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Fantasy Chronicles of Lethos CS

Rusty of Shackleford

Nine Thousand Club
Rules:
  1. Be polite and respectful
  2. Work with each other. I like cooperation in RPs
  3. If you have a question or problem z ask me! I'm willing to help
  4. Don't be too overpowered
  5. Come to me if you're not sure about a race you want to play
  6. Finally, have fun!
Name:

Title: (Any titles of recognition they have. Lord, Lady, Sir, etc.)

Alias: (Any nicknames they may have)

Age:

Race:

Weapons: (If any)

Magic: (If any)

Appearance:

Personality:

Background:
 
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Are the races preset? If so, can I ask you to give a short description of dwarves, since that is propably what I will go for.
 
Are the races preset? If so, can I ask you to give a short description of dwarves, since that is propably what I will go for.
The races are preset. Dwarves are a generally haughty people, preferring to keep to themselves. Most live in the old mountain cities, while others were exiled and have formed communities on the surface.
 
The races are preset. Dwarves are a generally haughty people, preferring to keep to themselves. Most live in the old mountain cities, while others were exiled and have formed communities on the surface.
I more hoped to know about their abilities in magic, tech avability and aging (how old they usually get).
 
I more hoped to know about their abilities in magic, tech avability and aging (how old they usually get).
Ah! Dwarves don't usually use magic, but when they do, it's normally transmutation to aid in clearing tunnels and processing ore. Their tech is above Byrne, but below Lyra. Their tech is close to late medieval technology, with a Greek Fire like substance they use in warfare, early cannons, and extremely primitive firearms.
 
Alright, thanks. I will get to creating the character tomorrow.
 
Wait, you didn't say how old they get on average. Is it more, much more, less or the same as humans?
 
Name: Soriden of Sugondia

Title: Captain (Pirates)

Alias:

Age: Early Twenties

Race: Human?

Weapons:
The Star Fang - A sword created by a great smith and enchanted by a powerful wizard. Its blade it the length of a man's arm, curved with a single edge. The handle is wrapped in a fine leather and made to accomodate two hands, though Soriden prefers to wield it in one. During the day time, the Star Fang appears as a normal if well-crafted sword, though when the stars begin to shine, magic begins to flow through the blade. Then, by focusing on the blade and a direction, Soriden can send a sharp pulse in that direction, forcing whatever is in the direction of the pulse backwards. Though this is not the only magical ability of the sword, it is the only one known by Soriden.

Magic:
None

Appearance: Soriden is a reasonably young looking man. He has short, straight blonde hair, normally hidden under his captain's hat. He has just enough facial hair forming a frame around his face with a thick but well-kept mustache. He stands at 6'1", imposing over his shorter crew members, accentuated by the his leather coat.

Personality: Soriden is known to be cunning and analytical. Oftentimes, this leads to his miscalculation of the human element making his calculations go slightly off when people other than himself are involved. Though he can be a good leader, able to boost the morale of those in his command, Soriden seems to prefer to remain alone with his thoughts unless otherwise is necessary.

Growing up around pirates, Soriden tends not to be very trusting of others. In fact, he's known for being paranoid, cautious when others offer him things. In this sense, he's a nihilist, always expecting the worst out of the situation and planning accordingly. Despite this, he always has a hint of hope that things are better than he thinks they'll be though his other positions keeping him from getting his hopes up too high.

Background: On the high seas of Sugondia, the name Soriden of Sugondia is infamous among maritime traders and naval men alike along with his ship, the Storm Rose. His reputation spreads throughout all the coastal cities as that of a ruthless pirate, efficient in his methods, capable of systematically stripping an entire cargo ship dry of goods, always leaving one survivor with just enough supplies to make it to shore and tell the tale. Due to his practices, Soriden has a high bounty on his head. He had been caught twice before, only to escape months later with the help of his crew.

Born as Medes V, Soriden was the first born son to the king of Bofasia who had previously only had daughters, making him the youngest among four siblings. Having been born in the king's old age, he had been greatly treasured by his parents, being the heir of the throne. There was, however, a peculiar birth mark this son bore which caught the attention of the court physicians. Though the king and queen overlooked this, the physicians alerted the oracles, and it had all but been confirmed that the mark that the young prince had was a curse known as the Kiss of the Red Fairy. The oracles foretold that it was through this mark that he would bring disaster to the kingdom. For months, the king was torn between having an heir and having a kingdom. In the end though, the king ended up leaving his son, laying him in the ocean before his first birthday, leaving him to die.

This, however, was not the case. This same baby had been found by a group of pirates floating along the water, thinking he was a barrel of ale at first until someone went to pick him up from the water. They intended to throw the child back into the water, though they were interrupted when the captain had noticed that he was in fact alive. That same child that the king abandoned was then raised by the pirates and naturally had grown up to be one himself. They had given him a new name, Soriden, and it was this name that he had made infamous.

From a young age, Soriden was known to show great leadership skills along with a mind that was both quick and tactical. Because of his young age, Soriden was often looked down upon. New members believed he was the captain's son, only respecting him out of fear of the captain at first, until Soriden eventually proved his skills in battle to them.
 
Name: Maximilien Von Hahnenhorn
Title: Councilman, Lord, Sir, Von Hahnenhorn
Alias: The Lord of Thieves, “Cracksman Max” or just Max (only close friends/old business partners can call him such) and a myriad of other names he might make up for when the urge to perform strikes him.
Age: Late Thirties to Early Forties
Race: Human

(Weapons)/Equipment: Staff of Scarpers - Upon two quick taps to the ground, the individual wielding the staff teleports a few meters away from the area where it occurred. However this ability is augmented if the top of the staff is twisted before tapping the ground. In that case the user teleports to a previous selected destination which can be altered by twisting the knob clockwise then counterclockwise in the location one wishes to teleport. Currently Maximilien Von Hahnenhorn has set his staff's 'select destination' in a fortified basement where he conducts his legal business for the Council.

Master of Master Keys - An indistinguishable, sans a few small scratches, bronze key among a set of many. This key is a veritable skeleton key and reshapes itself to open any lock it is inserted in. It takes very few seconds for a simple lock, but for more complex locks it might take a minute or so.

Bag of Holding – A very important tool for a nomad, this bag which for Maximillien is a plain looking, well a bit oversized, brown backpack. But this backpack functions as a massive holding space which can carry far more than a normal bag can while maintaining a light weight.

(Magic)/Powers: Sneaky Feet: Maximillien has a rather peculiar footstep, that makes no sound. Through much training that anyone could theoretically do but few try to master, he has been able to master the art of sneaking undetected by sound.

Slippery Hands: Beyond his footsteps, Max has trained his hands to such an extent that they do not make a sound nor do they leave any impression of fingerprints when grabbing objects.

Shady Performances: When the need calls for it, Maximillien Von Hahnenhorn can put on such a convincing disguise that some could mistake it for a glamour. While he cannot change his size or anything like that he can firmly make people believe he is an entirely different person, even going so far to believe that he was a different race or sex of being, through the act of his performance alone.

Subsidizer of Sin: This is the truest of powers of Maximillien Von Hahnenhorn, and it is a very simple one at that. Put simply Maximillien has a fair bit of wealth to throw around, enough to keep the beck and call of Thieves Guilds and other subsidiary properties of organized crime. These men for the most part are low scoundrels, but they are quite effective at gathering information from the 'talk of the streets', intimidate honest and unhonest civilians for money, and break enough things to get people to invest in the protection racket.

lAp7mA8.jpg

Personality: Arrogant, conceited, and craven are but the tips of the iceberg to describe "The Lord of Thieves". He is a flamboyant individual with exquisite tastes, who enjoys sporting challenges, watching performances and performing and demonstrating, well more like rubbing in, his noble nature. However despite the flamboyant nature he puts on, he is rather cautious in his actions and takes great time and energy to assure that he can achieve his goals before acting on them. He holds a great and intense hate of many nobles, deeming them inferior for being unable to deal with the hardships of life. For those who serve underneath him, Sir Hahnenhorn is a harsh yet surprisingly fair benefactor who is quick to forgive the follies of his servants. He often takes the side of discriminated races and classes, with a preference of those from lower to middle class stocks, and is quick to provide them unique opportunities in his service.

Background: To understand Maximilien Von Hahnenhorn one must understand what he had come from. The Von Hahnenhorns were a noble family which ruled over fertile lands and had many yeomen to collect the bounty and the Von Hahnenhorns took great care to protect those who served underneath as was the noble’s responsibility. Maximilien was the eldest son of the current ruler of the family's ancestral domain and by the honorable laws of succession, he was to be next to rule. As such he was taught the ways of nobility and tutored by his father's favored advisor, the court jester, and they expected great things from him.

Of course the lands of Lyra and Bryn were treacherous places and with them at odds, alongside the collectivazation of tribes who weren’t necessarily happy over the ordeal…

...Well let’s just say that the Von Hahnenhorns saw themselves in the midsts of something resembling a civil war.

Maximilien Von Hahnenhorn watched in horror as he saw his entire life destroyed by circumstances out of his control. However he was able to keep a few of his family's belongings away from those brutes. He escaped with a paltry amount of gold, and his family's heirloom the Master of Master Keys.

He had no choice but to live on the lamb as a mere thug. Day in and day out, Maximilien Von Hahnenhorn would travel from village to village, from town to town, and from city to city stealing anything he could get his hands on just so he could eat and find a place to sleep. At least from all the repetition these tasks became so mindless that he could easily sneak around and pick any pocket he wanted or enter any building he figured he wouldn't get caught in.

Eventually he managed to attract the attention of a Guildmaster who ran a Thieves Guild in the port city of Gramzow in Lyra. Maximilien attended the meeting that was arranged and began the process of proving his loyalty before joining the guild. But of course, Maximilien smelled an opportunity and in the dead of night with the skills he had honed, he had snuck into the chambers of the Guildmaster and assassinated him while he slept. Quickly he proceeded to loot the personal coffers and in the process, reveal that the Leader of the Gramzow Thieves Guild was stealing funds from his own. Who would've guessed?

Maximilien revealed this all to the members of the Thieves Guild and began to give them all the cut of the shares they were long overdue and promised that under his reign there would be a new glorious reign for thievery…

...Of course that wasn’t so easy in practice. Max found himself constantly at odds of assassinations, having his various trade deals being destroyed by the meddling of knightly forces, and having to deal with other criminal factions and tribes that sought what he had. But Maximilien preserved onwards and managed to keep expanding and organizing these criminals in a way that was conducive to both them and able to keep society from dealing with constant threats from the chaotic mess of how crime usually worked.

After that he began to expand into more legitimate businesses to protect his fronts, he clawed and scraped his way through tense negotiations in both legal and illegal fronts. Eventually through all the blood, sweat, tears and backhanded deals and hostile acquisitions he could, he had restored the Von Hahnenhorn name to a respectable glory.

Through these efforts he attracted the attention of the Holy Imperator who was amused at the tenacity of this man and made him swear his life to his service with promises of the fortune of the Council of Lyra.

Now Maximilien Von Hahnenhorn continues to play the game he had always played, but this time the stakes are greater than ever...
 
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Name: Soriden of Sugondia

Title: Captain (Pirates)

Alias:

Age: Early Twenties

Race: Human?

Weapons:
The Star Fang - A sword created by a great smith and enchanted by a powerful wizard. Its blade it the length of a man's arm, curved with a single edge. The handle is wrapped in a fine leather and made to accomodate two hands, though Soriden prefers to wield it in one. During the day time, the Star Fang appears as a normal if well-crafted sword, though when the stars begin to shine, magic begins to flow through the blade. Then, by focusing on the blade and a direction, Soriden can send a sharp pulse in that direction, forcing whatever is in the direction of the pulse backwards. Though this is not the only magical ability of the sword, it is the only one known by Soriden.

Magic:
None

Appearance: Soriden is a reasonably young looking man. He has short, straight blonde hair, normally hidden under his captain's hat. He has just enough facial hair forming a frame around his face with a thick but well-kept mustache. He stands at 6'1", imposing over his shorter crew members, accentuated by the his leather coat.

Personality: Soriden is known to be cunning and analytical. Oftentimes, this leads to his miscalculation of the human element making his calculations go slightly off when people other than himself are involved. Though he can be a good leader, able to boost the morale of those in his command, Soriden seems to prefer to remain alone with his thoughts unless otherwise is necessary.

Growing up around pirates, Soriden tends not to be very trusting of others. In fact, he's known for being paranoid, cautious when others offer him things. In this sense, he's a nihilist, always expecting the worst out of the situation and planning accordingly. Despite this, he always has a hint of hope that things are better than he thinks they'll be though his other positions keeping him from getting his hopes up too high.

Background: On the high seas of Sugondia, the name Soriden of Sugondia is infamous among maritime traders and naval men alike along with his ship, the Storm Rose. His reputation spreads throughout all the coastal cities as that of a ruthless pirate, efficient in his methods, capable of systematically stripping an entire cargo ship dry of goods, always leaving one survivor with just enough supplies to make it to shore and tell the tale. Due to his practices, Soriden has a high bounty on his head. He had been caught twice before, only to escape months later with the help of his crew.

Born as Medes V, Soriden was the first born son to the king of Bofasia who had previously only had daughters, making him the youngest among four siblings. Having been born in the king's old age, he had been greatly treasured by his parents, being the heir of the throne. There was, however, a peculiar birth mark this son bore which caught the attention of the court physicians. Though the king and queen overlooked this, the physicians alerted the oracles, and it had all but been confirmed that the mark that the young prince had was a curse known as the Kiss of the Red Fairy. The oracles foretold that it was through this mark that he would bring disaster to the kingdom. For months, the king was torn between having an heir and having a kingdom. In the end though, the king ended up leaving his son, laying him in the ocean before his first birthday, leaving him to die.

This, however, was not the case. This same baby had been found by a group of pirates floating along the water, thinking he was a barrel of ale at first until someone went to pick him up from the water. They intended to throw the child back into the water, though they were interrupted when the captain had noticed that he was in fact alive. That same child that the king abandoned was then raised by the pirates and naturally had grown up to be one himself. They had given him a new name, Soriden, and it was this name that he had made infamous.

From a young age, Soriden was known to show great leadership skills along with a mind that was both quick and tactical. Because of his young age, Soriden was often looked down upon. New members believed he was the captain's son, only respecting him out of fear of the captain at first, until Soriden eventually proved his skills in battle to them.
Name: Maximilien Von Hahnenhorn
Title: Councilman, Lord, Sir, Von Hahnenhorn
Alias: The Lord of Thieves, “Cracksman Max” or just Max (only close friends/old business partners can call him such) and a myriad of other names he might make up for when the urge to perform strikes him.
Age: Late Thirties to Early Forties
Race: Human

(Weapons)/Equipment: Staff of Scarpers - Upon two quick taps to the ground, the individual wielding the staff teleports a few meters away from the area where it occurred. However this ability is augmented if the top of the staff is twisted before tapping the ground. In that case the user teleports to a previous selected destination which can be altered by twisting the knob clockwise then counterclockwise in the location one wishes to teleport. Currently Maximilien Von Hahnenhorn has set his staff's 'select destination' in a fortified basement where he conducts his legal business for the Council.

Master of Master Keys - An indistinguishable, sans a few small scratches, bronze key among a set of many. This key is a veritable skeleton key and reshapes itself to open any lock it is inserted in. It takes very few seconds for a simple lock, but for more complex locks it might take a minute or so.

Bag of Holding – A very important tool for a nomad, this bag which for Maximillien is a plain looking, well a bit oversized, brown backpack. But this backpack functions as a massive holding space which can carry far more than a normal bag can while maintaining a light weight.

(Magic)/Powers: Sneaky Feet: Maximillien has a rather peculiar footstep, that makes no sound. Through much training that anyone could theoretically do but few try to master, he has been able to master the art of sneaking undetected by sound.

Slippery Hands: Beyond his footsteps, Max has trained his hands to such an extent that they do not make a sound nor do they leave any impression of fingerprints when grabbing objects.

Shady Performances: When the need calls for it, Maximillien Von Hahnenhorn can put on such a convincing disguise that some could mistake it for a glamour. While he cannot change his size or anything like that he can firmly make people believe he is an entirely different person, even going so far to believe that he was a different race or sex of being, through the act of his performance alone.

Subsidizer of Sin: This is the truest of powers of Maximillien Von Hahnenhorn, and it is a very simple one at that. Put simply Maximillien has a fair bit of wealth to throw around, enough to keep the beck and call of Thieves Guilds and other subsidiary properties of organized crime. These men for the most part are low scoundrels, but they are quite effective at gathering information from the 'talk of the streets', intimidate honest and unhonest civilians for money, and break enough things to get people to invest in the protection racket.

lAp7mA8.jpg

Personality: Arrogant, conceited, and craven are but the tips of the iceberg to describe "The Lord of Thieves". He is a flamboyant individual with exquisite tastes, who enjoys sporting challenges, watching performances and performing and demonstrating, well more like rubbing in, his noble nature. However despite the flamboyant nature he puts on, he is rather cautious in his actions and takes great time and energy to assure that he can achieve his goals before acting on them. He holds a great and intense hate of many nobles, deeming them inferior for being unable to deal with the hardships of life. For those who serve underneath him, Sir Hahnenhorn is a harsh yet surprisingly fair benefactor who is quick to forgive the follies of his servants. He often takes the side of discriminated races and classes, with a preference of those from lower to middle class stocks, and is quick to provide them unique opportunities in his service.

Background: To understand Maximilien Von Hahnenhorn one must understand what he had come from. The Von Hahnenhorns were a noble family which ruled over fertile lands and had many yeomen to collect the bounty and the Von Hahnenhorns took great care to protect those who served underneath as was the noble’s responsibility. Maximilien was the eldest son of the current ruler of the family's ancestral domain and by the honorable laws of succession, he was to be next to rule. As such he was taught the ways of nobility and tutored by his father's favored advisor, the court jester, and they expected great things from him.

Of course the lands of Lyra and Bryn were treacherous places and with them at odds, alongside the collectivazation of tribes who weren’t necessarily happy over the ordeal…

...Well let’s just say that the Von Hahnenhorns saw themselves in the midsts of something resembling a civil war.

Maximilien Von Hahnenhorn watched in horror as he saw his entire life destroyed by circumstances out of his control. However he was able to keep a few of his family's belongings away from those brutes. He escaped with a paltry amount of gold, and his family's heirloom the Master of Master Keys.

He had no choice but to live on the lamb as a mere thug. Day in and day out, Maximilien Von Hahnenhorn would travel from village to village, from town to town, and from city to city stealing anything he could get his hands on just so he could eat and find a place to sleep. At least from all the repetition these tasks became so mindless that he could easily sneak around and pick any pocket he wanted or enter any building he figured he wouldn't get caught in.

Eventually he managed to attract the attention of a Guildmaster who ran a Thieves Guild in the port city of Gramzow in Lyra. Maximilien attended the meeting that was arranged and began the process of proving his loyalty before joining the guild. But of course, Maximilien smelled an opportunity and in the dead of night with the skills he had honed, he had snuck into the chambers of the Guildmaster and assassinated him while he slept. Quickly he proceeded to loot the personal coffers and in the process, reveal that the Leader of the Gramzow Thieves Guild was stealing funds from his own. Who would've guessed?

Maximilien revealed this all to the members of the Thieves Guild and began to give them all the cut of the shares they were long overdue and promised that under his reign there would be a new glorious reign for thievery…

...Of course that wasn’t so easy in practice. Max found himself constantly at odds of assassinations, having his various trade deals being destroyed by the meddling of knightly forces, and having to deal with other criminal factions and tribes that sought what he had. But Maximilien preserved onwards and managed to keep expanding and organizing these criminals in a way that was conducive to both them and able to keep society from dealing with constant threats from the chaotic mess of how crime usually worked.

After that he began to expand into more legitimate businesses to protect his fronts, he clawed and scraped his way through tense negotiations in both legal and illegal fronts. Eventually through all the blood, sweat, tears and backhanded deals and hostile acquisitions he could, he had restored the Von Hahnenhorn name to a respectable glory.

Through these efforts he attracted the attention of the Holy Imperator who was amused at the tenacity of this man and made him swear his life to his service with promises of the fortune of the Council of Lyra.

Now Maximilien Von Hahnenhorn continues to play the game he had always played, but this time the stakes are greater than ever...
Accepted!
 
Name: ???

Title: Councilwoman, Scion of the Nameless Clan

Alias: Heartseeker

Age: 136

Race: Human

Weapons:
She always has her staff on hand and when expecting trouble, she brings a bow and arrows.

Magic:
Elemental Magic - As a wizard, Heartseeker is more than capable of trivial spells such as conjuring fireballs, lightning, and freezing wind.

Petty Enchantments - Spells of confusion, sleep, dazzling, and so on. While disregarded by many wizards due to the lack of flashiness, Heartseeker prefers them because of that reason.

Scrying - With a bowl of water and the name of a person, Heartseeker can see them and hear them through the reflection of the water. While there's little risk of using this to view the magically ignorant, other wizards are able to sense that someone is watching.

Truename Enchantment - The secret magic of the Nameless Clan. By whispering someone's birth name to a weapon, she can make the weapon seek out that person. Weapon's enchanted in this way become capable of destroying armor worn by the named person and arrows shoot further and adjust their path to get closer to the named one. In addition, magical wards created by the named person have no effect on the weapon.

Longevity - On her sixteenth birthday, she was taught life extending magic that slowed her aging to just a single year every ten years.

Appearance:
1.png

Personality:
To people around her, she comes across as an uncaring person, only interested in upholding the deal she made and learning new magic. When confronted with problems, she seeks to deal with them in the quickest way possible. However, deep down she loathes most everyone around her for petty reasons. Simply appearing happy around her can be enough to anger her, although she never lets it show.

Background:
Heartseeker was born to an ancient clan of wizards that originally came from a distant land. After they developed a type of magic based on names, the clan got into a dispute over their names. One faction thought it would be best if they hid their true names from the outside world while the other faction refused to out of pride of their family's history. This dispute resulted in the clan breaking into two, one of which kept their true names hidden from the world and instead used nicknames.

Roughly Eighty years ago, Heartseeker came to Lyra offering her services in exchange for the chance to learn new spells. As she was already a powerful wizard, she found little of interest to her but never went back on her end of the deal. Over the years, she put down many potential uprisings before they managed to become a threat. Despite her efforts, she went on unrecognized until the day Tunn Gnarlfist took an imperial fort from the inside. He had often made his unhappiness about the lack of representation in the council known, but until that day he seemed content to complain and do his job as a soldier. As Heartseeker was the closest wizard, she took control of the situation and ordered the loyal soldiers to stand down, but for three days she did nothing as Tunn continued to make demands. On the fourth day, Heartseeker finally took up her bow and fired a single arrow which pierced the wall of the fort and struck the traitor dead in the heart. Within the hour, the rest of the rebels surrendered.

Since that day, she has served on the council for the past fifty years. While others may have let emotions get in the way of the greater good, she has remained steadfast and resolute in protecting the empire from threats from within as well as without.
 
I may seem annoying, but I will keep asking for dwarves age until you tell me.
 
I may seem annoying, but I will keep asking for dwarves age until you tell me.
Sorry! It's my fault! They usually live to ge around 400 or so.

Name: ???

Title: Councilwoman, Scion of the Nameless Clan

Alias: Heartseeker

Age: 136

Race: Human

Weapons:
She always has her staff on hand and when expecting trouble, she brings a bow and arrows.

Magic:
Elemental Magic - As a wizard, Heartseeker is more than capable of trivial spells such as conjuring fireballs, lightning, and freezing wind.

Petty Enchantments - Spells of confusion, sleep, dazzling, and so on. While disregarded by many wizards due to the lack of flashiness, Heartseeker prefers them because of that reason.

Scrying - With a bowl of water and the name of a person, Heartseeker can see them and hear them through the reflection of the water. While there's little risk of using this to view the magically ignorant, other wizards are able to sense that someone is watching.

Truename Enchantment - The secret magic of the Nameless Clan. By whispering someone's birth name to a weapon, she can make the weapon seek out that person. Weapon's enchanted in this way become capable of destroying armor worn by the named person and arrows shoot further and adjust their path to get closer to the named one. In addition, magical wards created by the named person have no effect on the weapon.

Longevity - On her sixteenth birthday, she was taught life extending magic that slowed her aging to just a single year every ten years.

Appearance:
View attachment 485994

Personality:
To people around her, she comes across as an uncaring person, only interested in upholding the deal she made and learning new magic. When confronted with problems, she seeks to deal with them in the quickest way possible. However, deep down she loathes most everyone around her for petty reasons. Simply appearing happy around her can be enough to anger her, although she never lets it show.

Background:
Heartseeker was born to an ancient clan of wizards that originally came from a distant land. After they developed a type of magic based on names, the clan got into a dispute over their names. One faction thought it would be best if they hid their true names from the outside world while the other faction refused to out of pride of their family's history. This dispute resulted in the clan breaking into two, one of which kept their true names hidden from the world and instead used nicknames.

Roughly Eighty years ago, Heartseeker came to Lyra offering her services in exchange for the chance to learn new spells. As she was already a powerful wizard, she found little of interest to her but never went back on her end of the deal. Over the years, she put down many potential uprisings before they managed to become a threat. Despite her efforts, she went on unrecognized until the day Tunn Gnarlfist took an imperial fort from the inside. He had often made his unhappiness about the lack of representation in the council known, but until that day he seemed content to complain and do his job as a soldier. As Heartseeker was the closest wizard, she took control of the situation and ordered the loyal soldiers to stand down, but for three days she did nothing as Tunn continued to make demands. On the fourth day, Heartseeker finally took up her bow and fired a single arrow which pierced the wall of the fort and struck the traitor dead in the heart. Within the hour, the rest of the rebels surrendered.

Since that day, she has served on the council for the past fifty years. While others may have let emotions get in the way of the greater good, she has remained steadfast and resolute in protecting the empire from threats from within as well as without.
Accepted!
 
Aye! We have had enough humans here, don't you think? Time for something else I say!

Name: Bulumlir Redaxe

Title: None

Alias: Also none, hah!

Age: 264 years

Race: Dwarf

Weapons: Battleaxe, shield, dagger and crossbow. He also carries around flintlock pistol, but can barely aim with it, so its more for show. All these weapons are forged by Bulumlir himself, and decorated in similar fashion to his combat armor.

Magic: Bah, who needs magic when I have dwarven stubbornness and well-forged battleaxe

Appearance: Bulumlir is short by human standards, but of average height by dwarven standards. As all dwarves, he has surpisingly large muscles stuffed into short stature, but this is hard to notice due to armor and thick clothes he wears. Bulumlir's face is decorated with large, black beard reaching down to his belt. It is decorated with metal trinkets. As for the clothing, Bulumlir prefers to keep it functional rather than flashy. He rarely wears anything on his head, revealing short hair in the color of dwarf's beard. When it is cold, he puts on brown cap made from wool. If there is a battle approaching, Bulumlir covers his head with thick helmet, made from dwarven steel, decorated with silver lining and runes made out of bronze. Battle helmet covers up dwarf's whole head, except for face. Usually Bulumlir is wearing brown leather clothes, which protect him from intense cold of mounatins where dwarves live. On this clothes, dwarf wears chainmail for protection. On long travels, or into battle Bulumlir puts on heavy plate armor matching to helmet with similar decorations and design.

Personality: Bulumlir is rather friendly dwarf when you get to know him, but at first it is not easy to get his trust. Years of life gave him experience in many fields, more than any human could ever possibly get for fairly obvious reasons. He is not like most dwarves, who prefer to keep away from other races, Bulumlir mostly treats humans same as dwarves, although he is still more distrustful towards others. One of Bulumlir's most dwarven traits is his love towards forging, building and creating things. He feels best in forge, and has huge abilities in forging and engineering. There is no smith or engineer among humans that could rival Bulumlir, and even among dwarves he is one of the best.

Background: Bulumlir's father was also talented smith, and young dwarf inherited most of his abilities. Since he could hold a hammer, Bulumlir felt an attraction to his father's forge, and often helped him with duties. For decades, young dwarf was learning more about the art of smithing. He was creating works to rival his father's own creations. When Bulumlir was 103, was broke out between dwarves and goblins from southern mountains. He decided to join the army, and help fight off the green tide that swept through dwarven ancient cities and tunnels. For next 30 years, the fighting continued, and Bulumlir was serving first in infantry, then with crossbowmen, fighting goblins. When the war came to a close, he was injured while assaulting one of last goblin hideouts. Bulumlir did however recover, and then returned to Hartodur, dwarven capital, and once again began working in his father's forge. After five years, he left again, this time to travel around Bryne and learn new techniques to become an even better smith. He turned back disappointed, no human could teach a dwarven smith anything new, especially one as good as Bulumlir. Since his return back home, Bulumlir helped develop family business and took extensive engineering studies. When his father died, Bulumlir inherited family forge, and with the help of his brother, they turned locally known store into large, well known establishment. Shortly after hitting 263 years, Bulumlir started wondering. During his travels through Bryne, Bulumlir heard that nearby nation, Lyra, having really advanced technology, even so long ago. He figured, that they propably advanced even more by now, and wanted to bring some of that technology into dwarven society. And so he set off, once again leaving Hartodur to venture among humans, leaving the forge in capable hands of his brother.
 
Here's that character I was talking about in the interest check thread. I changed a few things to better fit this RP, but let me know if there's anything I need to elaborate on, or if you'd like me to amend anything.


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Character Statistics
Name
Roxii Dae Sicarius

Aliases
The Shadow | Death | The Blind Assassin

Gender
Female

Age
Twenty-Three

Race
Lythari

Sexuality
Demisexual

Element
Darkness | Shadows

Profession
Assassin

Class
Rogue

Training
Roxii learned everything she knows from countless hours of brutal training whilst a part of the Crimson Shadow. When she wasn't training, she was practicing what she learned while she was under the safety and secrecy of Falaern Damaer's estate, the home of the Crimson Shadow. The assignments she received while a member of the assassin's guild also allowed her to hone her skills as a deadly force to be reckoned with.

Beyond the Crimson Shadow, the remainder of her skills were gained and/or sharpened while imprisoned on Sanguine Isle and by the Blackshade.
Physical Characteristics
Hair Style
The assassin sports big waves on the front locks and bottom curls with the hair on the back. This allows her to achieve both a straight- and curly-hair look at the same time.
[Example]

Hair Color
Black

Eye Color
Unknown

Skin Color
Soft Ivory

Height
60.4 in. | 153.4 cm.

Weight
92.5 lbs. | 41.9 kg.

Body Type
Mesomorph | Hourglass

Tattoo(s)
There are a line of Elvish runes running down the undersides of her arms. Each mark is earned as she lives through her life. Only six runes fit on each arm. If the elf runs out of room on their arms, they will move onto the arc just underneath their collarbones (fits nine runes) and down their spine (fits 13 runes) respectively. This tradition is used to show off to the other elves what the elf has accomplished in their life, what failures plague them, or what trials that they have overcome.
Roxii has 24 runes (six on each arm, nine on her collarbone, and three on her spine).

Scar(s)
‣ Third degree burns cover the upper half of her face, including over her eyes. This is hidden by the shadow of her hood and her blindfold.
‣ Dozens of scars cover her back. Caused by a whip with glass and metal infused into the fall.
‣ A stab wound in her left side.
‣ Two wounds from arrows. One in her right shoulder and one in her right calf.
‣ Various scars from scratches, cuts, burns, broken/fractured bones, etc. from over the years.

Other
‣ She has two black wolf ears atop her head.
‣ She has a black wolf tail.
‣ She has wolfish canines and sharp teeth in general.
‣ Part of her right wolf ear has been torn off rather crudely.
‣ The tip of her tail has been cut off.
‣ Her left pinky is missing.
‣ Six numbers in groups of two have been burned into the flesh of the back of her right hand. The numbers are 06-66-13.
Mental Characteristics
Personality
Roxii’s not the most sociable person. She’s not shy, but she’s rather untrustworthy and paranoid when it comes to meeting new people. The assassin prefers solitude over anything, but she knows when it’s stupid to be alone when facing a certain situation. She’s rather brash and insensitive towards others people’s emotions, and she’ll tell you directly if you’re being annoying, stupid, or if you just look like a total moron. She considers fluffy emotions and feelings useless and a hindrance. The wolf-elf will lie, though, but only when she feels she has to, such as when her personal life comes up or if she doesn’t want someone to know something.

Roxii tends to keep everyone at a distance. She’s closed off and mysterious, so absolutely no one knows what she has gone through or experienced. The only things they know is that she has gone through some shit given her blindness and many scars. Most of the time, she’ll wear fingerless gloves to hide the Sanguine Isle registration number on her hands. Most may recognize the numbers to be from the labor camp. It’s rare, though, because no laborer has ever left Sanguine Isle alive.

The Lythari can be easily angered and irritated if bothered enough, so once she uses up her fuse she’ll explode on the nearest person or thing with ruthlessness and mercilessness. This is a difficult state to reach, however, given her strong hold on her emotions. A clear head is what she believes will get her to her destination as logic and intelligence is what should be relied on. Being a thinker and a calculating individual, Roxii evaluates every situation carefully and methodically to find the best possible route. She's meticulous and careful, and she never does anything without a reason.

Likes
‣ Wolves
‣ Archery
‣ Blades
‣ Killing
‣ Proving others wrong

Dislikes
‣ Dwarves
‣ Vampires
‣ Crowds
‣ Being reminded of her failures
‣ Being proven wrong

Goals
Making something worthwhile out of her life.

Fears
‣ Creating relationships
‣ Losing control
Background
History
TL;DR
First twelve years are a mystery. Was a part of the Crimson Shadow for four years and became the most feared assassin in Leros. Was captured and sent to Sanguine Isle for three years. The Blackshade (Esararri) infiltrated the labor camp and broke her out, taking her for their own. Was kept as a slave for two years, became a member for the next two years, then imprisoned when she became too powerful. A terrible beast slaughtered the bandits, allowing Roxii to escape.

— — — — —




Not much is known of the Lythari’s early years. The first twelve years of Roxii’s life are a mystery to all but her. She was twelve when she officially began making a name for herself as one of the most deadly assassins in Leros. Having been taught how to use her magic to her advantage and having learned from the best of the Crimson Shadow, an assassin’s guild known all across Leros, she quickly began building up her skills and taking on assassination jobs, completing them with ease despite her blindness. Before long, many of Leros' inhabitants began fearing the one known as “The Shadow.”

One day, however, Roxii was set up. Sent on another usual assassination mission, the wolf-elf left to go kill a courtesan named Winston Whitley. The job was going smoothly as she spent a few days observing her target’s routine and the last day infiltrating his room in the middle of the night to finish the job. But before she could slit the sleeping man’s throat, a dozen guards burst into the room and took her into custody, and Whitley revealed that he wasn’t sleeping at all. A cloaked man entered the room after she was bound and received a reasonably-sized pouch of money from Whitley. Roxii knew that Whitley was too stupid to figure out he had an assassin after him, which meant that only someone who knew about her mission would tip him off. And the only people who knew of her mission were those in the Crimson Shadow. And whoever set her up was paid to do it.

Anger and betrayal settling on her heart, the infamous “Shadow” was sent to Sanguine Isle—a ruthless, slave-like labor camp for criminals to spend the rest of their days in misery—at the age of sixteen. Situated on a lone island with at least ten miles of water on each side, the camp was virtually impossible to escape from. The labor camp had fifty foot walls surrounding it with watch towers every fifteen feet along the entirety of it. Each watch tower always had at least two guards—and at least one of them had magic—, and every guard was equipped with a crossbow and a power stone that helped them regenerate magic at a faster rate during emergencies. There were only two gates that led in and out of the camp, and they were locked by a special spell that only the camp warden knew.

Upon arrival, Roxii was immediately led to an upraised stage where a table, a branding station, and a wooden column with shackles hanging from it stood. The assassin was restrained as her right hand was held out against her will and one of the guards burned her flesh with three sets of numbers: 06-66-13. She was then shackled with her wrists above her head and whipped fourteen times.

The numbers were her identification number. The first set of numbers signified which level she would be on for which job she’d be doing—level 06 was coal mining—, the second set signified which group she was a part of—she was a part of group #66—, and the last set was her member number of that specific group—she was #13 of the group.

Roxii spent three long, terrible, nearly fatal years in Sanguine Isle. Diseases and illnesses killed laborers every day, and it was a miracle that Roxii didn’t fall prey to the death surrounding her. Every night was freezing cold and none of the laborers slept on any form of comfort; their beds were the cold, hard ground. They arose just before sunrise and worked through the day until about an hour after sundown. The laborers were fed only once every few days or so, but none of it was enough to keep them healthy. The guards frequently abused and took advantage of the laborers. The assassin was one of their favorite victims given her Lythari heritage—since almost all of the guards were human—and that was how she had part of her left ear torn off. She had also attacked one of the guards after he had tried to take advantage of another woman laborer, and, as punishment, the guards had her endure thirty seven lashes.

It seemed as though the merciless world of Aldruin was not finished with the half-elf just yet. After the fall of the Kingdom of Felnethyr, home of the royal Vaneiros family and the Lythari, the elven-werewolf race became hard to come by. The kingdom was overrun by all sorts of races and species, including those of other elven heritages, as they plundered the failing kingdom. The healthy children and female half-breeds were taken by force as slaves as the men and unhealthy were slaughtered. Many races viewed the Lythari as inferior and worthless; the other elves especially viewed them as unclean. And so the rest of the land began to make use of the animalistic elves by putting them to work in whatever line of work they saw fit. The remaining free Lythari—now few in number and fearful for their and their loved ones' lives—fled to the dark, mysterious corners of the world in order to hide from the ruthless, greedy grasps of the rest of the world.

So when the Blackshade, an extremely dangerous group of bandits, found out that there was a Lythari out of hiding and ripe for the taking—one that was as dangerous as they were, despite her malnourished state—, they became desperate to have her for themselves. After careful planning, the Blackshade—also known as the Esararri in the ancient magical language of Xeigin—set out for Sanguine Isle. They cloaked their boats in the dark of night and, with uncanny precision and ruthlessness, infiltrated the labor camp with ease by using their magical language to break the spells on the prison and practically strolled right inside.

The Lythari awoke from her light slumber to the rising tumultuous clamor of guards barking orders and releasing terrifying screams of pain. Still shackled to her spot in the mines, Roxii could do nothing but wonder what was going on outside at this time of night. Before long, the Esararri entered the coal mine and found her and her unit, restrained and afraid. When they approached the half-elf, Roxii immediately began to fight back. Unfortunately, she was too weak to do any sort of damage, and they easily subdued the assassin with a short incantation.

She was taken from Sanguine Isle to the Blackshade's hideout, whose location is still unknown. For the first two years, they kept her as a prisoner and a slave. She did as they asked, when they asked, and if they were displeased they were merciless and punishment was nonnegotiable. Her punishments included burns and branding, vicious cuts, whippings, beatings, lack of food and water, "The Pit," being taken advantage of, and the severing of parts of her body, such as the tip of her tail and the entirety of her left ring finger. The first year was her being an obedient slave, but after surviving The Pit a few times despite her blindness, the Esararri realized that Roxii could be sufficient entertainment. So the Blackshade made her become a fighter in The Pit where she would fight to live against other people and creatures of all shapes and sizes using whatever weapons the bandits gave them. She fought in The Pit for a year before they decided that they wanted her to be more than a piece of entertainment to them.

The assassin's last two years with the Blackshades were spent learning from them. They taught her different techniques to use in combat, whether she was wielding a bow, a dagger, or her magic. The Esararri even taught her how to use the magical language of Xeigin to her advantage, ultimately expanding her magical vocabulary and knowledge. In her last year with the cultists, the Esararri gave her a bow, a quiver of arrows, two daggers, and a suit of assassin's armor, all made of the highest quality. They then began taking her on missions across Leros, ranging from assassinations, reconnaissance, pillaging, thievery, and scavenging. With time, she became better than she ever was before. Roxii even became better than her Blackshade mentors, and they figured that out very quickly. Afraid of losing their prized possession, they confiscated her new equipment and locked up the wolf-elf in the Blackshade dungeons, never to see another soul again. Until a ravage beast slaughtered nearly all of the Esararri, allowing the poor Lythari to escape.

And this is where Roxii Sicarius' story continues...
Class System
Equipment
‣ Bow
‣ Quiver of arrows
‣ Two daggers
‣ A hidden longsword disguised as a cane
‣ Assassin's armor

Strengths
‣ Emotionally & Mentally Strong
‣ Attentive/Observant
‣ Intelligent
‣ Quick & Agile

Weaknesses
‣ Physically Weak
‣ Irritable
‣ Cynical
‣ Callous

Abilities

Energy Pulse – Passive ➺ She can send out pulses of dark energy that can allow her to “see” her surroundings of up to an 80 foot (24.4 meter) radius. Once needed to be called upon, this ability is now instinctual as a pulse is now sent out every 10 seconds or so to allow energy to not be depleted yet still be able to retain some sort of "sight". These pulses allow her to see the ground, any structures touching the ground—such as buildings, nature, and creatures—and whatever is touching those structures. Suspended objects are a bit more difficult to pinpoint, but they can be detected and located with focus.

Shadow Walk – Active ➺ She’s able to cover herself in the surrounding shadows and, once she alters their density, she can slip into an alternate realm that parallels the one everyone walks called the Shadow Realm. In there, she actually has her vision and can see her surroundings as if she were in the real world, and she can travel in real time without disrupting the real world. To others, she’ll appear invisible and intangible. This, however, takes a lot of energy, and she can only remain in this state for no more than six minutes (though even that’s pushing it) before she begins to lose her sanity and suffocate herself.

Shadow Manipulation – Active ➺ Roxii’s able to absorb and bend the surrounding darkness and shadows to her will. Some of the things she can do include building up shields, creating weapons, and forming figures (for distractions). However, all of these require quite a bit of concentration, energy, and willpower to form and maintain their form.

Shadow Healing – Active ➺ The darkness can be used as a source of energy for Roxii, so if she absorbs enough darkness, she can heal wounds. However, she can only heal up to moderate lacerations and, if she’s lucky, some fractured bones. Broken bones, sicknesses/diseases, and injuries caused by light-based attacks are more difficult for her to tend to, and she needs plenty of time to focus on healing these issues.

Shadow Fire – Active ➺ A vicious, destructive method of combat. Usually saved as a last resort, Roxii can conjure a type of flame that isn't quite fire. Instead, it's an element born of darkness and chaos. The "fire" appears as a flicker of translucent darkness, rippling like heat waves off a scorching surface. This fire is dangerous because it melts any and everything, even stone and flesh and bones. Its flame emits no light or aura, seeming to be almost invisible, even to the assassin's dark magic. This type of magic doesn't only kill, but it also tortures and maims, because the wielder can control how much "burn" will accompany the flame. This fire isn't only dangerous to others; it's dangerous to the wielder as well. If Roxii uses her Shadow Fire ability too long, or if she uses too much too quickly, she'll begin to burn her own insides, starting at her heart.
Miscellaneous
Clarifications
Lythari ➺ A race of elves that are imbued with the powers of werewolves. In this case, however, they are more of an anthropomorphic race, showing qualities of both elves and wolves.
‣ Bow & Daggers ➺ Not quite the traditional set of weaponry, Roxii's bow and daggers are made of the shadows she commands. Made tangible by her magic, these weapons can be conjured when desired and dismissed when necessary.
 
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Name: Dantaka

Title: Clan Spirit Shaman

Alias: none

Age: around late twenties to early thirties

Race: Tiefling

Weapons: Staff of Spirits.
This staff is adorn with vibrant feathers and a green jewel skull that glows dimly in dark areas.
The staff collects various souls that die within its presence, Dantaka can use the spirits to summon a flying ethereal skull wreathed in green flame. He can summon up to five them one at a time, and can target either living person to deal damage or a corpse to turn into a animated thrall bigger the target more skulls it requires.
Mask of Soul sight.
Dantaka can perceive people’s emotions to allowing him to gauge the inner emotions of a creatures soul in caring hues of color representing their emotions, Dantaka can’t sense the emotions of a undead or construct :
Red- anger
Blue- sadness
Yellow- joy
Green- calm
Orange- bravery
Violet- fear
While perceiving emotions of living creatures he can also see spirits that are normally invisible to the normal persons sight.

Magic:
Commune with Spirits.
Dantaka enter into a meditative state and ask the advice of the spirits to ask for advice on an action that someone will do within an hour. The spirits either in Weal for good, Woe for bad, combination of both, or none at all.

Possession spirits.
Dantaka has great deal of control of the spirits around him allowing him to cause the spirits to alter the hearts of his targets in varying ways listed below:
Calming Spirits.
Dantaka uses the calming spirits of those who have died with peace in their hearts to possessed a person to calm their hearts even those who are blinded by their rage.

Frightful Spirits.
Dantaka uses the frightful spirits of those who died as cowards cause the possessed to be frightened even causing the most stalwart foes to flee and the heroic hearted man to quiver in their boots.

Enraged Spirit.
Dantaka uses the raging spirits who have never found peace in life causing the possessed person to be filled with unbridled rage even flying into a frenzy attacking those around them.

Spirits of Courage.
Dantaka uses the spirits of those who died in combat or fought with great zeal to possessed a person with great bravery and confidence to take down the most dangerous foes and laugh at death.

Appearance:
Hair. Black Unkept hair that is blasted back.
Horns. They sway backwards with the hair starting in the mist of it.
Skin. A dark red with various tattoos.
Face. His face is normally concealed with a mask with carvings that depicts life and death.
Eyes. Are jade green and they give off a dim glow.
Clothes. He wears fur clothing similar to that of the Vikings.
Other. He also sports tail that ends at an arrow shape.

Personality: Dantaka prefers action over words and talks very little, he is bit quirky and tends to be bit ignorant to the civilized life of major countries like Byrne and Lyra but, is willing to learn all he can. He keeps his “word” and does right by people that deserve it, he will sooner let himself die then bend his knee to anyone. He believes that no one should be the master of another as everyone is free to make their choices and forge their own destiny.

Background: Dantaka was chosen a young age of five to become the next successor spirit shaman of his clan. Spirit shamans are merely guides and spirit mediums of the clan helping them interpret the will of the spirits, communicate with past old ones, and deal with supernatural activities.

The clan that Dantaka came from is known as The Feilbar clan a fairly large clan that holds dominion in the northern mountains of Leros. The clan doesn’t have set leader but, that every one in the clan has equal say though when in need they elect the shaman of the tribe to make final judgement or choices for the clan.

Dantaka trained under the old shaman lady named Likila, lay a serene old women that acted as both Dantaka’s guardian and mentor throughout his teaching process. After being taught for 20 or so odd years, Likila set Dantaka off to go spiritual journey and hone his skills as a shaman and spread his wisdom where it is needed.
 
Name: Monika Von Hahnenhorn
Title: Wandering Minstrel
Alias: She hasn’t earned a cool one yet
Age: 18
Race: Tiefling

Weapons:
The Lute of Legends – Despite the absurdly over the top descriptions and mythos Monika often gives, and frankly changes around if a better idea for its story comes out, it is a simply but sturdy lute. But it is necessary for her magical attacks.

Enchanted Throwing Daggers – This set of four throwing daggers are enchanted with an ability to return to their thrower after making contact against something.

Magic:
Most Mighty Music – Through the very precise utilization of song and instrument playing, Monika can harness the great and miraculous powers of melodies. These magical effects only happen when the song is going is gong on and their abilities stop as soon as this is interrupted. The magical musical pieces that Monika can perform at this time are...
  • Carnival of Cavorting: This energetic tune revolves around a wandering carnival where the mood is always happy and the festivals never stop. To those within ear shot of the song they find themselves bound to the never-ending rhythm of the song and are compelled to dance in all of their motions until they can stop listening to it.
  • The Faithful Vanguard: This soul-felt ballad revolves around a knightly order who stood as the vanguard even when they were outmatched and had no chance of victory within sight. This tune bolsters the bravery of the people and hardens their spirits, causing them to be more resistant to damaging blows.
  • Ravokris’ Revenge: This shanty revolves around the story of the notorious sea-serpent Ravokris and how its spirit still haunts the briny depths. This tune conjures forth various blasts of scalding waters that represent the driven anger of the creature that still seeks revenge to this day.


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Personality: Monika is a rather inquisitive young maiden who has an unstoppable cheeriness about her. She lives to inspire the world via the wonders of stories and song, as such she loves to explore new places and learn all she can about others. Rather persistent and headstrong she has vowed herself to becoming one of the greatest minstrels of the land and to become well known and beloved by as many as she can. Though this is partially due to deep-seeded issues involving a lack of a true family life, which she still feels unworthy of having.

Background: The story of Monika, as far as she knows of it, began with a dying mother and a man who was desperate to save the child. Which to be fair is a noble goal, however the manner in which this was done was far from noble. Her father, the man she would later find to be Maximilien Von Hahnenhorn, made a literal deal with devils in order to save his child.

Of course these sort of deals generally don’t end out too well for the user, and he had inadvertently damned her, and by extension all blood to come from her, to a horrific punishment in the afterlife forever and ever and more literally to be taken by these devils after a short period of time.

So Monika was raised in the deep and dark bowels of the underworld to these devilish benefactors, constantly being taunted with seemingly no hope of escape. But the stories these people told did not weaken her resolve, rather they actually strengthened it by showing that even in the darkest hour this man was willing to do whatever it took to achieve glory. And she wanted to do the same.

Eventually she was able to escape these clutches and make her way to the surface where she was taken under a wandering troupe who had some pity for this girl. Here she learned greater ways of story-telling, of songs, and performances alongside being given her lute. While she treasured this time with these people she knew that she had a greater destiny and so she traveled and looked for signs of the man who had set her on this way of life…

She eventually managed to find him but to her dismay she was not taken in as a beloved child, rather she was treated with some disdain. He did not find the girl worthy of his presence at this moment, but he did think she would have uses. So he tasked her out with adventuring and hardening herself further so that the legacy would continue and would never suffer the same way again.
 
Name: Vorelius Luximus Lightbringer

Title: Lord

Alias: The Lightsworn

Age: 26

Race: Human

Weapons: Vorelius holds the sword, Arclight, given to him by the Holy Imperator himself. The double edged sword glows bright as the gems embedded into them give off light energy that could only be
controlled by the selected holder of the blade, and that holder is Vorelius. With the light energy, Vorelius can call upon his blade if it's near his vicinity. Furthermore, Arclight can slash through anything whether it be magic, weapon, or armor so long as Vorelius's fervor is strong enough.

Magic: His white armor allows for immunity from controlling spells, and deflects poison and dark spells.

Appearance:
Holy Knight.jpg

Personality: Strictly loyal to his country, Lyra, and the Holy Imperator. Vorelius doesn't tolerate disobedience. Even the smallest of laws must be followed by anyone who steps into Lyra's territories and out of it as well. Vorelius does not hesitate to punish those who disobey with beatings and executions. Those punishments sets an example for the citizens of Lyra to see what happens to criminals.

When called to fight outside, Vorelius heavily implements the diplomatic standard of the Holy Imperator: convert or destroy. Those who cannot bend to the will of the Holy Imperator shall be broken by Vorelius. However, Vorelius isn't all about punishments. He, of course, reward those who follow the Holy Imperator and do valiant deeds for Lyra.

On his time off of the battle field, Vorelius doesn't hesitate to help out the needy by handing out rations to the poor villages. Having his men, and himself go and help the elderly and weak lift heavier things. Those who follow the Holy Imperator shall be protected by Vorelius.

Background: Vorelius was just 16 when he joined the army of Lyra. He was talented, and could even outspar the captains of the army with a wooden sword. Due to this fact, Vorelius was quite prideful. He thought no one would ever match him in a swordfight. That is until the Holy Imperator himself dueled him. It was during a competition among the rookies to see who would make it to the top. The winner would face one of the generals as an honor of being the top dog of the rookies. Obviously, Vorelius won. However, it wasn't the general that faced him, but the Holy Imperator. To Vorelius's surprise, the Holy Imperator was watching him fight for a long time. The fight was over in an instant, and the Holy Imperator had defeated Vorelius in the duel. From then on, Vorelius vowed to get better, and stronger, following everything that the Holy Emperor said to do. He quickly climbed the ranks and become one of the Imperator's favorite men. However, he never once beat the Holy Imperator in a duel.
 
Name: William Hurt
Alias: Mister Hurt
Age: 34
Race: Human
Appearance:
TotOvfK.jpg
Not particularly tall standing at 5ft11 and weighing an also not particularly impressive 185 pounds or so, the bespectacled Mister Hurt strikes an odd figure for someone who makes a living by the edge of a blade. A prim and proper man who always appears fastidiously groomed, hair tidily slicked and clean-shaven save for the perfectly trimmed moustache, he typically wears three-piece outfits in grey to match his eyes consisting of a jacket, padded vest, trousers and discreet boots, though he breaks up the monotony with a blood red shirt and accompanying cravat. Underneath his clothes his body does show the clear marks of his line of work, being clearly athletic and sporting its fair few scars and marks.

Equipment:
-The Cane: Will's weapon of choice, outwardly a polished and lacquered rosewood stick decorated with bronzework. More of a hiking staff given it's a fair bit thicker, heftier and reaches to about his midsection rather than just his waist, it is a socially acceptable way for Mister Hurt to carry his preferred type of single-edged, one handed cut and thrust sword everywhere he goes. Both blade and stick are masterfully crafted from fine materials with a magic-tempering process, rendering them all but impossible to damage and capable of affecting arcane forces, and the bottom of the cane isn't hollow scabbard but a reinforced end meant to be used for bludgeoning.

-The Dagger: A backup weapon of somewhat inferior make compared to The Cane but still quite excellent, William carries a wide guard parrying dagger styled to accompany his sword, though it is large enough to serve on its own in a fight if need be.

-The Pistol: Because sometimes you just have to try the new ways, and if Mister Hurt is going to do that he's going to get his hands on the best he possibly can. A somewhat rare breech-loading pistol, not unheard of but definitely not the norm, which uses the trigger guard as a lever to pull down and expose the breech which can then be loaded with pre-made paper cartridges rather than stuffing them down the muzzle. This expedites the reloading process some, though it can't handle larger bullets or greater gunpowder loads compared to other models is thus more limited in effective range. Carried loaded and ready along with a few extra paper cartridges for good measure.

-The many knives: You just can't have too many. Small blades, well crafted but nothing really special, easily concealed and good for throwing or general utility work. Mister Hurt carries plenty and can produce them from seemingly every pocket, nook and fold of his clothes.

-The clothes: Far from a casual ensemble, William's clothes are made for action, tailor-made using extremely resilient materials to ensure both comfort and safety. His vest in particular is actually a quite sturdy jack of plates, a piece of armor made up of forged steel plates sewn into the lining of a Gainsland Buffalo leather garment, providing ample protection against blades, bludgeons and even magic.

Skills:
-Master at arms: Mister Hurt's skill with weapons, particularly those he prefers and uses regularly, is well and truly beyond that of general practitioners, and as is the case with other martial masters can be considered to compete with magic.

-Athleticism: Will is quite the athlete and generally better at this than others that don't also dedicate themselves to physical pursuits, though he isn't the strongest person out there and relies more on finesse and dexterity.

-Master of self: Mister Hurt's mind, much like with any trained swordsman, is akin to a blade itself. Through unyielding willpower and focus he can cut through attempts at manipulating or otherwise controlling his mental state.

Personality:
Always quite calm and collected, William could readily pass for any given kindly old neighbour in a small town, a polite and friendly man seemingly content with his lot in life. And well, he is in fact content with his lot in life, because deep down he's quite the piece of work. Mister Hurt relishes the opportunities to ply his mastery of sharp implements, thinking nothing of bloodshed and hurting others, and sees life and death combat as the finest of arts. Though he does follow a code of sorts, generally preferring to not break his word, turn on allies or sully his skills with those who can't provide him any sport, his loyalty is ultimately to himself and he will think very little of exacting terrible retribution on those he feels have wronged him as a matter of reputation.

Background:
Once upon a time the Hurt family was well respected in Byrne, a long line of low-born landed knights famed for their honor-bound service to their lord and their deeds of arms. Sir Edmund Hurt had a bright future ahead of him indeed, his beautiful wife Nora Hurt was with child and he stood to finally climb up the ladder of nobility and raise the prestige of his house. It was not to be, and instead a chance encounter with a greatly disliked count shattered Sir Edmund's life. Cross words and petty grandstanding from the greater noble led to the man daring insult and even put hands on Sir Edmund's wife, and from there blades were drawn and blood spilled.

The duke's death was accidental and not greatly mourned, but he had pull. Sir Edmund was branded a magnicide, his house dishonored and left destitute in compensation, and exiled to Lyra along with his wife for his crime. Grief-stricken and unused to the harshness of her new life, Nora passed away soon after giving birth to William and this left Edmund a hollow and bitter man. The formerly proud knight did everything he could to survive and raise his son, he scraped, he begged, he stole, he killed, and through all this he taught Will the way of weapons as he had been taught. Because ultimately, when all else had failed and deserted him, his skill let him carry on and live another day.

Sometimes he had no roof, sometimes he had no food, but Will Hurt always had a weapon at hand. He grew up idolizing them, idolizing their use and earning one's keep through them, putting self reliance above all else with only the loosest of morals and codes left from the knightly life his father had once led. He grew up strong, daring and dangerous, and while his father was looked at with suspicion William adapted well to their wandering mercenary lifestyle in Lyra. Eventually, when he felt his son was ready, Sir Edmund challenged him to a test and allowed himself to be run through, to escape the hell his life had become and reunite with his beloved Nora.

William understood, he didn't hold it against his father. He mourned what he felt was an appropiate amount, as though Sir Edmund Hurt had simply died of natural causes, gave him a proper burial and carried on with his life. Through this cold-heartedness and deadly skill he has become a fencer of some reknown in Lyra, a reliable problem solver employed by those in higher spheres who value both his abilities and his discreet, educated air and methods. Mister Hurt enjoys his life and the many benefits that come with it, but he recognizes the inevitable decline that comes with aging and is now thinking of retirement, seeking a way to permanently secure a comfortable future for himself.
 
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Name: Vorelius Luximus Lightbringer

Title: Lord

Alias: The Lightsworn

Age: 26

Race: Human

Weapons: Vorelius holds the sword, Arclight, given to him by the Holy Imperator himself. The double edged sword glows bright as the gems embedded into them give off light energy that could only be
controlled by the selected holder of the blade, and that holder is Vorelius. With the light energy, Vorelius can call upon his blade if it's near his vicinity. Furthermore, Arclight can slash through anything whether it be magic, weapon, or armor so long as Vorelius's fervor is strong enough.

Magic: His white armor allows for immunity from controlling spells, and deflects poison and dark spells.

Appearance:

Personality: Strictly loyal to his country, Lyra, and the Holy Imperator. Vorelius doesn't tolerate disobedience. Even the smallest of laws must be followed by anyone who steps into Lyra's territories and out of it as well. Vorelius does not hesitate to punish those who disobey with beatings and executions. Those punishments sets an example for the citizens of Lyra to see what happens to criminals.

When called to fight outside, Vorelius heavily implements the diplomatic standard of the Holy Imperator: convert or destroy. Those who cannot bend to the will of the Holy Imperator shall be broken by Vorelius. However, Vorelius isn't all about punishments. He, of course, reward those who follow the Holy Imperator and do valiant deeds for Lyra.

On his time off of the battle field, Vorelius doesn't hesitate to help out the needy by handing out rations to the poor villages. Having his men, and himself go and help the elderly and weak lift heavier things. Those who follow the Holy Imperator shall be protected by Vorelius.

Background: Vorelius was just 16 when he joined the army of Lyra. He was talented, and could even outspar the captains of the army with a wooden sword. Due to this fact, Vorelius was quite prideful. He thought no one would ever match him in a swordfight. That is until the Holy Imperator himself dueled him. It was during a competition among the rookies to see who would make it to the top. The winner would face one of the generals as an honor of being the top dog of the rookies. Obviously, Vorelius won. However, it wasn't the general that faced him, but the Holy Imperator. To Vorelius's surprise, the Holy Imperator was watching him fight for a long time. The fight was over in an instant, and the Holy Imperator had defeated Vorelius in the duel. From then on, Vorelius vowed to get better, and stronger, following everything that the Holy Emperor said to do. He quickly climbed the ranks and become one of the Imperator's favorite men. However, he never once beat the Holy Imperator in a duel.
Name: Isaac Sabre
Alias: Mister Sabre
Age: 34
Race: Human
Appearance:
TotOvfK.jpg
Not particularly tall standing at 5ft11 and weighing an also not particularly impressive 185 pounds or so, the bespectacled Mister Sabre strikes an odd figure for someone who makes a living by the edge of a blade. A prim and proper man who always appears fastidiously groomed, hair tidily slicked and clean-shaven save for the perfectly trimmed moustache, he typically wears three-piece outfits in grey to match his eyes consisting of a jacket, padded vest, trousers and discreet boots, though he breaks up the monotony with a blood red shirt and accompanying cravat. Underneath his clothes his body does show the clear marks of his line of work, being clearly athletic and sporting its fair few scars and marks.

Equipment:
-The Cane: Isaac's weapon of choice, outwardly a polished and lacquered rosewood stick decorated with bronzework. More of a hiking staff given it's a fair bit thicker, heftier and reaches to about his midsection rather than just his waist, it is a socially acceptable way for Mister Sabre to carry his preferred type of single-edged, one handed cut and thrust sword everywhere he goes. Both blade and stick are masterfully crafted from fine materials with a magic-tempering process, rendering them all but impossible to damage and capable of affecting arcane forces, and the bottom of the cane isn't hollow scabbard but a reinforced end meant to be used for bludgeoning.

-The Dagger: A backup weapon of somewhat inferior make compared to The Cane but still quite excellent, Isaac carries a wide guard parrying dagger styled to accompany his sword, though it is large enough to serve on its own in a fight if need be.

-The Pistol: Because sometimes you just have to try the new ways, and if Mister Sabre is going to do that he's going to get his hands on the best he possibly can. A somewhat rare breech-loading pistol, not unheard of but definitely not the norm, which uses the trigger guard as a lever to pull down and expose the breech which can then be loaded with pre-made paper cartridges rather than stuffing them down the muzzle. This expedites the reloading process some, though it can't handle larger bullets or greater gunpowder loads compared to other models is thus more limited in effective range. Carried loaded and ready along with a few extra paper cartridges for good measure.

-The many knives: You just can't have too many. Small blades, well crafted but nothing really special, easily concealed and good for throwing or general utility work. Mister Sabre carries plenty and can produce them from seemingly every pocket, nook and fold of his clothes.

-The clothes: Far from a casual ensemble, Isaac's clothes are made for action, tailor-made using extremely resilient materials to ensure both comfort and safety. His vest in particular is actually a quite sturdy jack of plates, a piece of armor made up of forged steel plates sewn into the lining of a Gainsland Buffalo leather garment, providing ample protection against blades, bludgeons and even magic.

Skills:
-Master at arms: Mister Sabre's skill with weapons, particularly those he prefers and uses regularly, is well and truly beyond that of general practitioners, and as is the case with other martial masters can be considered to compete with magic.

-Athleticism: Isaac is quite the athlete and generally better at this than others that don't also dedicate themselves to physical pursuits, though he isn't the strongest person out there and relies more on finesse and dexterity.

-Master of self: Mister Sabre's mind, much like with any trained swordsman, is akin to a blade itself. Through unyielding willpower and focus he can cut through attempts at manipulating or otherwise controlling his mental state.

Personality:
Always quite calm and collected, Isaac could readily pass for any given kindly old neighbour in a small town, a polite and friendly man seemingly content with his lot in life. And well, he is in fact content with his lot in life, because deep down he's quite the piece of work. Mister Sabre relishes the opportunities to ply his mastery of sharp implements, thinking nothing of bloodshed and hurting others, and sees life and death combat as the finest of arts. Though he does follow a code of sorts, generally preferring to not break his word, turn on allies or sully his skills with those who can't provide him any sport, his loyalty is ultimately to himself and he will think very little of exacting terrible retribution on those he feels have wronged him as a matter of reputation.

Background:
Once upon a time the Sabre family was well respected in Byrne, a long line of low-born landed knights famed for their honor-bound service to their lord and their deeds of arms. Sir Edmund Sabre had a bright future ahead of him indeed, his beautiful wife Nora Sabre was with child and he stood to finally climb up the ladder of nobility and raise the prestige of his house. It was not to be, and instead a chance encounter with a greatly disliked count shattered Sir Edmund's life. Cross words and petty grandstanding from the greater noble led to the man daring insult and even put hands on Sir Edmund's wife, and from there blades were drawn and blood spilled.

The duke's death was accidental and not greatly mourned, but he had pull. Sir Edmund was branded a magnicide, his house dishonored and left destitute in compensation, and exiled to Lyra along with his wife for his crime. Grief-stricken and unused to the harshness of her new life, Nora passed away soon after giving birth to Isaac and this left Edmund a hollow and bitter man. The formerly proud knight did everything he could to survive and raise his son, he scraped, he begged, he stole, he killed, and through all this he taught Isaac the way of weapons as he had been taught. Because ultimately, when all else had failed and deserted him, his skill let him carry on and live another day.

Sometimes he had no roof, sometimes he had no food, but Isaac Sabre always had a weapon at hand. He grew up idolizing them, idolizing their use and earning one's keep through them, putting self reliance above all else with only the loosest of morals and codes left from the knightly life his father had once led. He grew up strong, daring and dangerous, and while his father was looked at with suspicion Isaac adapted well to their wandering mercenary lifestyle in Lyra. Eventually, when he felt his son was ready, Sir Edmund challenged him to a test and allowed himself to be run through, to escape the hell his life had become and reunite with his beloved Nora.

Isaac understood, he didn't hold it against his father. He mourned what he felt was an appropiate amount, as though Sir Edmund Sabre had simply died of natural causes, gave him a proper burial and carried on with his life. Through this cold-heartedness and deadly skill he has become a fencer of some reknown in Lyra, a reliable problem solver employed by those in higher spheres who value both his abilities and his discreet, educated air and methods. Mister Sabre enjoys his life and the many benefits that come with it, but he recognizes the inevitable decline that comes with aging and is now thinking of retirement, seeking a way to permanently secure a comfortable future for himself.
Accepted!
 
When do we start? I think we already accumulated enough edgelords and carboard templates characters to begin.
 

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