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Fantasy {Characters} An Adventure of Cowards

_ChickenWithTeeth_

Where did Joe come from? Where'd he go?
An Adventure of Cowards
{Character Sheets}


Genres: Adventure, Medieval Fantasy, Drama °°° Status: Setting up °°° Semi-lit to Novella

{Interest Check}
°°° {OOC} °°° {Lore} °°° {Character Sheets} (You're here!) °°° {RP} (TBA)



  • I'm sorry I know there's a lot of rules I'm trying to limit them as best I can 😭

    The Rules
    • Since this is the beginning, you don't have to consult OOC about making up your characters race and culture. However you will need to explain and elaborate on your character's culture/race/more details about the place they come from in OOC so that it can be added in official lore later.
    • No deities or realm hoppers unless you get active players approval and talk about your character idea in OOC
    • Maximum of 2 main characters per player
    • Keep it PG
    • Don't make your characters OP. They need weaknesses and strenghts equally
    • If you're using face claims: no real people. Only illustations.
 
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The Twins

Fionn the Fool

  • About Him
    1709935795290.pngRole- Missing
    Race- Unicorn Descendant
    Name- Fionn of the Clearing
    Age- 27 years old
    Pronouns- He/They
    Gender- Man
    Sexuality- Pansexual, "Every being is worthy of love yes?"
    Alignement- Too good for his own good

    Personality & Backstory-
    Fionn is the perfect unicorn and pride of his small secluded clan: a heart on his hand open to all that wish upon it and a devotion to helping others that knows no bounds. He loves every living being so intensely he often gets swept up in his intense emotions. He's lived alongside his kin all of his life, a few years ago when he was barely a teenager the world outside had finally found the sacred clearing the last unicorn descendants considered their home, and with that came many desperate souls in need of their kindness and healing prowess. Fionn has never been more proud too get to rewatch history unfold before his eyes as he aided his kin in healing the sick travellers. It was both sad and so very inspiring to watch some of his kin die to save so many precious lives.

    It didn't dawn on him that his clan was becoming endangered until his beloved sister ran to him in a panic one day and invited him along a perilous journey to find their clan's incestors to save his kin from their definitive end. He gladly accepted and quickly made his bags to practically fly after his sister with the his entire intent to save his beloved family and kin.

    He wishes he could have said goodbye to them before they left...but oh well...it'll make the next time he sees them again a very joyful and emotional reunion.


Ciara the Guilty

  • 1709928489071.pngAbout Her

    Role- Criminal
    Race- Unicorn Descendant
    Name- Ciara of the Clearing
    Age- 27 years old
    Pronouns- She / They
    Gender- Woman
    Sexuality- Pansexual "Of course I love everyone!" secretely hates everyone equally
    Alignement- Evil

    Personality & Backstory-
    Unicorns have always had a reputation of being pure and magical beings unable to do evil to either themselves or others. It is known in many historical renditions that unicorns have sacrificed themselves to cure civilisations of deadly diseases. It is rare to see a unicorn outside of their hidden habitat, but when they are it is immediately assumed that these creatures are trustworthy and kind individuals. She watched her already small clan dwindle in numbers once more due to their hidden habitat being found and sick individuals poured in in their desperation to cure themselves. Ciara has always hated it, hated her kin's hearts that were too big for their own good. Hated their foolisheness and their lack of ambition to be something more, hated the fact that their history had been watered down to simly martyrs and sacrificial saviors. But she also loved her family, and loved the powerful potential that they could've had if it weren't for their savior complex.

    Their hearts are too kind and pure to even think of perceiving any sort of lie or ruse within others, and especially not within their own kin. Ciara acted exactly like them too, from her loving smiles to her great healing magic, she was their pride and the reassurance that the new generations of unicorns were going to uphold their same exact values as their ancestors.
    And so she became a great actress and liar, using her unicorn reputation to manipulate and extort sick travellers of all of their goods and knowledge and then leaving them to succumb to whatever deadly ilness it was that ailed them. This continued on for years, her bitter greedy, heart beating in sadistic pleasure with every foreigner's death. She felt no guilt for the travellers, for their goods and knowledge greatly aided her clan still unaware of her horrid machinations. And how could they have known? All of them striveed to be in the perfect, holy image of a Unicorn...

    That was until one of her siblings died trying to reanimate one of Ciara's victims the unicorn had failed to dispose of properly. Under the horrified looks of some of her clan; Grief and rage overtook her as she went into a furious killing spree, gruesomly impaling any stranger that had dared to cross her clan's territory. The other unicorns tried to stop her with their magic, but she had grown too powerful for them. And so she quickly packed some of her belongings and convinced her twin to "impulsively travel" with her. He was, and is still unaware of the horrible sins Ciara had commited and most probably the last unicorn alive to still be convinced of Ciara's "goodness of heart for every living being".

    She convinced her brother that their clan was in danger and she and him were the only onces capable of finding the cradle where supposedly their ancestors reside. After all, yes many people have tried, but unicorns never have...and if anyone is capable of finding such a fabled place, it would be a unicorn.
 
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Arnou Sylvain, The Wolf in the West
Banished


Basic Information:
  • Human
  • 25 Years Of Age
  • He/Him
  • Male
  • Bi-Sexual
  • Good


Personality:
Previously, Arnou was a bit of a bright spirit who found himself getting into much mischief around his father's keep in the vineyards of Westvale-- many remarking on his kind hard and honest nature, but a few years of war has turned him into somewhat somber company.

Likes:
  • Westvale Wine
  • Chess
  • Reading
  • Dueling
  • Hiking
Talents/Hobbies:
  • Accomplished Swordsman
  • Proficient Leader of Troops
  • Poetry Writer
  • Whittler
Abilities:
  • Minor Magic Allowing him to increase his strength and speed temporarily.
Strengths:
  • Expert Swordplay and Footwork
  • High Endurance
  • Adaptable
Dislikes:
  • Stealing
  • Looting
  • Swimming
  • Smell of Raw Meat
Weaknesses:
  • Honor-Bound
  • Poor Cook
  • Slow-Learner (Arcane)
Fears:
  • Disappointing his Family Further
  • Large Fires
Possessions:
  • Plate and Chain Armor
  • Steel Longsword
  • Travel Pack
  • Mess Kit
  • Travelling Rations
  • Small Coin Purse
  • Bedroll
Backstory:
Arnou was born to a small noble house, House Sylvain, in the forests and vineyards of Westvale. House Sylvain consisted of himself, his younger brother, his father, and his mother. Having been born the oldest, he was often burdened with the learning and responsibilities of a noble heir, but that didn't stop him from sneaking out to mingle with the townsfolk and farmer around his father's Keep. He was typically dutiful, however, he had a penchant for pranks and other such activities that would often times land him in trouble with his family. Yet, things were often peaceful and playful in Westvale.

When Arnou became a teenager, a sudden war was sprung upon them from the neighboring fiefdom of Darkmire, a land of marshes and sunless days. He was considered to be of fighting age, so his father sent him off to lead a campaign in which he was surprisingly successful for such a small boy-- in no small amount thanks to the teaching capabilities of his most senior military advisors. The war drew itself out over a number of years where his father and himself operated as Generals on the frontline against their enemy while Arnou's younger brother, Renly, worked as a more strategic advisor tasked with operating supply lines. Near the time of Arnou's banishment, he had become a man forged in the heat of battle and fires of war.

All it took was one fatal mistake. It was the final defensive battle against Darkmire-- victory in this case being the road to sue for peace, but it lead through the start of the swamplands at the furthest edge of Westvale's border. Caution was advised, but blinded by a history of easy success-- Arnou marched his army into the murky brine. It was a massacre. Half of Westvale's military might was either killed or captured-- Arnou included.

Following the aftermath, in a move that directly besmirched Westvale's culture, Arnou's father named Renly heir and successor of Westvale in order to eliminate his supreme value as a hostage, yet he was still a Sylvain. The losses they suffered in the marshlands opened an easy gateway for Darkmire to push into Westvale's lands. Arnou only spent a month in a prison before Westvale sued for peace surrendering a third of their lands to Darkmire. After returning home, the public that had previously cheered his name cried out for justice; this was his fault, as they saw it. The mod was relentless, and facing either open rebellion or the banishment of his son-- Arnou's father opted to banish his son never to return to Westvale.

Now, years later, Arnou operates as a roving sell-sword putting his skills to use for a bed and a hot meal.
 
Ying Ming-Xia

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  • Role: Missing Fugitive
    Race: Phoenix Descent
    Name: Ying Ming-Xia
    颖(yǐng) meaning "tip of the ear of grain"
    铭 (míng) meaning "inscribe, engrave"
    霞 (xiá) meaning "rosy clouds"
    Age: 31(In Phoenix years), 25(In Human years)
    Pronouns: any but commonly uses he/him
    Gender: Male
    Sexuality: Abrosexual
    Alignment: Chaotic Neutral

 
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[Complete ^_^]

Hunadi Dralis "Nadi"
Criminal

He/Him
Male
Bisexual

6ee88c452c31eba021d9bd99d3741701.png
8d294cd92a8b5389eee637ff7bc84276.jpg


Race- Human/ Elf Hybrid
Age- 107 (25 human years)
Alignement- Neutral


Likes
  • Watching the stars
  • Hot bread rolls with honey
  • People not talking
  • A full tankard of mead
  • The sound of people not talking
  • The scent of wild flowers
  • Pick-pocketing

Dislikes-
  • Waking up early
  • Small talk
  • The smell of rain
  • Arrogance
Talents/Hobbies
  • Playing the flute
  • Sketching
  • People watching
Abilities
  • Agility/ Stealth
  • Tracking
  • Casting moderate defensive spells
  • Moderate knowledge of medical care
Strengths
  • Close range combat
  • Stamina
  • Sharp vision
Weaknesses
  • Can't swim
  • Weak immune system
  • Insomnia
Fears
  • Being restrained/ confined
  • Drowning
Possesions- Preferring to travel light, Nadi carries only the essentials in a small leather satchel.

  • Medical herbs, a few bandages, salve
  • Flute
  • Daggers
  • Food rations
  • Small,miscellaneous items for trade

Appearance
  • Eyes- the color of warm honey but unwelcoming and fierce.
  • Skin- At a glance, Hunadi looks like a full blooded human but once up close, he has soft and fair skin from his elven roots.
  • Body Modifications-Several tattoos can be found on Hunadi's shoulders, hands, and back. Many of them represent his heritage being raised in an elven community but others are designs that he admired and collected during his time as a wanderer.
  • Features- pointed ears, although they're on the shorter side and are usually hidden under his long hair.


Personality- "If there's a plan, I'll forget it. If I don't forget it, I'll ignore it."

In a word, Hunadi is observant. He's not one for talking and only does so if he truly has something to say. On the rare occasion he does speak, he's actually more on the shy and soft spoken side. To hear him yell would be a historical moment. He's in his element when blending in with a crowd and becoming invisible without actually disappearing. He doesn't mind being around others, as long as they stay at arms length and don't ask too many questions. .

Don't let his silence fool you, Nadi has surveyed and calculated everything in his surroundings in order to take the correct course of action. Mastering the skill of being hard to read makes things easier when deciphering who is a potential comrade and who should not be trusted. He doesn't like doing things twice, and especially hates doing a messy job. Precision and diligence will win him over more than anything else....unless you have toasted bread rolls with honey.....

Backstory- Nadi was raised among the sand dunes in the southern region of the realm in the slums of a tired village. Folks in these parts are just as harsh as the blowing sands, and their tempers hotter than the sun at mid day. The story of how his parents met is mostly unknown besides the fact that Hunadi's father had saved his mother from a trade caravan that was bound for the northern trade markets.

As a young boy, surviving was a chore in itself and finding enough food for himself and his parents was nearly impossible. Learning the art of lying and stealing very early in his life, he was proficient by the time he became a teenager. Hunadi's father travelled to nearby cities where he stole and traded goods, his mother stayed home to watch Hunadi much to her disliking. She had always wanted a daughter and made sure Hunadi knew he wasn't the child she had dreamt of. Hunadi learned to stay quiet and out of the way, usually hiding on the streets until late. News of his father's death drove his mother into madness and Hunadi had taken to living on the streets to avoid her outburst towards him.

Eventually, the village began to wither and food sources dwindled. Hunadi left to find food and continued to steal and pick pocket. Coming from nothing, the large cities and vast lands are overwhelming compared to his sleepy village of nothing. Adapting to the busier city life, Nadi adapted his skills and evolved from simple pick pocketing routines to shoplifting and breaking into businesses. Mainly successful, a handful of botched raids had landed his face on wanted posters. He is now on the run- exploring the world outside his sand swallowed village and to keep himself out of the gallows.
 
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Jac'aal the Vagabondvagabonds concepts, Alex Vasin.jpeg

Banished
Race
- At least half human
Age- 28
Pronouns- He/Him
Gender- Male
Sexuality- Straight
Alignement- Neutral
Personality- Jac'aal can come off as unpleasant and unsettling when he's around, regarding his sinister appearance and menacing aura which will disappear when he starts speaking. Though he stays unpleasant, being sharp-tongued, cynical and moody. However how he acts and feels are two different thing...

Likes-
- A company he got used to
- Watching clouds
- Secretly, no matter how annoyed he seems, a good banter
- philosophy

Dislikes-
- New things/changes
- When his cloak gets soaked or burnt...or damaged in any ways
- Fate
- Being questioned

Fears-
- Forgeting moments that are worth living for
- Finding out who his father is
- Creating an emotional bond just to loose it


  • His birth was considered a bad omen in the North-Eastern village. Despite his mother's attempt to get rid of him, Jac'aal came to this world with a powerful craving for life so intense that it took his mother's life. His mother's life who had gotten pregnant without any consent, on an umbrageous, floral night. The people of the village who had been assisting in the child-birth, looked disgustedly at the amorph baby who started crying as his mother exhaled her soul. The superstitious folk wanted to destroy the evil little creature quickly, so they started making a bonfire. Luckily, a strange figure who was just passing through the village, out of unknown reasons saved Jac'aal's life.

    The parental figure in his life, called Osagan was a strange the figure indeed. The professional assassin never said to Jac'aal why he had saved him, but anyhow Osagan gave him a name and raised him up properly. As the years passed and their duo wandered through Kirlia's Eastern regions, Jac'aal was growing quickly, Osagan started teaching him the art of killing besides other valuable lessons but it quickly turned out that Jac'aal's body, inherited from his clearly non-human father, was lacking of the needed grace and agility.

    Osagan was the part of the 'Vileblades' an infamous guild of assassins, so he travelled where he had work and Jac'aal helped him as much as he could from the shadows, gaining experience of combat without being noticed and having money his head. Once, when he was twenty, Osagan adviced him to go and find his own path. The assassin might have felt a lurking danger, neverthless they parted their ways and Jac'aal has been wandering alone ever since then.
 
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About Them

Role-:
Banished.
Race-: Centaur.
Name-: Phyledeia Thalippe. {Fee-le-deya Tha-lip-e.}
Age-: 26 in Centaur years, 78 in Human years.
Pronouns-: She/her.
Gender-: Female.
Sexuality-: Questioning, still.
Alignement-: Chaotic Good.
Personality/Backstory-: Phyledeia is a fun, kind, helpful, secretive and countryside female. She's firstly and oftenly seen as aggressive, since she's not a fan of people. And due to her aggressiveness, she attacked a human who was fairly rude to her, intruding the hidden Centaur town that lived in the far north. Her people were in a stage of disbelief from how aggressive and violent she is. Banishing her away, her people sent her to the far east, the other side. She was alone, sad and abandoned. She regretted every moment of how she ki--ATTACKED the human who intruded her town, roaming around aimlessly. Then, Phyledeia took a pencil's tip of information about a group of travelers trying to find things of their own, so she decided to join in and find her something, which was a place to belong in.

Likes-:
Flowers, animals, hunting//assassinating, hairdressing and fashion.
Talents/Hobbies-: Hunting//assassinating, comforting, interrogating, intimidating, drawing, karate. {HORSE KARATE.}
Abilities-: Flexibility, running, swords//daggers//knives, animal communication, bond with nature.
Strengths-: Incredible health, extra layers of skin to unable wounding her deeply. {More layers than humans.}
Dislikes-: Humans, animal abusers, people who disbelieve in the existence of centaurs.
Weaknesses-: Anger issues, aggressiveness//violence, grudge-holding.
Fears-: Trypophobia, haphephobia.
Possessions-: Two bags that contains; daggers, knives, extra clothes, a saddle, a sketchbook and a notebook.

Appearance


1710005723861.png
Body type-: None since she's a centaur.
Hair-: Pigtails.
Eyes-: Blue eyes.
Skin-: Chocolate brown skin, human-smooth on the top and horse-furry on the bottom.
Body Modifications-: A tattoo on her back.
Features-: A whole horse body, a tail and long horse-like ears.
Clothing-: A crop-top jacket with off-shoulder sleeves, a bag from her shoulder to her waist, plus another one on her saddle.
 
Wip
Role - Deserter
Race - Renthara AKA Dark Elf aka Drow (racial slur)
Name- Imrae Khal
Age- 211 equivalent to a human in the late 20s
Pronouns - She/her
Gender - Female
Sexuality - Bisexual - feminine leaning
Alignment - Neutral Good
Personality - A taciturn woman that might come of as imperious, intimidating and off-putting at first sight. She slow to trust someone and likes to get a measure of a person before she opens up with someone, and even then refuses to say much about herself and let other people do all the talking. She has a particular dislike of authority figures, especially for religious orders and cults which she sees very little difference in. Still, she has a heart of gold, dedicated to helping those in need and once she warms up to people can reveal herself to be fun-loving with a sarcastic sense of humour.
Backstory - Orphan of a dying ancient race that once ruled the land. Raised in a religious order of Battlemages who travelled about acting as protectors and police force for those in need. The order soon became corrupt and mafia like, she attempted to stand up against them but was beaten and left for dead.

Likes-
  • Travel
  • Cooking
  • Fashion
  • Using magic, particularly to fry people
  • Playing detective
Talents/Hobbies-
  • Archery
  • Elemental magic
  • Cooking
  • Investigation, Hunting and tracking
  • Some herbal medical knowledge.
Abilities-
  • Magical sense - able to see the natural magical flow in nature. Able to sense where and when a magical spell had been cast.
  • Psychometry - An off shoot of her magical sense, able to interpret magical traces of items to have some sense of what happened. Mostly, her ability allows her to sense strong emotions left behind. E.g. anger in a murder weapon, strong affection in a love letter
Strengths -
  • Long range magical combat
  • Investigation
  • Taking care of people
Dislikes-
  • Religious institutions
  • Those that dont appreciate the beauty of magic
  • Joy in cruelty
  • Animal abuse
Weaknesses-
  • Weak in close range combat
  • Cant cast magic without the help of her bow staff
  • Most of her ability relies on magical abilities and might be a little blind with the mundane side of things.
Fears- Arachnophobic, Musophobia
Possesions -
  • Magical staff shaped to resemble a bow and direct magic as such
  • Iron shortsword
  • pack of various healing and cooking herbs
  • Ancient amulate with the crest of the defunct Rentharan royal family

Appearance
1239535b8946906610f91c720606a6ff.jpg

Body type- Bipedal
Hair- White long hair, shaved on the sides
Eyes- Red
Skin- Grey smooth
Body Modifications-
One her right arm, scratch with knife marks:
Screenshot_20240309_201642_Chrome.jpg
Features- Standard elven pointed ears, vestigial wing growth on her back marking her as part of the ancient royal line of Renthara said to have full wings.
Clothing- As pictured.
 
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"Dreams are a funny thing. One little twist, and it all turns dark."
Character Submission
The Criminal
001
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003
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  • 001
    basics
    attack
    defense
    mobility
    stamina
    tactics
    name
    Hazal Eyletmez "Fade"
    gender
    Female (She/Her)
    nickname
    "Fade"
    age
    22
    alignment
    Neutral
    Race
    Human
    appearance
    height
    5'7"
    weight
    120lbs

    The centerpiece of Fade's clothing is a blue jacket with a popped collar, coupled with black sleeves and pants. The inner side of the Jacket is purple with white designs. Quite amusingly, there are toe beans on the soles of her shoes.

    She has a medium skintone, which is complimented with black lipstick, several black earrings, a black nosering, black nailpaint, and black eyeshadow. She has heterochromia (i.e., her eyes are of different colors, in her case one blue and one brown), which mimics the eye colors of the Turkish Angora cat. Her normally black hair is dyed white towards the ends.

    Henna is common across her body, in the form of various designs on her hands, a handprint on her collarbone, and a horizontal slash on her face. There is also a heavy incorporation of the 'Nazar' motif (an eye-like design on a blue-and-white background, being a common symbol in the Mediterranean region for warding off the evil eye) in her appearance, with it being used as her jacket's buttons, on multiple rings, studs, and more.
    personality

    Fade exudes an aura of icy detachment. She's not one to wear her heart on her sleeve, preferring instead to keep her emotions close to the chest. Despite her stoic demeanor, she possesses a sharp wit, often delivering dry humor with a deadpan delivery that catches others off guard. Beneath her calm exterior lies a fierce determination and unwavering resolve, driven by her own set of personal principles and a relentless pursuit of her goals. While she may appear distant at first glance, those who earn her trust find a loyal and dependable ally in Fade.
code by @Nano
 
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About Them

Role-:
Criminal.
Race-: Vampire.
Name-: Theodore De Vanque. {Theo-door D Van-gu.}
Age-: 540 in Vampire years, 27 in Human years.
Pronouns-: He/him.
Gender-: Male.
Sexuality-: Probably straight.
Alignement-: Neutral.
Personality/Backstory-: Theodore is a cold, clueless, funny, anger-issued, merciful and generous vampire. He cares for every little thing in life, admiring and cherishing it as much as it deserves. He has one beloved sibling, who was a human. His sister's name was Charlotte, she was a very friendly person to be around. And until one day..

Charlotte and Theodore had a huge argument, fighting over their species; Vampire and Human. Theodore thought that humans were certainly weak, and they had no given abilities or strengths. Meanwhile Charlotte, she thought that Vampires are cruel people, drinking people's blood for their own sake.
The argument grew bigger and bigger, until Charlotte said something she never should've said. "Are you going to drink my blood now!?"
Sadly..
. . .
Theodore drank her blood, killing her.


Likes-: Being alone, flowers, fashion, music, love.
Talents/Hobbies-: Talking fluently in french, blood manipulation and shapeshifting. {Theo can shift into anyone he tasted, drinking a drop or a lot.}
Abilities-: Blood manipulation and shapeshifting.
Strengths-: Night vision, speed, immunity against the sun, blood-saving.
Dislikes-: Rude people, attention-seekers, two-faced people {*cough x2* ciara?}, sadistic people.
Weaknesses-: Over 6 hours in the sun, over a day without blood, too much darkness, hating interactions.
Fears-: Gerascophobia {Fear of growing up}, Somniphobia {Fear of sleep}.
Possessions-: Technically nothing, but he can teleport things from his room to him. {He can teleport anything that he knows where it locates.}

Appearance
1710020595811.png
Body type-:
Humanoid.
Hair-: A small ponytail with an undercut.
1710105664874.png{Even if you know who he is, you don't. {{I don't like it when people recognize my oc claims--}}

Eyes-: Red eyes.
Skin-: Human-smooth pale skin.
Body Modifications-: 4 or 5 piercings on each ear.
Features-: Long, pointy ears and shark-like teeth.
Clothing-: Other than his current outfit, he also wears these.
 
R'hllor the Forbidden

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  • Role- Banished

    Race- Cambion/Nephilim (Hybrid)

    Name- R'hllor Ahri'ahn

    Alias- Ahri'ahn the Forgotten

    Age- 30

    Pronouns- He/Him

    Gender- Male

    Sexuality- Homosexual

    Alignement- Neutral Good



    Backstory:

    R'hllor, born of the union between the herbalist Cambion and the planeswalking Nephilim, presents a complex lineage that merits exploration. To unravel this tale, let us commence where it all originated. R'hllor's grandmother, Creirwy, was the virginal daughter of King Conann of Dryfed in a small region located far north of Kirlia. Present times, the remote and small kingdom known as Dryfed is now in ruins. Learning that she was seduced by a demon who posed as a knight, his grandmother consulted a priest and agreed to drink holy water and become a nun under a vow of chastity to ensure that her daughter, Igraine, would not become inherently evil upon her birth.

    Igraine, R'hllor's mother, grew up in a religious upbringing, albeit tainted by her demon father, exhibited a rebellious spirit in her youth, eventually transcending her mother's influence in her late teens. Beneath her troubled facade lay a compassionate soul, leading her to pursue the path of healing and herbalism, utilising her supernatural gifts for the betterment of others. Despite her infernal lineage, her selfless endeavours endeared her to many, rehabilitating her tarnished reputation.

    Venturing forth to explore the expansive landscapes of the southernmost reaches of Kirlia, Igraine encountered Raphael, a mysterious and wounded man seeking refuge. Through her compassionate care, a bond blossomed between them, culminating in love and the inception of their family, as a result, R'hllor was born.

    However, Raphael harboured a profound secret about his origins and nature. He revealed to Igraine the truth of his identity as a Nephilim, progeny of a mortal and celestial being, hailing from the ethereal realm known as the Citadels of Sephiroth. Possessing the ability to traverse dimensions as a planeswalker, Raphael feared malevolent forces targeting him and their son. Despite Igraine's pleas for him to remain, Raphael's premonitions proved dire when their family fell under assault by interdimensional assailants, resulting in the tragic loss of the love of his life.

    Driven by paternal duty, Raphael embarked on a perilous journey throughout Kirlia, safeguarding R'hllor while evading relentless pursuers, moving from one city to the next, one town to the other, never settling for too long. As threats escalated, he made the agonising decision to leave his son under the care of a humble farmer, entrusting him with a mystical tome (called the Book of the Vahnih) and a cherished family heirloom from his mother before departing this reality, determined to shield R'hllor at any cost.

    His life truly began the day following his father's departure. At the tender age of 12, he yearned for answers; the tragic demise of his mother and the abrupt vanishing of his father left him in a state of shock. Nonetheless, the aged farmer, Bor, did his absolute best to take care of the little boy. Bor, unfamiliar with R'hllor's father, encountered the desperate man who, in exchange to watch over his son, beseeched Bor a substantial sum of gold and casted a spell of prosperity and vigilant protection over his barn. Though burdensome for Bor, witnessing the confusion and anguish of young R'hllor compelled him to accept the responsibility.

    As R'hllor matured, he faced discrimination from the townsfolk due to his peculiar aura and otherworldly eyes, branding him as a demonic presence. Despite enduring bullying, the burgeoning magic within him simmered, yet out of respect for Bor, he restrained himself.

    In his later adolescence, R'hllor found himself targeted once more, this time with mention of his mother, triggering a buried rage that inadvertently resulted in a tree bursting into azure flames as he retaliated against his tormentor. The conflagration threatened the town, leaving the surrounding forest desolate and charred.

    Exiled for his transgressions, Bor readied him for the journey that lay ahead. While R'hllor harbored excitement for the unknown path ahead, Bor admonished him for his conduct before bidding him farewell with a heartfelt embrace. Bor knew R'hllor was going to leave soon, yet the banishment made it sooner.

    Throughout his odyssey, R'hllor initially sought his father but eventually abandoned such aspirations, turning his focus towards delving into the realms of the metaphysical and esoteric. Journeying from one place to another, he unearthed knowledge about the tome left by his father, engaged in battles, explored ruins, and encountered diverse individuals.

    To this day, the quest to reunite with his father and unearth his past remains deeply ingrained in R'hllor's psyche, propelling him to seek out the mythical "Cradle of the World" in hopes of uncovering the answers he seeks.

 
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SHERAGA THE LEPER


Name: Sheraga the Leper
Role: Banished
Race: Human
Age: 35
Pronouns: He/him
Gender: Male
Sexuality: Bi
Alignment: Neutral

Personality/Backstory:
Nestled in many regions are religious communities whose tenets of faith revolve around "purity"—that is, cleanliness and physical health. Worshipping Nur, the cleansing flame, they believe fire is the means by which all corruption and filth can be remedied. Their practices revolving around fire—such as boiling and cremation—kept their populations mostly intact; plagues throughout history barely affected them.

Long ago, coastal flooding quickly caused wetlands to form in the region around the ancient holy city of Ermingild. The immaculate pilgrimage site slowly became a hell as monsters, disease, and curses started to ravage the population. Those who were not afflicted sought refuge elsewhere, leaving the city to be claimed by the encroaching darkness.

Recent rapid growth in their followers' numbers emboldened the Nurite clergy. With the blessing of authorities in present-day Braethia, leaders of the faith sent word to each temple to gather volunteers for a mighty crusade. One such volunteer was Sheraga, a young guard lieutenant renowned for his tenacity, size, and strength. Over the course of the four-year campaign, the army pushed deeper into Darkmire. The swamps became the grave of many crusaders as their risen comrades and incomprehensible horrors decimated their ranks. However, the worst was yet to come.

Victory was woefully out of reach. The few remaining crusaders may have raised the banner of Nur atop the ruined cathedral, but their city was uninhabitable. Still more warriors succumbed to disease and that which stalked the murk. They were forced to retreat; only ten percent of the army escaped with their lives.

Three months later, Captain Sheraga began to exhibit strange rashes and lesions. Out of everyone, he was the first to show signs of leprosy. It was not enough that the clerics drag him away from his betrothed; he also came under scrutiny from the Inquisition. To them, leprosy and skin conditions were the mark of evil, outward signs of an unclean soul. Had their roaring paragon succumbed to the darkness?

More months passed. Frustrated that none of Sheraga's men, friends, and associates confirmed her suspicions, the Inquisitor petitioned her preceptors for an unusual solution for a complex problem. He and the fourteen other new lepers were spared the burning stake and granted safe exit. In exchange, these fifteen condemned souls were to undertake a pilgrimage to the Cradle of Life, in hopes they would bring back some means of cleansing Darkmire of its seemingly necromantic curse. They were to split up and travel the world, each pilgrim bearing a scroll with their orders and an enchanted mace. Their red and white surcoats were replaced with intense yellows—a warning to all passersby: "We are the unclean. Approach at your own risk."

While this fool's journey has bolstered the faith of some, others found theirs waning. Sheraga is among the latter; he doesn't care about any doctrine or superstition anymore. He simply wishes for a cure for himself and the other pilgrims, some of whom blame him for their infections and have sworn vengeance.

Talents/Hobbies:
  • Lute playing - Though not a master, Sheraga could play at a basic level. He enjoyed lifting his men's morale and making his lover blush with some cheeky tune.
  • Cleaning - Nurites typically developed a knack for thorough cleaning. He is no exception, washing and wiping every little nook.
  • Dueling - It was common for him to practice with a sword by sparring with a partner. He came to enjoy burning some energy in a fun duel with training swords.
Abilities:
  • Weapon training - Sheraga is skilled in most forms of armed combat. At one point, he was an excellent swordsman, but now he relies primarily on his mace in a fight.
  • Peacekeeping - He is trained in various tactics to dissuade potential attackers, from intimidation to mediation.
  • Leadership - He can hold together a squad of men and guide them in exploration and battle.
Strengths:
  • Strength - Sheraga demonstrates incredible brute strength in combat, capable of savaging and flinging lesser men.
  • Pain tolerance - His leprosy has caused much nerve damage. It is a mixed blessing that he has a hard time feeling physical pain.
  • Endurance - He possesses impressive physical and mental endurance, the likes of which let him fight an entire war.
Weaknesses:
  • Nonmagical - Sheraga is not a spellcaster. Unless the magic is infused in a more accessible way, such as in his mace, he can't use it.
  • Clumsy - He has lost much manual dexterity as a result of his disease. His edge alignment with slashing weapons is often poor, and he can no longer play an instrument or wield a bow or crossbow.
  • Conspicuous - A 6'5 man in yellow-accented plate armor... It doesn't get much easier to notice that.
Likes: Music, fire, cleanliness, meat, mead, duels
Dislikes: Silence, demons, filth, bright yellow, wine, insects
Fears: Dying of disease, incarceration, rats

Possessions:
  • Armor of the Afflicted - Extremely tough plate armor. Its heavy weight means only the strongest humans could wear it for prolonged periods. Several bright yellow elements and a dark iron halo affixed to the helmet indicate the wearer suffers from a chronic disease.
  • Mace of the Pilgrim - A black mace with a flanged head. It is one of the weapons carried by the leper-pilgrims, imbued with a sacred flame enchantment.
  • Holy Water - Fiends and undead splashed with this enchanted water are scalded, as if by acid.
  • Survival needs - A torch, a bedroll, a thick cloak with a yellow stripe, and ample rations.
  • Mask - When his face isn't hidden by his helmet, he dons this mask to conceal his blemishes and his slowly withering nose.
  • Rags - Is it really a surprise that a person whose faith preached cleanliness keeps multiple cleaning rags on his person?
  • Silver ring - One plain, inexpensive engagement ring. It hangs on a chain around his neck. An inscription on the inside reads, "Sheraga × Rasmus forever".
  • Scroll of orders - This parchment has seen better days, but the ink still holds, detailing the leper-pilgrims' most sacred mission.
 
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minz.jpeg
Mountebank Minzi


  • Role: Criminal, and guilty as guilty gets.
    Race: Catfolk
    Name: Her full name is Minzile of Filman. Also goes by Minzi or Mutzi, and if you've ever bought anything from her, she's probably used a pseudonym.
    Age: 25 years old
    Pronouns: she/her
    Gender: Female
    Sexuality: Bisexual
    Alignment: Chaotic Neutral


 
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Aris Iyesgarth |Fugitive

Race - Half-Elf (Though, Arcanely Amplified)* | Age - 27 Years (115 in Elven) | Gender - Female | Sexuality - Straight but Romantically Uninterested | Alignment - True Neutral



  • Aris is a rogue Special Operative for the city of Iyesgarth, now discretely labeled as a fugitive amongst the council. She has been rendered mute by the tattoo on her neck, a mark of her initiation when she pledged allegiance to the nobility of the city that can only be nullified by the council manually. After fleeing the council, she now exists as an aimless mercenary for the Order of Seekers, avoiding the rest of society, which she has no place in.


    Backstory

    For the majority of her life, Aris lived in complete loyalty to the nobility of Iyesgarth. After her initiation, an arcane ritual that spiritually tempers the mind, memories of her past had gradually melted away, and her identity was relinquished to the hands of the city's council. From that point on, she followed orders without question, performing assassinations, delivering messages, and accomplishing any other menial yet tarnishing tasks that the council demanded.

    The only shred of humanity that was still preserved for her was her secret friendship with another operative, whom she remembers as "Wallace." The two were often paired for their compatibility, and though it was years before they even gave each other the time of day, their history eventually led the two to interact. For the longest time, it was hard to tell if they could even consider themselves friends. However, one fateful day solidified his place in her mind forever.

    Over time, the number of operatives had slowly diminished, though most dismissed it as casualties from missions and never gave it further thought. One night, though, in the operative barracks, long before sunrise, Aris was shaken awake by Wallace, who surprised her with something astonishing. "Get up," he said, which startled her even more than being awoken at that ungodly hour. When she looked up at him, the mark of silence on his neck was gone, and for the first time ever, she heard him speak.

    "We have to leave," he said. Confused, she simply trusted him and began following him. He led her discretely through Iyesgarth, all the way to the city entrance before stopping and instructing her to leave and hide away for a while. She couldn't comprehend why, but he explained that he would reunite with her and make sense of it all afterward. "You've been a good one. I won't let things end here. Just keep an eye out for me," he said with a soft smile. After being left alone shortly after, as Wallace turned back to contact more of the operatives, Aris fled from Iyesgarth and disappeared from society.

    Years had passed, and she never heard from him since, establishing herself within the Order of Seekers as a way of existing in the shadows till fate would have something of her. Any curiosity or aspiration dwindled in that time, and Aris' sole motivations now are to survive, comfortably, if possible, and create something of her own.

 
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  • Age: 20
    Race: Half-Orc, Half-Elf, All-Fun
    Role: Criminal
    Pronouns: She/Her
    Gender: Female
    Sexuality: Lesbian
    Alignment: Chaotic Good
 
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Caeda “Stones” Tremora
Role: Missing Fool

Age: 23

Race: Pygan (Statue brought to life)

*Subrace: Catfolk

Gender: Female

Height: 5’9

Weight: 163 ib

*Sexuality: Straight

*Kingdom: None

*Faction: None

GzYlRziZNM7JTCLV4EdxQknDHAf5jHUJMr8W1MYAocFj3SXtNNsBOFwL4LaL9n8Z7cveSo6bHcmxNlVx_rZhPzZxpu57gDP2zoSALhLvzrUBA8zj6fGfVXAJLjvB6kzDy2WIOLJ5CBYwX_FXzNVypY0

(Commission by DionDigitalArt)​
Huge nose
So big that many people comment on it

Satchel

Personality:
Caeda is intelligent but gullible. Competitive with a laid back attitude, she isn’t conscious about her huge nose, and isn’t afraid to stand up to people bigger than her. However, she can be cocky, and hesitant to admit when she’s wrong. She also can be lazy.
Likes: A good competition, ghosts, taxidermy, swimming, milk, snakes,
*Dislikes: Pampering, dancing, bullies, prophecies, boring tasks
Fears:
Tachophobia-Fear of high speeds
Letting others down-Stems from being a Pygan, as all Pygans have an inherent desire to accomplish something based on their sculptor’s motive for sculpting them in the first place. In Caeda’s case, the Catfolk originally sculpted her to impress and please people as an art piece, resulting in Caeda having an inherent desire to please people.


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Backstory:
Description of backstory:
Caeda believes she was born in a small village, where she learned many things about fighting and the world around her. She wanted to learn more about it and get her surrogate father’s lost land back. She eventually set out into the world as a mercenary, ready to help those in need, learn more about the world around her, and get her family’s land back.

However, the truth of her origins are far more complicated. Caeda is a statue, carved by a Catfolk servant of nobility with familial ties to a portion of land that held something invaluable: The petrified corpse of a Troll Demigod. The corpse is made of almost indestructible stone that can only be carved by the stone teeth of the fallen Demigod. The Catfolk gave his sculpture of a Catfolk woman a huge nose to represent boldness in womanhood: A counterculture to traditional female stereotypes. The Catfolk admired his sculpture of a Catfolk woman, and started to see it as his daughter. The nobility he served was corrupt, and had ties to the malevolent Zykanite Empire. The Catfolk had always wanted a daughter, but was bad at love. The day came when a rare and ancient spell was delivered to the Nobility’s domain from Zykaros. The spell had the power to bring statues to life. The Catfolk stole the spell, knowing the Zykanite Empire tradition was not to punish the many for the crimes of a few traitors. However, unbeknownst to him, Ahtan Shren was not quite one of the old ways.

He ran away to the portion of land with the Troll Demigod corpse, which was hidden from the outside world via magic, and started the process of bringing Caeda to life. The spell also had an option to give the Pygan-to-be a childhood despite being a statue brought to life. The way this worked was that conception would begin when a yet-to-be-born soul would be tethered to the statue. From here, the soul starts out as a ‘ghost baby’ and grows up like a normal organic being, but as an incorporeal being. The soul can’t go too far from the statue. Around the time adulthood is reached, the soul leaves the incorporeal world, shifting into the statue, and the sculpture comes to life. The Caretaker can see and hear the soul, the spell also allowing the Caretaker to go in and out an incorporeal form until the whole statue-to-life process is complete, allowing the Caretaker to physically protect the soul as they grow up. This allowed the Catfolk to survive despite the lack of a long-term food supply available at the portion of land. The Catfolk used the spell to raise and eventually complete the process of bringing Caeda to life. The Catfolk raised Caeda at the portion of land for 3 years before the Zykanite Empire found them.

Unbeknownst to the Catfolk, the Zykanite Empire punished all of the Nobility’s domain and its citizens for losing the spell. They tortured and killed somebody the Catfolk was close to and knew about the portion of land for the information on where the portion of land was. The Catfolk was saved from being captured when Gavakarians, stark enemies of Zykanites, showed up and engaged in deadly combat with the Zykanites, giving the Catfolk to use the spell to go into incorporeal form and escape with Caeda into the forests to hide. The Catfolk had Caeda look away as he watched the Zykanites slaughter the Gavaakarians. The Catfolk started crafting a plan to take back Caeda’s statue so Caeda and he could leave.

The General of Zykanite squad that had been sent to confront the Catfolk saw Caeda’s statue, and it caused deep trauma to resurface in him. The Zykanite General was a Catfolk-Wolffolk mixed hybrid who watched his parents get petrified by Gorgon bandits when he was a kid. The General ordered that a group of soldiers take the statue far, far out into the woods immediately, and that they leave it there. The men and women complied. The Catfolk and Caeda followed them until they dropped the statue off in a clearing. After that, the Catfolk and Caeda traveled for about a day, the Catfolk switching on-and-off from incorporeal form to carry the statue. Soon, they encountered a community of incorporeal beings, consisting of native spirits, and the deceased with unfinished business. This is where Caeda spent the bulk of her childhood. Caeda made friends with and grew up with children elemental spirits. The Catfolk wanted Caeda to know how to defend herself, so he had her train with a dual-wielding Human ghost knight who died searching for the Cradle, and a Lizardfolk ghost martial artist who was eaten in a dragon attack. Also, the Catfolk befriended a Battlemage folk-hero who was cursed by a dying foe to be stuck in-between life and death. One-by-one Caeda’s elemental spirit friends left the community to fulfill prophecies that had been assigned to them.

As Caeda grew, the Catfolk Caretaker knew about the large faction that was rounding-up Pygans to re-petrify them. He also knew that they were allied with the Zykanite Empire. Hoping to protect her, the Catfolk made the decision to hide the fact that she was a statue when the statue-to-life process was completed. The Catfolk would accomplish this by using the spell’s capabilities to alter her memories when the statue-to-life process was complete. The memory alteration wouldn’t alter her memories at all except for any details that would give away that she is a statue brought to life. At the age of 18 and a half, the statue-to-life process was complete. Before this, the Catfolk and Caeda traveled out into the woods for about a day to find a village, the Catfolk carrying Caeda’s statue. They soon encountered a village that was located in the middle of a giant clearing.

They moved in, and the Catfolk was able to borrow tools from a generous blacksmith, and carved two statues in about 2 months, and sold them for gold to buy a small cottage. The statue-to-life process was complete when Caeda was on a bed. To her, she had woken up to another day in her “always organic life.” She now also had the power to revert parts of her body into the almost indestructible stone she was carved from, but it also had the same limitations as the Troll Demigod she was carved from. About two months later, an ex-Zykanite soldier recognized the Catfolk, and was furious. He lambasted the Catfolk for being part of the reason for losing his closest comrades in the fight against the Gavakarians at the portion of land with the Troll Demigod corpse. The ex-Zykanite became so aggressive, the villagers had to interfere. After this, the Catfolk explained to Caeda what happened at the portion of land, albeit an alternate version to hide the fact that she was a statue in accordance to her altered memory. Caeda saw how devastated her father was by having lost the portion of land, especially that it was now in the hands of the Zykanite Empire, who had less than benevolent plans for it. In addition to hearing about the legend of the Cradle, this what started Caeda’s motivation to find the Cradle to get her dad’s land back.

About a week later, the Catfolk and Caeda reunited with the Battlemage folk hero who freed himself from his curse by accepting the fact that he was in-fact Human, the self-loathing of that part of him stemming from having grown up among Lizardfolk who discriminated against the majority of his life. About a month later, the Catfolk set out into the woods to search for rumored nearby buried treasure in hopes of purchasing carriage rides to a large town where he could purchasing multiple magical items as a first step to searching for the Cradle to get his land back from the Zykanites, who had trained a Wyvern to guard the portion of land they had captured. Concerned for her dad’s safety, Caeda discreetly followed her dad into the woods, and saved him from a Giantsnake attack. Taking advantage of the Catfolk and Caeda’s absence, the ex-Zykanite Mage-Assassin executed a scheme he had been planning for a while that had framed the Catfolk for stealing the village Wizard’s prized golden ring, knowing the village would suspect not only a Catfolk, but a Catfolk that had experience stealing something. When the Catfolk and Caeda returned, the village Wizard went to put a tracking spell on the Catfolk, but the ex-Zykanite had swapped out the spell with a petrifaction spell, and the Catfolk was turned to stone where he stood, the Pygan spell petrifying with him.

The Battlemage comforted Caeda, informing her that he could take her dad’s statue to the Floating Kingdom of Ovrenia, where he knew somebody who could unpetrify him. However, the process would take about 6 years, so he gave her a torchstone, and a location to meet at when the torchstone lit up. Before he left, the Battlemage investigated what happened to Caeda’s dad, and was able to convince the village Wizard that the ex-Zykanite was guilty, and had him on a carriage to the nearest dungeon in rope enchanted to induce sleep. The guards transporting him, being idiots, cracked jokes and made a lot of noise, waking up the ex-Zykanite who was able to fight his sleepinesses enough to break out of the ropes, kill the guards, and hijack the carriage. The dungeon the carriage belonged to had greedy Dungeon Masters, who didn’t care to inform the village that they never received a prisoner.

After this, Caeda became a mercenary and set out into the world in hopes of joining a group searching for the Cradle so she could get her dad’s land back. Caeda started to make a name for herself, becoming more known by her nickname “Stones” and her last name “Tremora.” As Tremora started to take more contracts, and appear on more wanted posters, the brain-scarred ex-Zykanite started to finally recognize her as the statue ordered out of the portion of land. Being retired from years of combat, he decided to report the Pygan to the large faction that he knew would stop at nothing to catch her.


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Powers/Abilities:
Description of abilities:
Caeda believes that she was born with a rare disorder as a shapeshifter making her take the form of what her mother had last shifted into before giving birth: A Catfolk. She also believes the source of her powers stems from being born with a curse from her biological Human father’s generation that made it so that was mixed with her shapeshifting abilities. She can transform parts of her body into stone that is almost indestructible in order to fight better. However, she believes at the cost, she cannot shapeshift at all besides turning parts of her body into stone for combat and defense. The more she turns parts of her body into stone a day, the more energy she loses until in place of passing out, she completely turns into stone and can be shattered like normal stone. She knows Mui Tai, karate, and kickboxing. She also dual wields two longswords, owns a sling made from Llama wool that she is proficient with, and has retractable sharp claws.
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Weaknesses:
Description of weaknesses:

  • Becoming exhausted and turning to stone if she uses her power too much in one day. Turning to stone like this means that she will be a statue for the rest of the day, and can be shattered and killed like normal stone. It can be distinguished when she is turned to normal stone, or the almost indestructible stone due to the normal stone being a lighter shade of gray, and the almost indestructible stone being a darker shade of gray.
  • Big nose is a big target. Sensitive and easy to hit. Hitting the large nose makes her stunned.
  • Gullible-Easily swayed or led astray. Unwise to social manipulations.
  • Tachophobia-Fear of high speeds
  • Cockiness-While skilled, due to an inherent desire to wow/impress others she can be cocky in combat encounters, especially if her opponent relies on standard ranged-weaponry.

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I was thinking maybe this character could be a part of our group but as a prominent side character, mainly staying at the Sanctuary. She could sell magic spells and items, solve puzzles the group brings back to the Sanctuary to help further their search for the Cradle, guard the Sanctuary, and maybe occasionally join the group on their adventures:
 

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