perrin.png


About 6'4” tall.

Items and Personal Belongings:

Hammer: A large, steel hammer personally made by Hogan himself and presented to Arryn on his 18th birthday, when the dwarf officially recognized him as a fully trained blacksmith. This has great sentimental value to Arryn in addition to serving as his primary tool at work. He usually doesn't carry it around with him outside the forge, but if he does, it can be hung at his hip through a loop in his belt.

Belt knife: A generic knife sheathed at Arryn's belt for general, everyday use.

Talents:

Great physical strength: He was already a naturally big, strong kid before he met Hogan. Working as a blacksmith requires immense upper body strength, so learning the art only made him even stronger. He has about as much raw physical power as a person can have.

High manual dexterity: He is good at performing tasks that require a great deal of hand-eye coordination. His hands are heavily callused from his craft.

Fairly sturdy: He really doesn't get into fights, but he can tolerate pain better than most and it takes a lot to bring him down.

Deep thinker: Considers everything very carefully before acting. Good at coming up with creative solutions to hard problems. Likes to have deep conversations from time to time. Usually pretty open minded about different viewpoints.

Good businessman: Running the forge has taught him the skills needed to administrate and run a business by himself. Learned most of these skills from Hogan himself.

Highly focused: It is difficult to distract him once he gets absorbed in a task until it is complete.

Spells and Magic: None that he knows of.

Patron God: None, really. He's not an atheist, but he also doesn't think very much about the gods and their desires most of the time. Zanza is probably the closest thing to a patron god for him since he's a craftsman, but he doesn't regularly pray to him nor does he personally favor Zanza above the other gods.

Weaknesses:

Not a fighter: Despite his appearance, he doesn't actually like fighting. He got into his fair share of street brawls as a poor kid, so he can do it if push comes to shove, but he really doesn't like violence and he doesn't exactly have a “killer instinct.” He doesn't know any martial arts or how to use any weapons very effectively beyond swinging them really hard at things.

Not particularly speedy: He does things at his own pace and refuses to be rushed. He's very strong, but also bulky and a little bit slow to move.

Indecisive: He takes forever to make up his mind about anything more complicated than what he wants to eat for lunch, and even that's sometimes a chore. He's often more of a follower than a leader for this reason.

Unobservant: Often has his head in the clouds so that he isn't paying much attention to what's going on right in front of him.

Poor conversationalist: Isn't very good at small talk. He's normally very blunt and tends to give others the impression that he doesn't care if he hurts their feelings, though that isn't the case. Gets tongue tied frequently in casual conversation, unable to find the right words to convey what he's thinking or feeling.

Highly focused: A robbery could be occurring in his vicinity while he's focused on a task and he might not notice if the robber didn't make more than a little bit of noise.

Advantages:
Streetwise +5 Perception +10
 
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BASIC INFORMATION
5dccb9968953648343d18dcf77a1b63b--anime-male-anime-guys.jpg

Andwyn Rhaegon


Race: Human

Age:
19

Gender: Male

Sexuality
: Heterosexual

PERSONAL


High Concept:
He is an person who is not particularly good at anything. However, what he lacks in skill and power, he tries to make up with attitude and trying his best. At this point, his only wish is to replace his previous reputation of being a bumbling, good for nothing, idiot with anything more respectable.


Organizations\Affiliations:
Church of Light - Cleric - Academic

Personality:
Andwyn is ultimately not a good addition to a team requiring skill or expertise as he is not the best at anything. Usually, a person in his general vicinity can be found to do and accomplish anything he can do in a much more efficient manner. For some, it might come across as annoying how he seems to find a way to always keep a positive attitude and never once allows hate to over come him. Although he himself is slowly starting to realise this bitter truth, he tries his best to not let it affect him and his actions in the slightest. He is a drifter in nature. To him, everything happens for a purpose and getting angry over every single hurdle that is an annoyance is a waste of time. He is extremely submissive to anybody that takes charge and tells him what to do as he himself has no idea what his purpose in his life is and what he has to do.

He gets quickly anxious in situations that he is new to and easily develops feelings for those around him, even though he knows at the back of his mind that it will never work out for him. It never really did. He dislikes confrontations of any sort and it is really difficult for him to just say no sometimes. This was no problem as he always tries his best to be nice.

He is incredibly persistent and can take a lot of punishment. Not too much physically, but he can take heaps and heaps mentally.All the anger, all the sadness, the jealousy, the envy and all the negative emotions and feelings of him had to go somewhere. He always did try his best to bottle it all up. However, with him doing this his entire life, one can only wonder for how much longer he can stop himself from slipping to darkness.


Backstory:
Andwyn was born to parents that were pretty well off. They were merchants naturally, able to afford pretty much any commodity needed for his growth and some more extra things. To them, the moment he was born, his fate and destiny were sealed. He had to be a part of the prestigious and the respected church. His parents thought that this would be a good future for him and ever since he was able to think cognitively, made sure that this was what he thought as well. He had no choice in matter. All he knew was that this is what he had to become and that there was no other way.

Throughout his childhood, Andwyn never developed any normal skills a child should. While those outside would play games with each other and discover the world, he would be forced to stay inside. Instead of learning to live, he was to read books on top of books, work around the house and be tested on his intelligence very frequently. Failure to satisfy his parents' ridiculous expectations of him would lead to him being punished. His parents came to the conclusion that the best way to punish him would be to strike him down physically. It was a common way to discipline a child after all. Children grow fast and they heal their wounds even faster. Surely nothing that they had done at that point would damage Andwyn in the long run. This was certainly the case. A lot of successful men and women were beaten as children. Pain was the easy option. However, when violence is the only thing known to a boy, deep wounds are left within his mind.

At least all of this lead to him being pretty smart. He knew a lot about almost every single area that contained knowledge that could be thought of by his parents. He was forced to develop analytical skills along with improving his overall mental power. He was simply brilliant. But, he started to resent this intelligence of his. Looking at everything factually and in a cold way he was taught to do so did not appeal to him in the slightest. The second he became a cleric and was no longer dependant on his parents, he wanted to simply enjoy his life, something he never really had the opportunity to do so. He was an academic and used the bare minimum amount of intelligence required. It was a wonder as to why he was kept as a member in the first place. With him only using his mind when it was absolutely necessary to, it seemed like he was protesting his parents. As a way of him telling them that all of their efforts that they expended to raise him were for absolutely nothing.

But without his intelligence, what was he? Nothing but a confused and a demented soul trying its best to help out and falling flat on its face at every turn. He never did things correctly, screwing up many of the tasks he was set to do. He was widely known as one of the worst scholars due to all of the frequent errors in his reports and other pieces of work, which themselves were not even that great. Any person within that church could be trusted to produce better work than him. But he persevered. He was determined to make it on his own, despite all of his shortcomings. That determination did not last long at all though. He quickly started to hate himself, who he was, what he was supposed to do, what his purpose was, who his parents were. He hated every single thing about himself and did not understand why it had to be him that had to suffer it all. At some points, it had felt like the gods themselves had abandoned him from birth, leading to him questioning his faith a few times as well. He wanted to give up numerous amounts of times. But giving up just did not suit him. To cope, he started to pick up a few new hobbies. He realised that he was no good in hand to hand combat as he would deal with almost every single physical confrontation by running away. Therefore, he picked up the elegant bow, and trained. Once his aim was good enough, he started to continue this training in nature, by hunting small game and what not. He always felt bad for killing innocent animals. But he enjoyed the live practice and the free food more.

Andwyn has been told many times of how hopeless he is. At this point, he wants nothing more than to prove them wrong. He knew so much, he was a part of an incredible organisation, yet he still felt ashamed at times. He wants to accomplish something. He wants a time where he can shine. Something that he can look at and be proud of himself. That time is finally on the horizon.


Hometown: The Red Cliffs

PHYSICAL


Appearance: Around 5'3" tall

Items & Personal Belongings:
+Clothing in the picture
+A Backpack containing many books, tools amongst other things
+A Dagger - He uses it to skin animals and other daily uses. He likes the extra length more.
+A Bow
+A Quiver filled with Arrows


Talents:
+Noticeably knowledgeable and has a general idea of how most things work.
+He knows how to cook great food
+He has a lot of restraint and control over his body.
+Decent skill with the bow and the arrow. His aim is great but he cannot shoot too fast.
+Okay hunter
+His mere presence raises morale
+He can run fast

Patron God: Avandra, Zanza


Weaknesses:
-Not too brave
-Physically Weak
-Difficulty when taking a life (If he is forced to help in massacring loads, he'll eventually get used to it.)

-Not very good at confrontations
-Crumbles easily under high pressure (figuratively and literally)
-He fears the truth that he is indeed useless at some times.
-Not too great at expressing his thoughts and feelings
-Does not like being insulted and often takes them to heart rather then taking them as a joke.


Theme:


 
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BASIC INFORMATION
True Name: Harmon of Erie
Alternate Names/Titles:
  • Dhaunae Identity= Dhaunae the Magician, Dhaunae the Illusionist, Dhaunae Dwarf-Friend, Dhuanae Spirit-Born, True Mage
  • Dain Identity= Dain of Cythera, King of Thieves, Stolen Lord of Westclife, Pickpocket Prince, Underking of Alcamoth
Age: 38
Gender: Male
Race: Human

PERSONAL
Sexuality: Straight
High Concept: A man leading a double life, one where he tricks the nobility into believing him to be a powerful mage using science and illusion, and the other as a professional gentleman thief stealing from those very same members of the nobility.
Organizations\Affiliations: Honorary Member of the Mages Association due to his wide acclaim; Member of the Spiders Organization, a professional thieves organization; Is usually accompanied by two dwarven servants named Baelin and Borin, dressed similarly to him when he plays the part of Dhaunae the Magician. They help him build his inventions, and deal with some of the dwarven contraptions which are beyond his normal skill. They are the only ones he has trusted with his true identity; Often, when he needs an assistant during a performance, a helping hand to "lighten" the loads of watchers, or anything else, he contracts multiple men of the thief guild the Spiders Oganization. When on stage, these men usually wear golden masks, but when working a crowd, they will usually wear nondescript clothes.
Both of the dwarves are dressed like this:
dwarven_prince_by_rukkits-d54ae1g-1.jpg
The Human aids often dress like this when on stage:
Sons-of-the-Harpy-havent-taken-a-vow-of-poverty-500x273.png

Personality: When acting like Dhaunae, he is aloof and cold, often melodramatic and loud of voice. But when the mask comes off and he becomes Dain, he is a man of flamboyant personality, and a ladykiller if you've ever seen one. But, when he takes off both the physical metaphorical masks of his characters, the man that is left behind is his own person. Harmon himself is an immensely curious man, often spending hundreds of gold pieces to get a hold of any dwarven technology he can find, trying his best to reverse engineer it for himself. Beyond this, he often spends a good portion both of his well-gotten and ill-gotten gains on the community around his residence. He deeply cares for the two dwarven youths that he has taken as his charges, and these two are some of the only people still alive today who know the real him.
Backstory: Harmon dislikes recounting the story of his childhood before his apprenticeship. Not because it was blood soaked and mentally scarring, or filled with stifling politics that impeded his every desire. It was just boring as hell, at least compared to his life now. He was your standard peasant child, and beyond his rather good intellect and remarkable curiosity, was no different from any other boy his age.

It was only on his sixteenth birthday when his so called "real" life began, when a rather well known mage named Dhaunae the Magician visited the tiwn, claiming to be looking for an assistant for his work. For some reason, out of the dozen or so young men hoping to serve him, Dhaunae chose none other than Harmon.

On the first night away from Erie Village, Dhaunae would reveal to the young man that he was not, in fact, a real mage, but a magician, using slight of hand and misdirection to fool the masses into believing he really did have magic power. Harmon was hobestly excited by this, as it meant even a magicless kid like himself could do just as much as Dhaunae could. And so, the young man would begin to act as the magicians assistant, often handing him props and being sawn in half or, when he wasn't needed, going around the crowd to pick pockets and cut purses. And by the gods, he was good at it.

After many years, Dhaunae would finally finish teach Harmon all that he would need to be as great a magician as his master was.

From there, it is unknown exactly how his rise to stardom pretending to be Dhaunae started, but one of the most well known moments as a continuation of his time was when he filled an entire hall with smoke, before appearing before the lord of the estate seemingly put of nowhere, proclaiming himself to be the one and only Dhuanae the Magician.

As Dhaunae, he says that he is an ancient warlock of immense power from before the War of Cinders, older than even the Church. But as Dain, he claims to have come from a small island in the White Sea named Cytherea, where he is said to have apprenticed with a master thief to obtain the art of burglary and stealing.

He quickly made a name for himself as both Dain the Cytherean, the notorious yet beloved criminal Underking of Alcamoth, and Dhaunae the Magician, the ancient and fabulously wealthy sorcerer able to do magic no adept could even hope to dream of. And no one suspects that these two men are really one in the same.

Hometown:
Dain- Island of Cytherea
Dhaunae- Odania
Harnon- Erie Village

PHYSICAL
Appearance:

Dhaunae the Magician-
c73983151dba32aa2846c4b988d33842--warhammer-fantasy-fantasy-rpg.jpg
Dain of Cytherea-
1e7efd08a1ecb0af338f039a407ac7b4--fantasy-heroes-fantasy-men.jpg
Hight: Uses different boota to change his hight between characters.
Harmon of Erie- 5'10"

Dain of Cytherea- 6'0"
Dhaunae the Magician- 6'2
Items & Personal Belongings: When doing the role of Dhaunae the Magician, Harmon is often dressed in a set of loose fitting guilded robes, with an elaborate mask of gold on his face, accompanied by two dwarves dressed similarly. As Dain, he is often wearing simple darkened leathers, and the magic of Dhaunae. On his left hand, he wears a magnetic glove he is able to turn on and off using dwarven technology, several explosives and home made fireworks, as well as various other pieces of equipment to aid him. Beyond this, he usually has a rather simple dagger, an elaborately designed saber given to Dhaunae by one of the few nobles he didn't rob blind, and a mechanical hand attached to a golden hand, made to look like a mummified hand on the end of an ancient golden scepter.

Dagger-
gladius_style_dagger_by_nikola3d-d9sp34r.jpg
Saber-
sabre_by_memymine-dbhuq9x.jpg
Hand Scepter-
21baf6e5be8dee4ea85b88418ef6f07c--fantasy-weapons-concept-art-1.jpg
Magnetic Glove-
iron_kiss_by_mikedeangelo-daqap1b.jpg

Talents: Harmon is equivalent of our worlds method actors, often able to sink into either of his roles in seconds, and is able to convince a person he is two separate people, by simply changing the tone and manerisms of his voice, and the way he holds himself. Harmon is also a technical marvel, often able to understand dwarven technology by dismantling it himself, before putting it back together as good as new. As Dain, he is the self proclaimed "King of Thieves", though few would deny him the title due to the fact that he has been able to rob the seemingly unassailable, using much of the magic gear to aid him in robbing the nobility. As Dhaunae, he is able to do awe inspiring "magic", the likes of which no man has ever seen in the modern age, and in order to do this he uses everything from advanced dwarven technology to simple misdirection.
Patron God: Harmon is a devout follower of both Zanza and Avandra, often obtaining dreams of inspiration for new inventions and magical tricks, and always searching for new knowledge to aid him.

Advantages:
Thievery +5
Perception +5
Bluff +10

Weaknesses:
  • Harmon believes his act is unassailable, foolproof. If he were to be caught or have someone reveal they know who he really is, it would more than likely cause him to have an extreme panic attack.
  • Harmon is so devoted to the role he is playing that he often needs several seconds to get out of character.
  • Although Harmon is able to hold his own in combat, he would be unable to win in a real combat situation without his tricks or using dirty fighting.

Quote: "Oddly enough, smoke and mirrors are more impressively 'magical' than true magic ever has been."

Theme:
 
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c350bdc71516edd1aa3fddac70af48fe--gothic-vampire-magic-art.jpg


  • Name: Markku (Scandinavian: rebellious) Elof (Scandinavian: sole descendent)
    Age: 31
    Gender: Male
    Race: Human
 
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Basic Information
Name: Dominicanes de Ecclesia
Age: Twenty-one years of age.
Gender: Male
Race: Human


PERSONAL
Sexuality: Heterosexual

High Concept: A man who believes that those who turn away from the worship of the Gods and due reverence to the Church do so out of ignorance and not of spite, and should be reconciled and taught the correct way as if one were instructing a misbehaving child.

Organisations
\Affiliations: Cleric of the Church of Light.

Personality: Dominicanes is a person who believes wholeheartedly in the Church of Light and the Gods to whom she duly pays homage and worship; he arises early in the morning to say his prayers to the Trinity, although he has particular devotion to Bahamut, the God of Law and Justice. However, underneath his piety there lingers the notion that he might not be in the right vocation, due to the fact that his parents were Paladins, and their zeal for smiting heretics was always a constant in the formative years of his life and to whom he will always pay great reverence. But however helpful this may have been to centre Dominicanes in his ultimate fate as a cleric, it also led to him having a particular for wroth, although he does well to conceal this and often prays that he may be patient and not pushed to wrath. Also in good effort to combat this tendency, he spends his time in the Great Library, often compiling as much information as he probably can about the Trinity in a hopeful effort that he may be able to disseminate this research to the laity to encourage them in constant devotion lest they fall prey to the heretics and suffer the wrath of the Inquisitors and the Paladins.

Dominicanes is very fond of the elderly and sensitive to the plight of the poor, often seen visiting them wherever they may be found among the streets of Alcamoth, often giving what he can, whether it be coin, clothes or company. He enjoys listening to the tales that the elderly may have to tell of bygone eras and thus have engendered a great love for history in the young cleric and when giving the time to relax, he often takes the initiative to research what he can about the War and the various battles that took place. Although not the most martial-minded of those among the ranks of the Church, he appreciates the great work that the Inquisitors and Paladins in combating those who find themselves among heretics bu earnestly implores them to gentleness as much as a warrior may encompass gentleness in his work; he often tells them that if for a change of circumstance, it might have been them that would be on the other end of the sword of the persecution and how much would have they have wished for someone to reconcile them to the Church and the Gods.

Backstory: Dominicanes was born the only son of two Paladins, Petrus and Helena de Ecclesia; both had from an early age had been inducted into the order of at the age of seven by their respective parents, showing particular zeal for the cause of the Paladins, often when undertaking Expeditions, whatever treasure or wealth they may have come upon was mostly or altogether given to the Church, believing that undertaking the will of the Gods was riches and honour in and of itself. They often told Dominicanes of their various undertakings, filling the boys childhood with tales of heroism and a precedent for life in service of the Church. Brought before the Paladins to begin his seven years of training, during a simple training exercise where two children were brought before each other, Dominicanes was struck upon his kneecap in such a way that it resulted in a malunion of the bone, leaving him unable, physically, to complete the training and was thus forced to resign.

Following this incident, Dominicanes always felt a degree of shame with regards to the incident, being under the pressure that he hath somewhat damaged the reputation that his parents had worked so hard to achieve as being pious Paladins of the Church. While hopeful of recovery, in the meantime he read through a variety of books regarding the theology of the Trinity and history books explaining the events and major battles of the Great War. From here, Dominicanes would soon find out that his calling was not to be a member of the Paladins, fighting heretics on the front lines, but rather making sure that those who have fallen from the embrace from the Church whether allured by heretics or through sheer ignorance will return to fold lest it be too late.

Since joining the Church as a cleric, Dominicanes has noticed that within the ranks of the Clerics, there seems to be two dispositions in regards to how the Church should deal with those who have apostatised from the faith; on the one hand, there are those who believe that the those have gone astray should be made an example of; he has dubbed these people the Brutalists; while on the hand, there are those who lean towards the idea of seeing those apostates return to the Church to undergo instruction and penance for their error; those who hold such a view he calls them the Reconcilists.

Hometown: Alcamoth.

PHYSICAL
Appearance:
752b59715ed98200636952f15c0ff81d--character-concept-character-ideas.jpg

Items & Personal Belongings: A prayer book with various supplications to the Trinity, a small brooch in the shape of a triquetra which symbolises the Trinity and a crosier, not as a symbol of status but the fact that he has a limp. Dominicanes' crosier, Sanctus Clypeus, has the ability to form a barrier of holy energy in the shape of a triquetra that surrounds him and all those in his immediate; it is impervious for a few moments after it's creation but wanes significantly when the shield is constantly being struck upon. It saps Dominicanes energy quite quickly if he is left alone to suffer the brunt of an enemy's assault.

Talents: Dominicanes tends to be of a calm disposition the majority of the time; he has a noted penchant for organisation and possesses a very good memory that often serves him quite well when it comes to citing certain tomes whether of theology or history; if he were to join a group, he would be in a position to calm the others down if they found themselves particularly hot-headed or exhausted.

Spells & Magic: N/A.

Patron God: Bahamut, God of Law and Justice.

Weaknesses: If pushed to an extreme, Dominicanes does lash out angrily although he feel extremely guilty of such an unwarranted outburst; he is not the most physically able of most people, suffering a limp very early into his childhood which is why he uses a crosier.

Theme:
 
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(NPC of Note)
BASIC INFORMATION
Name: Knight-Commander Estevenot Ulfric
Age: 64
Gender: male
Race: Human


PERSONAL
Sexuality: Hetrosexual
High Concept: The commander of the Paladin chapter of the Church of Light, and a war hero.
Organizations\Affiliations: Church of Light | Human Empire
Personality:

Stoic and strict, Ulfric is well known for his blunt attitude. Ulfric has no time for fools, and expects the best from his subordinates. He has a great love for his country, and has risked his life on the front lines on countless occasions to defend Aether. Regarded as a hero throughout Aether who has earnt the respect not only of his own men, but all those he has served with.

Backstory:

Born to a peasant family of farmers in the backwater of Enderach, Ulfric’s early years were ones of toil and hardship as he worked in the fields of his father. He found joy in hard work however, and never complained despite the back breaking labour he was subject to. In what little spare time he had available to him, he would spend with his mother - who taught him how to read and write. He discovered a love for swords and tactics, and frequently travelled to the nearby settlement of Arcanlux to watch the guards spar.

When Ulfric was 15, he befriended one of the Paladins of Arcanlux and convinced him to accept the boy for training. He quickly revealed a talent for swordplay, frequently defeating his superiors in duels. After being promoted to a full Paladin himself at 22, Ulfric found he had little time to enjoy his new found role - the Dwarven city of Magruhdul had fallen to Orcs a decade previous, and Aether was eventually plunged into war against this new threat. Despite his young age, Ulfric earned a reputation for heroism during the war - garnering respect from not only his fellow paladins and imperial soldiers, but the Dwarves he fought alongside. Ulfric’s strategies, and his creation of guerilla tactics against the superior Orcish forces was responsible for many of the Empire’s greatest victories. He even became friends with the Imperial King of the time - Kailen Astora.

The war was long and bitter, with great losses on both sides. Eventually, as it became increasingly clear that no victory was possible for either side. Despite Ulfric’s protests, the King signed a treaty with the Orcs which ceased all hostilities. The Ashen Mountains were lost, but the rest of Aether was safe.

After the War, Ulfric became increasingly bitter of what he felt was a defeat. Despite this, he found that tales of his heroism had reached across the nation - and over the next two decades he was promoted time and time again. His relationship with Kailen was strained for quite some time, but they eventually reconciled as well, and Ulfric was named Knight-Commander of the Paladins at the age of 46.

Today, Ulfric remains a popular man amongst the military - if seen as a little too gruff by the nobles, of whom he cares little for. He has been a father figure to Ariandel Astora, who was coronated after the passing of his father a few months previous. Ulfric still holds a dream of one day retaking the Ashen Mountains, but has always seen his duty to the Church and the Empire as his priority.

Hometown: Enderach. Currently resides in Alcamoth as Knight-Commander.


PHYSICAL

Appearance:

ur201_n6rl4zu1ci.jpg


Items & Personal Belongings:

  • The White Blade - An enchanted blade that has been passed down from one Knight-Commander to the next. The White Blade is one of the most precious relics of the old world that ulfric has wielded for a decade. The blade glows white when wielded, and can cut through steel.
Talents:

  • Strategist - A military genius, Ulfric is considered to have one of the finest minds for warfare in the modern era. He regularly advises the crown on military matters, and is responsible for all Paladin missions that go on throughout Aether.

  • Legendary hero - Ulfric is perhaps the greatest swordsman who lives today, and remains undefeated in combat, even in his old age.

Patron God: Bahamut.

Weaknesses:

  • Old Age - Despite his exemplary abilities, Ulfric is now getting on in years. It will not be much longer before he is advanced age hinders his combat abilities.

  • Bitter - Ulfric has still not recovered from the Ashen Wars, and has frequently pushed for an invasion of the Mountains to force out the Orcs. He still dreams of getting his revenge, and has earned great popularity with the Dwarves because of it.
Theme:

 
Salerion Varnelle

  • 41OiHvZ.jpg
    Name: Salerion Varnelle of Selkyr

    Age: 26

    Gender: Male

    Race: Human

 
BASIC INFORMATION

Name: Einarr Efjason

Age: 20

Gender: Male

Race: Human


PERSONAL

Sexuality: Heterosexual

High Concept: A hunter and occasional highwayman looking for self worth.

Organizations\Affiliations: None

Personality: He has a quiet demeanor at first, this is mostly due to the fact that he spent most of his life in the forest. He is constantly searching for something that would make himself worth anything in his eyes, he is courageous and honor bound, but very guarded. Once he gets to know someone he is very friendly and positive. He shares many characteristics with a wild animal, his fierce protectiveness and unwavering loyalty but also a general aggression or standoff nature, depending, towards those he doesn't know. He harbors no true hatred towards anyone but himself, though he can sometimes displace it upon others as he sees them as, in an odd way, privileged and blames them for his past. He is also very charitable to those of less fortune than he has, he will often give money to the poor and disenfranchised.

Backstory: Born to a whore in an inn Einarr was named Efjason for what he was, the son of filth, his mother had died in childbirth and his father was anyone’s guess. The owner of the institution at which his mother had worked had raised the child into his third winter where after he was sold to a traveler by, a merchant by the name of Athylwulf he sold weapons and armors from a smith in Alcamoth. Einarr cleaned for the most part, and when his master was either drunk or angry, which was practically every day he would beat him preferably in places that others couldn’t see. During this time Einarr learned how to handle Weaponry, Shields and Armor, he became slightly adept at the sword and once tried to escape, but his master defeated him and cut him down. The wounds he had sustained from the fight kept Einarr from doing anything of the sort again, though he would train without the knowledge of Athylwulf, his service to the man lasted 12 summers and winters, it ended only when his master had been mauled by a bear while traveling, Athylwulf had dealt serious blows to the beast but could not defeat it, Einarr out of desperation for his life picked up a bow, and with all his might and then some he pulled back the string and let an arrow fly, the bear was shot in the heart and fell dead only about an arms distance from the boy.


Einarr had picked up the bow, arrows, a sword, and a knife and set off in the direction of the nearest town, which he had no clue where. He stumbled into the woods trying to find his way around them and survive. Spending three winters in the woods, somewhere in the north, Einarr got used to the silence and the companionship of the birds, that of one Raven in particular, one he named Ygg. He gave it this name because he met the bird when it was small, giving it the parts of the meal he didn’t eat, and the very cold, second, winter made him mispronounce Egg as Ygg, so it stuck. Einarr while in the woods became wild, almost beast like with only Ygg to keep himself company, a bird that talks to him, whether he manifested the bird’s voice or from an outside voice he neither knew nor cared, it for the most part was the only thing making sure he never lost his humanity, at least completely lost it. In those woods Einarr felt as if he truly found himself with the help of Solitude and Ygg, the trials he faced hardened him from the frightened boy that he once was into the man that he now was. When he had exited the wood, dirty, almost naked, and fully developed he made his way to the trader and sold a stockpile of pelts from the wild, gaining 10 gold from the stockpile of furs, he quickly spent his new gained wealth on a Sword, Knife, and some clothes.


Ygg then told Einarr to make his way to Alcamoth to find self worth, that was his new goal, he had gained freedom, and a knowledge of who he was but he need a worth a purpose in life. He slowly made his way to the city it taking two summers, he fed himself on the road and sold furs and meat for money. He also robbed and even killed some people on his travels whom threatened him or he even found a great disliking to. He made quite a bit of money on his way, and gained even more experience, by the time he had made it to Alcamoth he was a very expert bowman and a proficient bladesman.

Hometown: None (Born in Westcliffe)


PHYSICAL

Appearance:

FsVMQ8SvtWjtdrCKFRuFzX33NtHh4t36RR_x3BqT6R2in08uZpSfbs6lTH53krbxAFnCEJzC8nWAyhRPOLw_ulgfiipi8DKK1vSguNP36qtBIClY-vjmuYwkfszrpb_ZweZ_90st


(5’10”, Blue eyes, scar from fight with master. His torso is covered in the scars from lashings and beatings. Has various other scars from his time in the woods. Has gray patches of hair, unkown if it’s genetic or from the stress in the wild.)

Items & Personal Belongings: he has two dull brown and green basic hunter’s outfits, a bear tooth on a necklace (the tooth came from the beast that killed his master), Ygg (more companion than item but this seems like the best place to put ‘em), a large Raven who doesn't do much besides keep Einarr company, a standard bastard sword (hand and a half sword), a standard dagger, a Yew Long Bow (7ft tall)

Spells & Magic: Knows none and has seen none

Patron God: they have done nothing for him, he has seen no proof of their existence, he believes they are real but inherently evil characters, worse than animals in nature. He knows that this is an unpopular belief and out self preservation never says this to anyone. Though he doesn’t dislike the church.

Talents:

Expert Archer- after relying on and practicing everyday for 3 years Einarr has become an Archer to rival even the best.

Light Feet- After hunting and tracking animals Einarr has learned to become practically silent when he walks.

Master Tracker- is able to track all kinds of creatures, is also able to tell diets and lifestyles of animals through corpses and poop.

Animal Voice- He’s able to do the calls of common animals and can dissect an animal’s call if he hears it.



Weaknesses:

Social Inability- due to his long time in isolation he still has several social skills to relearn, such as sarcasm and most idioms, as well as a limited vocabulary.

Quick Judgment- A Skill that was useful in the wild but a hinderance out of it, he asses situations and people at a fast pace often leading to poorly thought out actions.

Wild Emotion- Another skill that helped in the wild that began to hurt him in the “civilized world”, he is quick to anger and aggression but slow to feelings such as compassion and understanding, often he sees the world as a series of absolutes instead of trying to find the complexity

Too Close- where as he excels at range, in close quarters he becomes a frantic and wild fighter, where he could kill the average person or beast this way, those training in close quarters combat even on a basic level can easily counter and defeat him.


Theme:

 
(I'll understand perfectly if this character won't work out, and I'll go ahead and make a new one instead. I do hope this is enough.

Name
:
Oriath Highwood, Earl of Faywald
Age: 54
Gender: Male
Race: Human

PERSONAL
Sexuality
:
Heterosexual
High Concept: A politician, a bureaucrat, and a man with few great aspirations remaining.
Organizations\Affiliations: Subordinate to the Shieldhearts, but effectively independent within their domain.
Personality: Oriath Highwood is old. There are men older than he in age whose modern exploits still surpass those of any ordinary younger man, but not he who is Oriath Highwood. He was a man of greatness himself, once, and he was recognized for this; he revelled in this, in fact, but now, his glory is no more, and he has found that he is contented with that. No need for stakes of life and death, nor worries of how far one must still travel on foot. Food and money and knowledge - bah! All of that is at his disposal, if he should need it. Presently, he seems to use two far more than the third.
Backstory: There are likely three factors which precipitated Oriath's early life: his heritage, his hometown, and his gifts. For the first, we must look at his parents: his mother, a strict woman, harsh but not cruel, and very much beloved to him; and his father, a playwright whose demeanour must have been more distant only because he was so fitfully busy, often entertaining the higher echelons of Alcamoth's society with his presence and his works. To the next, I suppose that has already been revealed, quite by accident: Alcamoth. And finally, for his gifts, there is one which matters above all others, for when Oriath was born, it soon became clear that there was between him and the forces of magic an unnatural, uncanny connection. Nothing exceeding any other such connection, of course - but such connections were rare, so his was strange regardless.
Oriath's father noted when his son was becoming a young adolescent that this youth might have some capacity for acting. Accordingly, he was cast in many parts, and did fine, as any child actor could expect to. It was clear, however, what the gods - and Oriath himself - desired, and surely it was his mother who reminded her husband of this, instructing him to send her son to be a mage. Funding was not an issue here; nor was the forming of a connection with the school.
Oriath studied, and he studied more. He was interested, certainly, and this spurred him onwards, but to simply learn was found to be tedious - most adolescents would agree at this point. The perturbation which disturbed this routine, however, was quite unwelcome. Oriath had never wished for his parents' murder.
In truth, only his father was murdered, but that was enough. With his father's death, his mother went into a state of hysteria, of half-madness, followed by long bouts of depression and isolation. She was found to be incurable by all accounts.
And in his fury, in his desire to have an effect rather than to be affected, Oriath gathered his belongings and left.
He travelled south, using the half-developed abilities of flame that he had earned in his training. He spent some very little time at Fort Virtue, but never attempted the trials himself. He later passed through the north of South Hill, and into the Enderach Plains, where he found himself attending the court of the Shieldhearts.
Some say it was luck, and others say he had intended to be here, for he had received a dream long before, telling him that this was where he must go. Regardless, here he was, standing in front of a pillar adorned with a baas relief of two dark dragons, entwined in flame, when the Shieldhearts became aware that two of their own, the siblings Pietran and Mareth, neither older than twenty years, had been kidnapped into the Lumensiri by elven bandits.
At this point, Oriath sensed his calling, and he offered to retrieve the kidnapped nobility. Other knights made the same pledge, and together they travelled yet further south, soon reaching the edge of the forest in their own smaller groups. There were seventeen involved in that hunt; of them, five emerged alive, and one was Mareth, her brother now dead. Supposedly, there had been no elven bandits, simply normal bandits, who themselves were fed on by the darkness of the forest until Oriath came upon them and ended their terror with his flame and sword. Amateur, yes, but still flame and sword. Mareth, too, was instrumental in the fight.
In their gratitude, the Shieldhearts gave Oriath the Earldom of Faywald, on the border of the Lumensiri (after the old Earl was executed for allowing the siblings to be taken from his lands). He was charged to govern his land and to keep the dark forces of the forest at bay, and this he did for many, many years. To this day he remains in good favour with the Shieldhearts, but their attentions are directed elsewhere, and they prefer to distance themselves from the natural threat to their south. Thus, Oriath practically owns his own small territory, where he has done as he has pleased for many years, taxing and trading and guarding, and gradually, growing old.
Hometown: Alcamoth, born and raised; Faywald, Castle Highwood, currently residing.

PHYSICAL
Appearance
:
A man of average height with weight well above the norm, Oriath is hefty, but not muscular. His face is long and wide, with a small speckling of stubble around his lower chin, and a thick, dark-brown goatee with a tinge of grey. There are also grey tinges along the edges of his short, frequently trimmed hair. His eyes are absent most often, but tinged with mirth at times, too - often these times involve conversations with guests. He's a confident man who stands with that confidence, and he is usually a slow, methodic individual; however, at times he moves with haste, shuffling along palace floors to reach his next task. He gesticulates for effect and drama; he fidgets with his hands, coins, or other implements around him for preoccupation; but he pays attention when he deems it necessary. Always, and by this one does mean always, he is adorned in fancy robes of glittering or shining brown, black, blue, purple, red, and even green - usually darker shades, but he lives with a great deal of variety.
Items & Personal Belongings:
-Riches aplenty at Castle Highwood, his own manor, and governing seat of the Earldom of Faywald
-Upon his person, though:
-
Pen and paper
-80 Gold, in an assortment of coins
-Symbolic statuette of Bahamut as a female human warrior - a gift for the newlyweds, recently carved from the wood of a tree from the Lumensiri forest
-A small, hooked dagger-blade
-Two small vials of poisonous powders which dissolves into liquids
-Emblematic clasp of his Earldom​
Talents: 30 years earlier, Oriath might have been noted for his skill with magic and weaponry. Now, though, he has replaced his powers of physical combat with those of mental combat. In resting, feasting, manipulating, making small talk, and even in governing, he has some developed skills. He's a fine orator, some might say, and his art of deception can fool many an untrained eye.
Spells & Magic: When he was a mage, he had resorted to fire magic, a common, effective measure against any threat. In the years since, this magic has never been of much use to him, and he no longer takes the time to meditate to his deities as he once did. As a result of this voluntary lapse in his devotion, the gods have stopped augmenting his power, and anything he still has is a party trick - lighting a match, making a small burst of light. Oriath would fail to even cook a steak with his current powers.
Patron God: N/A
Weaknesses: Easily succumbs to boredom or mental distraction, is extremely weak physically. Accustomed to luxury, even during his youth.

Theme
:
This isn't what I'd like to have here in the least, so if I find anything better in the future, I'll replace it here.
 
BASIC INFORMATION

Name
:
Azameth Septimus

Age
:
30

Gender: Male

Race: Human

PERSONAL

Sexuality
:
Straight

High Concept: Azameth is a Necromancer and the Manager of Funerals and Grave Keeper of the Grand Cathedral in Alcamoth.

Organizations\Affiliations: Church of Light

Personality:
Azameth, nicknamed Az, is more lighthearted than his work. When he's not slicing open corpses he's usually reading books about magic and the history of Aether. Az doesn't have a lot of friends and doesn't go out much, since he spends most of his days in isolation. He is a little mad, as one might become after decades of being exposed to lots of chemicals and nasty odours.

Backstory: Az grew up in Alcamoth, never setting foot beyond the city gates. His life was anything but normal, his father worked in the cemetery at the Great Cathedral and his mother was a Scholar who taught mages. His parents found out that Azameth was gifted with magic when he was very young. Immediately, his mother forced the most brutal life of study and practice onto poor little Az. He went to school, against his wishes. He studied, something he didn't really care about. And eventually passed the ritual and became a powerful sorcerer gifted with the power of healing and choosing Avandra as his Patron God.

Az, despite the churches wish for him to become a great scholar, decided to follow his father and work as the Grave Keeper at the Cemetery that lay behind the Great Cathedral in the center of Alcamoth. This was not because he really wanted to be a grave keeper, but more because he felt a physical calling to become one.

After his father passed away, Azameth was heart broken. He started to experiment, read forbidden texts, visit the Great Archives of Alcamoth more often. He eventually found a way to animate corpses, but only for a very short period of time. His first subject was his father, who he managed to bring back to life only to realize what a terrible mistake it was. His father had become a soulless zombie, able only to do Azameth's bidding. As he continued his experiments, Az became a very proficient Necromancer. He hasn't been caught doing any of this, and he's sure the Church of Light would have his head if they found out. But, Az loves the feeling of being in control for once in his life.

Hometown: Alcamoth

PHYSICAL

Appearance
:
6c2c69f624e9b7da55243f11d4d6ee4c--spas-character-inspiration.jpg

"Someone's gotta do it..."

Under this mask hides a nice man with a clean shaven face, a bald head and green eyes. His lips are thin and his cheek bones are very evident.

Items & Personal Belongings:
- Plague Mask
- Hooded Trench Coat
- Small Dagger
- Sorcerer's Tome

Talents:
- Photographic Memory
- Vast Knowledge of Anatomy
- Knowledge of Diseases
- Knowledge of Healing

Spells & Magic: Necromancy

Patron God: Avandra


Weaknesses:
- Not a Fighter
- Crazy
- Reckless

Theme
:
 
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Edrien Allegretto
6f2f6ae237a2923aba574cbf7341c9e2.jpg

The Fire Breather, The Circus Freak, The Untouchable, The Magnificent

BASIC INFORMATION


Age:
24

Gender: Male

Race: Human

PERSONAL

Sexuality
:
Heterosexual

High Concept: Edrien is a talented member of the Solstice Travelling Circus.

Organizations\Affiliations: The Solstice Travelling Circus. A well put together group of twelve circus performers that travel the countryside, entertaining the various places they visit. Members of The Circus include Bender Constantine, The Man of Steel, Animus and Vendetimus, or The Conjoined Corkshire Twins as well as Melina Moreno, better known as The Elastic Lady.

Personality: Edrien is a fun loving individual. He doesn't get depressed easily. Even as the world around him was threatened by evil and destruction, as a young boy Edrien still chased dogs in the streets and splashed his way through puddles. It's also hard to get Edrien mad at you, since he generally has a laid back attitude towards anyone and everyone. He doesn't make enemies and he doesn't break friendships.

Backstory: Edrien was born in the outskirts of Lurelin Village to a family of farmers. Soon after his 10th birthday, his father grew very ill. Edrien wasn't afforded the opportunity to finish his schooling, and so he took over his fathers farm.

After four years, the crops seemed to all die out along with Edrien's father, and so he moved into the city where he became a street performer and his mother worked as a baker.

He learned how to breath fire, contort and control his body as well as perform various card tricks from fellow street performers, and mastered his skills. Soon he was hired by the Solstice Travelling Circus, and traveled with them across Aether, putting a smile on people's faces and awe in their eyes.

Hometown: Lurelin Village


PHYSICAL

Items & Personal Belongings:

A Fire Breather's Torch
A Sword (for swallowing)
A Set of Throwing Knives (12)
A Deck of Playing Cards (52)


Talents:

Fire Breather - Edrien is a skilled fire breather.
Contortionist - Edrien has a unique ability to be able to fit in tight spaces.
Perfect Balance - Years of training on the tight ropes have given Edrien the ability to balance very well and land on his feet.
Eagle Eye - You can't get by in the circus without good aim, especially if the person your aiming at is alive.
Trickster - Pick a card! Any card!


Spells & Magic: None

Patron God: None

Weaknesses:
Thin Bones - Though it doesn't happen often, when Edrien does have a bad fall it takes him quite a while to recover.
Drop Out - Edrien never finished his schooling, so he doesn't really understand any of the mumbo jumbo that modern scholars speak.
Gullible - Edrien is tricked easily, which is pretty bad considering his side gig is tricking civilians with card tricks.


Theme
:
 
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BASIC INFORMATION

Name: Davyn Hammersworn, Mad Dav, Ol’ Ironsides
Age: 92
Gender: Male
Race: Dwarf


PERSONAL

Sexuality: Elfosexual (raises eyebrows suggestively)

High Concept:
Davyn hails from a long line of Dwarves who turned to the Church after the destruction of their home city and genocide at the hands of the Orks.

Organizations\Affiliations: Church of Light | Hammersworn | Holy Order of Paladins Ardent

Personality:
Put simply, Davyn is a Dwarf that has been raised within the Church and knows or cares for little else. He, like many others within the strictures of the church, is fiercely devoted to his religion and sees his life as a means to further the church's goals. He has forsaken the technology and covetous ways of his forebearers for an ascetic life fighting evil in the name of The Church of Light. He is a Dwarf who is more comfortable sleeping on the ground in his armor than debating theocracy from a pugue. He is a bit standoffish to those outside the Church, however once he warms to you is a staunch friend and companion. He is a sometimes reluctant, but experienced, leader… Though he feels leading at the front, and by example, to be the best policy. He also has a somewhat debilitating Elf fetish as a result of a past love…

Backstory:
Davyn’s meaty finger traced the words as he read them, though he knew the appellations by heart.

A reading from the Words of Meyneth: Zanza, Book 13, Canticle 12

War is another word for waste. We’ve seen what crop the seeds of bloodshed and strife bear. We know the outcome, and yet we still subject ourselves to its whims. For what? Humans, Elves, Dwarves, fighting and dying shoulder to shoulder, for what purpose? If a man kills outside the pretense of ‘war’ people search for a motive. Yet, a man may kill five other men in a day during wartime and they will call it a ‘skirmish’. A war is fought solely for the outcome of said war. And if said outcome is peace. Is that not a paradox? Fighting a war for peace is akin to fighting a wildfire by chopping down the trees. The flames will winkle out eventually, but what’s left is kindling for the next spark.

Davyn pressed two stubby fingers to his lips under his beard and placed them gently on the picture of his now dead love. Raelissa my sweet, heaven isn’t good enough for you. May your nighttime hunts with the Owl be bountiful and your Forest picturesque, like you were... he whispered reverently, and snapped the tome Words of Meyneth shut. He left her picture nestled among the Meyneth-translated-words of Raelissa’s most revered deity, Zanza, for he could think of no scripture more deserving of the face of an angel. Then he snapped the hasp closed on the metal bookcase and let it hang by its lanyard at his side. His pre-battle ritual completed, Davyn lifted his greatsword GodsHallow and pointed it a fly-ridden ghoul shambling a little ways up the muddy dirt path from the trees he'd been reading in. A full moon shone overhead, frosting the area with pale light.

“Ye’ve gone far enough, creature,” he said quietly, but firmly, to the ghoul’s turned back.

The beast turned slowly, beady dead eyes blazing, suppurating pus oozing from its distended set of jaws like sap on a diseased, gnarled oak. It snarled and dropped the carcass it was dragging. The corpse, or what was left of it, was dressed in traveling leathers. The most recent victim in a recent rash of killings along the border Hollowvale and Alcamoth Field. Davyn had found his prey at last. The beast swiped its swollen, grotesque claws through the air, flicking gore. Davyn's lip curled in disgust, he knew not what manner of foul magic gave these creatures life, but he was here to put a stop to it. Ghouls were sometimes found on the outskirts of Hollowvale, berserk with hatred and suffering, killing travelers who strayed too close to the border indiscriminately. But, it was no matter. This monster was nothing but a rabid dog to him. And Davyn was a Dwarf who would rather put a sick dog out of its misery than leave it to suffer. The ghoul roared a challenge and beat its putrid chest. Davyn lifted his sword to the ‘on guard’ position and kissed its glowing red length.

“Bahamut give my sword arm strength. Bahamut guide my cuts. Bahamut harden my armor. Meyneth says not to take another mortal life in anger. But the light of her counsel is quiet on the subject of culling soulless beasts. Let’s dance.”

The ghoul screeched its pain and anger to the night, and charged.

---

You could say Davyn was born to be a part of the Church of Light and you would be telling the truth. His ancestors formed the Hammersworn family line as a tribute to the Church in days past, during the Church’s relief efforts after the Dwarvish species was almost wiped out during the Orcish sack of Magruhdul. Davyn excelled in his training as a Paladin in his youth and quickly rose through the ranks, though the momentum of his rise waned as he neared the top. Some would say the Church has become less a meritocracy over the years and more a democracy. Politics was never the sharpest tool in Davyn’s toolbox. And so he left the debating and theocratics to the young and more willing and took to taking long sabbaticals, hunting Aether’s monsters. In times of need he has served as a leader, he would never shirk a direct request from the Church, though he has found that he prefers to work mostly alone, or in small groups.

Once upon a time he was betrothed to an elfmaid by the name of Raelissa. She was a cleric within the church and he was utterly devoted to her. Raelissa disappeared during a botched mission to the badlands of Hollowvale in which she was employed as a healer. Her body or a clue to her fate was never found. Davyn entered Hollowvale in search of her, crazed with grief and alone, and was saved only due to direct intervention by the Church. They say time heals all wounds, but then, they aren’t missing the soft silky skin and musty tree and petrichor scent of a certain elfmaid... Many who know Davyn know that Raelissa’s death pushed him even further from the machinations of the new and 'more modern', political church. Davyn just isn’t interested. He’d rather be hands on, out in the field, sword to the board as it were. Davyn spends a lot of time patrolling the borders of Hollowvale, listening to stories whispered around campfires or searching for anomalous forms of life that may have sprung up in its depths. There’s still part of him that searches the pockets of every monster he destroys, looking, hoping, for a clue to Raelissa’s fate...

Hometown: Alcamoth

PHYSICAL

Appearance:
flaming_sword_by_meganerid-da1yfyd.jpg

Items & Personal Belongings:
  • GodsHallow - Davyn’s greatsword. It is a Hammersworn family heirloom from times before the fall of Magruhdul. It glows red when drawn from its scabbard and is covered with Dwarvish runes.

  • Worn Tome - An old bookcase that hangs by Davyn’s side and contains the Words of Meyneth. He also keeps a picture of Raelissa, his lost love within its pages.

  • Old Dwarvish Armor - A plain set of Dwarvish armor that is another artifact from before the Dwarvish cataclysm, various smiths have dated its creation to the time of the War of Cinders. It’s properties are not very well understood but it is highly resistant to Dark Magic.

Talents: Davyn is an exceptional fighter and killer of all types of monsters. His experience with fighting all types of creatures also lends itself to his role as a leader. Though he is more than happy to let others lead and simply be available as a dearth of information. He is the perfect addition to any groups frontline.

Patron God: Oddly enough, Davyn’s patron god is Zanza even though he is a career warrior. Praying to her makes him feel closer to Raelissa, his long lost love. Though in times of battle he calls on Bahamut to aid him.

Weaknesses: Davyn’s experience is also his weakness. He has spent much of his years roaming the countryside and fighting monsters. He’s hopelessly lost in a dungeon setting or on a political battlefield, and would have to rely on the ingenuity of others to guide him.


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