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Fantasy Bitter Spite - Character Sheets

Captain Gabriel

Three Thousand Club

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BASIC INFORMATION
Name
: (Their true name)
Aliases: (Other names, titles, nicknames, and aliases.)
Age: (Biological age. How long have you been there?)
Gender: (Male, Female, Genderless, or Hermaphrodite depending on Race)
Race: (You may create your own race, provided that you will write down a fairly detailed description of its physiology, specialization etc.)
Class: (Feel free to make your own, however, the basic, recommended list can be found here: Fantasy Character Classes - TV Tropes )

PERSONAL
Sexuality
: (Ships gotta sail, then sink each other.)
High Concept: (Sum up your character in a sentence.)
Character Alignment: (Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, True Neutral, Neutral Evil, Chaos Good, Chaos Neutral, or Chaos Evil)
Relatives: (People that are biologically related to your character)
Organizations\Affiliations: (Organizations, or people the character is affiliated with)
Personality: (At least 3 lines. Make sure the character has it's strengths and flaws.)
Backstory: (At least a solid paragraph, no more than 4 paragraphs. Keep it relevant.)

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

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)
Quote\s: (Notable things that the character has said, that may show off their personality or speech type)
Theme: (Musical theme)
 
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One Antagonist coming riiight up! Sprinkled with dead parents and extra edge. I also put in extra chessmaster for good taste.

I feel like the power level should be good, but I'll adjust it depending on what the enemies will be.
BASIC INFORMATION
Name: Seth
Aliases: The Dark Lord (formerly), the Dark Overlord, Dark Messiah, Dark Apostle, False Prophet, Prince of Darkness
Age: 28
Gender: Male
Race: Demigod - 1/2 Dark Elf, 1/2 God
Class: Sorcerer

PERSONAL
Sexuality: ???
High Concept: The dark lord who wants to bring balance to the Empire.
Character Alignment: Chaotic Not-On-Your-Side (Just kiddin'. S' Neutral Evil.)
Relatives: Deceased parents. Oh, no! Tragic backstory incoming!
Organizations\Affiliations:

  • Seth's Followers - Leader
  • Majai Knights - Infil-Traitor
Personality: Seth is a cruel, devious backstabber with no remorse. He suffers from the Chronic Backstabbing Disorder that he caught from his childhood surroundings. Although very affable on the outside, speaking in a charismatic, sometimes sardonic way, this is all but a performance to keep his forces together. Although he has ultimately good intentions of overthrowing the Empire, he is willing to sacrifice armies and even himself to reach that goal. He does have a greedy, evil side to him too, that often takes the main seat and rules his actions. To call Seth truly evil, however, would be a bit of an overstatement -- as the Dark Lord has proven he can show mercy on more than one occasion.

Backstory: The Gods of Darkness were plotting in their dark realms. They decided they would need an apostle -- a dark messiah on the earth to lead their immense invasion. After a voting, they combined their powers into one being. One, united form. And with this, the dark gods created a potion of love and gave it to a dark elf priestess. She fell in love with the Avatar of Darkness and soon enough, the two had a baby, only for the Avatar of Darkness to attract a horde of wraiths to the city before disappearing. The priestess; Cetea, Seth's mother, ran away with heavy wounds. She gave birth after reaching the nearest city; the capital. More specifically, she chose an orphanage to be the place of birth, because she knew she wouldn't survive.

Seth grew up in the orphanage. Ever since he could speak, it was clear to everyone around him that he was different. Not just because of his race, but also because of his powers. Seth could do things no other children could. Sometimes, he spoke with animals. Other times, he moved things with his mind. Sometimes, he read other children's thoughts. At other times, he performed other deeds of mystical power. Rumours were told that since Seth was conceived under a love potion -- he could not feel love. To test this, a popular girl asked him out at the age of fourteen. Seth, who was a social outcast, timidly accepted. After being with the girl for a few days, she broke his heart by leading him to the local cave and leaving him there alone as a prank. Regardless, Seth ultimately understood that there were no chances he'd ever be wanted by anyone.

With that in mind, he escaped the orphanage and lived on the streets for a few months. Then, he was found by the Majai Knight; Leandros. The two shared a brief conversation. Seth told the old man about his abilities; telekinesis, telepathy, divination. He was talented at many kinds of magic. The Majai Knight remained unconvinced and left. As he turned away, Seth used his telekinesis to cut away the strings of his coinsack with just enough precision for Leandros not to feel a thing. Quietly calling him a sucker, Seth enjoyed a night at the local tavern. It was an hour later that Leandros found Seth and commended him for the deed, then accepted the boy as his apprentice, as he had talent.

And so, Seth became a Majai Knight. Under Leandros' teachings, he honed no swordsmanship skills. He learned how to use his mystical abilities to their maximum and spent days reading books in the tower; a fate that he was very thankful for, as it was better than living on the streets. He also learned diplomacy, as he had a knack for smooth-talk. Somewhere at this point, Seth learned of his true origins through a vision. He set out west and found the village his mother once lived in. He collected the ashes of the burnt down buildings and then poured them into a sack that he attached to his staff. He wondered who would do this, and he heard a response. The Gods of Darkness whispered answers -- this was a village of the dark elves. Burnt down by a human army. A blatant attempt at manipulation, of course... but then again, the wraiths were human. Seth did not have any response to this.

Unfortunately, one day, Seth had an unpleasant encounter with his elven commander... a meeting that had him kicked out of the organization faster than he entered it. Being fed up with being treated this way for his race, Seth started gathering allies and supporters. He was contacted by the Gods of Darkness...

You know the rest of the story.

PHYSICAL
Appearance:
59ac03844142a9a898476578c2d21a26--dark-elfs-monster-boy-art.jpg

908de321412853.560442fbaf39b.jpg

Weapons & Armor:

  • Auric Armor: A set of armor crafted out of specially-prepared alchemical metal. Seth only wears a helmet, chest-piece, and gloves, but they offer excellent protection against even the toughest of attacks. Under his robes, he also wears a chainmail out of the same alchemical metal for added security.
  • The Burning Eye: A metallic staff with an 8-pointed star on the tip. Inside of it, is a small, blue crystal of magical power that acts as the staff's core. To the bottom of the 8-pointed star, a small, sturdy string holds a leathery sack that feels like it has ash inside of it. The staff helps Seth store, regenerate, and channel his mana. It can also shoot energy as either bolts, or form a magical blade from the blue crystal at the tip to cut the enemies. Taking a blunt hit with the staff, however, causes an enemy to freeze for a second, as their nervous system is zapped with magic upon receiving the blow.
  • The Burning Blade: A dangerous blade crafted by Seth for close combat. He used it to behead the Emperor. After the end of the Gothic War, he enchanted it further so that it could become a more fearsome weapon. The instrument of destruction now burns with an impossibly hot fire that runs alongside the blade when the weapon is out of the scabbard.
Items & Personal Belongings:
  • Supporters: Seth has many supporters, especially among the orcs, dark elves, demons, fallen angels, trolls, ogres, beastmen, and other "lesser" races. Many of them are willing to be his subjects, servants, or soldiers and have moved to his domain after the Gothic War.
  • Resources: With servants and retainers comes wealth. Seth's domain has several self-sufficient villages and castles owned by the lords that he appointed himself. He himself has a fortress in the middle of his land. He also has a small fleet, a personal dragon, extensive treasury, stables, drakes, a kraken and a sea serpent to protect his lands from the east. He made several deals with demons to ensure his lands stay fertile and that he stays wealthy.
Skills & Abilities:
  • Natural Charisma: Seth is greatly charismatic -- a skill he is believed to have inherited from his mother. She was a priestess, so it is natural she preached the name of the Goddess and gave regular sermons. Likewise, Seth is affable and easily attracts crowds to himself.
  • Educated & Scholarly: The dark lord is, first and foremost a scientist and researcher. He likes practical approaches, observation, and experimentation. He applies his logical philosophy wherever he goes.
Spells & Magic:
  • Dynamic Magic: Simple interference with the world around Seth. Seth is a skilled telekine and telepath capable of pushing armies back or communicating and reading thoughts across vast distances. He uses the latter to relay orders to his troops during combat. He is also known for his skill in spatial manipulation and uses it to teleport troops around the battlefield. Because of his nature as a Sorcerer, Seth merely requires enough willpower and mana to realize spells and their actual capabilities are limited only by his creativity. His spells, especially difficult ones, can still be refined through expertise.
Weaknesses:
  • Hatred of Authority: Despises the Empire and hates the Majai Knights. He bows to no one and the dark gods are but willing allies.
  • Holy: Holy energies and magic hurt Seth exceptionally and help dry up his mana stores. The protective field around the whole Empire keeps him away, but for how long?
  • Limited Mana: Although an exceptional mage, like all, he is held back by the innate produce of his soul. His stores are notably larger than those of normal mages thanks to the time spent regenerating his strength at the node, but Seth remains with a limited amount of magic available to him.
  • Melee: Although his sword is strong, he won't hold his own without bodyguards next to him. Especially against skilled opponents. Seth prefers to keep his range and carries the Burning Blade around only for the intimidation and shock value.
FLUFF (Optional)
Hobbies: Watching fights in the arena, esoteric and occult experiments, arcane research.
Quote\s: "Actions speak louder than words."
Theme:
 
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BASIC INFORMATION
Name
: Iris Cripthar
Aliases: The Descender of Love and Life
Age: 24
Gender: Female
Race: Demigod (Daughter of The God of Love and Life - 1/2 God 1/2 Human)
Class: Sorceress

PERSONAL
Sexuality
: Pansexual
High Concept: The shy and gentle daughter of the loving, living God. (Eh? Get it? Eeeh? Okay...)
Character Alignment: Neutral Good
Relatives:
  • The God of Love and Life, Father.
  • Unknown mother, deceased.
Organizations\Affiliations: None.
Personality: Iris is kind and loving. She loves to act and is always seeking everybody's attention. She hates people who brag about themselves but when she's alone, she does nothing but look at herself as she feels a deep love for herself as she does for everything else in this world. The only things she does not feel love for are the spawns of the dark gods, who are hopeless creatures with no faith of going back. She is also saddened by the fact that people love her for who she is and what she looks like rather than what she does and how she acts.
Backstory: Nothing much is known about her past as she doesn't like to discuss it. She was born 24 years ago to a God and a human mother who died shortly after her birth because of complications during labor. She was raised being treated like a princess her whole life by the priestesses in the local orphanage due to her divine heritage. The boys in the orphanage all had a thing for her, but they all knew she was way out of her league. But deep down, she loved all of them. This exact fact made her unable to create a long-lasting relationship. She was afraid of hurting her partner's feelings in one way or the other and thus she always backed out of relationships and rejected men and women who confessed with the excuse, "I feel too much love".

PHYSICAL
Appearance
:
e22fb8a15ee0c38c27c578a9085920f8.jpg

Weapons & Armor:
  • Outfit Of The Goddess - This was a gift from her father. It deflects all lower-magic and creates a shield that protects the user from hand-to-hand attacks and assaults made with small-sized weapons.
Items & Personal Belongings:
  • A necklace with a blue jewel, last and only memory of her mother.
  • A small bag full of golden coins and jewels that she uses to pay stuff with.
Skills & Abilities:
  • Acting - She is a pristine actress and can play any part if given the chance and proper outfit.
  • Charisma - Her innate charisma makes her able to convince anybody into doing her bidding. However, it takes lots and lots of talking and it rarely works on women.
  • Divinity - Her divine blood makes her quicker, more agile and stronger than a normal human being. This also makes her immune to all poisons and all minor diseases. She also cannot die of old age.
Spells & Magic:
  • Masterful Healing - Her healing spells are top notch. She can heal a severed arm with ease given enough time (1-2 hours).
  • True Resurrection - By using a large amount of mana, Iris can resurrect a person and bring them back from the underworld with all their memories and past feelings. If the person has been dead for more than 5 hours, the spell won't work. It also requires lots of preparation, both mental and physical, or else the spell won't work.
  • Perfect Beauty - Iris can thank both her body's shape, curves and sizes and the godly blood that flows in her veins. She radiates an aura that increases the perception of Iris' beauty tenfold.
  • Charming Kiss - Kissing somebody lets her charm that person. It will work for thirty minutes on individuals with low willpower. Those individuals will be under Iris' control and they will do anything in their power to protect her and make her feel at ease. When this spell is cast on individuals with more willpower, they will only be under her spell for a couple of minutes, more than enough for her to give one or two major instructions.
  • Fire Magic - Just as the fire of love that burns deep in people's hearts, Iris can use fire as a weapon. However, she will hardly use this ability as she hates to harm other living beings. Only in dire situations she will use this abilities. Just to make you understand how strong her fire magic is, she could burn a small barn to the ground in less than 30 seconds with little effort.
Weaknesses:
  • Physically weak - Even if she is stronger than a normal human, she is still weaker than an average warrior.
  • Not a good fighter - She has never learned how to fight properly and she cannot defend herself if she was attacked by more than 3 people.
  • Loves everything a little too much - Iris, as said before, loves everything. That means she wouldn't dare to harm anything unless her life was in direct danger of ending.

FLUFF (Optional)
Hobbies:
  • Picking flowers to make crowns out of them
  • Playing with her hair
  • Practicing healing magic
Quote\s: "I am sorry...But I love everything too much to focus on just one thing!" Iris, rejecting a boy back in her days in the orphanage.
Theme:
 
BASIC INFORMATION
Name
: Diarmid

Aliases:
The Bard

Age: 29

Gender: Male

Race: Human

Class: Bard


PERSONAL

Sexuality
: Heterosexual to a Fault

High Concept: A Bard who's only in it for himself, whether for coin or for Women.

Character Alignment: Neutral Evil ((He's not actually evil, this is just the best alignment to say he only really gives a fuck about himself.))

Relatives:
Mom: Unknown
Dad: Unknown

Organizations\Affiliations: None but himself

Personality: Diarmid is a man who honestly is pretty selfish and greedy. He'll only help you if he gets something out of it, like a reward and maybe some fun in the sheets. He is straight up a Prick a lot but only because it works out for his favor a lot, he can also be nice if its more favorable to do so. He's kinda unpredictable, one moment he's nice, the next he's trying to get steal your stuff.

The Bard does have some moral code to him though, he won't outright murder someone. Though he probably would mug you and take all your shit so he's not exactly the best person. Either way he a Prick but a useful one that could seriously help is many situations.

At least 3 lines. Make sure the character has it's strengths and flaws.)
Backstory:

Diarmid was also a dick his whole life, often times as a child he would go out and steal some other kid's stuff. Really his childhood was very much unimportant save for some events but those are things he'll never tell, yet. But there was one thing he had a talent for, well two things, okay three things. Magic, Music, and combat where things he was pretty good at.

So what else than to become a Bard right? Well count at least ten years of training at becoming a Magical Bard. He doesn't remember much about his training because why remember a boring time? Then again he doesn't remember a lot of things... Maybe he should get a Diary? Either way The Bard learned how to use Summoning Magic using instrument, one such spell is a rat he uses to scare Barmaids and to which he'll save by disposing the rat. Being a hero who gets the girl, well for the night then he's gone.

Well over the years he has gained a lot of lovers, well it's more like they want to marry him off of false promise. And he has gained many enemies like the Sheriff of this one town where he... Oh it doesn't matter.

Either way The Bard has a Complicated history and it's too long to list and for him to even remember. Just know he seeks adventure, coin, and Cleavage.


Appearance:
image.jpeg

Weapons & Armor:
Leather Armor: Armor that is light and offers some protection in combat.
Longsword: A normal Sword that he wields
Dirk: A dagger that he uses should he decide not to use a shield
LongBow: A Bow that he uses if he feels like firing from a distance
Shield: A normal shield that our intrepid Bard uses to save himself from harms way.
FlintLock Pistol: Yep he carries a gun with him to deal with things a little tougher than he'd like.

Items & Personal Belongings:
A bag for his coins
His trusty Lute that he plays to summon his friends and to cast spells.
A Pack for anything he Finds on the way like Magical Tokens or things he can sell later.
Arrows
Skinning Knife
Some Flaggons for drinking Alcohol!
Ammo for his pistol

Skills & Abilities:
Jack-Of-All-Trades: Diarmid can pretty much fight in many ways like Dual Wielding, Sword and Shield, archery, hell he can even use two handed weapons and flails should he get those later.

Charismatic: The Bard knows how to get what he wants by either being nice, Snarky, or by being a good business man. He defiantly knows how to Barter. He is also very resistant to being charmed even by magical means so you need to put in a lot of effort to make this man your pawn.

Agile: Due to being in light armor and being pretty speedy, The Bard is very much a fast fighter

Fairly Strong: The Bard is pretty strong for what he is, is he strong like an Ogre? No but he can hold his own in a fight with raw strength unless the guy he's fighting is like the hulk then he'll back off.

Stealthy: The Bard is pretty good at sneaking his way through places.

Pickpocket: Yes he can steal stuff from your very person, and he's not afraid to do it.

Lock pick: He loves lock picking chests to free them of their unwanted burdens.

Spells & Magic:

Summoning Magic: Magic he uses to summon various creatures to aid his quest like Rats, Mercenaries, healers, thieves, killers, heroes. They aren't actual people even if they have a personality.

Healing Spells

Some Fire Magic

Some Ice Magic

Inspiration: A spell that pretty much gives anyone and everyone inspiration in a fight. ((It gives like a +4 on any dice roll you want in a fight.))

Weaknesses:

Greedy: The Bard's Greed often times make his decisions for him

Lust: Same thing as greed but instead of money it's women!

Selfish: The Bard only really does things for himself so don't expect him to do a kindness without having to pay him something.

Prick: He doesn't make many friends and has a ton of enemies because of this.


FLUFF (Optional)
Hobbies:
Plays his lute
Drinking
Trying to have some fun with women
Fiddling with his spells.

Quote\s:
"Yes it's me! Your Hero has arrived!"
"Listen you either give me what I want or I'll just gut you like a pig"
"Listen, I helped you now you have to help me with my problem. It's embarrassing... Why don't we go in that room in private and I can show you..."
"Why should I care? If you don't give me what I want, I'll be feeding you your own spine!"


Theme:



Captain Gabriel Captain Gabriel ((I hope you like him! :) ))
 
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Jausi


  • Name:
    Jausi
    Aliases:
    Goat-girl, The Forest Walker.
    Age:
    43
    Gender:
    Female
    Race:
    Satyr
    Class:
    The Monk
 
APOSTOLO​


Name
Apostolo Gallos

Alias
Gallo

Age
2,021

Gender
Male

Race
Human

Class
Theurgist

* * *

Sexuality
Heterosexual

High Concept
A lazy wizard who appears to loiter around place that needs loitering.

Character Alignment
Neutral good

Relatives
Drion Gallos, brother, fellow wizard, and, often envious of the great Apostolo, leading to an oft subtle, one-sided rivalry. The demoniac wizard, bound by forces far more necrotic and darker than his, made his dime by working for Seth, before escaping when their demise became apparent.

Organizations
He used to work in the empire's wizardry guild (Empyreath Council), but fled when his fame ran out and his incompetence became glaringly apparent — as his spirits adopted his own tendencies, and distorted themselves as lazy and egotistical than him.

He now makes his daily coin half-heartedly working under the grid for the same empire that kicked him out — or was it purely for this reason? He knows little, yet he knows lot, though how much of it, he knows not. He worked in the Vrithias guild, off the southern ports living off the textile industry, once, and still trades a bit for some extra coin. He appears in places that explicitly calls or needs him, usually without compensation, often for his own agenda, the Gods', or the empire's.

Personality
Apostolo — contrary to most wizards of this bitter land who look upon the matters of the magi gravely and upon the people below severely, deserved, as this world suffers much from intricacies and demonism, whatever the term appears to entail — is a patient, easy fellow, at respite during even the harshest moments and of cool-thinking, and though he has seen much to convince him to behave otherwise, he still sees the world in a whimsical tincture — to say Gallos is completely devoid of intelligence, or any form of serious consideration as compared to his fellow mages' rigorous nihilism, would be a most bogus mistake. As to why, people little know, but it is well true that a good half of Apostolo's tall tales are genuine enough.

Few actually believe it, unfortunately, but those who do, know well enough to trust him proper. He's a clever man, undoubtedly, and in the breadth of his cunning wits, he finds great ought in keeping his true nature veiled. That as a man of intellect, perverse knowledge, and sharp eyes — the latter of which is actually more a common knowledge than any sort of secrecy. Furthermore, Apostolo's appearance has oft assisted him boldly in such dastardly pursuits, along with his numerous faux names — many a people know him by name, few believe it upon seeing his, well, rotund structure. Most, as would be befitting his reputation, expect a wizened, monk-like figure, perhaps draped in dusky, star-speckled robes and a pyramid hat. That isn't the case, of course.

His tenderness stems from him naturally, a trait that derives from his rather dreamy father. Apostolo is courteous to all, caring of his friends, and determinate when it comes camaraderie — a reliable man, at some points, when trivial goals don't outweigh those of the epic nature. Nevertheless, his ego, when he applies it, is bearable because of its exaggerated nature, could be deliberate, could not be; his self-centered mannerisms, however, ofttimes cause him to delve and stray towards topics that regard his own entity, including his many tall tales, and though they're often somewhat subtly affable, they tend to bore people. That itself, coupled with his slightly obnoxious and foppish behaviour, has gained him many enemies — his darkly edgy brother being a stellar example.

With his connection to the spirit, not only has it affected him in manners of the power, but also in terms of personality — having come to great lengths with godly creations, he's more a puppet than anything, patriotic to the cause of the most spectacular ultimatun for the world, or in plain words, simply in allegiance with the empire of his birth. Strictly so, and in such movements, along with having adopted the courtly wits needed to navigate the wizards' halls and having gained wisdom from age and subsequent experience, he has developed his intelligence — most of what he says, concerning his tall tales, are, however, fake.

Backstory


***

Appearance
It's, undeniably, easy to underestimate the fat, short man. He has little to none a menacing feature, and wry eyes that stretch between the nose, a pair of curled eyebrows oft whispering distorted tragedy, and a slanted nose that beaks upon any who dare approach him — scarcely a difficult task, for his smile, ever lingering, radiates warmly, and his voice, lithe yet careful, drips with controlled know-how. A good-natured tenor, a gentle temperament, and a characteristic ego, inflated in grandiose manners, and quite deliberately so. His hair sweeps back upon the back of his neck, coal black slits upon pale olive skin, oiled vigorously, mimicking the glories of an eagle's crest. Perhaps, not so much at times, but enough to retain proper character — as he might think of himself.

Nevertheless, with little sight of the dainty jowls commonplace in all the fat men of this bitter world, or even another chin, he's still fulsome of his fat composure, and more so because of his height — at least such to the distant observer. Although, he's fat, and getting fatter still due to his increasing avarice for food-like resources, he walks with grace and speed that abandons stature, and which the man uses to support his jaunty face.

Nonetheless, he is all but tense in appearance, truly appearing funny or simply odd at times, and though he's a smart man, his looks carry a different face — never one to betray his most truest cards.

Weaponry and Armour
Not a connoisseur, this man, when it comes to the ruthless tastes in trend; nor is he a trend-setter; but to call him a savage with little fashion, or senses in self-preservation, would be a laughable mistake. Draped in his silks, and his linen, he is one among many, with the spice-coloured, distorted reds of the upper spans of thy bitter lands, and even the sordid regions of the mercantile plane, his eye captures all, and his fingers even more so, a bulk-buyer when it comes to industry of textiles.

Alas, to overcome him with the judgement that he be another dumb merchant-wizard, sterile when it comes to intelligence, would be yet another dumb mistake — for Apostolo is a smart man, and to a smart, a bit of chain-maille and plates rarely commit harm. Though, he's smart enough to hide it within his daily attire. Most usually, he prefers a coat, of the long kind, a dyed shirt, a cape, accessories such as necklaces and wristbands, a pair of ill-fitting hoses, coupled with proper shoes — or boots, as any of his sojourn might determine.

For weaponry, he has little; voice is what he has, voice is what he uses. But, then again, what is a smart man without any idea of self-preservation? None whatsoever, to be precise. Thus, Apostolo carries with him a stave, a walking stick to assist him in his foot travels, capped with a bronze head, with minimal intricacies and its hardwood toned with burnished iron, that doubles as a bludgeon of sorts; should he care to remove the head, he can also find himself with a nifty cane-sword.

Still, to Apostolo, books are more fine a weapon. And books he surely has on hand. The spell-tablet of Thrinmune — which surely looks like a book, and which contains the spirit that has given him eccentricity, power, and keen eyes that he's so famous for — serves as the biggest testament to that ideal.

Items & Personal Belongings
Cardsharp, a coin engraved with ancient runes given to him, in a most assuredly absurd manner, by the god of luck, wherever he actually resides in. Actually makes his loitering worthwhile — or the opposite, to be truthful.

Tablet of Thrinmune, a roughly squarish stone tablet, with detailed symbols etched upon it, and bound in a sort of metallic cast — clearly the source of his powers.

Skills & Abilities
It's harsh an expectation to hope for him to win a game of combat simply through finesse or skills, or to attempt an action of brute force. Apostolo is both light in terms of persona and abilities, for his feet bares fleet management openly, and he's also a master of sneaking, the latter of which is assisted deeply by his compendium of magickal and practical tricks.

Spells & Magic
Binding simple elements is a task nigh too easy to his kind, or more accurately the spirits which occupy his tablet — low-level telekinesis, coupled with the ability to leech essence from simple entities, he could most about anything. Although, he cannot manipulate more complex, dynamic forces such as organisms, expanses of simple elements, or the force of life itself, or draw energy from the former, he can still summon activities of the element, or itself, from any flush sources near him. Indeed, it is possible for him to conjure rain, as one would expect, or lighten the thud of noises in a certain area, though, these are most about the lighter applications of his skills.

In general, Apostolo is a force to be reckoned with, not easily defeated, and of course, vaguely immortal — in the sense that he ages quite more slowly than the average human. Though, it's quite a lot impossible for him to cast a bolt of pure energy, as most by-the-book (literally so) mages go by — unless, of course, he's in a very arcane-specific area, or in the company of mana-junkies.

Furthermore, he has the favour of the god of luck, and therefore, chance — both good and bad — is more active with him. Whether that is good or bad, depends on the situation, but at times, one must find refuge in extremity.

Weaknesses
Many, first and foremost being his weakness in combat, and though he's a quick man and able-bodied too, not to mention he has possession of a tranquil mind, he often fails to invest enough time in learning lessons to assist him in daily self-preservation, despite having lived twenty dreary centuries. Such is one of the very few regrets of the old wizard.

Gallos' spirits are, additionally, very reluctant when it comes to obeying his commands, and having recently adopted their own egotistical nature, requires a good amount of flattery and convincing to force them commit magickal acts — more so since they can't always relate with the human world, and personal benefit seems to drive them the most.

Without the tablet, Apostolo is, at best, a low-level mage, and a high-stakes gambler, the latter so with his coin. Stripped of everything, he's just a foolish, foppish arse.

* * *

Hobbies
As one can pry from Apostolo's many tales and mumblings, he is often at one with books — they surely survive longer than other organic companions, with certainty, and with enough care. And care is something the old wizard's craven spirits can oft provide, for once.

Quotes
“You should've come to when you had the chance, young one, for it is only I, Apostolo Gallos, ever resplendent and ever intellectual, who can take care of your little problem. Leave it to me, I say, and leave others to me too, for your crabby old father, a dumb man he is, can take care of little, for he's as doubly an ignoramus as Apostolo Gallos's vast resourcefulness.”

“Had I not presented myself now, you would have survived about a sole moment. Compared to the current three, that's a good bargain, young one.”

“My appearance only seldom fails to bring relief.”

“I, Apostolo Gallos, will do naught to break your trust.”

Theme
 
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full
Basic Information


Name: Jabel Vazeran (pronounced Yah-bell)
Aliases: Marshal Vazeran; The Majai Marshal; The Knight of Ice
Age: 29
Gender: Female
Race: Human
Class: Marshal (Basically a tactician with a larger focus on administrative duties); Was originally a magic knight

Personal


Sexuality: Heterosexual
High Concept: A former Majai Knight now working as an Imperial Marshal, helping the reestablished empire rise from its ashes.
Character Alignment: Lawful Good
Relatives:
  • Abarron Vazeran (Father)
  • Rachel Vazeran (Mother)
  • Aherto Vazeran (Brother - Deceased)
Organizations\Affiliations: Cabrinate Empire (Marshal); Majai Knights (former)
Personality: Jabel Vazeran is strict and fair. She maintains an attitude of dutiful pride. While she cares for everyone, she isn't afraid to berate and scold anyone. Polite and observant, she is slowly starting to adopt the attitude of a politician, but her service and pride as a knight still shows through. She may be a former Majai Knight, but she won't go revealing any of its secrets. In fact, she still holds some bias towards them. She's willing to put her life on the line for the well-being of others, but also knows when to do so.
Backstory: Jabel Vazeran had long been part of the secretive Majai Knights, and had been training since she was able to hold a blade. Her parents had always been supportive of her and her brother, who also went through the same training she did. The two had done assignments together and apart, always supporting each other. When Seth rose to power, her brother had been in the capital, inside the palace, when he was struck down by the dark prophet's army. It was said that he wasn't even able to pull out his sword, but that was that.
When Seth's body was dragged away, Jabel Vazeran was one of the Majai Knights who stepped down to aid the Empire in its reconstruction. She raised an army and became a powerful influence in the court, beginning a long process of restoration.

During the first few months of restoration, Jabel allied with a prestigious noble family and their only survivor, Lucrezia Whitefall. The subsequent alliance with the knight led to a powerful control over the courts in the reparations of the empire as well as the securing of the lands. The two actually fought together in a mass military campaign to regain control of the realms.

Physical


Appearance: Jabel Vazeran stands at an height of 6 foot 1 inch. She has a toned body with lithe build, although it is something she probably wouldn't showoff. She has gained a tan from her training. While she has a few scars on her hands and feet from such training, her skin is more or less free of blemishes. She maintains a posture of command and strength, with stiff shoulders and a raised chest.
Weapons & Armor:
  • Saber of the Vazeran - An elegant and strong saber. It has been with her for many years, providing her strength in times of need. Made from a special metal, it is able to withstand many many hits, as well as a wide variety of temperature.
  • Female Marshal's Uniform - A set of overlapping armor and thick fabrics form the set. This is a variation set designed for exceptions. The skirt, sleeves, cloak, tunic, practically all the fabric is thick and weather resistant, providing warmth against her consistent use of ice magic. Already a heavy set, it is complemented by a massive hip guard and low hanging belt, shoulder plate, and chest plate. It is decorated with the administrative emblem of the Marshal's Office. All this is to provide great protection from the weather. While not exactly the best for direct combat, it is enough to survive a duel and several projectile attacks. It doesn't exactly help with movement, so she is trained to exert massive strength and power when wearing it in combat to overcome this fact. Inside the hip guard is a small pocket that is used to hold valuables. Beneath the set is a more formal set, a dress shirt, gloves, undergarments, and such. Her arm band displays the Majai Knights Seal
Items & Personal Belongings:
  • Money - Quite a lot of gold actually.
  • Amulet - a small amulet. One side is engraved a symbol of the goddess, and on the other a small drawing of her brother.
  • A coin - it has the seal of the Majai Knights. Its kinda like her passcard.
Skills & Abilities:
  • Marshal - Capable of battle tactics and military insight. Has a fine eye for combat. Given her a lot more influence among the people as an administrator as well. She is also proficient in a variety of weapons. Also that uniform grabs people's attention, as if the purple eyes weren't enough.
  • Sword Fighter - Trained in close combat, specifically with the saber.
  • Former Majai Knight - She is held in high regards, and has some crazy moves. High dexterity and extreme strength.
  • Ice Knight - She's gotten use to the cold. She kinda emits, so...
Spells & Magic:
  • Commander's Sight - A spell that temporarily de-saturates the user's vision and outlines all combatants in simple colors to identify allies, neutrals, and enemies. Acts as a marker for the commander, as the user must mark the objects mentally before they can just let it the vision handle it. Cannot be used to identified hidden enemies, disguised or traitorous, unless they already know they're there. Vision can be given to allies but only the caster can mark targets.
  • Realm of the Ice Knight - Temporarily turns the area in a radius of 50 yards around the user into a frozen wasteland. Weather, winds, winter, all of it included. Can be cast with others to create a larger and more powerful area. Generally handicaps, slowly freezes, and can kill those not familiar with such environment. Because of it, she consistently trains her own soldiers in cold winter environments.
  • Frozen Aspect - Temporarily grants weapons Ice-based buffs and effects. (i.e. Swords - Freezes areas that are hit, bow - turns arrows in Ice lances/freezes target).
  • Frost Armor - When objects hit her, they get frozen and covered in ice, making it heavier and harder to use.
  • Ice Shards - Swinging her saber, she create and send forth ice shards
  • Marshal's Discipline - Creates an icy intimidation aura around her, causing allies to remain resolute in the face of danger and enemies to falter in their attacks. Both figuratively and literally, the air around her becomes frozen cold.
Weaknesses: Long range attacks, more intimate social interactions.

Additional Notes


Hobbies: Training.
Quotes: "I am Marshal Jabel Vazeran of the Cabrinate Empire... and former Majai Knight."
"May the ice claim your lost soul."
Theme:
 
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(I took some creative liberties based off the lore you had written. If anything here seems out of place from what you had in mind I can easily change it.)
BASIC INFORMATION
Name
: Sigvald Espensen
Aliases: The Tempest's Fury
Age: 20
Gender: Male
Race: Human, Scandinavian by Earth standards, Member of the Skaeling Tribe
Class: Elementalist/Berserker

PERSONAL

Sexuality
: Heterosexual
High Concept: A traveling warrior who gets mad and unleashes storm magic to aid him in combat
Character Alignment: Chaotic Good
Relatives: Other members of his tribe would consider him family. No noteworthy relatives
Organizations\Affiliations: Skaeling Tribe

Personality
: Sigvald's personality has been shaped by his nomadic lifestyle and the brutal conditions under which he was raised. As a result of his tribe's abandonment of the weak, he feels no pity for those who lack the strength to defend themselves. He ultimately has a good conscious, but won't make a strong effort to defend the weak. Since he was trained as a tracker and hunter, he demonstrates some loner tendencies, but he knows how to work on a team when he has to. He bears contempt for those who do not live up to their full potential, as survival on the tundra required every ounce of strength and ability to survive. Honesty is something he celebrates, as there is no time for pleasantries or deception on the hunt.

Backstory
: The Skaeling tribe is a band of nomads that roam the tundras of the north, hunting down great beasts and monsters of legend. Sigvald was born to unknown parents, as familial bonds are scorned in favor of a stronger tribal connection. Though initially ostracized for his lanky figure, he quickly became well-known for his speed and agility. Early on in life, he found his weapon of choice: the javelin. With these, he could rain death upon his foes from a distance, or close the gap and use the adept reach of the weapon to dance around attacks and thrust in for the kill. Sigvald's speed also made him an adept tracker, and he spent much of his time away from the main body of the tribe, hunting for new quarry. The Skaeling slew many Giants, Dragons, and other such beasts, and these hunts proved fatal for many of the tribe's members. Sigvald survived every one in which he was involved and grew to become one of the chieftain's most trusted hunters at the age of 16.
Around this time, the chieftain was overcome with dreams of a great harbinger. A giant mamoth with demonic eyes, towering over the other monsters of the tundra, would bring ruin and destruction to the land. Only the chosen of Taranis, the storm-god, would be able to slay the beast. The chieftain sent all his trackers out to find this great creature. Sigvald would spend 3 years tracking it all the way to the dark mountains of the far North. The beast was around 50 feet tall, with giant tusks and blood-red eyes. On an overcast day, Sigvald and his band of trackers engaged, luring it out to the open tundra where the rest of the tribe could easily combat it. Even on horseback, the beast towered far above the hunters, and its rough hide made attack extremely difficult. The fight raged on for hours, as the mammoth was assailed by countless javelins, spears, and arrows. A storm began to brew, and torrential rains started to fall upon the tundra. All of a sudden, Sigvald was knocked off his horse. Flailing in the air, he grabbed onto the first thing he could find to break his fall. He was suddenly lifted way up in the air as the mammoth reared its head, as he realized he was on the beast's tusk. His grip slipped off and he fell, plummeting downward towards its head. As if drawn toward it, he fell straight at one of the demonic eyes. Javelin in hand, he struck down, just as a lightning bolt struck the same location. With a roar, the beast toppled over, and died. At the same time, he felt a strong gust of wind beneath his feet, and was shocked to discover himself floating down, slowly, toward his comrades on the ground. The chieftain, gravely wounded in the battle, proclaimed him the chosen of Taranis.
After the battle, he chose to leave the tribe, looking for greater purpose as the champion of the storm god outside of the tribe. Though many did not agree with this decision, he desired to expand his horizons and find some greater purpose. He has been traveling the world for around a year, helping out in mercenary groups and defeating monsters around the world.


PHYSICAL
Appearance
: Sigvald stands at 6'3". Though he's thin, he still maintains a muscular physique, one typical of a norseman. He has long, blond hair that reaches down past his shoulders, but no facial hair. On his torso he wears sleeveless brown padded armor, with dark blue highlights. His arms are bare, except for his hands, which are adorned with studded leather gauntlets. On his lower body he wears more padded armor, with a skirt made of studded leather covering his upper-legs. He wears a pair of boots on his feet that extend up to mid-thigh, made of the same material as his skirt and gauntlets. His posture is typically hunched over and slouched, however he stands upright in combat and when he becomes berserk. On his exposed arms and face, he has blue tattoos with images of storms, lightning, and eagles, the symbol of the storm god.

Weapons & Armor
:
  • Padded armor on his torso and legs.
  • Studded leather gauntlets, boots, and skirt
  • Carries javelins that can be used for throwing or as stabbing weapons
  • Pair of hand-axes
Items & Personal Belongings: Carries the tip of a giant mammoth tusk to commemorate the hunt that began his journey

Skills & Abilities
:
  • Expert tracker and monster hunter
  • Can ride a horse with reasonable proficiency
Spells & Magic: Can call upon the power of the storm-god to enter a berserk state where he uses wind and lighting to improve his abilities. His powers include:
  • The ability to jump much higher, faster and further while controlling his trajectory through the air. He can't fly, but he can use the wind to hover for a short duration.
  • Electricity-Augmented attacks that shock his foes and can chain lighting between large groups
  • Wind Shield: Becomes much harder to hit with ranged attacks, as the wind blows them away. Will not work on large artillery projectiles or bullets fired from a gun with rifling. In addition, if enough projectiles are fired, some will likely get through.
  • Immunity to electricity-based attacks and magic
Weaknesses:
  • Stubborn: Sigvald has a hard time accepting ideas or plans he disagrees with.
  • Intolerant: He doesn't care to help those he deems as weak or lazy
  • Fear of the undead: He hates necromancy with a passion and is unnerved by vampires, zombies, etc. (though he would never admit it) He ultimately would prefer to face living monsters
  • Uncultured: Sigvald is unsure of his place and role in the world outside of his tribe, which he has never before inhabited.

FLUFF
Hobbies
: Learned a small amount of reading and writing from a wandering troubadour on his travels and wishes to further expand his knowledge
Quotations: "Prove yourself to me and I will help you slay the beast"
Theme:
 
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Icarus Vera


Scrolling enabled in slides.
Basic Information

Aliases- Ave Ignis, Phoenix

Age- 19

Gender- Male

Race- Skinleaper (Shapeshifter)

Class- Beastshifter

Personal

Sexuality- Heterosexual

High Concept- Lone adventurer on a constant search for a better life.

Character Alignment- Chaotic Good

Relatives- Lost. Died years back in a fire. (Cliche I know)

Organizations/Affiliations- None

Personality- Icarus tries his best to remain relatively happy. Since the night he was made to leave his old home in the village, his attitude had been teetering, but he chooses to push away the memories of his parents, to keep from losing his determination. Icarus has a dark side that he focuses on burying beneath ideas for the near future. However, whenever something happens to remind him of that night, it is not difficult to get him worked up.

Backstory- A few years after Icarus was born, it became apparent that something about him differed from that of the other children in the small village they lived in. His skin would change color depending on the lighting, and although it was not prominent, it was obvious. Once when he was five, Icarus was playing with another child. One moment there was the two of them, the next Icarus was gone and there were two of the same boys.

Well as you could imagine, not much happened in the village that brought so much attention to it, so word got around rather quickly. Skinleapers were incredibly rare. How one had cropped up in a perfectly normal family, nobody knew, but they understood that it wasn't normal. Witchcraft was becoming more commonplace with each passing day, so naturally the whole town came to one conclusion; they had to remove the source of "evil" that was the Vera family.

Rather than having them leave the village, however, the people found a more agreeable solution in killing the three. Fire seemed an easy way of pulling it off. And so at nightfall, the majority of the villagers gathered at the Vera's house, and burned it to the ground. But something odd happened that night. Tragically, Icarus's parents did in fact die in the fire, quite slowly as well, but Icarus himself survived. During the incident, Icarus was engulfed in the flames, but rather than perishing, he erupted into a flaming bird, and flew off into the night sky.

For the next few years, Icarus had been travelling on his own. Food was hard to come by, and on occasion, he would wake up with what little he had having been stolen from him overnight, but he continued onward. He almost never shifted, and when he did, it was in the form of a phoenix. Since the death of his parents, he had become well aware that what he was, was feared by most, so he kept that side of himself hidden. His goal now was to try and start a new life in one of the kingdoms, try not to draw too much attention to himself. And what better time to do that when rumors of that evil Dark Elf's return were distracting people?
Physical

Weapons & Armor-
  • Dragon Bone Dagger: A simple, yet intriguing form of weaponry, Dragon Bone does not show up frequently, and when it does, it is sought after by most ho find it. Icarus was lucky to have found it in an abandoned little home near a river. The door had been kicked down, and most of the belongings stolen, yet for unknown reasons, the dagger had been left alone on a table. Icarus keeps it well hidden at all times, especially while he rests.
  • Light Fur Cloak: It doesn't do well to protect him from harm, unless the frigid nights out in the forest are considered harmful. Ever since he bumped into that generous trader, he had never let the article of clothing go. It had been free after all.
Items & Personal Belongings-
Satchel that contains the following:

  • A few books
  • Scraps of food
  • A small sum of gold
  • A curious scroll covered in runes
  • A couple quills and ink wells
  • Parchment paper
  • A beautiful feather that fades from a vibrant orange to yellow
Skills & Abilities-
  • Icarus rarely eats, as he struggles to hunt unless he is shifted, which he doesn't prefer to do. This makes him slim and lighter than most others, allowing for quick movement, and the ability to crawl into tight spaces with ease.
Spells & Magic-
  • Icarus has the ability to shapeshift, hence, the name skinleaper. This means that Icarus is capable of morphing into different people, which allows him to mimic their looks, voice, even the clothing they have on. The only problem with this is that he can only shift into people or creatures he has seen before, which makes the fact that he can shift into a mythical flaming bird an interesting topic.
  • Obviously, when taking on the form of a phoenix, Icarus is granted the perks of being one. This includes being able to send waves of fire simply by flapping his wings, flying, producing tears with incredible healing properties, and a lesser known attribute, having fantastic singing capabilities.
Weaknesses-
  • Icarus is not very battle-oriented.He has never actually been in any real fights, and although he carries his dagger with him wherever he goes, he secretly wishes never to have to use it.
  • Icarus is emotionally unstable when his past is brought up. He spends all his time ignoring what happened, and focusing on the future, that if someone were to mention what happened, (not that many know about his past) it would likely send him into a depressed, or even aggressive state of mind. This can last for up to a few hours before he manages to bring himself together again.
  • Finally, Icarus has a possibly rational fear that the world dislikes his kind. After his home turned on his family because of what he was, he hasn't shifted in front of anyone for years, because he is afraid they will spread the word, or worse, attempt to kill him on the spot.
Fluff

Hobbies- None really. Icarus simply moves along, hoping to one day find the perfect kingdom to start a new life within.

Quote(s)-
"I burned them... all of them. Heh, they're... dead."
"You aren't a thief if you're taking something from a dead body. You are probably a murderer though."


Theme

 



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Icarus Vera


Scrolling enabled in slides.
Basic Information

Aliases- Ave Ignis, Phoenix

Age- 19

Gender- Male

Race- Skinleaper (Shapeshifter)

Class- Beastshifter

Personal

Sexuality- Heterosexual

High Concept- Lone adventurer on a constant search for a better life.

Character Alignment- Chaotic Good

Relatives- Lost. Died years back in a fire. (Cliche I know)

Organizations/Affiliations- None

Personality- Icarus tries his best to remain relatively happy. Since the night he was made to leave his old home in the village, his attitude had been teetering, but he chooses to push away the memories of his parents, to keep from losing his determination. Icarus has a dark side that he focuses on burying beneath ideas for the near future. However, whenever something happens to remind him of that night, it is not difficult to get him worked up.

Backstory- A few years after Icarus was born, it became apparent that something about him differed from that of the other children in the small village they lived in. His skin would change color depending on the lighting, and although it was not prominent, it was obvious. Once when he was five, Icarus was playing with another child. One moment there was the two of them, the next Icarus was gone and there were two of the same boys.

Well as you could imagine, not much happened in the village that brought so much attention to it, so word got around rather quickly. Skinleapers were incredibly rare. How one had cropped up in a perfectly normal family, nobody knew, but they understood that it wasn't normal. Witchcraft was becoming more commonplace with each passing day, so naturally the whole town came to one conclusion; they had to remove the source of "evil" that was the Vera family.

Rather than having them leave the village, however, the people found a more agreeable solution in killing the three. Fire seemed an easy way of pulling it off. And so at nightfall, the majority of the villagers gathered at the Vera's house, and burned it to the ground. But something odd happened that night. Tragically, Icarus's parents did in fact die in the fire, quite slowly as well, but Icarus himself survived. During the incident, Icarus was engulfed in the flames, but rather than perishing, he erupted into a flaming bird, and flew off into the night sky.

For the next few years, Icarus had been travelling on his own. Food was hard to come by, and on occasion, he would wake up with what little he had having been stolen from him overnight, but he continued onward. He almost never shifted, and when he did, it was in the form of a phoenix. Since the death of his parents, he had become well aware that what he was, was feared by most, so he kept that side of himself hidden. His goal now was to try and start a new life in one of the kingdoms, try not to draw too much attention to himself. And what better time to do that when rumors of that evil Dark Elf's return were distracting people?
Physical

Weapons & Armor-
  • Dragon Bone Dagger: A simple, yet intriguing form of weaponry, Dragon Bone does not show up frequently, and when it does, it is sought after by most ho find it. Icarus was lucky to have found it in an abandoned little home near a river. The door had been kicked down, and most of the belongings stolen, yet for unknown reasons, the dagger had been left alone on a table. Icarus keeps it well hidden at all times, especially while he rests.
  • Light Fur Cloak: It doesn't do well to protect him from harm, unless the frigid nights out in the forest are considered harmful. Ever since he bumped into that generous trader, he had never let the article of clothing go. It had been free after all.
Items & Personal Belongings-
Satchel that contains the following:

  • A few books
  • Scraps of food
  • A small sum of gold
  • A curious scroll covered in runes
  • A couple quills and ink wells
  • Parchment paper
  • A beautiful feather that fades from a vibrant orange to yellow
Skills & Abilities-
  • Icarus rarely eats, as he struggles to hunt unless he is shifted, which he doesn't prefer to do. This makes him slim and lighter than most others, allowing for quick movement, and the ability to crawl into tight spaces with ease.
Spells & Magic-
  • Icarus has the ability to shapeshift, hence, the name skinleaper. This means that Icarus is capable of morphing into different people, which allows him to mimic their looks, voice, even the clothing they have on. The only problem with this is that he can only shift into people or creatures he has seen before, which makes the fact that he can shift into a mythical flaming bird an interesting topic.
  • Obviously, when taking on the form of a phoenix, Icarus is granted the perks of being one. This includes being able to send waves of fire simply by flapping his wings, flying, producing tears with incredible healing properties, and a lesser known attribute, having fantastic singing capabilities.
Weaknesses-
  • Icarus is not very battle-oriented.He has never actually been in any real fights, and although he carries his dagger with him wherever he goes, he secretly wishes never to have to use it.
  • Icarus is emotionally unstable when his past is brought up. He spends all his time ignoring what happened, and focusing on the future, that if someone were to mention what happened, (not that many know about his past) it would likely send him into a depressed, or even aggressive state of mind. This can last for up to a few hours before he manages to bring himself together again.
  • Finally, Icarus has a possibly rational fear that the world dislikes his kind. After his home turned on his family because of what he was, he hasn't shifted in front of anyone for years, because he is afraid they will spread the word, or worse, attempt to kill him on the spot.
Fluff

Hobbies- None really. Icarus simply moves along, hoping to one day find the perfect kingdom to start a new life within.

Quote(s)-
"I burned them... all of them. Heh, they're... dead."
"You aren't a thief if you're taking something from a dead body. You are probably a murderer though."


Theme


This is too hard to read.
Make the accordions bigger or remove the scrolling feature altogether.
 

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Malachi Draven | Work in Progress

  • Name: Malachi Draven
    Aliases: Many. They change every time he takes on a new disguise.
    Age: 97
    Gender: Male
    Race: Human
    Class: Wizard | Necromancer
 
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BASIC INFORMATION
Name
: Amélie Fairfax

Aliases: The Butcher of Red Oak, White Wolf, Alfhild

Age: 27

Gender: Female

Race: Werewolf - While she is a werewolf, and one who supposedly changes with the full moon, she takes Wolf's Bane in order to combat it.

Class: Warrior, a Rouge, and an Assassin by trade

PERSONAL
Sexuality
: Demi-Sexual bi-romantic

High Concept: Tempermental, kindhearted, but a major bitch.

Character Alignment: Neutral Good
Relatives: Nobody worth mentioning. Human parents are dead, her brother is an ass, and her biological father...well, that ones complicated.

Organizations\Affiliations:
  • The Assassin's Guild
  • Merchant's Guild
  • Pack Fairfax
Personality: Amélie can be described as a woman that is not to be messed with. She's angry, quiet, give ervuone the same look when they do soemthing she questions. An ice cold glare of judgement, but she knows to hold her tounge. It's not often she's in a good mood, preferring to keep to herself. She's closed off, sleeps around, is unable to maintain any worthwhile realtionships, and trust me you don't want to see her in a bad mood. Though frankly, that's a lot of the time, so a worse mood. There are very few people she actually trust, but the odd thing is, she's willing go help out complete strangers, even if she's seen as a threat.

Backstory: From early on in a child's life, until they can care cor themselves, a child is dependant on others. Particularly her parents, who she had no choice but to trust. She knew what she was. Every full moon she was drugged, and locked up to protect her parents and the village they lived in. Each time hunters would pass through, she was terrifed they would find out. Amélie is a weresolf born of human parents. Well, technically (at this point anyway) she was a half wolf. Her mother was raped, and her father, leader of one of the local packs. He was kind for a wolf, his actions the result of a hunters drug, his pack protected the village. It was discovered that Amélie was a wolf when she was about 12. They hunters came back, killed bother her human parents and kidnapped her.

Her time there is mostly a haze. The days blurred together, the pain, the abuse, everything those monsters did to her numbed as it continued. Two years. She dealt with two years being tortured and raped for what she was. They told her because they didn't believe how old she was, that since she already had breast, it was okay. That she was a woman who could take it. The sounds of terror as they were slaughtered by her pack was sweet music to her ears. The of course saved her worst abuser, and oh did it it feel so sweet to put him through some of the pain he caused her. This man, this human, took her innocence, her childhood, helped in turning her into the woman she is toda. To say he deserved it is an understatement.

Calling her a troubled teen wouldn't do her justice. She learned the ways of the rouge, the warrior, how to harness her powers and abbilites. Her skills were refined, She learned how to read, write, and speak in three different languages on top of rebuilding herself mentally and physically. She would fight with her pack mates, stand out against authorities. She slaughtered the inhabitants of Red Oak, a quaint little human village of Hunters. She was angry, her rage only growing and growing until she had to leave because she wa a danger to her pack. She wandered for a long time, doing what she could to survive and what she wanted to. During the war she was just a sword for hire, and sometimes, a moral booster for the men. But something happened, she's not even sure what it was that changed her. But she started making her life better. She still has her problems, but little by little, and like, really slowly she's trying to fix herself.

PHYSICAL
Appearance
:
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Human Form: She stands at five feet six inches tall, with yellow/golden eyes, and strong feminine features. She has an hourglass figure; toned and athletic, but not to muscular. She's littered with scars all over her body in no particular pattern, but it's consistent with torture. Though some are a bit newer.
Wolf Form: A large white wold with burning golden eyes. She's much larger than a normal wolf, about three times as so. Basically, a large white dire wolf.


Weapons & Armor:
  • The Armor of No Name: This set of armor is interesting. It's made from a mixture of silver, ebony, mithril, and a beauty of other materials that combine into a light weight, but very wrong set of armor. As you can see, it looks like normal steel and leather, but it's not. Each piece is enchanted in someway. Her boots are enchanted to make her steps lighter, while.most everything else is resistant in someway. The magic mixes, and makes a very durable armor that allows Amélie to take a lot of damage, and wear it while she transforms as it doesn't break. Once she's back in human form, it's right back weren't was though you can't see it during her wolf form.
  • Sword of Regrets: A normal, shining, steel sword sharper any other. A prize from the lead hunter at Red Oak, She wields it as a warning to others, and a reminder to herself.
  • Sword of Ser Fairfax: Amélie's pack first came inland from one of the distant islands about a hundred years ago, lead by Daliha Fairfax, who wielded an enchanted ebony sword. The magic has long since worn away, but the sword remains, passing on to the first child of who ever heads the pack. That privilege of course, has been handed to Amélie
  • Iron and Silver Daggers, one each attached to the small of her back
Items & Personal Belongings:
  • Rucksack: A worn leather rucksack with the following items inside: A change of clothes, a bedroll, a journal, a bottle of whiskey, a water skin, a few odd bits of food (some dried meat and an apple), sharping stones, and some bandages.
  • Coin purse
  • A copper bracelet
  • A very worn old family photo
Skills & Abilities:
  • Sword-play
  • Hand to Hand
  • Sneaky Sneaking
  • Acrobatics (nothing to fancy, just some good maneuvers)
Spells & Magic:
  • Lycanism - Amélie, being a werewolf has a few perks. Her senses are better than a normal person, she's a little strong then the average person, she can turn into a big wolf, etc.
  • Creation and Manipulation if Fire
  • Stealth - And ability that, for short five second burst, conceals your presence. You can't be seen, and you're very hard to hear, but animals may still be able to detect you. Be wary of dogs.
  • Communication with animals - She can't talk to them, this communication is more along the line of she can feel their emotions. Animals are also comfortable around her.
Weaknesses:
  • Wolf's Bane - Now, Amélie takes this in order to not turn during the full moons, but it's very controlled. She only needs a little bit because prolonged exposure can seriously hurt her. She can't injest anymore than she takes or she may end up poisoning herself.
  • Pure Silver - It burns her. Silver alloys are okay since they have other metals, but pure silverware, jewelry, and weapons can do more damage than good.
  • Full Moons - She's a werewolf, this is self explanatory. She'll turn if not for the counter measures she takes. It pits her in a bad mood, but her abbilites are at their peak.
  • Alcoholism - She's an alcoholic.
  • Nightmares - She suffers from a mild case of PTSD, her flashbacks are in the forms of her dreams. She can't get enough sleep, and again, they put her into a bad mood.
FLUFF
Hobbies
: Day drinking and singing. Some times she reads.
Quote\s:
"Through action, a man becomes a hero. Through death, a hero becomes a legend. Through time, the legend becomes a myth, and then through hearing the myth, a man takes action."
"I respect the fact you have faith in a being much greater than us. Please, respect the fact I don't."...."Why? Because I haven't seen anything that gives me faith."
"I'm just tired, it's nothing."
"For the love of-I fucking hate you."

Theme:
 
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BASIC INFORMATION
Name: Lorianne S. Grindewald, but she prefers Grin

Aliases: The Jester, Chuckles, Grinning Death, The Laughing Terror

Age: ???

Gender: Unknown, presumed to be Female

Race: ???

Class: Assassin/Jester

PERSONAL
Sexuality: Pansexual

High Concept: A Mysterious Assassin with a Mysterious Agenda

Character Alignment: Chaotic Neutral

Relatives: None

Organizations\Affiliations: None

Personality: Grin, as she is referred to, is a morbidly happy person. She is always seemingly happy and is able to find the happy side in any situation, sometimes quite morbidly. She's quite chatty and even friendly, especially when she decides that you're interesting to her. Grin can be quite charming and charismatic, in her own twisted, creepy, and unnerving way. The way she's so chipper and calm over death and killing usually turns people off. Despite these, Grin can be surprisingly easy to talk to and is a good listener.

Grin is all business once a fight starts. She'll employ every dirty, cheap, unsavory and immoral tactics and methods in order to achieve victory. It's more efficient and quicker that way. She's cold, uncaring and will show no mercy to those who are unfortunate enough to find themselves at the other end of her knives. Her allegiance and allies can change depending on her goals and what she wishes to achieve, her friends may become her enemies, and her enemies may become her allies at the flip of a switch. In the end, Grin does everything to further her own goals. In her eyes, everyone and everything are a pawn for her to be used for her own mysterious, unknown goals.

Backstory: Not much is known about Grin other than a few sightings and witness reports. The first sightings of Grin dates back to a time where all races were in relative harmony, which leads many to believe that Grin is not a single person but rather a symbol for an organization. There are also others who thinks otherwise, those who thinks that Grin is an unaging and undying creature, a member of a long-lived race, or an undead abomination. Whatever Grin's true identity is, it is an undeniable fact that her actions have caused ripples that causes both subtle and drastic changes.

No matter how much historians and scholars try to pour over her actions and motives, they are still unable to figure out what it is this mysterious figure wants. She appears to have no lasting allegiances, one day she would assassinate an important figure in this kingdom, then the next she's out massacring an order of church in the rival kingdom. She also seems to have no qualms in doing unsavory and immoral things to further her goals. She wouldn't blink an eye, not that anyone could see her eyes, if she kills a bunch of infants or burn an entire village to the ground. Every means is acceptable to her so long as it brings her closer to her final destination.

However, if all the historians and scholars who have studied, or tried to study, the unknown jester could agree on one thing, it would be that Grin often works in the cover of shadow and subterfuge. The glimpses and sightings of her are few and far between, but she has largely been working in the background, away from the eyes of the masses. The fact that Grin herself seems to have taken an active role in the impeding could only mean one thing. Whatever happens in this war, Grin's plans are coming to a close.

PHYSICAL
Appearance:
Jester-Female.jpg


Grin prefers to appear as a masked jester. Her outfit are all Jester clothing of various colors and design. Her feminine figure could be seen through the clothing which is why most people make the assumption that Grin is female. Her androgynous voice makes things a bit confusing, but it still somewhat fits her. The jester stands at 5'6" and weighs about 128 lbs. she has a lithe and lean figure with a few curves around her chest and hips. Her face is covered by a white mask, an exaggerated grin appearing prominently on the mask.

Weapons & Armor:

  • Gloves of a Thousand Knives - Grin wears a pair of enchanted silk gloves. With a flick of the wrist, Grin is able to conjure various types of daggers and knives into her hands.
  • Jester's Wardrobe - A complete set of a jester's outfit. The outfit has no special effect other than changing its color scheme and some subtle design changes.
  • Muffled Steps - A pair of enchanted shoes. It eliminates all sounds causing by walking, running, sprinting, even jumping and kicking. It also improved her jump and speed.
  • Grin of the Mad God - The mask Grin wears over her face. The mask eliminates any Charm spell directed at her and it protects against all forms of Mind magic. By applying magic into the mask, the eyes of the mask opens and whoever looks into it is induced with a temporary bout of insanity.
Items & Personal Belongings:
  • Bag of Holding - A magical bag enchanted to be bigger on the inside than what it appears on the outside. The bag can only hold items that fits through the bag's entrance and living things can't enter the bag. The time inside the bag is suspended, making it quite convenient in storing food and other perishable goods. It contains various objects, items, and knickknacks, both useful and useless.

Skills & Abilities:

  • Jester - Grin has all the skills a jester/clown would have. Excellent juggling abilities, lute playing, silly dancing, story telling, acrobatics, telling jokes, and magic tricks.
  • Alchemy - Grin creates her own poisons and potions used for various purposes. She has her alchemy set in her magical bag, meaning she could whip it out and make poisons and potions wherever she wants and needs to.
  • Anatomy - During the course of her life, however long it had been, Grin has slaughtered countless creatures from countless races. She knows each of them inside out.
  • Knife Proficiency - Grins loves herself some knives. Be it for throwing, stabbing, gutting, cutting, slashing, or even for cooking, Grin knows how to handle them, and handle them well she does.
  • Stealth - Combine her skills with her equipment and Grin is practically invisible. Grin has picked up couple of tricks and techniques for stealth from various races and creatures.
  • Interrogation - Bribery, charm, blackmail, extortion, death threats, promise of treasure, even torture, if she can use it to get answers, it counts as interrogation.

Spells & Magic:

  • Grin's Posse - Grin can conjure 4 versions of herself, each of them has a different colored costume than Grin. The clones have the same skills as Grin and can think semi autonomously. The clones are far more fragile than Grin and are usually used to distract foes and to strike from blind spots.
  • Peek-A-Boo! - Grin turns invisible for a few moments. Useful for escaping detection, disorienting enemies, and especially freaking at freaking out people.
  • Vertigo and Nausea - Grin can cause vivid hallucination containing bright and vivid colors, spinning vista, and a flipped perspective. Basically, it causes the target to suffer through a really potent acid trip.

Weaknesses:

  • Low Endurance - While she is speedy and agile, Grin isn't that good at taking hits. This is why Grin prefers to take the opponent off guard rather than facing them head on.
  • Magic - Grin isn't invulnerable to magic. Hit by a particularly strong one, and bye bye goes Grin.

FLUFF (Optional)
Hobbies: (What does the dark lord do in his free time, when not vying for supremacy over the world?)

Quote\s: (Notable things that the character has said, that may show off their personality or speech type)

Theme:

 
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BASIC INFORMATION
Name
: Lilly Fawkes
Aliases: Taurus
Age: 18
Gender: Female
Race: Pheonix
Class: The Pyromancer

PERSONAL
Sexuality
: Bi-Curious
High Concept: A literal ball of Fire trying to figure herself out.
Character Alignment: Lawful Neutral
Relatives: Both parents are still alive although she doesn't know it, no siblings.
Organizations\Affiliations:
  • Raider gang (No longer a part of)
Personality: Lilly is considered to be the nicest person you can meet when she is fun and happy but when she is angry it burns like a raging fire never to die down. Lilly is at her best when she is communicating with people having fun and laughing but she doesn't do as well in combat, that being said she still is a firecracker when it comes to combat not fighting fair and always keeping her distance.
Backstory: When Lilly was born she was stolen from her parents shortly after, a group of bandits kidnapped her for a ransom and when they got the ransom the bandits told her parents that she was already dead. Despite being raised by a band of raiders she was still always smiling and being the center of attention in a way the Raiders viewed her as the one good thing to come out of their younger days. Soon the raider band started to die off either member where hunted and killed off or they simply left trying to find purpose again when there were only two raiders left not including Lilly they told her the truth saying that they stole her from her parents. Despite the initial shock it brought her she still stayed with her friends until the last one fell then she started to wander the world, the raiders that raised her gave the names of her parents and explained the situation to her despite all this she still smiles and she often worries if she should go find her parents or if it's better to let them think she is dead.

PHYSICAL
Appearance
:
e03327933a25ab42734ad684fca114f4.jpg

Weapons & Armor:
Leather Fire Proof Armor: This enchanted armor allows for Lilly to use her pyromancy powers without burning her clothes.
Throwing Dagger: Since Lillie's specialty is ranged attacks with her pyromancy she also carries throwing knives to mix it up.
Items & Personal Belongings:
Blue Handkerchief: This handkerchief belonged to her adoptive father in the Raider gang and now she carries it as a reminder that family doesn't mean blood.
Skills & Abilities:
Diplomacy
Fast on Her Feet
Destruction

Spells & Magic:
Fire Manipulation: Lilly can create and shape fire for a variety of purposes and attacks.
Weaknesses:
Family: Lilly still doesn't fully know how she feels about her past and it weighs on her.
Rain: Any sort of water that touches her skin makes her feel drowsy and unable to fight.
Spiders: Lilly is deathly afraid of them.

FLUFF
Hobbies
: Petty theft and laughing her worries away.
Quote\s: "Nope!"
Theme:
Captain Gabriel Captain Gabriel
 
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BASIC INFORMATION
Name
: Adryen
Aliases: Tough Knot (Due to his talent for making boating knots)
Age: 25
Gender: Male
Race: Human
Class: Fighter

PERSONAL
Sexuality
: Heterosexual
High Concept: Dutiful but stubborn smuggler of unknown parentage.
Character Alignment: Neutral Good
Relatives: He remembers neither his father nor his mother, the only relatives he believes he has or had.
Organizations\Affiliations: Idols of God’s Fury harbor have always allured him, making the man believe he must have a connection with local deities and their worshippers.

Personality
:
He’s a person shaped by the cruel seas and men traversing them. Duty and discipline are the two principles he follows no matter what, for even the slightest carelessness or incompetence could sink the ship and let the sailors to be consumed by the harsh waters. He would never break his word once the word has been given, if he has pledged fealty he would never turn against the one he pledged fealty to. Storms have shaped his manner of speech, making him a rather rude conversant even in a chit chat, let alone a prolonged debate. He, however, is sometimes overtaken by his own stubbornness, a trait he is famous for since he was a boy. If he comes up with a plan, he will never deem it inappropriate unless a solid reason is provided, solid in his eyes of course. Despite his strength gained in the sea, deep inside he has always been a broken boy desperately trying to find a purpose in his life, and can easily get himself in the foul mood. An abandoned man with no past and unclear future, existing in a harsh and lonely reality.

Backstory:
He knows next to nothing about his past, aside from the fact that he, just like any other man or woman, must have been born to someone. The only link to his past is the idols of creatures allegedly living in the depths of the ocean. Those idols are alluring him in a strange manner whenever his crew visits God’s Fury, a harbor situated on the shores of an island eternally engulfed in terrible storms. This makes him believe he has a connection with the deities worshipped on this island, or perhaps the worshippers and their cult. Sometimes he wonders if this is a good thing that he never had the chance to learn more about them, perhaps certain things should stay the way they are, perhaps certain things may decide his fate in the days to come. He doesn't know, and not knowing the right path scares him with each passing year.

At some point in time, after days and nights of scavenging for food and looking for a shelter, young boy who only knew his name and the strange idols from a distant island was recruited by a seemingly virtuous captain of a trade galleon named “Virtuoso”. The galleon would sail and its crew trade for the next 10 years, its deck serving the boy as home and the crew as his mentors, harsh but right, shaping his personality as the time passed.

Adryen had just turned 20 when the galleon he considered a home, now quite an old and slowly fading ship, was caught in a horrible storm it could resist no longer. He and the crewmen did their best that fateful night to keep the ship afloat, but soon enough the tall and deadly waves torn “Virtuoso” apart and left the crew, including Adryen, to the sea and the deities ruling over it. If not for the barrels and crates and wooden shreds, the entire crew would be lying on the seabed, but “Virtuoso” was not branded a trade galleon for no reason. A small group of survivors, Adryen among them, found their way to the island where the infamous God’s Fury harbor stood. It was Adryen’s first time on this shore, and the first time he witnessed the idols stuck in his head with his own eyes.

The times have changed, they always do. And so did Adryen’s occupation. He once served a wealthy trading company, but now he is but a smuggler, sailing back and forth and partaking in shady business to make a living, hoping every day and every night the Empire will not catch him the next time he deals with someone. And each night before he falls asleep, he sees the idols before him, summoning the man to the island once again.

PHYSICAL
Appearance
:
769318371530e46609192361fa8c1daa--character-concept-art-character-design.jpg
Weapons & Armor:
He always keeps his steel sword, Delirium, beside him. A good strike using it is enough to cause abnormal pain for a short while, often rendering especially weak combatants extremely vulnerable. He was confused when even a small scratch felt like a burn when he bought it from a trader during one of his smuggling missions.

He refrains from wearing any kind of metallic armor while sailing, sticking primarily to leather. He wears brown leather boots and linen pants, a dark leather jacket and a linen shirt, as well as a sword belt. Sometimes he also wears a dark cloak but leaves it behind on his boat most of the time.

Items & Personal Belongings: He’s got a coin purse attached to his belt where he keeps his moderate income and a wooden amulet with an ancient sea creature carved into it.
Skills & Abilities: He’s a good sailor but a mediocre fighter despite his rather impulsive character. Still, he can put up a good fight if it does come to it, with or without swords and axes. He could easily smuggle into great cities to fetch whatever his client needs, from rare foods to classified information, if the client pays him enough. While not as proficient as others, he has some experience with muskets.

Spells & Magic: He has never considered himself a user of spells and magic in general, but every time he sails to God’s Fury, something beyond him tries to lure him into the temples. Perhaps there, in the darkest halls and rooms filled with peculiar but haunting artifacts, his true potential can be uncovered.
Weaknesses: He never had a family, never had a fatherly figure to guide him, he only had a tough crew who taught him how to live the life. And while he appreciates their wisdom, he always felt abandoned and lonely. He vividly remembers his childhood and has no idea how did he even become a beggar in one of the coastline settlements. His deepest fear is the fear of unknown. He feels alienated from time to time, the world around feels almost surreal due to his shady past and colorless future. The thought of dying without ever finding a true purpose in his life or at least finding out how did he come to be terrifies him. He often thinks of himself as a transient person destined to appear in this world and fade away years later, as if he did not exist at all, just like his mysterious family. This awful fear makes him depressed and afraid in the times of solitude and made him hate such times, seeking a company instead to dismiss terrible thoughts.

FLUFF
Hobbies
: When he has time, he enjoys fishing, hunting, and brawling. All three distract him from his fears.
Quote\s:
“There’s no such thing as leisure you bloody twat, now get those knots done!”,
“Fancy lads with fancy origins, I can’t stand ‘em mate”,
“Go on, charge. I’ll show ye how real men fight.”
Theme:


*I couldn't find any maps or world encyclopedias, so I've decided to come up with a couple of my own places, if this is not acceptable, let me know and I'll edit the backstory.
Also, I did not add any magical abilities, not for the beginning of the campaign at least. Instead I augmented his sword. If magic use is required, I'd love to discuss a possible questline for the charatcer to acquire it, sadly I can't use PM due to 10 posts limit.*
 
BASIC INFORMATION
Name
: Adryen
Aliases: Tough Knot (Due to his talent for making boating knots)
Age: 25
Gender: Male
Race: Human
Class: Fighter

PERSONAL
Sexuality
: Heterosexual
High Concept: Dutiful but stubborn smuggler of unknown parentage.
Character Alignment: Neutral Good
Relatives: He remembers neither his father nor his mother, the only relatives he believes he has or had.
Organizations\Affiliations: Idols of God’s Fury harbor have always allured him, making the man believe he must have a connection with local deities and their worshippers.

Personality
:
He’s a person shaped by the cruel seas and men traversing them. Duty and discipline are the two principles he follows no matter what, for even the slightest carelessness or incompetence could sink the ship and let the sailors to be consumed by the harsh waters. He would never break his word once the word has been given, if he has pledged fealty he would never turn against the one he pledged fealty to. Storms have shaped his manner of speech, making him a rather rude conversant even in a chit chat, let alone a prolonged debate. He, however, is sometimes overtaken by his own stubbornness, a trait he is famous for since he was a boy. If he comes up with a plan, he will never deem it inappropriate unless a solid reason is provided, solid in his eyes of course. Despite his strength gained in the sea, deep inside he has always been a broken boy desperately trying to find a purpose in his life, and can easily get himself in the foul mood. An abandoned man with no past and unclear future, existing in a harsh and lonely reality.

Backstory:
He knows next to nothing about his past, aside from the fact that he, just like any other man or woman, must have been born to someone. The only link to his past is the idols of creatures allegedly living in the depths of the ocean. Those idols are alluring him in a strange manner whenever his crew visits God’s Fury, a harbor situated on the shores of an island eternally engulfed in terrible storms. This makes him believe he has a connection with the deities worshipped on this island, or perhaps the worshippers and their cult. Sometimes he wonders if this is a good thing that he never had the chance to learn more about them, perhaps certain things should stay the way they are, perhaps certain things may decide his fate in the days to come. He doesn't know, and not knowing the right path scares him with each passing year.

At some point in time, after days and nights of scavenging for food and looking for a shelter, young boy who only knew his name and the strange idols from a distant island was recruited by a seemingly virtuous captain of a trade galleon named “Virtuoso”. The galleon would sail and its crew trade for the next 10 years, its deck serving the boy as home and the crew as his mentors, harsh but right, shaping his personality as the time passed.

Adryen had just turned 20 when the galleon he considered a home, now quite an old and slowly fading ship, was caught in a horrible storm it could resist no longer. He and the crewmen did their best that fateful night to keep the ship afloat, but soon enough the tall and deadly waves torn “Virtuoso” apart and left the crew, including Adryen, to the sea and the deities ruling over it. If not for the barrels and crates and wooden shreds, the entire crew would be lying on the seabed, but “Virtuoso” was not branded a trade galleon for no reason. A small group of survivors, Adryen among them, found their way to the island where the infamous God’s Fury harbor stood. It was Adryen’s first time on this shore, and the first time he witnessed the idols stuck in his head with his own eyes.

The times have changed, they always do. And so did Adryen’s occupation. He once served a wealthy trading company, but now he is but a smuggler, sailing back and forth and partaking in shady business to make a living, hoping every day and every night the Empire will not catch him the next time he deals with someone. And each night before he falls asleep, he sees the idols before him, summoning the man to the island once again.

PHYSICAL
Appearance
:
769318371530e46609192361fa8c1daa--character-concept-art-character-design.jpg
Weapons & Armor:
He always keeps his steel sword, Delirium, beside him. A good strike using it is enough to cause abnormal pain for a short while, often rendering especially weak combatants extremely vulnerable. He was confused when even a small scratch felt like a burn when he bought it from a trader during one of his smuggling missions.

He refrains from wearing any kind of metallic armor while sailing, sticking primarily to leather. He wears brown leather boots and linen pants, a dark leather jacket and a linen shirt, as well as a sword belt. Sometimes he also wears a dark cloak but leaves it behind on his boat most of the time.

Items & Personal Belongings: He’s got a coin purse attached to his belt where he keeps his moderate income and a wooden amulet with an ancient sea creature carved into it.
Skills & Abilities: He’s a good sailor but a mediocre fighter despite his rather impulsive character. Still, he can put up a good fight if it does come to it, with or without swords and axes. He could easily smuggle into great cities to fetch whatever his client needs, from rare foods to classified information, if the client pays him enough. While not as proficient as others, he has some experience with muskets.

Spells & Magic: He has never considered himself a user of spells and magic in general, but every time he sails to God’s Fury, something beyond him tries to lure him into the temples. Perhaps there, in the darkest halls and rooms filled with peculiar but haunting artifacts, his true potential can be uncovered.
Weaknesses: He never had a family, never had a fatherly figure to guide him, he only had a tough crew who taught him how to live the life. And while he appreciates their wisdom, he always felt abandoned and lonely. He vividly remembers his childhood and has no idea how did he even become a beggar in one of the coastline settlements. His deepest fear is the fear of unknown. He feels alienated from time to time, the world around feels almost surreal due to his shady past and colorless future. The thought of dying without ever finding a true purpose in his life or at least finding out how did he come to be terrifies him. He often thinks of himself as a transient person destined to appear in this world and fade away years later, as if he did not exist at all, just like his mysterious family. This awful fear makes him depressed and afraid in the times of solitude and made him hate such times, seeking a company instead to dismiss terrible thoughts.

FLUFF
Hobbies
: When he has time, he enjoys fishing, hunting, and brawling. All three distract him from his fears.
Quote\s:
“There’s no such thing as leisure you bloody twat, now get those knots done!”,
“Fancy lads with fancy origins, I can’t stand ‘em mate”,
“Go on, charge. I’ll show ye how real men fight.”
Theme:


*I couldn't find any maps or world encyclopedias, so I've decided to come up with a couple of my own places, if this is not acceptable, let me know and I'll edit the backstory.
Also, I did not add any magical abilities, not for the beginning of the campaign at least. Instead I augmented his sword. If magic use is required, I'd love to discuss a possible questline for the charatcer to acquire it, sadly I can't use PM due to 10 posts limit.*

THIS IS GREAAAAAAAAAAAAAAAAAAAAAAAT YAAAAAAAASSSSS
 
e1f6abf8ed86f4da4203410182be3f09--female-warriors-fantasy-characters.jpg

BASIC INFORMATION
Name
:
Sadima Rose Peterova

Aliases: N/A

Age:
1,341

Gender:
Female

Race:
Human/Vampire

Class:
Fighter

PERSONAL
Sexuality
:
Heterosexual

High Concept:
A cocky, arrogant and selfish retired guard that knows how to have a good time. *wink* *wink*

Character Alignment:
Chaos Neutral

Relatives:
Caspen - Younger Brother - Vampire
(All the rest have deceased)

Organizations\Affiliations:
N/A

Personality:
When most people meet Sadima, they instantly hate her, and to not fault at that either. She's arrogant, cocky, and most times selfish. What Sadima wants, she usually gets. She's often sarcastic, and passive-aggressive and is most definitely not found of people. She seems to have little regard for human life on the outside and is generally mainly despised, if she's not drunk at a tavern—well then she's getting drunk at another one. Deep down, Sadima does care, and she'll fight to the death to save and protect those she cares about, no matter how many times she claims she doesn't. Sadima misses being human more than anything in the world, and that's her biggest secret yet. She fears love, and is scared she someday may hurt those she may grow to care for, so she does her best to push them away. She despises feelings, hurt, and emotion and tells others she doesn't care to appear strong. Sadima has got a temper like no other, that may cause her to act without thinking and even become homicidal if you upset her enough, which is why those that know her walk on egg shells when it comes to sensitive subjects, though very few. Sadima is often impulsive, and reckless when it comes to those she cares for being threatened or harmed in any way, or situations that lack any hope. Sadima is also negative, and pessimistic and will always make a situation looks darker, but deep down she only does so because she cares.

Backstory:
(Ready for tragic cliche backstory? Me too!)
Sadima was born ages ago it seemed. Before the name Seth was even spoken with disdain or respect. He wasn't even known then. Sadima was born into a household with an abusive father, a submissive mother, and a quiet, younger brother that was everything she wasn't. Unlike her, her father prided Caspen, who did everything asked of him. In Michaels eyes she was nothing if a daughter to him.

Sadima grew up acting rebellious towards her father in every way, from gambling, to tavern brawls and doing anything to disgrace the family name. Soon after her late teens hit her mother randomly fell ill, she died when Sadima was seventeen. By now, Seth's civil war has gone just into action, and the moment Sadima turned eighteen Michael shipped her off to join the war, it wasn't her choice, nor did she have the opportunity to choose sides and she fought against Seth's army for a year, right alongside Caspen, who was conscripted with her. The two had gone on a scouting mission one late night, everything seemed fine until they were attacked, a vampire from Seth's army had detected them. The two didn't stand a chance in the dark, and the two awoke in transition.

Terrified, they fled all the way back home, which wasn't far from there current camp. Both siblings refused to feed and become a monster but when Caspen confronted his dad late one night, weak from not completing transition, Micheal reacted poorly to Caspen's news, and attempted to kill Caspen but harmed himself instead, there was blood and...Caspen fed on his father. Killing him. Late that night, as Sadima was prepared to die, Caspen brought Sadima a lady and forced her to feed. Sadima left her brother after he lost control, and went back into the army. Where she would remain at the Emperors side until he died, and she would serve the next one and so on and so forth. Recently she tired of being a bodyguard, and quit unexpectedly, attempting to avoid her pacifist brother and his moral ways.



PHYSICAL
Weapons & Armor
:
(Armor shown in pic ^) Her weapons consists of a beautiful silver longsword that's strapped too her back, and a curved jagged shortsword made of ebony.

Items & Personal Belongings:
Daylight earring, leather satchel that includes some gold, a flask, and an apple.

Skills & Abilities:
+ Intimidation
+ Charming
+ Bartering
+ Duel-Wielding
+ Hunting
+ Incredibly good aim

Spells & Magic:
Sadima was never born with the gift of magic. However, she did gain some traits as a vampire:
Enhanced Hearing: She can hear voices and other noises from a mile away. She can even hear the heartbeats of the living.

Enhanced Strength: Decapitate a mans head clean from his body in a single swipe if aimed correctly, and applied with an incredible amount of speed and strength. She can push someone with all her strength and send them flying into the far wall, and can break necks with ease, rip out hearts etc.

Enhanced Speed: If ate sprints as fast as she can, she can literally move like a blur to where she's going, but cannot do this for long, like a normal human being, she needs to take a breath.

Enhanced Jumping: This increases the height for the most part, if she pushes off the ground with all her strength she can jump up to 20 ft.

Enhanced Reflexes & Senses:
She has incredibly quick reflexes, enough to catch a glass cup from falling, or to catch a spear or arrow thrown or shot at her, or a ball thrown at her back. She also has incredibly sharpened senses, this includes smell, intuition, sights, etc. Her senses include especially when she smells blood.

Vampiric Blood: Her blood has healing properties that allow her to heal quickly. A cut will heal in a matter of seconds, a broken limb or bone will take seconds to snap back into place, but will hurt for almost half an hour. If her neck is broken she will be unconscious for the next hour or two, and if a limb is cut off it'll take hours for it to regenerate. If her blood is drunken, it will be have the same effect on other beings.

Healing : Her blood has the ability to turn others. The user has to drink her blood, then they have to die. When they awaken they'll be in transition, if they don't feed on blood within a day, they'll die. If they do, they become a vampire.

Higher alchohol intolerance: Perhaps Sadima's favorite part of being a vampire. She can still get drunk and black out, etc. She's only allowed to consume more alchohol then the average being.

• Cannot die from disease, or contract them.

Weaknesses:
• Wooden items: Wether it be a steak, or bullets or arrows wood is the strongest type of weapon to a vampire, and if a wooden object pierces her heart, she will die. Wooden objects on the skin are also significantly more painful than other materials.

• Vervain: A herb that's poisonous to the vampire. It cannot kill them but it weakens them incredibly. If injected directly into a vein, she will become unconscious instantly, if it is applied to the skin it burns her instantly the longer it's in contact with her skin, and will not heal until blood is consumed. If she drinks it, it will either feel like drinking battery acid, and if she drinks it enough she'll pass out.

• The Sun: If she's not wearing her daylight earring, or if it's not touching any part of her skin, she will burn in the direct sunlight, and if she doesn't get to the shade or inside, she'll become nothing more than ashes.

Lack of Blood: The longer she goes without it, the weaker she'll become until she can no longer move, then she'll begin to desiccate. She can desicate for up to 10,000 years before eventually dying.

• Holy items: Tend to burn her like vervain.

• Light magic
• People telling her she cares
• People trying to make her out to be a good guy
• People expecting things from her
• Love
• Losing those she cares for

FLUFF
Hobbies
:
* Getting drunk
* Sleeping around
* Grabbing a bite ;)
* Reading

Quote\s:
• "I can't drink this all by myself. I mean I can, but then... somebody`s getting naked."

• "Oh please don`t tell me you`re crying. Just because you`re buddy Ashton lost his head."

• "Ooo, chocolate muffins. You know what they say; a way to a psycho killer’s heart is through his stomach."


Captain Gabriel Captain Gabriel
 
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Knight-Commander Lucrezia Whitefall"There is joy to be found in duty."
Aliases: The White Knight

Age: 27

Gender: Female

Race: Human

Class: Knight


PERSONAL
Sexuality: Heterosexual

High Concept: The last surviving member of the Whitefall family, Lucrezia works to rebuild her family name.

Character Alignment: True Neutral

Relatives:

Lord Nathaniel Whitehall - Father - Deceased. Poisoned.

Lady Celeste Whitehall - Mother - Deceased. Died after illness.

Organizations/Affilations: The Cabrinate Empire

Personality: Cool, calculating and logical, Lucrezia is a fiercely intelligent and resourceful individual. Valuing logic, intelligence and power, she has little difficulty in making difficult decisions others would struggle to consider. A effective leader and tactician, Lucrezia's talents have cemented her as a highly gifted and respected woman amongst the Empire's leadership.

Backstory: The last decade has not been kind to the Whitefalls. Once a legendary name, the Whitefalls were said to have the blood of heroes in their veins and were highly respected throughout the Cabrinate Empire. During the Gothic War, the Whitefall’s reputation as a family of exceptionally talented warriors proved itself true a hundred times over and the blazing white armor that characterized the family was said to improve morale whenever it was spotted on the battlefield - but even they could not turn the tide against the overwhelming forces that Seth commanded. One by one, the Whitefall knights fell in battle and it was only the final intervention of the Majai Knights that saw them saved from total extermination.

But it was Lucrezia’s Father - Nathaniel, that cemented the Whitefall’s path to ruin. Nathaniel was broken by the war. The loss of so many of his brothers and his own father was too much for him. After his wife died after a short illness, Nathaniel mind truly snapped. He became a raging alcoholic. In private he suffered from manic depression and was abusive towards his daughter, holding the young woman somehow responsible for the death of his wife. Without a stable patriarch, what remained of the Whitefall fortune quickly crumbled.

Lord Nathaniel Whitefall died in suspicious circumstances, believed to have been poisoned by person or persons unknown. Lucrezia inherited the weight and responsibility of her clan on her 26th birthday - shortly after the death of her father. She made no attempt to find his killer. Now, Lucrezia works with an obsessive drive to rebuild her family name, she is currently aiding in the reconstruction of the Empire and has quickly earned a reputation as a gifted warrior and accomplished diplomat in her own right. Lucrezia recently gained Marshal Jabel Vazeran as an ally, and the two have had considerable influence at court.

PHYSICAL
Appearance:

5c7dd1543614cf2a1f08a6a089cafa4f.jpg

Weapons & Armor:
  • Rakuyo - Lucrezia wields the legendary sword of the Whitefalls - Rakuyo. Elven in origin, Rakuyo has been used by the head of the Whitefall family for over ten generations. Unique in its design, Rakuyo has been wielded only by those within the family who have proven exceptional skill with other swords. The blade is incredibly light, and is capable of repelling magic. Surprisingly, Lucrezia rarely uses Rakuyo - preferring other weapons if they're in proximity. She believes Rakuyo should only be used against worthy foes.
  • White Armor - The traditional garb of the Whitefall Knights, Lucrezia is now the only one now fit to wear it. The White armor displays no magical properties, and is designed with agility and flexibility in mind rather than protection. The cloak serves as an effective means of shrugging off harsher weather, and can be easily removed in the heat.

Items & Personal Belongings
  • Coin Purse - Though the Whitefall name has fallen on hard times, Lucrezia is not short of capital.
  • Symbol of the Knight-Commander - Every Cabrinate Knight has a golden pin in the shape of a wolf to show their rank as elite military units. Lucrezia's has the wolf wearing a crown, showing her rank as commander.

Skills and Abilities
  • The White Knight - Despite her young age, Lucrezia is an exceptionally skilled warrior like the others who hold the Whitefall name. There are precious few who would be willing to face Lucrezia in one on one combat. Lucrezia is a defensive specialist, whose style focuses on using the strength of her opponents against them. She relies on tight bladework along with subtle dodges to wear down her opponent, when they make a mistake - they are then easily dispatched. Her magical abilities are also worthy of note, but no match in terms of raw power compared to a dedicated spellcaster.
  • Anti-Magic - Rakuyo is capable of absorbing spells and deflecting stronger magical attacks. This, combined with Lucrezia's speed makes her well suited to fight spellcasters.
  • The Diplomat - Lucrezia's position has meant that a certain understanding of the political world is vital. She's charismatic and persuasive.
  • The Scholar - As is to be expected with noble families, Lucrezia is very well read. She enjoys reading and has an excellent knowledge of literature.
  • Speed - Like the Knights before her, the Whitefalls have always focused on speed and agility. Lucrezia is incredibly agile and physically fit. She can react faster than most but lacks the constitution or armor to simply shrug off blows. When boosted, Lucrezia can match even the fastest of foes.
  • Blood of the White - While the Whitefalls have always resisted academic research into their oddly advantageous bloodline (And Lucrezia is no different) there is no denial that the Whitefalls seem to carry a blessing in their blood. Lucrezia has a natural affinity with all standard weapons - even those that would take years to master.
Spells and Magic
  • Swiftness - Lucrezia lacks any offensive spells, but can use her magic to boost her already considerable physical talents. Her magical power allows her to augment her speed levels to an incredible height, allowing her to overwhelm enemies. The magic causes her to glow with a faint blue aura.
  • Barrier - Lucrezia can create and maintain a effective magical barrier to boost her meager defenses in the event she requires it.

Weaknesses
  • Emotionally distant - Lucrezia's position and upbringing have shaped her personality and she sees precious little value in revealing her emotions. She struggles with trust, as well as intimacy. Her lack of willingness to allow anyone past the mask makes it difficult for her to make friends. But most importantly, Lucrezia struggles to comprehend complex emotion. She is a logical creature.
  • The Whitefall Legacy - Baring the full weight of her family name, Lucrezia can act selfishly if she believes it will besmirch her family name. Her clan takes priority, even though she remains the last and it will be incredibly difficult to convince her otherwise.
  • Defense Specialist - Lucrezia's combat style is incredibly effective, especially against those who rely on brute force. However, her preference for defense has left her with weaker offensive capabilities. She cannot match the raw damage output of Berserkers and other offensive minded warriors.
Theme



Hobbies: Reading, training recruits when time allows, avid chess player.

Fluff
  • Lucrezia's favorite color isn't actually white, but blue.
  • She has a special fondness for paintings and illustrations, but is actually a rather terrible painter herself.
  • Tends to be a very light sleeper, and is often awake before sunrise.
  • Enjoying a second life as a avid scholar, Lucrezia has a fascination with the pre-Cabrinate era and is actually planning to write a thesis on the historical impact of the Empire on ancient civilization.
 
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e1f6abf8ed86f4da4203410182be3f09--female-warriors-fantasy-characters.jpg

BASIC INFORMATION
Name
:
Sadima Rose Peterova

Aliases: N/A

Age:
2,541

Gender:
Female

Race:
Human/Vampire

Class:
Fighter

PERSONAL
Sexuality
:
Heterosexual

High Concept:
A cocky, arrogant and selfish retired guard that knows how to have a good time. *wink* *wink*

Character Alignment:
Chaos Neutral

Relatives:
Caspen - Younger Brother - Vampire
(All the rest have deceased)

Organizations\Affiliations:
N/A

Personality:
When most people meet Sadima, they instantly hate her, and to not fault at that either. She's arrogant, cocky, and most times selfish. What Sadima wants, she usually gets. She's often sarcastic, and passive-aggressive and is most definitely not found of people. She seems to have little regard for human life on the outside and is generally mainly despised, if she's not drunk at a tavern—well then she's getting drunk at another one. Deep down, Sadima does care, and she'll fight to the death to save and protect those she cares about, no matter how many times she claims she doesn't. Sadima misses being human more than anything in the world, and that's her biggest secret yet. She fears love, and is scared she someday may hurt those she may grow to care for, so she does her best to push them away. She despises feelings, hurt, and emotion and tells others she doesn't care to appear strong. Sadima has got a temper like no other, that may cause her to act without thinking and even become homicidal if you upset her enough, which is why those that know her walk on egg shells when it comes to sensitive subjects, though very few. Sadima is often impulsive, and reckless when it comes to those she cares for being threatened or harmed in any way, or situations that lack any hope. Sadima is also negative, and pessimistic and will always make a situation looks darker, but deep down she only does so because she cares.

Backstory:
(Ready for tragic cliche backstory? Me too!)
Sadima was born ages ago it seemed. Before the name Seth was even spoken with disdain or respect. He wasn't even known then. Sadima was born into a household with an abusive father, a submissive mother, and a quiet, younger brother that was everything she wasn't. Unlike her, her father prided Caspen, who did everything asked of him. In Michaels eyes she was nothing if a daughter to him.

Sadima grew up acting rebellious towards her father in every way, from gambling, to tavern brawls and doing anything to disgrace the family name. Soon after her late teens hit her mother randomly fell ill, she died when Sadima was seventeen. By now, Seth's civil war has gone just into action, and the moment Sadima turned eighteen Michael shipped her off to join the war, it wasn't her choice, nor did she have the opportunity to choose sides and she fought against Seth's army for a year, right alongside Caspen, who was conscripted with her. The two had gone on a scouting mission one late night, everything seemed fine until they were attacked, a vampire from Seth's army had detected them. The two didn't stand a chance in the dark, and the two awoke in transition.

Terrified, they fled all the way back home, which wasn't far from there current camp. Both siblings refused to feed and become a monster but when Caspen confronted his dad late one night, weak from not completing transition, Micheal reacted poorly to Caspen's news, and attempted to kill Caspen but harmed himself instead, there was blood and...Caspen fed on his father. Killing him. Late that night, as Sadima was prepared to die, Caspen brought Sadima a lady and forced her to feed. Sadima left her brother after he lost control, and went back into the army. Where she would remain at the Emperors side until he died, and she would serve the next one and so on and so forth. Recently she tired of being a bodyguard, and quit unexpectedly, attempting to avoid her pacifist brother and his moral ways.



PHYSICAL
Weapons & Armor
:
(Armor shown in pic ^) Her weapons consists of a beautiful silver longsword that's strapped too her back, and a curved jagged shortsword made of ebony.

Items & Personal Belongings:
Daylight earring, leather satchel that includes some gold, a flask, and an apple.

Skills & Abilities:
+ Intimidation
+ Charming
+ Bartering
+ Duel-Wielding
+ Hunting
+ Incredibly good aim

Spells & Magic:
Sadima was never born with the gift of magic. However, she did gain some traits as a vampire:
Enhanced Hearing: She can hear voices and other noises from a mile away. She can even hear the heartbeats of the living.

Enhanced Strength: Decapitate a mans head clean from his body in a single swipe if aimed correctly, and applied with an incredible amount of speed and strength. She can push someone with all her strength and send them flying into the far wall, and can break necks with ease, rip out hearts etc.

Enhanced Speed: If ate sprints as fast as she can, she can literally move like a blur to where she's going, but cannot do this for long, like a normal human being, she needs to take a breath.

Enhanced Jumping: This increases the height for the most part, if she pushes off the ground with all her strength she can jump up to 20 ft.

Enhanced Reflexes & Senses:
She has incredibly quick reflexes, enough to catch a glass cup from falling, or to catch a spear or arrow thrown or shot at her, or a ball thrown at her back. She also has incredibly sharpened senses, this includes smell, intuition, sights, etc. Her senses include especially when she smells blood.

Vampiric Blood: Her blood has healing properties that allow her to heal quickly. A cut will heal in a matter of seconds, a broken limb or bone will take seconds to snap back into place, but will hurt for almost half an hour. If her neck is broken she will be unconscious for the next hour or two, and if a limb is cut off it'll take hours for it to regenerate. If her blood is drunken, it will be have the same effect on other beings.

Healing : Her blood has the ability to turn others. The user has to drink her blood, then they have to die. When they awaken they'll be in transition, if they don't feed on blood within a day, they'll die. If they do, they become a vampire.

Higher alchohol intolerance: Perhaps Sadima's favorite part of being a vampire. She can still get drunk and black out, etc. She's only allowed to consume more alchohol then the average being.

• Cannot die from disease, or contract them.

Weaknesses:
• Wooden items: Wether it be a steak, or bullets or arrows wood is the strongest type of weapon to a vampire, and if a wooden object pierces her heart, she will die. Wooden objects on the skin are also significantly more painful than other materials.

• Vervain: A herb that's poisonous to the vampire. It cannot kill them but it weakens them incredibly. If injected directly into a vein, she will become unconscious instantly, if it is applied to the skin it burns her instantly the longer it's in contact with her skin, and will not heal until blood is consumed. If she drinks it, it will either feel like drinking battery acid, and if she drinks it enough she'll pass out.

• The Sun: If she's not wearing her daylight earring, or if it's not touching any part of her skin, she will burn in the direct sunlight, and if she doesn't get to the shade or inside, she'll become nothing more than ashes.

Lack of Blood: The longer she goes without it, the weaker she'll become until she can no longer move, then she'll begin to desiccate. She can desicate for up to 10,000 years before eventually dying.

• Holy items: Tend to burn her like vervain.

• Light magic
• People telling her she cares
• People trying to make her out to be a good guy
• People expecting things from her
• Love
• Losing those she cares for

FLUFF
Hobbies
:
* Getting drunk
* Sleeping around
* Grabbing a bite ;)
* Reading

Quote\s:
• "I can't drink this all by myself. I mean I can, but then... somebody`s getting naked."

• "Oh please don`t tell me you`re crying. Just because you`re buddy Ashton lost his head."

• "Ooo, chocolate muffins. You know what they say; a way to a psycho killer’s heart is through his stomach."


Captain Gabriel Captain Gabriel
Too old.

MUST BE YOUNGER BY AT LEAST 1200 YEARS.
 
Basic Information

Name:Kyros Manearys

08AgcXH.png

Aliases:

  • The Blue Raven
  • The Cyan Coward
  • The Navy Reaper
Age: 23

Gender: Male

Race: Half-Elf and Half-Dark Elf

Class: Cross between Ninja and Magical Ranger

Personal

Sexuality: Heterosexual

High Concept: An extremely deadly archer with many tricks up his sleeve to help him win fights who uses his talents and skills for nothing but gold as he pretty much has no purpose or a long term plan.

Character Alignment: Lawful Evil - Lawful Netural

Relatives:
His elven mother (Deceased)
His dark elven father (Alive)

Organizations\Affiliations: None

Personality:
Kyros is a very cunning individual. Doing work along the lines of what he has been doing his entire life has given him a lot of confidence, which aids him as he completes the contracts he is given with brutal efficiency. This confidence of his may sometimes backfire, as he is almost always sure that his way is the only one that is correct, often ignoring the input of others unless given overwhelming evidence, leading to him being stubborn. He is generally very hard to convince due to his skeptical and careful nature. He is bound by no moral code, meaning he shall attack and execute anything, without a hint of mercy.

Kyros never could hold onto many friends. This is largely due to his reserved nature. He takes quite a bit of effort to open up. Without a care for the feeling of those around him, he can come of as being insensitive and rude, which wards off many people before they get the chance to befriend him. This made him quite a bit of a loner. But, he is still a professional in terms of manners and he knows when it is and it is not his turn to speak. If he did get to find a companion that he could rely on, he would treat them with respect and kindness to the best of his ability, which is not too much.

Backstory:

A bastard of an dark elf, Kyros was cared for by his lonely mother alone. He never knew his father, and he only had a few spiteful stories from his mother to go off of. Needless to say, he never was a noble and never knew any luxury in his childhood. He lived with whatever common commodity his mother could work and create. When his mother died to disease, he knew he had to look out for himself through whatever means necessary, and that meant that he would have to steal. He would steal from the rich, he would steal from the barely well off, and he would even steal from other children on the streets with him. He did not care for anybody else but himself.

He would try his best to stray as far away from gangs as possible. With him them being filled with much older children, he would much rather sleep alone in rooftops and whatnot, instead of alleyways next to people who would disrespect him. Besides, he did not need them to survive. He could do things that they could not do due to his extreme skill at sneaking, stealing and most importantly, running. It's how he avoided getting caught all those years. He would also start to develop a few magic skills. He would watch those who could casts spells useful to him while they did so and learn that way. And once he had taught himself to read, he started to read books in the library that helped him develop some of his magic. He also used this skill to intercept many of the important letters sent by the nobles at the time, reading and relaying the information to the those who found it to be worth their coin.

Later on, he started to take on people who were richer and richer, leading to him finally learning how to use weapons. He grew very fond of the bow. Its long range allowed him to deliver swift death from relative safety. His accuracy with the bow was amazing. He then combined his knowledge of archery with his magic, and started to conjure magical arrows that would help him as well. He also learned how to fight up close with his dagger. Although, he preferred running and shooting at those chasing him instead, he would not shy away from a more direct confrontation.

Now he roams the lands, stealing from those who are foolish enough to be unprotected and those who trust him, while taking on dangerous work that would lead to him killing a few people, and learning even more important things that people paid top dollar for. His skills, ruthlessness and his absolute lack of a moral code are all sold to the highest bidder.

Physical

Appearance:
ucBTvlh.png


Weapons & Armor:

+A dagger - It is just a standard dagger which he sharpens often. He sometimes laces it with poison if he knows that he is only going to get one opportunity to strike.
cd2908c75169afb38c6489542637daa1.jpg

+A single-edged sword - Although he is good at using it, he only rarely resorts to it as his dagger mostly gets the job done. It does give him a more defensive option at a moments notice and is strapped to his back. The sword itself is not too long as if that were the case it would be impossible to pull it out from the scabbard on his back.
d525d257f21a53194323322fca39fa71.jpg

+A sturdy bow made of a light but durable wood.
e6fbcaacbd92027c88ac979e884d606b.jpg

+Access to a variety of magic and utility arrows:

  • Normal Arrows - Default arrows.
  • Penetrative Arrows - Arrows with a smaller tip, meant to penetrate armour and other hard surfaces
  • Flesh-Ripper Arrows - An arrow with a brittle tip meant to cause as much damage as possible to an unarmed target. The tip shatters once inside the target, causing large amounts of pain, and making it very difficult to heal without surgically finding the different shards inside the target.
  • Poison arrows - These are not magical. Kyros just needs to apply the poison he carries with him to the arrow.
  • Explosive arrows - Arguably the most powerful of his arrows, these arrows cause an explosion upon contact with their target.
  • Smoke bomb arrows - Upon contact with a surface, these arrows release a large amount of smoke that cover an entire area in a matter of seconds. Kyros can see through these, and interact with them similarly to how he can interact with the smoke he can summon on his own.
  • Heat arrows - Arrows that increase in heat exponentially after leaving the bow.
  • Frost arrows - Arrows that cause whatever target they hit and an area around it, to drop in temperature instantly.
  • Grapple arrow - He only has one or two of these at a time. These are arrows that are built to stick to a target and be very hard to remove. They have a rope at the end of the which Kyros ties. He can use these to scale buildings.
+Black Leather Gloves.
+His custom rogue overalls, as shown above, with everything being either Black or Blue with the exception of a few decorations.
+Sturdy Black Boots
+A dark blue cloak with a cowl, made of a very fine velvet. (Imagine the cloak, cowl and face mask dark blue.)
+A face mask that covers his mouth which is the same colour as his cloak.

Items & Personal Belongings:
+A backpack.
+A flask of heavy alcohol he always keeps full.
+Two cigars.
+A flint and steel.
+Writing utensils.
+Books on magic.
+Vials of poison.
+Several empty pouches of differing sizes.
+A pouch for his gold.
+Lemons.

Skills & Abilities:
+Expert at sneaking and doing things that involve stealth.
+He is great at climbing things and doing parkour.
+He can run pretty fast. Although, his speed is tanked much more by weight than other people.
+Good at close quarters combat - His fighting style is very defensive and it depends heavily on who his opponent is and how they fight. If he fights a large, strength type character, he uses his agility to dodge strikes until his opponent opens up to a strike which he opportunistically takes. If he is fighting against another agility type opponent like himself, he tries his best to change anything about the environment and the circumstances of the battle so that he has the advantage and can afford to go on the offensive. He often tries to incorporate his magic into his battles to make it easier to get this advantage. Until he does so, he rarely goes for attacks and mostly dodges, with him escaping from such situations if given the opportunity to do so.
+Good at analysing overall - He can analyse the weaknesses of his opponents, analyse structures and their weaknesses, allowing him to create plans for infiltration and even defence sometimes.
+Very Intelligent - He is well read. But his intelligence mostly comes from him having vast amounts of knowledge from being a spy and being able to effectively put all of it together. Kyros is a person who will be able to see the bigger picture.
+Good reaction times
+Lock-picking - He can effectively pick a lock.
+Incredible skill with the bow - He has two modes of fire. One has him firing his arrows extremely slowly. This way, he has impeccable aim, able to hit targets from quite the distance away. The other has him fire arrows in rapid succession. This, however, only works in closer ranges as this way, he has no time to aim, leading to his arrows losing accuracy. It is always a trade off between accuracy and rate of fire, with him not being able to have the best of both at any certain time.
+Good at lying

Spells & Magic:
+Absorbed by the darkness: Kyros can silence all the sounds he makes, and make himself invisible if any one of three conditions are met. He can control how fast he goes invisible and he cannot cast any other spell while invisible during the day.

  • It is night time - 8 pm to 6 am
  • He is in a place where there is no light that hits him directly
  • He is inside his own smoke.
+Enchantment - He is able to conjure magic arrows if given the time and his magic book.
+He can summon all of the magic he uses to enchant his arrows.

  • Frost - He can decrease the temperature of certain things relatively quick.
  • Heat - Opposite of frost
  • Smoke - The only one he uses on a day to day basis. He can summon smoke in his hands which he can unleash at anytime. If given more time, he will be able to summon more. He is able to see through this smoke, the smoke created by his arrows and can use his stealth when inside it.
  • Explosion - This the one he will use the least. If acts similar to the smoke bomb in terms of it being have to be channeled in his hand. But it takes extreme amounts of concentration to contain, as losing focus during its summoning will have it explode in his hand, likely killing him. If he is able to be given enough time, he can throw it as a projectile. But it has no timer or anything of the sort, meaning that as soon as it leaves his hand, it can explode in the air or when it gets in contact with anything. Requires a lot of concentration and he will mostly fail it during the day.
+Night Vision - He is able to see inside the dark and through his own smoke.

Weaknesses:
-Cannot carry much - This means that he will not be able to carry too heavy objects. With him already carrying quite a bit with him, it means that having any extra heavy object will tank his speed greatly.
-Cannot use heavy weaponry -The heaviest weapon he can use without losing effectiveness is a one handed sword. Anything else would make him slow and clumsy sticks to daggers and bows most of the time.
-Fragile - If he gets caught by a solid strike, it is over for him as he cannot sustain too much damage.
-Vagabond of the Night - If it is day, he becomes overall weaker in almost every way. If it is night, he gets more powerful in almost every way.
-Golden Loyalty - He is a professional. So this means that unless he has something personal in the matter in terms of something he cares about, he is not going to stay loyal to a certain side.

Extras

Preferences

+He dislikes warm weather
+He loves it when its cold
+He enjoys the rain
+He loves sour fruits and foods as much as a person with a sweet tooth would love sweets
+His favourite color is blue

Hobbies:
+Stalking interesting people
+Drinking at a tavern
+Practicing and noticing himself get better
+Spending gold
+Look at well made daggers, cloaks and bows in shops.
+Reading books that interest him

Quotes:
"Your parents were not lying when they told you that all of your dreams come true. What they forgot to mention was that nightmares are dreams too."
"Honour is nothing more than the rust on a dulled blade."
"Secrets kept are weapons wasted."
"Nothing personal."
"The darkness is where everyone keeps the truth."

Theme:


 
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  • Name:
    Aliases:

    Age:
    Gender:
    Race:

    Class:​
    Caius Levinhart
    The Crimson Slayer

    28
    Male
    Human

    Berserker​
 

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