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Fantasy [CHARACTER] Mysnia - Character Creation

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EdwardDewey98

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Basic Information
  • Character Image:
  • Character Name:
  • Race:
  • Bio: (Describe where your character is from, their villain origin story, and how they came to serve the Dark Lord and Queen Fyrixia. Do not worry about ensuring that your character's story lines up with whatever "lore" exists of this universe so far. New locations, histories, and events can be incorporated to accommodate your ideas.)

  • Special Ability 1: (Describe a gift or talent which separates your character from a commoner of your character's race.)
  • Special Ability 2:

  • Personal Goal 1: (What does your character seek to achieve on a day-to-day basis? What would lead them on a chase?)
  • Personal Goal 2:
Character StatsAll player and non-playable characters will have five skills total;
  • Personal Power (PP) represents the players own personal abilities, be it physical or magical and it's utilized in certain occasions, for example, when the player is dueling an enemy character.
  • Military Might (MM) represents the players army strength and it also counts as a health bar, should your MM drop to zero, it means your army was wiped out and you'll be forced to retreat, or depending on very specific circumstances, you'll be killed alongside your army.
  • Naval Power (NP) represents the players ability to utilize the sea to their advantage, be it fighting other ships or sea creatures or transporting important resources across the ocean, certain enemies rely entirely on their naval power, and can be a nuisance to players with little NP.
  • Arcane Knowledge (AK) represents the players arcane power, it is gained either by recruiting wizards, having wizard companions or gaining points through events and items, it is a powerful skill, however, magic is very unstable when paired with technology, or Technological Advancements (TA), it represents the players own powerful technological innovations, and sadly both skills cannot be used at the same time unless certain events allow them to combine magic and tech.
  • Production Capabilities (PC) which represents the players "economic" power, having a high PC means you can produce reinforcements quickly, and it also provide certain benefits depending on the roll, however, rich factions might attract the attention of raiders and bandits.
All players will start with 15 points that they can redistribute as they see fit with their character and army. Other ways to increase your stats are through: Soldiers, events, artifacts, commanders and blessings.

Example
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  • Name: Andrados Secundus, the Lord of Darkness
  • Race: Corrupted Human
  • Bio: [Read the Lore Thread]
Special Abilities:
  • Overwhelming Presence: The Dark Lord's presence intimidates even those with the strongest of wills, the dark lord can roll intimidation using his Personal Power, against his targets own personal power, should the Dark Lord lose this intimidation attempt, he'll lose 10 Military Might.
  • Forged in Hell: The Dark Lord was trained by the Queen of Darkness herself, and was tutored by the Icons of Wrath and Lust, this provides him a passive +25 bonus to his Personal Power.
Personal Objectives:
  • Sin of Maraj: The Dark Lord seeks to inflict the world with as much pain as possible for the suffering he experienced as a human.
  • Still a Human: The Dark Lord had four sisters who he never found any information about, he is still trying to find answers, but after hundreds of years, is it worth still looking for them?
Stats:
  • Personal Power (PP): 75
  • Military Might (MM): 50
  • Naval Power (NP): 20
  • Arcane Knowledge (AK): 38
  • Production Capabilities (PC): 26
 
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Name: Rekko, The River Warrior
Race: Saukkonen
Bio: The homeland of the Saukkonen, Järvimaata, is filled with a seemingly endless amount of rivers, ponds, and lakes. A perfect habitat for the otterkin where for millennia they lived a fishing-hunting-gathering and mercantile lifestyle of trade upon their river and coastal barges. Rekko was born the youngest of four sons to Hukko the Valiant, on the onset of the conflict with the Medvedyi as they aspired to greater territorial gains. Though the Saukkonen fought for their homeland fiercly, making the invaders pay for every inch of land, they were still too outnumbered to be able to fight them off.

His three older brothers died fighting the invaders, each valiantly holding on until the very end; his father pleaded with the Ice Elves to intervene and force the Medvedyi, but they turned him away as the matters did not concern them or involve the Darkness. Rekko was but a pup when he saw his father prostrate and beg, only to be denied any form of salvation. This built a deep hatred for the Ice Elves that only grew more poisonous when his father was felled in battle at Laketown. The conquest ended with the Medvedyi emerging victorious, and many Saukkonen chose exile rather than living under the boot of their would-be oppressors.

In what has come to be known as the Great Scattering, a great many Saukkonen families and communities became wandering communities across Mysnia. Among those that took in Rekko were those who were the most bitter for having lost their homeland, and as Rekko grew into adulthood he took up the mantle of his father and became the leader of adoptive tribe. He always sought to reclaim Järvimaata, though found no support or help from any of the realms of Light that would be sympathetic to his cause. For years he tried, growing more and more bitter and disillusioned with the supposed champions of justice and good. If they would be so quick to dismiss his people's plight, then why should he come to theirs?

And so, despite the unease of the prospects, he now seeks to align himself with the Dark Lord. Not out of any belief in the Darkness but rather to strike a bargain. Two of his enemies are his enemies anyway, and the enemy of an enemy could be a temporary ally.



Special Abilities
  • Inspiring Leader: Rekko's conviction in reclaiming his people's homeland has honed an unbreakable spirit among his people, providing a boost to Military Might. [+4 MM]
  • Cutthroat: Rekko will do whatever it takes to win in a fight, making him a dangerous opponent in a one on one duel. Provides a boost to Personal Power. [+2 PP]
Personal Objectives
  • Liberty or Death! Rekko seeks nothing more than the complete liberation of Järvimaata from the rule of the Medvedyi.
  • Vengeance is Stronger than Booze: Rekko seeks vengeance against the Medvedyi for their part in killing his brothers and father and their other crimes, as well as the Ice Elves for sitting by and doing nothing despite his father's pleas for aid.


Stats
Personal Power:
3 + 2 (Cutthroat) - Rekko is a cunning fighter who relies on his natural agility and litheness when in close quarters, but is also a capable marksman with a hunting musket. Hunting muskets have become a mainstay in Saukkonen culture since a Meroan merchant traded with them a century ago, proving to be useful in both taking down large game as well as seeing widespread use in their resistance fight against the Medvedyi.

Military Might: 5 + 4 (Inspiring Leader) - The Saukkonens under Rekko's command are a hardy and motivated group, inspired by Rekko's intense convictions in freeing their homeland. They would fight to the last man and woman if the moment calls to it, and will fight with the ferocity of river-beasts when the moment calls.

Naval Power: 4 - Saukkonens are inherently water habitating, having lived on barges and large boats for travel, trade, and the occasional raid. Rekko's group is no different, as they have traveled thousands of miles across the world since the beginning of their exile. Thus, they have a decent fleet of Saukkonen river, coastal, and seafaring barges at their disposal.

Arcane Knowledge: 1 - While Saukkonens have a tradition of mysticism through their Waterspeakers, Rekko only has the one among their group. Many Waterspeakers that remained after the war against the Medvedyi scattered to distant regions for solitude and have become reclusive.

Production Capabilities: 2 - Forced to live on the move and off the lands they temporarily call home, the Saukkonens have become adept at making what they need wherever they come to. This includes copying the Meroan musket designs that had been introduced to them previously, as well as whatever else they could need for military or general use.
 
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(Since I'm playing Lucafiel and his fellows again, this is mostly the same as his Dark Traveler's version with some adjustments)

Character Name:
Lucafiel sa Helendal
Redeemer Prince of the Vestati Dominion and Hallow Legions
The Red Comet
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Race: Vestati, a race of fallen angel-like beings that are characterized by their beauty, grace, and cunning - as well as their predatory psyche and authoritarian demeanor. While physically an elf-like people now stripped of their wings, the Vestati, now devoid of their heavenly origin, are noted to be a particularly eerie people in body and spirit.

Bio:
In the hubris of their rebellion, the Vestati were cast away. Their wings were torn from their backs, leaving only horrid scars of inescapable pain. Tears of blood forever stain their faces as their minds bore witness to the wrath of the divine. Minds of clear thought were shaken. The survivors would never forget their torment and the years they brought fire to their paradise, but they likewise couldn't remember the shadow they raged against, for their god removed itself from their minds in name and sight to save itself. Yet in return, their souls were to be forever remembered as the damned. Forced to shroud their faces lest they attract the disembodied wrath of a dying god, the surviving Vestati donned soul-masks to protect themselves beneath the open sky.

Among the survivors was Lucafiel, a former consort, concubine, warrior of the Forbidden One, and orchestrator of rebellion. It was Lucafiel who foresaw their eventual failure, but was ignored. He knew they could not overcome the divine in their collapsing state, for they were little more than a raging tempest without focus. Once the sundering came to pass, Lucafiel and his band were among the few who survived the worst of a calamity they had brought down upon themselves. Shattered and unable to live the life of the lesser souls - as farmers and common families - Lucafiel consolidated his forces in a realm they hoped to hide and prosper within, in the lands of Mysnia.

Having once been sworn to eliminate souls like the First Sinner and the Dark Lord, Lucafiel instead offered fealty to those who raged against the imperfect and unfair old order of the Heavens. While a mere fragment of their former selves, the once Hallowed Legions carved out small dystopic and well-guarded territories for their society. While not overtly cruel and preferring the rule of ordained law, those under Vestati rule live scheduled and structured lives according to their ruling principles, often within organized communities watched beneath the panopticon and an adept inquisitorial force. The Vestati see their mortal charges as belonging to a relatively strict caste-system that affords varying degrees of benefits and restrictions. Perhaps most notable of all is the usage of the dream-weavers to watch over the sleeping minds of their people, invading their inner thoughts to sooth as well as punish with night terrors for disobedience and perceived slights. The most extreme example of this mental capture is none other than the obtainment of souls, which the Vestati often store within Soul Wells as a purgatorial afterlife, for safety or as ethereal power.

In many respects, the emotional response to their actions provide a sense of spiritual sustenance for the Vestati now lacking a spiritual core - except, of course, for worship of themselves.

Special Ability 1: Hand of Life [Personal Skill] – Lucafiel has delved into the ancient forbidden libraries and seen that which cannot be unseen. Among this trove of knowledge which has infested his mind is the primordial power of healing, to weave the strings of life into a strengthened quilt or undo that which is mortal, leaving naught but unwoven twine. A leper can be remade and failing crops rejuvenated – or a healthy body can be disassembled in piecemeal and food turned to dust - all with the power of his hands.

Special Ability 2: The Red Comet [+3 to any one stat at will] – Few have trodden a singular walk of life, and fewer still have tread more than one. Lucafiel has been much: slave, soldier, scholar, and commander. His experiences have produced a mind of precise focus and skill, unified behind the leviathan might of his willpower. While a champion of no specific pinnacle, Lucafiel can nonetheless stand equal among many proclaimed masters.

Personal Goal 1: Anchorage - Lucafiel and his people seek to reestablish themselves as a prosperous civilization in the wake of their distant, but still painful banishment. In many ways this is a goal that is viewed to be attached to the prosperity of the Dark Lord and Queen, though could potentially see a diverging route if deemed necessary.

Personal Goal 2: Slay the Forbidden One at Last: Their god was still out there, an unspeakable entity which had cursed them for the desire for freedom. In time, and with effort, they would find and kill the abomination once and for all.



Personal Power (PP): 3 - Lucafiel is an adept and professional warrior, though relies greatly upon other characteristics to serve his purposes over personal might, such as his charisma and command abilities. The Redeemer Prince utilizes all potential methods to defeat a foe, and as a result, has ultimately become distanced from his initial life as a crusader. After all, making love is so much more fun than making war, two fields the Redeemer Prince is terrifyingly proficient at.

Military Might (MM): 5 - The Vestati are militaristic in nature, fielding intimate small units of Vestati knights to entire legions of Auxiliary forces meant to fulfill all other capacities. As the Vestati themselves are relatively small in number, they often act as force multipliers in regard to those they command within their society, though even a handful of Vestati can out-perform a significantly larger number of mortals.

Naval Power (NP): 0 - The Vestati know virtually nothing of seafaring, as their people never had need to utilize oceans. Select individuals may know if it interests them, but as a society, they are absent as an aquatic presence. Any naval utilization would consist of local fishermen and tradeships of controlled settlements.

Arcane Knowledge (AK): 4 - As an extraplanar people who have visited many realms, the Vestati are relatively knowledgeable on magical and technological concepts, though a great deal has been lost or otherwise ignored in the face of more sensual, earthly pursuits. Regardless, numerous Vestati lorekeepers and sorcerers utilize eldritch magicks and means to buffet their methods of control and development.

Production Capabilities (PC)
: 3 - Vestati ruled societies are neatly organized and structured, often according to precise schedules. Entire villages and towns will be torn down and rebuilt for the sake of efficiency. To ensure compliance, most control is through dystopian methods of surveillance and fear, though few would deny the safety the Vestati bestow upon their mortal servants they see as second-class citizens and property. As a result, while an orderly society, natural production and innovation suffers under the harsh diktats of the Vestati overlords.
 
Character Image:
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Character Names: Captain Cordia Dis & Lord Illifis Blightspreader
Race: Undead
Bio: "Nothing else matters, only us." The words of a vile union between the banshee captain Cordia Dis and the death knight Illifis Blightspreader. From the depths of the ocean, the Butcher's blade rose once more in search for a crew and was met with the Order of the withered rose. Blightspreader was ordered to subdue the ship and take it for his dark lord, but found himself inamored with its captain. Cordia has been haunting the coasts for centuries, seeking revenge on the descendants of those who slew her all those years ago. She initially wanted to drown the armored lord in the same depths that birthed her ship, but instead she found his commanding presence alluring. It was love at first sight,

They weaved their essence together in order to announce their marriage and then spend the night consumating it in the captain's cabin. Their armies now flew the same banner as a sign of thier union. A crude mockery of two houses joining together in celebration. But marriage is union of compromises and that reflected in how their forces would move. Sometimes Illifis took the reigns and sometimes Cordia would steer the ship, but above all they seemed to be uninterested in upstaging the other. There were hardly that many like them and they intended to show that their love can conquer the world.


Special Ability 1: A different approach- Cordia and Illifis will change leadership roles depending on the situation they face. When Cordia is in control the Naval Power is raised by 5 and Military might by 1. When Illifis is in control, Military Might is raised by 4 and Arcane Knowledge by 2. Every time they change places however, there is a 1 turn penalty to Production capabilities of 1 due to logistics.
Special Ability 2: Those things only you do- As in any marriage, the one between Cordia and Illifis is one where both contribute something. The pirate captain can release a devastating banshee screetch when she is leading the troops. In turn Blightspreader lives up to his name as he can spread death and diseases to the enemy to thin their numbers.


Personal Goal 1: Turn the seas red- Many centuries ago, Cordia was a terrifying sea hag. She was slain by a group of adventurers, but as she was dying she swore revenge. Her ship haunted the waves searching for the blood of those who slew her. Their ancestors may rest easy, but their bloodline will not and if they happen to stand in the way of Illifis, then revenge will be all the sweeter. What kind of partner would she be if she only thought of herself?

Personal Goal 2: What I do, I do for us - A climber in life, Illifis rose in the ranks in the Ozcuran military until his untimely demise and ressurection. This did not stop his ambition, but it severely slowed it down. He was transferred under the Lord of Darkness as part of a force that would be tribute. As luck would have it, his talent to lead was recognized. Now under a new master he has to prove his ability to lead and to prove his devotion as a husband. His wife may urge him otherwise, but the determination in his eyes has never waned. No matter how many years it will take, he will ensure their future. Let the world burn around them for all he cared, nothing else mattered.

Personal Power (PP): 1 Although being competent fighters in their own right, both Cordia and Illifis are rarely ones to match the great warriors of the light. Instead opting to put barriers between them and their foes.
Military Might (MM): 4 (+1 under Cordia, +4 under Illifis) Both partners command a legion of the dead, but when it comes to martial prowess, Illifis commands a deadly cavalry of Death knights. These fallen nobles form the heavy fist of his army that smashes through enemy forces. Each a member of the Order of the withered rose, granting them a minor boon in magic that they could use on the field.
Naval Power (NP): 4 (+5 under Cordia) The banshee captain of the Butcher's blade can call not only the drowned dead from the deep, but she is known to communicate with the creatures that sleep on the sea floor. Tales told by sailors of the ghostly ship being trailed by deep shadows beneath the waves. Whales suddenly becoming aggresive. Schools of sharks circling ships. Tentacles rising and wrapping themselves around hulls. How much of this is true and how much is the product of long months out at sea is debated. The one common theme is the aluring singing that comes before catastrophe.
Arcane Knowledge (AK): 3 (+2 under Illifis) Both husband and wife have knowledge of the arcane. It is how they control their legions and followers. One cannot raise the dead with just a wish alone. Illifis however provides an advantage over his better half in the form of the necromancers and death knights following his army.
Production Capabilities (PC): 3 Both adepts in necromancy with cults at their backs. The dead that they slaughter are raised to fill the ranks of Illifis army or the fleet assembled under Cordia's flag. The terror that they command keeps the populace in check to produce equpment for their armies.
 
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Art by Peter Zhou
Character Name: Izaak Rosach, The Voivode of Skulls
Race: Human - The Oss-Mage;
Bio: The son of Sion Rosach, Izaak grew in the comforting confines of his father's manor house, provided with all the amenities and luxuries that coin could provide. The boy had been young, but bright and keenly aware of his father's illicit activities, both business and pleasure, to maintain their status above the poors. The black, lump of coal that young Izaak had for a heart supported his father, but his ambitious mind found him terribly lacking. Immediately, the young boy began a furtive education in the dark arts. Drawn inexplicably, perhaps because of his fascination with anatomy, to Oss-magic, Rosach became a luminary of the magic as a young adult. The perfect time to supplant his father, by cracking his tibia at an opportune time while walking down a spiral staircase. He heard the sounds echo upwards, a saccharine song snaking up the spire.

In one of his bids for ultimate power, Rosach strove to bind a cursed object to his will. Unwittingly and ensnared by arrogance, the young lord faltered in his incantations, resulting in a backfire which seared an iron-runic lattice to his chest, plaguing him with constant nightmares and whispers of paranoia. A lesson that he took to heart; never fall victim to his own pride again.

After the enfeeblement, Izaak began a brutal conquest across the plains — subjugating villages and whole towns with nefarious strategies. He quickly became a feared conqueror, although he soon learned, as he predicted actually, that he was simply a large barracuda in a sea of predators that hunt in darker waters than he. When he encountered the Dark Lord Andrados and Queen Fyrixia, Izaak swore loyalty and bent the knee, recognizing the immediate and vast difference in their prowess.

In a way, he was glad. To be under the thumb of one such as these two dark beings, providing multitudes of opportunities to reap.


Special Ability 1: The Skeletal Warrior - Rosach sprouts and commands bony protrusions as easily as a bird flies. Most often, he conjures around him an armour of hardened bone, easily deflecting blades and arrows. Comes with a snazzy muscle-fibre cape & waist flap. Boosting his Personal Power by +2.

Special Ability 2: Knochentreiber - Izaak can drive the skeletons of his allies, allowing them to fight longer, strike harder, and endure harsher blows. Izaak can also tear out the skeletons of deceased foes and 'reanimate' them for a brief period to attack their former allies. The animated skeletons have their durability bolstered, they move with celerity, and their will unhampered by mortal proclivities, such as fear, doubt, or conscience. Spooky. Scary. Granting +3 temporary Military Might, and passively boosting Production Capabilities for 2+ to a max of 2 until the campaign is over. When Knochentreiber expires, his MM temporarily suffers -3, but cannot reach below 0.



Personal Goal 1: Rosach strives to free himself from the iron-lattice that eats into his flesh, its archaic and eldritch origins present difficult obstacles in terms of research. But Izaak is confident that with enough conquests and enough libraries and studies raided that an answer will be revealed to him.

Personal Goal 2: Once all is said and done, when there are no foes left to conquer, when there are no usurpers left to challenge, when that accursed relic is torn free from his body, Izaak plans to fade away like the gentle fire of a candle in the cold breeze of the night.


Personal Power (PP) 3;
Military Might (MM) 3;
Naval Power (NP) 1;
Arcane Knowledge (AK) 4;
Production Capabilities (PC) 4;
 
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(I'll also be playing Voyka again, though in contrast to her Dark Travelers' version, she does have grander lore changes)

Character Name

Voyka the Warsome (Војка Ратоборна / Ⰲⱁⰻⰽⰰ Ⱃⰰⱅⱁⰱⱁⱃⱀⰰ), the Spawn of Dažbog

Image

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Voyka headed into battle against the Dark Lord's threats (Art by Irina Kovrigo.)

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Race

The Horned (Rogovci / Роговци / Ⱃⱁⰳⱁⰲⱌⰻ)

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Example of the average rogovac female elder, or baba (Art by Rastko Ćirić.)

A forest- and mountain-dwelling race, renowned for their monstrous and alien appearance, with missing teeth, hooked noses, hunched backs, bony arms with long fingers and nails, but most recognizably, a single large horn growing out of their foreheads - lending their name.

For those groups that had gotten close to them in the past, they identified the Horned as a generally insular people. Led by their matriarchs, the Babas, they would generally tend to their young first, to ensure they had pleasant dreams, and scout their surroundings at night in search of anyone that had yet to go to sleep - if one such person was found, they would be frightened to sleep, no matter where they stood, garnering them the status of proficient frighteners. This practice would be known as the Way of the Staff, as they would generally engage in such behavior with a giant staff consisting of a log of wood, and involve watching outsiders in their lands as to figure out how best to ensure they fall asleep from fright. And for those spooked to sleep in the forest, a shack would be promptly erected around them to protect them from the wildlife. For most, these would be the few experiences they would have with the Horned.

This tradition of fright and safe sleep would eventually awaken in some the art of dreamwalking. After spooking another, they would place their hands on those asleep, typically over the forehead, to induce pleasant dreams, and therefore reduce the sleeping individual's capacity to wake up prematurely and chance of having a nightmare. From there, they developed the capacity to enter another's dreams, whether by simply placing one's hand on a sleeping other, or by casting magic from a distance with great difficulty. Those who could dreamwalk inherently had the capacity to lucid dream, while masters had the ability to ward their own dreams and the dreams of others from psychonautic invasion. But to enter another's dreams, one had to render their own body vulnerable in the waking world, often limiting when such abilities could be used. Depending on the will of those asleep, of if they possibly awaken, it could overwhelm the witch and even knock them out. And if the practitioner was still learning, they might just accidentally slip into another's dreams when asleep, though this could very rarely happen to any practitioner in very exceptional circumstances. The wards that could be put in place were also speculated to be breakable, though none knew what the consequences of such a breaking would entail. Masters would refine their art to even have the psychic capacity to induce sleep in others, to continuously induce sleep even when in the dreams of another, and conduct dreamwalking while asleep themselves, though masters were particularly sensitive to psychonautics in the waking world, and continued use of advanced techniques was known to induce a fractured perspective of reality, visions, and ultimately insanity.

The Horned lived in relative peace until the advent of the wars of Light and Darkness. They would align themselves with the neighboring vampire-led Šumadijan Vožddom, forming a bond between the Horned and the Vampires, in respect of one another and defending themselves against the Darkness. This relationship would lead to the Horned being among the races to join the Kingdom of Valakia, effectively becoming a semi-autonomous entity in the kingdom. Their peaceful and isolationist nature was respected, though their association with Valakia along with the reputation of Voyka would not help in terms of their reputation.

Bio

Born Letona, her mother died whilst giving birth to her, leaving her to be raised in the hands of her grandmother, Gloginja. The day she was born had been the anniversary of the day Voyka the Sanded (Vojka Opeščana / Војка Опешчана / Ⰲⱁⰻⰽⰰ Ⱁⱂⰵⱎⱍⰰⱀⰰ) had been executed, so the Babas had gathered to check the newborns that day. Gloginja, having previously been victim to such checks, refused to let them see the baby, recounting her own trauma from the experience. After some back and forths, the Babas relented, and left her and Letona be.

Raising Letona by herself, she imprinted on her granddaughter fiercely, instilling in her the traditions of their people, the spirit of the Babas, through her own twisted perspective on what their people should be doing with them and do with them going forward (such a perspective having previously led to her having her formal Baba title revoked). She would similarly instill in her an obedience for authority, in part to the kingdom of Valakia, viewing collaboration with the vampires and breaking out of their peaceful isolationism as the only means of ensuring the advancement of their people. In turn, she would encourage her now-grown granddaughter to enlist in the Valakian military, who had by now internalized her lessons - and her toxicity.

However, Letona's time in the military would see her change dramatically. Despite being a new recruit, she would quickly prove proficient and ascend the ranks as quickly as a young woman in her position could. But what solidified it was one day shattering her notion of self, and birthing a new one. News of her grandmother's passing, induced by a fight between grannies, would shake her to her core, but the mockery from some of her fellow peers in response would result in her being dishonorably discharged. One would remark how the glow in her eyes changed, as she began brutalizing all of them, resulting in four deaths and thirteen injured. But to her, it didn't matter. She had finally returned.

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Artistic rendition of 'Baba' Voyka the Sanded following yet another bloody battle (Art by BurenErdene Altankhuyag.)

Unbeknownst to all, at least at that time, Letona had come to realize who she really was. She was the Butcher of Heilbad, the Slaughterer of Lankaran, and to her own people, the Spawn of Dažbog. She was Voyka, a Rogovac outcast who rejected the ways of her people, who had originally fought with Andrados Secundus, the Lord of Darkness, during the First War of Light and Darkness. Her story should have ended with the incursion of Chaos into Mysnia, but battered, bruised, and crippled, a god of Chaos, Nyaramel, looked into her bloodlust-ridden eyes and granted her a 'gift' before ending her life - she would reincarnate with each fight between Light and Darkness, fulfilling her endless bloodlust and ensuring the slaughter of thousands in her path, rendering them fertilizer for the First Sinner. Voyka's legacy would entrench her people to head down the path of peace and isolation, attempting to rid themselves of the image given to them by their most well-known representative.

Each of her previous appearances would be bequeathed nicknames: Voyka the Abominable (Odvratna / Одвратна / Ⱁⰴⰲⱃⰰⱅⱀⰰ), Voyka the Horrifying (Užasna / Ужасна / Ⱆⰶⰰⱄⱀⰰ), Voyka the Twisted (Uvrnuta / Уврнута / Ⱆⰲⱃⱀⱆⱅⰰ) and Voyka the Sanded, the last intended to humiliate her by referencing her defeat at the hands of the great wizard Darude. To the awareness of all, these repeat appearances of hers, due to each not resembling the other, are generally assumed not to be reincarnations of the first, but rather inspired by her. In turn, her people would develop a culture of executing the young who are assumed to be the 'Spawn of Dažbog', believing these repeat appearances of Voyka to represent a primordial inheritance of prehistoric Rogovac conflicts, promptly rendering trauma to those that survive or nearly avoid execution - such as Gloginja, whom she thanked for guarding her and reintroducing her to her own ideas.

Returning home before news of her dishonorable discharge could reach the Babas, she gathered her things and fled. For she knew that, if she had returned, that meant a new war was upon them. With her horn shaved to throw off pursuers, it was time to wait for news from Lohrsahr.

Special Abilities

Reincarnated Might - with the 'gift' granted to her by Nyaramel, Voyka has something few do, which is an unspeakable amount of military experience across various times, experience which she had fostered greatly to her advantage in furthering her slaughter. In addition, the name of Voyka holds strong connotations in relation to the Dark Lord, having reappeared in some fashion in every war between Light and Darkness, lending her notoriety. Provides her a boost to Personal Power and Military Might [+3 PP, +1 MM].

Basic Dreamwalking Psychic - she would awaken to her people's ancestral powers like most other Rogovci, however, for her, her abilities were fostered by both her and her grandmother to focus on the ability to induce sleep on those in the waking world; as Letona, this was to ensure she could escape from awkward situations by simply placing her hand on the other and causing them to sleep; as Voyka, she had a long history of falling back on such an ability: when slaughter cannot bring forth victory, she would typically feign defeat and acquiesce to a meeting with the enemy, after which she puts them to sleep and slaughters them, always crediting her combat skill over revealing her powers to ensure that knowledge of it did not spread (assuming the enemy knew not of the abilities of a Rogovac); much of her tactics in rendering her own forces loyal relied on her using her powers to psychologically torment and tether them to her, though to slow knowledge spread she ensured her physical abuse was front and center, but with her new body and newer experience, she wouldn't be able to rely on this strategy. Locks her into the Arcane Knowledge skill path at start. Can utilize her Personal Power against an enemy commander's for a roll chance to induce sleep in them.

Personal Goals

Racial Reformation - the Horned have allowed themselves to grow stagnant in their relationship with Valakia, refusing to reach the highs that their fellow vampires, werewolves and ghouls can reach; after so long, after being rejected so extensively by her own people, she has realized that, just as her latest grandmother had taught her, their people needed to be reformed to ensure their advancement.

Trees Stained Red - one could remark that Voyka had few personal goals; though before she may have wanted to rise above her meager roots and have power which did not threaten the authority she served, what had fueled her since the first war of Light and Darkness was the slaughter; the slow-but-steady hunt of her opponents was in many ways a goal for her too, having not grown tired one bit in chasing down her opponents and grinding them down before annihilating them, like chasing down a wounded deer over the course of days and see the fear in its eyes, one which begged and pleaded, for it no longer had any more energy to flee. It was her bloodlust that inspired a literal god to grant her the ability to reincarnate, she would be stupid not to give in to her desires as such.

Skill Stats

Personal Power (PP): 5 + 3
Military Might (MM): 4 + 1
Naval Power (NP): 1
Arcane Knowledge (AK): 2
Production Capabilities (PC): 3
 
  • Character Image:1710813225721.jpeg
  • Character Name: Jagvir Kohar - The Iron Fist
  • Race: Rakhsha
Bio: Jagvir Kohar was born into the Kohar clan. The Kohars were a reputable family, long viewed admirably for their military service. Countless ancestors of Jagvirs had led Indrajs military in the past wars of light and darkness. Key to their service had been the shadow magic innate in their family line. Whether this was for demonic bargains or fey trickery no one has been able to be said for certain. The secret has been one that was kept so close to the family's own line that they lost the answer themselves after the unfortunate death of the patriarch in the second war of light and darkness before he could pass the information along.

Jagvir was tutored in various arts such as statesmanship, trade, accounting, and courtship. He took to it very little. Instead where Jagvir excelled was in learning the Kohar family's shadowiji, and effectively applying it to combat. Jagvir was brutal in his combative methods showing no mercy to the opponent, and his gleeful relishing of the hunt for weakness. This often lead to dangerous injuries in sparring against Jagvir, and many adult warriors chided him for his lack of respect. Yet, by his teenage years the disapproval of many had turned to fear or admiration.

Jagvir eventually grew tired of his practice sparring, and the limited pain that could be inflicted in his thrill of the fight. His father Harbir Kohar was marshal of the Raj. The family was together celebrating the marriage of the eldest cousin of the Jagvirs uncle when the feast was interrupted by an ambitious raid of lizardfolk. His father rushed to combat, taking down many of the lizardmen before being surrounded and cut apart by piercing spears. Jagvir watched in horror as he cut through the raiders around him. Jagvir soon found himself surrounded as well, but his proficiency with the shadowiji was unmatched. Sliding between lizards and dropping mists of obscuring shadow he created chaos, and soon lizardmen found their spears approaching eachother. As the guard arrived they found Jagvir sitting in a pile of red bodies strewn on top and around him. An anger unbound, but also a linger of a smile.

There was one thing that Jagvir did have loyalty to, the family. The Jagvir clan was sizable in its own right. Jagvir maintained strict obedience to his father as the eldest son of the Kohars, and a distinct obligation to protect those of the family upon his passing. Together his 4 younger brothers, and 2 younger sisters have supported him in his various clan duties. Not including the support of his uncle and his 2 sons. Together the familial support has helped maintain the family estates, as they have rose back into prominence with the Rajahnate of Indraj. Following his fathers death Jagvir has taken steps to drive back the incursions of the lizardfolk.

Although not originally put as marshal upon his fathers death, he soon forced the Raj Mahadaji Ashtekar to do so with a series of brutal victories. He relishes in combat, and is a great torturer of information. The way he crushed raids from the lizardfolk even going as far as to return the favor with the raiding and looting of lizardfolk tribes upon tortured information gave him the name Iron Fist. Jagvir seeks for stronger foes, and sees the return of the dark lord as a sign of the return of a greater Indraj state. Those before him had been weak, they had failed. Jagvir is strong.

Jagvir is also not as naive as to see that his bloodlust is the only thing affecting this world. His family keeps him well aware of the threats around him, specifically the plotting of the Raj's court who seem more aligned with appeasement for the continuation of their spice trade then the glory that could be won through conquest in the dark lord's name. His family has worked wonders to his image, and gained supporters who see the return of the dark lord as an opportunity. But the division in the court must at some point make a decision. Jagvir will ensure they make the right one.

  • Special Ability 1: Kohar Clan Shadowiji - The shadow magic of the Kohar clan has been a great benefit to the user. Particularly one as gifted as Jagvir. The use of Shadowiji allows an enhancement to the already great agility of Jagvir, and concealment and confusion tactics in combat. [ Personal Power +4, Arcane Power +2]
  • Special Ability 2: Find Me Greater Foes - Jagvir has a natural talent in finding the most effective and brutal ways to kill. When defeating and killing an enemy leader in personal combat Jagvir takes into consideration their most effective tactics. Incorporating them or defenses against future opponents his personal power increases by +1.

  • Personal Goal 1: Become The Greatest Warrior to Ever Live - Jagvir wants to become the greatest warrior to ever live. No one shall be able to best him in combat. What better way to find and defeat the strongest by being an iron fist who crushes all. Let someone try to pry him open.
  • Personal Goal 2: Establish a Caste State Across the World - It is natural theology that we are born to certain statuses in life. Jagvirs is to become conqueror and allow his family to effectively reorganize the world into an efficient state where everyone plays their role. To dispute this is to dispute your station. Very blasphemous.

  • Personal Power (PP) : 7 +4 - Jagvir is one of the most talented warrior to ever grace the lineage of the Kohar Clan. Ruthless and brutal the raksha finds the most effective ways to kill, and rejoices in the act.
  • Military Might (MM): 4 - Although he lacks great leadership a dedicated group of followers have amassed following the carefully crafted image of the iron fist. Jagvir along with his brothers lead these Rakhska men to high paced ambush attacks. Shadowiji being a great tool in concealment in surprise to aid in ambushes.
  • Naval Power (NP): 0 - Jagvir and the Kohar family have no naval prowess to speak of.
  • Arcane Knowledge (AK): 2 +2 - Although highly specialized the Kohar family effectively uses shadow magic in their own martial art of Shadowiji to spy and cause panic and disarray upon their enemies.
  • Production Capabilities (PC): 2 - The estates of the Kohar family work well to supply and support the martial forces under their command.
 
Basic Information
Thalarion of Turegia.jpg
  • Character Name: Thalarion
  • Race: Human (Magic Enhanced)
Bio: Desperation is the driving force of the Turegian Deserts. What was once the home of the greatest of empires is now a shell, filled with desperate people trying to carve out a living among the ruins of fallen glory. Thalarion was born into this, lucky enough to be the son of a smithy and tribal mystic. The pair encouraged their son to learn the mystic arts while also teaching him the skills of the forge. Thalarion would learn well up until his tribe was killed in a territory battle with another tribe. The victors sold him into slavery to the Desert Orcs. Thalarion used that time to learn more metal working and crafting as a slave, a patient man who hid his mystical talents beyond some talent for enchanting items and weapons for the Orcs. He learned to hold his tongue but also how to negotiate as a Orc Shaman took him under his service when he started to detect the hints of Thalarion's magical talent.

It was only later that Thalarion would manage to free himself of his bondage, killing the Shaman out of spite for keeping him a slave. He would flee into the ruins of a fallen city where he would find many abandoned books and scrolls of Maraj magics and artifice. Thalarion would spend many years learning and honing these arts, using them to quietly build a hidden oasis beneath the ruined city. Perhaps it was the growing sparks of magic that drew the attention of the First Sinner, but whatever it was, Thalarion was found by the Lord of Darkness and drawn into his service. There he was taught the power of words more than even his time surviving as a slave and crafter had taught him. His magic skills were further trained as the hidden oasis forge swelled into a hidden city of forges, magical crafters and artificers bound to the will of Thalarion to supply many a magical arms and items to the forces of Darkness.

Thalarion took to becoming the Voice of Darkness for his master, a wizard of skill and craft but nothing too powerful to be construed as a direct threat at times. The perfect emissary to hold his servants together before his more powerful servants had to crack the whip. Even as the Lord of Darkness was slain again, Thalarion surprisingly remained loyal, knowing that his master would return. His hopes are to continue growing his own power through his work in reforging the bonds of fealty to his returning overlord. That prestige and power will in turn help him to work his own plans in the Turegian Deserts to bind all forces together under his singular rule. The chance to step out of the shadows with a formidable army forged of magic, metal and mineral to march under his masked banner.

Special Abilities
  • Poisonous Words: Thalarion uses words as much as he wields magic, feeling he can achieve much simply through talking rather than expending the efforts of personal combat or the expense of magical resources. His words can cut deeply and tug at the hearts of his foes to weaken their will and resolve. So great is his skill that he can make even armies falter should his speech reach them. Thalarion rolls his Personal Power against his foe's PP or MM characteristic. If he succeeds he can reduce the targeted attribute by half his Personal Power rating.
  • Master Artificer: Thalarion's grasp of magic and its applications in crafting have allowed him to create massive yields in the fields of magical production. His dark forges can spin forth more than most with a host of skilled apprentices. +4 to Production Capabilities, +2 to Arcane Knowledge.
Personal Objectives
  • Voice of Darkness: Thalarion seeks to bring the various Forces of Darkness back under the banner of his master, to swell his ranks again as much for his personal prestige as to strengthen the power of the one he serves.
  • Maraj Reborn: Thalarion seeks to forge the Turegian Deserts into a unified realm under his supreme will and power. To have his arcane creations pour forth from his hidden forge city out into all surrounding lands for his own ambitions and the desires of the Lord of Darkness.
Character StatsAll player and non-playable characters will have five skills total;
  • Personal Power (PP): 6 - Thalarion is a formidable mage and having grown up as a tribesman and slave has made surprisingly physically adept. He has further enhanced himself with magical rituals including one rumored to grant immortality.
  • Military Might (MM): 1 - Thalarion has kept his Empty Legion small and inoffensive mainly to protect Forgeheart Oasis which relies more upon its hidden status and economic power. The Empty Legion itself is mainly animated armors and golems.
  • Naval Power (NP): 0 - Water is for drinking, forging and rituals. Who builds boats in Turegia?
  • Arcane Knowledge (AK): 4 +2 = 6 Thalarion has an impressive array of mage apprentices and artificers whom form the core of the population of Forgeheart Oasis.
  • Production Capabilities (PC): 4 + 4 = 8 Forgeheart Oasis is truly a foundry city, it's smoke hidden in the swirling sand of the Deserts. It thrums eternally with production to forge various magical arms and items to sell or gift as needed. Rumors say a great armory and golem works have been completed to commence expansion of the Empty Legion.
 
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Hildegard von Kappelburg
The Exiled Priestess, Sassy Bitch, Necromancer Extraordinaire
Human

Countess.png

Bio: Born into an old noble house near Heiligstadt, Hildegard grew up in a proverbial gilded cage. A bright and curious child, she naturally tried to test the boundaries of her strict upbringing to no avail. Her family put great emphasis on her education at the cost of sheltering her even more. It was seen as a logical step for her to join a temple school in the city and serve the gods and the Quartz Throne. Swapping one set of strict rules for another, Hildegard nonetheless blossomed, as she showed natural talent as a healer, using magic to heal even deep wounds. Eventually, she became a priestess of her order, but there were always doubts as this path hadn't been chosen by herself. She found purpose in helping the soldiers, but the constant expectations weighing on her and her cloistered upbringing made her susceptible to releaving the stressful burden of constantly adhering to strict rules by indulging in the sinful ways offered even in a city such as Heiligstadt. After getting caught partying with lowborn soldiers, the punishment was severe and Hildegard basically placed under constant supervision in one of the citys temples, near every move of her daily life strictly predetermined.
She tried to atone by becoming more studious and a better healer to better serve the clergy, but although her intentions were good, her countless hours in the catacombic libraries and archives of the temple lead to her stumbling upon a closely guarded tome of forbidden necromantic knowledge. Searching for a way to save the wounded from deaths door, she delved deeper into this darkness until she became careless and her intrusion into forbidden knowledge was discovered. Hildegard was thrown into the dungeons, alone in a barren room and chained to the cold stone wall. Between water and bread, priests and inquisitors would only visit for painful interrogation in very infrequent intervals.
Hildegard doesn't know how much time she spend in the dungeon. But at some point, she couldn't take any more and clarity came. There was no need to deny people their death. The living should be the ones pitied. And with new realization, she used the knowledge she once wanted to apply to free people from pain and ailment to free herself from her own torment. The discgraced priestess withered away her own limbs to fall free of the chains binding her. They regrew by painful sacrifice of all her healing powers and in that moment she felt free of another thing tying her down. Before the night came to an end, Hildegard had fled the city, her former prison guards and other prisoners turned into mindless thralls, reanimated with the sole purpose of buying her escape from the whole province more time after she stole the Dark Tome which had helped her discover her true potential during her escape.
But she knew, that she was hunted from now on and even after leaving the Holy See altogether she couldn't find rest - but neither could her pursuers. The only one who came close to taking her was famed Witch Hunter Franz Krätzer, who would be a constant threat to Hildegard as she traveled along the borders of Valakia in search of more necromantic powers. Eventually Krätzer caught up to her, but it was at the site of a forgotten mass grave and thus he was dragged into his demise by a horde of reanimated Rhomaian peasants. Hildegard wouldn't allow him to rest so easily, however, and the shrunken head of Franz Krätzer - reanimated and made aware of its condition - remains a favoured trinket of the aspiring necromancer and a reminder to all other Witch Hunters that something worse than death awaited them if they tried to succeed where he failed.
Hildegard felt a rush of power from proving that the powerful Heiligstadters could be made to fear her and she continued traveling Mysnia in search for power, soon realizing that the best place to look was amongst those already powerful. Aristocrats all over fell for her charm and beauty and she wasn't shy to enjoy the new freedoms on her journey. She would party with the Satyrs and Fauns of Gelaria only to lead a parade of dead and diseased away in the night. She would let herself be kidnapped and ravaged by the Skogsmen from the North only to return to southern shores on a ghost ship filled with bearded thralls. She would join the courts of Avalion, the towers of Shivran and the guilds of Meroa and make away with some ancient scripture or book towards the next mass grave.
Eventually, she was bold and strong enough to arrive at Lohrsahr with a dozen black carriages filled with undead servants, handmaidens, musicians, knights and a host of vampiric abominations. Only here would she be able to grow her powers at a satisfactory rate now and thus she offered her services to gain access to the dark keeps vast libraries.



Special Ability 1: They shall rise again - Gains temporary boost to Production Capabilities after each battle fought, as the fallen are risen to replenish the ranks and the harvest of souls boosts the vigor of all Thralls.
Special Ability 2: Secrets of Dark Magic - Increase Personal Power by X fraction of Arcane Knowledge.

Personal goal 1: See the Priests of Heiligstadt kneel or perish
Personal goal 2: Forge a Queendom of Undead Aristocracy


Personal Power: 4 - By means of magic, not the sword
Military Might: 3 - The Undead are an untiring force, but their ranks will have to grow
Naval Power: 0 - No ships, no reanimated crews
Arcane Knowledge: 5 - The source of Hildegards powers
Production Capabilities: 3 - The mindless thralls must toil, their ranks growing after every battle
 
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Yz, the Manifestation of Somethin'or other
yzblank.png
  • Race: Yz.
  • Bio:
Yz's origin before the Le Circus Macabre is rather vague and unknown, not having any noticeable significance and being something Yz never even speaks of. To them, there was nothing at all before joining the circus, they'd probably claim that them joining the circus was how Mysnia was made. In reality, Yz is naught more than a magical mask that found itself upon the face of an unfortunate child of which it now held all domination over for their livelihood. A now nameless being reduced to a vessel for a sentient artifact. The mask Yz had seen through multiple lifetimes and potentially realities within its unnatural existence, a previously unbound and uncontrolled power of teleportation that continually denied it to remain in any single place before it was eventually found and donned by the one it would consume to become itself. The one that wears it underneath is still alive and healthy, yet their skin has fallen a pale grey and their eyes blinded and greyed. Their mind and body is in possession of the mask until the day they perish.

In their young periods, Yz's control over their vessel would part the child vessel from their parents with not a care in the world, believing with how impatient and bored had it grown with its life as an awaiting mask that the world would now become its sandbox and entertainment. In a pursuit of such lead them to the doorstep of the Le Circus Macabre, a truly befitting world of potential and whimsy for ones own amusement and the enjoyment of those who watched. Amused by such entertainment and performance, Yz would eventually find themselves lingering around the atmosphere of the circus long enough until their masked presence was noticed by the very Ringleader.

And oh, what luck, was he so nice and kind and willing to invite Yz to participate! Yz was delighted to partake in the wonders of his performance as they wished to do their best on their way to becoming the best performer ever, every role played and no audience unpleased! Only one could dream of bringing such smiles to the world. Yz hadn't had anyone else in their lives until now, but those fellow friends at the circus and such a kind and joyous Ringleader was surely what taught them the value of friendship and other people, oh what fun other people could be! It was so nice that the Ringleader was so kind and supportive as well, if Yz was the number one perfect individual then he may perhaps be a number two that people deserved to meet, especially since he was so helpful in Yz's success! Who'd ever turn down being a part of the Le Circus Macabre? Yz wouldn't trade such a life for the world... hmm, world, that's a thought.

There was so much of a world out there to experience that was missing out on the greatness of Yz's performance, and surely all would benefit from such joy. Maybe one day, Yz could have a world-class circus of their own! And they'd do every kind of art and performance ever! Oh, what a perfect dream. Yz had spent their lifetime in the circus, performing everyday as if it were their first and last, giving it always a 110%. And why stop? The audience loves it, their fellow performers and the great Ringleader loved it! To inspire greatness and joy was amazing, and to inspire those to do the same was greater! Perhaps those would be inclined to don a mask as Yz does, and follow Yz's lead.

Their time spent performing in the circus would eventually come to an end as it felt like there was so much more of the world that had yet to experience Yz, and so much more to grow on the outside world! The Ringmaster's assistance in starting up had been nice, but Yz would take their own leave eventually by blinking their way out while eyes were turned other ways. It was about time they got the show on the road, literally. They were clearly the star attraction after all, Yz would thrive even without the circus package.
  • Special Ability 1 - Blink: Yz can teleport and reappear around short distances simply as another way to get around quickly or to even bypass security and access places they shouldn't be able to. This can be used in combat situations for fleeing and avoiding as well as hitting more unpredictable attacks, and is just plainly usable for simple gags and show tricks too. They can blink stuff with them and possibly other people but it's more taxing to do so.
  • Special Ability 2 - Actor: Yz is talented at sudden outfit changes and playing pretend, which works for disguising themselves and going around unnoticed. This also helps for talking and interacting with people who wouldn't want to see Yz since they're strangely unrecognisable to the unaware once they change into something else, and just making friends in general. The outfits don't entirely have a given source, Yz just changes to them in a mere moment. A magician never tells their secrets. This also maybe sometimes includes removing the mask, but Yz doesn't like to do so, and isn't really necessary at all even if the mask should be recognisable in an instant.

  • Personal Goal 1 - The Grandest Show: Yz wants to be the best performance the world has ever seen, a name everyone would know and love. Even having a grand stage for the likes of the entire world would help significantly, where Yz could do any performance for the likes of all to bring smile and joy. Yz wishes to be truly centre stage, and a name everyone knows and marvels in joy.
  • Personal Goal 2 - Yz's Bizarre Adventure: In order to be the grandest show, Yz must go everywhere learning of all kinds of people and factions to know how to appease all and the entertainment of the world. Going everywhere to learn all walks of talents and tricks to have an infinity and more marvellous talents at their disposal for their own performance is a necessary! The crowd must never tire of the wonder that is Yz! Any instrument, any cageable creature, all people and royalty will look on at all of the grand things Yz has done and can do, and all the marvels and fascinations Yz collects for their own troupe or menagerie, or magic items to showboat and toy with! Yz also needs willing participants to help with their own marvellous adventure, so get to mask designing class and get ready to rename some bozos with better performer names!

  • Personal Power (PP) - 10
  • Military Might (MM) - 1 (Yz's forces are primarily composed of whatever they find that actually functions as military, or whatever's willing to follow. This probably includes what else can be put in a cage and trained to attack foes. The crowd loves animals, don't they?)
  • Naval Power (NP) - 0 (Yz can make paper boats, does that count for something?)
  • Arcane Knowledge (AK) - 2
  • Production Capabilities (PC) - 2
 
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Sharyx Valghemora

Sharyx.png

Art by Giannis Milonogiannis

  • Race: Zel'aldar

  • Bio:
    The Valghemora lineage traces back through the centuries to the moment in time wherein the First House of Zeldorra split from their dark elf kin and began worshipping Queen Fyrixia, serving faithfully through the campaigns of the Dark Lord until the Fourth War of Light and Darkness. While they had once been a noble house, known for their spiritual devotion and ferociousness, repeated defeats and dwindling faith shook the few remaining Valghemoras until they fled from their station, departing the underworld for the Kingdom of Ilberynn. There, they were shown mercy by King Lethoriel II, and were allowed to begin anew under a new name.

    However, while the King had been welcoming, the anuraii did not accept the zel'aldar newcomers. The wood elves excluded them from civil society, viewing them as ill omens. It would seem that despite relinquishing their dark spirituality, Fyrixia would not wash from their reputation, and this unkindness was paid onward even unto young Sharyx, born after the family's defection. An unwitting pariah, none were willing to befriend Sharyx outside of her own household, leaving her entire education in the hands of her parents.

    And educate her they did. Even in the face of looming poverty, her parents sought to pass on a noble's education to their daughter, hoping that she would one day elevate the family in the eyes of the light dwellers. She became skilled with both the quill, as well as the sword- the latter especially so. But in matters of religion, her parents had little to say, as there was much they had been forced to abandon, with little to replace it. With great effort, they found a teacher: an old hermit who would teach Sharyx the ways of the Light.

    It did not take long for the sharp young woman to recognize the hypocrisy of his words.

    For every kindness he ascribed to the Light, Sharyx could name two injustices paid upon her family and herself by the very same practitioners of the supposedly noble faith. Despite her prodding, the hermit seemed unwilling to condemn those acts, nor would he explain what could be done to change the hearts of her wood elf neighbors. It was as if a terrible, unspoken crime hung above her household like a dark cloud. Finally, her anger boiled over, and she demanded the hermit answer her honestly: why had she been shunned by the light dwellers?

    The old man told her what she needed to hear, and then forbid her from seeking him again. She learned that her ancestors had been close to Queen Fyrixia's most devout servants, and had done terrible atrocities in ages past. Their abandonment of the underworld was not viewed as a redemption, but rather as an act of pragmatic cowardice, and Sharyx, despite her ignorance of all of this, was the spawn of a "cursed" household, unworthy of affection. Sharyx returned home, broken, a deep malice stirring within her.

    She suddenly understood the misfortune which had befallen her, even before birth. Instead of an honored seat at the Matriarch Kiranna Zeldorra's table, her family's cowardice had earned her nothing but humiliation and failure. Her hatred overflowed for her family, overflowed for the wood elves, and overflowed for Light itself. She took up her mother's sword, an heirloom of their forbidden past that they foolishly kept within reach, and demanded her entire household return to Zeldorra. If they refused, she warned, they could not be suffered to live.

    Her mother and father pleaded: even if they returned, they would be put to death for their treachery.

    Sharyx coldly replied: "That's a fate you chose before I was born."

    With their deaths, as well as those of her elder brothers and sisters, Sharyx began a path of violence that cut through the country as she returned alone to her true homeland. There, she would dispel any doubts about her devotion to Fyrixia by delivering her traitorous family's hearts to Kiranna in a bloody, stinking sack. It was not long before she was sent to Lohrsahr to lend her skills to the cause.

  • Special Ability 1: In the Blood - Sharyx may have been born a pariah, but her nobility earns her credibility among her dark elf kin, and many were willing to join her warband after her vulgar offering in Kiranna's court. (+4 to Military Might and +2 to Arcane Knowledge.)

  • Special Ability 2: Inherit from Without - A quick learner, Sharyx is eager to acquire knowledge from each new ally she encounters. (All stats gained from recruited NPC followers are doubled.)

  • Personal Goal 1: Fyrixia's Forgiveness - Sharyx longs to cleanse her family's name and gain the explicit recognition of Fyrixia.

  • Personal Goal 2: Community at Last - Having spent decades unloved by the world at large, Sharyx longs to be loved and admired by followers of Darkness.
Stats:
  • Personal Power: 7
  • Military Might: 3 (+4) = 7
  • Naval Power: 0
  • Arcane Knowledge: 2 (+2) = 4
  • Production Capabilities: 3
 
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