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Fantasy Chronicles of the Vale CS

Rusty of Shackleford

Ten Thousand Club
Rules:
  1. No overpowered characters
  2. No non-humanoid races (i.e. centaurs, minotaurs, etc. Tieflings and aasimar are allowed.)
  3. No demons, angels, or other such beings
  4. Characters will start out at about level 3 if stats were used, so don't make them already be extremely good at what they do. They're better than the average man, though.
  5. Have fun!
Name:

Race: (Refer to rules 2 and 3)

Age: (Must be at least 16)

Alignment: (Uses traditional D&D alignment system. No evil characters)

Bond: (What is something from your past that ties you down to a place? A family member? A friend? A boss? Or maybe a place?)

Destiny: (What is it, chosen by the God's, that your character is destined to achieve?)

Class: (If this were D&D, what class would they be? You can use homebrew classes.)

Equipment: (Basic rundown of what they use. Nothing too complicated. Just their weapons and armor.)

Magic: (If they have any.)

Personality: (Optional)

Background: (Optional)
 
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Name:
Lukas Brightwall (real surname unknown)

Race: (Refer to rules 2 and 3)
Half-Elf

Age: (Must be at least 16)
21

Alignment: (Uses traditional D&D alignment system. No evil characters)
True Neutral

Bond: (What is something from your past that ties you down to a place? A family member? A friend? A boss? Or maybe a place?)
Amelia, his childhood friend, and the Temple of Sehanine in Fallcrest

Destiny: (What is it, chosen by the God's, that your character is destined to achieve?)
He is to conquer himself, and walk along the moonlight.

Class: (If this were D&D, what class would they be? You can use homebrew classes.)
Rogue (Thief subclass)

Equipment: (Basic rundown of what they use. Nothing too complicated. Just their weapons and armor.)
Leather Armor with cloak
Shortsword
Dagger

Magic: (If they have any.)
He does have magical potential, but has yet to tap into it.

Personality: (Optional)
Lukas, like mamy half-elves, is a wanderer at heart. He's always open to new things, to finding treasures. To him, adventuring isn't just a way to make a living. It's a way to escape the expectations of society and of those around you, and carve your own path throuhu life with people who think likewise. He isn't a hero. He isn't out to save the innocent. He's out to break the chains of fate and be free. But, he isn't a douchebag either. He's quite genuine, and he's good to those who do good by him, and he does wrong to those who wrong him. He truly cares about the priests at the temple, and about Amelia, who he's had romantic feelings for for a while.


Background:
Lukas, like many children in the Vale, is an orphan. His parents are currently unknown, with rhe boy being left at the doorstep of the Temple od Sehanine in Fallcrest. Right off the bat, he was odd. He seemed to be happier in thr moonlight, making many of the priests believe he was blessed by Sehanine, ghe goddess of the moon, illusions, and love. At first, Lukas was to be a priest, but that idea was promptly dropped after Lukas stole some items belonging to tje clergy, using the very skills they taught him. They decided to use his naturally thin body and quick mind and muscles to aid in expeditions to ancient ruins. It was doing this that gave Lukas his love of adventure, and he never gave up on his passion.

He was a friendly person, so he tried to make as many friends as possible. Which was... difficult. To human children, he was too immature, while to elven children, he was too mature. The only person he truly found a friend in was Amelia, the daughter of the owner of the Lucky Gnome Taphouse. This is also where he met his other adventuring buddies, and became his go to place to find work and talk. Even after all these years.​
 
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Name: Lady Ardelle Lavanda

Race: Human

Age: 24

Alignment: Lawful Good

Bond: The gods, the knights, and the church. These are her family.

Destiny: To fight for righteousness, to cast out the darkness, to kindle and protect the light, and to serve Torm and his people until she is called to his ivory halls.

Class: Paladin of the Oath of Devotion

Equipment: Plate armor, shield, longsword, and a pendant of the faith.

Magic: Ardelle wields divine magic both in and out of combat. In addition to casting light, this power can heal the sick and wounded, cast wards, or sense evil wherever it might be. She may also bathe her sword in divine light, making her effective against undead, demons, and others who shun goodness.

Ardelle cannot use these powers as she pleases. Rather, she prays for intervention and acts as a conduit for the power along with her amulet. To use this power, Ardelle upholds a strict code of conduct to stay in Torm's favor.

Personality: Ardelle believes that one cannot serve the light if one doesn't love it as well. Every day she can spend at peace in town makes all the months on the battlefield worth it. She loves music and admires artists to the point that she keeps a notebook on her person filled with songs from where she's traveled. She isn't as stuffy or cynical as others in her order, but still takes her duty very seriously. Her faith gives her an iron will that borders on stubbornness sometimes. She will cut down murderers, cultists, and rebels without a second thought, though she manages to temper her zeal with mercy.

Background: Ardelle only knew her mother briefly; so much so her face escapes the knight. Unable to keep the child fed and clothed, the woman gave her up to the church. However, the Vale is a cruel place where the sword was needed before the cloth. She grew up with a sword in her hand, learning the art of war by day and the art of faith by night. When she reached adulthood she swore her oath, forevermore becoming a paladin of Torm, god of duty, loyalty, and righteousness. However, with so few such knights in the Vale she was given leave to venture out on her own. And so she left, slaying evil and upholding good wherever she went. She has since become a respected paladin, though she continues to wait for the call to arms.
 
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Name: Lady Ardelle Lavanda

Race: Human

Age: 24

Alignment: Lawful Good

Bond: The gods, the knights, and the church. These are her family.

Destiny: To fight for righteousness, to cast out the darkness, to kindle and protect the light, and to serve Torm and his people until she is called to his ivory halls.

Class: Paladin

Equipment: Plate armor, shield, longsword, and a pendant of the faith.

Magic: Ardelle wields divine magic both in and out of combat. In addition to casting light, this power can heal the sick and wounded, cast wards, or sense evil wherever it might be. She may also bathe her sword in divine light, making her effective against undead, demons, and others who shun goodness.

Ardelle cannot use these powers as she pleases. Rather, she prays for intervention and acts as a conduit for the power along with her amulet. To use this power, Ardelle upholds a strict code of conduct to stay in Torm's favor.

Personality: Ardelle believes that one cannot serve the light if one doesn't love it as well. Every day she can spend at peace in town makes all the months on the battlefield worth it. She loves music and admires artists to the point that she keeps a notebook on her person filled with songs from where she's traveled. She isn't as stuffy or cynical as others in her order, but still takes her duty very seriously. Her faith gives her an iron will that borders on stubbornness sometimes. She will cut down murderers, cultists, and rebels without a second thought, though she manages to temper her zeal with mercy.

Background: Ardelle only knew her mother briefly; so much so her face escapes the knight. Unable to keep the child fed and clothed, the woman gave her up to the church. However, the Vale is a cruel place where the sword was needed before the cloth. She grew up with a sword in her hand, learning the art of war by day and the art of faith by night. When she reached adulthood she swore her oath, forevermore becoming a paladin of Torm, god of duty, loyalty, and righteousness. However, with so few such knights in the Vale she was given leave to venture out on her own. And so she left, slaying evil and upholding good wherever she went. She has since become a respected paladin, though she continues to wait for the call to arms.
Accepted!
 
tumblr_p4d34pCojh1r6sg7so1_1280.png
Name

Nadia Ray Silverling

Race

Tiefling

Age

Twenty

Alignment

Neutral Good

Bond

Opportunity, Safety, and Friends.

Due to the fact she's a Tiefling, it's hard to find a place that'll hire her much less allow her to play her flute. So when she finds the opportunity to do so, she tends to stay for awhile. Fear of being burned like her family makes her put safety on the top of her list, if she feels safe somewhere she'll stay there as long as she can. Since genuine friends are a rarity in her life, when she gets them she enjoys staying where they are.

Destiny

Flutist of the Gods, vanquish the hatred for others in the heart's of her listeners, unite the races.

Class

Bard
College of Valor

Equipment

Nadia always sports a off the shoulder blouse with slightly puffed cream colored sleeves and heavily embroidered collar. A turquoise bodice and a cream skirt with brown slightly heeled boots finish her look. Trinkets and jewels decorate it while her flute is always strapped to her side.
( Her appearance picture is what she usually wears )

Magic
Nadia can cast spells . . .
* Dispel Magic
* Major Image
* Hypnotic Pattern
* See Invisibility

Personality

The woman who says little but her presence says plenty, that’s Nadia. Her eyes twinkle with ideas, yet her mouth stays shut. Not one to go to others, preferring they come to her, Nadia is slightly cocky. Vanity is a weakness of hers, you’ll never see her without her excess amount of jewels. Though she’s not a initiater of conversations, Nadia isn’t introverted, not in the slightest. She actually very much so enjoys crowds, especially when she’s the cause of them. Unfortunately Nadia has grown a sharp tongue, always ready to fire a smart remark. A trait she acquired when she was young and bullied for being a Tiefling. Due to her attitude, her quirkiness and intellect isn’t what people see at face value, it’s her diva demeanor. All in all Nadia can be summed up to be a beautiful charismatic witty little Tiefling.

Background

Because she was a merchant’s daughter Nadia was always on the road, never staying in one place for long. Her family wasn’t rich but they managed to give her the finer things in life. Every night Nadia went to bed with a full belly and a smile, every holiday she got a new dress. Her childhood was golden. Until her thirteenth birthday. On her way to school, Nadia was harassed, words like “Demon” and “Evil” were thrown at her by complete strangers. More so confused than hurt, Nadia went on her way. The hurt came when the same words came from her classmates. This is when reality hit the ignorant Nadia, tieflings had prejudices held against them. As she grew older it only got worse. Sadly on her sixteenth birthday her family's "home" was burned with her mother and father in it. When she became eighteen she decided to wander, in hopes she’d find a place of acceptance and leave these dreadful memories behind. Through her journeys she’s found her knack for instruments, especially the flute.​
 
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View attachment 462779
Name

Nadia Ray Silverling

Race

Tiefling

Age

Twenty

Alignment

Neutral Good

Bond

Opportunity, Safety, and Friends.

Due to the fact she's a Tiefling, it's hard to find a place that'll hire her much less allow her to play her flute. So when she finds the opportunity to do so, she tends to stay for awhile. Fear of being burned like her family makes her put safety on the top of her list, if she feels safe somewhere she'll stay there as long as she can. Since genuine friends are a rarity in her life, when she gets them she enjoys staying where they are.

Destiny

Flutist of the Gods, vanquish the hatred for others in the heart's of her listeners, unite the races.

Class

Bard
College of Valor

Equipment

Nadia always sports a off the shoulder blouse with slightly puffed cream colored sleeves and heavily embroidered collar. A turquoise bodice and a cream skirt with brown slightly heeled boots finish her look. Trinkets and jewels decorate it while her flute is always strapped to her side.
( Her appearance picture is what she usually wears )

Magic
Nadia can cast spells . . .
* Dispel Magic
* Major Image
* Hypnotic Pattern
* See Invisibility

Personality

The woman who says little but her presence says plenty, that’s Nadia. Her eyes twinkle with ideas, yet her mouth stays shut. Not one to go to others, preferring they come to her, Nadia is slightly cocky. Vanity is a weakness of hers, you’ll never see her without her excess amount of jewels. Though she’s not a initiater of conversations, Nadia isn’t introverted, not in the slightest. She actually very much so enjoys crowds, especially when she’s the cause of them. Unfortunately Nadia has grown a sharp tongue, always ready to fire a smart remark. A trait she acquired when she was young and bullied for being a Tiefling. Due to her attitude, her quirkiness and intellect isn’t what people see at face value, it’s her diva demeanor. All in all Nadia can be summed up to be a beautiful charismatic witty little Tiefling.

Background

Because she was a merchant’s daughter Nadia was always on the road, never staying in one place for long. Her family wasn’t rich but they managed to give her the finer things in life. Every night Nadia went to bed with a full belly and a smile, every holiday she got a new dress. Her childhood was golden. Until her thirteenth birthday. On her way to school, Nadia was harassed, words like “Demon” and “Evil” were thrown at her by complete strangers. More so confused than hurt, Nadia went on her way. The hurt came when the same words came from her classmates. This is when reality hit the ignorant Nadia, tieflings had prejudices held against them. As she grew older it only got worse. Sadly on her sixteenth birthday her family's "home" was burned with her mother and father in it. When she became eighteen she decided to wander, in hopes she’d find a place of acceptance and leave these dreadful memories behind. Through her journeys she’s found her knack for instruments, especially the flute.​
Accepted!
 
linda-treffler-steelcrow-blacksmith.jpg
Name: Sneezer
Race
: Kenku
Age: 30
Alignment: Chaotic Neutral
Bond: The High Forge of the Eastern Tull
Destiny: The Armor that Was shall come to be whole once again by the hands of Sneezer before his life is allowed to conclude.
Class: Druid (very loosely)
Equipment:
  • Blacksmith's hammer
  • Blacksmith's tongs
Magic: Sneezer has a primordial magical connection with the metals of the earth; this connection guides his hands to craft solid armor and weapons.
Personality: Sneezer is unable to communicate in any formal language, such as Mannish or Elvish, but he gets around this by utilizing a sort of informal sign language comprised of odd gestures to indicate feelings, actions, etc. He is rather gruff, with a twisted sense of humor, and often uses similes and metaphors involving metal in everyday conversation. This, combined with his strange way of communicating, often makes it hard for those not familiar with him to understand him.
Background: To be fleshed out in the game proper
 
linda-treffler-steelcrow-blacksmith.jpg
Name: Sneezer
Race
: Kenku
Age: 30
Alignment: Chaotic Neutral
Bond: The High Forge of the Easyern Tull
Destiny: The Armor that Was shall come to be whole once again by the hands of Sneezer before his life is allowed to conclude.
Class: Druid (very loosely)
Equipment:
  • Blacksmith's hammer
  • Blacksmith's tongs
Magic: Sneezer has a primordial magical connection with the metals of the earth; this connection guides his hands to craft solid armor and weapons.
Personality: Sneezer is unable to communicate in any formal language, such as Mannish or Elvish, but he gets around this by utilizing a sort of informal sign language comprised of odd gestures to indicate feelings, actions, etc. He is rather gruff, with a twisted sense of humor, and often uses similes and metaphors involving metal in everyday conversation. This, combined with his strange way of communicating, often makes it hard for those not familiar with him to understand him.
Background: To be fleshed out in the game proper
Accepted!
 
Name: Tsar

Race: Human

Age: 19
Alignment: Chaotic Good

Bond: His homeland being cursed so that the dead cannot pass into the afterlife

Destiny: To reopen the moon gate allowing the spirits of the dead in his homeland to pass on to the afterlife.

Class: White Necromancer

Equipment: Resurrection staff, necromancy book, and traveling clothes

Magic: Able to talk to the dead {passive} and able to reanimate dead things {active}

Personality: Surprisingly patient but driven towards his goals

Backstory: Tsar comes from a little pocket of a country where death is not feared but revered and celebrated. However his country has been cursed by some invader sealing the moon gate preventing the dead from safely traveling back and forth from the afterlife to the living world on the Festival Days of the Dead.43719346-F8DF-454A-A567-E4A1C9695705.png
 
Name: Tsar

Race: Human

Age: 19
Alignment: Chaotic Good

Bond: His homeland being cursed so that the dead cannot pass into the afterlife

Destiny: To reopen the moon gate allowing the spirits of the dead in his homeland to pass on to the afterlife.

Class: White Necromancer

Equipment: Resurrection staff, necromancy book, and traveling clothes

Magic: Able to talk to the dead {passive} and able to reanimate dead things {active}

Personality: Surprisingly patient but driven towards his goals

Backstory: Tsar comes from a little pocket of a country where death is not feared but revered and celebrated. However his country has been cursed by some invader sealing the moon gate preventing the dead from safely traveling back and forth from the afterlife to the living world on the Festival Days of the Dead.View attachment 463304
Accepted!
 
Name: Sir Becker von Amsberg


Race: Human

Age: 32

Alignment: Lawful neutral

Bond: Descendant of Vale nobility , ousted from power long ago. Becker remains to re-write his family's future.

Destiny: Becker hopes for the day when he can put things right and relive the days when the Amsberg house was once trusted amongst the common folk.

Class: Basion

Equipment: Full Plate armor, Halberd


Magic: As much as it frustrates Becker, he has no magical abilities.
Accepted!
 
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Name: Crito Olympus Gadfly

Race: Orc

Age: 36

Alignment: Neutral Good

Bond: Market Squares

Destiny: Achieving The "Good" Life

Class: Philosopher

Equipment: His Journal, An Atgeir, Ink [10 oz], Paper [20 sheets], Bedroll, Inkpen,

Psionics:
Philosophers like Crito aren't magic users, instead relying on Psionics to enhance their day to day lives. But unlike the average Psionic, the Philosopher is able to use powers from all four disciplines, due to their pursuit of the "Good" Life.
Crito due to his Orc nature has a tendency to use more offensively focused powers:
Energy Ray
Ego Whip
Breath Of The Black Dragon
Oak Body
My Light
Stomp
Psionic Restoration
Personality: To be Revealed
Background: To Be Revealed
Rusty of Shackleford Rusty of Shackleford
 
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Name: Crito Olympus Gadfly

Race: Ork

Age: 36

Alignment: Neutral Good

Bond: Market Squares

Destiny: Achieving The "Good" Life

Class: Philosopher

Equipment: His Journal, An Atgeir, Ink [10 oz], Paper [20 sheets], Bedroll, Inkpen,

Psionics:
Philosophers like Crito aren't magic users, instead relying on Psionics to enhance their day to day lives. But unlike the average Psionic, the Philosopher is able to use powers from all four disciplines, due to their pursuit of the "Good" Life.
Crito due to his Ork nature has a tendency to use more offensively focused powers:
Energy Ray
Ego Whip
Breath Of The Black Dragon
Oak Body
My Light
Stomp
Psionic Restoration
Personality: To be Revealed
Background: To Be Revealed
Rusty of Shackleford Rusty of Shackleford
Accepted! Sorry! Been busy.
 
Volkru (Volk-rue)
1521814307177-png.416250
Nickname(s): Volk, Vol

Race: Dragonborn

Age: 16

Alignment: True Neutral

Bond: Volkru's desire to hunt down the man or woman that has taken away his place in his tribe.

Destiny: Volkru has a strong desire to become stronger and more powerful. He wants to achieve revenge on the man who had killed his father and got him banished.

Class: Barbarian

Equipment:
- Double Bladed Axe (Two-Handed)
latest
- War pick (One-Handed)
latest

(Instead of magic?) Breath Weapon: Fire

Personality: Volkru has what some would call a "warriors' Personality. He's always on edge, quick to think and is ready for battle at a moments notice. He can be seen as very cold and sometimes seclusive or rude, but he never means to come off that way. When people get close enough for him to open up, he shows that he has a sensitive and more gentle side.

Background: Volkru was born and raised in his clan, the son of a guard. From the first time, he can walk and wield a weapon he was trained for war. Spending many days and nights learning how he was born to give his life serving and protecting his clan. He became hard and cold to the rest of the world, finding nothing but darkness outside the clan walls.

He grew to be strong and mighty, a fierce opponent to any man or beast who would enter their territory, but before Volkru could become an honorary guard of his homeland, he was exiled. The terms, treason against his people. His father had been out the night before, late night hunting, and had been murdered. All findings pointed toward Volkru, but Volkru knew the lies and deceptions of the people excusing him. But being outnumbered and now abandoned by his clan he began to make long journies to different parts of the world with the hopes of growing strong enough to one day return to his clan and have his revenge.

EXTRA INFORMATION Voice: Volkru has a very deep and gravelly voice, though he speaks in a very soft tone the majority of the time. He can sometimes come off annoyed or as if he's not interested, but in reality, he's just trying to not sound too menacing when he's speaking to others.

Physical Features: Volkru has a very tough and muscular build. His body is covered by both tough, spiky scales that cover a majority of his body, such as, his shoulders, back, legs, feet, arms, and face, but also some smoother scales that cover places like his chest and the palms of his hands. He has a multitude of different scars that run across his chest and back, some more noticeable than others. One of the most noticeable scars runs along his face (As in Picture)

Height: 6'6"
Weight: 292 lbs

Hobbies: Wood Twidling, Battle training, story reading

 
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I’m not reattaching the barbarian’s limbs if they get cut off jfy

Edit: this goes for everyone if you lose a limb from your own stupidity i’m not resurrecting it.
 
"Do as you will gravedigger, just know I have my eye on you. I do not know what god sees righteousness in the walking dead, but know the moment you turn them against the innocent is the moment you lose your head."

Also billthesomething billthesomething an ork is different from an orc. They're very similar, but an ork is probably closer to a troll. Imagine an orc, but they technically have no gender, have psychic powers, and can regenerate and reattach limbs. They're from Warhammer 40k.
 

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