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Fantasy Aether: The Dark Age - Character Sheets

Avari

Four Thousand Club
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 Dark Age [LORE GUIDE]

Aether: The Dark Age {LOCATION GUIDE]

At the time of posting, Inquisitors, Lumen Elves, Blood Knights and the Senshi 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. If you really wanna be one, I'd recommend saving your second character slot. (Inquisitor will never be available) Thank you for your patience.

There are restrictions on how many characters we can have attached to certain factions - for the sake of fair play, feel free to discuss ideas and then my favorite ones will be accepted if we have, like 8 players wanting to be Hinokah for example. Realistically, we should have 4 player max for Cainhurst, Hinokah, the Church, Dwarves and Elves. But we can move things around.

Absolute max of 4 player Mages.

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. Please avoid fancy formatting, keep to the sheet below. Thanks.

Plot Synopsis
For the last five years, everyone in Aether has been having bad dreams. Nightmares of a Black Dragon surrounded by flame. The Dread Dragon God - Kolaghan the Black, slain long ago. The Church of Light has forced a cease fire between the warring human factions of Hinokah and Cainhurst, and the three groups have melded into a fledgling empire - to prepare for what many believe to be the inevitable return of the War of Cinder.

Today however, is a day of celebration for many. Akio Hinokah and Severa Cainhurst are being married in the Great Chaper of Alcamoth - to become the first King and Queen of the Aetherian Empire, and to send a message of peace across the two war torn tribes.

But shadows are gathering in the darker edges of the world...
Will peace last? What is causing the nightmares that are tormenting the population? What of the Lumen Elves? What secrets does Aether hold?

Only you can find out.


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: (Hinokah/Cainhurst/Church of Light/ Dwarves of Glumdrung/ Independent/ a guild/ etc etc)

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 Capital City of Alcamoth regardless. Check the Location guide for ideas.)

PHYSICAL

Appearance: (A picture is preferable, but a good description is also fine. Aim for realistic, but anime is okay. Just not *too* anime. If you're going with a certain faction, be sure to try to keep it consistent with the group)

Items & Personal Belongings: (Weapons/Swords/Keepsakes/Money/Clothing. No enchantments right now.)

Magic School: (Mage Only. Mages can only practice one particular school of magic and it is dependent on where you trained. Please check Aether: The Dark Age {Lore Guide] Or ask if you need help.

Skills: (Please check the Skill page at Aether: The Dark Age [LORE GUIDE] for extra info. Please choose only 3. You can do less if you so choose.

Weaknesses: (Choose three skills from the Skill page. These ones will be the ones your character is less proficient at.)

Theme: (Musical theme. Try to think about what would play in an RPG. Avoid contemporary music unless your adamant that it's the only theme that fits.)
 
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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; Hinokah Family.

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 politics, though Hogan's Forge is officially affiliated with the Hinokahs. Most of his disinterest is purely pragmatic. Prayer and political factions don't put food on the table, he figures, his hammer and the metal he uses it on do. “Leave the gods to the Church and the feuding to the royal families and I'll just stick to what I know,” he often thinks.

Backstory: Arryn was born in the poorest slums of Cloudtop. 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 Cloudtop, 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 guards 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 Cloudtop 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 the ancestors themselves 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 guards 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.

He is currently traveling to Alcamoth as part of the new King of Aether's large retinue as a representative of Hogan's Forge in the old dwarf's place. He is the one who designed and forged Severa Cainhurst's crown for the new Empire. Akio is to present the crown to his wife at their wedding.


Hometown:
Cloudtop


PHYSICAL:


Appearance:

1804539-perrin.png


About 6'10” tall. About 280 pounds.

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. It can be hung at his hip through a loop in his belt when he is outside the forge.

Axe: An axe Hogan made for Arryn to keep him safe when it was decided he would be accompanying the Hinokah royal family to Alcamoth. It is far too heavy and large for most men to wield easily, but it is razor sharp and just the right size and weight for a man of Arryn's size to use competently. Such a high quality weapon would have cost at least five gold for one of Hogan's customers, but of course his apprentice got it for free. Arryn thinks it's a bit silly--he's a blacksmith, not a warrior, why should he need such a fine axe?--but Hogan insisted out of worry and so he carries it with him just to set the old dwarf at ease. It can also be hung at his belt, on the hip opposite his hammer.

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

Money Pouch: Generally carried in his pocket, out of sight. He usually doesn't keep much on him; just enough to buy whatever he might need while he's out. He keeps most of his wealth at the forge in his room. He's saved a great deal of his wages over the years so that he has quite a bit saved up, though he doesn't often count it, so he doesn't know exactly how much.

Skills:
Athletics: Great physical strength, granted by his large size and honed by his long training as a blacksmith. He has about as much raw physical power as it is possible for a person to have.

Endurance: He's pretty sturdy. He can withstand pain and shake off blows that would otherwise cripple someone smaller.

Streetwise: He grew up on the streets before Hogan found him. He identifies strongly with starving children, poor folk, and other less fortunate segments of society. Takes it upon himself in his rare free time to do what he can to help them. He is particularly familiar with Cloudtop's streets.

Magical School: N/A

Weaknesses:

Acrobatics: He is very strong, but not very speedy, nor very good at death defying acrobatic stunts. He weighs a great deal, which makes him particularly bad at such things, though it's worth noting that he has no particular fear of heights.

Perception: He is very focused; this is a strength in that when he has a task set before him, he can drown out everything else and clear his mind to focus only on the task until he sees it through; however, it is also a weakness in that this means that when he is focused on a task or on his own inner monologue, he is particularly unobservant of what is going on in the world around him. If he is truly absorbed in something, a robbery could be occurring in his vicinity and he might not notice.

Stealth: He is nearly seven feet tall and is just shy of 300 pounds of pure muscle. He won't be sneaking past anyone unnoticed anytime soon.

Theme:


(Purely for the clanging metal sounds.)
 
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Saeros the Swordsman
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Name: Saeros Eli Limion

Age: 24 y/o

Gender: Male

Race: Elf

Sexuality: Heterosexual

High Concept: An elf swordsman who serves under the Church of Light but hopes that one day the Merluminal Forest will accept him so he can join the Lumen Elves.

Affiliation(s): Church of Light | Paladin

Personality: Ever since he was a little boy, Saeros was always fascinated by the Lumen Elves and the War of Cinders despite how people talked about either of them. He is and will never be a historian but he knows enough to be interested. Saeros is fascinated by the Lumen Elves despite never meeting them and hopes that one day he can leave the CoL to see them and hopefully join them. Saeros is a very hard man to please. The only times he feels at peace are when he is on the battlefield or by himself, surrounded by wilderness. He also has an unhealthy habit of naming his weapons. Despite being apart of the organization himself, Saeros is not the biggest fan of the Church of Light. He doesn't have specific reason for his anger, he just feels that they took his dreams away from him. At the same time, he knows his place in this world and acts accordingly.

Saeros isn't the friendliest of people so he avoids talking to anyone out of CoL, viewing relationships as a distraction from his true goal; getting stronger. Plus, he hasn't met anyone interesting enough. Saeros views humans as his equals, but finds that sometimes they can be a bit too chatty for his taste. Over everything though, Saeros loves a good drink!

Backstory: Saeros was born in the town of Arcanlux, in East Hedge. His mother died during his birth and his father just disappeared when he was born. His grandmother told him that his father was too cowardly to be a father so he ran away and abandoned him. This didn't really affect Saeros as he grew up because in his eyes he didn't understand how you could miss, hate or love someone if you never met them. He lived alone with his grandmother which he actually liked. She was never too strict with him, just wanted him to keep up with his chores but that didn't end up happening because he was eventually sent off to the Church of Light at the age of six.

The night Saeros was sent away to the Church of Light, he had thought his life was over. He had heard the stories about what happens to people who practice magic from the kids in the market and they weren't good. He wanted to live a long and adventurous life. He wanted to grow up and create his own mercenary group and earn more gold than anyone in his family ever had. The hate for his grandmother was set in stone when he began learning at the CoL and it had only gotten stronger as he grew up. Saeros tried to pretend that he was unable to perform magic or that he simply wasn't good at it but that only made things worse for him and it was only when he reached the age of sixteen that he realized that the more he tried to push away his magical capabilities the worse it would be for him in the future- so he stopped resisting and began to accept what he was. Don't get it wrong though, Saeros still hates magic and tries his best not to use it, hoping that it will somehow preserve his life.

Saeros' main fear is that he will not live long enough to see the Lumen Elves and the Merluminal Forest. His curiosity eventually made him start researching about the Lumen Elves which many of his 'schoolmates' told him to avoid and it was better off that he focused on his schooling but the teenager could not resist. Saeros devoted his life to getting stronger so the Merluminal Forest would accept him. He thought all the other people who tried failed because they weren't strong enough. He has even in the past paid people to go in the forest for him and come back to tell him what they say but they never come back.

Saeros patiently waits for the right moment to leave Alcamoth and go to the Merluminal Forest, but for now he focuses on getting stronger.

Hometown: Arcanlux

Appearance: Saeros stands at a height of 6'2 and weighs 177 lbs. He has an athletic body but it is hard to tell because he usually covers himself in thick armor and/or furs. He has dark brown hair which seems to blend in with his dark-ish skin. Saeros has very light blue eyes; you could almost mistake them for a steel gray and they look like at one point they must have had color but it faded away. He has a small scar across his nose which comes from a bar fight he got in when he was 22 y/o. His nose and forehead wrinkles can sometimes make him look a few years older than he actually is when he gets angry. His nose is longer than the usual elf which can give off a 'snobby' look. A symbol of a tree without leaves is burned into his back with no explanation to match it. If asked, Saeros will simply change the subject. Saeros has two small scars around the lower part of his chest. For an elf, he has very longer ears which seem to almost curve at the end.

Items & Personal Belongings: For combat, Saeros is usually seen carrying these two weapons: his sword Eregon and his pair of knives, Gemini.
Saeros also wears a necklace that matches the symbol that's burned into his back.

Magic School: Abjuration

Skills: Advantages - Athletics, Intimidate, Nature | Disadvantages - Stealth, Religion, Dungeoneering

 
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Chiyoko of Hinokah
IMG_3924.JPG
thank you Avari for fixing up the claim <3

name: Kohaku Ren Michi
aka. 'Chiyoko'

age: mid thirties

gender: female

race: human

sexuality: ambisexual

high concept: fond of the arts and adroit with a blade - Chiyoko has grant many a memorable performance to honour the Hinokah family. She has a friendly place in Hinokah aristocracy, maintaining great relations with other lords and ladies, hoping to finally settle into a family of her own. Though for now she will accompany the Hinokah family, acting as head geisha and entertainer of the ceremony, well as loyal blade if needed. An aspiring champion to Empress Consort Akari Hinokah.

organizations/affiliations: Hinokah | Ceremonial Entertainer / Geisha

personality: With pleasant manners and a graceful ambience about them, the voiceless Chiyoko communicates with politeness and gestures of warmth. Chiyoko has a charm of fame about them, being attributed as an honourable and noble citizen of Hinokah through genial deeds and their defense of the state. They may seem dauntingly quiet, though manage to assert themselves when in passion of voice. Chiyoko remains nearby to their master upon any event, with unwavering loyalty. A slight distaste toward the Cainhurst, courteous toward Church of Light, loving of the Dwarven folk and fascinated by the Elves.

backstory: At a young age, Chiyoko was beguiled by the finesse of dance and pantomime, eventually securing a lead-role in many feature plays for the Hinokah family. These performances included Kyôgen - with themes of philosophy, cherishing the greater qualities in life. Her speciality was Bunraku - enrapt in romanticism, drama and suspense using puppets. Once graduating an academy for martial arts in their youth, Chiyoko progressed to enhancing her swordsmanship - that being far more explicit than theater. She began work in Cloudtop as a people's guard, patrolling the outer city limits in defense of bandits and scouting the local villages. Having performed as bodyguard and geisha to numerous Hinokah executives, they were issued an order of service - escorting politicians through high-risk areas and retaining good spirits through charm. Chiyoko understood the steppe passages and paths of the South Hill, excellent at managing a course through dense and difficult terrain. Once of age, Chiyoko retired with the war and settled back into her old life as an entertainer - this time landing a contract with the royal family as a ceremonial and ritual performer, which led her to Alcamoth.

hometown: cloudtop

appearance: Chiyoko is perched at 5'4", weighing a modest 116 lbs. With makeup, Chiyoko has clear, pale features which beautifies her porcelain skin. A curtained-mantle compliments her contrasting features of light and grace, her dark though grey-tinged hair sets about her collarbones. An attribute to her frame consists of many tattoos that adorn her sleeves and torso, well as legs and partially her face.

items & personal belongings
:
Chiyoko wields an ornate Wakizashi - mostly used on ceremonial matters otherwise ritual. A specially-crafted hilt boasts rich gold and deep red that pays tribute to the royal family. This blade is her pride and faith in the Hinokah.
A combination of a primary Shirasaya and supporting Tanto mention an odd blend, though proved helpful in moments of struggle or combat.
A purse of various spices, incense and flammable dyes for theatrical display, and an assortment of ingredients for beverages. She also maintains a sum of gold within the interior of her uniform for every occasion.


magic school: not applicable

skills:
acrobatics and stealth (performance and theatrics)
thievery (geisha)*
*will never dishonour her values by engaging in actual theft - this is solely for sleight of hand and theatrical performance.


weaknesses:
heal - not much preparation on this.
intimidate - Chiyoko's fair figure may seem too gentle for her own good.
arcana - has contempt for magic used in any form of combat, believing it weak.*
*she has come under fire for this, though in many of her performances she will utilise flammable dye with use of flame, seemingly out of nowhere, to produce vast spectacles. this is simply sleight of hand and street-magician trickery used to entertain crowds - she does not possess the gift of the mage.



lmk of anything wrong in pm <3
 
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full

Name: Mitsuru Hinokah @ Tsuru

Age: 23

Gender: Female

Race: Human

PERSONAL

Sexuality: Heterosexual

High Concept: Youngest Daughter of the Hinokah Dynasty, Swordmaiden of Castle Cloudtop.

Organizations\Affiliations: Hinokah Royal Family

Personality: Blunt, impatient and with a streak of rebelliousness, Mitsuru had felt like a caged bird for most of her early life. As she grew older, she often did what she thought was right first, before stopping to consider the consequences of her actions (she is currently working on changing that order, upon advice of Akio. To consider first, and then act. So far to no avail). Mitsuru dislikes indecisive people, often taking what she considered the fastest way to solve a problem. Which would be a good thing, if not for the fact that her idea of solving a problem usually meant steamrolling it over forcefully. The only people who could really keep her in check were her parents, and to some extent her older brother Akio. She has also developed a kind of affection for the Mistress of Ceremonies of her parent's court, Chiyoko.

Backstory: The Hinokah family though gracious rulers, come from a line of strict discipline and honour. Two principles which Empress Akari frequently describes her youngest daughter as lacking; the latter moreso than the former (do bear in mind, Hinokah standards of both attributes are significantly higher than the average family). While her older brother Akio would obey the Emperor and Emperess Consort to the dot, Mitsuru would only do so grudgingly and with excessive fidgeting. Where possible, she would find a way to stretch the limits of what was permitted. Where she lacked in stoic obedience, Mitsuru made up with mischievousness. This trait often meant that she would rather sneak out to watch the palace guards train than to sit and learn the finer ways of being a Lady of House Hinokah.

When she was of suitable age, she was sent to begin her martial training. It was there that her fidgeting stopped, and she found herself to be an adept learner. Blade in hand, she flitted and bladedanced flawlessly to the approval of her Kage Senshi mentors. It quickly become obvious that her mastery of the sword was exceptional, even for a Hinokian. Mitsuru felt that she had found her true calling: to be on the battlefield, alongside her people fighting back the invading Cainhurst. Despite that, she was often chided for always going for direct engagement instead of considering less aggressive alternatives. As the war with the Cainhursts intensified, so too did Mitsuru's training. Pushing herself to the limits to prove that she was worthy of House Hinokah.

On the fated day that Emperor Rakuyo Hinokah fell, Mitsuru was stationed back with the reserves; as her father had deemed her still too young to be on the front. When news of the Emperor's passing reached her, the Hinokah princess was shattered. She swore vengence on the invading murderers. A few years has passed since then, and though her resentment towards the Cainhurst never quite settled, she has grown just that little bit wiser. Having seen many of her people fall, she grudgingly agreed that a marriage would prevent further bloodshed. Nevertheless, she still remains conflicted, as she thinks that Akio disrespected their father by agreeing to the binding.

Hometown: Cloudtop Palace

PHYSICAL


Appearance: Mitsuru stands at a dignified height of 5 feet 8 inches. Pale almost translucent skin contrasts sharply with long raven black hair which she carefully keeps tied back with the aid of a silver ribbon. Her almond shaped eyes are a deep green, as the waters of Lake Anduin reflecting the surrounding trees on a summer's day. Cherry red lips set between high cheekbones complete her distinguishing facial features. Mitsuru possesses a lithe and athletic body, any unnecessary weight baggage long since worked out from her martial training; she does however, have just enough curves to be unmistakably female.

Items & Personal Belongings: Furo and Shio (ebb and flow) twin katanas which are her main weapons, made of the highest quality steel by a dwarven mastersmith in the signiture curved blade style of the Hinokah family. Hunting knife and a nifty dwarven crafted needle launcher strapped to her wrists complete her armaments. When not in her formal Hinokah garb, she wears a finely crafted but otherwise normal leather battledress and carries a small pack for usual travelling supplies. Mitsuru is often seen wearing an ordinary silver locket, the inside containing a scrap of bloodstained cloth; taken from the armor her father wore on the fated day.

Magic School: Mitsuru has no magical abilities. However, she has been taught to silence mages. Cleanly.

Skills:
Acrobatics - Rigorous training with the Kage Senshi has instilled an unmistakable martial poise that differentiates her fighting style into one with more fluid grace than brawny tactics. She has no qualms using her immediate terrain to her advantage.
Athletics - On the surface, Mitsuru may not have the biggest muscles, but vigorous physical training with the finest warriors in the Hinokah lands has given her an edge in physically strenous activities.
Insight - She may not be a fan of subtlety, but growing up within the courts of Hinokah has taught Mitsuru to be more perceptive of others and to read between hidden lines.

Weaknesses:
Thievery - "Honour is in our blood. The Hinokah have no place for rogues."
Streetwise - "Growing up in the palace means little time spent amongst the general populace."
Diplomacy - "Diplomacy? Bah! Takes too much time! Too much effort!"

Theme: It's quite long, first 4 minutes is enough ^-^; It sounds good on its own, but I think listening at 1.25 times the speed is best!!
 
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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. A short tempered woman with a touch of curiosity for the things that are outside of the walls of Alcamoth.


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 and 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 scholar. 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 breaking any of the laws of the Church 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. Her mother and father were already Scholars of the church themselves but they were travelers. They'd often go on expeditions, in the Church's name, and leave Aurora with a friend and Paladin, named Kamelotte. Before Aurora even reached her pre-teenage years she wanted to enter the Church to develop and learn her art of magic to better serve the Church and her city.


Her father was always open about Aurora joining the Church but was very clear about her joining as a Paladin. He didn't like the idea of his only daughter putting her life on the line every time she would patrol the city. Not to mention going through the tough training to become one. While Aurora did agree to become a Scholar she still received swordplay lessons from Kamelotte without her parents knowledge.


One day her parents expressed great interest to go to a particular place on an expedition. They said they believed it was an important destination to explore and could yield great discoveries. But Aurora was in the midst of training and could not travel with them despite her being old enough to do so. The expedition was to bring them close to Merluminal and hopefully into contact with some other elves to help understand the Lumen's way of life. When they didn't return for a month Aurora suspected they might not be coming back.


It didn't take long for Aurora to know what to do next. She had an idea where her parents went and had no intention of following. She knew rushing out to blindly chase would only result in a bad way and her parents knew what they were getting into. Luckily, Aurora already had someone to take her in. Kamelotte treated the girl as if she was a younger sister and Aurora grew into a fine scholar that still wonders what happened to her parents and would like to find out. Maybe someday she can gather the courage to set out to find some answers.

Hometown: Alcamoth


PHYSICAL

Appearance:

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Items & Personal Belongings:

  • Earrings: Aurora was giving a pair of pearl drop earrings that have a faint glow by her mother before she disappeared.

  • Broadsword: A sword given Aurora by Kamelotte. Can be seen with Aurora at all times.
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Magic School: Healing


Skills:

Advantages - Religion, Heal, Intimidate

Disadvantages - Stealth, Bluff, Dungeoneering


Theme:
 
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BASIC INFORMATION


Name: Lilith Van Der Veen


Age: (TBD)


Gender: Female


Race: Human



PERSONAL


Sexuality: Heterosexual



High Concept: Lilith is a bodyguard of one of the Cainhurst family. She had been hand picked for her skill with the sword and bow as well as her cunning. The girl will serve the Cainhurst family till her dying breath. It was what she was trained for. It was what she was born to do.


Organizations\Affiliations: Cainhurst Family


Personality: Lilith also has a hotstreak and is known for being just as cruel as some of the family members themselves. Sometimes even worse since Lilith has no problem getting blood on her hands. She has often been described as a sociopath since the girl seems to have hesitations in killing in someone gets in the way of her or the Cainhurst family's ideals. On occasion she can be seen with softer features that remind, anyone looking, of her beauty. She loathes the Hinokah and wish's to see the day when the Cainhursts will be returned back to their glory.

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Backstory: The Van Der Veen family has been loyal with the Cainhurst family for generations. The Van der Veens are primarily known as fighters in one way or another and would proudly fight for the Cainhurst when called upon. Lilith was forced to train and learn the art of fighting since she was able to hold a weapon. This was the way of her family. But this was also something Lilith wanted. She not only wanted to be good, she wanted to be the best. At a young age, Lilith quickly overcame the limitations of being a female warrior by using her cunning and quick wit. She was also very fast and agile when she fought, able to land several blows in the time it took others to land one.


Seeing her potential, the Cainhursts had offered her a position of being one of their private warriors when she was finished with her training. She was not only breezing through the challenges given to her but she was always asking for more. Assassinations, money collecting, body guarding, etc. If someone needed to be hurt or killed, Lilith did so without batting an eye. In fact she rather enjoyed doing these task. To her, nothing says, "power" like holding a person's thread of life in her hands.


Hometown: Blackrock



PHYSICAL
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Items & Personal Belongings:

  • Long Dagger

  • Rapier blade
Skills:
Advantage: Acrobatics, Stealth, Perception
Disadvantage: Diplomacy, Arcana, Religion

Theme:
 
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, Clan Ironhammer 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 an old friend and employee of his father, Alaric Gunnison 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 Gulorum'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.

During their downtime, Belegor and Durin would often make trips to visit the Hinokah family, a people who had done much to help the Dwarves after the Fall. As shows of goodfaith, the Seekers have given a few of the relics they've found over the years to the family, and Belegor gifted a finely crafted pistol he crafted himself as thanks to their benevolent allies.

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: Gulorum


PHYSICAL
Appearance
:

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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.
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  • Runic Amulet - An amulet of the Ironhammer clan, it holds a soft ember glow to it.
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  • 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."

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:

Dungeoneering- "Lad, I've been delving into monster infested ruins for half a century. You learn a few tricks during that time." A veteran explorer, Belegor's life has largely been spent in the field or in ruins. This experience has made him deftly aware of the dangers in these treacherous places and how to survive them,
Diplomacy- "It's all in the beard." Being one of the last noble Dwarves left, Belegor has had to learn how to negotiate, charm and inspire those around him.
Athletics- "You swing this massive hammer around day in and day out, and you'll be strong as a giant as well." Exploration is not a peaceful occupation, and countless battles have honed Belegor into a strong, powerful warrior.
Disadvantages:
Thievery- "I guess a loud mouthed Dwarf with a massive hammer isn't the most talented thief." Belegor isn't exactly someone you'd call subtle, and likely wouldn't be able to steal a coin pouch from a blundering drunk.
Heal- "What do you mean we didn't bring a healer!?" Being a busy man, Belegor hasn't had the time to learn any medical procedures. He relies on others to keep him going if he sustains serious injuries.
Religion- "You can put your trust in prayers and gods, I'll put mine in Dwarf Fire and steel." While he doesn't have any inherent problems with religion, he doesn't see the gods as the ones to save his race. Thus he has very little knowledge of even his own gods, much less foreign ones.
 
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BASIC INFORMATION
Name: Lissa Veseere (NPC)
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:
None.

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 be a talented enchantment mage to entrance her audiences so. Lissa always seems to find that idea 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:


ffbe5c193344adb970cccc1912033a22--medieval-party-character-concept.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
Lissa's Theme

 
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Name: Marcel Brightwood

Age: 23

Gender: Male

Race: Human

PERSONAL

Sexuality: Heterosexual

High Concept: A loyal paladin of the Church of Light seeking to help people and provide for his pregnant wife.

Organizations\Affiliations: Church of Light

Personality: Marcel is a bright and optimistic person. He rarely loses his temper, is as chivalrous as any knight could be, and seeks to protect the weak and downtrodden. This attitude as a darker side, though. Anyone who dares threaten the good people of the world will get no mercy from Marcel. To him, it was their choice to hurt others, and that he's simply repaying the favor. He doesn't have many likes, other than doing his job and spending time with his now pregnant wife Lia. He doesn't have many dislikes either, the only ones he has is his strange fear of bees and anything with vinegar in it.

Backstory: Not much is known about the specifics of Marcel's birth, though it's assumed he was an unwanted bastard of a Paladin and servant woman. He was given to the Church of Light, and adopted by a paladin named Bran, who gave Marcel his surname after an almost glowing wooden trinket attached to his neck when he was found. He began his training when he was sixteen, eventually being Knight-Errant just a few months ago. During those years, he met a girl named Lia, who he soon fell in love with and married by the Church when he was just eighteen. Before going out on a dangerous patrol one night, he left her with a night of passion, and after a few months, the couple found out she was with child. Now it's the present day, and Lia is about eight months into her pregnancy.

Hometown: Alcamoth

PHYSICAL

Appearance:
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Under his armor, he's a tall, well built man with medium length dark brown hair, a well kept beard, and soft grey eyes. He has a small scar down his left eyebrow that he got during his training, and has a small wooden trinket around his neck that he had since he was a baby.

Items & Personal Belongings:
Longsword: Given to him when he was knighted and as the symbol of the Church on the hilt
Armor: Another gift from his knighting. Made of expertly crafted steel plates that aren't heavy really, because of his strength and expertly placed straps that ensure that his entire body carries the armor so his mobility isn't hindered that much.

Cloak: Nothing special. Linen cloak with the symbol of the Church on the back of it. Has a hood for protetcing his head from the elements.

Wooden Trinket: A seemingly magical wooden trinket that looks like several branches intwined together. Glows only in the moonlight.

Wedding Ring: A gold wedding ring from, of course, his wedding. He only wears it when he's not in the field, as he doesn't want it to be stolen.

Magic School: (Mage Only. Mages can only practice one particular school of magic and it is dependent on where you trained. Please check Aether: The Dark Age {Lore Guide] Or ask if you need help.

Skills:
Diplomacy
Religion
Athletics

Weaknesses:
Acrobatics
Thievery
Bluff

Theme: (Musical theme. Try to think about what would play in an RPG. Avoid contemporary music unless your adamant that it's the only theme that fits.)
 
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Ronni Redfist

Name: Ronni Redfist

Age: 67 Years of Age

Gender: Female

Race: Dwarf

PERSONAL

Sexuality: Heterosexual


High Concept: An independent dwarf adventurer who has set aside her love for exploration to pursue answers about the state of her people, and how the newly formed empire might be of help.

Organizations\Affiliations: Independent, Dwarves of Gularum (formerly)

Personality: If there was a single word to describe Ronni, it would be ambitious. Perhaps one of the most good-natured dwarves in Gularum as a youth, Ronni has always been a overly positive person. There is little to nothing that could faze her, as she looks challenges and adversity straight in the eye with a grin on her face. One could say she's borderline crazy, as she dives into new experiences with no fear, and seemingly little regard for her own life. This of course, hasn't turned out poorly for her thus far, and aside from a few scars, Ronni has come out of her expeditions better than before. She can, however, be brutally honest, and with that comes no fear of hurting other's feelings, and because of that, the dwarf has made some enemies all around Aether. Ronni is extremely stubborn, unwilling to change for others which has been both a blessing and a curse for her. Ronni does not mold well to new ideas and concepts, especially if they counter her own. She's loud, and anyone in the same room as her is likely to know who she is, and what she's speaking of. Ronni is extremely confident in herself, and despite being a part of a minority, holds her chin high, believing she is as much of an asset to others a they are to her. Because of this, sometimes she can come across as cocky, though she isn't one to brag about herself of her accomplishments. One should be careful when arguing with Ronni, as her fury is explosive. She becomes unreasonable and violent, though her anger is usually expelled on objects rather than people. A destructive force, it's best not to anger her -- no matter how right you are, if not for your ears, then for the well-being of the items around you. Unfortunately, Ronni is almost always angered while adventuring rather than just relaxing -- perhaps its the nerves. Exploring dungeons and unknown lands seems to bring out the serious side in her, which works most frequently in her party's favor, as a focused dwarf is a incredibly useful person to have around. When off the job so to speak, Ronni is a comedian with a loud mouth and an uncanny ability to drink -- or so her companions think. It's probably just the dwarven blood.

Backstory: Ronni doesn’t remember much of her childhood – she was born in Gularum and quickly given up after birth, shortly after taken in by an elderly couple. Even as a child, Ronni had a knack for adventure, often finding her way out of the family home and wandering the streets of Gularum. Her family could tell many a tale of trying to find the adventurous young dwarf, who was found near the forges more often than not.

As her parents aged, they saw Ronni less and less, as she started exploring above Gularum and the lands surrounding it. It was these adventures that truly sparked her love for exploration. Perhaps it was also the state of Gularum that drove her to that love – for every time she returned home it pained the young dwarf to see the grim state of her home. A boisterous, happy girl, Ronni couldn’t comprehend why her people chose to be angry and grief-stricken. As she aged, her returns home became more strenuous, with fights often breaking out between her and her family, who became disapproving of her adventurous side. Her mother argued she needed to stay at home and help the dwarves in Gularum, her father bitter she stayed as far away from them as possible. After a botched attempt at staying home for a long period of time, Ronni left Gularum for good, travelling to Vakaris Town alone at just twenty years of age.

If you asked her about it, Ronni could recall it like it was just yesterday.

I remember going to Vakaris when I was young. Everything was terrifying, not only as a kid, but also because of all the people. While I’d been around humans, nothing prepared me for being a dwarf in a town full of people towering over me. I was terrified, armed with nothing but a satchel and limited knowledge. Perhaps I was at an advantage being so small – the thieves there hadn’t a chance to steal from me. All around me there was business, coin flashing between hands, goods being exchanged. I was enthralled, though I had nothing to give for the exotic goods I so desired. After wandering the bustling streets, making note of many of the shops that lined them, I found myself in a near empty tavern, having traded a dagger I picked up in my adventures for a drink. I remember sitting there for what seemed like hours, contemplating my next move, eyes peeled for any excitement.

I didn’t have to wait long, of course. A large group burst through the tavern doors, mostly humankind, elbowing each other jovially as they sat down at a table, loudly discussing their latest expedition. I don’t know if it was fate that they stumbled into the tavern that day, but it happened to work out perfectly for me. After watching them for some time, and drawing up the courage, I slid out of the chair I sat in, marched up to the group, and chest puffed, I remember asking them confidently if they were adventurers.

The tallest one, a pale, lanky man with a mop of black hair atop his head had smiled at me, and soon that smile turned into an unstoppable bout of laughter, which eventually caught on around the table. My cheeks flushed, and almost instantly the courage that had blossomed in my chest died. Once the laughter died down, that very man, who I now know as Roran, ruffled my hair, reaching over to snatch a chair from a neighboring table, and patting the seat, wordlessly inviting me to sit with them.

The rest is history of course. Roran spoke of their group, who explored the lands of Aether in search of knowledge, weapons and artifacts. They were kind to me – inviting me to join them, which I accepted without hesitation.

It was this very group that Ronni adventured with for years on end, finding herself a home in their ranks. Together they travelled all across Aether, though Ronni never forgot her home in Gularum. After nearly 40 years, Ronni found Roran and the others slowing down, and eventually, all but her retired from the life, finding their bodies slowly deteriorating. It was at this point that Ronni returned to Gularum, where she discovered her parents were long gone, and the grim cloud still hanging over her people. Despite her desire to forget them all, and continue adventuring alone, Ronni left Gularum for the last time, finding herself a home in Cloudtop, where other dwarves also resided. Ronni was fascinated by the Hinokah, who she thought was the dwarves best chance at rebuilding their race. This was, of course, the reason she’d come to Cloudtop, hoping to speak with the Hinokah, and the people who resided in their city. Upon hearing of the news about the newborn Aetherian Empire, and the marriage of Akio Hinokah to Severa Cainhurst, Ronni set off from her home in Cloudtop, hoping to get some answers or even seek audience with one of the families. While her hopes weren’t high, the dwarf hoped that at least she could get some closure for herself.

Hometown: Cloudtop

PHYSICAL


Items & Personal Belongings:

80e5d278018a4279da176382a6e0f2e3.jpg

Dual Axes - Dubbed Flora and Fauna, Ronni traded trinkets for these dwarven axes, which she uses both in general tasks and as weapons. They can usually be found slung on each side on her hips.
Satchel - The same satchel Ronni has had since youth, this worn down bag carries everything for adventuring, used as a storage space for food, water, artifacts and coin.
Dwarf Fire - Ronni always seems to think she's running low on the stuff... Her companions would likely argue the opposite.
Redfist Ring - A runic ring is the only thing Ronni has left of her family, and she wears it at all times. This is her most prized possession, despite the distant relationship she had with her parents before their death.


Skills:
Dungeoneering - "It's kinda natural." Ronni isn't wrong. Between Gularum and dungeon expeditions, Ronni is easily an expert.
Endurance - "Gotta keep up with the humans somehow." After travelling across the land with long-legged companions, through all four seasons, Ronni is probably one of the most well conditioned dwarves in the land.
Perception - "When I'm quiet, I'm useful." Ronni's niche is in perception, where she proved an asset to her friends, being able to find what others couldn't.

Weaknesses:
Acrobatics - "Look, I just don't bend like that." Being short and stocky doesn't particularly pair well with acrobatic feats, ask Ronni and she can prove it.
Bluff - "What can I say, honesty is my uhh... policy." Let's be honest here, if Ronni is lying, everyone knows.
Stealth - "I didn't get these bruises from nowhere, ya know." I wouldn't call Ronni a klutz, but you can definitely hear the heavy-footed dwarf coming from miles away.

Theme:
 
Markku Cainhurst.jpg BASIC INFORMATION
Name: Markku Elof Cainhurst
Age: 21
Gender: Male
Race: Human

PERSONAL
Sexuality: Homosexual
High Concept: A young mage struggling to find his purpose in a world where family means everything.
Organizations\Affiliations: Cainhursts

Backstory: Markku is the third child of Lord and Lady Cainhurst, and their only son. Ever since he was born, Markku has always been a little different from the rest of his family. He doesn’t have the trademark Cainhust grey eyes or their platinum blond hair. His skin has too much color and his features are too soft. He’s considered short in a family where 6’1 is the average for males, and would prefer to use Illusion magic if he had the capability.

Middle child syndrome aside, growing up, Markku was the quintessential black sheep. Narcissa was more effective in her spell work, and more proactive. Severa was exceptional even without magic and was slated to become Ulfric’s heir. Eleanor was a divine gift from the gods. Markku liked to stay up all night to watch the constellations traverse the night sky, dance instead fence, and sang in a voice that should’ve belonged to any of his sisters; he was never quite right, as a Cainhurst.

Nowadays, …

Personality: Markku is prideful and boisterous to anyone who cannot see through his façade. One would think he has an unhealthy thirst for power and the determination to get it. Truthfully, he is quite shy and only strives to avoid embarrassing his family. He fears being caged, with no way out, more than anything and that is why he adores the open sky and stars, even if he has yet to reach beyond them. He likes to sing and dance and be admired for his appearance, because he feels it is more real than “love”, even the love of his siblings. He despises hopeless romantics, because he himself is a hopeless romantic, and being reminded of his limitations, which are numerous under his father’s disapproving gaze.

Though he plays the jovial part and is never without a smile, there is an anger and ruthlessness that has taken hold within Markku. Faced with an unkind world, there is little kindness within him for anyone but his siblings, who work so hard to hold each other up. He may have little to no ambition for himself but would gladly set the land to flame for his sisters, or to be rid of his father. Markku knows that his path will lead to his own misery, but he will see it through to the end and fight to change his fate, no matter the cost.

Hometown: Blackrock

PHYSICAL
Appearance:
· Height: 5’11
· Weight: 150lbs
· Eye Color: Green, with a gold limbal ring

Items & Personal Belongings: a swordstick, a pocket watch, a signet ring, 10 gold for emergencies

Magic School: Evocation

Skills: Arcana, Diplomacy, Insight
Weaknesses: Intimidate, Streetwise, Nature

Theme: Pentakill - Orb of Winter

Avari Avari you like?
 
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BASIC INFORMATION

Name:
Alexander Von Klein
"Bastard of the Cainhurst"

Age:
19

Gender:
Male

Race:
Human

PERSONAL

Sexuality:
Heterosexual

High Concept:
Bastard child of Lady Stanza Cainhurst. Was almost executed as a child after Ulfric found out Alexander wasn't his son, but was saved by a retired knight of Cainhurst. Despite his young age Alexander is bright and skilled warrior and a very capable leader. Now a wandering Hedge Knight Alexander looks for his purpose in the world.

Organizations\Affiliations:
Independent, formerly from Cainhurst

Personality:
Despite Alexander's cruel upbringing he's a very noble and honest young man with a clear moral compass. Being Stoic and levelheaded Alexander can pass as royalty if he was presented correctly. Other than that Alexander is extremely caring and compassionate towards other people, especially to those closest to him. This compassion for others regardless of status and Alexander's noble tendencies has made him a hero of the common folk. Though he isn't well regarded by the nobility due to his status as a bastard and a Hedge Knight. Alexander is self aware about he elites opinions on him and he constantly tries to prove himself to them. Alexander is considered to be wise beyond his years since he was forced to fend for himself after Sir Robert passed away, and due to Sir Robert's strict teachings.

Surprisingly Alexander is a natural born leader, mostly likely a trait gained from his mother's family. He's shown signs of inspiring and leading others, showing integrity, courage, and talent. Especially with the common folk. While he's nowhere near a commander, the young man still has a long way to go. Alexander constantly searches for a home, a place where he belongs. Due to his bastard status in the northern lands controlled by the Cainhurst he is seen lower than a peasant, and his ties with Cainhurst family leaves him with little opportunities in the south. This often leaves Alexander somber when he sees a family or any other form of companionship between other people.

Backstory:
Alexander's birth is shrouded in mystery, it's known that his mother is Lady Stanza, but Alexander's father is unknown and it certainly isn't Lord Ulfric. It took about 2 years before Ulfric noticed that Alexander wasn't his, he was furious and immediately ordered the baby to death. The infant was given to Sir Robert Klein to execute the baby, though the old Knight took pity on the baby and sparing the child's life. Sir Robert then took the baby as his own, making sure it stayed away from the watchful eyes of Ulfric. If questioned Sir Robert then he would say Alexander was his grandson. As Alexander was growing up Sir Robert strictly taught him how to fight and act as a knight.

Though Sir Roberts secret didn't last forever as word gave out that he was hiding Lady Stanza's bastard child. Though this time Alexander wasn't the one who met the end of a guillotine, instead it was Sir Robert. And the young Alexander watched as his only family figured was decapitated in front of him. He still has nightmares about that day and they will probably continue for the rest of his life. After that Alexander was thrown out with a few belongings of Sir Robert, the clothes on his back, and a hatred for Lord Ulfric. Alexander was 13 when he was left for dead and the next 5 years were miserable though Alexander stayed true to Sir Roberts teachings.

Throughout those 5 years Alexander trained intensely with what he had, swinging his sword just as Sir Robert taught him. Eventually Alexander started to hone his skill and around the age of 16 he started to participate in small tournaments. He didn't get very far in theses tournaments, but it gave him experience in fighting and that only strengthened his skill. Eventually Alexander began to win the smaller tournaments and he began to make a name for himself especially with peasants. Now a seasoned fighter Alexander now roams the land in search for purpose.

Hometown:
Blackrock

PHYSICAL

Appearance:
Standing around at about 6'1 Alexander is an opposing figure with strong, broad shoulders. Messy black hair that's swept off to the side and the piercing grey eyes of a Cainhurst. Alexander heavily resembles his mother, Lady Stanza. Even to the point that it's clearly noticeable by someone who knew her personally.

Items & Personal Belongings:
Steel Longsword ~ Owned by Sir Robert, after the Knights death Alexander hasn't been without it.
Plate Armor ~ Battleworn armor, scratches, dents, and chipped pieces can be easily seen.
Pouches full of a few coins and food.

Magic School:
None (Though it would be cool if he carried over some abilities from his mother).

Skills:
Perception, Athletics, Diplomancy

Weaknesses:
Stealth, Thievery, Religion

Theme:

Avari Avari Just wanted to get this out, I'll change it if he can't be a Cainhurst
 
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BASIC INFORMATION

Name: Glazist Toten

Age: 27

Gender: Male

Race: Human

PERSONAL

Sexuality: Heterosexual

High Concept: A scoundrelous mercenary with no care nor patience for concepts of 'honour' or 'fair play.' He enjoys adventure, and his ultimate goal is simply to remain entertained. Action and debauchery are his calls, and without them he feels his potential or life are being wasted.

Organizations\Affiliations: Independent, Formerly of the 'Company of Black Wings.'

Personality: Glazist is care-free and calm, one to crack a joke to ease the stress, though perhaps even when it is inappropriate. He is largely self-centered, though in a manner different than most selfish mercenaries - While willing to act selflessly towards others, it is clear that he only does so as long as it would provide some form of entertainment for himself. Coin is a goal, yes, but enjoyment is the ultimate. To those he sees as boring, they better be able to pay. His concept of 'honour' is chaotic, plain and simple; there is no deep thought put into his actions, or anything he could put into writing, and he is consciously aware of this. Despite such, he does what he feels is right and stops what he feels is wrong - A feeling which is quite bendable depending on how he feels, or what he wants... And even then, perhaps only sometimes.

Backstory: It's quite easy to find out about Glazist's history - One just needs to ask. That is, if he hasn't already drunkenly started talking again. Born to a merchant father, he was caring to his boy but little else - A textbook example of the greedy merchant in his business practices. It was a practice that payed off, though Glazist's moral perspective certainly wasn't deepened from the experience. The boy had little interest in economics and haggling, preferring rough-housing and mingling with the lower class. Locally, he came to be known as a kind of half-and-half; 'middle-but-low,' indulging himself without the expected grace of those who can afford it. As Glazist grew older, he had more interest in combat than his father's trade. Despite protesting, Glazist signed on to become a mercenary with the 'Company of the Black Wings.' Merely a few months after Glazist's first few contracts in the group, his father dies from illness. He still describes it as sad, but not to everyone and - if he's honest - not that surprising.

The Company of the Black Wings. An amalgamation of members from Arcanlux, Vinistead, and Vakaris - Originally used for hunting bandits and escorting trade caravans, it had expanded its operations to take on war contracts; Scouting, battlefield skirmishes, and other tasks. Their doctrine focused on light-infantry skirmishes, equipping most of its membership with the sword-and-shield with the crossbow. In the war between house Cainhurst and the Hinokah, the company took on a contract which they'd extended nearly to the war's conclusion. They were used commonly in smaller skirmishes, scouting, and other light-infantry missions. In rare moments, they assisted the main forces on the battlefield via flanking raids and hit-and-run attacks. The company's focus on indirect support made it far easier for them and their members to survive than others, but still enough exposure to veteranize its members. However, battlefield efforts were consistently costly - Their third, and final, fight on the field being best described as 'devestating.' There's few other words to use regarding a company's fall of manpower from 276 to 79. The company's members survived for an impressive period, but that period did not extend to the end of their contract. They continue to assist in smaller ways, but their first opportunity to leave the war is taken without hesitation. With heavily diminished numbers, they station themselves in Vakaris. They remain there today, contracting themselves to whoever can hire them - whether they be merchants or gangsters.

Glazist is one of the 79 to survive, but he does not remain in Vakaris with the others. Judging himself to be of adequate experience, he goes on his own to sell his services independently. Its a time... less than well spent, from his needs. On his own, most clients prove to be villagers. There are highs, of course, but they are few and far between. Hunting wolves and acting as a scarecrow against bandits may put food on the table, but it's not exactly riveting. Every chance at a real contract is accepted with an intense hunger, where elsewhere he feels his potential is wasting away. He has traveled farther than the trade routes of the three hubs, picking up trinkets for memories he wishes to keep, now mingering about the Capital City.


Hometown: Vakaris

PHYSICAL

Appearance:
Y6WZXuN.jpg

A man of average height, built in a manner expected from a soldiers. His face is largely clear of scars, though closer inspection shows a few small marks. Glazist's long blonde hair is well groomed, tied into a ponytail which is tucked into the neck of a leather longcoat. The beard is long and well-groomed, tied at the end to keep it gathered. The man has tattoos on either hand, black lines following the tendons down to the wrist.

Items & Personal Belongings:
Short-guarded arming sword.
Small type II round-shield.
Norman-style helm, braids and tails of hair hanging from the top and front.
Various trinkets, whether of craftsmanship or merely scraps, hang from a necklace.
Leather long-coat
Chainmail cuirass
Bag of powdered glass
Pouch of wardarts
Coinpurse, food, and other miscellaneous items

Magic School: N/A

Skills:
Insight, Stealth, Perception

Weaknesses: History, Arcana, Religion

Theme:
 
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Name: Crow
Age: 20
Gender: Male
Race:
Human

PERSONAL
Sexuality
: Straight

High Concept:
Hired swords man.

Organizations\Affiliations:
Whoever pay for his services.

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 companions 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. Thanks to his current job in helping escort a trader and his family to the Capital Crow now searches for his next job.
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.



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 companions.

Theme
:
 
Basic Information


Name
Belphraus Ibern Krogar


Age: 27

Gender: M

Race: Half-Elf

Personal

Sexuality: Pansexual

High Concept: A gambler, a thief, and a historian all in one- Belphraus has few he cares for and less he trusts. A man who values self-interest, a person of observation, and an overall jerk- Belphraus is the kind of person who knows when to accept defeat when defeat is due but takes a challenge when it arises.

Organization: N/A | Former Leader Of Scoundrels

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  • Noticeable Features
    • Slightly pointed ears
    • Scar across the bridge of his nose
    • 3 Ear piercings on both ears
    Physical Appearance: Belphraus or Phraus as he is called on the streets, maintains a rather willowy appearance, one that shows little muscle on his person than there actually is. Having a generally lean physique and athletic runner build, Belphraus may look fragile but he's taken his share of damage on the streets. With ears of a slightly jagged shape and one or two teeth a little crooked from his days of 'rough housing', Belphraus flashes confident smiles, and waggles brows through a steamy light blue stare.

    Height | Weight: 5'10 | 144 lbs

    Eye Color: Light Blue




Avari Avari
 
BASIC INFORMATION

Name: Evelynn Von Carstaires

Title: Knight Captain Evelynn (respectful/common),
Evelynn the unscathed (uncommon/lesser-known)

Age: 28

Gender: Female

Race: Human

PERSONAL

Sexuality: Heterosexual

High Concept: A noble Paladin determined to rise the ranks of the Church of light and write her name amongst legends

Organizations\Affiliations: Church of Light

Personality: An obsessively prideful paladin to an almost extreme extent. She tends to do what is seen as “good” but generally for her own benefit in an attempt to gain recognition. Generally a good conversationalist with others but has a severe temper that tends to flare up on occasion when her honour is questioned. Tend to boast frequently, especially once given compliments. Incredibly determined if put to a task that is certain to earn her fame

Likes:
Fancy weaponry/armour
Being praised
Performing seemingly overwhelming feats

Dislikes:
Small, venial tasks
Having her glory stolen
Being stripped of anything, be it equipment or a title
Honour being questioned
Being defeated

Backstory:
Having grown-up with a single, loving parent, her father named Vaan Carstaires. Young Eve followed everything her father did as he was a hero in her young mind, despite being low-ranking Paladin-lieutenant, leaving her almost determined to just the Church of Light’s Paladins herself. Beginning her training at the young age of thirteen to join her father in battle and earn a name for herself to make her father proud


The problem with Vaan was that he was quite glory obsessed, a trait that he seemed to input into Evelyn through his constant storytelling. His insistence on maintaining pride led him to life-threatening situations on an almost daily basis, and eventually, it caught up to him on one of the regular scouting missions for one of the rare pre-cinder artefacts. He died to a fatal blow to the chest from some sort of wild lands beast, ending the hopes and dreams of a young man and leaving his young daughter in the hands of the Church of Light. Evelynn was only about half-way through her training at the time to be come a fully-fledged Paladin.


Her hero was dead, and it struck a heavy chord within her. “I will earn enough glory for the both of us” she had vowed at the end of the last year in-training, having become somewhat popular for her deft skill with a halberd, allowing her name to spread around and having people request that she join them for further training, of which she accepted, but people soon realised that she was hell bent for glory, constantly tossing herself into almost death-guaranteed situations then defying the odds and somehow surviving.


She rose through the ranks in eight years, gaining the rank of captain, not for her personality, but sheerly through the skill demonstrated through action, her determination pushing her onwards to more, ridiculous tasks, being viewed as a mad, but somehow effective knight. Her scouting missions tended to prove successful and she became a popular figure with the lower-ranked knights that hoped to befriend her and share in her victory

Hometown: Alcamoth

PHYSICAL

Appearance:
3F60C4C8-6BC0-4862-9F79-0F1127C097AA.png

Items & Personal Belongings:

Her polished halberd and shield
B130D619-95CD-48EB-93AA-0452BB7E8401.jpeg
EA7C9FBD-446D-4914-B0DD-F5A1A37C917E.jpeg

Skills:
Endurance
Intimidate
Athletics

Weaknesses:
Stealth
Acrobatics
Insight

Theme:

Avari Avari
 
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